ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

Warehouse
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1 | The Family 2


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Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

What round are we currently in? I figured my double-move in round eight would be enough to get me within charge range in round 9. If it isn't, then I don't really have a choice other than double-moving again, since the musket is empty and it would take a standard action to reload it.

If I had used a full-round run in round 8 rather than a double-move, would that have gotten me close enough for a charge?


Round Eight's double move got you to the bottom of the Engine Room ladder. Both engineers are over 40ft away from there. A full-round run in Round Eight would get you exactly into charge range, though.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Would you mind ret-conning my action in 8 to a run, then? And use the initial action I posted for 9?

-Posted with Wayfinder


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

@Ellena: Since you're on the top deck, perhaps it could be a good idea to get Massarde.


@Azaghal: no problem. I'll update after work.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

@Alice: I left before she started heading for the engine room; I have no idea what's happening down there. I also never got an answer from the inspector, so I think I've been helping people into lifeboats.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

@Ellena: Ok, sure.

@GM: My attack was an attack of opportunity, I believe I should have double-moved towards the red in my turn. By the way, I guess you really meant it that combat would be hard...


@Alice: Good point regarding the AoO. I'll let you decide if you want to be positioned by the red technician or stay where you are and help Jebediah/Corynne fight the elemental.

And, yes, your enemies are intelligent, so combats will typically be rather challenging. ;-)


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Are there other steam valves we still have access to or are the two rusted-over ones the only ones there were? If they are, I'd say damage done and I think me and Miselle need to be gettin' the heck outta Dodge; otherwise, I'm willing to stick around.

At the very least it might be a good idea to try and secure one of the techs if we aren't in immediate danger of being exploded.


There were only the two steam valves, and it may or may not be possible to repair them. Meta-info: the engines will explode after X rounds. Actions taken by the party and/or the enemies will modify this. There's also at least one way to save the ship. Based on the current state of affairs, you've got approximately 2-3min left.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Then by golly, I think me and Miselle should both stay down here until we have no choice but to leave or die.

Also, YBD, is there a map of the boiler room area available? The only ones I see are those of the RHC offices and the main deck of the Coaltongue.


Everyone can assist - even Ellena from the Main Deck. There's useful information in the lengthy tour description posts. :-)

I'd been including an editable map every couple rounds, but since everyone's on the same deck now (or will probably be there shortly), I've added it to the campaign header.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

I'm going to be on vacation starting tomorrow - I'll still be posting but it'll be irregular. Feel free to bot me if I'm slowing things down.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Miselle, us being the engineers on the ship, I wanted to let you know my thoughts before I do anything. That thought is: the main problem is that the pipes are rested out and so we can't open valves to let steam escape, which is causing pressure to build in the boiler. Wouldn't the simplest solution be to crack open a section of the pipe in front of the rusted out part? Yeah, it'll break a pipe or two, but that's a lot better than a blown up ship.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I (player) have an idea. There are, upstairs on the berth deck, charms that give fire resistance 20. If we got a couple, we could try unloading the boiler (unless we somehow manage to get the valves opened by force, or Miselle's repair ability). Otherwise, could we try channeling all the power to the engine, relieving the pressure through extra speed?

Ignore my suggestions if you think it's metagame, Alice herself has an elemental to keep her occupied right now. Also, I believe that Jeb is at 0 HP, someone help him.


I can't give GM input regarding any of the mentioned ideas (that's for you to find out in-game), but I'm liking the creativity. :-)


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

I think I know how to solve our problem, but Ellena needs to see the problem first. About how many turns away am I, running at full tilt?


Running full-tilt with a pit stop to send the NPC officers topside, you can reach the engine room three rounds after your most recent Gameplay post.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Since I've read this section, I'll go along with any group plan that sounds awesome and preferably involves fireworks.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Oh, my plan involves fireworks. It's just also six turns away.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

But are they pretty?


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5
Ellena Tabbit wrote:
Oh, my plan involves fireworks. It's just also six turns away.

I have a feeling of what you're thinking and it might either be unbelievably awesome or blow us all to smithereens. Then again, me going down with the ship would just be in character.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Both, quite possibly.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I would say this is an instance where "both" is not the preferred outcome.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

If we survive, I propose asking for an advance on our next stipend and get a cure light wounds wand. Right now I think that I and Corynne have a potion, and that's it.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Pretty much.


@Ellena, you'll reach the rest of the party in two rounds if you maintain your current pace.

