ZEITGEIST: The Gears of Revolution

Game Master GMEDWIN

"The trouble with science is that it can be perverted."
-Number Twelve


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Isabel barely manages to stand after the healing."I can't take another hit if anyone else comes in, they had powerful magic and a lot of people."


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn points at Isabel and nods agreement even as she's slipping from object to object, studying it and trying to find what's going wrong and who's the best person for each job.


Shot Putter Funkmeister

Lynn

Spoiler:
You can tell that the furnace door has been rusted shut and that the alarms are broken.

You know that the engineers were in the other room but you would have to look at it to see what was wrong. I am going to require some Knowledge Engineering, Arcana or some other creative thinking.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Our team has none of those skills. We have disable device. I'm sure if we had a caster we could use the rusting wand to break the hinges, but wands can't be used untrained without a high UMD check. That leaves the furnace door as a strength or disable device check. Otherwise, Iunno.

Lynn points at the furnace door, and makes a swinging motion as if pounding something into her hand. Break that.

She then heads for the other rooms to try to figure out what changed in these rooms... but she was good at tinkering, not with wrapping her head around entire ships and their systems.


Shot Putter Funkmeister

Knowledge Dungeoneering DC15

Spoiler:
The rust wand is in fact not a wand but rather a the removed antenna of a rust monster, this item can only be used for a limited amount of time before its power fades entirely.


Isabel would start swinging at the rusted parts of the furnace door trying to break it open as Lynn had said.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

As would Allan pull out his billyclub to see if breaking down the furnace door be possible.


Shot Putter Funkmeister

To open the furnace door is a DC 15 Strength check.


Str: 1d20 + 2 ⇒ (5) + 2 = 7
Str: 1d20 + 2 ⇒ (18) + 2 = 20


Shot Putter Funkmeister

Isabel muscles the furnace open and sees that the furnace is overloaded with fire gems and you can also see a large ruby sized stone that seems to want to transform into something.

The furnace is burning hot and brightly and there are many shovels on the ground that you can use.


Isabel would try to use to the shovels to scrap the gems out of the fire.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Seeing that there is nothing else that she's capable of fixing... at least to her knowledge, anywhere else down here, Lynn instead focuses her attention on assisting Isabel in removing the fire gems from the furnace.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan will go up deck (up a floor) to look for other saboteurs that may have come aboard.


Shot Putter Funkmeister

You guys could get creative, I mean there is a over full furnace and you are on a war ship.

Isabell shovels out for the round firegems from the furnace taking 1d6 ⇒ 1 fire damage

Lynn does the same taking 1d6 ⇒ 5 fire damage or 5-5 =0

Daxton goes above decks and he sees people scrambling to get to the top decks to evacuate.


Isabel takes one fire damage and falls unconscious again.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn's eyes narrow as she sees the heat negatively impact her partner. This was a very bad mission. It could have gone better in any number of ways... not least of which having actual guards, and not just relying on three people for everything on four separate floors. Four if you include Lazarus. She looked to him and made a cross sign with her hands, over her heart, and pointed at Isabel. She then tilted her head.

She moved her partner out of the way, trying quickly to help her stabilize.

Heal: 1d20 ⇒ 9
Heal: 1d20 ⇒ 3
Heal: 1d20 ⇒ 20

If the oracle didn't act quickly, Lynn would have her Isabel stable in a little under twenty seconds...

Having moved her to the ladder area, Lynn went back to work unloading the overloaded engine. The only real other options that I know of would be to add water, and that wouldn't help, it'd just wreck and warp everything and possibly kill us. So I'm open to suggestions.

Fire Damage: 1d6 - 5 ⇒ (5) - 5 = 0

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