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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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:

Is she? Crud. In that case I'd like to heal her instead of running out. Also, ditto what she said about skills. No one who knows how to fix things is giving us orders.


It's not "fixable" in the traditional sense. There's not really a skill check to make. (One of the suggested options is to smash a hole in the hull to flood the engine room, sinking the ship but preventing the explosion). Anywho, you've managed to do enough to buy enough time to evacuate the ship. (With the gem in the furnace, you only had 20 rounds, so as is, it was close enough.) It's supposed to be a stressful situation, (the designer recommends using a 30s timer for each round)and I think the expectation is that the ship wont be saved. I'm going to use a little DM fiat to move us on.

Muttering a blessing, Doc revives Narrissa. At a loss on how to proceed and certain that engine is progressing to a catastrophic failure, you decide to evacuate the ship. Grabbing the dazed perpetrators, you head top side. Your burned and bloodied appearance makes an immediate impression on the gathering and your boss, Assistant chief inspector Delft, hustles over to see what in the blue blazes is going on. Minister Lee is not far behind and once the severity of the situation is presented, he quickly goes to report to the King.

King Aodhan gravely orders everyone to remain calm and explaining the situation, calls for the immediate evacuation of the Coaltongue. The ship's two life boats are prepped. It is evidently clear that there are more passengers than spots in the boats. They are filled with the eldest and least fit dignitaries and lowered to the water, leaving the remainder to make a swim for it. Fortunately, the seas are calm and the escort ships near at hand.

Once the lifeboats hit the water, Harkover Lee urges the king that they have to leave. The king nods, orders everyone else to swim, and then removes a gold ring from one finger. Lee grabs the king and concentrates. Lee teleports away without trouble, but for some reason the king is left behind. Visibly surprised, the King, slowly removes his jacket, "I guess I'm going for a swim."

With the King's example the remaining crew, security personnel and dignitaries, prepare for the swim, and start to jump into the water. They swim for for the lights of the nearest ships and the king, a 70 year-old man, swims with them. The escort ships, at the sight of the evacuation of the Coaltongue, begin lowering their own lifeboats.

A soft groan of expanding metal is the only warning before the Coaltongue explodes in a riot of light and flame. The concussion blast catches everyone in the water and you ride the blast wave, but fortunately, everyone seems to have made it to a safe distance. Soon the other life rafts are among you and everyone is pulled out of the water.

On the return trip to the harbour, you are all questioned thoroughly by Principal Minister Lee. The king himself asks to speak to you before the night is out, and he thanks you all personally. He spares five minutes at a very critical time to ask your names and ask about your families. He’s especially interested in anyone who has siblings. The king is troubled that his own sister could betray him, and he prays that none of you ever have to find an enemy among your own flesh and blood. Assistant Chief Inspector Delft gives you a half day off to recuperate, but expects your reports by the end of tomorrow.

The next day before a crowd of thousands, the king gives a five minute speech in which he recounts the trials Risur has faced to defend itself from Danor through four wars that ultimately earned either side little. For centuries, the king says, we have viewed Danorans as cursed and unnatural, while they claim Risuri are superstitious and primitive. But ironically their latest efforts to arm for war have brought the two nations closer together, as Danorans have helped Risur with its industrial revolution. The king hopes that his successor, whoever that may be, will not have to lose any more young men and women to another pointless war. And so, even though he first started this arms race, King Aodhan now intends to seek peace with his old, respected enemy, the sovereign of Danor. In one year’s time he will convene a peace summit here in Flint, and to seal the proposed treaty he intends to marry a Danoran.

Normally, making peace with a distrusted enemy is a tough sell, but reactions polarize quickly because of the duchess’s assassination attempt. A handful try to defend the duchess’s actions, claiming that Risur is going in the wrong direction, and that Danor is not to be trusted. The arguments play out in the newspapers and taverns. The king's supporters in an overwhelming majority, lash out against the dissenters and pockets of violence break out. These are quickly dealt with, but some high-ranking supporters of the duchess are driven from their home and sent fleeing westward to Shale.


