GM Numbat SFS 4-05 A Waltz Through Myriad Worlds - Gameday X (Inactive)

Game Master numbat1

SFS 4-05 Gameday X


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Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Arboreal stares down at the scene in awe. "What do you all think of this? It's a festival of some sort? Let's go check it out, it looks fun!"

No Culture here, sadly.

Acquisitives

Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

It certainly does.

culture: 1d20 + 1 ⇒ (3) + 1 = 4

Acquisitives

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell

Arriving at the top of the hill and observing the scene below, Farsurrwag looks on intrigued. "Well, what have we here?"

Culture: 1d20 + 10 ⇒ (5) + 10 = 15

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Istilnar, observes the scene, but says nothing.


VC Australia - WA

As the team look out upon the bustling activity below, Farsurrwag makes a witty comment regarding how, while it looks rooted in history, it does not match any known historical event or even stay true to one period, as the clothing seems to be from a mixture of periods and places.

Jyskos agrees, adding that the banners resemble the heraldry of the lost planet Golarion, but are not those of any known historical figures.

As the team approach the area, they see that near the wooden barrier are racks of weapons and people donning metal armour. Most of the residents are human and dressed in odd clothing that seems to fit the Starfinders’ illusory outfits. The adventurers pass a pavilion where someone is teaching calligraphy. Odours of freshly baked bread and pies waft toward them. The locals look at them askance, yet always offer a friendly salutation such as “Greetings, strangers” or “Welcome to the Festival!”

As you wander, you can learn more by talking to locals and observing the events. Each of you can attempt one Diplomacy check and one Perception check as you explore the festival area.

Another time I will wait for all responses before providing a single post of what everyone learns.

Acquisitives

Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

Bordle looks around with interest and hopes that local currency is in her pockets to try the food on offer.

diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24
perception: 1d20 + 0 ⇒ (17) + 0 = 17

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Istilnar, keeps his face covered by the deep hood of his red robe as he looks around the village.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


VC Australia - WA

As the newcomers wander through the festivities they observe more about some of the activities.

The archery range is removed from the main festival area. Bales of hay form a solid barrier behind six targets. Competitors take turns shooting multiple arrows to determine who can hit closest to the centre.

In one pavilion, its sides rolled down to increase the light, competitors try their hands with inks and paints to produce a small scroll.

There is no downside to rolling low so, please make both checks.

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Diplomacy: 1d20 - 1 ⇒ (4) - 1 = 3

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Arboreal excitedly takes a look around. They make a show of responding back to every greeting as they wander through the festival and try to get a feel for the people around, making sure to ask for the run down of the booths as they go by. They are careful not to make much real physical contact with the people though, to make sure not to draw any attention to the Myrrium's illusions of their form.

Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21

Perception: 1d20 + 0 ⇒ (5) + 0 = 5


VC Australia - WA

As they continue their explorations, the team note a collection of good-natured horses are available for riders to demonstrate their equestrian skills. The challenges include tilting at the quintain, ring jousting, and carrying a full cup of water through a set course for the best time and most water remaining.

Acquisitives

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell

Diplomacy: 1d20 + 0 ⇒ (12) + 0 = 12
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

Coming upon the archery range and seeing the arrows embedded in the hay bales, Farsurrwag comments, "Someone certainly had it in for those bales."

"Come to think of it, I'm not much a fan of grain myself, though I fear that if I were to fire arrows and hit the hay--that I'd be asleep for a week!" The bleachling gnome accents his punchline with a gleeful stint of laughter.

Regaining his composure, he spies the variety of steeds in the equestrian area. "And I thought it was going to be just Bleachlings of a Different Color!"

"Given my diminutive stature, however, I have a far longer way to fall than most," concludes the gnome. "I had best steer clear of this area and hoof nothing to do with it!"

Another area, however, does grab his attention. "Well, well, well, what have we here?" Farsurrwag inquires as he looks at the array of inks. "Oh, yes, now I see: well, well, well." He gleefully points to a trio of the vessels holding the liquids.

