DM Vord's Zeitgeist Act I - Portents of a Starry Sky

Game Master Vorduvai

"Times are turning. The skyseers – Risur’s folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist."

Current Date: 6 Summer, 500 A.O.V. (towards early Hunter's Moon on 10 Summer)
Current Location: Cloudwood District, Flint City, Risur
Prestige Favors Used: Risur 0 / Flint 0 / Unseen 0 / Family 0
Summary of Clues HERE


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**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Coaltongue Sabotage
Round 1, Initiative 17

Conditions/Effects: Studied Target Fiery Creature, Pepperbox Pistol is drawn

FA: Speak
MA: Studied Target - Fiery Creature
SA: Perception check

Untrained K. Arcana: 1d20 ⇒ 6

Willem nods and begins to study the Fire Sprites, "Emma, I can not engage the Fire Sprites unless y'all trust my precise shooting to hit them?" In addition, he keeps his periphery on the doors next to him for any more surprising "guests".

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

[Got to love them dice rolls.]

However the noise of combat and the band are most likely interfering with Willem's perception.


Male

Sabotage of the R.N.S. Coaltongue
Round 1, Initiative 13

Coaltongue Map
Coaltongue General Info
*****************************************************

Fire Sprite #1
Round 1, Initiative 13
MA: Move (fly) 5’ to Gemma
SA: Attack Gemma

Fiery Bite vs. AC18: 1d20 + 1 ⇒ (12) + 1 = 13

Fire Sprite #2
Round 1, Initiative 13
MA: Move (fly) 5’ to Anneca
SA: Attack Anneca

Fiery Bite vs. AC12: 1d20 + 1 ⇒ (7) + 1 = 8

Fire Sprite #3
Round 1, Initiative 13
MA: Move (fly) 5’ to Anneca
SA: Attack Anneca

Fiery Bite vs. AC12: 1d20 + 1 ⇒ (7) + 1 = 8

Despite the absence of their mistress that summoned them from the Dreaming, the three fire sprites chitter with rage and surge forward to attack the constables at the entrance of the Wizard's Room, flying towards them with fiery wings and needle-sharp teeth from extended maws. Here and there the carpet and plush chairs nearest the sprites smolder but do not catch in open flame. With audible snaps they try to chomp down on the arms and shoulders of both Gemma and Anneca, their chittering turning to a high-pitched shrieking. Yet despite the uncomfortable heat and violence of the creatures their attempts prove feeble; both female constables in the vanguard ward off the bites with trained martial expertise.

*****************************************************
Combat, Round 1
Tick-Tock…40!?

Initiative Order:
Ilton: 24
Sorkana: 17
Willem: 17
Gemma: 13
Fire Sprites: 13
Arthur: 10
Emerson: 8
Anneca: 4
* all participants are ready and not flat-footed for this combat

Tactical Map

Foe Summaries:
Fire Sprite #1: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Fire Sprite #2: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Fire Sprite #3: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Sorkana Dell: 22/22 hp; AC 17/13T/14FF; +2F/+3R/+4W(+6 vs enchantments); CMD 14; resistances?, immunity to sleep
Ilton: 14/18 hp; AC 16/14T/13FF; +3F/+7R/+0W(+2 vs fear); CMD 13; ki powers

Combat Notes:
* You have the overall decks map at the top of the post for your orientation of the ship’s decks. The one stairwell down to the Engine Deck is on the port-side through the door past the stairwell that comes down from the Gun Deck. Alternatively, the forward ladderway reaches all decks.
* With the band playing above, combat cannot be heard by anyone up on the main deck. For now, you are on your own!
* Movement on stairwells is 10’ of movement cost between decks, with no penalty to movement or checks needed.
* Movement on ladders is 10’ of a DC0 (no check needed) fast climb at quarter-speed climb rate, with a DC5 Climb for half-speed climb rate. You need a move action to get on or off the ladder. Alternatively (for descending only), you can make a DC15 Acrobatics check to “slide” 10’ to the next deck down immediately. If you fail by 5 or less, you take 1d6 non-lethal damage and are still standing one deck down. If you fail by 6 or more, you fall all the way to the bottom deck – if more than one deck up you take the appropriate lethal damage and are prone after the fall.

Arthur, Emerson and Anneca are up!


Human Alchemist (Grenadier / Saboteur) 1 AC 16/13/13 / HP 10/10 / F +3 R +5 W +1 / Init. +3 / Perc. +5 / Bombs 5/5)

Sabotage of the R.N.S. Coaltongue
Round 1, Initiative 10

SA: Attack Ilton

Save DC13: 1d20 + 3 ⇒ (10) + 3 = 13
Attack vs AC16: 1d20 ⇒ 17
Damage: 1d6 ⇒ 1

Arthur knows that he can't risk shooting the halfling at this close range. Instead, he pulls his truncheon out and brings it down, trying to catch him on the skull. Reacting to the poison, his abdominal muscles contract. While he manages to score a hit, it does not put the foe down.


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Sabotage of the R.N.S. Coaltongue
Round 1, Initiative 8

SA:Cast Heal on Arthur
MA: Move to AM8

Heal Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

Emerson takes a deep breath and channels his inherited power to close up Arthur's wound. The poison is virulent and is difficult to counteract, but he does offer some healing to his friend.

"Don't let me get in your way Willem. Have at them!" Emerson steps out of Willem's way to give him a better shot of the sprites.

Arthur current HP 5


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Sabotage! | Round 1, Initiative 4
hp 7/7; AC 12/12T/10FF; +1F/+2R/+2W

FRA: Withdraw
> 45' to AJ13
> 10' down stairs
> 5' towards engines
Knowledge: Arcana 1d20 + 8 ⇒ (15) + 8 = 23

Reeling with rage from the betrayal, Anneca briefly considers blasting away at the fiery creatures -- but the chaos of battle would make it quite hard to hit any of the tiny sprites. After pushing down this initial impulse, she realizes that Gemma is right. "Got it. I'll slow her down, at least, but I might not be able to kill her on my own." She carefully takes a few steps backwards into the area that Emerson has just vacated, then turns and runs down the corridor to the stairs that will lead her down to the next level. "Need some gold," she mutters to herself as she looks around for the eladrin woman. "Gonna jam it in her heart, see her teleport out of that."


Male

Sabotage of the R.N.S. Coaltongue
End of Round 1

Berth Deck
As the constables' fight with the fire sprites and Ilton continues, Duchess Ethelyn of Shale floats there for several moments outside the aft portals of the Wizard's Room, watching them impassively. Betrayer of her brother the King, complicit in the murders of five in that room alone, and seemingly the mastermind as to the rebel's assassination attempt earlier in the day. Yet for all of this, she shows neither enjoyment nor sorrow, simply a resigned acceptance as to her zealous mission. A strange series of dolphin-like chirping sounds echoes up from below her, and Ethelyn simply nods to the unseen being; with ease the tentacles lower her down and away from the constables' view.

In the hallway itself, Willem and the others see no other guest quarters doors open up to their left or right - apparently the sprites and halfling assassin are all that face them, though there is no way to be absolutely certain without a thorough search. What they do know is that besides the Duchess herself, the handmaiden Sorkana represents their greatest threat they have...and she is at large somewhere in the engine room below them.

Engine Deck
The stairwell down to the Engine Deck is at AJ15, but with plenty of movement Anneca makes it to the middle of the stairwell (still some 6' off the ground) and is now on the Engine Deck level, AY14.

Arcane Check Results:
Anneca knows there is inlaid gold all around the ship's portholes and exterior doors, especially topside at the wheelhouse. For it to be successful, it would have to either cover the fey entirely (such as gold dust), or form a closed ring or circle to prevent teleportation. What Anneca really needs is a pair of mage-cuffs, though those are expensive and only requisitioned out by senior constables for special missions.

That all said, Anneca remembers in her studies that while fey can do this largely at-will, eladrin elves are limited in their abilities of the fey step, needing to fully rest before each attempt. It's possible Sorkana cannot do this again today, though you cannot be absolutely certain.

Caught up in her thoughts of countering Sorkana and having retribution, Anneca rushes through the port-side bulkhead hatch that was partially open, finding the stairwell down to the engine room that she remembers from her tour. She hears voices as she starts to descend...

"...they's all taken care of mum and the furnace room is clear," says a man in engineer's garb and who carries a large bloodied wrench in his calloused hands. He stands below her and to her right next to a mostly open hatch door that separates the engine boiler room from the furnace room.

"Right, and I've already disabled the boiler alarm," says a second "engineer" in a faster-paced voice, a similar-looking wrench in his hand though unbloodied. Anneca also notices he bears the same kind of bulbous-head wand that Sorkana is holding at his belt.

"Good," replies Sorkana with a slight hurried rush to her voice. "Now we have no time to spare. We must seal the furnace..." Sorkana stops as her more normal appearing blue eyes look up sharply at Anneca at the top of the stairwell.

Both henchmen stare at the enemy constable, gripping their wrenches tightly.


Male

Sabotage of the R.N.S. Coaltongue
Coaltongue Map
Coaltongue General Info
*****************************************************

Initiative:

????: 1d20 + 5 ⇒ (16) + 5 = 21
Jenner & Ostman: 1d20 + 0 ⇒ (19) + 0 = 19

Berth Deck, Aft Section
Ilton, halfling assassin
Round 2, Initiative 24
SwA: Ki for Attack Speed (Su)
FRA: Attack Arthur
FA: speak

first shortsword attack AC16: 1d20 + 6 ⇒ (4) + 6 = 10 miss
second shortsword attack AC16: 1d20 + 6 ⇒ (11) + 6 = 17 hit
damage: 1d4 ⇒ 1 1hp dmg to Arthur

Ilton snarls at the slash down his already bloodied white coat, threatening Gemma with his blade. "You want to play, girl? Let's open up a few holes in you to stick things in eh?" The halfling assassin appears to lunge at Gemma but redirects his blade back to Arthur with amazing speed, batting away his truncheon first and then stabbing him in the left shoulder. Arthur was quick, however, and leaned back just as he was struck, the point of the blade not entering in too deep. With another snarl of frustration at his attacks not bringing the grenadier down, Ilton continues to fight.