As the official events of the Coaltongue's sabotage are made available, several reporters approach you, looking for interviews. (If you want to give them, either on or off the record, let me know.)

Even though you are the heroes of the hour, you’re not high-ranked
enough to be given any critical departmental assignments. More senior and decorated members of the constabulary are given the task of figuring out who was involved in the plot, and most of the your tasks involve following up on the work of other investigators. Assistant Inspector Delft keeps you busy for the next few days following the incident, conducting low-level interviews, filling out paperwork for search warrants, and the like.

During this time Fulcrum requests a transfer to R&D. Apparently his brush with violence disagreed to with his constitution and he decides that he isn't cut out for field work. His request is approved and he is moved out and another agent, Jace Azata, is given his desk.

About a week after the Coaltongue’s launch, you are in the main RHC office late one afternoon, filing paperwork or otherwise involved in office drudgery, when one of your coworkers tells you that the assistant inspector wants you in his office.

Assistant Inspector Delft is not alone in his office. A Danorian woman is with him. She is dressed in a rich formal coat of red and purple, which is tailored to give her a lot of freedom of movement; fancy looking yet suited for a sword fight. And indeed she has a sword at her hip; it looks like a rapier, but has some tiny mechanical device attached at the guard. The sheath is thicker than one would expect for a rapier. (If anyone is a martial scientist let me know)

"Constables, this is the “Minister of Outsiders” from Danor, Lya Jierre."

Without explaining why she’s there, she directs the your attention to a strange collection of items on Delft’s desk. There are three ivory “towers,” each three inches tall with a steel plate on its
base. Next are three stone rings—one red, one green, and one blue—each just slightly larger in diameter than the towers. Each ring has three strands of thread clipped to it, and each of the nine strands ends in a small silvery magnet, which can stick to the bases of the towers.

Lya says, “The three towers are about to be attacked. They must be reinforced by magic that flows like water from three portals -- fire mana is red, earth is green, water is blue. The wires are canals through which the mana flows. But if the mana streams cross, they’ll destroy their respective portals. How do you arrange the portals, towers, and streams of mana so that each tower gets all three types of magic, without any of the streams crossing?”

Image of puzzle


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 seeks medical treatment for the burns and then fills out her report. She gives as accurate an account as she can. She also makes sure, when leaving the ship, that the captured caster is turned over for questioning, and that her nature as a spellcaster is known to all involved.

At the king's questions, she informs him she has no known brothers or sisters, but that both parents could have had some without her knowing, given both cultures. So she admits to the possibility of half-sibs she doesn't know about. She mentions that her father is a diplomat for the King, and her mother an immigrant, and raises her hand above her head to indicate she's a giant.

She takes no stance one way or the other on the king's plan. If asked, she shrugs. "Above my pay grade, I just do what I'm told. I suggest you be polite about your arguments, for or agin', as I've been ordered to cave in the skulls of anyone who starts a riot or gets violent about displaying their preferences one way or the other, for or agin' it."


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 posted while you were editing the second message apparently, it wasn't there when I posted. Reading second now

Narissa looks at the puzzle, and shrugs. "I bury the red portal 60 ft below the ground in the center of the towers, and run the mana traces to the outside edge of each tower in a curved line. Then I fill in 20 ft of earth on top of it, then put in the green mana portal and run the leads to the center base of each tower. Finally, fill in 20 ft of dirt and place the last ring on the top of the pit and run it's leads to the inner wall of each tower before burying it with 20 more ft of earth. Alternately, build a framework with shelves, and put the rings on shelves at 20 ft intervals, and run the mana leads to the inner walls on raised runs that don't cross."

She looks around. "Real world has 3 dimensions.. I'm a sniper, I have to think in 3 dimensions..."

Narissa is one of those mad gun scientists, not sure if that counts or not

"Of course, anything other than burying all 3 is useless since the enemy can attack the rings if they aren't buried."


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

So, jumping in...

