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 moves up to the Inspector and catches his attention. "Sir, should I help here or check on the others?"


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

Caught off guard by the woman's brazen zealotry,Corynne curses as she sees the glow intensify, her mind racing to determine what might be happening.

Knowledge Arcana: 1d20 + 6 ⇒ (5) + 6 = 11

Her expression intensifying, the young constable focuses, determined not so allow a shipful of people to die for no valid reason.

Sending a mental command to the revanant she'd called forth. The ghostly image of an angry looking grizzled mariner flickers into clearer view as her plunges his hand into the midst of the burning gems, grabbing up the locket and running at the woman to slam the burning jewelery into her face.

Bludgeon Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Bludgeoning: 1d2 ⇒ 2 + appropriate fire damage

So essentially using telekinesis (my ghost buddy) to grab the locket out of the furnace and smash her in the face with it, probably branding her in the process. I think I can pull that off based on the following.

As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.


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 wanted to disarm her with my attack of opportunity, but if that's not possible then this is my course of action.
As the handmaiden throws the locket, Alice's rapier whips towards her , striking the side of her head with the flat of the blade.
Attack of opportunity(nonlethal, target prone): 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Critical confirm: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

If Corynne didn't take the locket out first.
She then thrusts her blade into the embers, grabbing the locket with the tip and fishing it out with a flick of her wrist, flinching from the heat.
Reflex save?: 1d20 + 6 ⇒ (3) + 6 = 9

Otherwise
She then hustles towards the hurt technician, her face as dark as it was in the war. "Pleasantries over." she says in a quiet, level voice, meaning every word. "Open the valve or I'll kill you."
Intimidate: 1d20 + 7 ⇒ (13) + 7 = 20
I can't charge, so double move to get next to the red technician.

Grand Lodge

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

Seeing the Necklace being dealt with, Jeb takes a moment to secure the Elf woman.

grapple?: 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7 Dang it. Not enough Inspiration to alter the outcome. the +4 is from her being prone, is that correct? Not that it makes a difference.

"Az, stop those technicians before they blow us all up!


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 cursed as they destroyed the valves, and shot again. They were destroying the emergency systems of the boiler. This was going to be bad...

To Hit: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


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)

Without the time to reload his musket, Azaghal rushes toward the nearest "technician," trying to hit him hard enough to make him drop the wand he is carrying, or even snatch it from his hand as his stout dwarven frame barrels into him!

Charging Bull Rush: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20


@Azaghal: the technicians are out of your charge range. I've moved your avatar as close as possible (double move). Would you like to change your action?

Round 9 (+15rds)
Handmaiden: 10pts damage
Red: 9pts damage
Blue: full


GM Rolls:
Azaghal: 1d20 + 2 ⇒ (8) + 2 = 10
Alice/Jeb: 2d20 + 7 ⇒ (5, 12) + 7 = 24 Damage: 1d6 ⇒ 6
Boiler: 2d6 ⇒ (6, 3) = 9

@Ellena: "Go find the rest of the Constables. If there's an imminent threat to His Majesty or one of the other nobles, we'll need them as close as possible to the danger."

@Everyone Else: Corynne's ghostly ally whips the necklace into the handmaiden's head hard enough to leave a sizeable lump. Alice follows this with a devastating strike with the flat of her blade that drops the woman into a deep unconsciousness. Azaghal knocks a technician away from one of the relief valves, but it's too late; it's completely rusted shut. Snarling, the man grabs a wrench from his toolbelt and swings clumsily at the dwarf as the other (injured) technician runs for the closest ladder.

More importantly, though, is the glowing necklace. It flashes with a brilliant light, and a large fire elemental materializes on the deck. It's in a state of rage and lashes out wildly at anyone within reach. Alice manages to dodge; Jebediah isn't so lucky.

Alice: 6pts fire damage from the open boiler
Jebediah: 3pts fire damage from the open boiler + 6pts bludgeoning damage from the elemental

Round 9 (+15rds)
Handmaiden: very unconscious
Red: 9pts damage
Blue: full


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.

Nodding, Ellena breaks for the Duchess' cabin - again running as fast as her legs can carry her. When she reaches it, she looks to the guardsmen. "Head topside, and take the halfling with you. We're evacuating the ship! Where did the others go?"


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 knocked another arrow, aiming at the same technican, and loosed. This would be a lot easier if she could just shoot them with a large gun, but it was still in pieces...

To Hit: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


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

Taking a single step backward, Corynne reacts with professional calm as she fires at the elemental, already beginning to reload her crossbow.

