GM Olmek's Zeitgeist Campaign (Inactive)

Game Master Olmek


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Alyssia

Thankfully, the tour seems to have ended. The group has returned to the main deck, with your fellow constables in tow.

Fortinbras and Nishoh

Gunners Mate Athel's words turn out to be true. The Engine Deck is hot, almost blistering so. Despite the steel grated floor panels that allow you to see up thirty feet above, the air circulation is barely enough to cope with the waves of heat that radiates from the steam engine that dominates the space. (D-1) Petty Officer Aughtbrook begins gesturing to three engineers who are currently working the various valves and pipes while also shoveling loads of firegems into the furnace as sweat drips down their face. "I would like to introduce you all to Engineer Luckshore now. Mr. Luckshore is one of the three engineers who were selected for today's maiden voyage." Waving the young man over, Luckshore pulled out a greasy rag and wiped the sweat from his forehead. Taking the group along, the man spends the next few minutes in a bubbly explanation of the intricate interaction of the various pipes and valves. He points out Engine Alarm Sirens that are automated in the event of the boiler overheating, as well as the Engine Boiler Relief Valves that can be used to release built up steam from the Boiler. He also points out the Fuel Bins that are ladened with Firegems that are used as a form of combustible energy to power the massive engine. (The Engine Alarm Sirens are marked with an “S”) (The Engine Boiler Relief Valves are marked with an “V”) (The Fuel Bin Firegems are marked with a "L") Unsurprisingly the sub-tropical atmosphere of the area combined with the oppressive heat of the engine deck causes this to be the shortest part of the tour. After a few minutes the tour completes and Petty Officer Aughtbrook thanks the man before he leads the group back up to into the light of the Main Deck.

You two spot Constable Winthrope standing around, looking out of place.

Jesselle and Aurlia

"Ah, those are the controls that regulate the firing of the Brand. Theoretically, anybody could use it, although to calibrate it without proper training would require an understanding of some fairly complicated arcanotech. Is there anything else?"


Male Tiefling Gunslinger (Pistolero) 1

Nishoh steps into the blistering heat, smirking at the beads of sweat on the others. "Could try more of my kind in here, less bothered by the heat." He happily greets the engineers, enjoying getting to know the bones of the ship. He makes his closing notes, then tucks away his pad. "This has been quite the learning experience, my thanks for the opportunity."

Back up on deck Nishoh gives his eyes a moment to adjust before spotting Winthrope. Nishoh gives Fortinbras a look, then heads over. "Hello Constable Winthrope, fancy seeing you again."


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Jesselle has some worries about putting someone that is a powerful spellcaster and an outspoken critic of such technology in the vicinity of something that controls a powerful weapon... but she is the Duchess, she had to believe that the woman would not jepordize so many lives. After all she was a hero. With a deep sigh of resignation she turns to the Petty Officer and smiles, "No, there is nothing else. This seems acceptable for the Duchess' needs."

She turns to the Oracle, "Shall we inform the Duchess that she has a place to rest?"


Female Human Brawler 2
Quick stats:
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4

"Constable Maldersha." Alyssia responds to Nishoh with a curt nod, before sighing and shaking her head. "All I've seen here is that the king appears to be suffering indigestion. Was the tour more productive?" She rolls her shoulders, apparently restless.


I'm just going to nudge us into the next scene. If you'd like to finish a conversation up, feel free to do so in the spoilers.

<< A Simple Request. R.N.S. Coaltongue, At Sea, 2100 Local (Real Time Event) >>

The party continues as night begins to fall. The R.N.S. Coaltongue steams through open water towards their destination; the small island of Tangris that is a popular vacation spot for the rich and power of Risuri citizens. Flanked by the eight massive galleons with their majestic white sails, the clatter of glassware and laughter can be heard atop the deck. As the sun falls on the ocean, the sky is lit by majestic oranges and reds. Such sights have become rarer in Flint over the last few years as pollution has begun to darken the sky, creating a perpetual haze of grey. Now, at sea with the trade winds blowing across the softly lapping waves, the citizens are able to appreciate what they have given up in the name of progress.

