ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

Warehouse
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1 | The Family 2


601 to 650 of 1,857 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"Well, cheers." Alice takes the vial with a smile and clinks it against Jeb's and Ellena's before gulping it down. She then starts moving over the rocky walls, her fingers clinging like a gecko's, her movements sure and steady if somewhat slow.

Stealth: 1d20 + 4 ⇒ (10) + 4 = 14
If we stick to the walls, trying to keep out of sight and moving to climb on the outside, it should take us about a minute to get to the topmost level (climb speed 10).


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Yay

Looking through the crack Corynne whispers to her companions. "I'm going to center the silence spell in the middle of the brig. Anything that happens inside the first 40 feet of the room will be completely silenced so make sure you step into the room before firing. I'm willing to bet when most of them go deaf for a moment, we'll have the element of surprise for opening the door and moving in. After that, it's a shooting gallery. As soon as I finish, we go on a count of three. And even when you fire at the one's in the back, as long as you're in the silence no one will hear your guns"

Taking the scroll in hand she focuses on a point 20 feet into the room and activates the spell, turning the doorknob as the silence washes over guard and prisoner alike.

"3....2...1....go!" she says pushing the door open with her foot and stepping back to let the gunners past her.

SWAT style except almost a flashbang in reverse all but the last 3 guards should be in the silence zone with a 20' radius (40 ft diameter)

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb continues clambering over the rocks and climbing up the walls alongside Alice and Ellena.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Aiming and raising her gun, Miselle aimed for one of the guards outside the zone of silence. Corynne was right, it seemed like those who could raise the alarm should be the first targets.

Touch Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 2d10 ⇒ (10, 8) = 18

It was odd, feeling the kick of the huge gun, feeling the pressure wave as the bullet erupted, but unable to hear the monstrous roar.

Oh, if that hit then I think that guard is really happy we're using non-lethal attacks.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

We're using non lethal attacks?


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

I think the general assumption in this path is we're always doing so, unless we don't? Either way, Miselle will. Live soldiers carry more information than dead ones.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Not for me the don't ;P . So it's the shotgun full of rock salt then?


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Downing her own potion, Ellena follows them up the cliff face.

Checks:
Taking 10 on the climb for a total of 21.
Stealth: 1d20 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

climb: 1d20 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14 using 1 point of inspiration
Stealth: 1d20 + 5 ⇒ (7) + 5 = 12 I hope that's enough


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Following suit with Miselle, Az waits until the countdown is over before stepping into the room and leveling his musket at the one of the other two soldiers not targeted by the machinesmith. Like her, he finds the sensation of the gun's kick, the flash of the gunpowder, and the acrid puff of smoke, but not the accompanying crack of the shot, more than a little strange.

Musket Attack: 1d20 + 4 ⇒ (11) + 4 = 15
[dice=Musket Damage1d12[/dice]


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I remembered climbing speed wrong, but it gives us a +8 bonus and allows us to take 10 even if threatened. I'll try to go ahead with a 17.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Sorry! Didn't realize my die roll post earlier was messed up.
Musket Damage: 1d12 ⇒ 11

-Posted with Wayfinder


Brig
Brig PC Initiative: 3d20 + 11 ⇒ (9, 10, 5) + 11 = 35 (average 12ish)
Brig Enemy Initiative: 8d20 + 8 ⇒ (5, 11, 18, 15, 18, 8, 9, 16) + 8 = 108 (average 13ish)

Your surprise attack starts out well, as two of the guards drop on your initial salvo. The remaining eight are quick to react, though, drawing longswords and shouting orders to each other. At least, that's what you assume they're trying to do, as the silence effect covering the majority of the prison makes communication ... difficult. Your foes will undoubtably figure out what's going on, but for the moment, the advantage remains with you.

Almost all the prisoners are obvious noncombatants, so their immediate reaction is (predictably) to jump, cower, or otherwise try to make themselves nontargets. The one exception is the Danoran soldier, who begins trying to get your attention. Despite a nasty injury that's left him blind in one eye, he seems eager to fight. Without a weapon, he'll likely be of little help, but his shouts and gesticulations do draw away one of the guards.
---------------------------------------------------------------
Lighthouse
You're level with the second story of the lighthouse when you spot a face looking in your direction. There's a pseudodragon keeping watch, and its exceptional senses have spotted you. Immediately, it shouts a warning to its master - who appears to be some sort of spellcaster.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Miselle nodded to the others to aim at the guard still outside the silence field, and instead aimed at the guard closest to the Danor officer. She didn't have a spare weapon for the man to use, but if she aimed right, the guard wouldn't need his in a moment...

