The Turning Wheel - a Zeitgeist PbP

Game Master karlprosek

PCs are members of the Royal Homeland Constabulary in Flint, protecting king and country from threats foreign and domestic during a time of rampant technological upheaval.

Map of Current Scene: No current tactical map.
The City of Flint

Campaign site
Seized Evidence Tracker

Zeitgeist Player's Guide


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tiefling fighter 2/gunslinger 1, HPs: 28/28 - AC: 17|14|13 - For:+5 | Ref:+6 | Wil:+0 (+1 vs fear) - Init:+4

I'd find it odd if the outer wall wasn't patrolled, as well, even if only by a sort of skeleton crew or magic. Maybe we should try sneaking among the buildings as a sort of middle ground? They couldn't patrol the whole area with the troops the Duchess brought, could they? I was under the impression that it was a small cadre loyal to her.

Aziel would know better than I where to expect military-type patrols - could I use her background for a roll?

Roll just in case, with Int: 1d20 + 4 + 2 + 2 ⇒ (16) + 4 + 2 + 2 = 24


The outer wall is patrolled, but it's a lot bigger than the inner wall. It would be harder to sneak past the inner wall without being seen. Plus it's really early in the morning- if they do get spotted they'll look more out of place than if it was a normal hour.

Aziel would expect patrols on tops of the walls and guards at every entrance and important building, with random patrols through the buildings.


Male Human Vitalist 3
Quick Stats:
HP 26/26 (0 NL) | TW 7/7 | PP 17/17 | CM: 4/4 | AC 17; T 12; FF 15 | CMD 13 | Fort +5 | Ref +3 | Will +9 | Init +2 | Status: Focused

I suppose the buildings are too far apart for us to travel the rooftops?


I'll say yes, the buildings are too far apart to go by rooftop.


Male Human Vitalist 3
Quick Stats:
HP 26/26 (0 NL) | TW 7/7 | PP 17/17 | CM: 4/4 | AC 17; T 12; FF 15 | CMD 13 | Fort +5 | Ref +3 | Will +9 | Init +2 | Status: Focused
Jaelynn Vance-Saerpheni wrote:
Sorry folks, sick, and traveling, and presenting.

Wow, that is one sucky, sucky combination. Hang in there!


tiefling fighter 2/gunslinger 1, HPs: 28/28 - AC: 17|14|13 - For:+5 | Ref:+6 | Wil:+0 (+1 vs fear) - Init:+4

I'll be attending a wedding on Saturday, so I won't be able to post while I'm gone.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Just curious: If the air elemental were to make a slam attack to do non-lethal damage, would that impose a penalty on the attack, the way it does for someone using a sword with the flat of the blade? Shane can do non-lethal attacks with his hands without penalty, and when we attempt to take out the guards, he'd prefer to not kill.


Natural attacks take a penalty for non-lethal application just like weapons.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Some quick tactical questions:

1) Can we see the barrels on the map? How big are they?

2) If Jae asks it, can the Earth Elemental scale the wall easily (does it have the ability to stick to or travel through stone, for example)?

3) Can the Shadow tell whether the men on the boat were trying to be quiet in their searching? It's probably too much speculation to ask it whether the men looked like they were supposed to be there or not.

4) Is there a ladder/steps/form of egress from the water anywhere on the water-side of the boat? Away from the wall/dock?


1) PCs can see the barrels. They're just under 3 feet high.

2) The earth elemental has Earth Glide, yes.

3) The shadow can't tell whether the men seemed to be there. They're not taking any particular precautions to keep from making noise.

4) No. Well, yes, if the PCs want to go down to the next tower along the wall. Other than that, no.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11
karlprosek wrote:

4) No. Well, yes, if the PCs want to go down to the next tower along the wall. Other than that, no.

Just to clarify, I was asking if there's a way onto the boat that isn't visible to the dock-side.


Sorry, I misunderstood your question. No, there is no way onto the boat other than scaling the wet outer hull of the boat. It's technically possible but would probably be quite difficult.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Rats.

