Gearsman

Sentinel of the Sky's page

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Unfortunately the dramatic pause will have to continue. Stuff keeps piling up over here both in terms of university and personal life. I don't want to cancel any games but this might need to be a hiatus.

I will let everyone know immediately when room clears up.

My apologies for these problems.


I'm sorry but I need to take a few days off. It's been quite hectic at work and events have been piling off.

I expect to return on Thursday with a clear schedule.

On that note, I want to ask how we should proceed? Should we try and quicken the pace or keep a slow and steady progression?


Just direct me to whichever area you wish to search.

Stephen, you come to the bulkhead of the ship. It is a solid, iron doorway, bent but most likely still usable.


Ayedan slips quietly into this second down ship.

The destruction seems incredibly high, this building must have done considerable damage to the structure of the airship.

Within the entrance of the ship though, you spy a few corpses of military officers and soldiers sprawled throughout this upper deck.

The corridor appears to lead both aft and rear, with the pilot's chambers likely to be in the front, crushed section of the ship.


So here are your current options and objectives. You seem to be stuck who knows high up, with hurricane force winds circling around you.

Getting off this place is definitely your number one task.

As far as what's up here, there's you and perhaps the survivors of the other ship as far as you can tell.

As to what to do:

You can explore around the ruined city, trying to find supplies, or people.

You can explore the crashed ship for a power source and survivors.

You can delve beneath the city taking one of two directions.

You can set up a base of sorts as a safe place.


Sorry for the unfortunate streams of delays, but something has come up today and I'll be away from the blessed Interwebs.

I'll be back!


Red Jaw Jak wrote:

Unless there are any serious objections I'm going to keep scouting ahead of the group.

In that light it would be best if we made an effort to explore separate areas, to cover the most ground possible in our search for an escape.

I'm perfectly ok with this.


Unit_6 wrote:

** spoiler omitted **

RETRO ACTION

As sunny shakes her head he stops just below the lip of the hole, and comes back down.

"Do you think it would be a bad idea to call out and offer my help Mama? I was just going over what I was going to say."

** spoiler omitted **

Much appreciated. I don't want to crush your character build, just that preserving your crew's health should be higher priority than helping your enemies.

Smoke billows forth from the steel doors as Red Jaw Jak steps inside.

The enemy seems to have simply vanished and no sign of them can be found from outside.

The interior of the building is something else however. It would appear that the enemy vessel punched not only through the roof but also through much of the floor.

Surprisingly, there is no sky beneath but a series of corridors and passages.

A brief exploration reveals two possible routes to Red Jaw. One, a strange glowing vertical passage punches straight down albeit at a slight angle, while a series of stone stairwells seem to curve further to the south.

They likely descended through here... although through which one isn't evident.


Unit_6 wrote:

"That matters not Mama I am sorry but my programming means I must offer help to intelligent organics if I am able. I am able and there is an over 50% probability someone what hurt in that crash. I must go and offer mending."

and with that it heads off, once at the hole it calls down.

"Hello, please do not attack me, I am repair Unit 6, dos anyone need medical attention, , I can offer it, if it is needed."

I do feel this is kind of anti-synergistic to the story. These are the guys who've essentially been trying to kill you all. In all likelihood, they'd probably just open fire on you if you showed up like that.


Well since everyone either flies or has the grace of a gazelle, I guess challenges such as "precarious cliffs" will hardly be... challenging.

The gap cleared, you continue to walk down deserted streets until you reach the column of smoke.

The enemy ship seems to have crashed much like yours into another building. This one appears to have been a stone tower, most likely a defensive fortification judging from the battlements.

The ship can be seen through the cracked roof and the smoke pouring out is a clear sign.

No noise or activity can be heard within except for falling debris from time to time.

You could either attempt to climb in through the hole, roughly a hundred feet up or through what appears to be a well fortified steel entrance.


I am currently at a 24h Board Game Event and will be back tomorrow to continue endangering your character's lives!

See you soon!


Red Jaw Jak darts across the pipes like the godly mountain goat that he is.


Red Jaw and Ebran carry on, Jak having retrieved the source of the sound. It continues to make this sound as it merrily rests in your pocket.

