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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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

Zal and jumped out and was making a sketch of the outside of the structure.

"Fascinating, really most Fascinating"

Was all she said, being the last to follow, still making notes and looking at the massive form of the Silver Turret she walks after them.


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 cautiously approaches the visibly entrance in the crater, walking to about 10 feet from the opening.

He then begins taking his time scanning over the entrance and casting a spell.

Zed casts Detect Magic and scans the opening.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17


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

Zed cautiously approaches the visibly entrance in the crater, walking to about 10 feet from the opening.

He then begins taking his time scanning over the entrance and casting a spell.

Zed casts Detect Magic and scans the opening.

[dice=Perception]1d20+7

Zed's detect magic results:
Zed does not detect any magic in the circular portal, nor does there appear to be anything magical within his line of sight within the dark space beyond....

Nothing can be seen or heard inside....


M Human unchained monk 8/paladin 6

For the convenience of all: Embarkation deck map


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 Zed cast his spell curiously, "A mage, huh? Somehow I didn't expect that...."

She peers into the opening from a few feet away.

what do those of us with darkvision see in there?


M Human unchained monk 8/paladin 6
Saissha wrote:

Saissha watches Zed cast his spell curiously, "A mage, huh? Somehow I didn't expect that...."

She peers into the opening from a few feet away.

what do those of us with darkvision see in there?

What darkvision reveals:
The chamber beyond the circular portal is about 15 feet wide and about 15 feet long, with a 15-foot-high ceiling. A circular metal valve identical to the entrance portal stands in each of the side walls (north and south).

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

Completely oblivious to the others she walks past them, notebook in hand. She removes her smoked Glasses as she dose but gose back to taking notes and looking around at the walls and space. She stops and taps the wall with her hand testing what its made from.

"This is truly fascinating, it must all have been manufactured and crafted. But the size"

All KN rolls at +8 +1d6


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

Completely oblivious to the others she walks past them, notebook in hand. She removes her smoked Glasses as she dose but gose back to taking notes and looking around at the walls and space. She stops and taps the wall with her hand testing what its made from.

"This is truly fascinating, it must all have been manufactured and crafted. But the size"

All KN rolls at +8 +1d6

Go ahead and roll a Knowledge (technology) check.


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

Technology? I have engineering and the Technologist feat.

-Posted with Wayfinder


M Human unchained monk 8/paladin 6
Gnaarrg wrote:

Technology? I have engineering and the Technologist feat.

-Posted with Wayfinder

Gnaarrg may attempt a Knowledge (engineering) check.


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

Knowledge (technology) isn't a skill. I thought Engineering took care of that.

Zed will take a look.

Engineering: 1d20 + 5 ⇒ (12) + 5 = 17


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

Knowledge (technology) isn't a skill. I thought Engineering took care of that.

Zed will take a look.

[Dice=Engineering]1d20+5

Zed's Knowledge (engineering) result:
Zed realizes that the chamber beyond the open valve door is an airlock, designed to be air-tight when sealed.

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

In this setting Knowledge (technology) is a skill, but you need to have done reserch in it to put skill points in it, how ever if you have Technologist feat you can roll it untrained, if you look at the feat it tells you how it works. So she will roll Knowledge (technology) 1d20 + 1d6 + 8 ⇒ (14) + (5) + 8 = 27 to have an idea what things are, but to get them working that will be a separate Knowledge (engineering) roll

She looks around noting this down.

"I can see that most of the power system is ether broken or destroyed. Let alone taking into account the damage from scavengers. It really dose look a mess, but we should have a full look around and see what we can see. But it must have been a wounder to see when intact."

She goes over some old notes.

"Yes I think I have some idea what that and.. that was, and over here, could be some living space? then there some sort of entrance and egress area... I think the construct system that worked it may still function if we have a look, if not we may have to force it to go deeper."

She looks at the others smiling but blinks.

"Could you be careful with the lights, they hurt my eyes. This place has not changed much in a long time but one can hope, now lets see if I can seance anything"

She then closes her eyes,

and casts detect-psychic-significance 40' from her

EDIT below V lets move this over to Discussion where such things belong. GM could you activate Discussion for us please. Ill send you a PM Zed Nexus


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 continues to look around.