A week back in the office

Jace is a good looking man with striking blue eyes and blond hair. A little on the thin side you might guess that he was malnourished as a child, or maybe suffered some disease or even poisoning that limited his growth. He smiles and stands to greet you as you file in. His features are fare and almost otherworldly. He wears standard issue studded leather armor as part of a starched and spotless uniform. Those with sharp eyes notes a chain around his neck that seems to support some unseen charm or amulet. Laying across the back of his chair is a broad belt containing Manacles, a short blade, and some sharpened metal rings that are meant to be thrown. Leaning against the desk is a black great sword that looks way to heavy for the slight man. And in a rack by the door a new longspear rests.

Good morning he greets with a smile. I'm Jace, the new guy. There's some fresh coffee in the break room and I brought in some breakfast sandwiches too. Please help yourself.[b] He is immediately likable and over the next week seems to be a hard working and dedicated agent. He is good at offering a hand when people need it and just before they ask for help.

In response to Lya Jierre

Clever thinking Narissa. In truth the three rings could be stacked on top of each other as long as the lines are not allowed to slack and fall into each other and that they originate from the center of the side of the rings. But burying them sure makes them more defended.


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

When Jace introduces himself

Narissa groans as Jace introduces himself. "Oh god, you're one of those chipper types aren't you. Someone shoot me now... I bet he gets up before dawn and bakes cookies for the office." She rumbles past and into her office and slams the door.

At the wierd test

"Although digging is sometimes harder than building up. Maybe building a fourth tower in the middle with leads going out to each of the other 3 towers."


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2
Narissa Sandstone wrote:

When Jace introduces himself

Narissa groans as Jace introduces himself. "Oh god, you're one of those chipper types aren't you. Someone shoot me now... I bet he gets up before dawn and bakes cookies for the office." She rumbles past and into her office and slams the door.

Hmm. That went well. Anyone catch her name?


@All: This not a thought experiment. She's given you the pieces and is asking you to solve the problem on the desk. If we were sitting around a table, I would have given you a physical copy of it.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Ah. I have an idea, but will let others post first. I will give this hint

Jace ponders the riddle. He tentatively reaches out and places each tower on a ring. This way the towers protect the rings. he says.


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 tells the king about that both his father and brother died while serving in the navy, and only his mother and himself still lived.

***

Davin does his best to refer all reporters to the RHC's Communications office where his official report can be found.

***

Davin looked down at the puzzle and did his best not to sigh. He instantly disliked this woman. Anyone who so desperately wanted to show you how intelligent they were by using some sort of thought exercise was someone who was deeply insecure about their own self worth.

For the sake of novelty he sketched out a rough solution and showed it to the others.

"The middle tower floats above the other two, and over the blue circle, presumably using whatever magic force allows one to move towers in minutes."

Low charisma means never having to say you're sorry.


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

"If digging into the ground isn't allowed, then I fail to see how floating towers are allowed..." Narissa says grumpily, about done with this. "Obviously there is one 'correct' answer which is the only one accepted. Feel free to rub our noses in our failure to find it any time you like." Narissa seems done with a pointless exercise.


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:

In the presence of the King

"I am Yarisol, Your Majesty. Tha Danor killed my family. They would have killed my whole people if not for your army. So I come here. The spirits of my people demand I repay this debt."

With Minister Lya

"Dis is a very poor design."

I think I know how to do it but it is hard to describe and hard to work out without physical objects. I'm going to have to draw diagrams. Give me a day or two.


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

I think I got it too. And I agree its hard to describe. But if every tower sits on a ring, and you arrange the towers into a triangle, then one line from each ring attaches to its tower, one runs from the outside diameter of the tower to a second tower and the third runs on the inside diameter to the third tower. Each tower has its home ring string and two other attaching, one to each side if you will.


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:
Jace Azata wrote:
I think I got it too. And I agree its hard to describe. But if every tower sits on a ring, and you arrange the towers into a triangle, then one line from each ring attaches to its tower, one runs from the outside diameter of the tower to a second tower and the third runs on the inside diameter to the third tower. Each tower has its home ring string and two other attaching, one to each side if you will.

^ that's my solution.