A few minutes behind them Stephen, Sunny and Unit 6 follow on their tail heading to the downed military ship.

As you meander through the streets, you notice how unnaturally quite it all is. Not a single living resident, tangled buildings and a lot of silence.

Soon though, you come across a slight obstacle...

A large section of the pavement gives way to a gaping whole leading straight down to the ground below.

The only way around it seems to be a tight balancing act across a series of pipes and railings leading off around the edge.

Of course, you could always fly and attempt to fight the ever increasing wind speed.

The military ship is ever closer.


Red Jaw Jak wrote:

Curiosity gets the better of Jak and he carefully navigates the broken street to investigate the sound.

[dice=Acrobatics if necessary]1d20+22

[dice=Perception]1d20+9

[dice=Stealth]1d20+14

Unobserved and gracefully you make your way towards the sound. You can't tell what it is at this point however.

You reach the building and enter through the lower doorway entering into what was most likely a place of residence.

Furniture lies sprawled in ruins, but no one is to be seen.

The sound continues from upstairs, said staircase directly in front of you.


Red Jaw Jak is correct, currently we have two teams, each at a rather significant distance.


Yes, your ship is a right mess. And Unit 6's analysis is close to correct, a good 9 months of work "might" make her airborne.

Meanwhile, Jak pushes on through the street level of this place.

Gaps in the floors and roads let you see sky below you as well, and you quickly realize that missteps could be quite lethal here.

As you walk through a promenade of entangled houses, a soft chiming noise can be heard from a nearby collapsed building, not 60 feet to your northwest.


Ebran leaves quickly enough to catch Jak climbing upwards to the second tier of buildings. He manages to catch up unless Jak does anything to shake him off.

The second level of buildings seem almost pulled from a story-tale. Chiseled fountains dot the street while formerly quaint gardens now run rampant, vines and hedges grasping the faded marble of the buildings.

The silence is almost unnerving, but a dreadful gale pulls at you. From this vantage point you can see that the smoke rises further than you originally expected.

The bright blue sky slowly fades into a weeping grey as the roiling storm clouds that crashed you here slowly descend upon the city.

With the amount of urban sprawl in your way, and the wind seeming to get stronger as you go up, the choices are either to try and do battle with the oncoming storm or maneuver through the seemingly abandoned streets.


About to update within the hour. Sorry for the weekend absence.


I've been super busy at work (local game store) in Montreal setting up for a Warmachine tournament this weekend.

So no worries Tenro.

Will post tomorrow morning (well, today technically) when I awake!


Red Jaw Jak wrote:

Jak watches the procession of his fellow crew members as they move about the greenhouse. The crash had still left them disoriented, by the looks of things. It didn't help that the Captain hadn't made it (probably).

Jak scratches his chin. He was certainly no help right now

Perhaps...the navy ship fared better he muses, with any luck we could hijack it and ride it out of here!

With a smile he decides on his course of action. Surely the crew wouldn't mind if he slipped out for a few minutes, and surely they would appreciate having a functioning vessel!

Silently Jak takes his leave, heading through the door and down the passageway and into whatever lies beyond, all the while his head full of visions of coming glory. Single-handedly capturing a ship! They would sing his praises for weeks, no doubt!

Jak moves quickly through the glass hallway, and the brilliant light at the end sees him outside on a large stone balcony. Sky and clouds above and below are all that you can see. And there, far far below lies the ground, a pale green and brown haze in the distance.

The wind buffets you; luckily there are enough handholds and railings nearby.

Looking back at the way you came, you see twin spires of smoke curling upwards. One from your own ship, another distant column from the navy vessel.

From where you are, the balcony seems to curve around the greenhouse, retreating either to the east or west. Eastwards, the balcony vanishes into a stone tower, most likely a guard post. To the west, the balcony climbs stone stairs and joins a second level of buildings, perched above the greenhouse's mid-section.


Ebran "Stormlord" wrote:
Ebran "Stormlord" wrote:
ah, so it is a skyway, such as you would find between two skyscrapers? basically, Ebran would look downward out the side windows as best he could to see if we are really attached to towers or in a cloud or on a larger airship or something.
Ebran is ready to continue, looking for confirmation of the above as well.