As the sun sets below the horizon, everflame torches carefully crafted into wrought iron lanterns were suspended over the deck via hoisted wire. The magical capacitor, already set up to serve as a makeshift banquet hall continued to arc with bits of harmless blue light. Servants began placing lush spreads of food onto the previously set up tables. On the port side of the deck a full orchestra sets up. Brass, reed, and string instruments warm up quietly as a small drum set is hoisted into place. Each musician wears the blue and white livery of the Royal Naval Orchestra.

Assistant Chief Inspector Delft breaks away from a conversation with Minister Lee with a nod before heading toward the Aquilae. When he reaches you, he lowers his voice and leans in. "The King's speech is going to start in a few moments. I want you to head down to the Duchess’s state room and make sure she doesn't miss it. As I understand it, the King is going to announce something major and Minister Lee doesn't want her making a statement like that in front of these fine folk." Delft chuckles. "I doubt it will come to it, but this is a direct order from the Minster, so don't be afraid to flash the badge if you have to." Winking, he hoists his glass. "Best of luck!"


M Human (Danoran) Investigator (empiricist)/2

Fortinbras nods at Nishoh in return and approaches Constable Winthrope shortly after. "Constable Winthrope. You would not happen to know where a fellow could find more coffee around here, would you?"


Telesan watches the musicians set up with undisguised pleasure. His eyes flick their way more than once while Delft is speaking. "Yes sir. We'll escort the Duchess here straightaway." Turning to the rest of the Aquilae he continues "Jesselle and I escorted the Duchess to her rooms. We can lead the way."


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

"Agreed. Let us see to the Duchess." She gives a respectful nod to the Delft and moves off with those of her Cell.

Jeselle smiles and politely excuses herself and her companions as she weaves amongst the counties elite as she makes her way below decks and then to the mage quarters to fetch the Duchess. She knocks on the door, "Duchess, the King's speech is about to begin."


GM Rolls:
Aurlia Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Nishoh Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Alyssia Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Fortinbras Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Jesselle Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Aurlia Sense Motive: 1d20 + 6 ⇒ (2) + 6 = 8
Nishoh Sense Motive: 1d20 + 6 ⇒ (14) + 6 = 20
Alyssia Sense Motive: 1d20 + 5 ⇒ (9) + 5 = 14
Fortinbras Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16
Jesselle Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23

The below decks are deserted, with almost the entire ship's crew on the top deck, preparing for the speech. The ship seems eerily still and quiet but for the sound of the Royal Naval Orchestra rising from above. The Risuri national anthem has begun, with its dramatic flourishes and blasting brass.

Somewhat disconcertingly, the guard that had been posted at the duchess's door is no where to be found. Jesselle knocks once and then twice. A female voice responds. "Just one moment. The Duchess is still preparing."

Everyone Except Aurlia:
From somewhere behind the door you can hear the sounds of someone groaning in pain.

Nishoh, Jesselle, Fortinbras:
The woman behind the door seems to be slightly out of breath.

Nishoh and Jesselle:
You can also detect a hint of panic in her voice. She's been trained to hide, but it's there.


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

She whispers to the others, "Something is not right, we need to get into that room," And hiss out the, "Now!"

She tries to open the door.

If it does not open...:
Jesselle looks to the brawler of the group, Alyssia and asks, "Please, break it down."


The door is locked.


Male Tiefling Gunslinger (Pistolero) 1

Nishoh throws back his jacket, drawing two pistols in one fluid motion. He gives a nod to Alyssia. "If you would be so kind."


While Alyssia's winding up Telesan takes a last stab at being diplomatic. "Please open the door. We need to see the Duchess right away.

diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12


Female Human Brawler 2
Quick stats:
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4

"Too late for that," Alyssia mutters to Telesan, looking the door over quickly. She picks out the right spot, twists her hips, and delivers a swift but powerful side kick, her boot-heel slamming into the wood.

