The Ninth World Turns - A Numenera PBP (Inactive)

Game Master ATXRedBeard

Large machinations are at work, seeking to disrupt the balance of power that has long kept the lands of the Nine distinct. The rulers are not content with the petty squabbles of their fathers; each is grasping for power and resources to upset the status-quo. Resist or submit, change is coming to The Steadfast. Will you sit passively on the sidelines of history, or will you rise up to claim your place?



Feel Free to Dot & Delete - Game hasn't officially begun yet though.


Turn 000 - Setting the Scene


Turn 001 - Breaking the Peace


Turn 002 - Embrace the Glow


Turn 003 - Three Fronts


Turn 004 - Feed the Machine


Turn 005 - Towards the Barracks


Turn 006 - Clear the Hall

Initiative Rolls:

Basai Initiative: 1d20 ⇒ 9
Azurretta Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Mechanus Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Breona Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Daks Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Jay Zin Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Guard 1 Initiative: 1d20 - 3 ⇒ (10) - 3 = 7
Guard 2 Initiative: 1d20 - 3 ⇒ (12) - 3 = 9
Queb 1 Initiative: 1d20 ⇒ 9
Queb 2 Initiative: 1d20 ⇒ 5


Turn 007 - Queb Keepers


Turn 008 - First Blood


Turn 009 - Queb Down


Turn 010 - Bound to a Corpse


Turn 011 - Share the Glow


Turn 012 - Stop the Paint!


Turn 013 - Stop Mintz


Turn 014 - Mintz' Last Stand


Turn 015 - Mopping Up


Turn 016 - Fannar Bryn's Speech


Turn 017 - Talk to Fannar Bryn


Turn 018 - Zhong Complex Briefing


Turn 019 - Arrive at Zhong Complex


Turn 020 - Entering the Zhong Complex


Turn 021 - Exploring the Zhong Tower


Turn 022 - Over the Banister - Zhong Complex


Turn 023 - What's This Foam? - Zhong Complex


Turn 024 - Up the Stairs - Zhong Complex


Turn 025 - Is That You, Darius? - Zhong Complex


Turn 026 - First Contact - Zhong Complex


Turn 27 - Jay Zin Leaves - Zhong Complex

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