ZEITGEIST: The Gears of Revolution

Game Master GMEDWIN

"The trouble with science is that it can be perverted."
-Number Twelve


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It is spring of the year 500 A.O.V. (After Our Victory). Seven years after the end of the Fourth Yerasol War, the shipyards in Flint have completed the first Risuri warship powered solely by steam engine, not sail. Your monarch, King Aodhan, has come to Flint to witness the official launch of this mighty vessel. Wooden-hulled but with a heart and skin of iron, the Royal Naval Ship Coaltongue will act as a deterrent against future aggression from Risur’s enemy across the sea, the nation of Danor.

The Royal Homeland Constabulary has been called upon to provide security, and you have spent your first few days on the job working to make sure this event goes off without a hitch — canvassing the docks, performing background checks on the guest list, coordinating with the local police to set up a perimeter around the royal docks, and following various directives of your superiors.

Now, as a warm breeze off the sea mingles the scents of elaborate floral decorations with the pervasive coal soot that always hovers over Flint, you’re at one of two security checkpoints, working with Flint police to let in a crowd of hundreds of local citizens who just want to line the streets and cheer their king.

Somewhere, a man who should be dead is smiling.

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ACT I: The Island at the Axis of the World

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Exactly 700 cheering visitors stand before you on the bridge linking the mainland to the island containing the Royal Shipyard. In 30 minutes the crowd is scheduled to be released into Fleet Square in the shipyard and to line the sides of the bridge to cheer on the carriages of the arriving dignitaries. Groups of police on both sides of the bridge will prevent the crowd from growing any larger or moving into the shipyard prematurely - you've been tasked with removing any threats that might be hiding among the crowd. During your briefing at the RHC headquarters, four groups were identified who could potentially complicate the celebration:

  • Dockers - angry over how the city has been treating them lately.
  • Primalists - believers in the old druidic faith - angry at all the new industry.
  • Terrorists - agents for the fey terrorist known as "Gale," who might try to sabotage the ship.
  • War Veterans - who might target the ship's tiefling designer.

Due to the size of the crowd, a group of city policemen have been been detached from their normal duties and sent to help you.

You'll have plenty of time to get to know each other very shortly, but for now you'd better get to work on that crowd! Go ahead and hit me with your strategies for canvassing the crowd along with any relevant skill checks. Assume that these skills checks take roughly 10 minutes. If you're unsure what skill you'd be using, I'll roll for you. In addition, someone will need to take some time to create a threat profile and brief both the the party and the rest of the police (don't make any other rolls to search the crowd yet if you do so). This can be done with any of the following skills: Knowledge(history or local), Profession(soldier). Anyone making this check receives a +4 bonus due to the fact that the party includes two Dockers and Yerasol Veteran. Success on the check reveals the following information.

Threat Profile DC 13:
Dockers are usually burly working men with eclectic fashion. Primalists have particular hairstyles, wear sandals, and adorn themselves with druidic religious icons. Fey saboteurs are typically elves or half-elves with impeccable grooming from their rituals, though they may often try to hide this by dressing in soot-stained clothes. War veterans will usually be either in the mid- to late-twenties, or late-fifties/early-sixties, usually in better fighting shape than common citizens.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

While Lynn was never particularly involved in the performances, she had learned to speak the language of the Dockers. She was fairly certain they were mostly a non-threat. Rabblerousing was the worst she expected... even if that would still lead to bad things, given the direction they tended to take things when they did get fired up. Plus, she was fairly certain a person who -could- appeal to the Dockers with a more direct approach was also in her contingent. She was significantly more worried about protecting the designer than anything else: She knew what being Tiefling here could mean, and she likewise knew how the people may feel about the encroachment of still more technology.

She had spent a portion of the day prior memorizing where the designer should be (should that information be available) and trying to figure out where others might try to strike from, both near and far, should they become a target (is it a he or a she? :)) As a direct result, she would have tried to get some coverage for obvious locations an assassin would have targeted, and was sticking nearby to the designer personally.