"This competition seems right up my alley." he says, looking for an empty seat at the table. As he does so, he begins to mutter a mantra of self-actualization. "I ink I can--I ink I can--I ink I can--"

Acquisitives

Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Jyskos looks around and talks to people

Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21

Acquisitives

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Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

Bordle giggles at Farsurrwag's puns. She too is interested in the calligraphy

So let's scroll on up and draw our own conclusions

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Arboreal stares over at the horses, having never seen such a creature outside of old documents. Usually they are weary of animals, since so many of them tend to be, well, bitey towards the ghoran. But they do have a deep curiosity towards the creatures so when offered the chance to ride one they hesitate but agree to try it out.

"Alright there, horse. You seem pretty cool so just don't try to eat me and we'll have a great time together, okay?"


VC Australia - WA

Other areas observed include those indulging in flashy sword work. A variety of single-handed blades, including rapiers and duelling swords, are available and competitors face off against similar weapons. Style and accuracy are equally important.

Heavily armoured combatants face each other across a barrier. Weapon choices include hammer, poleaxe, single-handed sword, spear, and two-handed sword. The combatants address the gallery before each fight, saying a few words regarding the reason they fight, the honour of their consort, or the virtues of their opponent.

Performers and audience alike gather in a large supportive circle. When it’s their turn, performers step to the middle. Individuals and small groups entertain with dance, instrumental music, juggling, poetry, song, storytelling, and more.

I will tally scores and report your other findings.


VC Australia - WA

While interacting with the locals the following information was gleaned by various of the Starfinders and shared with all:

• This event is a spring festival.

• In recognition of the season of growth, everyone is encouraged to try something new.

• There are a variety of friendly competitions taking place throughout the day.

• Much of the equipment needed for taking part in competitions is available for loan.

• Each area will have experts participating and supervising those with less experience.

• How a competitor conducts themselves is as important as the result of the competition.

• The Duke and Duchess will recognize those they consider having gained the most renown during the day as honoured guests at the feast that night.

• Visitors to this town are rare.
__________________________________________________________________

Some careful observations were also made and shared:

• The hay bales at the archery range appear too perfectly constructed, suggesting they were created using machines.

• Pens with metal nibs are used for calligraphy instead of feather quills.

• The buckles of the horse’s tack don’t look handmade.

• The duelers are wearing fine mesh face protection and other modern safety gear


VC Australia - WA

You can take part in a variety of competitions and displays. The festival organizers lend out all necessary equipment to participants for free. Each of you has time to participate in three activities. Most are activities for individuals, though Performance checks can be done as a group.

The skills are marked on slide 9 but I will list them here too.

Archery – Ranged attack
Calligraphy and Illumination – Culture or Profession (Artist)
Equestrian – Acrobatics, Athletics, Survival
Fencing and Duelling – Acrobatics, or melee attack
Passage of arms across a barrier – Athletics, or melee attack
Performance – Acrobatics, Sleight of Hand, a relevant Profession (If more than one are participating as a single performance then the nature of the performance determines the primary skill and all others participating will aid. They do not need to use the same skill to aid as long as it works for the performance. Diplomacy may be used to aid by engaging the audience.)

These are suggested skills. If you have a brilliant plan that uses another skill, feel free to make a proposal for me to consider.

This will be run as three rounds.

Any questions, please take them to the discussion tab.

Acquisitives

Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Jyskos looks around at the things to do.

He notices a Fencing and Dueling station, and as he isn't too bad with a sword, he wanders over casually, picks up a Fencing Sword and looks for an opponent.

Having found one, he bows, holding his sword out, and says "I am thankful for my friends, my colleagues and especially for the Duke and Duchess for allowing us to participate in this competition."

He waits for the opponent to respond.

Rolling now so GM can deal with the consequences

Acrobatics: 1d20 + 11 ⇒ (7) + 11 = 18

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Despite their usual anxiousness around ornery herbivorous creatures Arboreal does seem interested in the horses and gets talked into attempting to ride one and takes to it better than expected.