*****************************************************
Engine Deck, Aft Section
Jenner, saboteur enginner
Round 2, Initiative 19
FA: speak
MA: Move 5’ to AY13
SA: Attack Anneca

wrench attack AC12: 1d20 + 2 ⇒ (14) + 2 = 16 hit
damage: 1d6 + 1 ⇒ (2) + 1 = 3 3hp dmg to Anneca

"I got her! Ostman, go on!" Waving his heavy steel wrench threateningly like a club, the rebel saboteur named Jenner walks to the stairwell and moves up several steps, swinging a vicious underhand swing at Anneca. The attack was quick and low, causing Anneca to take a near-crippling impact to her upper shin. Reeling from the blow, she looks to her left and notices the crumpled and bloodied body of one of the true engineers wedged between the stairwell and the boiler stack, his skull split open.

Engine Deck, Aft Section
Ostman, saboteur enginner
Round 2, Initiative 19
SA: Open Door to Furnace Room
MA: Move 20’ to AY17

The other saboteur named Ostman moves quickly to the hatchway that separates the boiler room from the furnace room, opening it with raw strength. A blast of heat fills the already hot boiler engine room, suggesting the furnace is at full stoke or beyond normal tolerances. He watches menacingly as his fellow hits Anneca with his wrench with a loud crack, though the height of the stairwell and the metal railing keeps him from "That's it Jenner! Take her knees out! I'll be right back to help you!" He moves into the room beyond for whatever next step of sabotage has been planned with their mistress.

Sorkana Dell, handmaiden saboteur
Round 2, Initiative 17
FA: speak
MA: Retrieve Jiese Gem from satchel
SA: Move 30’ to AX15

Sorkana merely stares at Anneca irritably as her henchmen move to action, dipping her free hand in the satchel at her belt for something. She draws forth a Jiese Gem that looks remarkably similar to the one around the torc that the suicidal bomber Garrys was wearing earlier, though to Anneca this one seems to pulse brightly as if alive or sentient. As Ostman has already opened the hatch door she resolutely walks forward and through it into the furnace room.

*****************************************************
Combat, Round 2
Tick-Tock…39!?

Initiative Order:
Ilton: 24
????: 21
Jenner & Ostman: 19
Sorkana: 17
Willem: 17
Gemma: 13
Fire Sprites: 13
Arthur: 10
Emerson: 8
Anneca: 4
* all participants are ready and not flat-footed for this combat

Tactical Map, Berth Deck
Tactical Map, Engine Deck

Foe Summaries:
Fire Sprite #1: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Fire Sprite #2: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Fire Sprite #3: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Ilton: 13/18 hp; AC 16/14T/13FF; +3F/+7R/+0W(+2 vs fear); CMD 13; ki powers
Sorkana Dell: 22/22 hp; AC 17/13T/14FF; +2F/+3R/+4W(+6 vs enchantments); CMD 14; resistances?, immunity to sleep
Jenner: 19/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;
Ostman: 19/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;

Combat Notes
@Anneca: The stairwell has a railing to either side, preventing movement off to either side, but also doesn’t allow for melee attacks to either side or threatened square status.
* With the band playing above, combat cannot be heard by anyone up on the main deck. For now, you are on your own!
* Movement on stairwells is 10’ of movement cost between decks, with no penalty to movement or checks needed. Each stairwell has a railing to either side, preventing movement off to either side, but also doesn’t allow for melee attacks to either side or threatened square status.
* Movement on ladders is 10’ of a DC0 (no check needed) fast climb at quarter-speed climb rate, with a DC5 Climb for half-speed climb rate. You need a move action to get on or off the ladder. Alternatively (for descending only), you can make a DC13 Acrobatics check to “slide” 10’ to the next deck down immediately. If you fail by 5 or less, you take 1d6 non-lethal damage and are still standing one deck down. If you fail by 6 or more, you fall all the way to the bottom deck – if more than one deck up you take the appropriate lethal damage and are prone after the fall.

Willem and Gemma are up!


Male

Meanwhile...on the Main Deck
The band is well into the first stanza of the Risuri Anthem as the 'King's Bodyguards' detachment of the R.H.C. stand in their customary places behind the King. Ifris, as usual, is directly behind King Aodhan, almost literally the human shield to protect his back from harm. Anya Landreth always takes her place to the King's right, and Cealena Kirby on the left. It has been this way for well over a year now that Ifris has been on this "honored" detail.

Standing there as she is as the orchestra's music fills her ears, her mind wanders to what the anthem means to her. Interestingly, the music still stirs something patriotic and dutiful within her. So why does she increasingly loathe her near unique and valued status as one of three constables who ensure the King's safety?

Perhaps it is as she stated to poor Willem Muhnee earlier on the deck. That the politics of the Constabulary are present and constant, and that the "simpler days" were back during the war when they were too naive and young to know any better. Perhaps the politics of Slate Branch are getting to her, the dealings with Kirby and Landreth as they fawn and preen for position and status slowly depriving her of real purpose. Watching good honest men such as Muhnee have their careers wither and die before they had a chance to prove themselves. Certainly as a "four-nine-eight" constable she had to prove herself to the naysayers of the veteran constabulary who preferred the older ways of apprenticeship to the job, but that never really impacted her directly.

No, Ifris knew deep down that her dissatisfaction with the Constabulary is much about the same cause that drove her to resign her full commission from the Navy and apply for the R.H.C. in the first place. She was unique in Risur, an oddity and a weapon, something to be valued and studied, but never wasted. Even if the war had never ended, Ifris was certain her talents would never be put to use on a battlefield again - not even to stay on the seas on a proper warship - and she would never have a chance to fulfill the purpose of a true soldier. Writing her journal and her thesis, teaching at the academy after the war...these would be the only opportunities she would ever have. As Willem would probably say, she could not abide at being left in the pasture because her coat was a unique color.

So she left the Navy and joined the Constabulary, where her unique talents would be put to real use for the service of Risur. Proud of her admittance and gaining her badge, she was ready for some real assignments of quality. When Director Price-Hill personally called for her transfer to Slate Branch for the King's personal detail, she did not question the importance of the assignment, thinking there could be no higher duty than to ferret out the King's enemies and keep him safe on his travels. Little did she know that her "assignment" was nothing more than a glorified honor guard detail.

Ifris Lanvaldan, Constable and King's Bodyguard, inspects carriages and trails behind the King and his retinue, even as Willem, Emerson and this group of green "four-double-nines" foils a real assassination plot just an arrow's shot away from her. The constables of Flint Branch were doing the true work, while Ifris was little more than dressing on the meal. It was hard to comprehend sometimes.

Suddenly her brooding thoughts are interrupted by a soft whisper at her ear, a whisperspeak message directed to her. She leans to her left around Aodhan and looks sharply to those singing the anthem in the front row, and sees the face of her speaker even as his words are heard in her ear. Though it has happened before on two or three occasions, Ifris is still surprised to find it is none other than Director Price-Hill himself, an uncharacteristic look of stress and irritation upon his face.

"Constable Lanvaldan. The Principal Minister asked Inspector Delft to send the newer constables down below decks, to find the Duchess of Shale and ensure her attendance at our King's speech. They have failed to do this...I do not know if these newer constables have issues of quality and punctuality, but I certainly expected a war veteran such as Muhnee to follow a simple set of instructions...no matter...please go below on the double-quick, recover the Duchess and return her to her assumed place immediately! Her absence is being noticed. Use the foredeck stairs please."


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Anneca feels the pain rocket through her leg as the saboteur bashes her in the leg. She shouts in alarm to the others that there are more attackers than expected. "Two more down here!"


Female Human (Risur) Soulknife (Armored Blade/Shielded Blade/Gifted Blade) 1, Aegis 2 ; AC 22/13/19 / HP 24 / F +4 R +5 W +6 / Init. +5 / Perc. +7 / Sense Motive +4


Sabotage! | Round 2, Initiative XX
hp 13/13; AC 12/12T/10FF; +2F/+4R/+4W


MA: Move across upper deck to forward stairwell and descend.
SA: Survey surroundings Perception Check: 1d20 + 6 ⇒ (5) + 6 = 11
FA: Hunch about environment Sense Motive: 1d20 + 3 ⇒ (17) + 3 = 20

__________________

Ifris was never one to scrutinize opportunity, even if that headstrong determination is what got her collecting dust here in Aodhan's prodigious shadow in the first place. The Director's request is another such opportunity, but more importantly it is a relief—however temporary—from the position as window-dressing. Ifris steps aside to Anya, giving her a knowing nod and motioning to the vacancy behind the king's back, followed by a quick gesture in Price-Hill's direction. She needn't say more as she departs; the two soldiers speaking the same nonverbal "language." Discretely extricating herself from Aodhan's retinue to insinuate herself into the crowd with gentle application of shoulder and hip and dutiful stare. She knows Muhnee doesn't relish being relegated to the position of highly-polished errand boy, but that wouldn't impede him from being the best godsdamned errand-boy on the ship. Something doesn't add up.

Making her way through the crowd, Ifris recognizes the difficulty she's having in hearing her own footsteps—or even the voices of the crowd—over the band. If something were delaying Muhnee and the others below decks, there'd be no way for anyone topside to hear. That thought has Ifris' pace hastening. Submerged paranoia about this entire operation going too smoothly comes bubbling back to the surface as Ifris' social anxiety heats to a boil, pressed as she is just so between throngs of spectators. If roles were reversed, if she blamed the chip on her shoulder on Aodhan, this is when she'd act.

