Bullets, Lies, and Open Skies

Game Master Eben al'Jol

A Firefly-esque dark fantasy steampunk game using Pathfinder variant rules.

Roll20

Credit: This game was inspired by (and will be shamelessly stealing content and story) from Retribution Falls by Chris Wooding.

Reference & Rule Docs


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@Zedd: They don’t count as allies.

@Gilly: Nope, the purple-squared dude didn’t have a melee weapon in-hand, so no AoO for your movement. I would have ruled that Gilly had cover from the table, anyway, so no AoO from that perspective, either.

@Ambrose: The penalty to your AC’s didn’t make a difference this round, but thanks for the reminder.

Rowena sinks her teeth into the man’s thigh, and while he’s able to keep it from sinking into any vital spots, he seems on the edge of collapse. (7 strain damage; he looks disabled [0 Health])

Callum’s shot misses its target and instead imbeds itself in the wood of the wall behind the man.

Health/Conditions:
Ambrose 20 S:0 I:0
— Rowena 19 S:10 I:0
Callum 17 S:0 I:0
Doc Long 12 S:0 I:0
Gizmo 15 S:0 I:0 (Reduce Person [cast rd 0] 2 of 20)
Zedd 22 S:0 I:0

Baddies
Biggs ?? Strain: 4 (prone)
the Diori ??

Crewman killcount: 1 (Doc Long)

Round 2 Initiative:
Callum, Zedd, Locals, Biggs, Gilly (actions to be resolved after Biggs/locals), Diori, Ambrose, Rowena, Biggs’s crew, Doc Long

Zedd, then locals, Biggs, and then we’ll resolve Gilly’s attack. (Dien, if Biggs’s actions make you want to alter your action, i’ll allow a modification at that point. If I don’t hear from you, we’ll keep them as-is.)


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

I'm just going to roll my AoO on Biggs now so I don't hold things up. I've been planning on trying to net-snag him as soon as he stands. Assuming he does that, here goes.

entangle, challenge bonus, paired opportunist, soft cover penalty: 1d20 + 5 + 1 + 4 - 4 ⇒ (3) + 5 + 1 + 4 - 4 = 9

Yeesh. Effective 13 touch attack with the prone penalty to entangle Biggs if he tries to stand.

Another rules question--so, I get how injury/strain works in terms of taking and healing the damage, but how does someone die? Ambrose has 20 HP and 14 Con. Suppose he takes 14 Strain, then 21 injury. Is he dead? His combined strain and injury exceed his HP + Con. Or does he need to sustain 34 injury to die?


Ok. I'll use that if/when Biggs provokes this round.


hp: 31/31 | Strain: 0 | Injury: 0

Zedd yells over the roar of gunfire and chaos of battle:

"Cap, you know I'm all for cutting our losses and running, but I ain't leaving the others behind! Not even that damn mutt!"

Zedd's eyes narrow as he looks at the small of the Diori's back. Never one to be concerned with honor, he levels his dagger-pistol and fires.

Move Action: Declare Favored Target--William Wallace

Std Action: Fire with PBS at Diori

Attack Roll: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25 -4 for firing into melee? not sure

Dmg: 2d6 + 1 + 1 ⇒ (2, 6) + 1 + 1 = 10

5-ft move 1 square north

Zedd beckons to his chosen prey with his free hand, clutching the dagger-pistol with blade extended.

"Cmon, forget them! Let's dance!"


Health: 7/17 | Strain: 10 | Injury: 0

So, it's a full-scale mutiny, then?


Health:16 | Strain:0 | Injury:0

Hey! I backed your play. :)


Zedd’s aim is true, and the ‘Diori takes a grazing shot to his side. (8 strain)

Grage looks over at Callum with wild incredulity. ”Keep Giernig off your backs?! Whatever this is … isn’t my fault! You do the deal or I want my money back!” He rushes through the door, through the kitchens, out an already-open southern-facing door and into the night.

The rest of the tavern-dwellers continue to cower or bolt for cover as Shivers crawls to the kitchen, rifle in-hand. ”STOP TEARING UP MY BAR, FOR ALMIGHTY’S SAKE!”

