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Forum » Role Playing Games » Pathfinder » Fall and Rise: Episode 2 (In which the refugees gain a castle, and a spaceship.)
Fall and Rise: Episode 2
RobDate: Monday, 29 Jul 2013, 2:03 PM | Message # 1
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You currently have a castle! And a Spaceship! Also guns, though their ammo is limited. The ship informs you that obtaining more ammunition will range from "non-trivial" to "impossible" depending on what happens to her systems when they come back up. Currently the ship is operating on little more than a trickle of power to run the repair bots and some basic gravity control to defend the exterior. It has provided the captain with a communicator, though the ship comms are currently inoperable.

What I need from you guys is some info on how you want to proceed. The ship will be stuck in this state for approximately 3 months, and if you are going to plant a crop this season, you simply cannot wait that long. Are you going to travel? Hide out at the Fort and repair it? Did you ever decide what to do with your impish minion Kuluk, and his one-eyed servant?

THE SHIP

Life Support - 0/20 1=water production 3=temperature control  8=air production  13=food production 15=radiation shielding
Gravitics - 1/20 Each point in Gravitics extends the effective range beyond the hull by 30 feet and adds 1d6+2 to Gravitic effects
Teraportation - 0/20 Unless this land has a hypernet field, the tereporters will only function if they and the engine are fully repaired
Sensors - 0/20 Each point adds 100 feet of optical sensors beyond the hull. 4=Infrared 8=Audio sensors 14=micro/macro electrical sensors, range of 10 miles/point
Comms - 0/20 Comms will only be useful if there is anyone out there to communicate with. Each dot adds 10 effective miles to the ship's communicator device.
A.I. - 1/20 The ship starts with an intellect of 10. Each point put into A.I. adds 2 to this score. A.I. acts as a limit to how high Comms and Sensors can be raised.
Engines - 2/20 The engine score acts as a limit to how high Gravitics and Sensors can be raised. Each point adds 50 feet a round of travel speed. 5=flight

In three months, the engines will have stabilized enough to begin repair on ship systems. At that point, with resources provided by the crew (that's you guys), a maximum of one point can be added each month to a system of your choice.

While the ship, becomes essentially immune to physical assault from regular forces with just a little upgrade to the Gravitic systems, you can tell the delicacy of it's inner working would be extremely vulnerable to magical assault. The Ship starts with 80 hp, and each dot of repair adds another 20. For every 20 points of damage sustained, the ship will lose a dot of systems what will then require repair. What systems are lost will be due to a combination of chance and circumstance.

Added (29 Jul 13, 1:03 PM)
---------------------------------------------
NPCs      Status

Kuluk     He and his conjurer servant currently owe the party one year of loyal service, followed by 3 generations of non-aggression to the PCs, refugees, and their families.

P.D.       The Ship Phyrric Destiny (referred to casually as "P.D.") and it's computer currently answers to Captain Dar-Wynn, for as long as the good Captain does not forsake her vows to the Conclave of Stars.

Michkaela of the Skeletal Hand     Currently owes you her life, though who knows if you'll ever see her again.

Message edited by Rob - Friday, 26 Jul 2013, 9:06 PM
 
JessiDate: Wednesday, 31 Jul 2013, 2:42 PM | Message # 2
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I'm not sure how to proceed.  It was my understanding that we brought enough food with us to make it for a long time, yes? 

Re: kuluk I believe that he is tasked with figuring out the magic word that opens the portal into the swamps of haunted dreadedness.  And I believe finding that hidden road to the giant kingdom was on the agenda but I'm not sure if we agreed on that or not.

We also still need to figure out what to do with the people we kicked out of the ship.  We can't just let them wander off and starve to death without resources.  

What do the rest of you feel like doing?
 
Bad-AshDate: Wednesday, 31 Jul 2013, 2:47 PM | Message # 3
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Well, we could try to be diplomatic with the crew we kicked off. Offer them posts of guards at the castle. That way, our tribe could provide them food and resources just like the ship did. It's more mouths to feed but we have that orchard to work and that river to fish.
Maybe we could give them the orchard instead?