The sky above continues below. Evidently you are still somewhere in the sky.


We seem to have a lull in posting from the group (besides Ebran, Suny and Unit 6). I imagine that Brill and Dunstan dropped since they never posted in discussion, but just checking in with Red Jaw and Stephen. I usually aim for 1 post/24 hours. If you're short on time, even a simple one liner to keep the adventure moving and you present works for me.

Let me know when we're ready to move past this first room. The wreck seems stable if albeit destroyed and as mentioned, this is a one-shot, you'll mainly be adventuring around this location, exploring the passages and hallways as well as fighting whatever creatures still live here. Keep me posted amigos.


Unit_6 wrote:

Unit six has a Adamantine short sword built into its arm as a cutting tool GM.

Unit 6's arm flips out a sharp looking blade that cuts at the hinges letting it fall down from its frame.

I don't believe I've ever heard of that item. The "cutting blade" that is.

Ebran: The passage is like the room. About 60 ft of simple glass walls and ceiling with marble flooring. The light seems to be natural light. Through the glass you can see sky and clouds.


Ebran "Stormlord" wrote:

Ebran will call winds blowing at them from the hall of glass, to blow any pieces that may fall off such that they don't break the glass.

is the floor of the hall glass as well, or just the walls and ceiling?

Just the walls and ceiling. The floor is stone, some kind of marble as far as you can tell.

Also, Unit_6, how are you cutting through the door?


Ayedan and whoever is with him makes their way quietly to the metal door. It is a simple but rugged affair, a bluish iron of some sort.

It is slightly ajar, the door slightly off its hinges.

Peering through, you can spy a glass hallway leading off into brightness.


Unit_6 wrote:

Unit 6 lifted up into the air, elevating up some 60 foot and so as to get an overview.

Perception 1d20+10

"I'll see what I can see Sirs"

You're way up at the ceiling at this point. Your eyes notice that the room is about the size of your crashed ship.

The tip of what used to be the Pixie lies embedded in the northern wall while the tail end is smashed up against the southern wall, albeit a good 20 ft. off the ground.

The ship itself is smashes at an odd, tilted angle, having dropped diagonally through the roof.

Said roof appears to be made of some form of glass.

The rest of the room's contents appear to be plants and trees albeit not ones you seem to recognize.

Amid the rubble, you can faintly spy a large metallic door on the eastern side of the circular room.

Smoke and debris cloud the remainder of this chamber.


As you converge on the voice, you find that it's one of the members of your crew, a young lad by the name of Garaud.

As you gather around him he breathes a sigh of relief.

"Oh god be blessed, most of you made it. The Seventh Sea seems to have crashed not too far from here and if most of us are fine, chances are they will too."

He gazes around.

You all noticed that your ship seems to have crashed through a glass roof of some kind and you seem to be in either an inner courtyard, garden or perhaps even a greenhouse.

"Anyone know where we might be? Hmmm figures."

He looks at you all.

"So what's the plan bosses? We lying low or moving out?"


, wrote:
What, perchance, might we be rolling to determine our starting positions?

No rolls, feel free to choose where. The "ship" is unspecified so you may feel free to invent rooms and places.


Chapter I: Where in Blue Blazes Are We

It was like a sign from god. It doesn't matter which one. People below swore it was a shooting star, or a descending angel.

The reality?

A badly damaged pirate/privateer airship (depending on your outlook and willingness to commit to your profession) fell like a flaming rock directly into a floating city at the heart of a storm.

Even bards couldn't make things like this up.

As the crew of the Belladonna Pixie prayed (again to which god doesn't matter), screamed, cried, wept or completely ignored the impending disaster, they were at least content in the thought that their opponent, the tremendous sky-galleon known as the Seventh Sea was suffering a same fate. Hopefully a worse one.

Contact with the ground was like receiving a boulder composed of rock, masonry and cobblestone to the face at around a nice 200 km/h. That's no metaphor, that's actually what it felt like. Any of the crew not praying immediately did so. Though not to a god, but to the airship's gravitational absorbers. No chance they would ever be functional again, but hopefully, they wouldn't be falling out of the sky a second time today.

