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  2. HP 32/32 AC 13/17/21 Init 3 Fort 3 Ref 5 Will 7-10 Female Neutral Elf Wizard (Conjurer and Chronomancer) Level 6 Init 3 HP 32/32 Speed 30' AC 13/17/21 Touch 13 F-F 10 CMD 15 Fort 3 Ref 5 Will 7 (+1 vs demon effects) (+2 vs enchantment spells and effects) CMB +2 BAB 3 [Melee] Quarterstaff of Entwined Serpents +3 (1d6, 19-20/x2) [Ranged] Quarterstaff of Entwined Serpents 2 magic missiles Str 8 Dex 16 Con 12 Int 22 Wis 12 Cha 12 Shift 10/10 Swift Action Dimension Door 15' Temporal Pool 8/8 * Forewarned [1pt: Add 1d4 to Initiative][2pts: Immediate Add 1d4 to Save] * Rewind [Immediate after failed spell, 1/2 spell level - Keep spell] Wand of Shield [50/50] +4 to AC Wand of Hide from Undead [50/50] Mindless Undead get no save Wand of Sure Casting [50/50] reduce opponent's SR by 5 Cantrips Dancing Lights, Detect Fiendish Presence, Detect Magic, Message 1st Obscuring Mist, Mage Armor, Grease, Ray of Enfeeblement, Protection from Evil, Endure Elements, Feather Fall, Magic Missile 2/2, Ears of the City. 2nd Glitterdust, Web, Summon Swarm, Protection from Evil (communal), Blindness/Deafness, See Invisible. 3rd Halt Undead, Haste, Resist Energy (Communal), Sleet Storm Condition None Tanith looks surprised at this query from Mizzi, having just assumed they'd just found whatever there was to be found. "Ah.." she whispers slowly in the tone of someone who realizes they've just assumed something and being faced with the possibility they'd assumed wrongly. Her facial expression is backing up her tone without reservation. She gestures barely intones and has a look around, taking her time.. "While I'm doing this, someone with medical skill could perhaps determine how the extremely generous stiff popped his clogs... neck bites would tell us something.", she adds, again in a whisper. Notes: Perception (take 20 for 27) adding to this with detect magic.
  3. . 'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Criminal... Young adult 5'11 female human variant fighter, CN eldritch knight 4 Mage armor, leather underwear, drow weapons belt with paired drow long/short swords, dark elf boots, dark elf cloak spell... Casting +4, Save DC 12 ..known.. mage armor, shield, protection from good / evil, thunderwave ..slots (3) *SPELLS* ms. Bloodblood smiled showing her pearly whites for a moment. It seemed a deal was at hand... "... Yes, that sounds like a suitable sum ... I would however need to inspect the book prior to purchase ... to check the veracity of the item and it's contents." ms Blueblood replies to Pashgir simply before smiling sweetly at Ryn, which if you know ms. Blueblood is not a good thing...
  4. Yeah, my character slept the first watch, so she could explore the rest of the morning 4 hours worth I suppose. Can use Detect Magic and perception checks or knowledge arcana/spellcraft if need be.
  5. The dead of the night seemed to be just that, dead, it was on Yuki and Rand's watch that saw several bird-like creatures fly overhead. Then a fiery creature did the same, they were interested in the fireball area. Shambling figures turned up after that but wandered off seemingly bored, this brought home the real threat that this land held. When the resting was done and it was time to move on Mizzi asks "did anyone look this house over for any possible loot"?
  6. "The thing is my dear colleague, is that you don't know what I sent." There is an involuntary twitch on his damaged side that he suppresses "You can only assume." He acknowledges the message "And they assume in their innocence otherwise, that we are one big happy family. So go on and vote that you agree. Or your descent by not, the outcome is already been decided I assure you." There is a brief unpleasant smile on his lips for a second before he returns to his work.