"Well... might as well try this water balancing course, Grazey and I seem to be getting along well at the moment, anyway. You won't get hungry or anything, right Grazey? Let's go."

Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19

Acquisitives

Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

Bordle has a go at the calligraphy
culture: 1d20 + 1 ⇒ (8) + 1 = 9

She then gives archery a try.
ranged: 1d20 + 2 ⇒ (15) + 2 = 17

Finally she tries the equestrian events
athletics: 1d20 + 5 ⇒ (5) + 5 = 10


VC Australia - WA

Jyskos sees that he has made a favourable impression before even beginning the match, as his courtesies are well received. A foppish young man who introduces himself as Robbie makes a grand flourish with a feather bedecked hat which he tosses aside. He keeps a red-lined black cape resting lightly on his shoulders until the duel commences. Shortly into the fight, Robbie attempts to swirl the cape so as to catch Jyskos' weapon but the operative is too spry and nimbly dodges, landing a point to the young man's chest. The crowd cheers in appreciation of the showmanship of both contestants. Success

Arboreal finds themself with a group of beginners as they receive instructions on the route they must complete. When it is their turn, they gently nudge their mount forward and maintain a steady pace throughout the course. They spill very little water and the combination is enough to earn encouraging comments and praise, plus first place in their group. Success

Bordle does not fare so well. Adjusting to the archaic tools proves more challenging than expected but she manages a fairly credible attempt at the assigned verse before a mishap leaves a large blot of ink in the middle of her page.

Bordle - I have noted the future rounds but will report on those in order.

I did forget to mention that you have observed those who repeat a station face more experienced opponents, no matter how well they did or did not do, plus a reminder that the day is about trying new activities. This is represented by an increase in the DC or KAC if an individual repeats an activity.

Acquisitives

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell

Farsurrwag tries his hand at calligraphy, trying to keep his hand steady as he occasionally giggles.
Culture: 1d20 + 10 ⇒ (1) + 10 = 11

"Whoever said the 'pen is mightier than the sword' must have been thinking of a sty." The gnome deadpans as he surveys his work.

He then tries to take an alternative tact to fencing, hoping to feint his opponent enough times until the opponent gives up due to exhaustion or sheer annoyance.
Bluff: 1d20 + 5 ⇒ (3) + 5 = 8

"Pooh, foiled again," he says when his opponent immediately sticks him.

Finally, he settles on a performance. He reaches behind a woman's ear, pretending to produce a coin.
Sleight of Hand: 1d20 + 7 ⇒ (16) + 7 = 23

But, when he opens his hand, it is completely empty. "Alas, no coins behind your ear," he informs the woman. "Fortunately for me, I was able to filch your coin-laden purse with my other hand!" He lets loose a cacophony of laugher and guffaws, even as he clutches tightly to the contents of the purse.

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Istilnar, attempts to use his mastery of magic to do a magic show for the villagers. Using telekinetic hand and some old fashion magic tricks he makes coins disappear, then reappear, and fly about him at will.

Sleight of Hand: 1d20 + 2 ⇒ (20) + 2 = 22

He then tries his hand at the equestrian events and fencing even though he is not particularly skilled in either.

Acrobatics (Equestrian): 1d20 + 4 ⇒ (20) + 4 = 24
Acrobatics (Fencing): 1d20 + 4 ⇒ (17) + 4 = 21

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Arboreal, newly enthused by their experiences horse riding decides to try out a go at the archery range. They have never used such an archaic weapon but being always a bit slow on the uptake with technology does make them more appealing.

Archery Ranged Attack: 1d20 + 4 ⇒ (17) + 4 = 21

Then to round out they day they try a bout of fencing.

Fencing Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12

Wayfinders

Female |SP: 4/7, HP: 12/12, RP: 4/4|EAC 13, KAC 14|Fort +3, Ref +2, Will +3, +4 vs. critical hit effects Defensive Abilities hardened mantle|Init +6|Perception +7|Speed: 30 ft. Land (crawl at half this speed), 30ft. swim|Senses: Darkvision (60ft)| Biohacker 1

ZeeZee is still quite taken with the change in her anatomical features, and taking many mental notes over how they work differently from her own tentacles. She then looks around to all of the different choices, hiking up her swirling purple skirts as as she heads towards the first activity she would like to try - working to pass the weaponry over the barrier.