Kick in the door!: 1d20 + 4 ⇒ (10) + 4 = 14


Alyssia's kick thuds against the door, but fails to break it down. She could feel a little give to it however. It might only take a little more force.

The voice doesn't respond to Telesan's plea. The only sounds are the eerie silence of the vacated deck and the band playing above deck.

It is a Good Wooden Door, with a Hardness of 5, 15 Hitpoints and a Break DC of 18.

GM Rolls:
Aurlia Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Nishoh Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Alyssia Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Fortinbras Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Jesselle Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Alyssia:
You do hear something on the other side of the door: a sliding, scraping sound, like a window being opened.


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Jesselle moves up to help Alyssa, "On three... One. Two. Three!" trying to shoulder into the side of the door.

Aid Another with a Strength Check 1d20 + 1 ⇒ (18) + 1 = 19 (success, +2 to you next check)


Male Tiefling Gunslinger (Pistolero) 1

Aid: 1d20 ⇒ 11

Nishoh mirrors Jesselle, trying to help with the door.

Not sure how many you are willing to let help with the check.


M Human (Danoran) Investigator (empiricist)/2

Fortinbras looks around to make sure nobody is taking advantage of the party's distraction to get the jump on them.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

If it's clear, he will assist with the door.

Aid on Strength Check: 1d20 + 2 ⇒ (10) + 2 = 12


Up to three.


Darn, no door kicking for me :(

There's not enough room in front of the door for Telesan to help. Instead he shifts around nervously, his attention focused on the door.
While he watches he slips a pair of gold bracelets off his arms and drops them in his pocket


Female Human Brawler 2
Quick stats:
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4

"The window!" Alyssia hisses at the others. "She's getting away!" With a powerful shove, aided by her fellows, she feels the door finally give way.

I said, KICK IN THE DOOR!: 1d20 + 4 + 6 ⇒ (10) + 4 + 6 = 20


SLAM! CRACK! Splintering under Alyssia's boot, the door shutters and shakes before finally giving way in a burst of wood.

Inside of the duchess’s cabin the door falls to the steel riveted deck with a loud crash. The rug has been pulled away from the floor, revealing the ritual circle in the floor. The couches have been pushed back against the walls. The deck below can be seen though the diamond pattern holes that have been interspersed allowing for airflow and communications through the various engineering decks that compromise the lower decks of the R.N.S. Coaltongue. At the far end of the room, a window sits open, allowing a light breeze to flow through the cabin.

Duchess Ethelyn of Shale, the king's sister, stands next to the window. Glancing back as the door caves in, she offers a sad smile to the constables before leaping out of the ship. Instead of a splash however, you watch as the Duchess glides down on a curtain of air. At the same moment, a massive beast rises out the water alongside the ship. Though unable to tell the exact size, the fact that the blac, rubbery tentacles of the creature are the size of large tree trunks is enough to give anyone pause.

Sitting atop the creature is another woman. Her skin is the color of water in the moonlight and her hair looks like tangled kelp. She has a sharp, austere face and her eyes are without pupils. In her left hand she carries a triton made from swirling red and blues of tropical coral and a beaded shell necklace made from mother of pearl hangs around her neck.

Knowledge: Nature DC 15:
This is Beshara, one of the Arch-Fey. She is known as the Mother of the Sea and the Kraken's Consort. She is powerful and ancient and one of the four beings that comprise the elder hall of the Fey-Lords.

Gliding down slowly, the levitation spell allows for the creature to position itself so that the Duchess falls directly behind the otherworldly woman. Then, as silently as the creature arose from the waves, it begins to slip into the dark blue water.

The room has other occupants, however. The Duchess's handmaiden stands before the constables, brandishing a curving, insectoid-looking wand. "I am sorry," she states quietly. "But I must do as my lady commands. I bear you no ill will, but I do what must be done. If you wish to live, flee now. You do not have long." She gestures behind her to three red and orange creatures that seem to flicker in the gloom of the moonlight-shrouded cabin. Flapping and hopping the creatures take up places in the room intended to block the advance of the constables. They hiss and shriek in Ignan, gibbering pleading whispers to attack and burn, to savage and destroy. Cutting short their babbling with a curt wave of her hand, the woman glances back to the two remaining figures that comprise the room.