Lya snorts a laugh, "I commend your efforts in changing the rules to find a solution, but I'll stop you there. There is no solution to this problem. Sometimes there are just unwinnable situations. She looks at Delft, "They will do."

Delft raises and eyebrow, "I'm so happy you approve of how I run my department. Anyways Constables, to the issue at hand. Since the Duchess' failed assassination attempt, we've been keeping tabs on the Duchess' and her allies. They've been holed up in Shale, apparently hoping for a popular uprising of some sort. Obviously, that hasn't materialized, so they have decided to try a different tactic. The Duchess and her allies have seized Axis island in the Yerasol Archipelago, which, as you may know, is now part of Danoran territory."

Lya steps in, "There is a Dnoran mining project on Axis Island, as well as advanced steelworks, a shipyard, and a coastal military fort. This is considered a key Danoran military holding, and the duchess’s attack, though carried out by a radical fringe element, might be seen by Danor as an act of war. I agree with King Aodhan’s desire for peace and the longer your countrymen occupy the island, the greater the risk of the Danoran congress deciding to start another war. I am not authorized to command Danoran forces, and even if I did, a Danoran counter-attack might result in the accidental death of the king’s sister. As such, I'm bending the rules a bit and giving the you the opportunity to retake the island and hand it back over to Danoran control, and King Aodhan has agreed."

Delft says, "A fleet of Risuri ships with marines on board are preparing to assault the island in a few days. You are to set out this evening, taking the Constabulary’s fastest ship, the RNS Impossible, to meet up with the fleet. Other investigators will take point, and the military will handle the heavy lifting. You are there strictly in a support role, but as some of you have had experience with the Duchess' people before, you might catch something the others miss. Just try not to lose the ship this time."

"Simply landing at some secluded beach is infeasible, because spells at the Axis Fort will alert the Duchess if anyone sets foot on the island. The Impossible will rendezvous with the naval armada, where it will pick up a group of infiltration specialists—four highly decorated Homeland constables from the Slate office. While the navy waits out of sight, the Impossible will enter a cove under the cover of darkness. A sea cave in that cove leads to the bottom of a mine. The infiltration team will go in first to secure the cave, and then you come in behind them. The island’s fortress has a sea wall around a harbor, which protects against storms and assault, but provides access for shipments in and out. The infiltrators are tasked with opening the fortress’s sea gate so the armada can storm the fortress more easily. The military will capture the duchess, who will likely be holed up in a keep in the center of the fortress. Once the dust settles, you'll be on the scene to look for clues and interrogate the Duchess and her associates."

"At least, that’s the plan. If anything goes awry, you're are the B team. You’ll be supplied with mission critical resources, but once you’re on the island there won’t be any help until you open the sea gate for the navy. If you get into a fight, either with the island's original Danoran defenders, or any of the Duchess’s allies, then you have approval to defend yourselves, but take prisoners if feasible."

Lya winces, "Really please do try to avoid killing any Danorans. This is going to be hard enough to smooth over as is. For this to all work, the island needs to be back in Danoran hands in 3 days time, so we are on a tight schedule. Also, as a personal favor, I would ask that you keep an eye out for someone, my cousin Nathan. He was stationed on the island and I fear that the Duchess' would have singled him out for punishment due to his heritage. He wasn't even old enough to fight during the last war and should bear no punishment for whatever grudges the duchess holds. If he still lives please keep him safe."

"Any questions for Lady Jierre?" Delft asks.


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 looks thoughtful. "My sniper rifle won't be much use in the mines, but it might if we have to get up and out of there. However, within the mines, especially if you don't want us killing people, I think I have an idea." She holds her hands out a few feet. "Get BeauWeaps to rig me up a hand-cannon, and get me a keg of rubber balls, the kinds the kids use to play bounce ball. I can fire off a cone of the things from the hand-cannon and knock down everyone in the area, and mostly they'll have bruises and maybe a broken bone or two when they wake up. Probably also want to issue some saps and leather bound clubs, for knocking people out."