Bigg’s scrambles to his feet, trading one tactical disadvantage for another as Ambrose’s net entangles him. He continues his drill sergeant yelling, ”DAMMIT DOG I’M GONNA EAT YOUR LIVER AND S$%@ IT DOWN YOUR DUNMAN’S MOUTH!” he punctuates the line with a vicious downward swipe with his shotgun’s stock.

shotgun stock club: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d6 + 7 ⇒ (6) + 7 = 13

Rowena growls as she dodges out of the way. And it’s at this precise time that Gilly zips out from under the table, hurling a Gizmo Special square into his grizzled chest.

Bomb saves:
#5: 1d20 + 0 ⇒ (6) + 0 = 6
#2: 1d20 + 0 ⇒ (9) + 0 = 9
#3: 1d20 + 0 ⇒ (10) + 0 = 10

The bomb explodes, burning Biggs’s jacket and beard, but the man fights on. His crewmen aren’t so lucky. One falls to the ground unconscious and dying while two howl at their seared flesh. (9 Strain to Biggs; 4 Injury to the three adjacent crewmen. It drops E.11 onto the ground unconscious and dying.)

Across the room, the Diori turns on Zedd. ”Shoodna done thaht, Zedd.” He grins a wicked grin as he advances, pulling one of the crossed blades from his back in the blink of an eye, ”Ah been loookin’ ta’put a blade’in yoor arse fer’a good long time, now.”

Then he lashes out in a two-handed strike.

longsword: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 4 ⇒ (4) + 4 = 8

Zedd is able to turn the blade, but its a close thing. (8 strain. I didn’t factor in any armor, as I don’t see it on your character sheet. You might look to that. :D)

Health/Conditions:
Ambrose 20 S:0 I:0
— Rowena 19 S:10 I:0
Callum 17 S:0 I:0
Doc Long 12 S:0 I:0
Gizmo 15 S:0 I:0 (Reduce Person [cast rd 0] 2 of 20)
Zedd 22 S:8 I:0

Baddies
Biggs ?? Strain: 13 (entangled)
the Diori ?? Strain: 8

Crewman killcount: 1 (Doc Long), 1 (Rowena/Gilly)

Round 2 Initiative:
Callum, Zedd, Locals, Biggs, Gilly, Diori, Ambrose, Rowena, Biggs’s crew, Doc Long

Dien, let me know if you want to modify anything, but waiting until Biggs stood up shifted your miss to a hit. Otherwise, Ambrose & Rowena!


hp: 31/31 | Strain: 0 | Injury: 0

Um yeah, I wasn't sure if I was allowed to have any armor. First two things I'm buying with my share of the loot on the next job are armor and a sword. :P


I'd be fine if you wanted to act like you've been in some light armor this whole time ... unobtrusive stuff Zedd wears when he doesn't expect heavy combat. Studded leather or a chain shirt? I hate for you to eat a bunch of extra damage because of a misunderstanding. let me know.


hp: 31/31 | Strain: 0 | Injury: 0

Studded Leather would work. Just like I didn't wanna walk around town with a huge gatling gun, I don't wanna have super heavy armor either. So instead of +3 to my AC, do I get half rounded up for DR? Looks like it, cause you took 2 off for the Diori.


I had it listed as 1/2 rounded down, but I like rounding up for armor. (And the Diori's in a chain shirt, not that there's much of a difference between those two for now.)


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

Ambrose steps unceremoniously over the dying man towards Biggs. He drops the lead rope of the net and hefts his axe in two hands.

You should've run when you had the chance. Ambrose chops down with a two-handed strike at the ensnared man.

5ft move. Free action: Drop rope. Free action: Two-handed grip. Standard: Power attack on Biggs.

challenge, power attack vs entangled AC: 1d20 + 5 + 1 - 1 ⇒ (17) + 5 + 1 - 1 = 22

damage, power attack, challenge: 1d8 + 4 + 3 + 2 ⇒ (6) + 4 + 3 + 2 = 15

Move action: Pickup net rope again .

After the strike he picks up the rope again, then yells in the direction of the lackeys outside.

You lot still have notions of getting your hands on a ship? If you leave now, we'll forget you were here. Captain's not the vengeful sort. But if you fire another shot, or set foot in this bar, I can't promise anything.