"It would s-seem this chamber is m-meant to be s-sealed air tight.


M Human unchained monk 8/paladin 6

Discussion board is ready.


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

She then closes her eyes,

and casts detect-psychic-significance 40' from her

Lady Zal-Azra's detect psychic significance result:
Lady Zal-Azra detects only the faintest impression of panic and catastrophe coming from the starboard airlock, as though impending doom had been realized by a great many sentient beings at the same moment....

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

Geirmur straps his oil lamp to his belt and readies his musket, keeping focus on the entryway in case anything comes out of the darkness suddenly.

"They said strange monsters chased the native tribe away, didn't they? We should be prepared for something to leap out at us when we open it up."


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

k:engineering: 1d20 + 10 ⇒ (19) + 10 = 29
k:tech: 1d20 + 4 ⇒ (9) + 4 = 13
Gnaarrg will have Maagun wait outside the airlock for the moment, standing watch. She examines the portal shrewdly.

-Posted with Wayfinder


M Human unchained monk 8/paladin 6
Gnaarrg wrote:

[dice=k:engineering]1d20+10

[dice=k:tech]1d20+4
Gnaarrg will have Maagun wait outside the airlock for the moment, standing watch. She examines the portal shrewdly.

-Posted with Wayfinder

What Gnaarrg knows:
Gnaarrg confirms what Zed and Lady Zal-Azra have already observed regarding the chamber being an airlock.

The open portal seems large enough to admit Maagun....


Shouting from the edge of the crater, a hundred feet above and to the northeast of the adventurers:

Well!? What are you waiting for!? The artifacts aren't going to come out to you!


INACTIVE - GAME DIED

Holy crud, drive for eight hours and suddenly there are 37 new posts.

Nalket moves cautiously with the group. Though she is not terribly forthcoming - her distrust for technology being obvious - it also seems clear that she thinks that the best chances of survival are in staying together.

She plants the butt of her spear in the ground and says, "Well?"


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 will call Maagun into the airlock.

Had I figured out how to toggle the airlock?


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

Stands thinking then opens her eyes.

"A great many beings perished here"

Is all she says.


M Human unchained monk 8/paladin 6
Gnaarrg wrote:

Gnaarrg will call Maagun into the airlock.

Had I figured out how to toggle the airlock?

So Gnaarrg and Maagun have entered the airlock? If so, have them both attempt an Acrobatics check to keep their balance inside on the tilted floor. Anyone else going inside? Each character climbing into the airlock must attempt an Acrobatics check to keep their balance as they try to stand on the tilted floor. What is the party's marching order, please?

Maagun climbs into the airlock after Gnaarrg....

As they pass through the circular portal, it immediately becomes apparent that the direction of gravity is not as one would expect inside the Silver Turret, but "down" is reoriented toward the floor, so that those walking on the floors inside stand at a 45-degree angle to the ground outside the structure! It would seem to be some kind of magical effect....

@Zed:
....and yet Zed did not detect any magic inside....


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

Follows the others as they work out how the use the air lock.

"Most interesting, a kind of gravity shift."


M Human unchained monk 8/paladin 6

In order to seal or unseal the airlock doors, wheels affixed to the centers of either side of the doors must be turned clockwise (to seal) or counterclockwise (to unseal).

Currently, the doors in the north and south walls of the airlock are closed (and presumably sealed).


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 attempts to carefully enter into the airlock.

"I-interesting. I w-wonder what other wonders await."

Acrobatics Take 10. So a 13 total.


INACTIVE - GAME DIED

Nalket enters hesitantly, trying to use her spear to brace herself...

Acrobatics: 1d20 ⇒ 4

...but stumbles. "Hnnh. Unnatural forces at work!"


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

Jeez does any of us sleep? :P I pop off for an hour and a half to write up a character and I come back to find 6 more posts! :) Not a bad thing mind you but I'm going to feel left out when I wake up in a few hours...

Gnaarrg acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19
Maagun acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14

"That works? This is good sign." She observes the new gravity. "Means much salvage can be found inside."


