GMEDWIN |
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Vigan decides to say good bye to the group and Zera rests for about 8 hours.
After 8 hours, she feels a bit better and the group looks over the trove of ancient treasures on the table. There is a velvet curtain and what looks like a spiral staircase that goes off behind it. There are also computer terminals.
Zera |
Zera sees that everything is still where it was before she slept and is somewhat surprised, but she feels a lot better than she did before and starts in on examining things.
1. Use Artifact (turtle shell): 1d20 + 1 ⇒ (12) + 1 = 13
2. She leaves the can opener alone. That was pretty obvious.
3. Use Artifact (rubber rope): 1d20 + 1 ⇒ (17) + 1 = 18
4. Zera examines the skinny rectangular box made from no-grain with many rubber buttons on it, nine of the buttons have numbers on it and under the numbers are three letters. She can read, so she checks out the letters before moving farther.
Use Artifact (rectangular box): 1d20 + 1 ⇒ (20) + 1 = 21
5. Use Artifact (little gizmo with a card slot): 1d20 + 1 ⇒ (10) + 1 = 11
6. Zera cleans off the belt buckle so she can read the writing.
7. Use Artifact (device with 8 buttons and a square glass part): 1d20 + 1 ⇒ (13) + 1 = 14
8. Use Artifact (small rectangular device made from metal with a glass screen): 1d20 + 1 ⇒ (17) + 1 = 18
9. Use Artifact (metal object that looks like a ring with a metal rod): 1d20 + 1 ⇒ (10) + 1 = 11
10. Use Artifact (metal device with glass screen and three rubber buttons): 1d20 + 1 ⇒ (13) + 1 = 14
11. Use Artifact (knife with serrated edge and button): 1d20 + 1 ⇒ (7) + 1 = 8
12. Ah, a stapler. This needs no more analysis, but possibly could use some staples.
13. Zera reads the side of the aluminum can with a pull top to see what it says, and hefts it (if it isn't obviously open) to see if it is empty.
14. Use Artifact (mirror that distorts things): 1d20 + 1 ⇒ (8) + 1 = 9
15. Zera examines the pistol made out of no-grain to see if it is loaded.
16. Zera tries writing with the metal pen to see if it still works.
17. Zera attempts to read the book with animals on the cover.
18. Use Artifact (mall clock with two buttons and a winder): 1d20 + 1 ⇒ (11) + 1 = 12
(19.) Zera also examines the weird pistol with a strange glass display with circles on it and numbers, to see if there is anything to read before she tries it.
P'Reena |
I'm back, thank you all for your understanding. I will be sporadic until after the funeral (Feb 10), but should be able to check in every three days or so.
P'Reena can't read and knows little of the artifacts, so she waits for Zera to identify as many as she can.
GMEDWIN |
1.) You fiddle with the metal turtle shell with knobs on the top and after twisting the right one it opens a little door at the top and the left one locks said door. You smell the inside of it and you smell of long used ash.
3) You get the idea that this rubber rope would be used to conduct electricity from the two prongs to the other side where there are holes that when you insert the front end into it they fit.
4.) You understand that this device would work on one of those screens back at headquarters that the ancients used to spend time watching programs on (TV remote)
5) You see buttons on this machine that have same numbers as on the remote control but they have the letters underneath (abc) with 1 (def) with 2, etc... up to 9. There are buttons that say "Write" "Allocate Number" and "Copy" on it.
6) You clean up the engraved belt buckle and it says MArNG, B CPY, 1 BTN, 125th IN Reg Cpt. R Lake, CO Some good Easter Eggs on this one
7.) You clean off the screen and it says something about fish and depth and a bunch of buttons
8.)electronic street map and it has touch screen displays with different names of town a few of which you think sound familiar,
9.) You put your finger in in the ring and you depress the button with the opposite hand and you get a minor shock.
10.) You turn it on and there is what looks like a die on the screen and you press the button and it rolls it...electronic die roller
11.) You press the button on the electric serrated knife and the blade breaks and wedges itself into the floor.
13.) Inside the can you find three blue rubber balls,
14.) You try to clean off the mirror and it seems to get more distorted the more water and grime you remove
15.) You shake the pistol and you do not see a cylinder like a revolver or a breech big enough to load or a muzzle where you could stuff shot into you do see a no-grain cap to it and you open it and you smell rancid water on the inside, you squeeze the trigger and water shoots about 20 feet out of the pistol.