Diplomacy?: 1d20 + 8 ⇒ (13) + 8 = 21

If that's intimidate, take 6 away


Elsie:
19/19, 18 AC Touch 14 FF 15, FS +5, RS +6, WS +2, Perception +5 (+7 adjacent to Ambrose)

Rowena attacks savagely and relentlessly on the ensnared, half-burned man.

Challenge, power attack vs entangled AC: 1d20 + 7 - 1 + 1 ⇒ (18) + 7 - 1 + 1 = 25

Challenge, power attack: 1d4 + 1 + 2 + 2 ⇒ (4) + 1 + 2 + 2 = 9


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

I guess that was folly to talk about eating 'round Rowena with her not finishing supper, huh Biggs? Ambrose observes.


Biggs’s only response is the crash of his body to the floor and a death rattle as his lungs reflexively expel his last few breaths.

His crew stands stunned for a few heartbeats, exchanging uncertain looks as they lower weapons. Without comment, they begin backing back out the door … slowly at first, then with more and more urgency until they are all but running back into the night. Cutting the head off a snake and all that.

As the room becomes suddenly quiet, you’re left with the sounds of cowering patrons, your own heavy breathing, and the approaching shouts of the local thugs as they coordinate and try to round up any of the fleeing crewmen.

All crewmen basically withdrew. Technically Rowena and Ambrose have a few AoO’s coming their way if you want them as they leave. Let me know if you’re taking them.

Doc Long, Callum, and Zedd, technically you’re still up if you want to keep with the violence. I guess the ‘Diori is a bit of a wildcard as he can’t technically continue attacking or withdraw unti after you guys go.


Health:16 | Strain:0 | Injury:0

I'm waiting on the Captain's call - bug-out or hope what passes for law doesn't consider us part of the problem.


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

We won't take any AoOs. I feel kind of bad about killing Biggs, and I imagine it will weigh on Ambrose for a while, but Biggs strikes me as a man who would keep coming at us until one of us is dead.

As the fight dies down, Ambrose exhales and inhales deeply, trying to calm himself while the adrenaline dissipates.

Down, Rowena. C'mere, let me look at you. The pilot crouches and examines the dog's wounds as the remaining foes lose their courage.

Good, just grazed you, he says, rubbing her head. He wipes the axeblade on Biggs' clothes and stows the axe, folding the net and slinging it over his shoulder again. Then, he picks up Biggs' gun and walks up to Shivers, offering the weapon to him.

Sorry for our part in the trouble, and the damage to your bar. You have a nice place here. Maybe you can sell this, use it towards the damages?

He then approaches Callum and the others, glancing back once more at the carnage behind him. We'd have had no peace in any town with that one still out there, thirsting for revenge. I won't say it was right, or just, but it's done. So what now?


hp: 31/31 | Strain: 0 | Injury: 0

Zedd circles the Diori, dagger held out and ready to strike. The big brute is so focused on his foe, that he appears oblivious to the mayhem around him.

"Leave now and I'll let ya keep your worthless life."

Ready Action to Attack if Wallace does anything other than withdraw/flee.

Dagger Attack with Power Attack, Favored Enemy: 1d20 + 5 - 1 + 1 ⇒ (20) + 5 - 1 + 1 = 25

Dmg: 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

Crit Confirm: 1d20 + 5 - 1 + 1 ⇒ (19) + 5 - 1 + 1 = 24

Extra Dmg: 1d4 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8

Then, depending on whether the guy runs or tries to stay and fight, Zedd will either spit on the floor, or spit on what is likely the Diori's corpse after taking a crit to the face. He will then dart to Callum's side and get ready to split, noting Ambrose's apparent uncomfortableness.

"I wouldn't let it bother you, mate. He was a vicious c!@!, and I doubt he even has a mother to mourn him. Probably cut her throat for a few copper when he was a boy. The important thing is we got our pay, so I say we split before we get blamed for this mess."


Ambrose, im' gonna put a hold on most of that until we hear from Callum. If he's also not continuing combat, I'll respond to all that. If I don't hear from Callum fairly quickly today, I'll move things forward based on what's been posted. :)


So the obvious options are: keep with the killing, stop fighting and stick around for the Boss's men to arrive, bolt and skip town with the money/contract, some other option you clever players come up with.