Athletics: 1d20 + 14 ⇒ (13) + 14 = 27

Bolstered by her performance, she moves to try something that is much more outside her comfort zone - archery.

Ranged Attack: 1d20 + 2 ⇒ (9) + 2 = 11

Feeling a bit less confident, she gravitates towards the horses, feeling comforted by their similarities to the creatures she would help with back home (large, temperamental, reliant on other creatures for care). She finds the most docile looking one, and then speaks to it to sooth it and ask permission before she mounts.

Profession Veterinarian: 1d20 + 11 ⇒ (17) + 11 = 28
Athletics: 1d20 + 14 ⇒ (3) + 14 = 17

Acquisitives

Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Jyskos, buoyed by his success tries Equestrian and doing an "Elven" performance.

Not really much experience with Horses, but he'll give it a go.

Acrobatics: 1d20 + 11 ⇒ (9) + 11 = 20

And then, puts on an "Elven" performance to show others what he can do.

Acrobatics: 1d20 + 11 ⇒ (9) + 11 = 20


VC Australia - WA

When the group gathers to discuss their efforts, ZeeZee enthusiastically describes the pomp and ceremony involved before she soundly whacked her opponent around the head several times. 2 successes

Half the group then proceed to the archery range where ZeeZee fails to rank but Arboreal dazzles 2 successes and Bordle makes a favourable impression success

Farsurrwag stops by the fencing competition but faces someone with a superior wit, a keen eye, and a quick thrust.

Istilnar and Jyskos are among a group of six who attempt the equestrian trials. They each make a grand show and are declared equal winners of their round, with many cheers from the crowd accompanying their achievements. Istilnar receives slightly louder cheers as a small group of youths has been tailing him since his earlier performance and seem to have formed a personal cheering squad. 2 successes each
---------------------------------------------------------

After gathering again for some light refreshments and to exchange notes, the team once again set off to enjoy the activities offered.

This time they divide equally with two each heading to the fencing, equestrian, and performance areas.

Arboreal finds the rapier more challenging than expected, though once again, Istilnar's fan club has a reason for vocal celebration as he demolishes his opponent's defence with style and grace. 2 successes

Over in the performance area, Farsurrwag mesmerizes the spectators with sleight of hand and tomfoolery. A short while later Jyskos astounds all with his elven grace and stunning acrobatic feats. 2 successes each

Bordle and ZeeZee enjoy each other's company as they head to the horses. Bordle finds it challenging to both convince the horse allocated her through the various courses while maintaining balance and dealing with the obstacles. ZeeZee, on the other hand, sweet talks her mount who then provides a smooth ride with little guidance and allows her rider to concentrate on the other aspects of the competition. 2 successes
------------------------------------

As the team gather together again, they are approached by a well-groomed gentleman dressed in black and gold livery who shoos away the gaggle of youth still following Istilnar before inviting the group to a private audience with the duke and duchess.
Assuming you accept.

To be continued... (once I recharge my mouse)


VC Australia - WA

The Starfinders are led from the festival grounds, through the village, to an imposing building made of stone.

Liveried guards are present at the main entrance and two more open a pair of large wooden doors, providing access to a huge open hall. There is much bustling and activity as tables and benches are set up, covered in white linens, adorned with candles and other paraphernalia. Behind the long table, at the top of the hall, is a dais upon which rests two magnificent thrones. As they are escorted forward, two seated figures stand. The first to rise is a woman of medium build with a strong and confident demeanour. Her black dress matches her tresses, the yellow accents on it highlighting her graceful movement. “I am Duke Eleanor,” she announces, then continues as she gestures to her companion, “and this is Duchess Amina.” The duchess is lithe and tall with a darker complexion, almost glowing in the light reflected from her golden gown. slide 10