Once she's halfway down the foredeck stairs, Ifris picks up her pace and enters the gun deck. Rows of cannons flank either side of the spacious floor, each row briefly drawing her attention and reminding the former marine of her service during the war—such as it was. The quiet of the gun deck compared to the upper deck strikes Ifris the wrong way, enough so that her first steps off of the stairs are slow ones. Glancing back up over her shoulder, Ifris eyes the stairwell, then back to the gun deck's open space and plentiful shadows. Where was Muhnee?


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

hp 12/12; AC 18/14T/14FF; CMD 18; +3F/+3R/+0W
Conditions/Effects: None
FA: Speak
MA: Five foot diagonal step back to AL7
SA: Attack Ilton with sabre

Gemma simply cocks her head to the side at the hafling’s comment and then takes another sabre strike.

sabre: 1d20 + 4 ⇒ (10) + 4 = 14 Miss!

She is intent on finishing off her foe and hopes that Willem is able to take out the fire sprites so she doesn’t get attacked again from the side. To her dismay, however, her strike does not hit it's mark. She then hears Anneca’s call of alarm and instantly starts to recalculate the fight in her head in order to give Anneca the help she needs.

Willem can take out the sprites. Arthur isn’t too bad off and can keep using his truncheon. If Emerson trades places with me, I can get to Anneca downstairs. He’s closer but I don’t know how fast he can move and his pistol fire might cause problems in the boiler room. I don’t know. I have to get to her without taking a cut to the back. If I leave, it’ll be three against three. The hafling’s already taken some damage. I don’t know how hardy the sprites are though. I have to take the chance. That damn fey isn’t leaving this ship.

Gemma calls out to her comrades again, feeling confident that her plan will work. “Arthur, can you please forcefully subdue our traitor here?” She then casts a quick glance to Emerson and then to Willem. “Emerson, if you would kindly take over and assist Constable Wilde while Willem gains the upper hand over those sprites.” She knows that all it would take is one missed hit on the foes or one that hits too solidly on a constable for the plan to unravel, but all she can do is hope for the best. Preventing the ship from exploding is the most important objective right now. And she knows nothing can be done about Ethelyn.

She takes a step back, closer to Willem, so that she can make her way towards the stairs and Anneca. “I will be there shortly. Try and hold them off.” Gemma yells to her hoping Anneca is able to defend herself in the meantime.

All I have to do is grab her, right? Just grab her and hold her so she can’t get away.

Gemma wiggles the toes on her right foot, feeling the sensation of the small gold band around her third toe. She easily remembers the day her sister came home with it and held it out in her hand for Gemma to take. Her sister had gotten one for herself as well, but chose to wear it on her left, third toe. Despite all her scruples, Gemma never questioned where her sister got them or how she paid for them. It didn’t matter. It was one of the few things in the world that made her truly feel safe.

That fey is not leaving. I swear by my sister and all of Lanjyr, she is not leaving. I’ll kill her if I have to before she gets away. I don’t care how it looks. Damn, soulless fey.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Sabotage of the R.N.S. Coaltongue, Berthing Deck, Init 17
hp 11/11; AC 17/13T/14FF; CMD 17 +3F/+5R/+2W
Conditions/Effects: Pepperbox Pistol already drawn, Studied Target - Fiery Spring +1 ATK/DAM, Point Blank Range - +1 ATK/DAM
FA: Speak
SA: Attack With Pepperbox Pistol
FA Rotate Barrel to chamber new round, 5/6

Willem watches Anneca run by him, "Where are you - ?" Then Anneca's call for help comes from the stairwell, "That is why you don't go runnin' around and stir up them hornets. We have enough hornets to deal with. Stick together!"

Willem aims his Pepperbox pistol as fiery sprite as Gemma steps in the way, "Gemma don't -"

Willem fires his Pepperbox pistol but thanks to his military training, life on the spread, and fine aim, the round finds its way past Gemma without touching her, but she definitely heard the wooooshhh and rapport of Willem's pistol of the round leaving his pistol and passing by her ear.

1d20 + 6 ⇒ (17) + 6 = 23
1d8 + 2 ⇒ (7) + 2 = 9

Willem shakes his head as he rotates his barrel to chamber the next round and replies to Gemma, "Ok, I'll stay here and you go help Anneca."


Male

Sabotage of the R.N.S. Coaltongue
Round 2, Initiative 13
Coaltongue Decks Map
Coaltongue General Info
*****************************************************
Berth Deck, Aft Section

Fire Sprite #1
Round 2, Initiative 13
MA: Move (fly) 5’ to AM6
SA: Attack Gemma

Fiery Bite vs. AC18: 1d20 + 1 ⇒ (7) + 1 = 8 miss!

Fire Sprite #2
Round 2, Initiative 13
DYING

Fire Sprite #3
Round 2, Initiative 13
MA: Move (fly) 5’ to AL6
SA: Attack Gemma

Fiery Bite vs. AC18: 1d20 + 1 ⇒ (2) + 1 = 3 miss!

Willem's crack shot past Gemma's ear plunges directly into the chest of the fiery sprite creature in front of them, causing it to wail in pain as it falls to the floor by the open doorway. Fire around the fey grows dim and dulls in color, causing the other two sprites to chitter and shriek in renewed rage. Both sweep forward into the hallway space vacated by Anneca and Gemma, focusing their fiery teeth upon the remaining female constable for either moving away from them or perhaps confused as to who downed their friend. In any case, both sprites try violent but predictable attacks upon Gemma, which she deftly blocks with her sabre.

*****************************************************
Combat, Round 2
Tick-Tock…39!?

Initiative Order:
Ilton: 24
????: 21
Jenner & Ostman: 19
Sorkana: 17
Willem: 17
Gemma: 13
Fire Sprites: 13
Arthur: 10
Emerson: 8
Anneca: 4

Tactical Map, Berth Deck
Tactical Map, Engine Deck

Foe Summaries:
Fire Sprite #1: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Fire Sprite #2: -3/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying & helpless
Fire Sprite #3: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Ilton: 13/18 hp; AC 16/14T/13FF; +3F/+7R/+0W(+2 vs fear); CMD 13; ki powers
Sorkana Dell: 22/22 hp; AC 17/13T/14FF; +2F/+3R/+4W(+6 vs enchantments); CMD 14; resistances?, immunity to sleep
Jenner: 19/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;
Ostman: 19/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;

Combat Notes
@Anneca: The stairwell has a railing to either side, preventing movement off to either side, but also doesn’t allow for melee attacks to either side or threatened square status.
* With the band playing above, combat cannot be heard by anyone up on the main deck. For now, you are on your own!
* Movement on stairwells is 10’ of movement cost between decks, with no penalty to movement or checks needed. Each stairwell has a railing to either side, preventing movement off to either side, but also doesn’t allow for melee attacks to either side or threatened square status.
* Movement on ladders is 10’ of a DC0 (no check needed) fast climb at quarter-speed climb rate, with a DC5 Climb for half-speed climb rate. You need a move action to get on or off the ladder. Alternatively (for descending only), you can make a DC13 Acrobatics check to “slide” 10’ to the next deck down immediately. If you fail by 5 or less, you take 1d6 non-lethal damage and are still standing one deck down. If you fail by 6 or more, you fall all the way to the bottom deck – if more than one deck up you take the appropriate lethal damage and are prone after the fall.

Arthur, Emerson and Anneca are up!


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Sabotage of the R.N.S. Coaltongue
Round 2, Initiative 8

SA: Cast Command on Ilton

Ilton save vs DC15: 1d20 ⇒ 12

Emerson is not as trusting in his pistol skills as Willem is but he has to do something. Arthur is clearly in trouble facing two foes at once. Emerson tries to even the odds, at least for a moment. He draws forth more power from within and asserts his will over Ilton.
”Fall!” he says as he points to the Halfling. Amazingly the little would-be assassin falls prone.


Human Alchemist (Grenadier / Saboteur) 1 AC 16/13/13 / HP 10/10 / F +3 R +5 W +1 / Init. +3 / Perc. +5 / Bombs 5/5)

Sabotage of the R.N.S. Coaltongue
Round 2, Initiative 10

HP 4/7

SA: Attack Sprite (AM6)

1: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d8 ⇒ 6

”Are you fething crazy woman? “
Arthur takes the opportunity of the prone Halfling to strike out at the Sprite in front of him. He connects with his truncheon, but not as hard as he would have liked.


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Sabotage! | Round 2, Initiative 4
hp 4/7; AC 14/14T/12FF; +1F/+2R/+2W

NA: 5' step up stairs (AY15)
SA: Attack Defensively
> Blunderbuss vs. Jenner (AC 10) 1d20 - 2 ⇒ (8) - 2 = 6
MA: Draw alchemist's fire

Anneca doesn't have a lot of good options at this point. She shouts for help. "They're trying to blow the ship! Down here!" Even if the other constables defeat the murderous waiter and the sprites, that won't help if Sarkona blows the entire ship to pieces. "They've damaged the failsafes!" She takes a few steps back and tries to shoot the saboteur with a blast of her firearm. Even though he is only a few feet in front of her, she misses with the shot. Hitting him was only one of her concerns, though; the first was trying to get him to remain careful when approaching her, and the second was hoping that the sound of gunfire might attract some more attention. She reaches down and pulls out a vial of alchemist's fire, knowing that she won't have much of a chance to reload her weapon.


Male

End of Round 2

Berth Deck, Aft Section

Fire Sprite #1
0hp
Conditions: disabled/staggered

Arthur’s strike upon the fire sprite next to him lands with a satisfying clunk to the creature’s head, causing it to yelp and spin around as if swooning in the air – it would seem almost comical as if from a puppet show, except that the stakes here are truly life and death.


