ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

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


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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.

Ellena runs down the steps and into the lower room, hot on Alice's heels. The silence is eerie; she almost trips just because she can't hear her feet and doesn't even notice the downed pseudodragon as she passes. She sees Alice dueling the guard and, behind them, the reason they were there: a massive rack of cog- and flywheels terminating in a two-person winch and a wedge stopping it from turning. The sea chain controller.

She rushes to join Alice, most of her lessons completely forgotten in the rush of her first real combat as she tries a jagged slash at the man's chest.

Actions:
Attack: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d8 ⇒ 8


GM Rolls:
Guard: 1d20 + 1 ⇒ (11) + 1 = 12 Damage: 1d8 ⇒ 7

Brig
The straw pile erupts in flames. Realizing that they're outmatched, the Duchess' soldiers back off. The prisoners stop their riot when Miselle's massive handcannon goes off. It's clear from their expressions that they're questioning your sanity.

I'm going to switch this to a noncombat scene to start synching both groups' timelines. Tell me how each of you plans to proceed. Possible variables: the Danoran officer (who hasn't realized you're Risuri, thanks to Miselle), fifty-ish civilians, four of the Duchess' soldiers (one is wounded and bleeding), a blazing hay pile, and the imminent arrival of enemy reinforcements.

Lighthouse
Alice slays the pseudodragon before it can cause any more trouble. As Jebediah finishes securing the prisoner, Alice charges downstairs and stabs the guard. His cry of surprise and pain reveals that your scroll's magic has run its course. The good news is that you still have the element of surprise, but it's only a matter of time before things turn ugly. Fortunately, your foe's injuries cause his reflexive counterattack to completely miss Ellena.

Pseudodragon: grappled
Caster: tied up (Escape DC 21), gagged
Guard: 8pts damage
The silence spell has expired


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

Regained 1 panache point for dropping a foe.
Alice locks swords with the opponent, nodding at Ellena in acknowledgement. "Betraying your country was your last mistake, boy. Shame." She follows her words with a downwards thrust, plunging her sword towards the man's chest.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


That's enough to drop him.


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.

Doing her best to avoid thinking about the dead man, Ellena quickly steps past his falling body and runs up to the sea chain controls. The massive contraption of brass cog- and flywheels, flanked by a winch large enough for two people, stumps her for a half second before she spots the wedge blocking it from unspooling and kicks it loose.


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

Oh, so I should still have a move action.

Heading to guard the door, Alice wipes a spray of blood from her cheek. "Nice bladeswork there, Princess. Keep it up and I'll have some choice words with those stuffy windbags back at the Battalion."


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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

"<Do I speak to Danorans, or to those whose ears have been stopped with mud?>" Allowing the full tones of her time in the aristocracy to flow back, she looked around. <"The Risur Rebels will be sending guards soon. This will be a poor rescue if you sit with your wits lost, waiting to burn. Now move!"> She gestured to the door once more. <"And bring any wounded, Risur too. If they are treating there wounded they are not chasing us. If they are putting out a fire, they are not chasing us."> And if they are chasing us, they aren't attacking the Lighthouse, she mentally added.

Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26


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 moves to stand with Miselle, urging her to move with him. If her words themselves didn't goad them into getting the lead out of their feet, nothing would, and their would likely be reinforcements arriving any moment. "Come! It is time to leave!" he said in a low voice, not wanting to break the Danoran facade Miselle was wearing.


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

With a silent nod Corynne falls in with her companions, weapon still in hand as she watches the remaining guards get manhandled by the prisoners.

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 tying and gagging the wizard, Jeb moves downstairs towards the controls to see where Alice and Ellena are at.


Lighthouse
With a loud mechanical clanking, the sea gate begins to open. Based on the mission briefing, it will take approximately one minute for it to open enough for a ship to enter. And, of course, the ruckus is instantly enough to alert the entire complex - starting with the guards outside. Things are going to get rough....

