Zeitgeist: The Gears of Revolution (Inactive)

Game Master Fanguar

Times are turning. Prophets witness omens in the starry wheels of heaven, and warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the next age. The zeitgeist.

Current Combat Map


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The Governor arches an eyebrow, "Well congratulations on diffusing the situation, but security concerns really seem like something that should be passed along to your superiors. Regardless, I don't want to cause a scene by leaving with a bunch of security, so this is about as private as you are going get. I can see Aodhan waving me over, so if you have something to say, be quick about it."

He lifts a hand to acknowledge the King's summons and prepares to take his leave.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

"Tha Dockas were sowing seeds of riot. May still be. Seemed somet'ing you should be made aware of, sir." Saturday said quietly. "We will get back t' work, but won't be far in case you'd like to speak on this further. Sorry to trouble you."


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

"Enjoy your evening, Governor," Davin says with a respectful bow.

***

Afterwards he says to the others, "I'm glad that's out of the way. I worry we may have come off as if we were fishing for praise, but I suppose that's the danger of a job well done. We should go back to our duties and keep an eye out."


Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11

Fulcrum nods at Davin's assessment;

"Indubitably."


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

"Fine, I'm going poking around the ship for a bit, and then I'm gonna climb up and get a good view."

Now Narissa does her exploration and climbing to the top of the ship, anyone wanting to can join her if they like.


Stanfield's eyebrows raise. "You received credible information that the Docker's are fomenting a riot? Well that is important information. We'll have to see about getting some more police officers into the streets. Perhaps Aodhan will be willing to move a detachment of soldiers at the city's disposal. Hmmm... You've given me much to think on. Thank you kindly Constables."

Message delivered, you go about surveying the ship. The R.N.S. Coaltongue has a wooden hull sheathed with 5-inch thick iron armor plating, engraved with subtle magical icons of defense and power. Measuring 220 ft. long with a beam of 45 ft. and a draft of 20 ft., the warship has three lower decks and a two-story command bridge amidships the maindeck. The steam engine, powered by heating a boiler with burning firegems, gives the vessel a top speed of 15 knots (roughly 17 miles per hour).

Twelve cannons line each side of the gundeck, which is capped on the fore by the ship’s mage’s quarters, and on the aft by observation rooms. Both of these rooms can be converted to firing platforms when in pursuit or flight.

Below that is the berth deck, capped by the ship’s magazine at the fore and sickbay at the aft. Finally, the bottom deck contains the engine, fuel bins, and various cargo.

The bridge’s main level contains quarters for captain and officers, while the second story command deck has speaking tubes to various sections of the ship, and is where the captain must stand to direct the ship.

You take note of a couple of technicians down in the engine room that assure you that everything is running perfectly and nod approvingly at a guard stationed at the ship's magazine. You briefly eavesdrop on her as she tells a small group about the fire wards placed in the magazine rooms that prevent the ammunition from exploding in case the ship ever catches fire during combat. Everything seems to be order.


Near nine o’clock, the Coaltongue sits anchored just within sight of shore, surrounded by its eight-ship escort. The starry blanket of night hovers overheard, and a quarter moon peeks above the eastern horizon. The crew have set up an outdoor kitchen on the aft maindeck, and are using the interior of the capacitor as a banquet room. The ceiling occasionally flickers with silver arcs of magical energy, which the crowd delights in.

A whistle from the bridge sets off motion as nearly the entire crew starts to line up around the outer deck, carrying horns, drums, and woodwinds.The king and his Principal Minister move for the front end of the capacitor/banquet hall, and you overhear the king complaining about indigestion. “One of the local archfey is upset I parked my ship here,” he guesses,laughing it off. “One of the burdens of kingship; the fey can really let me know when they’ve got an opinion. I always get burps that taste like fish when I sail these days.”

Stover Delft detaches himself from a trio of military veterans
arguing about small-unit tactics and comes over to you. "You may have noticed that the king's sister hasn’t gotten back yet from the 'nap' she went to an hour ago. I would suggest that someone go to the observation room at the aft of the gundeck, and to check on her. She really should be here and it would be completely in character for her to embarrass the king by hiding during his big speech."


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Davin nods, despite wanting to sigh in frustration. He had to keep his composure.

"Come on. Let's go find the King's sister."

Perception (to keep an eye out): 1d20 + 4 ⇒ (10) + 4 = 14


In disconcerting silence, you move below deck to find the Duchess. Shortly, you are knocking on the door to the aft observation room. Silence greets you. You knock again, but there is no sound. With a shared look of confusion, you try the door, but it is locked (DC20).

