ZEITGEIST: The Gears of Revolution
Game Master
GMEDWIN
"The trouble with science is that it can be perverted."
-Number Twelve
"Deal with these first." She says to Lynns motion as she strikes at the next one, if she kills it she would move towards the indicated engineers.
To Hit: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Shot Putter Funkmeister
Isabell takes down the last elemental.
round 6
Lynn, Engineers.
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
Double Move towards Engineers in the shortest path she knows of, stiletto in hand.
Shot Putter Funkmeister
Engineer moves to attack Lynn with his wrench 1d20 + 2 ⇒ (13) + 2 = 15 HIT 1d6 + 1 ⇒ (6) + 1 = 7 Lynn is staggered.
Other engineer moves but you aren't sure what he is doing.
Rest
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
Isabel follows after Lynn and attacks the engineer that went for Lynn.
To Hit: 1d20 + 4 ⇒ (6) + 4 = 10
"Lynn you are in a dress you can't run ahead like that."
Shot Putter Funkmeister
You cannot attack this round, so I will double move you.
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
It's not her fault he deals more damage with a wrench (and more accurately!) than she does with her -feat- to wield wrenches proficiently :p
Lynn just nods slowly, resigning herself to uselessness.
Shot Putter Funkmeister
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
Mmhmm. Bad luck is bad luck. Worse luck that with her armor (or her mutagen :() that'd have not hit. But such is life.
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
*Double move... again... It's taking a while for Allan, isn't it.*
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 will make his way closer to Lynn once more, and cast a healing spell. "Oh dear...
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Shot Putter Funkmeister
I was about to bot you. You can double move to the location I put you on the map.
Round 7
Lynn
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
Shot Putter Funkmeister
Engineer 1 attacks Lynn 1d20 + 2 ⇒ (9) + 2 = 11 miss
Engineer 2 attacks Cain 1d20 + 2 ⇒ (12) + 2 = 14 miss
Everyone but Lynn
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 will close with the engineers and attempt to hit one with his mace. Though all he achieves is to flail about ineptly.
Heavy Mace Attack: 1d20 + 3 ⇒ (1) + 3 = 4
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
Flurry of Blows on the engineer next to Allan.
1st attack: 1d20 + 1 ⇒ (20) + 1 = 21 If Hit: 1d6 + 2 ⇒ (5) + 2 = 7
2nd attack: 1d20 + 1 ⇒ (11) + 1 = 12 If Hit: 1d6 + 2 ⇒ (5) + 2 = 7
"We are RHC Members! Surrender!"
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
To save time, Lynn will stay total defense.
Isabel double moves toward the fighting.
Shot Putter Funkmeister
Crit Daxton 1d20 + 1 ⇒ (4) + 1 = 5 nope.
Cain misses his attack, Daxton is successful and Flynn doubles moves onto the pile of firegems.
Round 8
Cain gets stabbed in the back 1d20 + 3 ⇒ (18) + 3 = 21 hit 1d4 ⇒ 3 plus 1d6 ⇒ 4 sneak attack damage
DC 13 Fort 1d20 + 2 ⇒ (6) + 2 = 8 fail Constitution damage 1d2 ⇒ 2
Engineer 1 attacks Lynn 1d20 + 2 ⇒ (3) + 2 = 5 miss
Engineer 2 attacks Cain 1d20 + 2 ⇒ (17) + 2 = 19 hit 1d6 + 1 ⇒ (6) + 1 = 7
Cain is unconscious.
Everyone
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
Flurry of Blows!!
1st: 1d20 + 1 ⇒ (6) + 1 = 7 If Hit: 1d6 + 2 ⇒ (2) + 2 = 4
2nd: 1d20 + 1 ⇒ (7) + 1 = 8 If Hit: 1d6 + 2 ⇒ (3) + 2 = 5
DDDDAAAAMMMMNNNNN!!!!
Allan walks over and puts the virtual dice he's been using in the virtual F@#k off bag and draws a handful of new, fresh, virtual dice.
Maybe we'll get somewhere now.
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
Welcome to everyone's dice this game. I think the highest I've rolled in combat on the dice is like a 7.
Shot Putter Funkmeister
Daxton Rolled a critical hit last round and a 19 earlier.
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
A crit and almost crit don't make up for all the broken dice rolls Allan got against that door. Pretty sure his shoulder is going to be sore for awhile. Besides, if I start having luck, unluck, luck, unluck, etc I'll start doing the virtual dice throw away every now and again; just paranormally, you know.
Shot Putter Funkmeister
It is the fun of the game that sometimes things don't go your way.
Isabel moves to attack the engineer closest to Lynn.
To Hit: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm Crit: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
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
GMEDWIN wrote: It is the fun of the game that sometimes things don't go your way. As an avid player of Dwarf Fortress, I know this all too well.
Shot Putter Funkmeister
Isabell hits the engineer on Lynn and Daxton.
Round 9
Halfling moves to flank Isabell 1d20 + 3 ⇒ (6) + 3 = 9 miss
Engineer 1 attacks Lynn 1d20 + 2 ⇒ (16) + 2 = 18 hit 1d6 + 1 ⇒ (1) + 1 = 2 she is unconscious
Engineer 2 attacks Isabell 1d20 + 2 ⇒ (18) + 2 = 20 hit 1d6 + 1 ⇒ (2) + 1 = 3
Everyone
Isabel is down with -2 Hp
Stable: 1d20 - 1 ⇒ (3) - 1 = 2
Lynn is using total defense which gives her +4 ac so the 18 wouldnt hit her, she should still be up. Lynn you need to update your HP as well you were healed for 4, 2/4 of the party down and one has 4 hp so what happens if we get tpk'd?