Male

Sabotage of the R.N.S. Coaltongue
Round 3, Initiatives 24-17
Coaltongue Map
Coaltongue General Info
*****************************************************
Berth Deck, Aft Section

Ilton, halfling assassin
Round 3, Initiative 24
Conditions: prone, invisible

MA: Pull out Potion
SA: Drink Potion (incurs AoO)

Arthur AoO attack AC12: 1d20 + 0 ⇒ (20) + 0 = 20 Hit! Crit potential
Arthur crit confirm AC12: 1d20 + 0 ⇒ (6) + 0 = 6 not confirmed
damage: 1d6 ⇒ 2 2hp to Ilton

Ilton shouts a barely intelligible curse at Emerson, unable to even attempt to rise from the floor of the small guest quarters. With shortsword still in hand, the assassin reaches inside his bloodied coat for a prepared vial of milky liquid; he pops the stopper off of the top and hastily consumes it, even as Arthur raises his truncheon and brings it down hard upon his foe. Unfortunately, Arthur’s violent swing to brain Ilton misses his head by mere inches and raps off his shoulder, bruising his collarbone.

Snickering, the halfling tosses the vial aside as first his body and then his head disappear from view, a rude gesture with his free hand at Arthur and Emerson the last thing they see of the wretch where he lay upon the floor.

*****************************************************
Berth Deck, Mid Section

Guard Athel
Round 2, Initiative 21
FRA: Move 40’ to AI25
FA: speak

Probably due to her scatterblast shot at the enemy saboteur before her or perhaps even due to her shouting, Anneca hears the challenging voice of another female from some paces distant, heard behind her and through the door to the forward area of the berth deck. ”Who goes there? No one is to be below decks at this hour – announce yourselves immediately…or I shall fire!”

Anneca recognizes the voice as the Risuri marine Divianne Athel, who was stationed on duty by the two doors to the firedust magazine rooms during their tour earlier.

Jenner, saboteur engineer
Round 2, Initiative 19
FA: speak
MA: Move 5’ up the stairs to AY14
SA: Attack Anneca

wrench attack AC14: 1d20 + 2 ⇒ (19) + 2 = 21 hit!
damage: 1d6 + 1 ⇒ (1) + 1 = 2 2hp damage to Anneca

Meanwhile, the engineer saboteur called Jenner pats his studded leather jerkin for signs of shot from the scatterblast, only to find that the shot went high and wide right. He glares at Anneca with the clear intent of murder on his mind. ”Think to pelt me? To burn ME? I’LL CAVE YER SKULL IN I WILL!” He leaps forward up the steps between them and lets fly with a wild sideways swing to the right side of her head - it clips her across the cheek and nose, sending blood flying against the stairwell railing and across the floor of the berth deck.

*****************************************************
Engine Deck, Mid Section

Sorkana Dell, handmaiden saboteur
Round 2, Initiative 17
MA: Move 25’ to BB17
SA: Throw Jiese Gem to ???

fire dmg: 1d6 ⇒ 4 0hp dmg to Sorkana

Ostman, saboteur engineer
Round 2, Initiative 17 (delayed to after Sorkana’s action)
MA: Move 10’ to BA17
SA: Close ??? Door

1hp dmg to Ostman

Unfortunately for the constables, neither Sorkana nor Ostman can be seen or heard, other than they seem to be at-large in the large furnace room beyond the boiler engine room where Sorkana had first fey stepped down from the berth deck. A brief shout of pain may be heard echoing up from the engine deck to the berth deck, but anything else is very much unclear…

*****************************************************
Combat, Round 3
Tick-Tock…38!?

Initiative Order:
Ilton: 24
Guard Athel: 21
Jenner: 19
Sorkana: 17
Ostman: 17
Willem: 17
Gemma: 13
Fire Sprites: 13
Arthur: 10
Emerson: 8
Anneca: 4

Tactical Map, Berth Deck
Tactical Map, Engine Deck

Foe Summaries:
Fire Sprite #1: 0/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, disabled/staggered
Fire Sprite #2: -3/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying/helpless
Fire Sprite #3: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Ilton: 11/18 hp; AC 12*/10T*/9*FF; +3F/+7R/+0W(+2 vs fear); CMD 13; ki powers, prone, invisible
* adjusted prone AC for melee attack
Sorkana Dell: 22/22 hp; AC 17/13T/14FF; +2F/+3R/+4W(+6 vs enchantments); CMD 14; resistances?, immunity to sleep
Jenner: 19/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;
Ostman: 18/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;

Combat Notes
* Ilton the halfling is invisible, so in order to attack him you must declare the square where you think he is at, and make your attack; you must roll d100% and score a 51+% to confirm a standard hit
* With the band playing above, combat cannot be heard by anyone up on the main deck. For now, you are on your own!
* Movement on stairwells is 10’ of movement cost between decks, with no penalty to movement or checks needed. Each stairwell has a railing to either side, preventing movement off to either side, but also doesn’t allow for melee attacks to either side or threatened square status.
* Movement on ladders is 10’ of a DC0 (no check needed) fast climb at quarter-speed climb rate, with a DC5 Climb for half-speed climb rate. You need a move action to get on or off the ladder. Alternatively (for descending only), you can make a DC13 Acrobatics check to “slide” 10’ to the next deck down immediately. If you fail by 5 or less, you take 1d6 non-lethal damage and are still standing one deck down. If you fail by 6 or more, you fall all the way to the bottom deck – if more than one deck up you take the appropriate lethal damage and are prone after the fall.

Willem and Gemma are up!


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Sabotage of the R.N.S. Coaltongue
Berth Deck, Aft Section
Round 3, Initiative 13
hp 12/12; AC 18/14T/14FF; CMD 18; +3F/+3R/+0W
Conditions/Effects: None
FA:Speak
FRA:Full Move to AI 14

Gemma hears the words of her fellow constables and understands their concern. However, despite the hafling turning invisible before her eyes and the imminent threat in front of her, Gemma sticks with her decision. She knows that if the actions of sabotage are completed, many more lives could be lost other than just their own. And she cannot allow that to happen.

“Sorry, gentlemen. I have all faith that you will succeed. Hopefully, Anneca and I will as well, otherwise all may be lost.”

Gemma then makes her move, back and past Willem, and through the open door that should have stairs leading down to the boiler room.


Male

Round 3, Initiative 13
DM Adjustment (AoO)

Fire Sprite #3
AoO: Attack Gemma
Fiery Bite vs. AC12: 1d20 + 1 ⇒ (6) + 1 = 7 miss!

The fire sprite nearest to Gemma lunges and takes a snap at her back shoulder as she turns to move away, but snaps into empty air as the constable is too quick for it.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Ooh lucky Gemma, that sprite wanted you. Hint: Say that you are doing a tactical withdraw that way you do not incur an AoO. As for me behind you, I did not see anything in the rules that states you can not tactical withdraw through a friendly, I only saw rules that you can not charge through a friendly.

Sabotage of the R.N.S. Coaltongue
Berth Deck, Aft Section
Round 3, Initiative 17
hp 11/11; AC 17/13T/14FF; CMD 17 +3F/+5R/+2W
Conditions/Effects: Pepperbox Pistol Ready, Study Target - Fiery Sprite {+1 ATK/DAM}, Point-blank Shot {+1 ATK/DAM}, Touch AC range.
FA: Speak
SA: Shoot Fiery Sprite AL6 with Pepperbox Pistol
FA: Rotate Pepperbox Pistol Barrel assembly for next shot - Ammo: 3/5

Willem nods and replies to Gemma, "We will call ya if we run into problems and on your way to help Anneca, look for a speakin' tube or some sort of alarm device for just in case we can no longer be discreet."
After the Sprite attempts to attack Gemma as she leaves and moves past Willem, the sprite is now face to face with a smiling Pepperbox pistol.

ATK: 1d20 + 6 ⇒ (4) + 6 = 10
DAM: 1d8 + 2 ⇒ (8) + 2 = 10

The round barely misses the sprite whizzing past its ear into the room behind it and Willem's smile is temporarily lost in frustration, "SH?@!" Willem rotates the barrel for the next round.


Male

Sabotage of the R.N.S. Coaltongue
Round 3, Initiatives 13-11
Coaltongue Map
Coaltongue General Info
*****************************************************
Berth Deck, Aft Section

Fire Sprite #1
Round 3, Initiative 13
Conditions: disabled/staggered
SA: Attack Arthur
FA: Drops to -1hp, falls

Fiery Bite vs. AC16: 1d20 + 1 ⇒ (5) + 1 = 6 miss! 1hp dmg to Sprite

Fire Sprite #3
Round 3, Initiative 13
MA: Move (fly) 5’ to AL7
SA: Attack Arthur

Fiery Bite vs. AC16: 1d20 + 1 ⇒ (9) + 1 = 10 miss!

Both fire sprites continue their enraged attack against the humans their mistress has summoned them to fight. The one wounded by Arthur takes another lunging leap to bite at his neck, but is deflected back by his truncheon; barely staying aloft at the blow to its head, the exertion causes it to fall unconscious and falls in a heap at Arthur's feet, a puff of dim flame and smoke still surrounding it. Similarly, the other sprite that Willem just missed moves in to threaten both he and Arthur. It chooses to take a chunk out of the grenadier's back, but his jaws close only on sturdy leather and a metal stud, causing the creature to snarl and spit as the taste of the armor was not to its liking.

Of the halfling assassin, Ilton, there is no sound or sign of him...but it does not take a skyseer's vision for the constables to conclude they have not seen the last of him either.

