Swords and super-science in the savage realm of Numeria! The heroes begin as 1st-level slaves of the Technic League, forced to explore the fragments of the fallen starship Divinity in search of potent alien technology for their arrogant masters in Starfall. As soon as they can win their freedom, their destiny will be in their own hands, and all of Golarion will become their adventuring grounds....
Flitting over to hover a few feet in front of the firefighter robot, Clinger begins asking a few perfunctory questions in his tinny, high-pitched voice.
An absurd clash of unproportional combatants ensues briefly, Clinger hurling itself ineffectually against the ridiculously larger firefighter robot several times....
CLINK!! CLINK!! CLINK!!
....before the firefighter robot ends the joust by squirting a glob of fire retardant on the dragonfly and hurtling it back several feet before its flapping wings throw off the white goo and regain control....
Hobgoblin Alchemist (Construct Rider) 3 | 13/21 HP | AC 16 T 13 FF 13 | Fort +4 Ref +6 Will +1 | Initiative +3 | Perception +5 | Active Conditions: None
Maagun: "Neigh!"
Maagun's observation:
"Hahahahaha..."
Gnaarrg will enter the 'snack bar' once it's clear of mold, and start collecting any machine parts she can get out the door. With this, I could make a new construct from scratch. -Posted with Wayfinder
Zed pays no attention to the spores that hit his face. He enters into the room and begins uttering a spell a few times. Spraying globs of acid into the bits of mold.
Zed casts Acid Splash a number of times until the mold is clear.
Zed pays no attention to the spores that hit his face. He enters into the room and begins uttering a spell a few times. Spraying globs of acid into the bits of mold.
Zed casts Acid Splash a number of times until the mold is clear.
Zed finds and eliminates 1d3 ⇒ 3 patches of russet mold.
Then looks on as the two bots chatter and then bash each other, She tries not to giggle.
"I see Clinger, Well I was going to ask you ask it if there had been others her. But it seems to have been asleep for a very long time. You know I am just amazed that so much is still here. Looters have been here before us, yet there is still things to find. Clinger ask it to go back into sleep mode and keep its power. We will come back for it later."
She keeps away from Zed and the mold, as she looks around. checking with the small item in her hand. She looks for a means to charge it or more batts for it. She seems happy to sit and read it, asking Clinger things now and then.
After removing the mold Zed begins to leave the chamber.
"It is all c-clear."
He then proceeds to the final door on this side of the inner rooms. Swiping the Blue Card-Key.
Zed opens the room labeled "cafe" on the southern portion of the inner rooms.
Zed opens the cafe door, revealing a dark chamber beyond, cluttered with unidentifiable debris from the ages, all covered with mold....
Zed discovers and eliminates 1d3 ⇒ 1 patches of russet mold with his acid splash....
Another 400 XP per character puts us at 600 total XP needed to level to 3rd level!
The machinery here seems to be considerably more intact than that found elsewhere so far. Zed, Zal, and Gnaarrg agree that with a little work, they could repair the food replicators enough to restore functionality....
Zed proceeds to destroy the mold in the chamber and takes a look around. "All c-clear. It could s-serve us well to fix these perhaps."
He then moves on walking to the northern inner rooms, starting with the right most door. Using the Blue Card-Key to open the door.
Zed opens the chamber on the far right labeled "cafe".
Zed opens the door to another cafe. Like the one before, this place is littered with unrecognizable trash and debris, and patches of mold grow rampant. Zed finds and eliminates 1d3 ⇒ 2 more patches of the deadly russet mold with his acid splash cantrip.
The skeletons of two humans lie amid the refuse here, apparently killed millennia ago by the crash. They are clad in moldy scraps of moth eaten clothing, and have a few pockets and pouches apparent that might contain valuables....
As Zed is examining the two skeletons in the dark cafe, a pair of shadows that aren't his loom across the littered floor and walls, seeming to stretch from the two skeletons....
He hears a cold, dry hissing that seems to come from the darker shadows....
Comes and when they find the bed body's she puts on some gloves and then takes a slow look over them.
Handing Zeb what she finds, she looks over what killed them. Then once again takes a finger bone from each and labels it. Makes some notes and places them away in her pouch.
Heal check 1d20+7
"So what next?"
She asks when done.
Zal enters just as the two shadows are rising up to steal some lifeforce from the living beings they detect.... Initiative rolls, please!
Perched on Lady Zal's shoulder, Clinger makes a low whistling sound.
Those two have been dead for a long time.... and yet.... it seems that some darker part of their energy still lingers on here! And it seems to be....hungry....
Lady Zal and Nalket both know that the shadows are incorporeal, making them very resistant to non magical weapon damage. They hunger for the energy of the living, sapping strength from their victims with every touch. Magic, and perhaps the laser pistol Gnaarrg carries, may be your best chance at defeating them.
