A Steampunk Apocalypse - A Story of Strays (Inactive)

Game Master JonGarrett

Current Encounter Map


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GM of all he Surveys - Still sick, but in a different way

Rawgr, you think you might hear something moving, but you can't tell if it's simply the sounds of the ships machinery, a specific device on that side of the door or a person.


Male Human Bard (Arcane Duelist) 4 |Init +5 |Perc +7| HP 35| AC: 21 T:15 FF:17 | Saves F +4/R +9/W +5|

Khol crouches among the gear and waves everyone closer.

"We still haven't found the teacher. Should we try to search for her? She may have been captured and locked up on one of the ships," He asks the others uncertainly, whispering. He knew the teachers at the orphanage were all highly capable people but these circumstances were far from normal.


"You all stay here and I will search. I will return once I have finished searching this vessel."

Stealth: 1d20 + 15 ⇒ (6) + 15 = 21
Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Wait, we should stick together!" But by the time Muziel whispers her complaint, she's already lost sight of Duskade.


Male Catfolk Rogue (Swashbuckler) 1

Rawgr goes over to where everybody is standing.
"I couldn't hear anythin' certain, just a lot of movement. It could be nothin', could be somethin'. I think we should be careful."

As Duskade disappears he raises an eyebrow and looks around for her, but he can tell a lost cause when he sees one.

"Whelp, there goes bein' careful. I do hope she can make it back in one piece." He growls. He looks at the rest of the class. "I was gonna say that we should stick together. Even if you're not the quietest one around, bein' together is gonna be a lot safer than any o' us runnin' off an our own. We should really work together on this one."


GM of all he Surveys - Still sick, but in a different way

Look at the shiny Encounter Map

It is not long before Duskade runs into a problem. The large room is dominated by a monstrous pumping system, most likely part of the ships intake system for harvesting Mist. Guarding the door futher into the ship are a pair of guards. There's no obvious way to sneak past them.


She will return with the information, appearing out of the shadow, like a ghost :-)

"The way ahead is guarded, and the access is very narrow. Two guards block the only door further into the ship."


Male Human Bard (Arcane Duelist) 4 |Init +5 |Perc +7| HP 35| AC: 21 T:15 FF:17 | Saves F +4/R +9/W +5|

"I ain't going to force anyone else in on this, but I'd like some help to look for the teach and get some revenge on these scumbags," Khol says to the others, standing up and drawing his borrowed greatsword.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"If we can take over this airship, we might help some of the others escape!" Muziel takes a position near the door.


Duskade nods her agreement.
"I can get to the far side of that machinery and then we will have them flanked. I have magics to perhaps render them either unconscious or dead."


Male Catfolk Rogue (Swashbuckler) 1

"I understand they're attackin' us, and wouldn't give the same courtesy, but I don't think we need to kill them." Rawgr states, with a slightly pale look to his face.


Male Gearforged Ranger (Skirmisher) 1

Ignus pipes up: "Hold on everyone, I may have an idea."

He starts to examine the doors on the side of the hall:
Craft (Clockwork): 10 + 7 = 17
I'm looking for how these doors work. Can I open them from here? Do they require more than one person to operate? Are there any obvious locks or objects preventing them from being opened?

After a moment he motions to the bulkheads. "I think I recognize some of the mechanics here from Mistress Longridges' classes. If we open these doors we can create a passage through the ship to evacuate everyone through. We can lock the other door leading to those guards so they won't be able to rush down here too."


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel nods her agreement with Ignus's plan.


"What about the guards? How should we handle them?"


Male. Mostly. Human. Mostly. Archaeologist

From what you have seen of the ship, there's no reason the set of doors you entered by can't be opened via some fairly simple controls. There is a way to lock them, as well - and no way to tell if the other set are locked from here. They only take a single person to open.

The main issue is, of course, the two sets of doors don't connect directly together. You'll have to secure a passage through the ship.


Male Gearforged Ranger (Skirmisher) 1

"It looks like we should be able to open these from here, but we'll have to find the other set of doors so that we can open them up. Does you guys think we can capture one of the other guards and ask them?"


Male Human Bard (Arcane Duelist) 4 |Init +5 |Perc +7| HP 35| AC: 21 T:15 FF:17 | Saves F +4/R +9/W +5|

"Yeah, we got two candidates over in the next room," Khol said, hefting his sword and eager to dole out more punishment to the raiders.


Male Catfolk Rogue (Swashbuckler) 1

Rawgr sees there seems to be no other option and looks sullenly at his feet. "Let's try, at the least, to not kill 'em - 'eh?" He states, drawing his sword and turning the blade towards him. "I don't want to kill anyone anymore."

Liberty's Edge

Male Historian/Curator

"I might be able to assist in that regard. My touch can cause creatures that are unable to see in the dark to be dazzled, as well a causing some non-lethal damage. I could attempt this on one of the guards, if you wanted."


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"On the count of three then?" suggests Muziel.


Ok..what exactly was our plan? Did you want Duskade to sneak up on one of them and use her special ability to dazzle him?


GM of all he Surveys - Still sick, but in a different way

Back and ready for whatever you guys have planned. Probably.


Male Human Bard (Arcane Duelist) 4 |Init +5 |Perc +7| HP 35| AC: 21 T:15 FF:17 | Saves F +4/R +9/W +5|

"Duskade, go ahead, I'll give you a minute to get ready and then I'll draw their attention."


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Hey, we're back! We can definitely let Duskade do her thing.

Muziel steels herself for action, heart pounding in her throat.


Duskade summons the shadows around her and moves forward into the ship's hold.