*****************************************************
Combat, Round 3
Tick-Tock…38!?

Initiative Order:
Ilton: 24
Guard Athel: 21
Jenner: 19
Sorkana: 17
Ostman: 17
Willem: 17
Gemma: 13
Fire Sprites: 13
Arthur: 10
Emerson: 8
Anneca: 4

Tactical Map, Berth Deck
Tactical Map, Engine Deck

Foe Summaries:
Fire Sprite #1: -1/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying/helpless
Fire Sprite #2: -4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying/helpless
Fire Sprite #3: 4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold
Ilton: 13/18 hp; AC 12*/10T*/9FF*; +3F/+7R/+0W(+2 vs fear); CMD 13; ki powers, prone, invisible
(* adjusted prone AC for melee attack, 50% concealment)
Sorkana Dell: 22/22 hp; AC 17/13T/14FF; +2F/+3R/+4W(+6 vs enchantments); CMD 14; resistances?, immunity to sleep
Jenner: 19/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;
Ostman: 18/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;

Combat Notes:
Combat Notes
* Ilton the halfling is invisible, so in order to attack him you must declare the square where you think he is at, and make your attack; you must roll d100% and score a 51+% to confirm a standard hit.
* With the band playing above, combat cannot be heard by anyone up on the main deck. For now, you are on your own!
* Movement on stairwells is 10’ of movement cost between decks, with no penalty to movement or checks needed. Each stairwell has a railing to either side, preventing movement off to either side, but also doesn’t allow for melee attacks to either side or threatened square status.
* Movement on ladders is 10’ of a DC0 (no check needed) fast climb at quarter-speed climb rate, with a DC5 Climb for half-speed climb rate. You need a move action to get on or off the ladder. Alternatively (for descending only), you can make a DC13 Acrobatics check to “slide” 10’ to the next deck down immediately. If you fail by 5 or less, you take 1d6 non-lethal damage and are still standing one deck down. If you fail by 6 or more, you fall all the way to the bottom deck – if more than one deck up you take the appropriate lethal damage and are prone after the fall.

Arthur, Emerson and Anneca are up!


Human Alchemist (Grenadier / Saboteur) 1 AC 16/13/13 / HP 10/10 / F +3 R +5 W +1 / Init. +3 / Perc. +5 / Bombs 5/5)

Sabotage of the R.N.S. Coaltongue
Round 3, Initiative 10

HP 4/10 AC 16/13/13 / F +3 R +5 W +1
Bombs 2/5 left

FFS: Five Foot Step to AL6
SA: Throw Bomb at Ilton

Bomb vs AC10: 1d20 + 4 + 4 ⇒ (11) + 4 + 4 = 19

Confirm hit on 51%+: 1d100 ⇒ 38

Ilton takes 6Hp Splash Damage

Sprite AOO on Arthur: 1d20 + 1 ⇒ (7) + 1 = 8 Miss!

”Well this is just great!” The other constables can hear Arthur mumble some creative curses to himself while he nimbly sidesteps the remaining sprite to get a better angle on the invisible Halfling. He pulls another sphere from his pouch and lobs it at the last seen location of Ilton. It’s not a direct hit but the amount of flames created in such a small space must mean that their foe was affected.

The Sprite takes another bite at Arthur but its attacks fail miserably.


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Sabotage of the R.N.S. Coaltongue
Round 3, Initiative 8

HP 10/10 AC 17/12/15 / F+2, R+2, W+3

FA: Draw Pistol
SA: Fire at remaining Sprite

Pistol vs AC11: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 ⇒ 8

Emerson pulls forth the new pistol he acquired from the assassin earlier in the day, points it at the back of the Sprite attacking Arthur and pulls the trigger. The projectile flies true and strikes the creature in the upper back. The force at this range is so great that it crumples to the deck like a sack of potatoes.


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Emerson is going to spend the rest of his action and into the next round looking to see if there is a way to remove the iron cage that contains the Heatward Gem

"Willem, can you see if this Heatward Gem is movable? We may be able to put it to good use in the Engine Room."


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Sabotage! | Round 3, Initiative 4
hp 2/7; AC 12/12T/10FF; +1F/+2R/+2W

SA: burning hands (with alchemist's fire)
> Concentration (DC 17) 1d20 + 5 ⇒ (16) + 5 = 21
> Damage 3d4 ⇒ (2, 3, 3) = 8
> Reflex save (DC 17) 1d20 - 2 ⇒ (17) - 2 = 15 - 8 damage, on fire
NA: 5' step to AI15

Anneca takes another step back, summoning all her fury into magical energy. She drains the fire out of the alchemical vial, using it to fuel the spell. A burst of flame explodes from her raised blunderbuss, forcing him to jerk hard to the railing. With no place to go, she douses him in near-liquid flame. The flames catch on his clothing and flesh, turning him into a smoky avatar of fire. She steps back to yield the floor of violence to the rapidly-approaching Gemma. "Show him some real steel!"


Male

End of Round 2

Berth Deck, Aft Section
The three constables in the hallway hear what sounds like a gurgling last breath of a dying man coming from the open guest quarters, though they are not at the doorway to know from exactly where...

Above them in the cage is the heatward gem next to the enchanted light globe that illuminates the hallway. Though they cannot easily detach the cage from the deck grate that it is attached to, there is a small cage door that appears to easily open, so that the gem can be renewed or replaced.
move action to retrieve the gem, as if retrieving a stored item. However, the gem only protects the wielder (fire resist 1) if taken and moved around.

Berth Deck, Mid Section
A man in the stairwell is fully on fire and screams horribly, the light from the fire clearly seen from the two female constables just above on the berth deck. Strangely to them, that is not the most disconcerting element that they feel, for both Gemma and Anneca think they feel the deck under their feet shudder slightly and hear a groan of metal somewhere underneath them, even as the heat intensifies and the whoosh of steam exhaust can be heard from the direction of the stairwell and the boiler engines beyond...

Gun Deck
A lone constable on the move distinctly hears the sounds of a gun blast from somewhere below her, as well as another woman shouting instructions at what sound like intruders from an unknown location. A lingering rumbling can be felt aft, though from what source is unknown. Above the constable, the Navras orchestra playing the anthem is at full pitch, making it very unlikely anyone on the top deck is aware of potential trouble...


Male

Sabotage of the R.N.S. Coaltongue
Round 4, Initiatives 24-17
Coaltongue Map
Coaltongue General Info
*****************************************************
Berth Deck, Aft Section

Ilton, halfling assassin
Round 4, Initiative 24
Conditions: invisible

MA: ???
SA: ???

No sounds are heard now from the open guest quarters room by the three constables nearby. The wretched halfling probably expired by the sounds of it...but perhaps not...

*****************************************************
Berth Deck, Mid Section

Guard Athel
Round 4, Initiative 21
FA: speak
MA: Move 20’ to AI21
SA: blow signal whistle

"I say again - you are NOT to be down here! Show yourselves immediately or I WILL open fire!" The marine guard sounds a bit closer to the door with the stairwell beyond, and lets out a shrill sound from a signal whistle. It is unlikely, however, anyone will hear it with the band playing up on the main deck.

*****************************************************
Engine Deck, Aft Section

Jenner, saboteur engineer
Round 4, Initiative 19
FA: scream
MA: Move to AX10
SA: Turn ??? Valve

fire burn dmg: 1d6 ⇒ 6 6hp dmg to Jenner

"AHHHHH!" Screaming from the pain and horror of being ignited like a torch, the saboteur named Jenner retreats down the stairs, as he is unable to drop or roll on the metal stairs. He runs back into the boiler engine room near the port side, slapping at himself in a futile manner to put out the flames. Eventually the fire does diminish, but the man is very badly burned. Even so, he puts a charred hand on a metal valve wheel near the port-side of the rear boiler and begins to turn it counter-clockwise.

*****************************************************
Engine Deck, Mid Section

Sorkana Dell, handmaiden saboteur
Round 4, Initiative 17
FA: speak
SA: Use wand on ???
MA: Move 30’ to BD22

"Ostman! GO! Finish your task and slay the enemies of the true Risuri! Remember our Lady and GO!" Sorkana can clearly be heard shouting her instructions, doing something in the furnace room and then walking towards the forward part of the room near the firegem bins.

Ostman, saboteur engineer
Round 4, Initiative 17
FA: speak
MA: Move 30’ to AX13
SA: READY ACTION (attack any foe in melee range)

"JENNER!" The other saboteur called Ostman calls out to his comrade in a low deep voice, moving with purpose back into the boiler engine room to where he can see the other man, an urgent concern in his voice. "Aww Jen I'm sorry but we'll get em...that's right Jenner! Close it off!" Ostman swings his wrench around like a club and sets himself to cover both the stairs and doorway, ready to smash the head open of any who approach there. "C'MON YOU #%&!s! LET'S SEE WHAT YER MADE OF!"

*****************************************************
Combat, Round 4
Tick-Tock…18!?

Initiative Order:
Ilton: 24
Guard Athel: 21
Jenner: 19
Sorkana: 17
Ostman: 17
Willem: 17
Gemma: 13
Fire Sprites: 13
Arthur: 10
Emerson: 8
Anneca: 4

Tactical Map, Berth Deck
Tactical Map, Engine Deck

Foe Summaries:
Fire Sprite #1: -1/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying/helpless
Fire Sprite #2: -4/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying/helpless
Fire Sprite #3: -2/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying/helpless
Ilton: ??/18 hp; AC 16/14T/13FF; +3F/+7R/+0W(+2 vs fear); CMD 13; ki powers, invisible
Sorkana Dell: 22/22 hp; AC 17/13T/14FF; +2F/+3R/+4W(+6 vs enchantments); CMD 14; resistances?, immunity to sleep
Jenner: 5/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;
Ostman: 18/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;

Combat Notes:
Combat Notes
* Ilton the halfling is invisible, so in order to attack him you must declare the square where you think he is at, and make your attack; you must roll d100% and score a 51+% to confirm a standard hit.
* With the band playing above, combat cannot be heard by anyone up on the main deck. For now, you are on your own!
* Movement on stairwells is 10’ of movement cost between decks, with no penalty to movement or checks needed. Each stairwell has a railing to either side, preventing movement off to either side, but also doesn’t allow for melee attacks to either side or threatened square status.
* Movement on ladders is 10’ of a DC0 (no check needed) fast climb at quarter-speed climb rate, with a DC5 Climb for half-speed climb rate. You need a move action to get on or off the ladder. Alternatively (for descending only), you can make a DC13 Acrobatics check to “slide” 10’ to the next deck down immediately. If you fail by 5 or less, you take 1d6 non-lethal damage and are still standing one deck down. If you fail by 6 or more, you fall all the way to the bottom deck – if more than one deck up you take the appropriate lethal damage and are prone after the fall.