The wreckage was great, the ship sprayed across the local area.

From wherever our protagonists lay, rested or were buried, they all began to hear a shouting not too far away.

"Ahoy! Anyone still breathin' follow my voice! Ahoy!"

I have gone with lighthearted, sarcastic sort of narration for this adventure. I feel it fits our theme and makes more a change of pace from my Lovecraftian narration on my other game. Cheers and fair fortune!


We'll decide that in game, worry not.


Alright, gameplay will begin today! It's time we got going!


If anyone knows of Hayao Miyazaki's Castle in the Sky, we're the Dola Gang and the Navy is Colonel Muska so to speak. We're still technically the good guys.


Going to give another 24h and then we're a go.


I vote for particularly awesome pirate ship. That means your antagonist gets to be the Sky Navy.


Max at 1st level of course, and let's go with half+1 for simplicity.


Behold the "dot" page.


Now's the time for character creation:

We will be 7th level and adventure until about 8th/9th.

20 Point Buy
Average Wealth by Level
You may craft equipment if you take the corresponding feats and requirements
Golarion deities for domain selection
2 Traits, no drawbacks.
A sentence describing physical appearance and what your character was thinking as the airship hurtled into the floating city.

Questions? Ask below.


LIST OF CHARACTERS SUBMITTED


  • Tenro - Ebran - Human Kineticist (Aether or Water)
  • Philo - Brill - Human Bard (archaologist)/Swashbuckler/Rogue (pirate/un)
  • Trawets - Ayden Slipstream; CG Male Slyph Rogue
  • Panic - Unit 6 [AKA: Nozz] Android Robot LN Cleric (Iron Priest)
  • Stephen Rogerson; LG male human Brawler (Mutagenic Mauler/Shield Champion)
  • Runge - Dunstan Hook-hand; LN male oread brawler (shield champion)
  • Sunny - Sunny - Elf barbarian (titan mauler) 2/cavalier (beast rider) 1/magus (kensai) 3
  • Red Jaw Jak - Half-Orc Bushi Warlord 7
  • Eleanis - Aasimar Cleric of Shelyn
  • TarkXT - Karthan Sternmason - investigator(?); salty mechanic,all around tough guy and religious zealot, human, investigator.
  • Archlich - Goblin Gunslinger
  • JoshB - Durex - Dwarven alchemist
  • Jubal Breakbottle - Thor- aasimar magus (hexcrafter)

I have made my selection and decided to go with eight crewmembers. I chose these characters because I not only enjoyed their character's proposals but also because of their continued discussing and presence. I have gone above my previous statement of a maximum of eight because I once again believe that finishing an adventure is more important than simply starting one. The more characters I have, the more chances that drop outs cause less of a disturbance.

However, I will be planning on splitting the party into two groups,

The chosen players are as follows, and are coincidentally the eight I put at the top of the list.


  • Tenro - Ebran - Human Kineticist (Aether or Water)
  • Philo - Brill - Human Bard (archaologist)/Swashbuckler/Rogue (pirate/un)
  • Trawets - Ayden Slipstream; CG Male Slyph Rogue
  • Panic - Unit 6 [AKA: Nozz] Android Robot LN Cleric (Iron Priest)
  • Stephen Rogerson; LG male human Brawler (Mutagenic Mauler/Shield Champion)
  • Runge - Dunstan Hook-hand; LN male oread brawler (shield champion)
  • Sunny - Sunny - Elf barbarian (titan mauler) 2/cavalier (beast rider) 1/magus (kensai) 3
  • Red Jaw Jak - Half-Orc Bushi Warlord 7

However, I hate to disappoint, and as such I will happily give front row seats to unselected players in case of drops.

If you have any questions, please PM me or post below.

As for the chosen crew, please report to Discussion thread for now.


All looking good, I'll make final selection tomorrow as promised.


Runge wrote:
Sentinel of the Sky wrote:

...

And I think that I'll select based solely on the basic information I asked. I haven't tried this approach yet and figure it's as good a time to try as any.

I won't discourage anyone from making the character sheet/posting up character information but it won't give you an advantage.