Hog-tied on his side, the guard posted at the Duchess's door seems to fade in and out of consciousness. A massive bruise is already starting to form over the left side of her head and there is blood trickling from her scalp. Standing beside her is a short halfling, who the constables remember seeing when they boarded the Coaltongue; he had been dressed as a chef carrying a platter of pastries that ACI Delft eyed. He holds a gleaming short sword to the guard's neck while the other holds the woman down by her hair. "Not one more step, constables!" the halfling commands in short clipped speech. "Come any closer and she dies."

The handmaiden shrugs before nodding to the halfling. "Don’t let them follow me." She closes her eyes for a half second, drawing in power. Suddenly, the woman disappears from sight, reappearing with a dull thud as she lands on the deck below you. She immediately begins heading towards the ships powder room.

Telesan:
You recognize this immediately as fey step, an ability possessed by eladrin.

Initiative Rolls:
Alyssia Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Aurlia Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Fortinbras Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Nishoh Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Jesselle Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Sokana Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Ilton Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Fire Sprites: 1d20 ⇒ 1

Combat order is as follows:

Block 1: Alyssia
Block 2: Ilton (halfling)
Block 3: Aurlia
Block 4: Sokana (handmaiden)
Block 5: Rest of PCs
Block 6: Fire Sprites

Finally! Some action! :D


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Knowledge (nature) 1d20 + 3 ⇒ (1) + 3 = 4
Knowledge (Planes) vs little fire guys 1d20 + 3 ⇒ (6) + 3 = 9
More when I get to my computer at home.


Female Human Brawler 2
Quick stats:
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4

Sense motive - is the halfling bluffing?: 1d20 + 5 ⇒ (14) + 5 = 19 Basically, if I charge him, is the guard's blood going to be on my hands? Because that will affect what I end up doing. It seems I've won initiative, so I'm leaning towards "take him down quickly".


Alyssia:
You believe that he's telling the truth. He strikes you as a cold-blooded professional. You did win initiative though, so you will act before he does.


Male Tiefling Gunslinger (Pistolero) 1

Nishoh stares in confusion and awe at the massive creature and the mysterious woman on its back. I need a raise.

Waiting for my turn before acting.


Nishoh is like...


history: 1d20 + 6 ⇒ (8) + 6 = 14 Telesan gapes at the giant fey. He can almost place it, but the identity just slips out of his mind. Watching the woman he once looked up to leave in such chaos...it's a shock to his system.


M Human (Danoran) Investigator (empiricist)/2

Fortinbras looks out at the creature and begins to take a swig of his flask, his demeanor as stoic as ever. He then remembers the flask is long empty, and a scowl appears on his face. "Merde" He shakes his head, reaching for his sap, as he turns back to the halfling.


Female Human Brawler 2
Quick stats:
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4

Turns out my iPad doesn't like Roll20. Can someone move me straight forward to the halfling?

Alyssia quickly takes in the threats. The small fiery creatures were none of her concern - hand-to-hand combat doesn't seem like a good idea against an adversary made of flame. Instead, she focuses her attention on the halfling, rushing forward and making a grab at him.

Grapple: 1d20 + 7 ⇒ (3) + 7 = 10

Yeesh. That doesn't bode well...


Combat Info Dump:
Sabotage!

Initiative -

Block 1 - Alyssia
Block 2 - Ilton
=>Block 3: Aurlia
Block 4: Sokana (handmaiden)
Block 5: Rest of PCs
Block 6: Fire Sprites

Round 1

Predetermined Actions -

Active Effects -

Map (Round 1) -

Link

Current Damage -

Notes -

The halfling's eyes narrow as Constable Winthrope approaches. Knuckles whitening, he callously swipes the short sword he held in his hands across the guards's neck opening a bloody four inch gash. Blood sprays outward in a crimson arc, splashing the room with its gruesome streams. The guard's eyes momentarily go wide and she tries to gurgle out something before she falls to the deck in a slowly spreading pool of blood.

