Swords and Super-Science: Numeria Sandbox PBP (Inactive)

Game Master Michael Johnson 66

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....


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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.

Bee bo bap blip?

Robotic Jargon:
Put out any fires lately, mate?


Blap blap, beeeeep!!!

Robot Jargon:
Scrub off, gnat!!!


Turning around to face the party, Clinger makes a ticking, impatient sound....

This robot is a simple brute, My Lady, with no manners to speak of. I doubt we shall learn anything good from the likes of him!

Turning back to the firefighter robot, the dragonfly buzzes angrily:

Bidap bidap blip blibap, bloop blerrrrg!!!

Robot Jargon:
I'm not a gnat, you bottomdragger!!!


Bleep bleep blerp buzzzzz!!!

Robot Jargon:
I fight fires, I'm not an exterminator bot!!!


Squeeeeee!!! Zip!!! Zurrrrrrrrrrr!!!!!

Robot Jargon:
Why, I oughtta!!!!


M Human unchained monk 8/paladin 6

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....


Male Human (Ulfen/Kellid) Cavalier (Luring Cavalier/Musketeer) 3

When the firefighter robot shoots the fire retardant at Clinger, Geirmur will raise his gun towards it.

"Clinger, you alright? Is it aggressive?"


Geirmur Breeland wrote:

When the firefighter robot shoots the fire retardant at Clinger, Geirmur will raise his gun towards it.

"Clinger, you alright? Is it aggressive?"

I'm quite alright, thank you, Sir. It's a boor to be certain, but I believe we've come to an understanding....


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


Active:
Penalties:
HP: 24/24 | AC: 14 Touch: 13/Flat-footed: 15 | CMD: 17 | Fort: +4, Ref: +3, Will: +2; +4 bonus against Mind-Affecting, Paralysis, Poison, Stun | Immune: Fatigue, Exhaustion, Disease, Sleep, Fear, Emotion-Based effects, and Morale effects. | Senses: Low-Light Vision, Darkvision 60ft; Perception +8 | Initiative: +3

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.


M Human unchained monk 8/paladin 6
Zed Nexus wrote:

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.


M Human unchained monk 8/paladin 6

7,200 XP total, or 1200 xp per PC


Female LN Elan|Initi+2|HP:80/8o|AC 22/26(14/18T|--FF)(CMD 20)(F2|R10|W6) 1:Investigator L8 2:Psion L8

She tells the others about the eating hall.

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.


Active:
Penalties:
HP: 24/24 | AC: 14 Touch: 13/Flat-footed: 15 | CMD: 17 | Fort: +4, Ref: +3, Will: +2; +4 bonus against Mind-Affecting, Paralysis, Poison, Stun | Immune: Fatigue, Exhaustion, Disease, Sleep, Fear, Emotion-Based effects, and Morale effects. | Senses: Low-Light Vision, Darkvision 60ft; Perception +8 | Initiative: +3

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.


Female Undine Hydrokeneticist 2 HP 18/18, AC 15 (touch 13, FF 12), Init +3, Ranged attack +4 blast damage 1d6+4, Saves Fort +6, Ref +6 Will +4, Perception +9

Saissha watches the exchange with alarm, and then mild amusement.

"I don't suppose they'll be any food left in the place after all this time. Pity."


Female LN Elan|Initi+2|HP:80/8o|AC 22/26(14/18T|--FF)(CMD 20)(F2|R10|W6) 1:Investigator L8 2:Psion L8

"We do have water, I will test it and see if it's safe."

She will test the water see if its ok.

"Clinger is the water safe to drink?"


INACTIVE - GAME DIED

"I can conjure water, by the grace of the spirits," says Nalket.


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

"I can test the food here. See if I can alchemically purify it." Gnaarrg offers.


Male Human (Ulfen/Kellid) Cavalier (Luring Cavalier/Musketeer) 3
Nalket of the Ghost Wolves wrote:
"I can conjure water, by the grace of the spirits," says Nalket.