You have about 12 seconds before the local toughs begin arriving, fyi.


HP: 15/15 | Strain: 0 | Injury: 0 | Current AC: 16, Armor 2

Gilly was moving after Callum, for the record-- she was tossing a bomb more as a 'parting shot' in intention. Of course, intention and reality are so rarely coincident. But when it comes her turn again, she intends to be running for the ship, because someone has to get the engines revved up...

Also, sorry, I had missed that Biggs was prone. Probably would not have thrown the bomb, haha, but no damage done to PCs anyway.


Health: 7/17 | Strain: 10 | Injury: 0

Did you think he would change his mind?

Clearly irritated, Captain Rhen draws his pistol again. Seemingly ignoring the Diori, he abruptly pulls the envelope of cash from Zedd's pocket, then turns to head out the kitchen door without a word.

DM:

Readied action, for if the 'Diori tries anything violent, or tries to delay Cal, specifically.

Revolver: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 3d6 ⇒ (1, 6, 3) = 10


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)
Gilly 'Gizmo' wrote:

Gilly was moving after Callum, for the record-- she was tossing a bomb more as a 'parting shot' in intention. Of course, intention and reality are so rarely coincident. But when it comes her turn again, she intends to be running for the ship, because someone has to get the engines revved up...

Also, sorry, I had missed that Biggs was prone. Probably would not have thrown the bomb, haha, but no damage done to PCs anyway.

I had actually missed that you were after Biggs in the initiative order, so he wasn't prone when you attacked. Biggs stood up and I netted him, then you threw the bomb. So you actually hit him square on. And we appreciated the help (and are glad you have precise bombs)!


Suddenly outnumbered, the 'Diori sheaths his blade. And while he makes a show of being tough—responding to Zedd simply with a growl—his darting eyes give away the fact that he'd prefer to be anywhere but in this room ... between the crew and the local toughs.

As Callum walks out the back door, you can hear distant shouted calls and yells as well a few shots fired in the dark.

Shivers comes tentatively back into the room, the old man not sure if he should still be holding his firearm defensively or not. His face remains hard at the state of his tavern, eyes moving quickly across bodies, blood pools, overturned tables, bullet holes, shattered glasses, and cowering patrons. "I have no reason to disbelieve you, and they certainly shot first. The Boss will get an honest report from me on all this." He shakes his head, "But he's gonna like this about as much as I do. And he's not nearly as forgiving."

When Ambrose sets the shotgun down on the bar as recompense, the old man continues shaking his head, "That weren't mine when it came in, and it aint mine now. I don't like have to like when this sort of thing walks in here, but it's not the first time. Anyway, Giernig will see me settled for the trouble. If you're sticking around, you should get your story straight ... you can be damn sure he's gonna wanna chat with all of you."

Outside, you can hear approaching footfalls and voices.


Ambrose wrote:
Biggs strikes me as a man who would keep coming at us until one of us is dead.

You're pretty much dead-on, here, especially considering he came in guns blazing. And some other stuff you'd likely know about Biggs is that he runs a large-ish crew of low-lifes who you know to man about a half-dozen ships of different sizes (a few fighters, a boarding ship that is bigger than a fighter but smaller than your Kestrel, and his main rig ... an old transport. All of them are shoddy things, for the most part, but have enough armor and guns on them to be dangerous). What you saw tonight would have been about half his full crew ... who are generally made up of low-lifes, low-lifes who share his blood, outlaws, and old war buddies.


hp: 31/31 | Strain: 0 | Injury: 0

Just reiterating that as soon as the Diori bails, Zedd is with the captain and out the back door. For some reason, "law types" always take one look at him and assume he's the instigator! ;)


Yep, just wanted to give the others a chance to post given that there seem to be differing approaches to the situation.


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)
narrator..... wrote:


When Ambrose sets the shotgun down on the bar as recompense, the old man continues shaking his head, "That weren't mine when it came in, and it aint mine now. I don't like have to like when this sort of thing walks in here, but it's not the first time. Anyway, Giernig will see me settled for the trouble. If you're sticking around, you should get your story straight ... you can be damn sure he's gonna wanna chat with all of you."

Outside, you can hear approaching footfalls and voices.

Ambrose nods, saying: I understand. I hope that next time we meet under better circumstances, and in the passing time we both have many boring days.