The duchess speaks, “Your deeds and deportment have been observed this day and found to be exemplary. It’s our great honour to invite you to join us at the high table for tonight’s celebratory feast.” The duchess adds specific notes regarding the more outstanding successes of various team members before focusing on the versatility demonstrated by Jyskos. Then with a wry smile, she turns her attention to Istilnar, ”It seems you not only equal your friend in those same skills but managed to gather quite a following. I think there will be songs in your honour later tonight, though perhaps not of the quality you deserve.” All is said in clear, good humour and it is obvious the team has made a favourable impression with the locals.

With a somewhat more serious demeanour, the duke asks, “From whence do you hail? You’re not from here, nor from any of the neighbouring lands.”

Any, or even all, may respond. If your response is based on truth, then accompany it with a Diplomacy check. If it is fabricated, then a Bluff check (slightly more difficult).

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Istilnar, remains hidden behind the folds of his hood, content to remain mysterious and say nothing.

Istilnar, has no skill points in diplomacy and bluff. He isn't the talkative type either.

Acquisitives

Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

Well, I could tell you the whole truth, but I suspect that you would find it hard to believe. Suffice it to say, we've come a long way from a far away place called Absalom.

diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

"Yes! That's the thing, we're from somewhere much farther than your neighboring lands. We're travelers, after all."

Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10


VC Australia - WA

An eyebrow raises when Bordle mentions Absalom but the duke nods gravely, "It sounds like you have come a long way indeed. I wonder, would you be willing to help with a private matter; one of some import?"

Asuming some sign of consent.

The duke leads her guests behind the thrones and through a heavily curtained arch.

As they arrive, Duke Eleanor paces slowly, looking from one to the other of her guests. She pauses, nodding, before she speaks.

“At this time, I find myself turning to strangers, placing my trust in you and asking for help. Not everything here is as it seems; as I suspect is the case with your good selves. Generations ago, this Duchy was actually the site used by a group whose pastime was to recreate history, or at least the historical ideals that appealed to them. Other areas of Skadia, now our home planet, host other groups. All were stranded here by a disaster in our distant past. We thrived mostly by using and developing the historical skills that were once recreation and are now survival, but that has never been enough. Known only to a few, the supply rooms that house essential materials we can’t provide ourselves, are stocked by machines hidden well below the hall. Those machines are starting to fail, and we don’t have the knowledge to fix them. I am hoping you have that knowledge and can repair them for us.”

Duke Eleanor pauses and adds, “If you choose not to, or are unable to help, you will still be our welcome guests this night. No harm will befall you.”

Acquisitives

Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

"My most Humble Duke, we had noticed already things weren't, how should I say, 100% original. No worries at all, we are good at keeping secrets."

Jyskos turns to the others, nodding and turns back, "We would be more than happy to fix your machines, can you lead us to them please?"


VC Australia - WA

The duke leads them through narrow downward sloping passages that loop below the building before opening into a large space housing work benches and a variety of machines that look old but not ancient.

”I will leave you here. If I am absent too long, it will be noticed by the populace. Please, return to us when you are ready, no matter the outcome.”

You may attempt Computer or Engineering checks to identify and repair the machines. Sufficient successes before too many failures are required. Aid checks are allowed.

Round 1

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Istilnar, doesn't have any skill points invested in computers of engineering.

Acquisitives

Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

computers: 1d20 + 5 ⇒ (7) + 5 = 12

Acquisitives

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Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Jyskos understands that these machines move fast and can be difficult to work with, so he will attempt to aid those doing the checks with Sleight of Hand to grab the broken pieces and switch them while making sure the rest of the computer doesn't fall apart.

Sleight of Hand to aid: 1d20 + 10 ⇒ (20) + 10 = 30

Wayfinders

Female |SP: 4/7, HP: 12/12, RP: 4/4|EAC 13, KAC 14|Fort +3, Ref +2, Will +3, +4 vs. critical hit effects Defensive Abilities hardened mantle|Init +6|Perception +7|Speed: 30 ft. Land (crawl at half this speed), 30ft. swim|Senses: Darkvision (60ft)| Biohacker 1

ZeeZee also does not have anything invested in either of those skills.