@Alice: nice work regarding the elemental. :-) The emergency alarms are the 'S' icons on the map. I've placed you accordingly. Move action to activate.

The 'L' icons on the map, by the way, are latches to open the firegem storage container. If you unlock both of them, you'll fill basically the entire area between the boiler and the bin with piles of firegems.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Why sure, more flammable object near an overloaded boiler are always nice.

On a secondary note, I realized that I was inadvertently metagaming, Alice did not visit the Berth Deck and can't know about the charms. Sorry about that. That said, I have an idea that might work (and might be Ellena's).

Final thing: can I get a potion out while I move, like I would a weapon?


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

I don't need to be down with them, I just need to see the situation. Is the +10 rounds the time til boom?


@Alice: A potion is a separate move action to retrieve. That being said, I allow it to work if you have Quick Draw. No worries about metagaming in the Discussion tab, by the way. The whole point of this area is for table talk, strategising, and any other miscellaneous chatter. In fact, I encourage it during situations like this. When stakes are high, it's best for the players to talk things out before making any potentially game-altering decisions. ;-)

@Ellena: Without going into much detail, that's a situational time modifier. Like I mentioned in a previous post, there's a time limit to this scenario, but people's actions will affect how quickly the clock ticks down. The bolded round counter is how much time has actually passed.


Male Professional Dosser 14/Rules Lawyer6

Until he gets some healing, Jeb will be unable to do anything strenuous.


Looting bodies is still a thing. ;-)

By the way, don't forget that anyone within 5ft of the open boiler takes fire damage each round. This includes NPCs.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Happy late Turkey Day, everyone! I'm back from family fun and everything. Sorry for not being here for a couple of days! Kinda waiting on the results of the Know check from Miselle before I post an action; if she's able to puzzle together something to assist, I want that action available to do what needs doin'.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Uhm, but the elf's on the ground, and, uhm, hot air rises, and... Oh well, she's probably dead, we don't have rounds to waste.

I can heal Jeb with a potion, but I'll need a turn to move and one to give it to him, and I'm currently trying to release the valve. Corynne, if you could give him yours, it might be useful (we need our smart guy).


@Miselle: does your repair ability have a reduced activation time, or does it keep mending's 10min usage?


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Although I can't find any official ruling, the Internet seems to believe it's meant to be a Standard Action. There's nothing Rules as Written to support that, however, so it's up to you.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.
Using Spheres of Power wrote:
Most sphere abilities require a standard action to use...

Source. The quoted section is under 'Casting Time' - if you're checking the book, it should be near the beginning.


@Ellena: wrong supplement, but I appreciate the effort. :-) Machinesmiths aren't spherecasters, but DO get a (Su) ability that lets them repair objects.

@Miselle: I couldn't find anything one way or the other, but the flavor text implies it uses the shorter casting time. Plus, it's (Su) instead of (Ex), so I'll rule that it's a Standard Action. As such, you can use it to repair the relief valves, but it'll take a while due to the number of lost hit points.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Bah! My apologies, I've been spending far too much time reading up on Spheres recently.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Nonsense, no such thing as too much reading up on Spheres.

I'll try it...later. Just spent two hours cleaning. Might be dying. *Wheeze*

Shall report tomorrow.


Male Professional Dosser 14/Rules Lawyer6

What exactly is the plan, and what is "The Brand?" It's probably written somewhere in all the blurb, but I can't find it.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

The Brand is the ship's biggest weapon, a pyromantic Wave Motion Gun powered by energy stored in a magical capacitor (on the main deck).
I assume it will require some skills to activate, so you High-Int skillmonkeys should go set it off. The plan is to let it fire off the boiler's energy, pretty much like this.


*sigh* If only the AP writers had assumed intelligent PCs would come up with a clever plan. It's too bad there's no GM instructions on relevant skill checks and DCs for activating the Brand. (sarcasm ends here)


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Ellena's running back topside - she had the same idea about the brand. Admittedly, she has absolutely no idea how to activate it.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Miselle, I believe that you would be more useful on the weapon. If you'd like, I'll gladly have Alice yell that at you, punctuating it with swearwords.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

If that's what folk want, shall do.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Didn't the blue technician run upstairs last round? Are Luckshore and the elf still alive?
Also, I believe I used one move action too many last round, so I'm still at the valve.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Didn't Miselle repairing the valve buy us some time?


Yes.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

It's finals week, so I'll be largely absent. Feel free to bot me if necessary.

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