Well, the two ideas I have right now involve using the Earth Elemantal's ability to go up the wall. He could probably go up and throw that guard into the water before anyone else knew what was up - but it wouldn't be silent, and might set off an alarm.

We could see if the Earth Elemental could carry someone (maybe Shane?) up the wall, and have two folks up there (well, possibly 4, as the Air Elemental could fly up there, and the Shadow might be able to get up as well).

Either strategy would likely either get all the guards running towards the tower, which would let the remainder of the party come up from behind them and keep them from escaping (unless the boat people interfered...), or it would send the guards out to call up reinforcements, which would clear the path long enough for us to get inside the tower and barricade it somehow.

Oh, wait. Jae also has 3 more castings of Sleep and/or Color Spray available. That should help to take out guards silently, assuming that she can see the target area.

Maybe she should go up with the Elementals?

Or perhaps the Elementals (Air and Shadow) should go up the far side, take out Guard 1, and then make sure no one gets past them to bring reinforcements, as Jae and the Earth Elemental go up the tall side, and the rest of the group comes up the middle, while Jae covers them from up top (her Sleep spell can hit anywhere on the map, range-wise, once she has LoS).


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Could possibly throw a grappling hook and rope over the rope securing the boat to the dock. That wouldn't make much noise and could provide a better way to climb on board. Shane has a grappling hook and rope in case anyone wants it.

If we want a distraction, the earth elemental could earth glide up to the barrels and tip one over, so it rolls down the ramp.

If we need to get up from the water to the dock, we could have the air elemental secure a rope to something so we could pull ourselves up.

Shane can fly for one round. What is the movement rate for that round?

Anthony's mechanical helper can perhaps also secure a rope or create a distraction.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Forgot Shane could fly...

3-pronged assault?

Shane and Air Elemental hop/Fly onto the boat and take out the boat people. Jae and Earth Elemental take out Guard on Top and provide cover for the others as needed. Shadow takes out Guard 1 and holds the exit, while the rest of the party charges up the ramp and gets to whoever needs help as fast as possible?

You know what? Screw that.

Let's have the Earth Elemental take Jae up top, where she can silently take out that guard. Then they drop a rope, and Earth and Air Elememtals help everyone climb up. Then we go in through that door up there, and leave all the guards outside, on guard with no clue that we're even here.

Any objections to that idea? Jae can stay on watch while the others climb up, and drop Sleep spells on anyone who acts like they see anything.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Jaelynne submitted her last post while I was working on mine. I wrote a few paragraphs but then accidently lost it.

Shane can fly up to the top of the wall if need be, so no need for an elemental to help with that, but it might be a good way to get Jaelynne up to use some spells on the guards up there, along with Shane and the other elementals for back up if a fight breaks out.

The others could stealth their way up.

Other ideas for distractions:
1) Have the air elemental bull rush the guard at the top of the lighthouse off the lighthouse. If no one notices, it could then make it easier for us to infiltrate or attack without alerting the people in the lighthouse. If someone does notice, it will occupy their attention trying to figure out what happened. They might just assume it's a strong gust of wind or the strange effects of the island.
2) Cut the mooring ropes holding the boat to the dock and get it drifting away from the dock. That might draw guards down and make them vulnerable to attack or distracted enough to allow some to stealth past them.
3) Tipping a barrel over to distract guards on the walk way. Wouldn't necessarily make them think they are under attack.

One other thing to consider: Anthony will probably have to remove his armor so he can attempt stealth with the others or he will have to wait until the element of surprise is lost or the guards are defeated to move into position. We probably have to assume the player is not going to posting soon, given his situation.


Male Human Vitalist 3
Quick Stats:
HP 26/26 (0 NL) | TW 7/7 | PP 17/17 | CM: 4/4 | AC 17; T 12; FF 15 | CMD 13 | Fort +5 | Ref +3 | Will +9 | Init +2 | Status: Focused

No objections here at first thought.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Shane's comfortable with the last post by Jaelynne about getting her plus Shane and the elementals up to the area 40 feet up and north of our position, to take out the guard there and hope no one notices long enough to get everyone else up with ropes and the help of the elementals.

How much weight can the air elemental lift and still fly?