The door is locked and no one is answering. What do you want to do?


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

"Open it." Saturday said, his eyes narrowing.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

"Just a moment."

Davin pulled out his tools, but paused, and looked at everyone else. "In case it comes up later in a deposition, I hope everyone will back me up on 'probable cause' for this situation."

He then returned to his tools and effortlessly popped open the lock.

Disable Device: 1d20 + 8 ⇒ (16) + 8 = 24

He then moved to the door, nodded at everyone and then opened it.


Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11

"Duly noted Constable."

Fulcrum watches his colleague's skill at opening the lock;

"May have to pick... if you'll pardon the pun, your brain on that effective technique."

The gnome glances at the more martial members of their team;

"Perhaps would be more prudent for one of you to follow Constable Greyhill directly. Should there be foul play present I would remind everyone of Investigatory Protocol 147A: Do not touch anything..."


Inspector Greyhill easily defeats the doors lock and it opens soundlessly on the still new hinges. The room beyond is empty. The great aft window stands open and a stiff sea breeze blows in. Quickly moving to the window, you catch the briefest glimpse of the Duchess standing beside a beautiful sea nymph, on a mighty chariot of polished coral, as it slips beneath the waves. You don't get a clear sight of the creature pulling the aquatic conveyance, but the dark shape moving beneath the waves is immense. From outside, you hear the opening strains of the Risuri national anthem. For the next several minutes, that rousing tune will drown out all but the loudest of noise.

A quick search of the observation room, doesn't turn up much, but you find several odd amulets piled in the room's trash can.

Know (Planes or Local) DC20:
You recognize the fey as Lady Beshela. She serves as steward of the domains of the fey titan, She Who Writhes. Though not a member of the Unseen Court, Beshela bears the title Archfey of the Sea and controls most of the waters along Risur’s north shore. With armies of sea creatures at her command, the beautiful fey is like a queen of her own land, and it is with her permission that ships pass through her waters.

Know (arcane or engineering)DC15:
You recognize the amulets as fire wards, magical devices designed to keep alchemical substances from catching fire. You recall from your earlier survey that fire wards were hung in the three rooms of the magazine to keep the ammunition from accidentally exploding in battle.


Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11

Fulcrum enters behind his taller colleague, eyes immediately flitting around the chamber before them.

As the national anthem drones in the background, the gnome tinkerer mulls o'er both what they have witnessed, and the items left before them:

Knowledge Local DC20: 1d20 + 6 ⇒ (3) + 6 = 9

"Anyone else have a clue what or who that was with the Duchess?"

Knowledge Engineering DC15: 1d20 + 9 ⇒ (19) + 9 = 28

As he poses the question his goggled eyes widen at the amulets;

"... Nevermind. We have larger concerns... Those (gestures toward the amulets) "... are Fire Wards. The same magical wards that protect armouries from accidental explosions in battle..."

Fulcrum gathers up the amulets with a growing concern to his voice;

"If these are the same articles that protected RNS Coaltongue's magazine chamber... Then my friends, that critical location is no longer protected from detonation... Unintended or not. We should make haste and make safe!"


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LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

We are very fired, Davin thinks as he watches the duchess disappear under the water.

When Filcrum points out the amulets he jumps back to attention.

"You heard the man. Let's hup to."

Queue us running out of here.


You hustle down to the gun deck and head towards the forward magazines. On the layout map, these are the 3 rooms with all the barrels in them The deck is eerily quiet and it doesn't take you long to realize that the guard that had been standing watch outside the storage rooms is no longer there.

Bursting through the doors, you quickly check the chambers. The barrels of fire crystals AP's gunpowder equivalent are still in place and there doesn't appear to be any incendiary devices planted among them. The places where the firewards hung are bare, though. You rough search does turn up one grisly clue: Stashed behind some barrels you find the corpse of Private Athel, the guard who had been stationed outside.

heal DC12:
Checking her corpse, you find a small puncture wound beneath her arm. A blade slipped into the arm gap of her armor and into her heart. It was a precision strike and she most-like was dying before she knew what hit her.

Reminder: If anyone has the spirit medium ability, they can speak with her ghost


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Heal: 1d20 ⇒ 5

Davin observes the body of Private Athel and his teeth clench in anger. Unfortunately he is very much a novice when it came to medical matters. Something he would have to rectify assuming he still had a job in the morning. Still he gave it a once over.


Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11

Fulcrum appears more interested in the loading mechanisms than the condition of the corpse.

He does peer at the dead guard forlornly;

"Alas matters of the flesh and its failings are not my own speciality... I do prefer cogs and stream to blood and spirit... Still any loss of innocent life is a sad occurrence."

He then flashes an awkward melancholy smile;

"However it would appear the ammunition is still intact and not threatened... Silver linings and all that..."


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Heal: 1d20 + 6 ⇒ (11) + 6 = 17

Saturday quickly went through a diagnostic routine, first discovering she was truly dead and then checking for causes. After about twenty seconds he rolled the body to the side and raised the arm to show the source of the blood.

"A puncture. Went in through he gap in her armor, beneath her arm and straight to her heart. The wound is clean. No tearing. She did not resists. Probably did not even know she was being attacked. She died before she even knew what was happening to her."

"Give us a moment." he said taking a breath.

He placed his hands on her forehead and heart.

"W̡̲̦̥á̩̪͉̲̲̫̱̫͞k̞͓̠̙̟̕e̺̘̼̻"

Using Spirit Medium to cast Speak With Dead.


Doc sees the mists gather, as he binds the dead woman's soul back to her corpse. For there others, there is no noticeable change to the body.

Just a reminder that at this level, you only get one question to ask. It doesn't need to be a yes or no question, but please try not to be too vague.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

What are the circumstances of your death? Should be open enough to cover if she didn't see her attacker, but specific enough to avoid vagueness. If we ask who killed you, and she doesn't know, she may only answer I dunno. But asking for the circumstances should get us a general idea of when, who was there, who did it if she knows, or a description if she saw them but doesn't.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Good basic idea. I need a lead though, not just an explanation. Spirits are notoriously confused and emotionally fragmented. I want to make sure I give the spirit a really good focus and reason to give us usable information.

"How do we avenge you?" Saturday asked the empty air.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

"Kill the one who killed me..." The voice says, and then fades away...


Kinda agree with Narissa on that one. Fortunately spirits can be vague...

You all watch with amazement as the dead body speaks, "The duchess' handmaiden knowsssss....". To Doc's spirit vision, he sees the spirit depart once more.

Without being too leading, this is a steam ship and the boiler-room is on the floor beneath you.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Saturday shut the corpse's eyes and stood. "Time to find the handmaiden."


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

No idea what a steamship boiler room as to do with a handmaiden, I think your 'too leading' was more 'too over my head'

"Don't forget the charms, we need to get those back around the ammo. Now... assuming they are still working. If not, we need to get the ammo off or otherwise protected."


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

"Split up then?" Saturday asked.


Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11

Fulcrum watches with growing interest... as the corpse utters an answer;

Mmm. Most interesting... How was that accomplished? Harnessing of lightning perhaps? The voltage causing the cadaver to utter its last words...

After Doc has closed its eyes and all is silent, the gnome cannot resist examining its jaw and the surrounding area;

"Fascinating. No chemical odours nor trace of wires..."

He snaps from his musings when the next step is mooted;

"Ahem. The handmaid will not turn this ship into a enormous thermo-pressurised bomb... I suggest the munitions are our primary concern..."


With a lead indicating the involvement of the Duchess' handmaiden in the death of the guard, you decide to look for the woman. Knowing that she wasn't present at the festivities above, you decide to head into the bowels of the ship. Climbing down the nearby ladders you enter into the noisy cacophony that is the boiler room. You enter at the bow of the ship, in front of the firegem storage box.

You hear a female voice shout over the noise of machinery, "Flame gem's in. Seal it up before the elemental shows up."

Know(arcane)DC15:
From the sounds of things, someone has thrown an elemental gem into the boiler's firebox. This would lead a fire elemental being summoned inside it.

Successful arcane check, Know(engineering)DC12:
A fire elemental inside the boiler's fire box would produce huge amounts of heat, vastly increasing the amount of steam and pressure produced.