Willem and Gemma are up!


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Sabotage of the R.N.S. Coaltongue, Engine Deck
Round 4, Initiative 13
hp 12/12; AC 18/14T/14FF; CMD 18; +3F/+3R/+0W
Conditions/Effects: None
FA: Speak to Anneca
MA: Move to AY13
SA: Attack Ostman with sabre

Attack with sabre: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm Crit: 1d20 + 4 ⇒ (7) + 4 = 11
Crit not confirmed!
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Gemma is finally able to get to Anneca and move past her. She can see that Anneca hasn’t fared so well in her fight and is glad to come to her aid.

She looks to Anneca briefly. “Do what you can to heal yourself and let’s get back in it! How many do you think there are?” Gemma doesn’t really care how many there are. Whether it’s three or thirty makes no difference. She must do what she can to save the ship and, in turn, keep the king from harm. But it is information to keep in the back of her mind as she moves forward into the fray.

As she makes her way quickly but cautiously down the stairwell, she sees a man on her right as she nears the bottom. Seeing the large wrench he swings around in his hand, she can only assume that he is not on their side and goes after him with her sabre, hoping to quickly strike home and gain the upper hand.

With her first cut, she does indeed strike well...a vicious cut right across the man's shoulder. Not enough to take him down, but certainly enough to make him bleed.


Male

Ostman, saboteur engineer
Round 4, Initiative 13
SA: (Readied) Attack Gemma with wrench
wrench attack vs. AC18: 1d20 + 2 ⇒ (4) + 2 = 6 miss!

Just as Gemma moves down the stairwell and brings up her sabre, the hulking Ostman swings his wrench to shatter her ribs. However, the brute force of his attack also shows that he does not have much skill, and Gemma easily deflects the wrench with the metal guard of her sabre as she ripostes with her own attack.

Ostman now goes at Initiative 13, just ahead of Gemma


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

"Willem, I found a latch on this cage. Go help the girls and I'll grab the gem."


Male

In reviewing the revised initiative order for Ostman, I realized the Fire Sprites at Initiative 13 is moot, as the Fire Sprites are all dying and helpless. So at this point my revised statement for the rest of Round 4 is:

Willem, Arthur, Emerson and Anneca are up!


Human Alchemist (Grenadier / Saboteur) 1 AC 16/13/13 / HP 10/10 / F +3 R +5 W +1 / Init. +3 / Perc. +5 / Bombs 5/5)

Sabotage of the R.N.S. Coaltongue
Round 4, Initiative 10

HP 4/10 AC 16/13/13 / F +3 R +5 W +1
Bombs 0/5 left

Burn Hero Point for extra action
SA: Throw Bomb at intersection of AN6-AN7-AO6-AO7
SA: Throw Bomb at intersection of AN6-AN7-AO6-AO7
FFS: Five foot step to AM6
MA: Close door to guest quarters

Bomb vs AC5: 1d20 + 4 ⇒ (1) + 4 = 5
Bomb vs AC5: 1d20 + 4 ⇒ (15) + 4 = 19

Splash Damage 12HP to all in that area

”You think any of us are falling for that, you f$%*#@* midget? Well think again!” Arthur pulls the last of the bombs in his satchel and throws two with almost supernatural speed. Since he can’t see his foe, he chooses the center of the rug in the guest room as a likely target that should do enough damage to all within the 10’ blast radius. WHOOOOSH…..THUMP…..THUMP!!!!

He squints his eyes during the explosion to ward off any errant fragments that might come his way and wonders if the idiots upstairs can feel or hear any of this. Morrons

After the bombs detonate he rushes forward and closes the door to prevent the invisible Halfling from escaping. If he survived the blast that is…..

"You guys go on ahead. I'm going to make sure this chump doesn't make it out of this room alive."


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Sabotage of the R.N.S. Coaltongue
Round 4, Initiative 8

HP 10/10 AC 17/12/15 / F+2, R+2, W+3


SA: Reload Pistol
SWA: Holster Pistol
MA: Remove Heatward Gem and drop in coat pocket
FFS: Five Foot Step to AL9

Emerson turns his back slightly while the bombs go off, all the while reloading his pistol. He holsters it quickly and pulls the Heatward Gem from its cage, dropping it into his duster pocket. He starts to move in the direction of Anneca and Gemma but yells back to his office mate.

”Great! We’ll be back! Assuming the whole ship doesn’t explode first!”


Male

Round 4, Initiative 10
DM Adjustment (splash rule)

1d8 ⇒ 3 first bomb bounces and lands at AN-AO/7-8
some damage to door but it holds closed

Arthur notices the first bomb takes an awkward bounce to his left and lands up on a fine oaken writing table next to an old-style quill and fine parchment, while his second and last bomb stays on the carpet where he intended it to go.

As the thump! thump! of both bomb blasts goes off while Arthur closes the door, he cannot help but think he hears a pitiful moan from somewhere in the room followed by a sharp curse. The door feels warm to the touch and there are several splits in the wood from the closer blast, but it does hold shut in the doorframe for now.


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Sabotage! | Round 4, Initiative 4
hp 2/7; AC 12/12T/10FF; +1F/+2R/+2W

SA: Reload blunderbuss
MA: Draw potion of cure light wounds

Anneca pulls out the pellets from her belt and quickly reloads her weapon so that she can get back in the fight. Her body aches from the brutal assault with the wrench, but that will be irrelevant if they blow to kingdom come. She holds the firearm in one hand, drawing out the vial of healing liquid that she took from the assassins earlier in the day. Getting ready to drink it and return to the fray, she shouts an answer to Gemma. "Those two and the eladrin! I think there might be a guard down there still fighting!"


Female Human (Risur) Soulknife (Armored Blade/Shielded Blade/Gifted Blade) 1, Aegis 2 ; AC 22/13/19 / HP 24 / F +4 R +5 W +6 / Init. +5 / Perc. +7 / Sense Motive +4

Sabotage! | Round 2, Initiative ??
hp 13/13; AC 21/12T/19FF; +2F/+4R/+4W


MA: Move to ladder shaft and quick descend
Acrobatics DC 15: 1d20 + 6 ⇒ (20) + 6 = 26
MA: Form Mind-Blade and Mind-Shield
>> Hero Point Use: Additional move action
MA: Form Mind-Armor
FA: Queue big damn hero theme.

__________________

The sound of shouting and gunfire coming from belowdecks sends a chill down Ifris' spine. Back tensing, she brows furrow and eyes go momentarily wide. There was a time—not all that long ago—that she experienced a sensation like this when out at sea. Five years gone, those memories come rushing back when the pitch and yaw of the ship, coupled with cries of combat reverberate all too well through the pages of history.
 
 
 
Five Years Earlier...
 
 
 
 
 
The thundrous roar of cannonfire is deafening, even from across the divide of half a ship's width. Ducking for cover behind a tarp-covered pile of cannonballs, a young woman of sixteen clasps her hands behind her head and presses her brow to her knees. A whistling sound screams overhead, followed by the explosive crack of splitting wood and the clattering of chains. Jerking her head up to look behind herself, the young woman sees enormous mechanized grappling hooks deployed in the deck of the ship, chain tow-lines snaking across the deck before suddenly becoming taut, followed by a groaning pitch of the ship towards the Danor vessel that has come alongside.

Shouts and screams come from every direction, and several Risuri cadets charge past where the girl had taken cover. Sabers out, they move towards the port side of the transport, and from over the munitions pile, the girl can see Danor soldiers readying rifles as enormous winches haul the transport ship closer by the anchored grappling hooks.

"Lanvaldan!"

The voice sends a shock down her spine, and as the girl whips around to find the source, she sees Captain DeWitt with pistol in one hand and saber in the other directing the comissioned officers into the aftcastle. He brandishes his saber at the girl, indicating for her to join them and not go out with the other cadets. Scrambling to her feet, Ifris Lanvaldan sprints towards the door to the aftcastle as gunfire cracks out. Screams of the cadets at her back ring out amid the pop of musketfire.

Ifris skids on seawater, collides with DeWitt and quickly finds one of his strong arms around her midsection, hauling her close and then heaving her into the aftcastle. He yanks the door shut, backing away with his pistol trained on the doorway. "Watch the windows!" Captain DeWitt hollars, scanning out the aft side windows and seeing only ocean. A few musket pops accompany the port side windows blowing out and one of the officers collapsing to the ground clutching a bleeding wound in his shoulder. Two more go down to take cover and check the wound.

Broken glass in her hair, Ifris pushes up against a wall and breathes heavily. She stares out the aft windows to the barren island a few miles away. Hands trembling, heart racing, Ifris looks down to the blood on her uniform and realizes that some of it is hers. Her hand paws at a ragged part of her uniform at her side and comes away wet and red. Her mouth opens, a croaked noise escapes and she looks up to DeWitt to try and say something, but the words are drowned out by the roar of a cannon, followed by the explosion of the port side wall as a gigantic grappling hook smashes through into the room.