Also, if others wish to perform guard retainer, she could just as easily blend into the crowd and actively seek out threats that way! :) Just 'cause I post first doesn't mean I get the nice cushy bullet-eater job! :P Either way, she'd have passed on her intel, if she gathered any. If someone wishes to do direct guard duty, Lynn will instead 'work the crowd' by slipping amongst them to ferret out dangers, allowing her trenchcoat to 'help' disguise her parade armor.

Dice:
I'm thinking Perception and Stealth apply, possibly Disable Device, but unlikely. Perception and Stealth could logically be used to discover places that an assassin might 'perch' or hiding places that provided mobility during short terms. In the here-and-now however, She'd be most likely keeping her eyes open for threats, while trying to maintain a relatively low profile. Finally, jamming windows, doors, and the like could have been done previously, but there's a solid chance that any of that would be easily cleared by the time it was important, so it's a real stretch to even try. I'm also open to more suggestions for what she could be rolling, if you feel these are incorrect! Right now, it's mostly 'personal bodyguard'. I could also give an argument for simply using her linguistics abilities to pick out pieces conversations for a hint of something else as she passes people in the crowd! Lots of interesting things for Lynn to do!

Stealth: 1d20 + 5 ⇒ (7) + 5 = 12 If needed
Perception: 1d20 + 4 ⇒ (12) + 4 = 16 If needed


I feel horrible raining on your very first gameplay post, but the dignitaries (tiefling include) haven't arrived - the current plan is to root out any threats they have a chance to strike. Right now the two big tasks are briefing the police/party and searching the crowd. I'll let you redact and revise Lynn's actions to account for this. The options you mention later on are all solid choices for what Lynn could be doing. I'll also give you a reroll on the skill checks so that you're chosen plan of action isn't biased by the higher perception check.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Alright, 700 people, an unknown amount of which that can be here to cause violent acts or murder certain people. And two checkpoints between the guards, one of which we're at. A few questions I have are: 1) which of the two checkpoints are we at; the one keeping more people joining the crowd or the one keeping people out for 30 minutes while rounds are made, if it really even matters because the area is smaller than what I'm thinking? And 2) can the threat profile be made without the pertinent check?
As well, I am all in favor of covering the the bridge area at either checkpoint and surveying the people as well as providing resistance as the people may see it fit to rush either bridge. I welcome other strategies as well as advice as to what my character should be doing.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

You're completely fine. That was a trainwreck of a post written while I couldn't sleep. :P

Lynn would keep her presence known amongst the crowd in the early stages, keeping her uniform under her coat (I recognize that's not fool-proof! Have it fail if it makes sense!), but milling about in the crowd, uprooting anti-tiefling sentiments, while she plays magpie with conversations, picking out anything that sounds like a threat, or even a veiled threat.

Linguistics: 1d20 + 4 ⇒ (14) + 4 = 18 Lynn sports Common, Elven, Infernal, Dwarven, Primordial, and what I am dubbing 'Docker Sign' as languages. Feel free to drop the 'Docker' part if it doesn't make enough sense! :)

Grand Lodge

Male Human Oracle HP 14/14 | AC 19, T 12, FF 17 | CMD 15 | F +2, R+2, W +2 | Init +2 | Heavy Mace +3 (1d8+3)

Lazarus looked out at the crowd while thinking over the schedule for the day. "Alright everyone, we have four different groups that could be involved here: Dockers, Primalists, Terrorists and War Veterans." He said giving a brief explanation of each group.

"The crowd will feed off our stance and presence. We want to look alert, yet non-threatening. If it looks like we are about to wade into the crowd and start beating heads, they'll be nervous and could panic faster if something does happen."

"We want to make the crowd feel at ease, and safe. Keep eyes sharp for guns, wands and other weaponry. We will conduct cursory inspections of any baggage the citizens are bringing into the area. If anyone complains, tell them it is for safety reasons, if they still complain, inform them they can either stay with their bag on the other side of the bridge or they can allow a quick inspection."