Initiative:

Davin: 1d20 - 2 ⇒ (20) - 2 = 18
Narissa: 1d20 + 2 ⇒ (10) + 2 = 12
Fulcrum: 1d20 + 2 ⇒ (6) + 2 = 8
Doc: 1d20 + 0 ⇒ (5) + 0 = 5
Enemy: 1d20 + 2 ⇒ (20) + 2 = 22

Init: Round 1
22 ???
18 Davin
12 Narissa
8 Fulcrum
5 Doc

You are all up. Combat map is up (link is at the top). Talking is a free action, but other than that we are effectively in combat, as I need to keep track of time

Also, I don't know if Victor is going to be back. Apparently, he's been dealing with some technical issues, so we will carry on without it. If he doesn't turn up before we move to the next act, I will find a replacement.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

"Watch what you shoot..." Narissa hisses softly, and then steps to the corner of the wall and glances around it. Her rifle is pulled from her back as she steps over.

Holding the rest of her action until I know what she sees, not much of course.

Perception: 1d20 + 1 ⇒ (4) + 1 = 5


Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11

Round 1

Fulcrum rolls his goggled eyes at Narissa's tactical advice;

"Yes. Quite..."

He draws his strange gnomic sidearm (the patented Compression Claw") (Move Action), then moves directly behind the giant sized sniper.

"What do you see Constable Sandstone?"


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

Davin pulls out a small metallic sphere from his coat pocket. He tosses it on the ground, and it unravels into a tiny automaton.

"I should point out that I've never used this device in a combat scenario," Davin whispers to his comrades.

The automaton makes an annoyed, but quiet squeak. Davin rolls his eyes. "My automaton would like you to know its name is Opus." The tiny machine mimes tipping a top hat.


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Saturday didn't seem phased by the squeaking machine. He tipped his hat respectfully in it's direction while he moved to breach the door.

Since it looks like everyone is ready, I'd like to pull the door open for the group and follow them in last. I'd prefer to do it in such a way that we can catch the bad guys by surprise, I guess after their initiative next round? Or something like that?


There's no door, but no matter

You swing around the sides of storage bin and advance to the boiler. Coming forward, you see several people in clustered around the boiler. One is instantly recognizable as the Duchess' handmaidan. The others are a pair of what appears to be engineers and a halfling brandishing a rapier. Using surprise round to move you into line of sight.

Init: Round 2
22 Baddies
18 Davin
12 Narissa
8 Fulcrum
5 Doc

"Shit," the woman curses. "Finish the job. Do your duty. For Risur!"

She steps forward out of sight. She's in the 'blue box' on the map. One of the engineers, brushes a long feathery wand-like thing on the boiler door and it begins to rust before you eyes. The other hurriedly tampers with something on the side of the boiler.

The halfling moves in to run interference, attacking Davin:

Attack Davin: 1d20 + 3 ⇒ (4) + 3 = 7, but misses.

Map updated. Everyone is up.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Before I shoot, does Narissa know if the wall behind the guy can stop a round if she misses him?


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

Saturday made a small gesture with his cane, whispering in his native tongue.

Slumber Hex at the Halfling. DC 15 Will


Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11

@Narissa: I'd presume its a bulkhead so should stop a round, but GM-Fang can confirm

Round 2

Fulcrum moves forward (Move 20ft) hugging the wall to enable a better shot angle for the giant sniper.

As he approaches the gnome challenges the would-be-saboteur;

"By order of the RNC - Cease and desist your actions at once!"

Intimidate: 1d20 + 1 ⇒ (1) + 1 = 2 Witness the authority! ;S


@Narissa: You won't accidentally blow up the ship, so fire away.

Will save: 1d20 + 0 ⇒ (15) + 0 = 15 The halfling's eyes glaze briefly, but he manages to shake off the compulsion.

Narissa and Davin are up


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

RTA: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 3d6 + 2 ⇒ (6, 3, 2) + 2 = 13

The hold reverberates as a small anti-vehicle cannon goes off in the enclosed space, spewing fire and smoke for 15 feet from it's barrel. If it misses the man near the engine, it at least probably vacates his bowels as the fist sized chunk of lead hits the bulkhead next to him and sounds like the thunder of the gods!


Davin stabs at the halfling, Stab: 1d20 + 3 ⇒ (4) + 3 = 7, but misses.

@Narissa: Please let me know when attacks are against touch AC (first range increment?). It makes my life easier.

Narrisa' shot in this confined place sets all you ears a-ringing. The bullet slams into the man, who cries in pain, but does not fall.

Init: Round 3
22 Baddies
18 Davin
12 Narissa
8 Fulcrum
5 Doc

The halfling stabs at Davin, Stabby: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d4 ⇒ 3

The man working on the furnace door, peels around to the other side of the boiler and starts tinkering with a piece of equipment.