Trying to catch the man's eye, she tried to sign to him that she would shoot the guard, and he was to grab the weapon.

Linguistics: 1d20 + 3 ⇒ (1) + 3 = 4
...instead she most likely warned him of the killer attack chickens. Well, hopefully he'd get the idea anyway. She pulled the trigger again.

Touch Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 2d10 ⇒ (8, 5) = 13


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Az spends a moment reloading his rifle, thinking to himself that he really needs to spend more time practicing that simple act so he can do it faster.

-Posted with Wayfinder


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Az are you using lethal or non lethal. Determines if I can use a former target to take an action for me at some point.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Lethal. Using non-lethal tactics is fine in situations like the first chapter, but I think Az would see this as being in enemy territory and with the primary team already rendered incapacitated, this isn't the time to pull punches.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
Alice Kildare wrote:
I remembered climbing speed wrong, but it gives us a +8 bonus and allows us to take 10 even if threatened. I'll try to go ahead with a 17.

I thought that was the case, but couldn't find it in the rules. In that case, I will save my inspiration and take 10 for 10+5+8=23


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Panicking at the sight of the little lizard, Ellena kicks at the glass in a wild attempt to break it.

Breaking Glass:
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d3 ⇒ 3


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Slipping past her companions to protect Miselle from the approaching opponent and force anyone attempting to strike the shooters to face her, Corynne brings her mace up in a vicious uppercut swing to strike the closest guard.

Bludgeoning: 1d20 + 2 ⇒ (20) + 2 = 22
1d6 + 1 ⇒ (5) + 1 = 6

Confirmation: 1d20 + 2 ⇒ (18) + 2 = 20
1d6 + 1 ⇒ (2) + 1 = 3


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Assuming Ellena managed to break the glass.
Diving inside the window, uncaring of the sharp glass fragments, Alice draws her rapier as she hurries to the enemy.
"Make a noise" she growls "and I'll skewer you. Shut your mouth and you'll survive."

Climb? (Derring-do): 1d20 + 7 + 1d6 ⇒ (8) + 7 + (2) = 17 If it's Acrobatics, it's a 18.
Intimidate: 1d20 + 7 ⇒ (18) + 7 = 25

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Don't we have a silence scroll? Nothing shuts down spellcasting and attempts to raise an alarm faster!


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Two were issued, and I couldn't find any sign of us splitting them, so I didn't assume we had any.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

I took one, I'm pretty sure someone has the other one.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Well, I know we talked about taking one with the infiltration team, did we agree who would have it?


GM Rolls:
Danoran: 1d20 + 1 ⇒ (9) + 1 = 10
Guard: 1d20 + 1 ⇒ (8) + 1 = 9
Corynne: 3d20 + 1 ⇒ (13, 19, 3) + 1 = 36 Damage: 1d8 ⇒ 3

Brig
Miselle's shot goes wildly astray (don't forget about the -4 from firing into melee) but fortunately missed the Danoran. As Azaghal reloads, Corynne's bashes the closest enemy in the face, dropping him. While two of the remaining enemies keep watch on the prisoners to make sure they don't join in, the rest move to attack the closest target - Corynne. One lands a solid strike with his longsword (for 3pts damage), but the ghost-talker is able to avoid the other attacks for the moment. As the Danoran and his opponent exchange blows (neither connecting), your foes begin to shout for reinforcements. Only one is in a position to be heard right now, so you're probably safe for a few more moments. Of course, it's only a matter of time before this attracts unwanted attention.

Lighthouse
The window's broken, and Alice is currently threatening the wizard. What's Jedediah doing?


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Sorry, I didn't realize that they'd actually started fighting.

Muttering to herself soundless, Miselle reloaded the gun using her belt, and re-aimed at the guard who was actually able to shout a warning. She didn't dare fire into combat with a gun that this large and untested - it was possible she'd get them both.

To Hit: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 2d10 ⇒ (9, 2) = 11


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Calling upon her limited riot training, Corynne holds her position, doing her best to ignore the wound as she strikes the attacker directly in front of her, ready to strike any that try to get past her to Miselle and Azaghâl.

