Shadows of Numeria (Inactive)

Game Master DireMerc

Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizards has risen to power in these hidden technological ruins.

Something stirs in the shadows of Numeria and unless someone figures it out the whole world could be in danger.

link to images

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Doesn't that hex only have a 30 foot ranged? I supposes if your at f3 you could do it after you move to the closest one on the bow.

Jayla might need to change her action since the map is up (I had only done pirate movements there and added the boarding ramp)

Also need a post from Val, xaikon and alvoise


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise runs across the dock to get near the boarding plank; crouching behind crates and barrels.

Bloodrage 8/10 rounds. +6 hp −2 ac
AC 16 hp 30/41

50’ movement; finish in B12.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Well my movement's not been processed twice on the map.
As far as i know, no pirates stood in the way for her movement to near Alvoise. She wouldn't do anything else besides move, since a shortbow is limited in range.


ok you can move to h3 no problem.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Val moves up to C-10


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
DireMerc wrote:

Doesn't that hex only have a 30 foot ranged? I supposes if your at f3 you could do it after you move to the closest one on the bow.

OK, if I have to leave cover I'll just not do it this turn.

I've been really busy the past couple of weeks and have a ton of work this week so feel free to bot me if you need to. I will try to keep up but some days I am not getting time to check in.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Possible to swim under the jetties? If so she stow her bow, climb into water at Y9, and swim under the jetty, then under water to next jetty surfacing under it, though using the jetty for concealment.

Stealth: 1d20 + 9 + 1 + 1 ⇒ (3) + 9 + 1 + 1 = 14 To move in water unseen.

The terrible rolls continue....


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Result should be 15, used +1 instead of +2.


ok no problem.

One of the pirates move over to the ramp and pushes it into the water so you cant use it to cross. Two archers fire on Raskir and the other shoots at Alvoise.

attack Raskir: 1d20 + 4 ⇒ (10) + 4 = 141d6 ⇒ 1
miss chance 20 and under misses: 1d100 ⇒ 97

attack Raskir: 1d20 + 4 ⇒ (8) + 4 = 121d6 ⇒ 3
miss chance 20 and under misses: 1d100 ⇒ 47

attack Alvoise: 1d20 + 4 ⇒ (7) + 4 = 111d6 ⇒ 1

Another pirate comes up from below deck.

"What the blazes is going on! Were is the captain!?!"

"He went inside the complex to take the girl to the machine lady!" replies on of the pirates

updated map

Your go again


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Jayla double moves to B11.

Underway she hears the pirates' exchange of words.
Girl, 'machine lady'?


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Val moves to B-19, so next round she can jump onto the ship and get behind them.


Forgot to ad the new pirate, added him and did pc movement.

The new pirate seems to be an officer of somekind he wields a rapier in his main-hand and a whip in his off-and.

updated map


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Xaikon decides to swim under water to the next jetty to avoid being seen, and just has head sticking out of water to minimize being seen while using the jetty above as concealment. Xaikon unseathes her long sword readying herself for a launch out of water at the two bowman.Moving to under jetty at L12


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

Does Raskir see a likely entrance to this complex? If we can go that way, we can forget the ship assault.


Yes there is a set of steel doors at the north-west corner of the map at A1, A2


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

”Give us the girl!” Alvoise growls. ”And the councilor.”


The pirate who came from below deck moves to the edge of the boat motioning for the other men to hold fire.

"The girl ain't here lad and we don't know anything about any councilor." he says


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

"We'll just be paying your captain a visit then," Raskir snarls menacingly.

intimidate: 1d20 + 1 ⇒ (12) + 1 = 13 He jogs to the steel doors and pulls.

strength if needed: 1d20 + 4 ⇒ (19) + 4 = 23


The pirate seems relieved.
"Yar you go ahead and do that." he says


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

So i guesss we're boarding.

Jayla observes the pirates.
When they meet the captain, she observes him.
Study for bonuses, just in case.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

”We leave them for now?” Alvoise asks his companions as Raskir jogs away to open the doors. He’s staring at the officer on the ship. He exhales in a rough manner and his body shudders for a moment. Panting he wipes the sweat from his brow, clearly no longer under the influence of his rage.

6/10 rounds of bloodrage left. 24/35 hp

I thought we were going through the steel doors (A1 & A2) -- leaving the people on the ship alone.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Xaikon remains in the water under the jetty listening to the conversation, prepared to launch out of the water if the need arises.


The current course of action Raskir is taking is indeed going into the complex and leaving the people on the boat alone.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Let's hope they don't backstab us.


So all agreed on leave the ship and going into the complex instead?


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

Raskir looks back to see if his companions are following.