Lady Zal (backs away and professes knowledge about undead shadows)
Zed
Shadows
Nalket
Saissha
Gnaarrg (fires a stray blast from the laser pistol at a shadow)
The shadows whisper with deep, sepulchral voices in an alien tongue:
Androffan:
Why isss death ssso cold? Why isss it ssso empty? Hold meee.... Let me feeel your waaarmthhh....
Both float toward Zed, shadow-claws outstretched to caress the android!
Incorporeal touch 1d20 + 4 ⇒ (8) + 4 = 12 narrowly misses.... 1d20 + 4 ⇒ (19) + 4 = 23 but the second one brushes against Zed's face with an insubstantial shadow-claw as cold as the vacuum of the Void, draining 1d6 ⇒ 4 Strength!
Sorry about the late responses, been a hectic week on my end. Didn't even realize we had leveled up...
[dice=Hit Die]1d10+2
[dice=Initiative]1d20+4
Geirmur will raise his musket, but doubt crosses his expression when he hears Lady Zal.
No worries, yeah, you are actually at enough XP for 3rd now, but you've so far only had the opportunity to level up to 2nd. HP at each level after 1st is as per Pathfinder Society standard: 1/2 max plus 1 plus Con mod. Saves the PCs from rolling crappy hp lol
Lady Zal (backs away and professes knowledge about undead shadows)
Geirmur (takes aim but hesitates/holding action)
Zed (goes full defense)
Shadows (attack Zed)
Nalket
Saissha
Gnaarrg (fires a stray blast from the laser pistol at a shadow)
Hobgoblin Alchemist (Construct Rider) 3 | 13/21 HP | AC 16 T 13 FF 13 | Fort +4 Ref +6 Will +1 | Initiative +3 | Perception +5 | Active Conditions: None
Gnaarrg smacks her forehead, and pulls a vial from her pouch. Mixing it with one of her bombs, she reels back and throws it at the ground underneath the closest shadow.
Ectoplasmic Bomb!:1d20 + 6 ⇒ (5) + 6 = 11 I hit the square! Yay! Damage:1d6 + 4 ⇒ (2) + 4 = 6Splash Damage=5; Affects incorporeal creatures normally.
The two shadows, being adjacent to each other, are both caught in the splash of Gnaarrg's ectoplasmic bomb, and both wail with deep, sepulchral voices!
Here we go. So, it seems that there is not a Knowledge (technology) skill in RAW? If a link to such a skill can be provided, then it can be used. At any rate, Lady Zal's Knowledge (engineering) check would have the same modifiers, and she could put the rank she had in Knowledge (technology) into Knowledge (religion) or another skill if desired.
I have not found any evidence of the introduction of Knowledge (technology), but it seems according to this ruling that Knowledge (engineering) is used, but only if you have the Technologist feat. Without the feat, you are considered untrained with regard to technology. Nothing is rendered obsolete by this. I have the Numeria Companion Guide, I'll check that for a rule about Knowledge (technology), but I haven't found any sign of it elsewhere. Is it in the Iron Gods AP, maybe? At any rate, it sounds like an optional rule, if anything.
Yep I can see the logic, I think Technologist feat could be much better worded and that is where the confusion came from.
Agreed. Anyway, I'm enjoying this game a lot so far, I know we only just began, but I like how you all are RPing your characters well! :)
Agreed. This has been fun so far.
I didn't mean to cause any issue with the Knowledge skill i was just worried that if i didn't say something I'd end up having to waste my skill points later on a redundant skill.
Ammunition: Please do track it, as I feel the survivalist aspect of a sandbox campaign can add to its fun, especially one in which ammunition can include precious charges in a laser weapon. ;)
Food: For this first expedition, assume your character has enough rations for one week. After their rations are gone, foraging or hunting (or a return to civilization) will become necessary to stave off starvation and dehydration.
Encumbrance: I do use the encumbrance RAW.
House Rules: I don't really use any, I prefer pretty strict RAW, except where RAI and common sense dictate otherwise.
Hey all, just checking in now that this PBP has been going for a couple weeks. I'm enjoying everyone's great RP, and I appreciate that all of you have taken the time to post at least every other day. I hope you are all enjoying the adventure so far, and if anyone has any suggestions or requests for future adventures, post them here.
Cheers!
I am really getting into Golarion lately. I started gaming with AD&D back in the '80s (yes, your GM is an old grognard lol), and always loved Greyhawk and Forgotten Realms (more Greyhawk--I'm a gritty swords n sorcery fan). Started playing Pathfinder soon after Paizo parted with WotC (didn't like 4th ed compared to 3.5/Pathfinder), but always used Greyhawk or my own homebrew world (mythical version of Earth in the High Middle Ages). But the more I've read about Golarion, the more impressed I am with the setting. The designers have created a pretty sweet fantasy world.
