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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M Human unchained monk 8/paladin 6

I assume that Ned and Geirmur are occupying the 10-ft-wide circular doorway in the north wall of the airlock, while the rest of the party is behind them in the airlock, trying to get a view of the vegepygmies behind the desks to the north and west?


M Human unchained monk 8/paladin 6

Embarkation deck map for the new page.... I said earlier that 1 square = 5 feet, but it's actually 1 square = 10 feet. That gives everyone a little more room to breathe lol!


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

Geirmur! (Provides covering fire and readies musket for a clearer shot)
Zed! (Casts acid spray at a vegepygmy)
Gnaarrg! (Loads crossbow)
Vegepygmies! (Surprised)
Nalket!
Lady Zal-Azra!

TBD: Saissha!


Surprise round: The vegepygmies behind both curved desks turn their heads to hiss menacingly at the adventurers emerging from the starboard airlock....


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

So, what are the striped bits to the sides of the door? Could I move 5 ft to the side? I didn't quite realize I was blocking the doorway, and I definitely don't want to block others from getting out there.


M Human unchained monk 8/paladin 6
Geirmur Breeland wrote:
So, what are the striped bits to the sides of the door? Could I move 5 ft to the side? I didn't quite realize I was blocking the doorway, and I definitely don't want to block others from getting out there.

The two red-striped circles on the map represent a pair of 2-ft-diameter, 10-ft-high silvery poles topped with silvery domes, which flank the north side of the doorway.

Yes, Geirmur could take a diagonal shift to just north of the right-hand pole.


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

I'll take that shift, then. Thanks


M Human unchained monk 8/paladin 6
Geirmur Breeland wrote:
I'll take that shift, then. Thanks

As Geirmur passes between the flanking silvery poles with a diagonal shift to the space just north of the easternmost pole, a metallic, wailing siren resounds repeatedly throughout the area, and a booming feminine voice intones alien syllables.

Linguistics checks from those with training, please.

A slowly-rotating image of Geirmur's musket appears on the magic screens behind the curved desks for a few seconds, followed by a slowly-rotating image of his longsword....


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

Lingo skill 1d20 + 1d6 + 8 ⇒ (20) + (2) + 8 = 30

Listens to the talking with intarest.


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

Lingo skill 1d20+1d6+8

Listens to the talking with intarest.

Lady Zal-Azra's (awesome) Linguistics result....:
Lady Zal-Azra is able to make a truly inspired guess at the meaning of the words, translating them to mean: Contraband detected! repeated several times. The language is alien to Golarion.

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

Using her Linguistics kills and deductive reasoning Zal working on the meaning of the words being repeated at them.

"Humm interesting, the same words, repeated over and over, Also with insistence as if commanding or informing, add to that the images of two weapons Geirmur has when crossing that threshold, show as if triggered by his movement. as the images are specific to items its not a general warring of intruders humm. I would suspect with a high level of probability that the words being said mean Illegal Contraband, items, weapons found or detected! some thing like that, yes that would be my assessment"


On their turn in the first normal round of combat:

The six vegepygmies (three behind each desk) rise from their seats in the high-backed chairs and pluck primitive-looking javelins from buckets behind the desks, prepared to hurl them at the intruders!


INACTIVE - GAME DIED

"Convenient that the watching-spirit of the place only cares about the weapons carried by us, and not by the vegepygmies," says Nalket dryly.


M Human unchained monk 8/paladin 6
Nalket of the Ghost Wolves wrote:
"Convenient that the watching-spirit of the place only cares about the weapons carried by us, and not by the vegepygmies," says Nalket dryly.

Hehe! Actually, the vegepygmies set off the alarm every time they pass between the detectors with weapons too, but your characters would have no way of knowing that....


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

sorry guys, been spaced out over the holidays

initiative: 1d20 + 3 ⇒ (15) + 3 = 18


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

Geirmur! (Provides covering fire and readies musket for a clearer shot)
Zed! (Casts acid spray at a vegepygmy)
Saissha!
Gnaarrg! (Loads crossbow)
Vegepygmies! (Surprised)
Nalket!
Lady Zal-Azra!

Saissha, Nalket, and Lady Zal-Azra still get a surprise round action, then first normal round begins.... Eeeek!! Eeeek!!


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 prepares to blast the first vegetable creature to come out from behind cover with her water blast.


INACTIVE - GAME DIED

Did our front line move to a position where in the second rank I can make a reach attack with my longspear? I'm guessing no - if that's the case I'll just lay down a bless spell for the surprise round.


M Human unchained monk 8/paladin 6
Nalket of the Ghost Wolves wrote:
Did our front line move to a position where in the second rank I can make a reach attack with my longspear? I'm guessing no - if that's the case I'll just lay down a bless spell for the surprise round.

Only Geirmur has moved out of the airlock so far, and only a 5-ft-shift at that.


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

I just realized that our party may be a bit lacking in terms of a true front line.


M Human unchained monk 8/paladin 6
Geirmur Breeland wrote:
I just realized that our party may be a bit lacking in terms of a true front line.