Brig
Inspired by Miselle's speech, the prisoners surge to follow. They won't be much good in a fight, but they'll make one hell of a distraction.
-----------------------------------------------------
Lengthy Discussion post incoming, so hold off on any mechanics posts until I get it typed up. RP is fine, of course.


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, watching them flow out. She set up a second set of powder near the doors, set it alight too - she hoped she wouldn't have to pencil in her eyebrows again, Maman hated that look - and headed for the exit herself.


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)

After taking one more moment to make sure his musket was still good to go and had a shot ready to go, Azaghal follows.

Grand Lodge

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

Who has the signal rocket?


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 she sees the red light of fire illuminating the fortress, a manic grin appears on Alice's face. Taking out her gun, she shoots a flare high up in the air. "Use the scroll! Signal the fleet!"

Intimidate: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
"Come on, you cowardly traitors! Today you pay the price for your foolish allegiance! Stars and Victory!"
It's a pity that her throat is dry and her voice croaks, stealing impetus from her taunts.


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

Approaching the lighthouse, and hearing the war cry, Miselle raised her hands. "Hold fire! We're friendlies." Running up to the building, she nods at the others. "Nicely done. It all went to plan our end. They're down a few soldiers, and have a burning stable to tend to. It should give us a minute or two before they can react." Panting, she listened to the gate as the machinery opening the sea gates whirled and spun. [b]"I will take a look, make sure they cannot easily close the gates again.

Moving into the lighthouse proper, Miselle set about making sure the gates would not be closing again any time soon, even if they were overrun. It probably wouldn't stop them, but it might buy them time. And time was what was needed. They'd never hold against the whole fortress, but they didn't need to. Just until the fleet arrived.

Action:
Move - Enter the lighthouse.
Action - Disable the Gate Controls.


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.

Wincing at the deafening creak and rumble of the chain letting out, Ellena runs back up the stairs but stops short at the pool of blood. Not able to tear her eyes away, her breathing deepens and she fights a brief loosing battle with her nausea before being violently sick in the corner.

Once she's done, she straightens back up and wipes her mouth on a handkerchief, blushing at her naivete. "This was what I signed up for, right?"

"How can I help?"

Actions:
Move: Ellena will move to wherever someone's setting up a barricade or setting a trap.
Action: Aid Another. 1d20 + 3 ⇒ (15) + 3 = 18 (+1 if it's a trap)


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

Wincing slightly as she moves along after Miselle, Corynne shows clear signs of the fight, blood staining her armor in a few places, her vision slightly unfocused. Leaning against the wall of the lighthouse she smiles at Alice’s enthusiasm as she draws the healing wand, pointing it at her side as she utters the command word, breathing a sigh of relief as her wounds close, the miasma of agitated spirits around her fading and calming.

CLW: 1d8 ⇒ 4

As Ellena empties her stomach, she moves to gently squeeze her shoulder supportively. "Maybe see if Alice wants us to set up a barricade to hold the light house better. I'm going up to the top to use the signal scroll." she says before heading inside.

Actions:
Action: Heal self
Move: Enter Lighthouse (heading up to top floor)


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)

After meeting up with the others, Az turns to Miselle. "Will you be needing me to help with gate controls? Or do you think is better for me to take high ground and try to snipe as they are coming on?"


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'm good with this," Miselle muttered, her teeth clamped around a screw driver. Taking it our and using it pry and important looking chain of it's gear, she added, "See if you can throw up some barricades. Might as well slow them before they reach us. I'll rig up some traps with spare powder when I'm done here...unless they reach us first."


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)

Sated, Az moves out to help Alice set up a barricade to slow the enemy advance.

Actions:

Move: Leave the lighthouse to get to a spot where a barricade can be set up.
Standard: Set up a barricade.

