GM Olmek |
The pipes exit the boiler at about knee level and then reach up into the ceiling. They're about a foot in diameter and made of solid steel. You don't need to break them completely, just make a crack big enough to release some of the building pressure. One or two more hits like Nishoh's should do the trick.
Jesselle Wesmere |
Jesselle moves to the pipe that Niishoh just shot and after once again drawing upon her arcane talent that imbues her weapon with magical engines she grips her her long blade in two hands and strikes at the pipe. "Take...
Attack the Pipe: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22, Confirm Threat: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14 for Damage: 1d8 + 1 + 1 + 1d8 + 1 + 1 ⇒ (1) + 1 + 1 + (4) + 1 + 1 = 9
(the weapon is considered magical for overcoming DR)
... that!"
GM Olmek |
Initiative -
Block 1 - Alyssia
Block 2 - Ilton
Block 3: Aurlia
Block 4: Sokana (handmaiden)
Block 5: Rest of PCs
Block 6: Engineers
Round 7
Predetermined Actions -
Active Effects -
Map (Round 7) -
Current Damage -
Sokana - 9
Relief Pipe 1 - 17
Notes -
Despite the constables' combined attacks, the pipe remains intact. One of the false engineers charges Jesselle, swinging a heavy wrench. The contstable brings her sword up in enough time to parry. The other advances on Alyssia, although is unable to attack.
Alyssia, you're up!
Alyssia Winthrope |
Following the suggestion to keep her immobile, Alyssia attempts to lock down Sokana's movement and keep her pinned.
Grapple to pin: 1d20 + 8 + 5 ⇒ (5) + 8 + 5 = 18 +7 base; +1 from bless; +5 to maintain the grapple. Not the best roll; hopefully the modifiers are on my side.
GM Olmek |
Nishoh's bullet flies into the pipe and shatters it. With a roar, the room fills with pressurized steam, scalding everybody.
You've set back the explosion by five rounds, but now the steam has complicated matters! Everyone on the engine deck takes 1 point of fire damage per round and receives concealment from all attacks!
Nishoh |
Nishoh bathes in the hot steam, ignoring the heat. "I can handle the pipes, try to get away from the heat if you can! Somebody needs to tell the captain or somebody else important what's going on!"
As a tiefling Nishoh has fire resistance. Hopefully the sound of battle (including the constant crack of firearms) has already alerted people that there's a problem.
Jesselle Wesmere |
"Owwwwwwwwwe!" the woman lets out as burning hot steam fills the room. At the urging of the tiefling she started out.
"I'll go. best of luck my friends." With that the woman turns and heads upwards to inform someone of note of what is happening.
Double move, at best possible speed to the upper deck.
Fortinbras Rousseau |
Fortinbras coughs and waves the steam away futilely. He catches a glimpse of the false engineer behind Alyssia and charges to intercept him.
Charge with Sap: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Well, guess you don't need to roll concealment for that....
GM Olmek |
Initiative -
Block 1 - Alyssia, Aurlia
Block 2: Sokana (handmaiden)
Block 3: Rest of PCs
Block 4: Engineers
Round 8
Predetermined Actions -
Active Effects -
Map (Round 8) -
Current Damage -
Aurlia - 1
Alyssia - 1
Fortinbras - 1
Jesselle - 1
Sokana - 10
Jenner - 1
Ostman - 1
Notes -
Sokana is pinned.
Alyssia is grappled.
1d20 + 2 ⇒ (13) + 2 = 15
1d100 ⇒ 21
2d6 + 2 ⇒ (6, 1) + 2 = 9
1d20 + 2 ⇒ (9) + 2 = 11
One of the fake engineers moves to Alyssia, defenseless in her pinning of the eladrin sorceress. He brings the wrench down in an overhand blow that slams into the brawler's back. Pain lances through her body and she feels a couple ribs snap.
The other thug takes a wild swing at Telesan, but he can't find the right distance in the steamy room and misses.
The engineer that attacked Alyssia crit for 9 damage, putting her at 1 hp. Luckily for her, it's her turn!
Alyssia Winthrope |
Okay. At first, I thought I could maintain the grapple against this one, and still make an unarmed strike at the newcomer at a -2 penalty (presumably with a kick, since it doesn't have to be a fist). However, on rereading, it appears I need to maintain the grapple as a standard, which leaves me with few options. So, I'm gonna just maintain this nice hold I have, and give her a big ol' squeeze for nonlethal damage.
Maintain grapple: 1d20 + 13 ⇒ (6) + 13 = 19
Nonlethal damage: 1d6 + 4 ⇒ (1) + 4 = 5 Man, minimum? I guess some nice 5's or 6's would have been too much to ask for.
Jesselle Wesmere |
Jesselle was making her way as quickly as she could upward through the ship. Her thoughts ran wild with doubts of leaving her fellow constables to that of not finding anyone to warn in time. The lives of all the others could hinge on her warning... and the actions of those still below.
Running quickly across the grated section of the deck she made it to another ladder and acceded as fast as she was able. She had to focus through the worry, "Right hand, left foot, left hand, right foot. Almost to the top, be ready to make for the stairs.'