Is there any way the earth elemental can hold onto someone while using the earth glide ability?

Is there any way the shadow can carry someone through shadows?

As a plan B, we can have those at the water level be prepare to move up the walk-way, neutralizing any guards they encounter, meeting at the top.


Shane Sangster wrote:
How much weight can the air elemental lift and still fly?

The air elemental can carry the weight of 1 person and still fly.

Shane Sangster wrote:
Is there any way the earth elemental can hold onto someone while using the earth glide ability?

Not to travel through the stone, but the elemental could travel along the surface of the stone while carrying someone.

Shane Sangster wrote:
Is there any way the shadow can carry someone through shadows?

No.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Thanks. So it looks like we could get Shane up using the flight ability of the coin (assuming it has enough movement), have the Air elemental carry Jae, the earth elemental carry Anthony. The shadow can fly, I believe. That would leave Tarvik, Aziel, and Ralf down below.

So we coordinate and get the first group up and surprise the guard with a sleep spell first, followed by pummeling if that doesn't work. From there it all depends on how quickly we subdue him, whether anyone else notices.

Ideally, the elementals could then return and carry the remaining members of Unit 11 up to the top. We could then move up to try to get into the lighthouse. If not ideally, then the three at the bottom could use the distraction of the fight at the top of the wall to advance to the top.

Perhaps we should send the elementals and the shadow up to the top of the lighthouse to try to take out that guard before we attempt anything ourselves. Less likely anyone notices.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

The only challenge with sending the elementals up alone is that they won't be silent, I don't think.

I had debated about having the earth elemental toss the guy over the wall, but... meh.

Let's keep it simple. Half the party up on the first wave, then the rest.

Tactically speaking, it might be better to bring Ralf instead of Anthony (Also meta-gamey, since Anthony is essentially an NPC at the moment), as Anthony is probably better equipped for the charge up the ramp if it has to happen.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Shane would agree with taking Ralf rather than Anthony.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

I will make Shane's post in about an hour. My schedule now has me working nights, so my posts will be in the morning, East Coast US time.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Thanks for the praise, but really, it's what Shane is designed to be good at. I'm a little surprised he went down so quickly. Either the guard had only 6 hit points or a very low AC, perhaps coupled with being flat-footed. I'm curious if the second blow got the extra damage for the crit. I'm assuming he did not have to resort to the opportune parry and riposte, but if so, let me know so I can mark off the Panache point.

Kudos to Jaelynne for the forethought to get the magic garment. Very effective!


Sorry, guys, work has been ridiculous for about a week. I should be back to normal next week. I'll try to get a post out today but don't think I can update the map for you.


tiefling fighter 2/gunslinger 1, HPs: 28/28 - AC: 17|14|13 - For:+5 | Ref:+6 | Wil:+0 (+1 vs fear) - Init:+4

I'll hang back for a bit to see what song Shane and the Elementals play before posting.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

I will be away from the Internet for a camping trip. Should be posting again on Sunday afternoon or evening. For the next 4 weeks, I'll be working in the morning. I may post early in the morning (East Coast U.S.) and then not again until the afternoon (M-Th).


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Thought I'd put this in here, so as to avoid derailing the game thread.

I'm not 100% on Jae's plan (neither is she, frankly), but she just realized that she can create a 15' long, 5' tall Wall of Stone, thanks to one of her coins. And that she can go incorporeal for one round, thanks to the other coin.

Which means that her plan involves being on the other side of that wall, with the oncoming soldiers, to try to mess up/delay their effectiveness. Since she looks like one of them, she's hoping to buy a round or two of effectiveness. If/when she's discovered, she'll try to escape "through" the wall to join the rest of you. Assuming that she can't sneak down to the boat and cause some shenanigans down there, or something, that is.

Of course, she hasn't actually *told* any of you this (she'll hint about it, shortly), but she's bad at sharing her thought processes anyway.

The biggest flaw(s) in this plan (other than not telling any of you what she's doing) is that, while she looks like that guard, she won't feel or sound like him, so... *shrug* I'm/she's hoping that she can sneak around the corner without anyone seeing her, and play dead or wounded, at least.