Screams join the clatter of demolished furniture, clattering glass, and flying fragments of wall and deck. Somewhere in the explosion, Ifris was knocked onto her side. It takes the cadet a moment to slouch up onto one arm, and she can see Captain DeWitt pinned to the deck by his left arm, the grappling hook having mangled it beyond recognition when it grasped onto the ship. "Lanvaldan, boarders!" DeWitt shouts, raising his pistol and firing over her shoulder.

Ifris finches, turns, and spots Danor soldiers crossing the enormous chain spanning the gap between the ships. DeWitt's shot takes one in the chest, sending him toppling over into the water between the two ships. The other four men advance with shields raised and curved swords gleaming in the light spilling through the demolished opening in the aftcastle.

Ifris turns towards the Danor soldiers, raising one hand as if to ward them off, only to find a fiery motes of amber-colored light trailing in the wake of her hand as it trembled, and a pressure building behind her eyes that demanded release.

What was happening?
 
 
 
 
Present Day
 
 
 
Ifris is running before she even realizes it, instinct and reflexes taking over where rational thought and caution once reigned supreme. Running, not up and away from the danger to alert security, but ahead and towards the sound of battle. Ifris only gets a few feet before springing into the air over the ladder shaft, kicking off an adjacent railing to throw herself at the ladder. Her hands grip the rings and boots scuff the sides as she slides down through the shaft and down to the next floor where the shrill whistle of a marine just rang out.

As the berth deck comes into view, Ifris leaps off of the ladder. Amber colored motes of light swirl around Ifris' hands again as she springs through the air, coalescing into geometric damond shapes that glitter and trail behind her clenched hands. Soon, those points of light soon solidify into something else entirely.

Plates of force the color of sunlight on a summer afternoon begin to form inches off of Ifris' body. Segmented plates over her arms, angular pauldrons, a curved chestplate with segmented abdominal guards, greaves resembling the armored plates of some giant insect—both oragnic and inorganic in appearance—with a lattice of diamond-shaped light plates like some sort of luminous chain at the joints.

A diamond-shaped shield composed of multiple plates of golden light forms in Ifris' hand and slams into the floor with a shower of sparks as the soldier lands in crouched posture. She looks up, quickly, black hair falling down to frame her face as pieces of a golden helmet of light snap into place around her head, leaving a roughly chevron-shaped space where her eyes and the bridge of her nose can be clearly seen.

As Ifris stands, glowing plates of light around her right arm swirl and pivot into position as a two and a half foot long blade of energy snaps into being, extending out off of her forearm, seemingly hovering around and above her clenched fist.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Sabotage of the R.N.S. Coaltongue
Berth Deck, Aft Section
Round 4, Initiative 17
hp 11/11; AC 17/13T/14FF; CMD 17 +3F/+5R/+2W
Conditions/Effects: Pepperbox Pistol Ready, Ammo: 3/5
FA: Speak
FRA: Run to AI13

Emerson wrote:


"Willem, can you see if this Heatward Gem is movable? We may be able to put it to good use in the Engine Room."

Willem shakes his head no and looks at Emerson with a puzzled look, "Emerson, I am a soldier and constable. Do I look like I know what to do with the gem?

Emerson wrote:


"Willem, I found a latch on this cage. Go help the girls and I'll grab the gem."

Willem nods in agreement, "Now that's more like it! Be careful!"

He then moves to help Anneca and Gemma while looking for a communication tube or alarm, "Ok Gemma and Anneca, the aft is under control and I am hear to help."

Willem looks for who they are fighting and sees if he had line of sight.


Male

Sabotage of the R.N.S. Coaltongue
Round 5, Initiatives 24-17
Coaltongue Map
Coaltongue General Info
*****************************************************
Berth Deck, Aft Section

Ilton, halfling assassin
Round 5, Initiative 24
Conditions: invisible

MA: ???
SA: ???

Though the door is closed and Arthur put in both of his remaining bombs to snuff out the vile little assassin, he cannot help but think that is not the last he’s seen of him. Arthur thinks he might hear some faint sound of rustling from within the room, but he cannot say for sure…

Willem's best guess at observations
From Willem's vantage point as he arrives to the open doorway of the downward stairwell, he sees Anneca is clearly trying to ready herself for a renewed fight down below in the engine room. He cannot see Gemma or her attacker from where he is, but the sounds of combat from the bottom of the stairwell are clear to him. He also hears some type of commotion on the other side of the closed hatchway door where Anneca is at - as he was approaching the shouting seems to be authoritative and a distinctive military tone to it.

*****************************************************
Berth Deck, Mid/Fwd Section

Guard Athel
Round 5, Initiative 21
MA: Move 5’ to AI20
SA: Ready musket to fire at doorway
FA: Gawk openly at Ifris, speak

As Ifris Lanvaldan brings herself to full stance by the forward ladderway, the marine honor guard known as Corporal Divianne Athel cannot but help to stare at her openly with her mouth open. As a fellow marine, Athel knows full well who the constable is, and what the stories about her from the last war are. ”Lieutenant…I mean Constable Lanvaldan! Here!” Athel has taken up a firing position with cover behind some barrels, aiming her Pemberton musket at the closed doorway leading aft towards the port-side stairwells. ”There’s intruders m’aam! They’re just on the other side and won’t declare themselves…I was on solo duty guarding the magazine rooms when I heard the shots fired at the aft V.I.P. rooms!” Athel has her musket at the ready, prepared to fire into the door at the first sign of opening or order given.

What cannot be overlooked is that the silvery arcs of lightning-like energy in the Capacitor are much more present and active now, bathing the entire forward areas of the berth deck in silvery light…

*****************************************************
Engine Deck, Aft Section

Jenner, saboteur engineer
Round 5, Initiative 19
MA: Turn valve more
SA: Use wand to rust valve
FA: speak

Still burned with bloody blisters across his face and arms, the saboteur Jenner continues to turn a metal wheel valve counter-clockwise, his determination clear despite his painful injuries and the fight by the stairwell just paces away from him. Clenching his jaw as he gives the wheel valve a final turn, he takes the strange brown bulbous-head wand in his other hand and touches it to the valve – from Gemma’s position she can clearly see the metal wheel almost instantly rusts from contact with the wand, flakes of rusted metal falling to the ground in a small heap on the engine deck floor. With a final touch the saboteur smacks at the rusted wheel with his wand hand, snapping it off with ease. ”I got one down Ost! The other’s over starboard side!” He looks at his fellow Ostman expectantly, clearly hesitating if he should join the fray or move on to his next act of sabotage.

*****************************************************
Engine Deck, Mid/Fwd Section

Sorkana Dell, handmaiden saboteur
Round 5, Initiative 17
SA: ???
MA: ???

Sorkana’s whereabouts are utterly unclear, as she was last known to be in the furnace room forward of the boiler engine room. For Gemma, the waves of heat emanating from the open hatchway to the furnace room has clearly elevated over the time of the tour when the ship was actually at speed…and she hears some sort of groaning of metal from there as if under tremendous strain.

*****************************************************
Combat, Round 5
Tick-Tock…17!?

Initiative Order:
Ilton: 24
Guard Athel: 21
Jenner: 19
Sorkana: 17
Willem: 17
Ifris: 17
Ostman: 13
Gemma: 13
Fire Sprites: 13
Arthur: 10
Emerson: 8
Anneca: 4

Tactical Map, Berth Deck Aft
Tactical Map, Berth Deck Fwd
Tactical Map, Engine Deck Aft

Foe Summaries:
Fire Sprite #1: -2/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying/helpless
Fire Sprite #2: -5/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying/helpless
Fire Sprite #3: -3/4 hp; AC 12/11T/12FF; +2F/+0R/+0W; CMD 9; DR2/cold iron, immune to fire, vulnerable to cold, dying/helpless
Ilton: ??/18 hp; AC 16/14T/13FF; +3F/+7R/+0W(+2 vs fear); CMD 13; ki powers, invisible
Sorkana Dell: 22/22 hp; AC 17/13T/14FF; +2F/+3R/+4W(+6 vs enchantments); CMD 14; resistances?, immunity to sleep, ???
Jenner: 5/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;
Ostman: 13/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;

Combat Notes:
Combat Notes
* Ilton the halfling is invisible, so in order to attack him you must declare the square where you think he is at, and make your attack; you must roll d100% and score a 51+% to confirm a standard hit.
* With the band playing above, combat cannot be heard by anyone up on the main deck. For now, you are on your own!
* Movement on stairwells is 10’ of movement cost between decks, with no penalty to movement or checks needed. Each stairwell has a railing to either side, preventing movement off to either side, but also doesn’t allow for melee attacks to either side or threatened square status.
* Movement on ladders is 10’ of a DC0 (no check needed) fast climb at quarter-speed climb rate, with a DC5 Climb for half-speed climb rate. You need a move action to get on or off the ladder. Alternatively (for descending only), you can make a DC13 Acrobatics check to “slide” 10’ to the next deck down immediately. If you fail by 5 or less, you take 1d6 non-lethal damage and are still standing one deck down. If you fail by 6 or more, you fall all the way to the bottom deck – if more than one deck up you take the appropriate lethal damage and are prone after the fall.

Willem and Ifris are up for Round 5!


Female Human (Risur) Soulknife (Armored Blade/Shielded Blade/Gifted Blade) 1, Aegis 2 ; AC 22/13/19 / HP 24 / F +4 R +5 W +6 / Init. +5 / Perc. +7 / Sense Motive +4

Forgot to specify: forming mind blade as a one-handed piercing weapon.