  7. Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 thac0 19 "Do the schools of magic have opposites? Is it perhaps that simple - place them at opposite ends? Maybe his favorite is the main indentation?" Show this broadsword thac0 19, 1att/rnd, 2d4/1d6+1, spd5; dagger thac0 19 2att/rnd, d4/d3; shortbow thac0 19, 2a/rnd, d6 gnome, common, giant, goblin, kobold wi/10' unsafe walls 1-7d10 9 9traps 451d100 33 33traps 451d100 33 33traps 451d100 33 33traps 451d100 33 33traps 451d100 33 33traps 451d100 33 33
  8. ~ Day 61, 2400 (21:20 hrs remain) Zebulon System ~ MAX-23 opened up a panel to view the internal workings of the table's electronics. Sure enough, it was still functioning with power at least. There were a few blinking LEDs and some on steady, even though the rest of the table tope was dark. It was going to take him a moment to quickly ascertain what was going on inside. Ganging up on the robot to try and free Lira from its claw grip was proving to be very difficult. The hard metal panels were resistance to blunt force and Niki failed to stab anything vital. OOC Map Notes: Orange Circled Booth where everyone was playing. Red circled tables are dark. Granger, Nikki, Thoth, Lira & Robot are only a couple meters west of the orange booth MAX at the Orange Booth Alyson at west side of southern-most red booth Initiative Thoth - Queen Hearts Alyson - Jack Hearts Robot - 6 Spades MAX-23 - 5 Hearts Granger & Extras - 3 Spades Lira - 2 Diamonds Results MAX-23 opened the panel to see the electronics. If he succeeds on Science Test, he will be able to also attempt to disable same turn Physical Attacks did not beat Robot Toughness Robot Stats Toughness 10 (3) Parry 5
  9. If you research non druid class spells and pass the check they are added to the druid spell list for you allowing you to prepare them as you would druid spells but when researched at first they are not counted against the spells you already prepared as a druid. You treat those spells as spells you gain from feats with the added bonus of being able to use any spell slot you have and affect them with class features (Some older class features say you must use class spells to trigger certain class feature effects, for example war wizard level 6 feature power surge says that if you deal damage using a wizard spell you add additional damage equal to half your level.) If you choose to prepare the researched spells replacing normal druid spells you can research more but once you hit your proficiency bonus of additional spells beyond what you can prepare that’s all you can have at your disposal. (This does not affect the spells you unlock via feats or class features however) Assuming I allow the trade (which I will) I will allow the three spells to be added to your sheet (you did however miscalculate the costs of the spells they should be 420gp in total) [Actually it appears to be a typo saying 320 instead of 420 because you say you have 330 left from 750 right after] Potions of healing and other common to uncommon consumable items are being handed out for free upon request so don’t worry about spending money for those. Now if you want something that isn't a consumable or then you will have to buy it.
  10. I thought the reward would be 300gp. Just to stay consistent as I know with PbP it can be difficult as we're playing a year on something that could be done in one session at a table.
  11. Faith the Fallen HP: 36/36 Saves: Fort 5, Ref 6, Will 8 AC: 21, 15 (touch), 20 (flat-footed) Initiative: -1, Speed: 30 Concentration: +8, Arcana: +6, Religion: +6, The Planes +6, Spellcraft +6, UMD +8 Faith gave a wry smile "why don't we open one up and see what is inside" and with that, she swept off one of the skellybobs and opened the casket to see what was inside.