With that, he hurries to catch up to the captain, Rowena following close behind.


Health:16 | Strain:0 | Injury:0

Doc Long covers the withdrawal of his comrades before backing into the kitchen from the doorway behind the bar and then ducking out the rear door. He shakes his head, anticipating Callum's mood later.

Plotted on the purple line.


Ill have an update today, likely before my lunch break. :)


Health: 7/17 | Strain: 10 | Injury: 0

As they head back toward the ship, Cal's eyes scan the rooftops for sentries. "Ambrose, the general idea of the tactical retreat is to head away from your opponents. Not toward them." While obviously irritated with the lack of order, the captain's voice is not humorless. Reloading his revolver on the move, he seats the weapon firmly back in the holster.

"You're lucky that Biggs' crew couldn't hit the broad side of a barn, or they'd have put daylight through your hide ten times over."


hp: 31/31 | Strain: 0 | Injury: 0

Zedd grunts in approval, reloading his pistol as he goes.

"Next time the Cap says run and you attack? Don't expect me to stick around and try to drag your fat ass out of a fire fight neither."

Eben: do we heal strain after the battle is over, or do we need to (4th edition speak-- shudder) "rest" for a bit? Not planning on doing that currently with the law looking for us.


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)
Callum Rhen wrote:

As they head back toward the ship, Cal's eyes scan the rooftops for sentries. "Ambrose, the general idea of the tactical retreat is to head away from your opponents. Not toward them." While obviously irritated with the lack of order, the captain's voice is not humorless. Reloading his revolver on the move, he seats the weapon firmly back in the holster.

"You're lucky that Biggs' crew couldn't hit the broad side of a barn, or they'd have put daylight through your hide ten times over."

Ambrose avoids the captain's gaze as he nods.

You've the right of it, he stops, looks like he wants to say more, and thinks better of it.

Zedd "Tiny" Timmerman wrote:

Zedd grunts in approval, reloading his pistol as he goes.

"Next time the Cap says run and you attack? Don't expect me to stick around and try to drag your fat ass out of a fire fight neither."

I don't recall you pulling me out of anything, it was Gilly, and she almost set my ass on fire. And hey--my mother always said I had big bones.

The pilot makes a mock "I'm wounded" face, then cranes his neck around to feign looking at his own backside.


HP: 15/15 | Strain: 0 | Injury: 0 | Current AC: 16, Armor 2

Gilly rolls her eyes. "Less talkin'. More runnin'." She darts ahead, still a disturbingly tiny little figure, barely up to anybody else's knee.

Kind of like a small walking-talking bomb, really.


Again, my apologies, guys. While my posting may not be fully back to capacity, I've taken care of at least most of the things that obliterated my free time, so we'll move on. :)
Thanks for being patient with me.

Zedd "Tiny" Timmerman wrote:
Eben: do we heal strain after the battle is over, or do we need to (4th edition speak-- shudder) "rest" for a bit? Not planning on doing that currently with the law looking for us.

You have to take a 15 minute or longer break and rest to heal Strain. And if you can find that 15 minutes, you'll get all Strained removed.

The noises of a recovering bar room are muted as the team makes a quick exit through the back door. The night greets you by attempting to freeze all your parts. Lucky for you, the leftover adrenaline and the needs of the moment are able to distract you from thoughts of frozen bits. With the sounds of the tavern behind you, you can hear the efforts of Giernig’s men in the night. Shouts echo from down by the landing pad, and a few scattered gunshots leave no doubt in your mind that the night isn’t over, yet.

While you may be off the main, cobbled road in Badger Lope, there still look to be a few trails you could take back towards the landing pads … mostly footpaths between houses or behind buildings. Out in front of Shivers Place, you hear a group of heavy boots come to a halt. There’s some shuffling, a grunted curse accompanying an impact sound, then a loud, too-deep-to-be human voice calls out. ”Hey! Shivers! You alright, old man? The boss needs you to take a look at a few idiots we’ve rounded up.”

What’s the play, guys? I don’t have a map of Badger Lope, but it’s a small enough town that it shouldn’t really be necessary. You have the main road that runs from the pad, through town, then up-mountain. Then you have what is basically a bunch of dirt paths that make up the secondary “roads” of town … running between houses, shops, and other buildings. The Kestrel is still engines hot back on the pad, but that’s also the direction you’re hearing sporadic gunshots/shouts from.