Female Human (Risur) Soulknife (Armored Blade/Shielded Blade/Gifted Blade) 1, Aegis 2 ; AC 22/13/19 / HP 24 / F +4 R +5 W +6 / Init. +5 / Perc. +7 / Sense Motive +4

Sabotage! | Round 5, Initiative 17
hp 13/13; AC 21/12T/19FF; +2F/+4R/+4W

FRA: Run (x4) to AL 17

_________________

Brows furrowed, Ifris regards the unusual discharges of energy with momentary concern. Without an engineer, however, these mysterious discharges are of less immediate concern than the idea of armed insurgents in the below-decks. Ifris breaks into a run, boots slamming on the metal grating below as she clears the ladder. With her blade-laden hand, she gestures to the Corporal to watch the door as she moves into position. When she reaches the end of the grating, Ifris comes to a momentary stop, feeling the tingling surge of adrenaline running down her arms and burning in her chest. "Be ready for anything," Ifris warns the Corporal.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Sabotage of the R.N.S. Coaltongue
Berth Deck, Aft Section
hp 11/11; AC 17/13T/14FF; CMD 17 +3F/+5R/+2W
Conditions/Effects: Pepperbox Pistol Ready, Ammo: 3/5
FA: Speak
FRA: Run to AL 20 or as far he can go ... LOL

Willem remembers the Coaltongue tour and map that there is a ladder at the front of the ship on the berthing deck level. He enters the little room where Anneca is and whispers to her, ::Anneca, keep 'em busy, I am goin' to sneak up on them from behind. There is a ladder up front and please excuse me?:: Willem goes through the door next to Anneca {AI 15} and enters the crew berthing deck running to the front ladder {at AL 20} or as far as he can go.

If Anneca is not there, he still passes through the room to the front ladder. And hopefully the Marine challenges Willem and does not try to shoot him ... LOL


Male

Engine Deck, Aft Section

Ostman, saboteur engineer
Round 5, Initiative 13
SA: Attack Gemma
FA: speak
MA: 5’ Step to AY12

wrench attack vs. AC18: 1d20 + 2 ⇒ (10) + 2 = 12 miss!

"GO ON JEN! I GOT YOU COVERED!" With a snarl the big man takes an overhand swing at Gemma's right shoulder to try and shatter it, but once again she parries it easily with her sabre, sending the wrench aside to bounce against the metal railing. With her sabre protecting her right side however, Ostman shifts his stance and takes a step to directly block her access off the stairwell, giving Jenner time to escape.


Male

Berth Deck, Mid/Fwd Section

DM Adjustments (movement corrections)

Ifris Lanvaldan
Round 5, Initiative 17
FRA: runs 75' to AJ16 (loss of Dex until Round 6, Init 17)
DM Note: Plenty of movement to get there as desired, so Ifris is by the door

Ifris sprints across the berth deck to the far port-side doorway where marine guard Athel has heard the disturbances - she knows the door opens outwards towards her, with the hinges on the side away from her, making whomever opens it an easy target for her golden blade. Athel nods once to her and steels herself, reading her musket to give Ifris supporting fire. Suddenly the door opens...

Willem Muhnee
Round 5, Initiative 17
SA: Move to AI15
MA: Open door at AI15-16
FA: 5' Step to AI16 (so as to not be in same square as Anneca)

DM Note: Unfortunately opening the door requires a move action, so you can't get far into the berth deck as desired - I've put you 5' beyond the door so that you're not sharing the square with Anneca...and you get to say hello to Ifris who is about to skewer you ;)

As Willem whispers to Anneca and then throws open the door into the main part of the berth deck beyond, he takes a step inside to find his comrade-in-arms Ifris ready to run him through with a blade made of golden energy, her body and free hand encased in similar armor of amber-colored light. He's always heard about her "gift" but has never seen it up close...and certainly not on the receiving end. Almost secondarily he sees a Risuri Marine just several feet away under cover of some stacked barrels, a loaded musket aimed squarely at his chest - he remembers her as the hapless marine guard who was posted at the forward magazine doors during the tour earlier, quipping to Petty Officer Aughtbrook that she hoped to snatch something to eat before all the food was gone.

Feel free to post some free-action dialogue if you two would like for the remainder of the round, though no other actions until Round 6 please.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Sabotage of the R.N.S. Coaltongue
Berth Deck, Aft Section
hp 11/11; AC 17/13T/14FF; CMD 17 +3F/+5R/+2W
Conditions/Effects: Pepperbox Pistol Ready, Ammo: 3/5
FA: Speak

Willem quickly sees both that Ifris and the Marine are ready to do him in, he raises up his hands in a surrendering position while pointing his pepperbox pistol at the top bulkhead and quickly identifies himself, "Constable Willem Muhnee and we are under a sabotage attack! We have no time for proper challengin' procedures and follow me if you want to save the King, and ship!"


Male

Updated Tactical Maps!
Tactical Map, Berth Deck Aft
Tactical Map, Berth Deck Fwd
Tactical Map, Engine Deck Aft

Foe Summaries:
Ilton: ??/18 hp; AC 16/14T/13FF; +3F/+7R/+0W(+2 vs fear); CMD 13; ki powers, invisible
Sorkana Dell: 22/22 hp; AC 17/13T/14FF; +2F/+3R/+4W(+6 vs enchantments); CMD 14; resistances?, immunity to sleep, ???
Jenner: 5/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;
Ostman: 13/19 hp; AC 13/10T/13FF; +3F/+0R/+2W; CMD 12;

Willem & Ifris can talk with each other!
Gemma, Arthur, Emerson and Anneca are up!


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Sabotage! | Round 5, Initiative 4
hp 7/7; AC 12/12T/10FF; +1F/+2R/+2W

SA: Drink cure light wounds
> Healing 1d8 + 1 ⇒ (7) + 1 = 8
MA: move to AY14

Anneca glances over at Ifris as Willem fills her and another marine in on what has occurred. She's met the war hero a few times, but never had much of a conversation with her. "Come on, let's go!" She drinks the vial of healing magic to overcome the injuries, warming her body with vital strength. She steps behind Gemma and raises up her blunderbuss to open fire upon the saboteurs. "Duchess Evelyn's handmaiden is trying to destroy the ship," she explains over her shoulder. "She is an eladrin!"


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Sabotage of the R.N.S. Coaltongue-Engine Deck
Round 5, Initiative 13
hp 12/12; AC 18/14T/14FF; CMD 18; +3F/+3R/+0W
Conditions/Effects: None
FA: Speak to Anneca
MA: None
SA: Continue to attack Ostman with sabre

Sabre attack: 1d20 + 4 ⇒ (19) + 4 = 23
Confirm Crit.: 1d20 + 4 ⇒ (13) + 4 = 17
Crit. Confirmed!
initial damage: 1d6 + 3 ⇒ (1) + 3 = 4
crit. damage: 1d6 + 3 ⇒ (6) + 3 = 9
Total Damage=13

Gemma continues to fight with her opponent, pleased that she made the first hit and even more pleased that he hasn’t made any. She shouts back to Anneca before striking at the man again. ”Anneca! The other man has a wand that he’s using to rust the valves to keep them open! We need to shut the system down if we can’t get to the eladrin!

She then makes a vicious strike upon the man named Ostman. It is quick and near lethal and exactly what she had been hoping for. Her steel digs deep into the man's shoulder and across his chest, causing him to bleed profusely. She hopes it will be enough to down him so that she can move on to the next target before everything gets blown to bits.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Sabotage of the R.N.S. Coaltongue
Berth Deck, Aft Section
hp 11/11; AC 17/13T/14FF; CMD 17 +3F/+5R/+2W
Conditions/Effects: Pepperbox Pistol Ready, Ammo: 3/5
FA: Speak

"Nay, Ifris and Marine follow me, I will explain on the way out of here" With the look of frustration on his face, "Trust me or at least until we reach our next goal?! Willem starts heading toward the ship's fore ladder well to the engine deck at the front of the ship.

On the way, in the middle of the ship or the main berthing deck, staying clear of the metal grate in the center of the ship for air circulation, and out of ear shot, Willem quickly explains, "There is a bottle neck at the ladder well where Anneca and Gemma are fightin', we'll never get down there 'til Gemma and/or Anneca are dead. In addition, if we come from the opposite direction such as the front of the ship, not many people can fight a (2) front battle. Thirdly, they are trying to blow up the ship by causin' the steam to build up. It will be worse than or almost as worse than if the magazine blew up. If we shut down the boiler, there will be no or little more steam generated and if I remember the tour and map correctly, the fire box is in the room below the front ladder well to do just that. Lastly, Emerson and Arthur are finishin' up securin' the aft of the ship and retrievin' the Ship Wizard's Gem. At which time, they can offer the ship or Anneca and Gemma aid."

Willem then speaks to the Marine using his knowledge of military procedures, "And Marine, if your orders are to sound general quarters in event of an attack of any sort, then you must do your duty! We Constables were told to be discreet but the military does not follow RHC mandate. This is a flag ship of the Risurian Fleet with the King on board! If you were also told to be discreet, then follow us but be ready to sound general quarters or abandoned ship if things continue to worsen!"

Willem said more than he wanted because of the time crunch but he needs them to follow him and/or sound general quarters if ordered to do so.


Female Human (Risur) Soulknife (Armored Blade/Shielded Blade/Gifted Blade) 1, Aegis 2 ; AC 22/13/19 / HP 24 / F +4 R +5 W +6 / Init. +5 / Perc. +7 / Sense Motive +4

"Muhnee," all business. A look through the door to the sounds of combat has Ifris briefly questioning whether or not the others should be left behind, but Muhnee knows his peers—with the exception of Emerson—better than Ifris does. "I'm not an engineer," sounds more apologetic than informative as Ifris turns from the door to follow alongside Muhnee, "So unless you want me to cut the engine in half, I don't know how much help I'm going to be with that part. How many hostiles have we confirmed?" In spite of Willem's mention of the ladder, Ifris looks to be heading to the nearby stairs; whether that is to split up and come at the below deck from two directions or some other internal reasoning isn't clear.

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