  12. Today
  13. Dolly the Deva: Deva 3// Bard 3 SLA 1 - Aid, Detect Evil, each 2/day for every HD she has 2- Bless Weapon, Remove Fear, each 1/day for every HD she has 3- Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has SR14 Diva HD: d8 Level Bab Fort Ref Will Feature 1 +1 +0 +2 +0 Movanic Body, Heavenly Soul, +1 Dex 2 +2 +0 +3 +0 Deva, +1 Cha 3 +3 +1 +3 +1 Soothing Presence of Nature, +1 Dex 4 +4 +1 +4 +1 Wings, +1 Cha 5 +5 +1 +4 +1 Lesser Protective Aura, +1 Dex 6 +6 +2 +5 +2 Heavenly Deflection, +1 Cha 7 +7 +2 +5 +2 Divine Equilibrium, +1 Dex 8 +8 +2 +6 +2 Greater Protective Aura, +1 Cha 9 +9 +3 +6 +3 Cleansing Weapon, +1 Dex, +1 Cha Skills: 2+int modifier, quadruple at 1st level. Class skills are Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival. Proficiencies: Movanic Deva is proficient with simple weapons, two martial weapons of their choice and no armour. Features Movanic Body: At 1st level, a Movanic Deva loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a medium outsider with a base speed 40ft and a Nat Armour bonus equal to her Con modifier. Heavenly Soul: At each Movanic Deva level she becomes able to use soma SLAs a certain number of times per day, according to the following list. Save DCs are 10+1/2HD+Cha Mod. 1-Aid, Detect Evil, each 2/day for every HD she has 2- Bless Weapon, Remove Fear, each 1/day for every HD she has 3-Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has 4- Protection from Arrows, Daylight, each 1/day for every 2 HD she has 5-Create food and Water, Prayer, Discern Lies, each 1/day for every 3 HD she has, plus Tongues permanent effect on self. 6- Remove curse, remove disease, Neutralize poison each 1/day for each 4 HD she has 7-Death Ward, Divination, Holy Smite, each 1/day for every 5 HD she has 8-Polymorph, Hallow, each 1/day for every 7 HD she has 9- Atonement, Raise Dead, Commune, Ethereal Jaunt, each 1/day for every 9 HD she has. *Note: unless she pays the material component, a Movanic Deva's Continual Flame only last 1 minute per HD. A Movanic Deva who multiclass's for a divine casting class can count her Movanic Deva levels as levels of that class for purposes of CL and to learn new spells and get new spell slots. So for example, a Movanic Deva 2 who took 1 level of cleric could choose to have CL 3 and get 2 2nd level spell slots (1 normal and 1 domain). She wouldn't get the spell knowns and spell slots of a cleric 2 however, neither would her Movanic Deva levels count towards turn undead and domain abilities. In addition, a Movanic Deva may always use Charisma as her key ability score in any class she takes, instead of the normal one (like wisdom for normal clerics). Ability Increase: the Movanic Deva gains +1 Dex at levels 1, 3, 5, 7, 9 and +1 Cha at levels 2, 4, 6, 8, 9, for a total of +5 Dex and +5 Cha at level 9. Deva: At 2nd level, gains a bonus on saves against petrification and resistance to Acid, Cold and Electricity equal to her HD, and a bonus on saves against poison and resistance to Fire equal to half her HD. Soothing Presence of Nature: At 3rd level, unless magically compelled to do so, no animal or plant will attack a Movanic Deva. In addition, she gains SR equal to 11+HD and DR/magic equal to ½ her HD. She may lower or raise back her SR as a free action at any time even if it isn't her turn. Wings: At 4th level, the Movanic Deva grows beautiful feathery wings that allow her to fly at a speed of 10' per HD with good manoeuvrability. Lesser Protective Aura: At the 5th level, as a free action, a Movanic Deva can surround herself with a nimbus of light that acts as a circle of protection against evil with a radius of 20 feet, with CL equal to her HD. The circle can be dispelled as normal but the Movanic Deva can create a new one as a free action at the start of her next turn. Heavenly Deflection: As an immediate action, as long as she's holding a melee weapon, a Movanic Deva can deflect any ranged attack targeted against her, as well as spell and supernatural abilities, as long as they have the Movanic Deva as a specific target. This includes rays, orbs and spells with a single target that don't have attack rolls. To succeed the Movanic Deva must succeed on a Reflex Save with DC 20+Enanchment of the weapon (in the case of a ranged attack)/Level of the spell(in the case of spell or SLA)/ half the HD of the attacker (if it isn't a spell, SLA or weapon). If the Deva succeeds the attack is deflected and completely nullified. The Movanic Deva must be aware of an attack to try to deflect it. Divine Equilibrium Movanic Devas are immune to the harmful effects of Positive-dominant or Negative-dominant planar energy traits. Greater Protective Aura: The Movanic Deva's aura now replicates a minor globe of invulnerability with a 20-foot radius, CL equal to her HD, in addition to the magic circle against evil, and blocks spells up to (Half HD)-3 level. Cleansing Weapon: At will, as a swift action, the Movanic Deva may grant any weapon