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 steps outside to set up a barricade

actions:
Move: outside lighthouse
action: Set up barricade
Knowledge (engineering): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (6) = 17
using 1 point inspiration


Az Barricade: 1d20 + 5 ⇒ (2) + 5 = 7

Jebediah and Azaghal work quickly outside the lighthouse to configure some crude barricades while Ellena assists. They won't delay enemies for long, but in a situation like this, every second counts. Alice's taunts don't seem to have their intended result. While you've shown yourselves to be more than capable, you're also heavily outnumbered. Your barricades are completed less than a minute before the first wave of enemies arrives. Fortunately, due to harassment from the escaped prisoners, only six make it to your position - but one is a warmage. More troops will be arriving shortly, but your position should hold - at least for the moment.

Round One complete
Don't forget to check the map before posting. Along with your current positions, it shows how many barricades you've constructed (and their locations) and the location and number of enemies.


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

Damnation, I had hoped for more time. Moving to a sensible position in the Lighthouse, using the guns enormous range and power to start picking off the attackers as they approached.

Action: Battle.


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

Heading to the top, Corynne makes use of the pyrotechnics scroll, unleashing the spectacular fireworks display that was the signal to the Royal forces.

Setting herself up at a window and loading her crossbow, she draws out another scroll casting a spell on her hip quiver to ensure an inexhaustible supply of bolts as she prepares to take on the role of sniper.

Action: Signal the assault. Prep for battle action next round.

Grand Lodge

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

Heading to the top, Corynne makes use of the pyrotechnics scroll, unleashing the spectacular fireworks display that was the signal to the Royal forces.

Setting herself up at a window and loading her crossbow, she draws out another scroll casting a spell on her hip quiver to ensure an inexhaustible supply of bolts as she prepares to take on the role of sniper.

Action: Signal the assault. Prep for battle action next round.

That's already been done

Grand Lodge

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

From behind the barricades, Jeb starts negotiating with the leader of the attackers, trying to stall their advance

diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20


@Corynne: If you want, you can take one of the listed Actions as well. Each Round lasts approximately 1min, after all, so there's still time to fight.

@Jebediah: what tactic are you taking with the negotiations? There may be a conditional modifier.


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

"We'll need more defenses" Alice whispers to Jeb. "If you see me fighting, put up anything that may slow them down."

Switching tactics, she joins the young scientist, trying to appeal to the enemies' better nature, swallowing her spite for those fighting under a different banner.
"Risuri! What are you fighting for? Why are you following a woman who betrayed her country, our country, who tried to kill her own brother?"
"Is it loyalty? Is she deserving of your loyalty, one who hides behind walls and lets you die in her place? One who acts through underhanded treason, one who dares not stand with you? Is it hate for Danor? I fought in the Fourth War, I know what you feel for those treacherous dogs! But think of your families, your children, your loved ones! Do you want them to die in yet another pointless war over these Gods-forsaken islands? Or would you rather see them happy in a time of peace?"
"I know why you stand there, why you serve the Duchess! I've served in the Navy, I know loyalty, I know duty! But I also know treason, and I have seen the Duchess try to kill innocent Risuri, civilians and soldiers alike! Lay down your weapons, brothers, that we may stand together against anything that threatens our beautiful land, let's not waste any more Risuri blood, too much was spilled in the past! Stand with us instead, for peace and prosperity, for the Stars and Our Glorious Victory!"

Diplomacy (aid another?): 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18

Stalling again. As an additional action, I'm drinking an aid potion, getting +1 to attack rolls and 1d8 + 3 ⇒ (2) + 3 = 5 temporary HP for 3 minutes.


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

In that case set wards I guess. Do I have to be in the location of the ward I'm setting each round?


@Corynne: you have to be in the location you're warding, but once it's set, you can move wherever. Same with barricades and traps, by the way.

Grand Lodge

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


@Jebediah: what tactic are you taking with the negotiations? There may be a conditional modifier.

Jeb will call on them to discuss surrender. He not immediately make it clear that he means their surrender, and attempt to persuade them that they are facing the combined might of the Risuri and Danoran Armed forces.


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.

While waiting for the results of all the talking, Ellena will be busy staying in cover and holding Fabian tight. If any of them try to come over the barricade, she'll be ready.