Yeah, there are literally no proper tanks lol.... Best of luck! ;).... Actually, Geirmur has good hp and AC for a level 1 character, so you aren't entirely lacking a tank....


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 gos for cover away from the little green monsters.

Looking good for 100% cover GM in sunlight away from fungus and out of pointy stick line if sight throwing etc.


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 have a robot horse! That's got to count for something!? :D Though fixing damage on him is more of a pain in the ass than normal tanks.


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

Zal gos for cover away from the little green monsters.

Looking good for 100% cover GM in sunlight away from fungus and out of pointy stick line if sight throwing etc.

Remaining inside the airlock is probably the safest place. There isn't much cover in the immediate area to the north. She could dash over to the elevator between the two desk areas, and take cover behind one of the russet mold-filled planters, or she could move around to hide behind one of the weapons-detecting poles, but she'd be moving further into enemy territory, and putting herself more at risk than if she took cover in the airlock. She can get 100% cover from the vegepygmies by simply moving to one side or the other of the open airlock door.


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

Moves to one side of the air lock.


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

On round 1:

Gnaarg will raise her crossbow and fire a bolt at the aggressive vegetable people as they ready to throw their spears. Her aim is spectacular.

Crossbow Shot: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 (If bless is active)
Crit Confirm: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 ... DOUBLE RAINBOW! :P
1d8 ⇒ 8
1d8 ⇒ 4

She'll then move behind the other side of the inside airlock door from Zal, so they have nothing to shoot at while she reloads.


Gnaarrg wrote:

On round 1:

Gnaarg will raise her crossbow and fire a bolt at the aggressive vegetable people as they ready to throw their spears. Her aim is spectacular.

[dice=Crossbow Shot]1d20+3+1 (If bless is active)
[dice=Crit Confirm]1d20+3+1 ... DOUBLE RAINBOW! :P
1d8
1d8

She'll then move behind the other side of the inside airlock door from Zal, so they have nothing to shoot at while she reloads.

Just as one of the vegepygmies is about to hurl its javelin at Geirmur, Gnaarrg fires a bolt that sinks deep in its chest! It drops to the floor behind the desk, a pool of greenish fluid expanding beneath it....


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

Round 1 Actions

Zed grips his morningstar as he quickly dashes towards the desk in front of the airlock.

Move Action: Zed moves forward 30ft to get adjacent to the desk; Standard Action: Attack with morningstar; Free Action: Nanite Strike; Immediate Action: Nanite Surge (Adds +4 to Attack roll)

He then brings down his morningstar in both hands in a low arc at a plant-creature. As he strikes out, a swarm of nanites flow down his arms, coating the morningstar. His circuitry-tattoos glow with light.

Nanite Surge causes light equal to a torch for 1 round.

Attack: 1d20 + 1 + 4 + 4 ⇒ (4) + 1 + 4 + 4 = 13

Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Nanite Strike: Poison Fortitude DC 12: frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save


Zed Nexus wrote:

Round 1 Actions

Zed grips his morningstar as he quickly dashes towards the desk in front of the airlock.

Move Action: Zed moves forward 30ft to get adjacent to the desk; Standard Action: Attack with morningstar; Free Action: Nanite Strike; Immediate Action: Nanite Surge (Adds +4 to Attack roll)

He then brings down his morningstar in both hands in a low arc at a plant-creature. As he strikes out, a swarm of nanites flow down his arms, coating the morningstar. His circuitry-tattoos glow with light.

Nanite Surge causes light equal to a torch for 1 round.

[dice=Attack]1d20+1+4+4

[dice=Damage]1d8+3

Nanite Strike: Poison Fortitude DC 12: frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save

As soon as Zed dashes between the silvery poles, the booming feminine voice repeats the alien phrase that Lady Zal-Azra translated as "contraband detected".... On the screens behind the two curved desks, images of Zed's morning star rotate, rendered by some otherworldly magic....

The squat green creature barely dodges Zed's nanite-amplified swing.... Flat-footed AC 14....


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

Round 1 actions

Geirmur will dash 30 ft across the room at a diagonals (ending near the left edge of the reception desk, about 5 ft away). He lifts his musket and lets fires a shot at the target of his challenge (the vegepygmy Zed is attacking). As he fires, Geirmur joins the sound of the shot with a war cry.

Musket: 1d20 + 7 ⇒ (19) + 7 = 26
If that hits:
Damage: 1d12 + 2 ⇒ (7) + 2 = 9


Geirmur Breeland wrote:

Round 1 actions

Geirmur will dash 30 ft across the room at a diagonals (ending near the left edge of the reception desk, about 5 ft away). He lifts his musket and lets fires a shot at the target of his challenge (the vegepygmy Zed is attacking). As he fires, Geirmur joins the sound of the shot with a war cry.

[dice=Musket]1d20+7
If that hits:
[dice=Damage]1d12+2

Geirmur's aim is true, and an explosion of green mist bursts from the hole blasted by his musket round in the vegepygmy's chest! It falls to the floor behind the desk, twitching and flopping momentarily before falling still in an ever-expanding pool of green fluid....