I felt like it was a tactical disadvantage to try to board the ship while they were shooting, while our real quarry is (apparently) elsewhere, but if you guys want to try the ship, Raskir will come back.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

”Don’t follow us!” he calls to the men on the ship. ”You’ll regret it.” He follows Raskir into the double doors.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Sorry for the delay. Got computer problems again. Really need a new computer.

Hearing Alvoise shouting back the remaining pirates. She swims under water until she reaches the far side of the large jetty remaining underneath it. Double move action to B8


Consider it out of combat for now.

The pirates on their end are launching the ship to get away from the dock.

The steel door leading into the complex has no visible means of opening them but they are slightly ajar. The opening is only about 1 inch however.
A small keypad next to the door has 9 buttons with different symbols on them.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise stares at the nine buttons for a moment. Expecting to hear a crossbow bolt, he waves his hand in front of the door’s gap. When he thinks the likelihood of being attacked is small, he leans close to the doors and peers into the gap.

perception: 1d20 + 7 ⇒ (6) + 7 = 13


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Jayla stares at the keypad, trying to let perception and logic run its course.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Intelligence for code deduction?: 1d20 + 3 ⇒ (16) + 3 = 19


I forget did anyone learn the alien language?


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

<----Speaks Androffan, is an android ;)


The keypad contains letters.
d i v n t y u g l

Examining the keypad you can see the letters

i n t y u have been pressed recently.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

In Jayla's subconscious, her internal circuitry works quickly.
0111110001
...algorithm in process.....
00010001

She then types U N I T Y.


The doors slide open slowly with a lot of creaking.

Beyond the walls, floor and ceiling of this slightly curved hallway are made of smooth dark gray metal. Panels of lighter material run along the ceiling eight feet above. To the north and south the tunnel is blocked by walls of metal junk and rubble, while an open doorway is right across from you leading into another room.

You move in and in the corner spot a small spiderlike machine but it seems inert and doesn't react to your presence.

In the next room the northern wall of this otherwise empty metal room is a tangle of what look to have once been strange cages of some sort. Tangled amid the metal ribs of these cages are ribs of a more organic nature—the ancient bones of some sort of alien creature. Smaller mounds of rubble lie against the opposite wall.

Moving forward leads to another doorway were there are two strange machines that sit to the north and south against the walls, their faces appear similar to coils of metal tubes with several nozzle-like protrusions pointing into the room itself.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

?:

Does it have multiple arms, by chance?

Jayla enters after the door opens, her shortbow drawn.
Perception, anything suspicious here?: 1d20 + 8 ⇒ (20) + 8 = 28


Added a bit more information to the post as an edit.

The spiderbot has multiple arms each with a different tool attached. It seems designed to effect repairs.


it probably sounds a bit confusing so here is a map of the layout

map

You came in on the left side of the map and are going towards the right.

The last room is an airlock of sorts.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Was thinking of the skeleton & arms, but good to know on the bot.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Xaikon climbs out of the water walking over to the rest of the party, looking over her arrow injuries muttering softly in Strix. She also looks about to see for unused arrows lying about to fill her quiver.

Perception: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31


You move on pass the strange machines that seem to be inactive.

The last set of doors opens and at first glance, this cold cavern presents a strange and disconcerting vista—that of a desert valley under a clear nights sky. A stretch of sand covers the ground, a vista broken here and there by bits of strange, spiky shells or contorted, dead fronds that look like branches.

It looks like you out in the desert at night but your several hundred feet underground and it's a little past noon


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

"This scene, it's illogical. A total difference of scenery, where the scenery shouldn't be."


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

Raskir pauses at the doorway, trying to detect signs of an interdimensional portal.
kn planes : 1d20 + 4 ⇒ (11) + 4 = 15

sorry, so busy lately.


As far as Raskir can tell there is no portal.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Xaikon stands by the door opening looking outward, with a clear expression of confusing. For while flying as they travelled she definitely did not see any desert canyon beyond the mountain.

Softly speaking, "What strange powers are here?"


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

"How could there be an outside, under ground?"


Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.

Raskir steps into the open air hesitantly. He looks up at the stars and turns a complete circle, looking for familiar constellations.

Kn. Nature: 1d20 + 4 ⇒ (13) + 4 = 17


Looking around Raskir doesn't see any constellations were they should be. He doesn't see any at all actually. The stars are all evenly placed in a repeating pattern.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise chuckles in surprise at the desert valley. ”A powerful illusion, I guess. Do you think it might be an image of Osirion or Thuvia?” He strides forward to look at the spiky shells and the dead fronds. He turns back to look towards the door, curious to see how it is integrated into the scene.

”I have no idea what purpose this image could serve.”

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