Lazarus spoke to the police assigned to help them. "I want you working in teams. Divide amongst yourselves who will be inspecting baggage and directing the crowd in, those not inspecting baggage can help direct the crowds to the proper areas and make sure no one leaves the assigned area. The RHC will be on stand by, observing the crowd as well, we will be focused on identifying any threats or actors in the crowd. However this is a large crowd and we can't be everywhere, if you spot something sensitive that could cause a problem. Bring it to our attention quietly and we will act."

"Does anyone have any questions?"

Prof.Soldier: 1d20 + 11 ⇒ (10) + 11 = 21


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Also, is it safe to assume that the bridge has already been 'swept' for anything suspicious, prior to the point we'd be letting people in? I know -I- assumed it had been!


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan nods his head in acceptance. "I'll start my sweep then. I am going to set out near this checkpoint in case things start getting worse here. I could do with a guard or two to help in searching personal items." Allan looks for a small group of guards to take with him. (if none are available or it would impact and thin out the number guarding the bridge then ignore this.)

"You few, with me. We will start near the checkpoint's entrance looking for abnormalities in the crowd such as suspicious behavior and civilians avoiding search. They will be the ones likely concealing arms or other non-appropriate items. As we move through the center, If any person arouses such suspicions, discretely place a follower on them and report to me or another RHC member unless they provoke chase or are violent, in which case they most likely aren't here to enjoy in the festivities and detain them accordingly. But please, as Lazarus said, act quietly. We need not rile the crowd further so be calm, collected, and smile already. Its a festivity, try not to be too dead in the face. Let's be off then."

After filling in the police and his comrades to his position he sets off to do his security checks.

Dice:

Here's his perception check:
perception: 1d20 + 7 ⇒ (3) + 7 = 10

And, if applicable (not too informed on whether it can work on groups of people), a sense motive check:
sense motive: 1d20 + 7 ⇒ (15) + 7 = 22


Unlike Lynn, Isabel made sure her uniform was seen as she paroled the area. She doubted the Dockers would try anything here as it would only lower their public reputation but kept an eye out for them anyway. The Primalists were a more likely threat, being people against technological advancement spectating a display of just that but where luckily easy to spot, Terrorists were always a threat so she ranked them the same as the Primalists. War Veterans wouldn't be likely to endanger the public they fought to protect and knowing Lynn was going to be directly guarding the designer she felt she wouldn't have to worry about them.

Knowledge Local: 1d20 + 5 ⇒ (16) + 5 = 21 Threat Profile

Perception: 1d20 + 4 ⇒ (7) + 4 = 11 Watching for weapons/suspicious behavior.

Knowledge Local: 1d20 + 5 ⇒ (18) + 5 = 23 If she's heard about any rumors of a certain group planning an attack


Allan - Sense Motive would be appropriate to your action, so I'll let you use that.
Lynn - Yes, the bridge, shipyard, and Royal Square have all been extensively swept.

As Lazarus briefs and directs the guards, the rest of your head out to scour the crowd via your separate methods. Allan and Lynn both make some headway and the both begin to pick out suspects who match fit the profiles of possible suspects. Now it's time to separate the innocent parade goers from the actual threats.

For Isabel:
Although you find yourself a bit distracted and don't make much progress, you do recall catching word among the dockers that there were plans laid by a few men to cause some trouble. Sharing this knowledge with your fellow constables might be useful if it turns out to be true, but it might shift the focus too much onto the dockers. Regardless you receive a +2 bonus on your next check to search the crowd.

Roughly half the crowd has been swept - two more successes are needed to cover everyone. Allan and Lynn now have lists of suspects, so they can now choose to focus on figuring out if any of these are any real threats (via whatever method they choose) instead of doing general searches. Once we get two more successes on the search (DC 15 by the way), everyone can begin going after specific suspects. 10 minutes have passed and we're now on Round 2 (except for Drake, I'll need both his 1st and 2nd round actions when he posts).


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Lynn would continue to focus on the people who'd made veiled threats, under their breath or not, to ensure whether or not they or their neighbors were truly dangerous.

Grand Lodge

Male Human Oracle HP 14/14 | AC 19, T 12, FF 17 | CMD 15 | F +2, R+2, W +2 | Init +2 | Heavy Mace +3 (1d8+3)

For the second wave of people Lazarus watches the police and team-members as they direct and focus the crowd. "Make it seem innocent, but direct the bulk of the crowd away from those flagged as threats as they are let in. Not enough to tip them off though."