Health:16 | Strain:0 | Injury:0

Doc reloads Gladys and considers the options.

If we're voting, I'd say bugout via the back roads. Whatever course we set, Doc is going to lag behind a bit... so I can cast if needed.


Health: 7/17 | Strain: 10 | Injury: 0

I guess it's a toss up between sneaking down the back roads, or sauntering down the boulevard as if we've nothing to hide. I'm fine with the back roads, though with rooftop sentries, I doubt we can go unseen either way.


hp: 31/31 | Strain: 0 | Injury: 0

Zedd looks around, clearly much more uncomfortable as the prey than as the hunter.

"Cap, you want me to run point and do some quick recon?"

He nods his head in the direction of a dirt path.

Assuming Cap agrees with the back road/Zedd recon approach, he stalks ahead, looking for any "surprises". If not, or if he wants us to stay together, Zedd will stay close at hand, loaded pistol at the ready.

Obviously if Zedd notices any trouble, he will immediately come back and report.

Stealth (if needed) Armor Check -1: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25

Perception (if needed): 1d20 + 7 ⇒ (15) + 7 = 22


back ways wold at least provide cover for Stealth attempts from the roof-top watchers. If no one objects soon, I'll move forward with the stealthy/back alley route.


Health: 7/17 | Strain: 10 | Injury: 0

Doc's and Tiny's advice does not fall upon deaf ears. Cal nods to Zed, sticking to the shadows of the back alleys.


HP: 15/15 | Strain: 0 | Injury: 0 | Current AC: 16, Armor 2

Stealth good by me too.

"I'll go with him if you want, cap'n," Gilly offers.

Assuming neither Zed nor Callum objects:

The tiny figure of Gilly zips after Zed's several-times-larger figure.

Stealth: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (Current size bonus)

Perception: 1d20 + 7 ⇒ (10) + 7 = 17


hp: 31/31 | Strain: 0 | Injury: 0

I'm pretty sure stealth is different than things like ac and attack rolls for size mods. Small should be +4 and tiny (if gizmo is still reduced) should be +8


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

Ambrose stays close to the captain, drawing his shotgun and leveling it in front of him as he walks.

Stay quiet, girl, he says to Rowena, worried for her safety if there's any remaining rooftop gunman.


Elsie:
19/19, 18 AC Touch 14 FF 15, FS +5, RS +6, WS +2, Perception +5 (+7 adjacent to Ambrose)

Rowena stealth: 1d20 + 7 ⇒ (6) + 7 = 13


HP: 15/15 | Strain: 0 | Injury: 0 | Current AC: 16, Armor 2

You are correct, my bad. The +4 for regular size (small) is already figured in, but it should be +4 rather than +2 for currently being tiny. So, a total of 14 on that roll. Still rather sad. :P


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)
Gilly 'Gizmo' wrote:
You are correct, my bad. The +4 for regular size (small) is already figured in, but it should be +4 rather than +2 for currently being tiny. So, a total of 14 on that roll. Still rather sad. :P

Whoa, then add 4 to Rowena's stealth too, as she's small-sized. So 17 for her and I'll fix the profile.


With the decision crewnanimous (see what i did thar?), the mismatched pair of scouts sets off into the darker paths towards the landing pad with the rest of the crew following quietly behind.

The crew skulks between houses, hops fences, ducks windows, and avoids the eyes of patrols and sentries on a somewhat meandering route paralleling the main road back toward the pad. A few long minutes in, Gilly’s alchemical cocktail wears off and she fills back out (well, as much as Gilly can be said to be filled out normally). Despite the regained bulk (again, using bulk loosely), the scouts work well in tandem despite only having done this sort of thing together a time or two. The rest of the crew do their best to keep their heads down and their teeth from chattering too loudly despite the greedy fingers of the cold night wind.