You write Zera on your skin with the ballpoint pen and it has green ink.
You read the book, "See Spot, See Spot run" and it continues with pictures that go with it.
You wind the clock and it start to work.
The device has no writing on it, do you try to turn it on?
Zera |
Zera puts items 1, 4, 5, 7, 9, 11, 13, 14, and 18 back on the table.
Zera cleans and pockets the extension cord, the water pistol, and the green pen, thinking they might be useful at some point.
She offers the See Spot Run book to anyone in the party that doesn't know how to read, hoping it will help, and willing to help teach if they want that.
She cleans up the belt buckle and tries to figure out what it means, but it is mostly incomprehensible. Maybe a badge honoring some ancient military unit. She lays it back on the table as well.
She tells the others what everything does to the extent of her knowledge, recommending the clock, which might help keep time underground if they need it.
She then tries turning on the pistol (19) with the glass display to see if anything happens.
GMEDWIN |
Zera Use Artifacts check 1d20 + 1 ⇒ (16) + 1 = 17
Zera turns on the device and sees various blips on the screen that describe distance with some of them moving, you also see 4 different concentric circles with the numbers 10, 100, 500 on them.
Do you move the velvet curtain and go down the stairs?
Zera |
Sorry. I tried a use artifacts check the other day and the Paizo site kept giving me errors... guess it never went through. Thanks for doing it for me.
Zera wonders what the blips on the screen mean, especially since some of them are moving. She turns the device off for now, but keeps it handy to see if she can track one of them down. Were the blips other people down here, or something else?
So, just looked it up in the manual and it says that you typically get just one hit point back per day, resting. Do we have any other healing ability in our party? I don't think I can resume exploring with 6 hit points... I'll just die. But one hit point a day means spending over a month here trying to recover. Not saying that is real-world unrealistic for such injuries, but it does put a damper on the adventure.
Zera |
I'll buy 2 of them, but unfortunately I don't think that solves our problem. Even with max rolls that gives me 19 hit points out of 46. Might need to just stay behind while others explore.
Zera |
Oh, constitution score rather than modifier?
First Aid Kits (one use) TL3: 2d4 + 4 ⇒ (2, 1) + 4 = 7
Okay, so started at 5, 2 for 1+level, 11 for con score, +7 for the two first aid kits... puts me at 25. That's over half. We can probably move on... I'll just stay in the back.
GMEDWIN |
The party opens the door and the room is dimly lit, with red and
orange shadows painted across the far wall. A
stationary figure tucked away in the corner
seizes your attention. Live metal! Seated behind a desk, like a scribe at rest, is a man made of metal.
A huge, curving window dominates the dimly lit room. On the other side
of the window is a scene of terrifying beauty.
The land is barren dirt and rock, as far as the
eye can sec. Low, jagged mountains thrust up
into the black, star-studded sky. Overwhelming this bleak landscape is a huge, banded
orb. It fills up fully half of the sky, like a swollen, painted moon. Bands of red, orange,
and yellow cut across its surface, broken only
by the large red dot wedged between two of
the bands.
PLease give me a robot recognition check
A.I |
You move down the hallway and then behind a box sits a humanoid creature of live metal and says to both Zera and Tinteretto, "Welcome to the Sagow Panchilate Enstoot, which used to be one of the leading sites of panchilate research in the Lake Mitchigloom region. Today it is an interactive museum. Would you be interested in taking a tour of the enstoot? Please put your pet on a leash" when it looks at P'reena.
And then from behind the desk it hands you a leash for her.
Zera |
Zera is a little intimidated facing unknown live metal, but best to comply just in case.
Thank you.
Zera takes the leash and attaches one end to one of the metal loops on one part of P'Reena's makeshift armor, keeping the other end in her hand until they get past the robot.
She thinks about what the live metal said and then asks
Do you have a map of the museum that we could refer to for the tour?
Zera |
We don't have a portaview, but thank you. We'll tour on our own.
Zera is worried that having a guide will force her to keep P'Reena "leashed" the whole time.
She slowly moves past the live metal, ready to turn back if it has an objection. If there is no objection, she motions everyone forward.
A.I |
The robot says, "Well, the best experience of the tour is provided by the tour guide. However, you must keep your pet on a leash the whole time within the museum. The tour is 2 domars per participant. So your total shall be 4 domars."