The wounded man, raises his wrench and charges Fulcrum, "For Risur!!"
Attack: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8, but misses.

@all: Note that Risur is the country you live in. You may all act.

Hps etc:

engineers: 6/19, 19/19


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

I did...

RTA -> Rifle (Ranged) Touch Attack, Rifle -> Normal Attack vs AC

Narissa moves up to the wounded man, drawing a dagger as she does.

Dagger: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 2 ⇒ (5) + 2 = 7 Hopefully that puts him down, that's 20HP just from Narissa


Ha! So you did. And here I was thinking you just had a fancy name for your gun.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Not until she can make her own, right now she has an ugly thing that barely works, it not worthy of a name.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

RTA = Risur Tactical Arsenal. :-)

A dagger appears from the spring-loaded sheath of Davin's offhand. Davin grits his teeth when he's wounded and then counterattack with his sword cane.

Swift action for the dagger. Standard for attack.

Sword Cane: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Hp 7/10; AC 15/13T/12FF; CMD 14
+1F/+5R/+2W
Buffs: N/A
Debuffs: N/A


Narissa's second shot spins the man around he drops the floor clutching at the wound and cursing a blue streak. Are you doing non-lethal? I'm assuming yes.

Davin's blade sinks into the halfling, who grunts in pain.

Saturady and Fulcrum are up


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask) Scarshield 2/2, CURRENT EFFECTS:

She's firing jumbo-sized bean-bag rounds. :)

"You are going to want to give up." Saturday said, towering over the halfling.

Intimidate to Demoralize: 1d20 + 9 ⇒ (12) + 9 = 21


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa didn't fire, she couldn't reload her gun and act this round (it's a full round action until level 3). She closed and stabbed him with a dagger, it's all she has. She's a sniper, she's supposed to have time to reload and shoot from half a mile away. :)


Male Gnome Investigator (Empiricist) 1 | HP: 10/10 | AC: 15 T 13 FF 13 |Saves: Fort +2, Ref +4, Will +2| CMD: 11, CMB: +0 |Take 10s: Perception 16, Sense Motive 14, Diplomacy 11, Intimidate 11

Fulcrum cautiously approaches the downed man, his gnome pincher readied;

"Sir. You are under arrest. Do not resist further... By order of the RNC you will be detained pending judgement for crimes committed."

Depending on what the wounded saboteur actions are, Fulcrum will react accordingly. If he resists then he will use force, if he reaches/pulls a weapon the gnome will attempt a disarm and if he complies Fulcrum will secure the prisoner with manacles.

Multipurpose Roll for these eventualities: 1d20 ⇒ 18

Non-Lethal Attack will be at +2 with damage of 1d4 ⇒ 3
Disarm will be at a +2 bonus using his Pincher


@Narrissa: isn't it a standard action with rapid reload? (not that it changes your action)

The shot/stabbed man surrenders, before passing out.
Demoralize DC is 11, so the halfling is shaken for 3 rounds

Init: Round 4
22 Baddies
18 Davin
12 Narissa
8 Fulcrum
5 Doc

The halfling quails at Saturday's threats, but won't back down and stabs at him before taking a step back:

Attack Satturday: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5

Suddenly there is a crackle and burst of light as 3 fire sprites are summoned onto this plane (consider them a type of minor fey). They cackle manically and fan out to attack.

Attack Fulcrum 1: 1d20 + 1 ⇒ (14) + 1 = 15
Fire: 1d4 ⇒ 1
Attack Fulcrum 2: 1d20 + 1 ⇒ (15) + 1 = 16
Fire: 1d4 ⇒ 1

Attack Davin's robot thing: 1d20 + 1 ⇒ (9) + 1 = 10

The woman reappears and casts a spell, causing a burst of bright light to flare over Fulcrum and Narissa. DC14 fort save or be Dazzled for 1 min (-1 to attack)

The remaining engineer, pulls out a wrench and moves to support the halfling, as there is a dull thud from inside the furnace.

Everyone is up.

Hps etc:

engineers: out/19, 19/19
Halfling: 11/18 shaken 1/3

fire sprites:
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 4
Fort +2, Ref +0, Will +0
Immune mind-affecting effects
OFFENSE

Speed 30 ft.
Melee bite +1 (1d4 fire)


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Yeah, which means one attack every other round, or, I draw a dagger and gut them every round. Until I hit 3rd level, then it's a move action to reload.

Fort: 1d20 + 3 ⇒ (14) + 3 = 17

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