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 looked furious. He said something harsh in his native tongue and glared as he spoke. "Yarisol is not Danor territory. Yarisol is under Danor occupation. You would have us retake the island, and then put it back under Danor bootheels?"

"Why would we do this thing? Why would the King want us to? What about the Yarisol people?"


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Jace only nods as the orders are given. He does ask We will need a good description of Nathan. A sketch or picture would be even better.

He looks a little taken aback with Doc's less than diplomatic outburst. While he agrees with the man he is too aware of etiquette to ever make such a fopaux. Between this and Narissa's initial greeting he wonders What have I gotten myself tangled up with?

To Narissa he adds I need no such nonlethal weapon. I am trained to take a foe alive even with my great sword.


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 looks at Jace, and then nods. "Noted. The rest are not so trained."


Narissa Sandstone wrote:
Narissa looks at Jace, and then nods. "Noted. The rest are not so trained."

Just a reminder that the bonus AP feat 'Take them alive" lets you do non-lethal damage with no penalty.

Lya raises an eyebrow at Doc's outburst.

Delft slams a hand down on his desk, "That's enough Saturday. Axis island falls in Danoran territory. That's what happens when you lose a war. If you are too conflicted in your allegiances, maybe you should sit this one out. We wouldn't want to risk you going native on us. It's you call Constable."

With that Delft apologizes to Lya. With no other questions forthcoming, she provides a brief description of her cousin and excuses herself.

With the Donaran emissary out of the room, Delft adds a few more details "I've got a hunch there’s more going on here than what the Danorans are saying. It might just be that this island is one of the nearest Danoran military installations in the archipelago, but I wants you to try to keep an eye open for anything unusual. The island is close to the zone of wild magic that envelops Danor and reports from the last military engagement there 9 years ago make mention of odd magical manifestations, so keep on your toes.'

Turning to Doc, he says, "The goal here is to take the Duchess alive, but she doesn't let you, or things go sideways, it's up to you to find out whether she has any other secret accomplices, or if there was some ulterior motive for her attacking this particular island."

He pulls out a satchel from a desk drawer and tosses it on this desk. "Here's your mission loadout. You've also been given clearance for extra equipment from requisitions (up to 1000gp worth**). Get your gear and get to the docks. The Impossible leaves at dusk."

#Lootz: Per PC: two sunrods, one potion of waterbreathing, and two potions of aid
As a group you also receive a selection of specially prepared scrolls crafted by Principal Minister Lee and his aides, which can be activated by any character, even non-spellcasters, without requiring a caster level check. These include a total of four scrolls of pyrotechnics, two of silence, and two of passwall. The RHC, of course, expects any unused material to be returned.

**Just a reminder about how looting works. Any items that you find are expected to be handed in to the RNC. If you do decide to keep something and not report it to your superiors, let me know. The money that you are allocated can be withdrawn as coin to be spent on other things, but I would recommend that you just keep it on account. Any items requisitioned can be returned for full value, whereas any thing that is bough outside the RNC follows standard buying/selling rules.


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
GM Fanguar wrote:
Narissa Sandstone wrote:
Narissa looks at Jace, and then nods. "Noted. The rest are not so trained."

Just a reminder that the bonus AP feat 'Take them alive" lets you do non-lethal damage with no penalty.

Only if you took it. :) Narissa took the one where she can make combat maneuvers without provoking AoO

Now that it's come up, which expense level are we using for guns? Default expense on guns means Narissa can't do anything about changing guns until level 6 or 8 or so.

Narissa nods. "Question, try to take the Duchess alive, and try to find out who her conspiretors are. Which takes priority? By that question, what I mean is, if we haven't found out any names of people conspiring with her, and it's blow her head off or let her go, which do you want us 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:

Still clearly angry, Saturday nodded. "Fine." was all he said through clenched teeth.


@Narissa: There were two bonus feats, only one was a choice. Also the AP uses the 'commonplace' rules for guns, so they cost 1/4 their list price.

GMF wrote:

• Everyone get the following bonus feat: Take Them Alive: You have received RNC training in using less lethal attacks. You may use weapons to do non-lethal damage without incurring a -4 penalty to attack.