Shooting into melee: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
1d8 ⇒ 7


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

Starting at the elemental.
I don't know anything about magic, I hope this works. Alice stabs at the locket on the floor, hoping that breaking the gem would sever whatever links the elemental to the place.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
We need help. One ship blowing up was bad enough, I'm not going to make it two for two. She then runs towards the nearest alarm siren, assessing the situation. And, if a swift action is enough, activating it.
Acrobatics (to avoid AoO, Derring-Do): 1d20 + 8 + 1d6 ⇒ (6) + 8 + (2) = 16
"Fitelle!" she shouts. "Leave the fight to us, for £%&$'s sake, and come fix this &*#@§^%£ machine! Azaghal, help Jeb! And someone FIND THAT *#£$&%$£% TIEFLING!"

Grand Lodge

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

Disabled, Jeb staggers back from the raging elemental.


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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)

Seeing the pickle his friends are in, Az makes a disgusted sound, adopting a defensive posture as he begins reloading his musket, where before he was hesitant to use the weapon so near the boiler and piping.

"If we are blowing up anyway, I will go down shooting!"

Move closer to Jeb, reload musket.


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

"Face first, guns blazing, getting all your friends shot!" -Izzy (The Mummy Returns)


@Ellena: "They ran belowdecks, ma'am," the officers tell you as they begin to carry the halfling topside.

@Everyone Else: Miselle's bolt drops one of the technicians. Alice's rapier cracks the gem, and with a wail, the elemental is sucked back inside. The gem promptly explodes in a shower of sparks.

Round 10 (+10rds)
Handmaiden: very unconscious
Red: unconscious and bleeding out
Blue: full


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.

Nodding, Ellena turns and runs down the nearest staircase. While she runs, she listens for the others.


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

HAH! It worked! Who's "stubborn, ligious and lacking imagination" now, Miss Cadsbury? At least for the third part.

Alice pulls the handle of the siren with all her weight, then quickly reaches the relief valve to try and unstick it. "Fitelle, can you get this rust off?"


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 moved to the valve to examine it, forgoing any more fighting for now. It was more important to secure the ship and make sure that the boiler was sound. She started tapping the released valve, trying to find out if there was sound metal beneath the rust.

Knowledge (Engineering): 1d20 + 7 ⇒ (20) + 7 = 27


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 others working on preventing the impending explosion, Corynne focuses on the other vandal, moving over to the other side of the engine room and firing a bolt.

1d20 + 2 ⇒ (16) + 2 = 18
1d8 ⇒ 4

"Final warning! Stand down now or end up like your friend!"

Intimidate: 1d20 + 3 ⇒ (20) + 3 = 23

Something about the calm manner in which she spoke the words had a chilling finality.

Grand Lodge

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

Despite his injuries Jeb takes a moment to pull his thoughts together. Sitting on the floor, holding his side, he works through his engineering studies for a solution.

knowledge, Engineering: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (2) = 19

"Is there any way we can vent the power other than the release valve? is there an emergency shutdown?"


@Ellena: Suddenly, the alarm sirens erupt all over the ship. A moment later, one of the engineers rushes up from belowdecks. There's a crossbow bolt protruding from his shoulder.

Belowdecks: The wands the engineers used to break the relief valves are actually the antennae of a rust monster. Their severe corroding properties make repair extremely difficult at best. (touching an object once bestows the broken condition; a second touch destroys the item). However, if a relief pipe could be cracked (20pts damage OR STR DC 15), some of the pressure could be vented. Unfortunately, doing so will quickly fill the room with searing steam.
------------------------------
Holding on Azaghal's action, but Miselle/Jebediah can share their knowledge whenever they want.


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.

Ignoring the man for the moment, Ellena rushes down the last flight of stairs and stops at the top of the ladder. She stands there, dumbfounded, eyes flicking back and forth between Alice struggling with the pipe to Jeb lying wounded to the piles of firegems. Her eyes widen and rather than climb down she turns and sprints back to the surface. She shouts down to the others as she turns.

"The Brand!"


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 considered as she attempted to repair the release valve. "Ellena might have something!" She called to the others. "The Brand runs from the boilers, no? If we use it mayhap bleed off the energy and kill what fire remains." Still, getting rid of more via the releases.

Repair: 1d6 ⇒ 2

Grand Lodge

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

"Or, we could crack open a relief valve with brute force, venting the steam into this room. Whoever does it would need protection from the heat produced, though."


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

"The Brand sounds like a bloody awesome idea! Smart guys, go fire it, I'll try to buy you some time! Any idea on how to get fireproof?"


