No Man’s Sky Access Codes

No Man’s Sky Access Codes

No Man’s Sky is an open world exploration game available on the Xbox, Playstation and Windows platforms.

These access codes for No Man’s Sky are needed at Observatories and Transmission Towers. This includes locations that are taken over by biological horrors. Codes inputted at observatories usually lead to the ruins points of interest.

Codes put in at Transmission Towers reveal distress signals of crashed freights and crashed ships.

All these codes seem to be mathematical equations. For those of us who don’t always see the patterns involved, (or may not have had the required math classes,) here they are! The bolded digits should be the answer to the puzzle.

Sum of Contiguous Numbers


1-3-4-7-11-18-29
1-5-3-7-5-9-7
1-2-6-24-120-720
2-4-12-48-240-1440
3-5-8-13-21-34

Exponents and Factors


5-14-41-122-365
17-33-65-129-257
23-45-89-177-353
56-59-63-68-74-81
80-71-63-56-50
99-92-86-81-77
5040-720-120-24-6

4 Digit Patterns


1027-7101-2710-0271
1126-6112-2611-1261
1181-1118-8111-1811
1212-2121-1212-2121
1265-5126-6512-2651
1345-5134-4513-3451
1702-7021-0217-2170
1737-7173-3717-7371
2109-1092-0921-9210
2230-0223-3022-2302
2379-9237-7923-3792
2595-5259-9525-5952
2738-7382-3827-8273
3382-2338-8233-3823
3908-9083-0839-8390
3941-9413-4139-1394
3987-9873-8739-7398
4416-6141-1641-4164
4366-3664-6643-6436
4634-6344-3446-4463
4865-8654-6548-5486
5047-7504-4750-0475
5336-3365-3653-6533
5493-3549-9354-4935
5571-1557-7155-5715
5920-9205-2059-0592
6543-3654-4365-5436
6618-8661-1866-6186
7354-3547-5473-4735
7771-1777-7177-7717
8104-4810-0481-1048
8432-2843-3284-4328
8653-3865-5386-6538
9162-1629-6291-2916
9183-1839-8391-3918
9214-4921-1492-2149
9780-7809-8097-0978
9854-4985-5498-8549

If you know of any that are missing, or have any corrects, please comment below!

Gamestorm – Seattle:Torchwood Game

Gamestorm – Seattle:Torchwood Game

Game will be run at Gamestorm 19. Time/date TBD

Based on the popular British TV Show, Torchwood, characters play members of the Seattle Branch of the Torchwood Institute. The Rift has been unexplainably growing and the Jack Harkness was forced to setup a branch of this Secretive Organization in Seattle. But unknown forces within the US Government have stepped in and taken overt control of the Seattle Branch with the goal of reaping the benefits of any Rift technology that appears.

The game starts just after the Secret Service has taken over the Seattle Branch, and provided significant new resources for their primary missions.

Secret Service Welcome Letter

Mission Profile Letter

Good luck, Agents!

RPG Tables: Random Gangs and Guilds generators

RPG Tables: Random Gangs and Guilds

As a DM, there are a number of times when you need to add an organization for flavor, game plots, or as a starting point for a major nemesis, or organization for characters to belong too.

Random Gangs and Guilds

In that spirit, the good fellows over at Reddit’s D&D Behind the Screen created random generation tables for the following types of groups.

  • Assassins’ Guild
  • Bandit Bands
  • Outlaw Bands
  • Robber Bands
  • Pirate Crews
  • Poacher Bands
  • Smuggler Bands
  • Urban Gangs
  • Please comment below for other types of organizations you’d like to see here.

    RPG: Dread Pirate King Borloff

    RPG: Dread Pirate King Borloff

    Borloff is a good generic Pirate Captain for D20 Fantasy games.