• Everyone may select one of these bonus feats (combats were developed originally for 4e, which has more combat options available)
a. Negotiation Training: No one has to die here. Badly wounded humanoid enemies can be convinced to surrender with a successful Diplomacy or Intimidate check. (Enemy HP ≤ 25%, gets Will save)
b. Advanced RNC Training: You've learned every trick in the book. Using combat maneuvers does not trigger AoOs. (Doesn't count as the prerequisite for any feat chain)

Delft gives Narissa a hard look, "You are officers of the law. Killing a perpetrator is an action of last resort, not to mention that this is King's sister we're talking about. You take her alive if at all possible, but if she doesn't give you a choice, take her down."

Once everyone has indicated their 'purchases' the discussion, I'll move us along.


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

Sorry, I had 3 wisdom teeth cut out of my jaw Tuesday (literally) so I'm a bit out of it. There was one bonus feat we picked, and one campaign trait thing we had to pick about class or something, I dont' remember it right now but it was about Narissa becoming a mad genius gunslinger or soemthing with sci-fi weapons.


That evening you board the R.N.S. Impossible, a 220-ft long clipper. Once all are accounted for it leaves Flint's harbor and turns west. Aided by a skyseer to the course at night and a druid to guide the wind, the Impossible sails the five hundred miles to Axis Island in just under two days, arriving just before sunset to join the rest of the fleet already assembled for the assault.

A rowboat is lowered from one of the other ships and it rows over to the Impossible and the four constables from the Slate office come aboard.

Constables:

Tanya. Half-elf druid with a hound companion. Leader of the group, confident but cautious.

Letmas. Human illusionist who is excellent at faking accents. Loud and brash.

Seven-foot dan. Towering human fighter with a spiked chain. A veteran of the Fourth Yerasol War. Doesn't talk much.

Burton. Goblin rogue who carries a fancy surgical kit containing many varieties of daggers, knives, saws, and scalpels. Fastidious, constantly checking his gear.

With the team assembled, you all retire to the captain's quarters for the mission briefing. Tanya pulls out a map and goes over the details of the mission. "Once it is full dark, we'll hoist black sails and should reach the cove around 9pm, at low tide. Once we arrive at the sea cave entrance, Letmas will use the scrolls of water breathing, which should hold out for an hour or so. My team will then take a 500-ft. length of rope, dive underwater, and swim to the sea cave. There’s supposedly a 200-ft. stretch of submerged cave before an opening with fresh air at the bottom of a mine."

"Once there, we’ll secure the location, and signal back, by sending Burton back, or maybe by just tugging really hard. Your team will then follow the rope to link up with us. The sunrods will let everyone see underwater, so it should be a pretty straightforward swim."

"Together, we will make our way to the mine’s exit, which should be on a low mountain facing an island valley. Once topside, we’ll cross over the north shore of the island and descend to the back of the fortress. They’ll use Passwall to breach the fortress, and then our team will open the seagate .Once it’s open, we’ll use pyrotechnics to send a signal flare up to alert the navy."

"Your job during all this is to hole up and wait for the military to arrive. Once the fleet is signaled, it will take about ten minutes for them to strike. They’ll be able to sail directly into the interior harbor of the fortress, and they outnumber the duchess’s forces about 5 to 1, so victory should be a foregone conclusion."

"Once the dust settles, your job starts. You come in to handle Nathan Jierre and to pore through whatever evidence the duchess and her allies may have left behind. Assuming everything goes according to plan, that is."

"Anyways, that the game plan. Any questions?"


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

"Two. A single long tug is not safe, I would suggest, if you use tugs, a trio of tugs in a patter. Pull, pause, pull pull. If something eats the lead swimmer, rope and all, then the single tug will just have us all joining the lead swimmer as food." Narissa's gallows humor is mixed with a serious suggestion. "Also, I assume we have oil skin bags for things that can't get wet, like scrolls, powder, and such?"


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

When Jace reports to the clipper he is "wearing" his suit. It seems to be a translucent otherworldly presence that surrounds and supports him. He no longer looks anemic and skinny. He actually looks capable of welding the greatsword on his back.