M Human unchained monk 8/paladin 6

Four vegepygmies remain, 1 behind the nearer eastern desk, and 3 behind the farther western desk.


Artifact miners vs vegepygmies, Round 1!!! Eeeek!!

Geirmur! (Moves up to side of desk and shoots a vegepygmy)
Zed! (Moves to middle of desk and swings Morningstar)
Saissha!
Gnaarrg!
Vegepygmies! (Stand up and pick up javelins)
Nalket!
Lady Zal-Azra! (Takes cover in airlock)

Eeeeek!! Eeeek!!


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

Reloading, popping out of cover and shooting again.

shot: 1d20 + 3 ⇒ (16) + 3 = 19
bolt: 1d8 ⇒ 7

-Posted with Wayfinder


Gnaarrg wrote:

Reloading, popping out of cover and shooting again.

[dice=shot]1d20+3
[dice=bolt]1d8

-Posted with Wayfinder

Gnaarrg's bolt takes the last standing vegepygmy behind the nearer desk in the eye, and it falls motionless with only a death gasp....

3 vegepygmies still in action behind the westernmost desk....


M Human unchained monk 8/paladin 6

The weapon-detector announces contraband detected as Gnaarrg's bolt flashes between the silvery poles....

On the screens appear the dart-like bolts of Gnaarrg's crossbow, delineated by some artistry beyond the ken of Golarion's natives....


INACTIVE - GAME DIED

Nalket keeps her longspear gripped tightly as she advances through the airlock behind Geimur, keeping close formation with the front wave of the group.

Basically staying in 2nd rank as our melee combatants move forward - maybe count it as a move action to get up behind Geimur, then ready another move once he moves to stay behind him if he advances to the other desk and its vegepygmies.


M Human unchained monk 8/paladin 6

As Nalket darts through the weapon-detectors, the feminine voice of this place's "spirit" repeats its amplified announcement, and an image of Nalket's longspear briefly flashes across the screen....


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

"I wish that Machine Spirit would shut up, so hows it going" She says from cover.


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

"Three down. Three left." Gnaarrg replies curtly.

-Posted with Wayfinder


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 follows the meatshields melee combatants.

"What are these stupid vegetables even doing in here? Didn't look like they were looting..."


Artifact miners vs vegepygmies, ROUND 2!! Eeeek!! Eeeek!!

Geirmur!
Zed!
Saissha!
Gnaarrg!
Vegepygmies!
Nalket!
Lady Zal-Azra!

OOH!! OOH!! AH!!


INACTIVE - GAME DIED

"Perhaps they live here."


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 what I could see they where having a good look at the images on show over where they where. I would suspect they are attracted to them. They may even have basic minds beyond animal level and been interested. The light at night I suspect has a part to play to. O buy the way, we really need to get past that fungus, while we have sunlight to keep it at bay. So I think we may need to hurry and get past this space to the next one as fast as we can."

All said from cover.


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 utters a spell. Directing toward the closest batch of fungus.

Zed casts Acid Splash at the growth of fungus on the right side of the map.

Acid Splash: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d3 ⇒ 2

He then moves to take cover behind the planter.


M Human unchained monk 8/paladin 6

Zed's acid splash lands squarely in the center of the patch of russet mold, and the fungus sizzles as the sorcerer's acid dissolves it.


Round 2:

The three vegepygmies behind the westernmost curved desk rush out from behind it and move to a position just south of the large central cylinder between the russet mold planters, javelins poised for a volley....

These 3 are now within a single move of Zed, Geirmur, and Nalket....

Simultaneously, a brief hissing of escaping air comes from the valve door in the south wall of the starboard airlock as it swings open, revealing a cluster of four more vegepygmies brandishing primitive spears!


Vegepygmies


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

"More incoming." Gnaarg reports, drawing a metal device from her bandoleer. She twists the top half, and a sharp hissing crack is heard as the device starts smoking. She throws it right into the creature in the center of the newcomers in the other airlock.

will take a move to have los if needed.

Bomb throw: 1d20 + 5 ⇒ (20) + 5 = 25
CRIT confirm: 1d20 + 5 ⇒ (18) + 5 = 23
direct hit fire damage: 1d6 + 4 ⇒ (2) + 4 = 6
fire damage: 1d6 + 4 ⇒ (1) + 4 = 5.
everyone adjacent takes 10 fire damage (my min damage) unless they make a DC 15 reflex save for half.

BOOM!

"Nevermind."

-Posted with Wayfinder


Gnaarrg's incendiary alchemy blasts the central-most vegepygmy, completely incinerating the squat, green creature! The adjacent three vegepygmies are caught in the flaming splash, and quickly shrivel in the alchemist's fire!

SQUEEEEEEEEEEEE!!!!

HIIIISSSSS!!!

The four vegepygmies in the chamber just south of the airlock doorway collapse in a charred heap....

Four more vegepygmies take their place!

There had been 8 vegepygmies in the easternmost waiting area; now, there are 4.

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