Lazarus continues to watch the crowd for threats, and setting the team or police to watch and direct any he spots.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Since Isabel heard about the dockers planning trouble she would have told the others.

Until trouble arises she does what she can to keep the crowd under control.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan pans the crowd as they move along, making note of body language and distinct clothing of possible suspects.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Sense motive: 1d20 + 7 ⇒ (19) + 7 = 26


As you finish up the sweep of the crowd, messengers move throughout, passing out sheets of music containing the royal anthem, and the excitement level grows considerably.

Isabel's warning that the dockers might be planning trouble seems like it might have some bit of truth to it - three men are quickly identified as potential problems. Standing in separate parts of the bridge, these three men in docker garb seem particularly jumpy the whenever the law enforcement passes by and don't converse with any of the other celebrants. Even more unnerving is the fact that each one has a dagger just barely hidden in his belt.

By way of differentiating the men, one is fat, one is quite lanky, and the last is short and shifty looking.

We're still in Round 2, but we've sort of paused the round timing so that you can get more specific with how you'll deal with the three suspects. If Drake Morrell is still around, he can just jump into the action as it stands, but he'd better have a good excuse when his superiors found out how late he was to one of his first assignments.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn looks slightly crestfallen as she comes to the conclusion that the fat docker has snuck in something bad -and- is likely planning something. It's a shame, too. She looks around for something sturdy. Perhaps a wrench is lying around, or a crow bar. Something suitable for whacking someone into unconsciousness with relative ease. If she finds that, hopefully near the Docker, she'll go unceremoniously clubbing. It will likely clear the crowd away from him a bit, thus making everyone else safer, in the process. She also drinks her mutagen, limbs elongating slightly, especially the digits of her hands.

Grand Lodge

Male Human Oracle HP 14/14 | AC 19, T 12, FF 17 | CMD 15 | F +2, R+2, W +2 | Init +2 | Heavy Mace +3 (1d8+3)

"Allan, Isabel. Lynn is moving in on the fat docker. Split up and take two policemen with you each to apprehend the other two dockers. Talk them up if you like, but they are acting twitchy and are carrying. Don't beat their heads in unless they start a scene. Lazarus said as he directed two more policemen to help Lynn out. "I'll stay overwatch and see if our movement tips off anyone in the crowd. If not I'll come running if there's an issue."

With the areas swept and cleaned up, I hope there aren't things lying around to pick up! :) You should still have your billy club though Lynn unless you've discarded it!


Human Gunslinger (Musket Master) 1 (Martial Scientist)

Drake eyed the crowd and let his gaze filter through them, searching for anyone showing the signs of someone who was agitated, or like they were looking for someone or something else. From his time in the Nettles he knew the little signs or quirks people had when they were not as they seemed.

Knowledge: Local: 1d20 + 6 ⇒ (9) + 6 = 15

Once he has an idea of the crowd he will report to the others of his findings.

I'll play into the perception of Drake's being late. His excuse will be that he wanted to look over the crowd first before the public saw him with the others. Groups of officers draw attention, whereas a single man has a better chance of being overlooked.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn doesn't! It's much too heavy, and clunky, and makes her look threatening!


Lazarus is right Lynn, the bridge was swept spotless before you arrived. Maybe you could find something like discarded and heavy, but it would require searching for a little while. The best you could do right now is confiscate a walking cane from one of the guests and hope that it's a fashion accessory and not a necessity. Or of course ask to borrow a club from a nearby the policemen.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Works. Normally, I'd just have had her grab something, rather than saying she looked for it. But sweeping obviously meant it was unlikely she'd find anything on hand. :) That's why the uncertainty, so I completely understand. She's not gonna steal a walking stick :P Maybe someone has a bottle they're finished with? :) If not... she'll requisition a club along the way, then, but keep it hidden.