she wields the flaming property for 1 round. If the weapon already had the flaming property, it's upgraded to Flaming Burst and ignores resistance to fire equal to the Monavic Deva's HD and has a 50% chance of ignoring immunity to critical and fire. If the weapon already had the flaming burst property, double the extra fire damage and it now has a 75% chance of ignoring immunity to critical and fire. At 20 HD this ability is always active. Dolly stood and related what they knew about their mission "the town of Glenn Hollow is under threat from some cult, the townsfolk believe they are from a legend they call The Barrow King. Myrna Strongbow is our contact and she is at this moment watching their movements and will report to us anything of importance, there are a lot of people counting on us so we should stick together yes" the celestial said. Action:
  14. Mekhala to Veehra (First Stretch) The weeks between Mekhala and Veehra provide a great deal of time to entertain oneself, or if you are Lady Charyti d'Partout, to have your fellow racers entertain you. She keeps a steady string of conversations over the radio frequencies with the other racers keeping near pace - while Archmage Zabir's ship seems to be handily outstripping the rest, the others are within a reasonable radio range. Charyti looks to get to know her peers. Where are they from? What drew them to racing, and what experiences or training prepared them? What do they like, dislike, dream about? She does not pry if anyone wishes to keep things to themself, but does her best to give everyone plenty of time to talk about themselves. She also intersperses and enjoys a fair amount of competitive banter, bragging about ships, chatting about plans for the pickup stage, and what each would do with the fame or winnings if they are the victor. At other times, the lady's voice can be heard for any who wish to tune in, singing to herself (and listeners) in a native Usheret tongue. Slow ballads, romance songs, and occasionally lullabies carry over the radio waves in alto tones, with the confidence of someone singing in the shower and unafraid of anyone hearing. The Pickup The travel stretch is mostly leisurely and relaxed, despite the extreme speeds of the racers. The Pickup is quite the opposite, and as the PEREGRINE descends into the atmosphere of Veehra, Charyti snaps into action. Dials and lights across her dashboard measure the strains of engines, weather, air resistance and more, while course adjusters update to show the optimal flight path to a preset landing zone. Charyti observes the stress meters, and decides that she can take a steeper descent to shave some time. The first real hitch in her plans arrives as she flattens out her trajectory over the desert. Having arranged a pickup in advance with some contacts in the Pan-Tekhum Worker's & Trader's Union, the horizon is obfuscated by a wall of blowing sand. An unpredicted sandstorm has sprung up in the last day, and the bits of signal she can access from Union channels indicate it is expected to last several more. Charyti frowns, an unusual expression. Normally she is all for throwing caution to the wind, and briefly considers doing just that. She is confident she can handles the currents of the storm, but knows the PEREGRINE's hull is not properly sealed for the abrasive elements of such a squall. The dust accumulation could wreak havoc with her sensors and thrust nozzles, and while she has the tools for simple repair, full recalibration would waste significant time. She pulls back on the stick and the thrusters realign to vector her above the storm - she'll simply have to find another option for a short-notice pickup. Easier said then done. The nearest territory in her path that has any reasonable chance is the Great Western Waste. Charyti plots a course, and lacking any particular connections there, begins broadcasting on any frequencies she can find her request for assistance. Many channels simply ignore her, and those she does reach are either unable to assist, or unwilling. No official of the Castaways is going to assist a competing racer with no prior arrangement when Gerald 48223 is representing them. Even offers of payment are turned down. Charyti watches as her fuel timers creep closer to the minimum point of return as she loops in a holding pattern for hours. She is rashly considering heading back east and just flying through the dust storm with her cockpit open to accumulate some sand, when her comm blips the incoming signal of a small high-band radio. Charyti takes a deep breath, plasters a smile on, and tunes in. "This is Peregrine, with whom am I speaking?" The voice of a young woman replies, words tumbling hastily over each other, "This is Tina 52404. I've, uh, we've been watching the Dash, and caught some broadcasts that you're in a jam. I think I - we - can help, you just need a soil sample pickup, right?" Spirits lifted in an instant, Charyti responds, "Yes! I would be most