1d20 + 2 ⇒ (14) + 2 = 16
1d6 + 1 ⇒ (6) + 1 = 7

Were it not for the silence, the aggravated sounds of the restless dead around her would be heard responding to her wound.

One more point of damage and my caster level goes up

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Ok, for the sake of argument and to move things forward, I will assume Jeb had the 2nd scroll of silence

fishing a scroll out of his backpack, Jeb reads it aloud to cast Silence on the wizard and his familiar


Brig
Miselle's next shot is much better aimed and drops the shouting guard - which also gives the Danoran access to his weapons. Corynne lands a solid blow on the enemy that struck her, but it's not quite enough to lay him low.
Holding on Azaghal

Lighthouse
Alice's threat is cut off halfway when Jebediah activates the scroll. The wizard immediately realizes that his best move is to raise his hands in surrender. His familiar, on the other hand, lashes out at Alice with its tail stinger before withdrawing downstairs at a rapid pace.
Tail: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d3 - 2 ⇒ (1) - 2 = -1
Obscure rule: a successful attack deals a minimum of 1pt NL damage. Alice also needs a DC 14 Fort Save to avoid falling asleep for 1min.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Fort save: 1d20 + 1 ⇒ (15) + 1 = 16 Yeah!

The shallow cut of the pseudodragon's tail only lets a tiny drop of poison under Alice's skin, and the drowsiness is easily resisted. Her rapier lashes towards the tiny familiar with its sharp tip.

I think I should get an attack of opportunity when it moves away from me, since the withdraw action is full-round. If so,
AoO: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
I'll post my action after I see what Jeb and Ellena do.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Az draws a bead on the next closest target to him, trying to keep it within the range of a deadlier shot and also aim at a target that is closest to leaving the silenced area.

Musket Attack+PBS: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Musket Damage+PBS: 1d12 + 1 ⇒ (7) + 1 = 8

Not sure if it would be shooting into melee or not, so it's just the d20 roll if I am.

-Posted with Wayfinder

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

grabbing a tanglefoot bag from his pack, Jeb throws it at the retreating pseudodragon

assuming it is still in range?

ranged touch attack: 1d20 + 2 ⇒ (12) + 2 = 14

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Successful hit = DC15 Reflex or fall to the ground and be unable to fly. Not quite what I wanted, but should slow it down


GM Rolls:
Az/Corynnex2: 3d20 + 1 ⇒ (10, 20, 5) + 1 = 36
Confirm: 1d20 + 1 ⇒ (4) + 1 = 5 Damage: 1d8 ⇒ 1

Brig
Azaghal's shot takes out the guard who Corynne had injured, reducing your immediate foes to three. One moves to the doorway and attacks Azaghal but misses the dwarf as he ducks behind the doorframe. The other two continue to harass Corynne, and one manages to land a grazing blow (take 1pt damage). Meanwhile, his foe dispatched, the Danoran picks up a sword and moves to assist, shouting for the other prisoners to revolt. "The Risuri pigs can't stop all of us!" From their looks, the two guards watching the prisoners are about to have a rough time.

Lighthouse
Alice lands a nasty gash on the pseudodragon's flank as it flees.
@Jebediah: you can't make a ranged AoO, and your target's on another floor, so you'll have to move in order to attack it. Please check the map and confirm (or change your action).


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Reloading her rifle via the belt, Miselle aimed for anyone not currently in hand to hand, or the closest target if they'd all decided to try and fight. This would all be over soon. Hopefully having the prisoners all riled up wouldn't come back to haunt them...

To Hit: 1d20 + 3 ⇒ (4) + 3 = 7 -4 if needed = ...3
Damage: 2d10 ⇒ (9, 10) = 19


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

As the magical silence covers a curse that would have made a docker blush, Alice hurries downstairs, hoping that magic and keeping her head down will be enough to shield her from the guard's view.
Stealth?: 1d20 + 4 ⇒ (8) + 4 = 12

She lashes at the small dragon with her gauntleted hand, trying to grab the small creature by its tail.
Grapple: 1d20 ⇒ 11


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Az takes a quick step away from his assailant, using the brief respite to reload his musket for another shot.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Feeling herself a little closer to death paradoxically seems to empower Corynne, as she falls back into a defensive fighting stance, her mace deflecting attacks while seeking out an opening in her next opponent, the one reaching for Az.