A bottle would be fairly easy to find but of course you'd have to deal with it breaking eventually. Whatever you choose you can go ahead and give me an attack and damage roll if you're ready to carry on with the beating,


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

We'll go with her getting two, if at all possible, so she can still weild it as a bludgeoning item if the other breaks. No sense in -actually- hurting him. Just clubbing. :)

Attack: 1d20 ⇒ 5
Damage: 1d6 ⇒ 5
Damage(If Light): 1d4 ⇒ 3

and I -really- need weapon finesse. And a better roll. XD Even flatfooted, that was hilariously bad.


The fat docker notices Lynn moving towards her and easily sidesteps her assault having predicted the attack. He does not draw his knife, but rather retaliates with a wild swing of his arm, just barely managing to catch Lynn in the shoulder, even with her increased speed.

Docker hits for 2 points of nonlethal assuming an AC of 20 for Lynn. Lynn has the option of taking an attack of opportunity. We'll use d4 for the bottle damage and assume that on a connecting damage roll of 4 the bottle breaks.

In an instant, the surrounding crowd realizes that a fight has broken out, and screams are heard as citizens push back in every direction to clear the way. Lynn and the fat docker now stand in the middle of a 30 by 30 foot clearing in the middle of the bridge. The densely packed crowds on either side of them will make it difficult difficult to enter the fight quickly and there are no policemen in the immediate vicinity.

Lynn should now be acting in round timing, everyone else can act freely, unless they wish to enter the fight, in which case it may take a round or two before the clearing can be reached.

Anyone near the far checkpoint that connects the bridge to the mainland notices a some commotion as a grizzled-looking docker with an ugly scar across his face demands to be let through. He keeps shouting about how there's trouble brewing which he must put a stop to, but the police are of course under orders not to let anyone in.

Diagram Time!
#1#===S==-LF-==L===#2#
1 is the first checkpoint where the docker is trying to enter.
2 is the checkpoint that you all started at.
S is the short docker
IF is the Lynn/fat docker brawl.
L is the lanky docker.
Everyone should specify at this time what side of the brawl they'd be on, as crossing over to the other side is now considerably more difficult. Also, are there any preferences for mapping software so I can stop using these stupid diagrams? I was thinking either spreadsheets in google drive or Roll20.

DM Screen:
1d20 ⇒ 19
1d3 ⇒ 1


Isabel nodded at Lazarus's orders as she walked up to the lanky man with the dagger and spoke with a cold tone."Weapons are not allowed in this area. She held her hand out for the dagger with a hand on her sword hilt.

Intimidate: 1d20 + 7 ⇒ (16) + 7 = 23

Do you mean Lynn/Fat docker brawl?

Even as the fight started Isabel wouldn't break eye contact with the armed man until he either handed over the dagger or attacked her, she knew their were others of her unit nearby and if fighting had already started letting this one go may mean he would attack from behind.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn managed a deep exhale, and adjusted the weight of the bottle in her hands, before trying for another swing, aiming for the shoulder, to strike at a nerve cluster.

Attack: 1d20 ⇒ 17
Damage (nonlethal): 1d4 ⇒ 1

I'm not a fan of roll20, as it'll be exceedingly hard for some people to use.

Mutagen:

+2 Natural armor.
Dexterity: +2 to hit with Ranged Weapons. +2 to AC, Ref Saves. Dexterity modifier becomes +5, 5 acrobatics, 7 stealth, 8 disable device. -1 will saves, Perception 4, Heal 0.


The lanky docker looks at Isabel nervously and quickly surrenders the dagger. "No problem miss. This was really just for cutting fruit anyways. Honest." He seems to be purposely ignoring the fight that has broken out and just stands sheepishly about.

The fat docker takes Lynn's blow, and continues his assault. In spite of Lynn's obvious speed advantage, he manages to land another lucky strike. 3 more points of nonlethal, for a cumulative total of 5. Lynn get's another AOO in addition to her regular attack.

DM Screen:
1d20 ⇒ 18
1d3 ⇒ 2


She takes the dagger and puts it into her belt with a nod."Then I won't press you any further about it, After the event you may retrieve it from the guard post if anyone questions you tell them Isabel sent you."