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)

A sudden flash of memory strikes the dwarf. "On berth deck! There are wreath-shaped charms that give fire resistance in the three powder rooms! Three of them! They can be easily removed!" the dwarf shouts to the others.

Almost as soon as he's through telling them about it, he's off at a run, trying to reach at least one of them as quickly as he can.

Grand Lodge

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

"Anyone got a healers kit? I might as well try and patch myself up since I can't really help otherwise"


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

"Here." Corynne says, taking the time to very deliberately retrieve a potion from.her pack, random things seeming to shift around in her pack as she does, until she fixes a withering glare upon something or someone only she can see.

Standard action to retrieve potion of CLW

Grand Lodge

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

"Thanks!" Grins Jeb, appreciatively. He quickly quaffs the potion and sighs as it's healing power soothes his burns.

healing: 1d8 + 1 ⇒ (7) + 1 = 8


The heat and pressure inside the overloaded boiler continues to increase as the sound of alarm sirens fills the air. Miselle's touch restores a small bit of metal, but the rested-shut valve is going to need much more repairs before it's operational again.

Round 11 (+10rds)


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

Alice hurries towards the stairs, her mind racing. Emergency protocols, Alice. LEAP.
Look. Evaluate. Perception: 1d20 + 4 ⇒ (4) + 4 = 8 Looking for anything I may have overlooked. Additionally, where are the speaking tubes for the control room?
Assign Priorities. First, we have to fire the weapon. Second, we need to get the elf up for questioning, the technician too if he's still alive. Then we need to break those pipes and, finally, we need not to die.
"Corynne! If the technician (Luckshore) breathes, get'im upstairs, someone grab that elf too! All who know something about magic weapons to the bridge, the others help me with the pipes!"
Before acting, however, she grabs a potion from her belt and downs it, wincing as the blisters on her arms are healed.
CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3


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)

How far toward getting those fire resistance charms will I get in this round? Planning to get all three.


@Azaghal: Assuming you start right now, you'll be back on the Engine Deck with all three wards on Round 18 (Round 17 for two wards; Round 16 for one ward).


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

Would someone with, uhm, longer legs do it quicker? Tabbit, perhaps?


It'll shave one round off each way, so the ward-bearer would return on Round 16 (Round 15 for two wards; Round 14 for one ward).


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.

Bounding past the two officers carrying the unconscious halfling, Ellena's too winded to talk and just keeps running.


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)

Might be better to shoot for two charms; Miselle and Az are the two engineer types and would seem to be the most likely to get something with the engine working and would also take one round less to get back with the charms.

Grand Lodge

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

His synapses restored after downing the healing potion, Jeb is able to get his mind in gear and figure out the solution.

"I'll get the capacitors on the brand fired up, that'll buy us time."

With that he runs off towards the brand.


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 continued to try and repair the valve. She hoped she could get at least one working.

Repair: 1d6 ⇒ 4


Current status this round
Alice: move toward stairs and drink a potion
Ellena: running somewhere
Jebediah: running to the Brand
Miselle: continue repairing a release valve

Azaghal/Corynne: currently unknown

Round 11 (+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

Is the saboteur/terrorist (blue dot) still alive?


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 is making a run for the fire charms with the aim to take two; one for him and one for Miselle; if he hears that Miselle is going to help with the Brand, then he will only get one of the charms and try fix...though, admittedly, his way of fixing will probably be the way they fix things in Mother Russia.


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

Kick it till it works again?


Blue technician is still alive.


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

Moving closer and covering the man with her crossbow, Corynne commands the wounded technician. "Get up! You're heading topside, NOW!" she says in a dangerously calm tone given the circumstances. "And I wouldn't get any ideas. I am the one person who is even more likely to get truthful answers from your corpse should you fail to comply."


Last round's actions
Alice: drink a potion
Azaghal: running to retrieve fire wards (will reach storage 2rds from now)
Corynne: dealing with prisoner (he'll give up without a fight)
Ellena: running topside (will reach Main Deck 4rds from now)
Jebediah: running to the Brand (will reach Main Deck 5rds from now)
Miselle: continue repairing a release valve (6hp healed so far)

Round 12 (+10)
No events are scheduled to happen this round, hence no descriptive text from me.


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 tapped the valve once more in the hope of finally opening it.

Repair: 1d6 ⇒ 5

She tried to turn it. With a bit of luck she had removed enough of the rust and could do so.


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

Corynne binds the prisoner's hands behind his back and herds him up toward the Main Deck


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

If Fitelle is fixing the valve, I'd better get those I can to safety. Hurrying to the boiler, Alice drags the elf away from the incandescent furnace, checking her vitals and looking at Luckshore's chest as well for signs of breathing.

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