Acquisitives

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell
GM Numbat wrote:
“I am hoping you have that knowledge and can repair them for us.”

"Well, of course I have knowledge!" Farsurrwag declares, before muttering, "Though, I highly doubt it is the kind that you happen to need or be looking for."

With a series of giggles, the bleachling rolls up his sleeves and examines the machines. "Let us start by tidying things up a bit first, shall we?"

A wave of his hands removes a patch of grime and erosion from the aging machinery in the hope that it will make access and repairs to the devices easier.

Casting token spell to clean.

Gaining a better view of the machines, Farsurrwag looks for clues as to the nature and proclivities of the beings that would have created such machines and drawing conclusions with regard to humanoid-computer interaction (HCI), such as what they building culture would have considered as norms and requirements in terms of designing interfaces and password controls. Culture, the gnome concludes,should not be viewed as a threat or something that is better to relegated to minor importance in Human-Computer Interaction, but that has a key role in the investigations and development of new theories, methods and techniques.

Culture to Aid: 1d20 + 10 ⇒ (2) + 10 = 12

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Arboreal being fully inept with machinery stares at the computerized dials, confused. "Well... at least I can clear up some of this stuff in the way of the machines. Give Bordle better access to these levers..."

The begin hauling the long neglected containers of parts from the area.

Athletics to aid: 1d20 + 4 ⇒ (15) + 4 = 19

Acquisitives

Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

Maybe we could get lucky and find the operating and maintenance manuals Bordle replies.

And I'm an accountant, not an engineer. Seriously do none of you have any computing or engineering skills?

She looks for an alternate reality where the machines are working better.


VC Australia - WA

The team find the task before them daunting. Not only is this not their area of expertise but the machinery is just different enough to the familiar variants from home to make it that much more difficult.

They turn their minds and efforts to the problem, and between them provide some creative assistance to Bordle, who finds herself the primary fixer. Bordle is able to direct Arboreal to lift or tilt machines when necessary and finds Jyskos' nimble digits most useful for some of the fiddly work needed. Farsurrwag continues their prattle, but mixed in with the usual snide remarks is an offhand comment that helps identify a critical piece.

One Success

While some of the machines are a mystery, a power generator and some 3D printers are identified and progress is made on their repair and improvement.

Round Two!

Keep those creative assists going. I think they're needed.

Acquisitives

Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

Bordle keeps working the problem

computers: 1d20 + 5 ⇒ (4) + 5 = 9

Wayfinders

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Female |SP: 4/7, HP: 12/12, RP: 4/4|EAC 13, KAC 14|Fort +3, Ref +2, Will +3, +4 vs. critical hit effects Defensive Abilities hardened mantle|Init +6|Perception +7|Speed: 30 ft. Land (crawl at half this speed), 30ft. swim|Senses: Darkvision (60ft)| Biohacker 1

Zee Zee takes a look at what everyone is fiddling with, and tries to lift some of the machinery blocking their way so that the more mechanically inclined have an ​easier time getting into the fiddly-bits.

Athletics: 1d20 + 14 ⇒ (10) + 14 = 24

Acquisitives

1 person marked this as a favorite.
Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Jyskos will take a look around to see if he can find anything useful.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Cognates

1 person marked this as a favorite.
Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Arboreal tries to crawl their way behind a shelf to reach some plugs that have been disconnected from their outlets.

Acrobatics to aid: 1d20 + 7 ⇒ (5) + 7 = 12


VC Australia - WA

Any other takers this round?

Acquisitives

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell

"This endeavor is like yogurt," Farsurrwag notes as he tries to gain clues about likely command phrases and interface methods, "it can't be completed without a little culture."

Culture to Aid: 1d20 + 10 ⇒ (11) + 10 = 21

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Istilnar, finally decides to help and take a look around for anything that may help fix the machines.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

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