    Description: Borloff was born into piracy. His father raised Borloff to replace him from an early age. By the age of fifteen he had risen through the ranks, doing every job possible aboard ship before taking command of his own sloop. Borloff is somewhat of a lovable swindler. He has friends and enemies in many ports, usually the same person. He knows it’s only a matter of time before finally being caught, and will quit piracy “after just one more successful capture.” Unfortunately that last job never quite turns out as successful as it needs to be, and he usually forgoes his own share of the loot to be sure the crew gets enough.

    Stats:
    Borloff, male human Rog12: CR 12; Size M (5 ft., 9 in. tall); HD 12d6-12; hp 39; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+4 Dex); Attack +10/+5 melee, or +13/+8 ranged; SV Fort +3, Ref +12, Will +6; AL CE; Str 13, Dex 18, Con 9, Int 14, Wis 15, Cha 11. Languages Spoken: Common, Giant, Ignan. Skill points: Rog 165 Skills and feats: Balance +13, Bluff +11, Climb +16, Decipher Script +19, Disable Device +17, Hide +14, Jump +15, Listen +2, Move Silently +16, Open Lock +11, Search +15, Sense Motive +16, Spot +17, Swim +16; Blind-Fight, Deceitful, Diligent, [Evasion], Improved Initiative, Power Attack. Possessions: 27,000 gp in gear.

    Adventure Hooks:

    – Borloff “left” a map in the possession of one of his many acquaintances on shore. They’re pretty sure that it’s worthless and offer to sell it cheap a member of the party. The map can be as real or unreal as possible, but should include some seemingly nonsense and random directions. (Take the fifth up after the green door)

    – The party needs a ship. Borloff has one and offers to rent it cheap.

    – The party needs a job. Borloff happens to have one, he just needs some help delivering a trifling little trinket to one of his admirers. Unfortunately the young lady in question is the daughter of the local merchant who has lost many a ship to Borloff’s raids, and has put a large reward on his head.

    – The crew has mutinied. Borloff finds himself captain of a crew-less ship and Shanghais the party to fill in “temporarily.”

    RPG: Manor’s Mindsight Spell

    RPG: Manor’s Mindsight Spell

    Originally part of the Landforger Project on Fidonet. Written for AD&D, but with little modification will work in DND D20

    Manor’s Mindsight
    Alteration
    Level: 5
    Range: special
    Duration: 1 Turn/lvl.
    Area of Effect: Creature Touched
    Components: V,S,M
    Casting Time: 6
    Save: None

    By means of this spell, a wizard gains the ability to “see” everything within a range of 20′ plus 10/ per two levels of the caster, regardless of intervening objects of any sort. No actual sensory organs are needed for the spell to function, and thus the mage may be blindfolded or in a completely dark room while using the mindsight spell. Furthermore, everything within the radius of the spell is perceived simultaneously; hence there is no need for the mage to look up or down to “see” objects above or below him.

    Mind sight does not light a darkened area, though, so the mage would still perceive a dark room as a dark room, not a lighted one. The mage may overcome this obstacle by using the mindsight spell in conjunction with a darksense, infravision, or ultravision spell.

    When using Manor’s Mindsight, a mage may not perceive illusions or phantasms for what they really are (unless his intelligence would normally allow him to distinguish between the illusion and reality), nor may he distinguish between magical objects and non-magical items, or make distinctions of alignment. Similarly, the mage cannot see traps, tricks, pits, magical symbols, or other invisible or magically concealed items or objects, unless he would be able to detect such items normally. A mage may surmount the problem by casting spells such as detect invisible, detect evil, detect magic, etc. previous to the actual casting of mindsight. These spells may be used with mindsight even if the radius of such spells are not equal to the radius of the mindsight spell.

    The mage maintain the mindsight spell without concentration, and may move, cast spells, and engage in other activities while mindsight is in effect. If the mage wishes to view anything through the spell, however, he must concentrate and is then unable to move, cast spells, or engage in any strenuous activities. If the mage is attacked while concentrating on the mindsight, the spell is not ruined and the caster may resume viewing after combat is resolved.

    The material component of the spell is the preserved eye of a blink dog, which is reusable.