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

Acrobatics 1d20 + 3 ⇒ (12) + 3 = 15

"This is the hope Gnaarrg, of this gravity shift is still working then yes, we may be very lucky indeed."


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

After the others have entered, Geirmur will cautiously lead his ox inside, and follow close behind.

My Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11

Ox's Acrobatics: 1d20 ⇒ 13

Once he is inside (assuming he has not fallen), he will light his bullseye lantern, and cast it about the room, holding his musket in his other hand.


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

Once they are out of sight from Zophal the Technic League Captain, she seems to visibly change in manner. There is a lot more intent in the way she is acting. She looks over the others then with note pad writes a note, fold it and walking over to Geirmur hands it to him.

Geirmur:

In elfish

Read but do not say out loud, I am worried the Technic League devices they have placed on us may transmit sound, my hope is deeper into this structure they may not work. Then we can talk

Then from her belt pouch she pulls a number of items, one by one, taking each she locked them into place, and one the last part is on place, she is holding a light cross now, constructed in the most cunning way. She lifts out a bolt strap and putting her leg up straps it to the top of her leg so she can get the bolts with ease.

"Well then, now we are all here, shall we start. Who wants to take point"

She locks and loads her cross bow.


M Human unchained monk 8/paladin 6

The adventurers find the airlock to be a tight space to fit the entire party with two large beasts inside, but they manage to squeeze in. There are two ways to proceed: the airlock door in the north wall, or the airlock door in the south wall.


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

Well guys, I think north's as good a shot as any!


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 takes a moment to search over the north door; before opening it.

Take 20 on a Perception check for a 27 total check.


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

Zed takes a moment to search over the north door; before opening it.

Take 20 on a Perception check for a 27 total check.

Zed's Perception result:
Zed notices that the wheel that seals and unseals the airlock door in the north wall is grimy and appears well-used.... Small tracks like the footprints of children or halflings crisscross the floor on closer inspection. The tracks lead to and from the north and south airlock doors, and in and out of the open entrance door....

M Human unchained monk 8/paladin 6

Zed unseals and opens the north airlock door. It swings outward into the airlock, opening onto a larger space to the north, lit by sunlight coming in through a pair of large, concave, oval windows in the curved outer wall. These great windows provide views of the crater outside.... Any creature occupying this area might well have seen the party approach the Silver Turret....

Immediately beyond the airlock door, flanking the circular opening, are a pair of 1-foot-diameter silver rods or poles, each about 10 feet high. One must pass between these flanking silver poles to enter the sunlit area to the north.

A distinct odor like rotten vegetables assaults the adventurers' olfactory senses from this area. The walls and floor are filthy, with the bones of small animals strewn about along with other garbage--broken minor relics of whatever alien race created the vast vessel that fell to Numeria in the dim shadows of prehistory, or shreds of cloth, patches of fungus, and little heaps of sand and pebbles from outside.

Near the two great windows are what appear to be office areas, each with three high-backed chairs behind a strangely curving desk. The chairs are occupied.... I'll explain in a moment....

Between the two office areas is a large, cylindrical structure with a convex starmetal door in its surface, flanked by large stone planters in which an alien-looking rust-hued mold seems to be flourishing. Knowledge (dungeoneering) checks for those with training....


In each of the three high-backed chairs behind each of the two curved desks (6 total in the area) sits a small, squat, grotesque humanoid that seems more vegetable in nature than mammalian! These vegetable-folk are seemingly entranced by images appearing as if by some illusionist's art on glossy screens projected from the walls behind the desks when the adventurers first open the door, and for the moment, they pay the intruders no mind....

Go ahead and roll initiative, please. The party has the option of taking a surprise round before the vegepygmies can act in the first normal round, on initiative 1d20 + 2 ⇒ (6) + 2 = 8.

Note that the vegepygmies all have cover against ranged attacks from the desks they are seated behind.


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 ⇒ (18) + 3 = 21


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

As the air lock door swings open, Zal waits behind the others, trying to see. There is some movement and she at last gets a view of space they where entering. She noted the foot prints and odd green plant men. Most of all the large lets like fungus between the two stone columns.