As the robot speaks another live metal machine rolls into the room and says, "My name is Jeb, I am the tour guide for the Sagow Panchillate Enstoot. I can answer all of the questions you have while on the tour."
Zera |
Zera rolls her eyes and looks at P'Reena apologetically. It shouldn't interfere with anything they wanted to do, but it was stupidly demeaning. She didn't want any of the living metal getting angry though, so she kept the leash in her hand, and handed over 4 domars, wondering what kind of tour this would be.
GMEDWIN |
The robot says, "Ok, great. Let's get started shall we?". Jeb rolls over to the door to left and you follow it into the next room.
This bare room contains only a window
(The planet off in the distance you saw in the last room can barely be seen on the left side) and a
podium in the center.
As you are ushered in the door wooshes closed and Jeb starts to speak, "Welcome to the first room of the tour of Sagow Enstoot. Each of the Arduva in our Mycray Vaxus has a unique environment. Here, you can experience first hand what it feels like to stand on Dekud or Earlum, or on a moon of Jakiolite. Each of you can choose one environmental experience before we move on to
the next exhibit." motioning towards the podium.
On the podium there are 9 buttons on the podium: Orange, White, Blue, Grey, Red, Black, Orange with a red dot in the middle, Yellow with a brown stripe and Dark Blue. Each button has a name next to it. The orange one has "Dekud" as Jeb had said, The red one says Earlum. The Orange with Red Dot says, Moon of Jakiolite, The yellow with a brown stripe has three names you do not recognize plus Jakiolite.
GMEDWIN |
The robot says, "Yes, Zerulan is a fantastic experience, if you liked that you surely will love this next one. If you stay on Zerulan too long you might become incompacitated"
GM rolls
It presses the button moon of Jakilite and the The room hologram expands the holowindow
scene perfectly.
Everyone please roll a d3 and a d100 please
Zera |
That's the third time I have rolled radiating eyes. Crazy. If the intensity is at 22, then that translates into a level of radiation that can cause a mutation if anyone gets caught with the full blast by themselves (which would be super cool). I think maybe you meant to add 11 to the Mutation Power though, which was 23 before this, bringing it up to 34, which would make the intensity modifier 11, but that would only bring the total intensity to 16 (with the 5 base intensity) rather than 22. Let me know if you meant 22 for the intensity or the Mutation Power. Totally fine with going with 22... I mean, more than fine... would love it. Just want to make sure I am not cheating. :)
Unless... I mean, would the base intensity go up if you rolled it three times? If that is the case then it could be base 15 plus 11 modifier for 26, or could be 22 if the base goes up by 3 each time you roll a duplicate. That would satisfy all the numbers at least. Base of 11, modifier of 11. Is that what you meant?
If so, damage would be 5d6 at full intensity, cause radiation sickness and a mutation (over the time of suffering the sickness), but of course that would only happen when fully charged since intensity drops to the base after the first shot, or when hitting a group. Is that okay, or too powerful?
GMEDWIN |
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If you rolled it twice, it should have been 4d6-L + 4d6-L+5 and then this extra 11 as well, whatever that number is for MP. I like it. GW is not really a game about balance it is about wacky fun.
Tinteretto you notice that your teeth have become more pointy and you have increased your bite attack to 4d6 ⇒ (4, 3, 6, 6) = 19 do 1d6+14 damage and when biting a creature with flesh you regain half that in HP.
Zera |
The raw Mutation Power score would be quite a bit, but the radiation intensity is based on the MP modifier rather than the MP score itself. Maybe I'll recalculate it with your formula though. Under "rolling the same mutation again" it says to only add 2d4 to the mutation power score, but I like your way better, since rolling something three times seems like it should make it extra powerful, and non power score things would be doubled, so this is in between just giving it a small boost and making it insane. :)
Zera follows the robot into the next room of the tour, but writes the location of this room in her notes in case she has a chance to come back.
She tells the robot Lead on.
GMEDWIN |
You walk into the next room and you see that the floor, walls, and ceiling of the room are heavily padded, making it difficult to walk normally.
The robot goes in first and then stands next to the door you just entered from. On the west wall there is an emergency exit
door, outlined in red, with a panic bar to open
it.
The shuts behind you and the robot turns the dial next to the door, you indeed start floating in the air bumping into each other and the walls, as it says, "Hatwick can only be felt on
Gorlab surfaces. However, it varies
from Gorlab to Gorlab. "You
are currently experiencing weightlessness, just like the Vorvanools of ancient times."