grateful, thank you!" Tina transmits a set of coordinates, and the pilot quickly plugs them into her navigation and banks sharply to follow them southeast. They lead to a small monitoring station, little more than a few pre-fab shelters and sensor equipment set to observe the nearby terraforming equipment. There is no landing pad, but the terrain is flat enough for the PEREGRINE to touch down with some care. Two figures wait in the shadow of the building as the heat of the landing thrusters dissipates. One of them approaches, and Charyti slides out of the cockpit down an extending ladder to meet her partway. The young woman holds a cylindrical cannister under one arm, and speaks as though out of breath, despite no physical exertion. "Hi! I'm Tina 52404. Wow! I've been following the Dash broadcasts, it's really great to get to meet you in person." "A pleazure! Thank you for reaching out, I'd be in a fine mess if you had not. Is there some way I can repay you?" Tina smiles, her free hand tucking a few loose hairs behind her ear. "I don't really need anything, but," she pauses, "could I get an autograph, please? And a selfie?" The pilot is glad to oblige, removing her helmet to shake loose her red hair and putting an arm around Tina's shoulders, smiling into the tablet camera the woman angles to get a shot of them together with the PEREGRINE in the background. She signs a book for the Loop-born as well, and then unzips a pocket of her flightsuit to produce an embroidered handkerchief to gift as well. A mark of brilliant red lipstick is left on the kerchief as a personal tough. As Charyti returns to the cockpit and stows the soil-cannister, Tina heads back to her coworker still waiting by the shelter door. Rasha 38721 puts out her shock-cigar, giving Tina the look of someone who has put up with entirely too much fangirling the last few weeks, but still smiles at seeing her happiness. They return inside, to watch the liftoff of the racing craft from the viewport.
  15. The long burn from Mekhala to Veehra passes smoothly. With the asteroids out of the way, there's not much for Gerald to do other than sit behind the wheel, and catch up with the latest broadcasts out of B.I.R.B., Heliotrope and Snake News. Just like driving a truck back home, but not as bumpy. He's got running water, a decent bed, a month's worth of pre-packaged meals... if not for the gravity, it'd be a perfect little getaway, really. He barely needs to touch the controls, aside from flipping the ship around and beginning to decelerate around the halfway point. The course the eggheads back home have plotted for him will burn off a little speed via orbital slingshot... but since he needs to make landfall to pick up his prize, he's going to have to slow most of the way down the old-fashioned way. Mons Orochos is the tallest mountain on Veehra; tallest in all of Tekhum, unless there's something hidden in the outer orbits where astronomers can't see it. The atmosphere at its peak is far too thin to be breathable, allowing Gerald's ship to come in far hotter than would be safe under other circumstances. If everything goes as planned, there should be a pit crew waiting for him on the lip of the caldera, with a canister of dust ready to go... "Dude! Todd! Have you seen that new magic engine the House of Brimstone pulled out for this?" "Yeah, they've been here and gone already." "Oh yeah, I figured that might happen, the way they took off from the starting line. But check this out: some of our guys talked to some of the guys from Kish, and we've got schematics for those engines!" "Oh yeah?" "So I thought, you know, maybe you could take a look and see if you can soup up my ride?" "..." "Like right now. Kind of in the middle of a race here, my guy." "Gerald. We've known each other for, what, ten years?" "Sounds right." "In that time, have I somehow managed to give you the impression that I'm a goddamn space wizard?" "No, but you're an engine guy, and this is engine stuff! Engine wizardry. That's kind of your thing." "I'm a metaphorical engine wizard. This is literal engine wizardry. It's not the same thing." "So is that a no?" "Just to be clear what you're asking. You want me to take a look at the Archmage's volatile prototype magical nuclear reactor - two fields, I have to stress, that I am not remotely qualified in - and see if I can jury-rig one for your ship... using spare parts and igneous rocks... in the two hours it'll take you to refuel and resupply?" "Basically, yeah." "... gimme the schematics. I'll see what I can do." "You're the best!" Four hours later, Gerald's ship takes off again, now equipped with something Todd 52776 calls a leyline ramjet; in his words, "it might give you a boost if you can follow in the Archmake's wake closely enough, and I'm almost certain it won't explode and kill you." Gerald is pretty sure he won't be beating the Archmage of Kish back to Mekhala, but that's no reason to give up. The race back to Mekhala is on!