Knowledge (dungeoneering) 1d20 + 1d6 + 8 ⇒ (10) + (4) + 8 = 22 Plant men
Knowledge (Nature) 1d20 + 1d6 + 8 ⇒ (3) + (2) + 8 = 13 Smell

She tries to work out what kinds of beings they are. The images they where looking at, could that be the some of the technology here still works, but then she little time for anything as the others started to act.

Initiative, taking 1, going to go last in the order.


INACTIVE - GAME DIED

Nalket picks herself up off the floor and re-orientes herself carefully. She moves to a second-rank position, if nobody stops her. Once the door opens her nose wrinkles in response to the smell of the vegetation, and she adjusts to grip her longspear in both hands.

Initiative: 1d20 + 1 ⇒ (3) + 1 = 4


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

Geirmur quickly extinguishes his lamp when he sees how well lit the room is, and attaches it back to his belt, shouldering his musket. He examines the creatures in the chairs with a suspicious eye, thinking about whether or not he'd heard tell of such creatures before.

Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Knowledge (Local): 1d20 + 5 ⇒ (20) + 5 = 25

I say we go for the surprise round.


M Human unchained monk 8/paladin 6

Lady Zal's Knowledge (dungeoneering) result:
Lady Zal-Azra knows what these creatures are: vegepygmies! Plant-based humanoid-shaped monsters created by the spores of a deadly fungus called russet mold. The large planters flanking the large cylinder and convex door at the center of the northern end of the sunlit area appear to be filled with patches of this dangerous fungus! Lady Zal-Azra has heard that alcohol or acid will destroy russet mold, and sunlight renders it inert. While the sunlight pours through the two large oval windows in the curved outer walls, these patches of russet mold are likely harmless.... but once the crater outside fills with shadow, and this area darkens, likely an hour or two from now, those patches of russet mold will become dangerous to living creatures....


M Human unchained monk 8/paladin 6

What Geirmur knows:
The vegetable creatures are called vegepygmies, and are created by a dangerous fungus called russet mold.... They are tribal, primitive, and fond of eating other humanoids!


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

Gaarrg considers tossing a bomb, but doesn't want to potentially damage any consoles until she can ascertain the durability of the tech. She instead loads a bolt into her crossbow and raises it.

Don't have enough actions to draw weapon AND fire during the surprise round.

Initiative: 1d20 + 3 ⇒ (8) + 3 = 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

As she gets ready she says.

"Fascinating, vegepygmies, Plant-based humanoid being, congealed from russet mold spores. The deadly fungus over there."

Indicted to the large planters flanking the large cylinder and convex door at the center of the northern end of the sunlit area, where patches of this dangerous fungus where. She reaches down and lifts up desert neckerchief over her mouth. In a muffled voice she adds.

"Alcohol or acid will destroy russet mold, sunlight renders it inert."


Artifact miners vs vegepygmies, surprise round! Eeeek!! Eeeek!!

Geirmur!
Zed!
Gnaarrg! (Loads crossbow)
Vegepygmies!
Nalket!
Lady Zal-Azra!

TBD: Saissha!


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

"I'll provide covering fire from here and keep them off of you!"

Geirmur squints and focuses on the nearest Vegepygmy, waiting for an opening to get off a shot for now.

Geirmur uses Tactician to grant the party Covering Fire for 3 rounds as a standard action, and establishes the nearest vegepygmy as the target of his Far Challenge as a swift.

"Whoever has alcohol or acid, go for the mold!"


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 raises his hand and begins casting a spell. His blank stare falling upon one of the creatures before him.

Zed casts Acid Splash at the closest creature.

Acid Splash (Ranged Touch): 1d20 + 3 ⇒ (16) + 3 = 19

Acid Splash Damage: 1d3 ⇒ 1 Acid


Zed Nexus wrote:

Zed raises his hand and begins casting a spell. His blank stare falling upon one of the creatures before him.

Zed casts Acid Splash at the closest creature.

[dice=Acid Splash (Ranged Touch)]1d20+3

[dice=Acid Splash Damage]1d3 Acid

Zed's acid splash strikes true, searing the green flesh of one of the three vegepygmies behind the easternmost of the two curved desks....

HIIISSSSS!!!!

The vegepygmies turn in their high-backed chairs to glower in alarm at the intruders!

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