Now that Karl knows what's on my mind, I'm sure it'll fall apart shortly. :-)


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

Heh - and if any PC (like Tarvak or Aziel) didn't SEE her change, and we see a guard come zipping around the corner with our weapons readied...


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11
Tarvak wrote:
Heh - and if any PC (like Tarvak or Aziel) didn't SEE her change, and we see a guard come zipping around the corner with our weapons readied...

She'll be incorporeal, and she'll be coming *through* a wall (that didn't used to be there), so she'll probably be ok... ;-)


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

Well, I was thinking of the initial change, but upon re-reading, it looks like you came out of the control room first, so...no chance for any fun. :(


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11
Tarvak wrote:
Well, I was thinking of the initial change, but upon re-reading, it looks like you came out of the control room first, so...no chance for any fun. :(

If you were to re-read it again, you'd see that Jae never went into the control room at all. She's been outside, dressed as a guard, since Shane dropped the first guy. :-)


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

FYI for all, Ralf's internet AND phone connection went down completely at home some time ago, and he's blocked from posting at work. As soon as he gets some decent bandwidth, he'll be back.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Bringing it over here:

Going inside the room, when we have cover here, and the ability to seal off the only way to get to us directly, is just asking to be killed. They can get all of those soldiers to just pry the door open and either rush us, or throw in Bad Things. Having the room as a fall-back option means we can always fall back there if things start to go badly out here.

Also, it would be nice if we could get inside that lighthouse, because falling back up the stairs, slowly, would buy us even more time, and give us an escape route (diving/flying off of the top into the water?).

I'm assuming that Anthony broke the controls to the seagate, so they can't just close it again if they get in there...no? Whether that's the case or not, we have to delay the soldiers getting in here until the fleet arrives. We'll do a better job of that outside, where we can kill/hamper folks than we will hiding behind locked doors.

Besides, Jae has all kids of neat thing/ideas for slowing down soldiers.

1) Stone wall - as discussed in the Game thread.
2) She has a grenade.
3) She has the following splash weapons:
Alkalai Flasks (2)
Acid Flasks (2)

4) She has the following neat alchemical things that can delay folks:
Foaming Powder
Shard Gel
Ghast Retch Flask

5) She also has two scrolls of Alchemical Tinkering, which let her change any alchemical item into any other (so if we want to make Sunrods into Tanglefoot bags, etc. we can).

6) She has a scroll of Grease
7) She has a use of Sleep or Color Spray left
8) She'll happily let anyone else in the group use her fun things to help delay the bad guys.
9) Those barrels might be helpful.
10) Depending on how much time we have, it's possible that boat might be useful (or at least flammable).

Thoughts?


tiefling fighter 2/gunslinger 1, HPs: 28/28 - AC: 17|14|13 - For:+5 | Ref:+6 | Wil:+0 (+1 vs fear) - Init:+4

...That is really well thought-out. (Guess which one of us has military experience? ;P) Aziel votes for the wall you were leaning towards.

She'll ready the musket to fire at anyone that comes within sight, and her pistols after that. She has a sunrod Jae can use if needed, but other than the potions listed at the bottom of her profile, not so much useful gear. She's totally willing to lob grenades and flasks and tanglefoot bags at the oncoming soldiers, though that might be better for Tarvak to do while she shoots?


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

If we can cause trouble while the marines get into the fort, that will be good, but our mission is accomplished, so if it looks grim, we should beat a retreat and blend into the night. We have more of the passwall scrolls, so if/when we retreat into the control room, we can use the passwall to move through the outer wall and use the elementals to help deliver people down to the ground. Or we could use the passwall scrolls to get into the lighthouse if there is strategic advantage to that.

As I said in the Gameplay post, Shane has the advantage of mobility via the air elemental, so he can fly around in the shadows looking for things to set on fire. The ship at the wharf seems a prime target.

But we don't need to be martyrs, just effective at keeping them occupied for a short time, about ten minutes, according to our briefing.