  16. Tell me more about the Exchange Family, please. For plot purposes, I would need to know their address and potentially how many people if they will appear in the story if you and the PCs decide you might want to go there. I am particularly interested in their boat details either way. What size/type is it? Where might it be tied up/docked?
  17. Have you checked where the nearest Planet Fitness is in Deltaville? Where is Uncle Bob's Estate supposed to be on the map? Since we are using real-world maps and places, you might have to dig a little to determine where. If Uncle Bob is going to be used in the plot, I shall need more on his location and what you have in mind for this estate. Or we can skip using it if you and the other PCs decide to never go there, then it will not matter.
  18. Ditto, I have 18 Alchemy so would only fail on a nat 1.
  19. Making a vial of acid, it adds 1pt of damage to Acid orb, if used as a spell foci. It's DC 15 Alchemy 9 + Crafter's Fortune spell 5 = Skill 14 That costs 3.5 gp Alchemist Fire DC20 6.7gp if successful (not successful but didn't fail by 5) so can try again at no extra cost, succeeded 2nd time. Success. Rolled a 1 so failed by 5, lose 6.7gp
  20. Khaine - Human Monk 3 HP: 47/47 | AC: 21 | Speed: 35ft | Hero: 3/3 | Focus: 1/1 Perception: +6 | Fort: +9 | Ref: +11 | Will: +8 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +10/+6/+2 1d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +10/+6/+2 1d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +10/+6/+2 Damage: 1d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +10/+5/+0 1d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 19 Ki Spells: Ki Strike | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -Rations (2 weeks) -5x Torch -Climbing Kit -Grappling Hook Coins : 37gp 18sp 5cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap Other: -Toughness -Rogue Dedication -Surprise Attack -Attack Potency +1 -Skill Potency +1 | SkillsAcrobatics: +9 (T) Arcana: +0 Athletics: +9 (E) Crafting: +5 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +10 (T, Potency) Survival: +6 (T) Thievery: +9 (T) Conditions : Khaine was pleased to share the story with the hobgoblin, and was very happy with the money recieved for the books. He had hoped to get rid of them in bulk, but Neil had given a few likely places. Bread and wine was not quite enough to sate him, so he suggested a nice meal, a few beers and a warm bed (each). They could discuss plans for the next job over breakfast! He handed out the gold from the job and the sale of the books. 22 gold and 4 silver each.
  21. Befitting an event of such prestige as the Dash, Duke Esarhaddon III and his Duchess had chosen to attend together, socializing easily with the other luminaries in the VIP dome. There is little to distinguish their presence from earlier years for most of the preamble, until a coded alert springs up on Esarhaddon's subcutaneous transmitter. As if summoned by the nondescript flash of code, a blazing star detaches from the surrounding sky and resolves into the monstrous drive plume of a ship very familiar to the veterans of the first Mad Dash. Outside, transmitting on an open channel, comes the first scream of a valkyrie war cry. "Ani'Quin, you son of a bitch! I hope you didn't think I was missing this show!" The Lilin howled past the already-lit starting line, under thrust that would have been impossible were it not for the questionably-treasonous work of Naram-Lu and Naqi'a's quiescent engineering team.
  22. Sorry, please edit out Jake and Ryan. NPCs belong to the GM at this time and you are all set up to start interacting with each other instead. I thought I mentioned that any NPCs that you would have connections with are not arriving. They may never arrive, depends on whether I decide to use them to advance the plot. ;)
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