In that case, would you prefer something a little more concrete than the loose base I provided initially?

For reference:

Runge wrote:
Dunstan Hook-hand, human or oread brawler of some sort.

Maybe. How about something like:

Name of character; alignment gender race class (archetype) X
- extra tidbits


I can see us leveling say, once, twice maximum.

7th as a start and then reaching 8th and 9th seems like a decent progression.

And I think that I'll select based solely on the basic information I asked. I haven't tried this approach yet and figure it's as good a time to try as any.

I won't discourage anyone from making the character sheet/posting up character information but it won't give you an advantage.


Still gonna give more time the interested.

I'm thinking this could be a "mid level" adventure, somewhere around 6th-7th level at this point.

A good mix of strengths but nothing too wild quite yet.

As a one shot, I will be choosing a minimum of four and a maximum of six players. I'm aiming at a diverse group of characters AND a good set of roleplayers.

I have a feeling we can make this thing quite interesting.


Philo Pharynx wrote:

By the way, Brill may also have rogue and possibly a dip into investigator or magus. Still, he remains the dashing rake who gets by on a charming smile, tricks he's picked up along the way, and a good dose of luck.

Rules inquiries:
Are guns part of the setting?
Are you considering background skills? (personally, I love this option and think it brings lots of flavor to games without seriously affecting balance)
If we've been sky pirates, would we perhaps have a little more wealth than normal?

By the way, thank you for this game. I perosnally love airhsip games and have played in quite a few.
** spoiler omitted **...

To answer your questions:

- Guns are part of the setting.
- Background skills are something I could see us using. I'd have to re-read them since I just obtained my copy of Unchained.
- You're not necessarily "sky pirates". I was going to allow the group to decide on their allegiances so to speak. I do believe the average wealth by level will be sufficient however. One-shots rarely need the extra wealth.


"Sunny" wrote:

Offering up a "Sunny" (^_^)

Was thinking of taking a level in Sorcerer and getting a 'Mount' so as to be more the ship's scout.

If we're closer to 4th level or above then will be able ta' ride said critter. (^_^)

Much cheers ta' all!

A pleasure to have a Sunny in the recruitment. I'm pretty sure I've seen that name around the boards before.


DekoTheBarbarian wrote:
Would you allow the Savage Barbarian to work with Unchained Barbarian by switching 'throwing weapons' with 'ranged weapons' for the Unchained rage ability?

I'm going to remain a stickler for the purpose of fluidity and balance and say no. I'm not at the point where I wish to change official rulings.

Again my apologies.


Johnnycat93 wrote:
Sentinel of the Sky wrote:
Johnnycat93 wrote:

Is 3rd party content allowed? Specifically Path of War material.

I had an idea for a Half-Orc Bushi Warlord who ended up on the ship after the crew freed him from slavery.

Let's stick with official Paizo material for this one shot.

Fair enough, I don't think I'll be able to make the concept work without PoW so I'll be taking a pass.

I wish you'd reconsider since I like the sound of the game, but if not then so be it.

Good luck with your recruitment!

As much as I would love to allow 3PP material at this time, I simply don't have the time to open up the option for it. If I allow on a case-by-case basis, others may feel slighted and if I simply allow 3PP material, the amount of new material I'd have to internalize would be too great.

As well, without having read or playtested Path of War, it's sounding a lot like the Book of Nine Swords which has caused problems for me in the past.

Perhaps another day.

My apologies.


Johnnycat93 wrote:

Is 3rd party content allowed? Specifically Path of War material.

I had an idea for a Half-Orc Bushi Warlord who ended up on the ship after the crew freed him from slavery.

Let's stick with official Paizo material for this one shot.


So far I like all three characters, they're incredibly diverse.


Tenro wrote:

I think i would try my hand at kineticist!

An air or aether kineticist would likely love to be on an airship and have reason to have been on this journey.

I quite agree.


Philo Pharynx wrote:
Well, if it's an airship, then I have to play the adventurous sky pirate. Brill is human and he'll go swashbuckler/bard. (especially if you allow gestalt!)

I won't be allowing gestalt unfortunately. Maybe another time but not for this shot.

And sky pirates are perfect!