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

Now that we're in melee it may be impossible, but Jaelynn can only throw/use all those neat things one at a time. Any way to give the rest of us some of those items (the ones that don't need her to activate them), so we can hit the soldiers with them all at once?

But AFAI can tell, Tarvak's about as good with a bow as Aziel is with her guns, has longer range, and does more damage (altho he can't double-shot yet). So maybe he and Aziel should take care of the far-away targets.

BTW, first chance I get I'm moving a square away from Aziel to avoid those misfires. :)

But as Shane said, our mission is accomplished. If Anthony can break the controls, he should. That way there's no way to undo what we've done. Or can Jaelynn pour one of her "potions" over the controls to do lots of damage or prevent access?

So, IF we can break the controls, why not just leave now like Shane said?

If Jaelynn actually shouts out a question about the shape of the wall, Tarvak will shout back "Whatever you think best!", having great admiration for her thinking skills.


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

Question about TWF with guns : does PF really allow you to reload both guns and fire them every round?


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11
Tarvak wrote:
Question about TWF with guns : does PF really allow you to reload both guns and fire them every round?

Nope. Well, not without a Feat or Class Ability or two.

Also, our mission is to keep the gate open. If the enemy can fix the controls and close the gate before the fleet gets here, we didn't accomplish the mission.

Also also, Tarvak doesn't need to yell, Jae is 5' away.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Two Weapon Fighting only allows one to make attacks with two weapons in the same round, one in each hand. So if you had two loaded pistols you could fire each one. Reloading guns is a separate action and generally requires two hands and at least a standard action for each gun unless you have the Rapid Reload feat.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Pouring the acid flask on the controls might mess them up further.


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

Also, I mentioned that Jae would be happy to hand out her goodies to the other folks.

But most importantly, if we don't care about whether or not we have a place to hide, and want to just run away, we can stuff all of those barrels of gunpowder into the control room, and toss in that grenade...


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

That's the ticket! But we'd have to be able to get far away, FAST! Any solutions to that?

Or, I was going to suggest *just* the grenade, stuffed deep inside the control panel. Then at least we won't blow ourselves up, too.

I still like Shane's idea of Passwall to get out of the control room and then the elementals ferry us down the other side. I'm thinking (if I remember the pictures right) that the other side is water? I don't suppose there's any kind of beach or rocks we could hang out on until someone could pick us up?


Female High-Elf (Lightbringer) Arcanist 3
Quick Stats:
HP 12/12 | AR 7/9 | AC 11/15*; T 11; FF 10/14* | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +3 | Perception +8/+11

I suspect that an explosion big enough to completely take out the controls (and the control room, and possibly the lighthouse as well) would be sufficiently distracting to the garrison that we'd be fine in the water for a while (do we still have our Water Breathing in effect?).

As for the "how," we have a couple of options. Jae can turn incorporeal for a round, so that might give her some protection from flying debris (though I think the force damage from the explosion would hurt her if she's too close), so she could be the one who sets it off with a little bit of protection.

If the Air Elemental held her while she threw the grenade into a room full of barrels, they'd have 1d3 rounds to fly before it went boom. They could get out of range that way...maybe.

Alternatively, with less risk to our people, but more risk of the boom not happening, we could turn a sunrod into an alchemical cartridge - Flare for Aziel to use in the musket. If we break open one of the barrels and let some of the gunpowder spill in the room, all Aziel would have to do is get the shot into the room. That shouldn't be *terribly* difficult, depending on the range, and whether she has to do so while being held aloft or not.

Or, we can set a fuse somehow (even a trail of gunpowder might work), from somewhere we find to hide (not sure where that would be), and set the fuze off with a torch or something (does anyone have a torch? - I think Jae has candles).

I think the best options are either Jae with the grenade, or Aziel with a Flare shot.

Or, possibly, Anthony's automaton (which isn't a living being) stands in the room with the barrels and the controls and the grenade, and lights the grenade after we've all gone over the side.

I'm not sure the rules on rebuilding the automaton, but I'd be willing to chip in, if needed.

Or, speaking of Jae's candles, we could cut a candle down to a 1-minute length (or less), and set that candle at the end of a short gunpowder fuse and then take off over the side and hope it goes off before the garrison figures out a way over the wall.