Continue to make of the upper deck at best speed (double moves)
GM Olmek |
1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 2 ⇒ (20) + 2 = 22
1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 2 ⇒ (13) + 2 = 15
1d6 + 1 ⇒ (1) + 1 = 2
The engineer facing Telesan slams his wrench into the oracle's shoulder.
The other turns his attention away from Alyssia to fight Fortinbras. The investigator catches a wrench to the forehead. Blood immediately pours from the wound, making Fortinbras' vision run red.
Aurlia takes 7 damage. Fortinbras takes 9 damage. Man, these level 2 experts are lethal. :P
Initiative -
Block 1: Alyssia, Aurlia
Block 2: Sokana (handmaiden)
Block 3: Rest of PCs
Block 4: Engineers
Round 9
Predetermined Actions -
Active Effects -
Map (Round 9) -
Current Damage -
Aurlia - 8
Alyssia - 11
Fortinbras - 10
Jesselle - 1
Sokana - 10
Jenner - 1
Ostman - 1
Notes -
Sokana is pinned.
Alyssia is grappled.
Jesselle's dead sprint brings her to the stairway leading to the bridge. She can hear that the national anthem is ending. There is some light chatter in the room above her.
Aurlia and Alyssia can go!
Alyssia Winthrope |
And I need to either focus on the sorceress, or release her. And I think we'd all rather have her alive and in custody, so...
Maintain grapple: 1d20 + 13 ⇒ (6) + 13 = 19
Nonlethal damage: 1d6 + 4 ⇒ (1) + 4 = 5
Same. damn. rolls. I am soooo not getting that promotion.
Jesselle Wesmere |
Jesselle continues towards the stairs and up to the bridge.
(assuming she get there and there and all is as it should be.)
The woman stumbles up the stairs and takes a quick look around to locate who is in charge. With a laboured breath the young woman starts, "Sabotage... in... the... Engine Room. We need to get the King to safety." She shows her RHC badge at those present as she catches her breath.
GM Olmek |
Initiative -
Block 1: Alyssia, Aurlia
Block 2: Sokana (handmaiden)
Block 3: Rest of PCs
Block 4: Engineers
Round 10
Predetermined Actions -
Active Effects -
Map (Round 10) -
Current Damage -
Aurlia - 1
Alyssia - 3
Fortinbras - 10
Jesselle - 1
Sokana - 15
Jenner - 1
Ostman - 1
Pipe - 12
Notes -
Sokana is pinned.
Alyssia is grappled.
One of the officers, an older man with snow white mutton chops, peers at you through a monocle. "What's this now? Take a moment to catch your breath, my dear."
Alyssia and Aurlia are up!
Nishoh |
"Are you literally suicidal?" Nishoh yells in anger and confusion at the fake engineer. Nishoh steps back and with lightning quickness draws his other pistol, firing both at the man.
Attack 1: 1d20 + 1 ⇒ (12) + 1 = 13 VS Touch
Damage: 1d8 ⇒ 7
Attack 2: 1d20 + 1 ⇒ (15) + 1 = 16 VS Touch
Damage: 1d4 ⇒ 4
5 foot step, free action to draw other pistol, then full round to attack with both weapons.
Jesselle Wesmere |
Jesselle turns to the older officer after several intakes of breath, "I am Jeselle Wesmere, of the Royal Homeland Constabulary. My companions and I have discovered sabotage in the engine room that if not stopped will likely cause catastrophic damage to the Coaltongue. We need to evacuate as many of the dignitaries as we can, starting with the King."
The small woman looks about to all assembled and while only slightly winded now, changes her posture and puts both hands on her hips adding to the emphasis that she is not making a request,"And we need to do it, now!"
((Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24))
GM Olmek |
I don't believe you can set unattended objects on fire with Spark.
With their leader subdued, the engineers throw down their weapons and hold up their hands. The fight is over, it would seem, but not the danger. The boiler-furnace still strains with barely contained pressure. The whole back of the ship could vaporize in a catastrophic fireball any moment.
"I will not be the first man off this ship. We need to make sure that the women and foreign dignitaries are prioritized." He looks at Jesselle squarely. "Do you know how much time we have left?"
Nishoh |
Nishoh puts away his coat pistol, reloading his main one and firing into the pipe again.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 ⇒ 2
Crit Confirm?: 1d20 ⇒ 2
Crit Damage: 3d8 ⇒ (5, 5, 4) = 14
Nishoh growls at the engineers. "Next shot's in your skull unless you start helping."
Bluff: 1d20 + 5 ⇒ (19) + 5 = 24
Jesselle Wesmere |
"Your Highness," Jesselle said with the utmost respect and only nods her head, considering the circumstances, to the King. She then answers his question, "Less than two minutes... less than a minute. I am sorry but I am not sure, before I left to bring the warning we had managed to rupture one of the steam pipes to buy more time. While I have confidence my team will advert the overload, caution dictated that someone bring warning to those in authority should we not..." The rest remained unsaid.
((Knowledge (Engineering) check to see if she can be more precise with how much time is left: 1d20 + 3 ⇒ (11) + 3 = 14 ... If there is a time, she will amend her answer to the King to reflect the estimated time remaining.))
She knew her answer was not overly helpful but she did her best. "If I can be of any further service your Highness?"