He stays in-suit then entire voyage except when sleeping. As he falls asleep the other worldly presence vanishes but he recalls it as part of a morning ritual that includes spell preparation.

Jace listens closely to the briefing. After he asks Any contingency plan to pull out if we cannot get the seagate open? Everything sees to hinge on 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:

Saturday was now a far cry from the well dressed doctor the group had come to know. His finery was gone, replaced by a strange combination an army uniform and a Yarisol witch doctor. He was dressed almost entirely in grey and green, dotted here and there with dark red, save for a white arm band with a black crest on it. His lapels bore his rank and his classification. A name plate above his heart said Samdi. Below it was an array of muted patches noting various military specialties and achievements.

He now carried a large curved machete with a cord-wrapped hilt. His skull-headed cane had a walking stick spike on the end of it now. Various tools and pouches dotted the web of straps and belts he wore over his knee-length coat. Instead of his usual medical satchel he had a sensible military pack on his back. His coat was trimmed with red stitching of wards and symbols in his native tongue. He wore a string of bones and teeth like an epaulet cord, each carved intricately. His plague mask hung from a cord around his neck.

He took a deep breath and looked out at the Yarisol shore with a complex array of emotions on his face. Axis Island wasn't his island, but it was close, and nearer to home than he had been in a long time.

He listened to the engagement plan closely, pursing his lips in thought as Tanya finished. "Jace is correct. Da seagate is da linchpin. What is your timetable? If you exceed tha timetable, how long do we wait before moving to a secondary action plan?"

Profession Soldier or Knowledge Nobility and Heraldry, DC 12:

Saturday's military insignia are as follows:

Leftenant rank on left lapel
Medical Officer classification on right lapel
Riser Military Medical Corps armband
Support Spellcaster patch
Infectious Disease Specialist patch
Chemical Ordinance Specialist patch
Yarisol Scout patch
Yarisol Translator patch


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 suspect that the 'contingency plan' if we can't get the seagate open is to try to kill as many of Her Nobleness's retainers as possible before we die. And her too if possible." Narissa says under her breath.


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

"I second the motion for waterproofed bags. I have delicate equipment with me that simply cannot be allowed to be submerged--my book of formulae, alchemical reagents, stationary and pocket watch. Not to mention, Old Opus over here," Davin said motioning to his little mechanical automaton.

Opus gave out a low-pitched squeak which was probably intended as some form of introduction.

Davin's requisitioned studded leather jerkin had replaced his usual gentleman's jacket, and he had switched out his shoes for a pair of sturdy boots. A bandolier crossed his chest, containing many of his alchemical trinkets, and making him look almost fearsome.

But aside from that he still managed to look the part of a gentleman of distinction, with his leather gloves, long-sleeved shirt, cane, and top hat.


"Trio of tugs it is. As for waterproof sacks, your loadout is your responsibility. Didn't you know that you were getting on a boat? Tends to be a lot of water around boats."

Seven-foot Dan barks a quick laugh at that.

Tanya continues, "Regardless, I'm sure that the Impossible's quartermaster probably has some."

"As for that contingency plan. Well that seems to be Danor declaring the Duchess' attack an act of war and obliterating the Duchess and her allies along with every other Risuri they find. If we can't get that seagate open, there is no way to retake the island in time to meet the Danoran deadline."

"That's why we're here. The RNC are the best of the best. Anyways, let's not overplan this operation. Too many variables in play. So let's try to keep things loose and firm up up the details as we go, but make no mistake. If we fail, there will be war."

If there are no other questions, I'll move us along.


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 gives Tanya a grin. It's not a friendly one. "We were also told that you were responsible for our entry, which puts it in your bailywick. Fortunately for you, I'm sure this ship has a fiiinnneeee quartermaster, who can cover for any slip in your planning for the assault."

She picks up her pack, and turns to Doc. "C'mon, apparently we need to see the ship's quartermaster, see if he can cover the planning oversights." She then turns on her heal and leaves the room.