The halfling grimaces and holds the blade in front of him. "I told you not to move."

GM Rolls:
Gremlin 1 Claw: 1d20 + 1 ⇒ (15) + 1 = 16
Gremlin 2 Claw: 1d20 + 1 ⇒ (2) + 1 = 3

Two of the gremlins swipe at Alyssia as she moves past, but neither attacks land.

Aurlia, it's your turn!


Male Tiefling Gunslinger (Pistolero) 1

Well that was sad.


I didn't say she was dead. ;)


Male Tiefling Gunslinger (Pistolero) 1

Neither did I :P


Touché.


Telesan's eyes glow bright right before he pops out of existence. Right as he reappears down below he lunges forward and tries to grab the handmaiden, bellowing "STOP!" as he grabs at her.

grapple check: 1d20 ⇒ 1

/fliptable
RIP Aurlia


The woman yanks away from Telesan and moves down the length of the berth deck, pausing by the ladders climbing up to the gunnery deck. She calls back to Telesan. "Bhí a fhios agam go raibh tú sióg! Ná déan iarracht chun stop a chur orm, deartháir. Is é seo an taon bhealach is féidir Risur a shábháil."

[spoiler=Elven]"I knew you were an eladrin! Don't try to stop me, brother. This is the only way to save Risir."

The woman's eyes glow with an inner fire and with a wave of her hand, plants sprout out of the wall and floor, grasping at Telesan.

Aurlia Reflex: 1d20 + 1 ⇒ (3) + 1 = 4
The red square on the map is now full of writhing plants.
Aurlia is now Entangled.

The plants wrap themselves around the constable's arms and legs, preventing her from moving. With a smirk, the eladrin woman turns back towards the ladders moving down to the engine deck.

Jesselle, Nishoh, and Fortinbras can now act!


Male Tiefling Gunslinger (Pistolero) 1

I'll post when I get back and can access the map.


M Human (Danoran) Investigator (empiricist)/2

Fortinbras reconsiders going for his sap immediately, as I just remembered he doesn't have a BAB of 1 yet :( and he calmly downs a Shield extract before entering the room.


Male Tiefling Gunslinger (Pistolero) 1

Nishoh moves up next to Jesselle, then twirls both weapons and with a deafening pair of cracks! let's two shots loose into one of the fiery creatures.

Attacks: 1d20 + 1 ⇒ (18) + 1 = 191d20 + 1 ⇒ (13) + 1 = 14 VS touch AC.
Damage: 1d8 ⇒ 71d6 ⇒ 3

Moving just north of Jesselle and firing twice at fiery creature #3. That's within my first range increment, has no allies adjacent to my target, and direct line of sight, so I have no penalties and am attacking touch AC. Gotta be careful until I get precise shot.


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Jesselle quickly moves through the doorway to the left as she enters the small room. She is quick to feel fear that the guard has died which quickly turns to anger. The young woman considers her options quickly and moves along the backside of the couches past the flaming creatures. She then reaches over and calls upon the arcane. Her hand glows a blue-green for a moment as she touches the woman and the healing magics attempt to heal the viscous wound of the guard.

Here is hoping these things have used up their AoOs on Alyssia.
Cast Cure Light Wounds on the wounded/dying guard 1d8 + 1 ⇒ (2) + 1 = 3


Nishoh's bullets slam into one of the sprites, knocking it into the ground. It hisses in pain for a moment before fading away.

The other two scrabble around, shifting into better positions to attack the constables. Their sharp claws fail to land.

Fire Sprite 1 Claw vs. Fortinbras: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d4 ⇒ 1
Fire Sprite 2 Claw vs. Alyssia: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 ⇒ 2

Jesselle's spell knits the flesh of the bleeding guard back together, but the guard remains unconscious. She appears to be safe however.