Fighting defensively: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15 AC increases to 17 this round
1d6 + 1 ⇒ (2) + 1 = 3


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Climbing in after Alice and Jeb, Ellena draws Fabian while she runs down the stairs after the dragon.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

changing action, Jeb will cover the wizard

Climbing through the window, Jeb pulls out a length of rope and ties the wizards hands behind his back.


GM Rolls:
Grapple AoO: 1d20 + 6 ⇒ (9) + 6 = 15
Danoran: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d8 ⇒ 7
Corynne: 2d20 + 3 ⇒ (10, 5) + 3 = 18

Brig
Corynne wounds another guard but is having a difficult time of it. Flanked by enemies, she's hard-pressed to defend herself. Fortunately, the prisoners have begun to revolt and, and the two soldiers 'guarding' them are quickly tackled. The Danoran begins gleefully hacking away at one of them, shouting expletives. Suddenly, you realize that the fact that you can hear him means your silence spell has worn off. With the amount of noise everyone's making, more enemies will be arriving shortly.

Reinforcements will begin arriving in 3rds
--------------------------------------------------------------------------
Lighthouse
The tiny dragon lashes out with its tail as Alice approaches, but with a deft dodge, she instead snatches it out of the air. Downstairs, the soldier guarding the gate controls turns around in surprise as the area becomes magically silent.

Pseudodragon: grappled
Caster: tied up (Escape DC 21)
The silence spell expires at the beginning of your next turn


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Cursed little slimy... Well, now it's done. Damage control, and by that I mean damaging the enemies.

Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Releasing the small beast from her grasp, Alice raises her arm in an upswing, drawing the razor-sharp edge over its tiny, draconic body.
Then, in a few long strides, she faces the guard, rapier lowered in a wide guard. Her blouse soiled, bloodlust in her eyes and a manic grin on her face, she collects her breath for the fight.

Free to release grapple, standard to attack, move to move (not in a straight line, rather avoiding AoOs from the soldier). Additional actions will depend on the enemy actions.

If the pseudodragon is not KO and AoOs me::
Swift action to use Dodging Panache, getting +3 dodge to AC and move 1 square towards the soldier.

If the soldier attacks me:
Immediate action to use Dodging Panache, getting +3 dodge to AC and move 1 square north-east.

If the soldier moves away or otherwise provokes an AoO:
Trip him as AoO.
Trip: 1d20 + 4 ⇒ (8) + 4 = 12


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Realising that the enemy forces would be here soon, and that they'd need a distraction for as long as possible, Miselle fired a single round into the air. The massive gun barked with a devastating roar that made her ears hurt in the enclosed space, and she suspected anyone on the room had just had a terminal heart failure.

Now that she had everyone's attention, she shouted in Danoran, <"Everyone! Fall back and out of this place. We're going to fire the building, so as to cause a distraction. Move your hides if you do not wish to burn with it!"> She pointed to the exit they had created. Hopefully most of the Risur guards left couldn't speak it well enough to translate.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

You said this used to be a stable. Is there straw or anything extremely flammable within easy reach? Torches, lit or otherwise, maybe? I could even toss some gunpowder into a fire to get the thing started.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

At a pinch a flintlock's firing mechanism literally has flint in it, so we should be able to light anything flammable on fire relatively fast and easily.


Most definitely. XD If you check the map, you'll see quite a few straw piles.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Seeing the shift in the sitiation, Corynne takes advantage of Miselle's distraction to take a careful step back, her eyes glowing as the spirits swirl around her, agitated by her wounds, the veil thinning around her in response. Extending her hand, the young constable gives evidence for her nickname "spooky" as a stream of shadowy forms rush toward the already injured guard, ghostly fingers tearing at his flesh, as noticeably bleeding wounds manifest across his body.

The remaining guards now finding themselves pinned between armed and unnerving opponents and an angry mob of prisoners.

Ranged touch, bleeding ghost strike: 1d20 + 2 ⇒ (9) + 2 = 11
2 points damage, 2 bleed each round

Spend 1 pt to elevate to 1 pts per level. Deathful Magic (Caster level increases by 1 when at ½ hp)

"You can surrender or die here! And death will be no reprieve"


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

At Miselle's urging, Az immediately turns to the nearest pile of straw, tearing open one of his pouches of gunpowder and emptying it at the base of the straw and using the flint from his musket to try and quickly set it aflame.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

After making sure the wizard is tied up, Jeb proceeds to gag him.

1 to 50 of 1,857 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay All Messageboards

Want to post a reply? Sign in.