We can't repair the ship ourselves and it's going to take three months just to get the ship back to relative normal. I'm thinking we should head north and investigate the Innkeeper and his town, see what we can find out. Might as well keep scouting while we're waiting for the ship to repair itself.
 
JessiDate: Wednesday, 31 Jul 2013, 11:52 PM | Message # 4
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Question... what are kuluk's limits?  Can he teleport?  Can he teleport others?  Can he set up magical laylines that only our group can see that will alarm our keep?  Can we send him into that mist and have him eff that phase spider up for what happened to Michelle's cat?  If we gave him instructions how long would it take him to set up a farm magically?  

Is he like the Butler in 'Black Butler' or more like Dobby from Harry Potter?
 
RobDate: Thursday, 01 Aug 2013, 10:00 AM | Message # 5
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Kuluk can fly on his litty batty wings, and turn invisible. He's an able negotiator, and surprisingly knowledgeable on all matters arcane. Additionally he is a shockingly durable little fellow, and does not require sleep, or food, or any other mortal necessities. Finally, he claims to be an effective diviner, though such services would need some gold from the party, to pay for the required materials for his rituals (he promises to use "morally neutral" ingredients). Kuluk freely admits that he can't take a phase spider, especially if that phase spider only nominally exists as a part of some sort of cursed mist. He'd be happy to look into a solution, but his initial instinct is to just brick the damned thing up. As for setting up a farm? He couldn't do it magically at all, but he could physically dig up the ground, plant some seeds, and then water it. It probably wouldn't do well, though, since infernal beings know basically nothing about agriculture.

Kuluk is far more like the Butler than he is like Dobby. If the butler were shorter, and more menacing.

The refugees have enough food to make it about three months. Which is about to the start of winter, according to Kuluk and his hobgoblin assistant, if you ask. If you want to be long-term viable, you need to either plant a crop, or join a community capable of absorbing the refugees, within the next month or so, so you can survive until your your farming yields results. This first winter is likely to be a rough one. Survivable, but rough.

Note, by the way, about half the inbred crew members will have vacated the area around the ship almost immediately. This gives you 10 left that still mope near the entrance to the ship.
 
JessiDate: Thursday, 01 Aug 2013, 10:31 AM | Message # 6
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Sounds like we don't have much of a choice but to get farming or find a city that can take ? number of refugees.
 
RobDate: Thursday, 01 Aug 2013, 2:26 PM | Message # 7
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Well, folks gotta eat. 3 months of food for 50 people is an IMMENSE quantity of grub. Other options include finding someone to trade with so you can purchase MORE grub, as needed, and become a nomadic people, or set up a winter camp near the forest and teach enough of the refugees to hunt for food to make it through the winter. These two options would give you more time where you don't have to set down roots, but come with their own hazards, and would restrict growth to some degree. Large scale hunting of unknown woodlands would be dangerous, and nomadic travel would probably require a fair amount of subsidy from funds earned by the party while adventuring. There may also be other approaches to your problem that I had not considered, or that you have not discovered.

You could, of course, ditch the refugees entirely. They would probably find a place to set down roots and take up farming, if left to their lonesome.
 
JessiDate: Thursday, 01 Aug 2013, 3:52 PM | Message # 8
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Is there a way to communicate with Kuluk remotely?  How long has this spaceship adventure taken?
 
RobDate: Thursday, 01 Aug 2013, 4:07 PM | Message # 9
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The spaceship adventure only took a couple of days to travel up there and secure it. You cannot communicate with Kuluk remotely.
 
JessiDate: Thursday, 01 Aug 2013, 5:04 PM | Message # 10
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Being an imp... can Kuluk make magical items for us?  Or since some of us use spells... give us intense instruction so that our spell ranks increase faster?

edit... maybe I should just go look up Imp in the monster manual.   biggrin


Message edited by Jessi - Thursday, 01 Aug 2013, 5:13 PM
 
RobDate: Friday, 02 Aug 2013, 1:51 PM | Message # 11
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Kuluk could absolutely train you in Knowledge: Arcane. Actual improvement in your caster level requires overcoming challenges though biggrin
 
RussDate: Tuesday, 06 Aug 2013, 3:20 PM | Message # 12
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Since the keep is right on the river, wouldn't the people there be able to fish as well?
 
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