Actions:
Battle, if they rush the barricade. Otherwise she'll just be holding position.


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

Looking around on the top floor, Corynne notes the window through which her companions entered. Considering the possibility of the enemy attempting the same tactic, she goes about setting a ward. Designed to push the first person coming through the window back out, she binds one of the more malevolent spirits with her to the task.

Ward top floor entry 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)

Az keeps his musket close at hand, staring down the barrel of the weapon over the barricade. He is careful not to put finger to trigger until he's ready to shoot, but he also wants the first person who rushes forward to know he's going to get a faceful of lead!

Actions:
Same as Ellena; if they rush, shoot the nearest one. Otherwise continue to hold. If needed, Musket Attack+PBS: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21, Damage+PBS: 1d12 + 1 ⇒ (8) + 1 = 9


Corynne Spellcraft DC 15: 1d20 + 6 ⇒ (18) + 6 = 24

Alice and Jebediah persuade your enemies to listen for a few moments, but the arrival of another wave of foes means that they'd rather capture the lot of you and sort out everything later. As they surge forward, the barricades slow the advance and allow Ellena and Azaghal to slay the first to approach. As they tear down the barricades, Miselle's longgun brings down the warmage. You've held them off for the moment, but more reinforcements are incoming, and it's only a matter of time before you're beaten back through sheer weight of numbers. Fortunately, Corynne's set up a defensive ward that may buy you some time if the lighthouse is breached.

Round Two complete
You're 20% done, but you've lost the initial barricades. Make sure you check the map before posting. A word of warning to those in the front lines: you'll start taking damage if you remain in the same space as your enemies at the end of the Round.


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

"Fine then. Hold the line, I'll slow them down."

Rapier in one hand, pistol in the other, Alice dashes towards the frontline with a roaring laugh and a battlecry. "Forward the Stars! Risur and Victory!"

Action: Battle!

Grand Lodge

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

Retreating to the lighthouse, Jeb urgently starts setting up further barricades

barricades: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22 -1 for minor action (move)


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

Muttering at how easily the enemy had destroyed the barricade, Miselle focused on continuing to remove the enemy troops from contention. Her gun parked loudly again.

Action: Battle.


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

Making sure that the bound and gagged wizard is fully secured, and probably a wreck with his familiar dead, Corynne heads downstairs setting up a defensive ward at the doors, should the barricades be breached. "If need be we have a hostage upstairs that can be useful. I've also warded the point we entered in case they try the same thing."

Spellcraft DC 15: 1d20 + 6 ⇒ (10) + 6 = 16

Action Create ward Doors to light house (will allow allies through)


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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.

Ellena can feel the soft drip-drip of blood running off of Fabian; it had been a blind stab through the barricade when the Duchess' forces rushed it. She hadn't had time to think, or even feel - their battlemage had blown the barricade to splinters and sent her singed and sprawling before Miselle's shot sent him into the harbor.

Drip, drip, and there were three of them left, reloading their guns. She felt a jolt of enthusiasm from Fabian wash through her, and she still wasn't thinking. She charged. Ahead, one of the soldiers - as old as her, if not younger - had almost finished reloading and was bringing his gun up with the ugliest of looks. Fabian sent his shot into the sky and carved a red line into his throat.

Another shot cracked the stone next to her, and Ellena came to her senses. She looked wildly for the nearest piece of cover and ran to it before their re-enforcements came fully into view.

Actions:
Battle, and then moving either to Az's barricade or into the Lighthouse depending on whether or not he makes a barricade.


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 does his best to keep a barricade in front of him, something that he can use as a momentary respite to reload his musket and get another shot off into the throng of enemies.

Actions:

Build a barricade (Know-Engineering): 1d20 + 5 ⇒ (12) + 5 = 17, then battle.


Corynne and Jebediah set about barricading the lighthouse in preparation for a potential last stand. As his other companions hold off the oncoming enemies, Azaghal scrambles to assemble a few more hasty barriers. As it turns out, that decision turns out to be a lifesaver as the newest forces include a grenadier. Your fortifications are blasted to pieces, but at least you remain mostly intact.