DM-y things:
Stealthosity (DC 12)
Ambrose 1d20 - 1 ⇒ (14) - 1 = 13
— Rowena 17
Callum 1d20 + 4 ⇒ (11) + 4 = 15
Doc 1d20 + 6 ⇒ (4) + 6 = 10
Gizmo 14
Zedd 25

As the crew crosses what looks to be a backyard, Doc steps on the brittle branch sticking out from some kind of pitiful vegetable garden in nearly-frozen rows. The crew is halted by a near-panicked tsss from Zedd in the shadows. They stop immediately, following the big man’s finger up onto a neighboring roofline. A young boy—rifle in hand and shivering despite a coat too big for him—sits silhouetted against the smaller of the two moons. He seems not to have noticed the crew, despite the good doctor’s misstep.

Gilly and Tiny re-route the group around the child-sentry, and–despite the near-miss—the crew makes their way to the landing pad seemingly unnoticed.

They stand, crouch, and huddle—nearly all shivering—looking out from the shadows cast from the last house before the fifteen feet of open ground between you and the near-edge of the landing pad. In the short time the full crew has run jobs together, there are a few stories that always get tossed around when folks get heavy into their drinks. Looking out at the pad, now patrolled by many more of Giernig’s men including one dangerous-looking group headed by a Trullkin standing halfway between the Kestrel and the newly-arrived, ugly boarding craft of Mancher’s crew, you’re guessing the story of this night may get added to the list.

Okay, so I don’t have a map for this, but I could work something up if you’d like. Basically, the landing pad is roughly a square shape measuring nearly 1,000 feet on a side (300 meters). On the western edge (the edge nearest to you and the town), it’s flush with the ground. Seeing as how the town is perched on the side of a mountain, however, the landing pad was constructed atop one of the few out-thrusts of rock big enough to support aerships. So while the pad itself is flat and even, the ground falls away on the other three sides of the landing pad in rocky cliff-faces… it’s a short fall/climb near the western side, but the farther east along the edges one goes, the farther the fall/climb is from the landing pad edge. On the eastern side, it looks to be about a 100 foot fall, though it’s not a sheer cliff, and the natural rock provides plenty of easy hand and foot-holds if one were inclined to test it as a climb.

A few of the people from Shivers Place are standing in a shivering group on the western edge of the landing pad. Assumedly they came here after the shoot-out looking to get out of town, but Giernig’s men locked the pad down before they could get engines running and airborne. They don’t look thrilled to be standing in the cold without access to their ships.

As for Giernig’s men present, there are about a dozen total. They are lightly armored and wielding a variety of firearms, mostly outdated pistols and rifles. There are 3 on the near-edge of the landing pad, one watching the previously-mentioned pilots waiting to be given access to their ships, the other two patrolling this side of the edge of the pad … assumedly for you or any remaining members of Biggs’s crew. A few more men patrol here and there around the aerships on the pad. The rest are in the big group standing halfway between your ship and Biggs’s. With them stands a Trullkin, a hulking, thick-skinned and thick-limbed creature in medium armor who carries a double-barreled rifle as well as a massive trull kin axe (greataxe) strapped to its back.

The Kestrel’s engines hum invitingly from her position, though she appears just as you left her … locked up tight, undamaged, and untethered.

I actually haven’t put much thought as to how you guys will get out of this, but it should be fun seeing how it comes together. I’m pulling for you, though the thugs (as i’m sure you’ve guessed) could care less fi they take you alive or dead.

So, what’s your plan?


Health: 7/17 | Strain: 10 | Injury: 0

As the crew groups up in the shadows, Cal whispers to his crew. "Let's not stir up any more trouble than we have to. They know our ship, and my name..." he punctuates that last with a solid glare at Ambrose. "Biggs started the trouble at Shivers' place; hopefully we can talk our way out of this."

He eyes the force between them and the ship once more. "But be ready for anything."


Health:16 | Strain:0 | Injury:0

Doc says enigmatically, "Work your magic, Captain, and we'll work ours." The archaeologist hovers towards the back of the group, preparing for non-conventional warfare if things go poorly.


Human Cavalier (Huntmaster) 3
stats:
HP: (28/28) AC 20 (FF 18, Touch 12) FS +6, RS +4, WS +4 (+2 vs fear and compulsion), Initiative: +2 Perception: +8 (+10 adjacent to Elsie)

Ambrose will stand side by side with the captain. When they approach to parley he'll hold his hands out wide to show he is unarmed.

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