Geirmur perks up. "I certainly support conjuring water, Nalket. That way we save our rations and supplies for when we are separated. For emergencies."


M Human unchained monk 8/paladin 6

Miraculously, the water seems to still be fresh and clean, even after six millennia....


M Human unchained monk 8/paladin 6
Zed Nexus wrote:

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....


M Human unchained monk 8/paladin 6

Each PC should have 2,900 XP at this point.


Active:
Penalties:
HP: 24/24 | AC: 14 Touch: 13/Flat-footed: 15 | CMD: 17 | Fort: +4, Ref: +3, Will: +2; +4 bonus against Mind-Affecting, Paralysis, Poison, Stun | Immune: Fatigue, Exhaustion, Disease, Sleep, Fear, Emotion-Based effects, and Morale effects. | Senses: Low-Light Vision, Darkvision 60ft; Perception +8 | Initiative: +3

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".


M Human unchained monk 8/paladin 6
Zed Nexus wrote:

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....

Initiative 1d20 + 2 ⇒ (16) + 2 = 18


M Human unchained monk 8/paladin 6
Lady Zal -Azra Qlin-Zra wrote:

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!


Female LN Elan|Initi+2|HP:80/8o|AC 22/26(14/18T|--FF)(CMD 20)(F2|R10|W6) 1:Investigator L8 2:Psion L8

arr double Ninjaed, edited

Zal seeing dead goes to enter the room, slipping on some gloves and saying.

"So what next"

As she starts to collect some bone samples from the skeletons,

1d1d20 + 7 ⇒ (12) + 7 = 19

she sees the shadows.

Rolls:

In case she knows anything about what they may or may not be

^Knowledge (Arcana)1d20 + 1d6 + 8 ⇒ (9) + (2) + 8 = 19
^Knowledge (Dungeoneering)1d20 + 1d6 + 8 ⇒ (12) + (1) + 8 = 21
^Knowledge (History)1d20 + 1d6 + 8 ⇒ (2) + (2) + 8 = 12
^Knowledge (Nature)1d20 + 1d6 + 8 ⇒ (6) + (2) + 8 = 16
^Knowledge (Planes)1d20 + 1d6 + 8 ⇒ (2) + (5) + 8 = 15
^Knowledge (Religion)1d20 + 1d6 + 8 ⇒ (11) + (3) + 8 = 22

Init 1d20 + 2 ⇒ (13) + 2 = 15

Using two Inspiration for 1d6 on init 1d6 ⇒ 6 Init = 21


Initiative 1d20 + 5 ⇒ (8) + 5 = 13

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....


Female LN Elan|Initi+2|HP:80/8o|AC 22/26(14/18T|--FF)(CMD 20)(F2|R10|W6) 1:Investigator L8 2:Psion L8

Round 1 Init 21

As Clinger says what he says, Zal

Runs out the room, screaming.

"RUN AWAY!! EVIL UNDEAD SHADOWS!! EVIL UNDEAD SHADOWS!!"

and looks for somewhere to hide.

Yep that is what she would do


INACTIVE - GAME DIED

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18

"Shadows?" says Nalket dubiously. "Where?"

Knowledge (religion): 1d20 + 6 ⇒ (12) + 6 = 18


M Human unchained monk 8/paladin 6

Lady Zal and Nalket:
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.


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

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Gnaarrg draws her new blaster pistol and tries giving one of the shadows a shot.

1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11


Female LN Elan|Initi+2|HP:80/8o|AC 22/26(14/18T|--FF)(CMD 20)(F2|R10|W6) 1:Investigator L8 2:Psion L8

From behind a a wall, you hear,

"Shoot with the ray pistol, or hit them with magic, evil undead shades, only magic will hurt them, "

you can tell from her tone is is scared


Active:
Penalties:
HP: 24/24 | AC: 14 Touch: 13/Flat-footed: 15 | CMD: 17 | Fort: +4, Ref: +3, Will: +2; +4 bonus against Mind-Affecting, Paralysis, Poison, Stun | Immune: Fatigue, Exhaustion, Disease, Sleep, Fear, Emotion-Based effects, and Morale effects. | Senses: Low-Light Vision, Darkvision 60ft; Perception +8 | Initiative: +3

Initiative: 1d20 + 3 ⇒ (16) + 3 = 19

Zed looks up as Zal yells about the shadows. When he sees the creatures he stops looking over the skeletons.