Yesterday, I started a new tabletop campaign set in Taldor. The PCs are either lesser courtiers seeking Grand Prince Stavian III's favor, or criminals given a chance to earn amnesty, by delivering a proposal of marriage between his daughter, Princess Eutropia, and the Satrap of Qadira, Xerbystes II. Such a union would secure a stronger peace between Taldor and Qadira. Of course, dark forces are at work that would prefer to see the two nations return to war....
The timeline of that tabletop campaign and this PBP campaign are simultaneous (both began on Pharast 5th, 4717 AR), just to create some verisimilitude and the sense of a larger, living world. You might hear rumors of those heroes' exploits from travelers, and vise versa! ;)
Hi all, well another day another rule rulling needed.
OK Could I suggest that as is the norm on Paizo, PbP that ALL blue posts, not directly related to game play, that could lead to a all blue post discussion be posted in the discussion thread here. Helps a lot to keep game play smooth and uncluttered. So back to the point. Zed has pointed out that.
You need feats, ranks in Craft (Mechanical), and a crafting laboratory. Crafting High Tech Items
Yep changed that pesky craft skill to Craft (mechanical) so that is all good. Now as for plunging something in to charge. See my PC is not "Making" a new technology thing, I am fixing, well charging in fact, or I should say, plugging it in to the power.
GM Could we have a ruling, please :)
Is plugging something into the wall Making Tech and dose it need a 8 hours and a lab?
I would rule that with a successful Craft (mechanical) vs DC 15 and about an hour of work would be sufficient to jury rig a "charger" out of the wiring that was powering the camera Gnaarrg removed from the wall behind the eastern reception desk. Not as labor intensive as creating a new piece of tech, and no laboratory (beyond what the reception desk area could serve as) necessary.
A bit of guidance from the GM is probably not uncalled for at this point in the narrative.
The PCs have an unlimited number of options in this sandbox, obviously, but here are a few tracts they might try:
They could camp for the night in the cleared-out Embarkation Deck, taking shifts for watch, level up in the AM, and decide to progress further into the Silver Turret to see what fortune brings....
They could return to their handlers before nightfall, present what they've found, camp at the crater's edge with the protection of their handlers, level up in the morning, and continue exploring the Silver Turret tomorrow....
They could return to their handlers and try to negotiate for their freedom with diplomacy and/or intimidation, offering what they've found as a bargaining chip, and pointing out that they could just as easily have used the laser pistol and "chain-sword" to blast and saw their way to freedom....
They could try to get the jump on Captain Zophal with their newly discovered superior weaponry and win their freedom by killing for it.....
Or they could do some combination of the above options or something entirely different....
I would assume everyone would like to level up, so let's assume the party rests....
I've set the possibility of random encounters during rest and static exploration (staying in one place for more than an hour) at a 1 on a d6 per 4 hours of quiet resting, or 1 in 6 per hour of static exploring. I'll roll these chances on the gameplay board. Assuming no encounters over the next 16 hours (4 checks), you can go ahead and level up your PCs to 2nd level.
Here's a question for the party: When you proceed on to the next level for exploration, would you like to go up next (to deck 11) or down next (to deck 13)?
Is it Masterwork? and is it magic in anyway? (i only ask because you mentioned it was rune-etched).
The "runes" etched on it are just manufacturer's symbols. It's not magical, but it is masterwork, and grants +1 on attack rolls, and could be enchanted with the proper feats and material expenditures.
Meta-game news of other happenings in my version of Golarion, to give you a sense of verisimilitude and the larger world around you:
Yesterday morning (Pharast 5th), a party of novice adventurers left Oppara, capital of the failing Empire of Taldor, with a proposal of marriage between Princess Eutropia of Taldor and Xerbystes II, Satrap of Qadira. Their mission is unknown to most outside the Taldan court, and will take them south across the Plains of Paresh to ancient Katheer, capital of Qadira. The outcome of this proposal will determine whether Taldor and Qadira unite in peace or return to war. These adventurers include Archidamus, aasimar investigator and son of a captain of the Ulfen Guard; Sextus Fulgorus, Taldan magus and son of a general of the Taldan Phalanx; Dux Fortis, Taldan cleric of Ragathiel; Orren, Tian warpriest of Irori; Kyto the aasimar swashbuckler; and Brick Breaker, hobgoblin slayer.
Meanwhile, in the great metropolis of Absalom, a new band of young adventurers that includes an Osiriani samurai with a camel steed (that has a silver "grill" for silvered bite attacks) name Ryukage, loyal to Lord Gyr of House Gixx; a dhampir cleric of Calistria; an expert trap-disarming rogue of Tian-Kellid descent; and a summoner with a genie-like eidolon, have begun to clear out undead skeletons and zombies haunting the abandoned Precipice Quarter in the name of House Gixx.
As of Zed's killing those last 2 patches of russet mold, everyone has the XP to level up to 3rd level, but you'll have to finish today's exploring and rest another night before you can level up to 3rd.