With that she made her way to deal with the fight.

Grand Lodge

Male Human Oracle HP 14/14 | AC 19, T 12, FF 17 | CMD 15 | F +2, R+2, W +2 | Init +2 | Heavy Mace +3 (1d8+3)

It would make sense for Lazarus to be at the end #2 and directing everything from that end based on what I've posted so far. He will continue to observe the crowd to see if anyone is taking advantage of this disruption. See discussion for map system!


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

AoO: 1d20 ⇒ 2
Damage: 1d4 ⇒ 3

Attack: 1d20 ⇒ 16
Damage: 1d4 ⇒ 3

Lynn takes a swing at the arm as it comes towards her, but only manages air, then brings the bottle back around to hit the man in the ribs... hopefully he isn't also sneaking in armor!


The docker grunts as the bottle collides with his ribs, but when he makes his counterattack his luck appears to have run out, for he misses by a wide margin. Another AOO for Lynn. Also, he's obviously wearing leather armor, although this isn't unusual for working men and women desiring a little extra protection from the regular perils of their jobs.

Lazarus Perception: 1d20 + 7 ⇒ (6) + 7 = 13
From his vantage point, Lazarus notices nothing out of the ordinary happening during the brawl.

DM Screen:
1d20 ⇒ 16


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

AoO: 1d20 ⇒ 7
Damage: 1d4 ⇒ 4

Attack: 1d20 ⇒ 13
Damage: 1d4 ⇒ 2

Lynn makes a note to herself, to receive -better- training in this. Or stick to throwing things, rather than trying to hit people. She once again misses the man's arm, before going for the other side of his ribs. But at least he was focused on her. She only just noticed that backup didn't seem to be coming like she expected it would.


Has isabel even come close yet?


As Lynn lands her second blow, Isabel finally manages to push her way through the crowd. Realizing he'll soon be outnumbered, the fat docker takes a step back and draws his knife. He calls out towards no direction in particular, "Where's my backup! Dafton, get the men over here!"

Lynn stands in the middle, the docker took a 5 foot step away from her towards the edge of the bridge (another five feet away from him). And Isabel has just arrived, 15 feet away from both if them.
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HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn signed the word 'men?' in the direction of both Isabel and the Docker, as she tossed the bottle into the air, before catching it. A headtilt showed them it was a question. Rather than attacking the man again, she slipped around him, hoping to cut him off from the edge of the bridge. Move action, ending to the 'upper right' of the man.


I know that we didn't really roll initiative, but the current order is:
-PCs (only Isabel and Lynn at this point, Isabel's turn to act)
-all enemies (or in this case enemy)
Anyone not in the brawl can act out of initiative, but they won't be able to reach the brawl until the round after they declare they'd like to do so.


Isabel draws her sword and makes sure the man sees the confiscated dagger on her belt. "Stand down and your punishment will be softer, anyone that draws a weapon now will be charged with attacking officers and carrying weapons in a prohibited area. If you turn in your weapons now we can solve this without bloodshed."

Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Intimidate: 1d20 + 7 ⇒ (9) + 7 = 16


The fat docker appears to be considering Isabel's words until something catches his eye over by the other side of the crowd.

"You weren't seriously considering surrender now, were you Coulton?" A new docker pushes his way through the crowd, larger and far more athletic looking than the other three. As he steps out, he finishes wrapping his heavily calloused hands in bandages. "We're havin' pork for dinner boys!"

"Right you are Dafton!" Coulton replies as he twists his knife towards Lynn, thankfully missing.

The two dockers who have yet to enter the fray begin moving towards the center of the bridge.

Meanwhile, at checkpoint 1, the scarred docker continues to argue with the police, yelling at them now with a sense of drama almost, as if he's a struggling actor or orator who's decided now would be the best time to practice his craft.