Shot Putter Funkmeister
Incorrect, Lynn's armor class is 17 and an 18 hits. If you don't remember she wasn't wearing her armor. Which four are you referring to? Isabell and Flynn are unconscious.
Shot Putter Funkmeister
The module has ideas for what to do with a TPK in this section, so don't worry
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
GMEDWIN wrote: The module has ideas for what to do with a TPK in this section, so don't worry Oh, Vundebar!
Allan looks around at his falling comrades... And yells with rage, "I will not fall!"
Flurry of blows!
1st attack: 1d20 + 1 ⇒ (16) + 1 = 17 If Hit: 1d6 + 2 ⇒ (2) + 2 = 4
2nd attack: 1d20 + 1 ⇒ (1) + 1 = 2 If Hit: 1d6 + 2 ⇒ (2) + 2 = 4
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
I suppose I should roll... but I think we've already lost.
Stabilize: 1d20 ⇒ 11 Stable at -2.
Shot Putter Funkmeister
Daxton hits the engineer but he is still up.
You don't have to get snarky
Round 10
Halfling moves to attack Daxton 1d20 + 3 ⇒ (16) + 3 = 19 hit 1d4 ⇒ 2
Engineer 1 attacks Daxton 1d20 + 2 ⇒ (7) + 2 = 9 miss
Engineer 2 attacks Isabell 1d20 + 2 ⇒ (18) + 2 = 20 hit 1d6 + 1 ⇒ (3) + 1 = 4
[b]Daxton[/dice]
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
I wasn't being snarky, I was being defeated. :(
Stable: 1d20 - 4 ⇒ (17) - 4 = 13
Stable at -6 HP
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
hp 7
Flurry of blows as Allan yells with fury.
1st Attack: 1d20 + 1 ⇒ (11) + 1 = 12 If Hit: 1d6 + 2 ⇒ (1) + 2 = 3
2nd Attack: 1d20 + 1 ⇒ (12) + 1 = 13 If Hit: 1d6 + 2 ⇒ (1) + 2 = 3
I have made the decision to give you help mostly because of the old GM forcing Lynn into wearing a ball gown and hamstringing the party and its effectiveness. That been said, you still have a lot more problems to deal with. And I wouldn't feel like I earned the TPK :)
Delft comes down into the Engine room having seen you through the catwalk grating and your predicament.
He jumps down the last floor firing his pistol at the halfling. 1d20 + 7 ⇒ (19) + 7 = 26 Thwacka!!! :) hit 1d8 ⇒ 1 + 3d6 ⇒ (5, 5, 5) = 15 sneak attack damage. The bullet lodges itself into the little man and he goes down.
Round 11
Initiative Delft 1d20 + 2 ⇒ (16) + 2 = 18
In his other hand his normal cane shines with a razor's edge towards the the engineer 1d20 + 5 ⇒ (9) + 5 = 14 hit 1d6 + 1 ⇒ (4) + 1 = 5 plus 3d6 ⇒ (1, 6, 3) = 10 taking down the other man.
Engineer 2 attacks Daxton 1d20 + 2 ⇒ (2) + 2 = 4 miss
Daxton
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 briefly looks at delft and sighs, showing a smile of relief. "Glad you could make it sir!"
Allan moves to attack the last engineer.
Attack: 1d20 + 2 ⇒ (17) + 2 = 19 If Hit: 1d6 + 2 ⇒ (1) + 2 = 3
Shot Putter Funkmeister
Daxton defeats the engineer.
Round 12
Delft looks at Daxton and says, "What in Apet is going on here"
He then gives Cain a potion of CLW 1d8 + 1 ⇒ (3) + 1 = 4
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
"Everything went to hell when we went to retrieve The Duchess. Her lacky was actually skilled in magic, conjuring creatures which only added on to these engineers-", Allan gently kicks one of the downed men, "-And that bastard over there that you put against the bullet. We believe the duchess has been kidnapped from her room and sent into the ocean or she was working with these people to some end." Allan kneels down to inspect his friends' wounds, see if they are bleeding out.
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 wheezes as the potions takes affect. "What is happening upstairs? Is everything in order?"
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 is unconscious, but stable.
Delft looks at your group and says, "Upstairs is fine but down here is a complete mess. There are firegems all over the place. The boiler has been rusted shut. And something is crackling in the boiler. Whatever it is, it is bad."
He then gives Lynn and Isabell CLW potions 1d8 + 1 ⇒ (5) + 1 = 6 and 1d8 + 1 ⇒ (3) + 1 = 4
He then says, "Constables, we are going to need time to abandon ship. You need to forestall the ensuing disaster long enough for us to get the king and the other dignetaries off ship. The alarms have been also sabotaged as well so I am going to run upstairs to get everyone off."
4 hp still leaves isabel at -2
Shot Putter Funkmeister
Maybe, Lynn got the 4. Idk
I was just going in the order you posted the names if isabel got the 6 that puts her at 0 and lynn at 4?
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
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 around to see what sorts of things she can fix. She's pretty good at manipulating and adjusting mechanical devices.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
What can she see that needs fixing, and what do we Need to do to fix them?
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