Round Three complete
Alice, Azaghal, and Ellena each take 2pts damage. In addition to the current enemies, another wave will arrive in 2rds. One note: if the lighthouse ever has 5+ points of barricade, the door will become completely blocked. You'll still be able to enter/exit through the windows, but all actions for that round will take a -5 penalty due to the extra time required.


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

Shielding her eyes from the massive explosion of the barricade, Corynne breathes in the fire, and smoke and the most familiar of all….death. The cost of today would be high, but she was determined to see that the toll would be paid by the enemy.

Hastily grabbing a scroll, she activates the magic within, closing her eyes for a moment as her mind’s eye reaches out beyond the boundaries of normal sight. When she opens her eyes again she scans the battlefield, seeing the strands of life itself, the flow of vitality, or the cold grey of it’s expiration, in each and every one of the battle’s participants.

Alice, Azaghal, and Ellena…....all wounded…...not severe but they'll need to be healed soon if we're to hold out.

Preparing for the inevitable need for them to all fall back within the lighthouse's protection, she raises her crossbow, ducking down to lay down cover fire from the doorway to allow the others to fall back to where she could heal them.

Cast Deathwatch from scroll. Action battle (shooting).

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 keeps working on barricading the lighthouse... if we need to make a stand, it seems like a good place and the more barricades the better.

knowledge (engineering): 1d20 + 8 ⇒ (3) + 8 = 11 dang it. So much for being a MacGuyver.


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)

Honestly, I think MacGuyver couldn't really be MacGuyver most of the time.


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

Jeb, I think you have free inspiration on Knowledge checks. You still have a chance :)
Round 2/3 of the aid potion.

Alice pulls her rapier out of the chest of the young soldier. There is no time to check whether the wound is lethal, and she isn't too interested to begin with, but as long as they are on the ground and not moving, she's more than happy to focus on those still standing. Pivoting on her heels, she takes a step back on the floor, already slick with blood.

As Ellena dives to cover, Alice feels the explosion that smashes the barricades. Burning splinters reach her face, and suddenly she's back at the wheel of a frigate, black powder exploding all around, her body flung in the warm Yerasoli waters. Trauma fueling anger and battle-lust, magic sealing her wounds, she dives towards the grenadier, leveling her gun at his face, and she pulls the trigger yelling the name of that old, long-sunk ship. "Impetuous!"

Action: Battle! Focusing the grenadier.


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 swore heavily as the explosion took out the barricade. "Are they allowed to do that? I thought these backwards cretins disdained such technology." Still, there wasn't much to be done but continue the defence. It wasn't going as well as Miselle had hoped, but then it wasn't as bad as she feared. Reloading, she breathed in and fired once more.

Action: Battle


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.

Ellena winced at the sound of Alice's charge. She's going to kill herself... Glancing longingly back at the safe, unexposed lighthouse, she rallied and followed Alice into combat - while Alice dealt with the grenadier, she stepped up to her flank and sent another soldier spinning into the water with a bad gut wound. In the harbor, she could see the first fins appearing; the sharks were gathering.

Battle... reluctantly.


For simplicity's sake, I'll assume Azaghal spent his action to Battle.

You've used all the materials nearby, but Jeb's still able to shore up some weak areas of your makeshift barricade. It's not much, but every bit of strengthening helps. Looking around, he notices a closet that's remained unexplored - until now. Inside are several coils of rope, wooden crates, and various odds-and-ends that can probably be utilized for further reinforcement if necessary.

Everyone else focuses their efforts on eliminating enemies, and for a few brief moments, the sounds of battle cease, leaving only the grinding and clanking of the slowly-opening sea gate. Another wave of the Duchess' soldiers can be seen charging your way, but you still have a moment's respite.

Round Four complete
Another wave of enemies will reach the Sea Wall next round, but they're currently out of range of your abilities.

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