"E-e-error!


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

Guys, I totally forgot I have ectoplasmic bombs. Picked it up as my level 2 discovery. *scratches head* didn't expect them to be necessary so soon.


Female Undine Hydrokeneticist 2 HP 18/18, AC 15 (touch 13, FF 12), Init +3, Ranged attack +4 blast damage 1d6+4, Saves Fort +6, Ref +6 Will +4, Perception +9

initiative: 1d20 + 3 ⇒ (3) + 3 = 6


Against the hungry shadows! Round 1!!!

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)

TBD: Geirmur

Eeeeeek!!! Squeaaaak!!!!


Active:
Penalties:
HP: 24/24 | AC: 14 Touch: 13/Flat-footed: 15 | CMD: 17 | Fort: +4, Ref: +3, Will: +2; +4 bonus against Mind-Affecting, Paralysis, Poison, Stun | Immune: Fatigue, Exhaustion, Disease, Sleep, Fear, Emotion-Based effects, and Morale effects. | Senses: Low-Light Vision, Darkvision 60ft; Perception +8 | Initiative: +3

Zed backs away from the shadows and begins to swing his morningstar defensively at them. Focusing on avoiding the strange creatures.

Standard Action: Total Defense +4 Dodge bonus to AC 1 round. Total AC: 22


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!


Male Human (Ulfen/Kellid) Cavalier (Luring Cavalier/Musketeer) 3

Sorry about the late responses, been a hectic week on my end. Didn't even realize we had leveled up...
Hit Die: 1d10 + 2 ⇒ (2) + 2 = 4

Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

Geirmur will raise his musket, but doubt crosses his expression when he hears Lady Zal.


M Human unchained monk 8/paladin 6
Geirmur Breeland wrote:

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


Against the hungry shadows! Round 1!!!

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)

Eeeeeek!!! Squeaaaak!!!!


M Human unchained monk 8/paladin 6

Promenade Deck Map


INACTIVE - GAME DIED

Nalket waits for an opportune moment to strike...

Ready action: If a shadow comes within melee range, deliver cure light wounds by touch.

Touch attack: 1d20 + 2 ⇒ (19) + 2 = 21
Cure light wounds positive energy damage: 1d8 + 2 ⇒ (3) + 2 = 5


M Human unchained monk 8/paladin 6

Go ahead and post round 2 actions, no need to wait more than 1 day. Saissha can catch up when opportunity presents.


Against the hungry shadows! Round 2!!!!

Lady Zal
Geirmur
Zed
Shadows
Nalket
Saissha
Gnaarrg

Eeeeeek!!! Squeaaaak!!!!


Female LN Elan|Initi+2|HP:80/8o|AC 22/26(14/18T|--FF)(CMD 20)(F2|R10|W6) 1:Investigator L8 2:Psion L8

Round 2

Has no idea how to hurt such things with what she has to hand so she carries on away from the fight, looking for something of use.


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 = 6 Splash 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!

OooOOOooOOOOOooo!!!


Active:
Penalties:
HP: 24/24 | AC: 14 Touch: 13/Flat-footed: 15 | CMD: 17 | Fort: +4, Ref: +3, Will: +2; +4 bonus against Mind-Affecting, Paralysis, Poison, Stun | Immune: Fatigue, Exhaustion, Disease, Sleep, Fear, Emotion-Based effects, and Morale effects. | Senses: Low-Light Vision, Darkvision 60ft; Perception +8 | Initiative: +3

Zed backs away and utters a spell. Firing a glob of acid at the nearest shadow. His circuitry glowing brightly for a few moments.

Zed casts Acid Splash and uses Nanite Surge

Acid Splash: 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13

Damage: 1d3 ⇒ 1Acid

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