But whatever we decide to do, we should do so soon, as that wave of soldiers is probably coming quick.


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

I'm 99% sure the Water Breathing has run out (I asked earlier). It was divvied up amongst all of us.

So we could :
1. Get us and the barrels into the control room and lock/barricade the door. About how long would that take?
2. Use the Passwall
3. Have the elementals ferry us down - how long did it actually take game-time for them to ferry us all up? Weren't there 3 round-trips?
4. Jaelynn rides up on the air elemental and tosses in the grenade. Seems like this would be the easiest to do and the least likely to fail.

My only concern is how long it would take us to get down, and how secure we can make the door while we're doing it.

Or does anyone wish to look up & calculate how much damage we'd take diving into the water from however-high-up we are? :)


tiefling fighter 2/gunslinger 1, HPs: 28/28 - AC: 17|14|13 - For:+5 | Ref:+6 | Wil:+0 (+1 vs fear) - Init:+4

I think it's something like: no damage for the first 10', then 1d6 nl damage for the next... 10 or 20', each? Then lethal. But that's from memory, so obviously a bit spotty.

I thought the water-breathing that we had was cast on us by the other team on the ship, and we therefore all still had water-breathing potions?

I think the automaton idea is the best one, if Anthony is willing to do it. But the grenade or flare shot could work, too. The shot is probably the diciest, due to the grumpy dicebot.


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice
Karl wrote:
Letmas's spell should have given everyone touching him an hour's worth of water breathing. So you don't need your potions now.

So we do have our potions. But getting down to the water safely and quickly is still an issue.

I suppose to avoid a roll, Jaelynn could hover right next to the control room window, and *drop* the grenade in, then have the elemental move away as fast as possible.


Male Human Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

We used water breathing to cut across the bay to get to the ship, so it depends on how much time the potion lasts. Jaelynn calculated that the minimum duration of the water breathing would be 10 hours. I think we each had one potion as part of the magic we were provided, in which case, the effect is still going for all of us.

Diving into the water allows a swimming or acrobatics skill roll to eliminate the damage. According to the map, there is no shore below the room we are in and it is 40 feet to the water level. According to he rules, falling 40 feet into water should only cause 2d3 non-lethal, but making a DC 15 swimming or acrobatics check will take no damage, provided the water is at least 20 feet deep. That's the great unknown, but I think most of us could survive a dive into the drink if it comes to that.

The rules don't say what the damage is if the water is not at least 10' deep for each 30' of dive. But if this is a harbor, it is likely there is no shallow sandy bottom near the entrance. We could send the shadow elemental down to find out, assuming it can go underwater.

One possible problem with using the passwall is that the wall may have had gold or some other anti-magic materials built into it to frustrate passwall spells. We had to find a particular place to enter the fort due to precautions such as this. Perhaps they are not place at the tops of walls.


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

I believe there were 10 of us originally (with the other team), so we each had 1 hour (without checking, I believe that's what Karl said). There was some time underwater, some time in the cave, and then we had an overland march from the cave to the fort, and time in the fort. But even if the first one is gone, we still have the potions.

Eh, just did a quick search and found this easily enough (from mine to fort) :

Karl wrote:
The trip was uneventful for the next couple of hours as they struggled through the demanding terrain.

So we'd have to use our potions.

But if the total damage truly is just 2d3 non-lethal without even a roll, I'd say let's go for it!

And let's hope that they didn't bother to passwall-protect the tops of the walls. Hey - how big are the windows? :)


Male Tiefling Oracle1/Fighter1
Quick Stats:
HP 17/17 | AC 16, T 14, FF 12 | CMD 18 | Fort+2 Ref+4 Will+4 | Init+4 and roll twice

Apologies if this is considered improper, but...

I have an opening for a PC in a modern-day scenario, sort of "Buffy meets MIB". But it's in a system called Savage Worlds. If you're interested, the manual only costs $10, and I can talk you thru the PC creation process.

The game starts HERE, if you want to take a look. I took over the game later when the GM moved on to other things.

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