Combat Info Dump:
Sabotage!

Initiative -

=>Block 1 - Alyssia
Block 2 - Ilton
Block 3: Aurlia
Block 4: Sokana (handmaiden)
Block 5: Rest of PCs
Block 6: Fire Sprites

Round 2

Predetermined Actions -

Active Effects -

Aurlia - entangled

Red square - affected as per the entangle spell.

Fortinbras - Shield

Map (Round 2) -

Link

Current Damage -

Notes -

Alyssia is flanked by Sprite 2 and the halfling.

Alyssia may now act!


Female Human Brawler 2
Quick stats:
AC 17, T 14, FF 13; hp 20/20; F +4, R +6, W +1; CMD 20 (22 vs. grapple); Init +3; Perc +6; Martial Flexibility 4/4

Coldly ignoring the bleeding guard for the time being, Alyssia continues to focus her attention on the halfling. The initial grab attempt had been less than successful, she was forced to admit, so she opts to beat him into submission instead.

Attack, nonlethal: 1d20 + 5 ⇒ (6) + 5 = 11 damage: 1d6 + 4 ⇒ (6) + 4 = 10
FFS... seriously, dice? Why do you hate me so?


Halfling Mwk Shortsword: 1d20 + 5 ⇒ (3) + 5 = 8
Sneak Attack Damage: 1d4 + 1d6 ⇒ (3) + (1) = 4

The halfing sidesteps the constables attack and tries to stab inside her guard while the sprite threatens her flank. Alyssia manages to dance out of the way of the clumsy strike.

Aurlia, your turn!


Telesan yells after the woman. "Insert Elvish words here. I'm not smart enough to make languages up XD"

Elvish:
"Save it from what?! It finally has a chance at peace, don't throw that away!"

His eyes flare up briefly as he tries and fails to cast a spell. He glares down at the roots binding him. His second attempt almost gets off, but the roots interfere at the last second.

Con Check: 1d20 + 5 ⇒ (4) + 5 = 9
Con Check: 1d20 + 5 ⇒ (9) + 5 = 14


I just type what I want to say into Google Translator. :) For Elven, I use Irish.

The eladrin woman ignores Telesan's words and moves hastily down the ship, climbing down the ladder to the engine deck. Telesan notices that she produces a fist-sized red gem from someplace beneath her robes before disappearing below deck.

The rest of the party can now act!


Male Tiefling Gunslinger (Pistolero) 1

Nishoh stores away his secondary pistol, quickly working to reload his primary.

Move action to store pistol, move to reload other.


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

Seeing the guard stabilize the young woman has a brief moment of relief, but it only lasts mere seconds. Jesselle focuses on the foes at hand. She takes hold of the grip of her long blade and draws it. As she steps over the low couch to stand over the fallen guard she imbues the blade with a bit of arcane talent.

Draw longsword (move action), Use Arcane Strike on longsword (swift action), Step over the couch to stand over the fallen guard (I am not sure if this can be done as a 5ft. step?) (5ft-step or move action?)


M Human (Danoran) Investigator (empiricist)/2

Fortinbras draws his sap (move action) and attacks the sprite in front of him(standard action).

Attack with Sap: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Sprite 1 Claw vs. Fortinbras: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d4 ⇒ 4
Sprite 2 Claw vs. Alyssia: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 ⇒ 3

The sprites continue to tear at Alyssia and Fortinbras, to little effect.

Combat Info Dump:
Sabotage!

Initiative -

=>Block 1 - Alyssia
Block 2 - Ilton
Block 3: Aurlia
Block 4: Sokana (handmaiden)
Block 5: Rest of PCs
Block 6: Fire Sprites

Round 3

Predetermined Actions -

Active Effects -

Aurlia - entangled

Red square - affected as per the entangle spell.

Fortinbras - Shield

Map (Round 3) -

Link

Current Damage -

Notes -

Alyssia can now act!

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