PCs turn to act:
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DM Screen:
1d20 ⇒ 14


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan pushes his way towards the short and shifty man. "Hey there", Allan pats the man on the shoulder gripping in his other handcuffs,"I am part of the RHC and this is a weapon free area sir. I am going to have to ask you to hand over that knife you have there. If you're compliant, I won't have to arrest you and you may retrieve the weapon after the festivities at the guard post. As well, charges shall not be pressed as long as everything goes down calmly and no one gets hurt. Now if you will, the knife please."

charisma check: 1d20 - 1 ⇒ (20) - 1 = 19

Wow! Notice that even with my Charisma penalty, I did just roll a natural 20... You know, if it still counts that is.


Isabel steps up to the man Two foward so her and Lynn are flanking

"Swing again and you'll pray for prison."

Intimidate: 1d20 + 7 ⇒ (6) + 7 = 13

Isabel prepared for a lethal attack if the man made another offensive move. Readied attack

To Hit: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

If the man did anything besides drop the weapon, Lynn would thump him... nonlethally, of course. Whether it was try to move, or attack.

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 ⇒ 3


Allan: Straight charisma checks are generally very rare, instead you be rolling either persuasion or intimidate. I know that when you use those skills it end up being straight charisma for you, but it helps if you list one in your roll so I can get a better idea of the tone you're using.
The short docker surrenders his weapon to Allan, but continues towards the center of the bridge.

Coulton ignores Isabel's threat and chooses to lunge at her instead of Lynn. He finds himself unable to complete his attack however, as Isabel drives her blade into his shoulder. As he stares at the wound in horror, Lynn's bottle comes crashing into his temple, and Coulton slumps to the floor, unconscious.

Seeing his companion downed, Dafton lets out a roar and charges Lynn without drawing any weapon, intending to knock her off the bridge. Lynn manages to reposition herself however, and keeps her footing.
Lynn AOO: 1d20 ⇒ 2
"Nice of you to join us Mercliffe," Dafton shouts as the lanky docker emerges from the crowd.

Mercliffe is unarmed. Lynn and Isabel may act.
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DM Screen:

1d20 ⇒ 5


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn shifts 'up' one, and waits for Isabel to move into flanking, as she takes a swing with her bottle. Just before he next attempts to strike Isabel(if he's going to), she grabs at Dafton to pull him off balance, which will allow her, in turn, more mobility should Mercliffe come forward.

Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 ⇒ 3

And using Docker's Jank as a swift action to give Isabel +1 AC, should she come forward


Isabel wasn't really sure why Lynn had moved when she could have stayed there and let Isabel move up and put more distance between her and Mercliffe but moved up one space to flank and used another lethal attack.

To hit: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
damage: 1d8 + 2 ⇒ (5) + 2 = 7


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

You can actually probably tell that she's herding them away from the crowd and edge of the bridge. :p


As soon as Dafton is cut by Isabel's blade, he whirls around and attempts to wrestle the sword from her hands. Although he is successful in dodging past the sword, he doesn't manage to get a firm grip on the hilt and Isabel pulls away.
Isabel AOO: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Mercliffe then attempts to take advantage of the situation, moving to attack Isabel from behind, although he misses her by a large margin.

The crowd slowly backs up as the fight unfolds in front of them.

Isabel, you're most likely going to end up with choices as to who you want to take your AOO on with Dafton trying to disarm you and Mercliffe fighting unarmed. Please specify in your next post who your preferred AOO target is (remember that if you hit Dafton on the AOO he takes a penalty to his combat maneuver checks).
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DM Screen:
1d20 ⇒ 9
1d20 ⇒ 6


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Attack: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d4 ⇒ 4

Lynn finally gets a good shot in with the bottle, shattering it over Dayton's head... If it connects, anyway! (XD) Assuming it does, she simply drops the bottle to wield the other.


Human Gunslinger (Musket Master) 1 (Martial Scientist)

Is Drake seeing any of this?

-Posted with Wayfinder


Depends on where Drake is on the bridge, but he would know beyond doubt that something's going down in the middle.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan starts his way towards the middle.

Also:

the gnostic wrote:
Allan: Straight charisma checks are generally very rare, instead you be rolling either persuasion or intimidate. I know that when you use those skills it end up being straight charisma for you, but it helps if you list one in your roll so I can get a better idea of the tone you're using.

Noted and will keep that in mind.

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