Stealth: 1d20 + 19 ⇒ (2) + 19 = 21

Attack-Melee touch: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d4 ⇒ 4non-lethal; plus dazzled for 1 minute


GM of all he Surveys - Still sick, but in a different way

Guard 1 Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Guard 2 Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Neither guard sees Duskade comming until it's far too late. The blow strikes home and the first guard staggers, looking shocked. Both of the humans start fumbling for there weapons, but it'll take a moment.

First round to you guys while they draw weapons, and remember the hand dandy encounter map at the top of the thread for your pleasure.


Male Gearforged Ranger (Skirmisher) 1

Ignus bursts into the room after he hears a yelp of surprise from the guards. He has his longbow drawn with an arrow knocked:

Move Action to O21

"WEAPONS DOWN" he bellows in his metallic voice.

Intimidate: 1d20 + 6 ⇒ (12) + 6 = 18


Duskade gives guard #1 another jolt

Attack-Melee Touch: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d4 ⇒ 4 again non-lethal


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel moves into the corner of the room and prepares a stormcloud to strike Guard 2 if they won't listen to Ignus.

Storm Burst:
Storm Burst v. Touch AC: 1d20 + 3 ⇒ (7) + 3 = 10; Damage: 1d6 ⇒ 4


GM of all he Surveys - Still sick, but in a different way

Although the storm burst misses, Ignus' booming voice seems to make the two guards rethink fighting. Looking at each other they both slowly raise there hands away from the weapons at there belts. The second guard shrugs. "We are so going to get made fun of for being caught by a bunch of kids. I thought you were all meant to be locked up inside the school?"


Male Human Bard (Arcane Duelist) 4 |Init +5 |Perc +7| HP 35| AC: 21 T:15 FF:17 | Saves F +4/R +9/W +5|

Khol grins down at them.

"We had a field trip today, it got some of your friends killed, too," He says turning up the menace. "Why don't you tell us about this ship of yours?"

Intimidate: 1d20 + 6 ⇒ (9) + 6 = 15


GM of all he Surveys - Still sick, but in a different way

The guard shrugs. "Well, it's a drop ship, see? We land it, and a bunch of other ships, right in front of the gates, dump troops out and then seal the doors. You're lucky you were outside. You'd never get in otherwise - the doors are reinforced and the ones into the school are locked. They need to be opened from the bridge. Of course, between you and there is the crew - about thirty of us now the boarding teams are out. So if you're trying to rescue your friends, my advice would be to give up, run for it and hope everything blows over without too many heads rolling."

Sense Motive DC 15:
He's mostly telling the truth, but you suspect he's exagerating the difficult of opening the doors into the city and the number of troops.


Male Human Bard (Arcane Duelist) 4 |Init +5 |Perc +7| HP 35| AC: 21 T:15 FF:17 | Saves F +4/R +9/W +5|

Sense Motive: 1d20 + 1 ⇒ (17) + 1 = 18
"Drop ship, huh?" Khol said thoughtfully, "Hah! Now ain't that damnably cunning. You're right about all of that of course, 'cept for one thing. I ain't got a damn thing waiting for me out there, so I'm going to cut my way into the bridge and through anything that stands in my way. First order of business is beating the pair of you into unconsciousness and stashing you somewhere."


"Maybe it might be better if I go and take a look first, just to see if they are telling the truth."


Male Catfolk Rogue (Swashbuckler) 1

Sense Motive: 1d20 ⇒ 15
Rawgr listens in, and was just about to decide that all hope was lost when he caught a slight catch in the guards voice as he was answering.

"I agree, maybe Duskade should do a quick scout for us."


"Indeed"

Casting Penumbra she drifts away and scouts the ship, noting where guards are, and where the main bridge is located.

Stealth: 1d20 + 19 ⇒ (11) + 19 = 30


GM of all he Surveys - Still sick, but in a different way

Duskade, can you run me through how you managed to get +19 to stealth? I've only managed to work out 13 of it - +4 for small, +3 for dex, +3 for class skill, +2 for being a Wayang and +1 skill rank. Cheers

Duskade is able to scout the rest of the deck. However, the stairwell up is both guarded and locked. There's no way to open the door without alerting the guard - some kind of construct, a heavy steel frame filled with whirling gears and machinery. Worryingly, it's carrying a blunderbuss.

Other areas of note include a second set of machinery similar to the first in the room oposite, also guarded, an identical set of double doors and two sets of engines at the rear, each pair attended by an engineer.


Overlord Jon:

+1 skill rank, +4 size (small), +3 class skill, +3 Dex Mod, +2 Racial, +2 Equipment (Shinobi Shozoku)=15

Now there is something with the Shadow bloodline that I cannot figure out. On Herolab there is a 'shadow' condition which give a +4 circumstance bonus as long as I am in shadow. That is why I keep casing Penumbra on myself every 10 minutes. I cannot, however, figure this bonus out as to where it comes from (other than from the Shadow Bloodline, as it disappears if I remove that bloodline). I know one of the abilities Shadow gives is a bonus to stealth equal to the level of a shadow spell cast for 1d4 minutes...but I do not thing that applies, as Penumbra is a 0-level spell.
That all said, I will uncheck the "shadow" condition on Hero Lab, and reduce my stealth to +15 as I cannot justify the extra +4 and must conclude it is a system error...I will forward the character to Hero Lab to see what they think. Sorry for the confusion...I took the system as correct without checking all the factors...


Male. Mostly. Human. Mostly. Archaeologist

Yeah, it happens. It's one of the reasons I prefer not to use Herolab - that and I'm cheap. Not a problem.


Umm..so are we still doing this game??

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