Mike drop


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:

"Go ahead. I packed accordingly." Saturday said, slightly amused. "Word of advice for dose of you who 'ave neva been here- If da quartermaster has vermin repellant or antiplague, get some. Yarisol has some unfriendly local flora an' fauna."


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

Good call Doc. Narissa, could you please pick me up some vermin repellent if available? He proffers coin enough for two applications.


With the last minute acquisitions in hand, you wait for darkness to fall. Black sails are raised and the Impossible breaks off from the fleet and sails into a sheltered cove. Letmas takes the scrolls of water breathing and cast the magic on everyone.

After one last check of their equipment, the infiltration team grabs their end of the rope, and slips over the side into the dark water. As they slip below the waves, you see their sunrods activate and then dim, as they swim deeper, eventually disappearing completely.

The rope plays out for several minutes. All of a sudden a strange wave of virtego washes over you. You hear a faint rumble, as a vibration runs through the ship and the sea begins to ripple. It lasts for but a moment, but it passes, you notice the rope has gone slack. It remains that way for a heart stopping minute before you start to feel a series of faint tugs. They do not match the pattern that you had previously agreed upon.


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:

"Dat does not bode well." Saturday said downing his water breathing spell. "Let's go."


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

I assume we can talk while Water Breathing?

Jace leads the way, pulling himself along the rope.


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

Damn stares down at the water with a blank expression on his face.

"My brother drowned," he says to no one in particular. He then sighs, and follows the others without another word.


Yes, water breathing enables speaking underwater.

You follow the rope down into the dark depths, using your sunrods to light the way. Eventually, you come to the mouth of a large sea cave and follow the rope line into its maw. Strange shadows are thrown off of the irregular stone growths, as you continue deeper.

Out from the darkness in front of you looms a scene of destruction. Part of ceiling has collapsed, partially blocking the tunnel. At the edge of this ruin, the rope ends. Burton, the goblin rogue holds the rope feebly, its end continuing on beneath the stone rubble. He is nestled among the fallen stones and streams of blood cloud the water around him.

At your appearance, he begins to frantically wave at you.


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

Is he waving us to come toward him, waving to get attention, or waving us off? Those are three very different motions.


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 takes a moment to asses the area to assure it is safe to continue.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


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's focus was on Burton. He moved forward as quickly as he could hoping to save the goblin's life.

Heal, how badly damaged?: 1d20 + 7 ⇒ (10) + 7 = 17

If I can reach him without incident, I'll cast Cure Light on him to stabilize him.


@Narissa: Let's go with general flailing.

With no sign of immediate danger you approach Burton.

@Doc: Burton's leg is crushed beneath a large stone. You can stop the bleeding but to completely repair the leg is beyond your skill.

When you get closer, Burton says, "They're dead, all dead. Squashed like bugs... Everything was fine then all of a sudden it was as if I was somewhere else, a swamp with bright yellow frogs and a purple sky, and then I was back here and the ceiling was coming down."

He reaches out and clutches a Doc, "You got to get me out of here before the sharks find me. Take the leg off, I don't care. Just don't let them eat me."

It's a DC25 STR check to try to move the stone off of Burton's leg or you can take it off at the knee. You can use a heal check or magic to stop the bleeding afterwards.


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 takes the crowbar out, and leverages it on the stone. She also hands her shovel over to Doc. "Let's at least try to move the stone first, everyone find a lever to leverage it up."

Str: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23

If Doc or Davin or even the halfling himself can get at least a 10, the aid other moves the rock


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:

Doc waves the others toward the stone and moves a tourniquet just above accessible part of the crushed leg. "Hold on."

I'm ready to drag Burton free if either of you can get that Aid Another.


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

STR: 1d20 + 1 ⇒ (19) + 1 = 20

That's +2 to Narissa's STR check.

Once again Davin moves to help Narissa. Between the two of them they manage to get the rock above the Burton's leg.

"Doc, grab him!"


Male Half Elf
Stats:
Stats: AC/Touch/Flat 19/11/18 | CMB/CMD +5/16 | Fort/Ref/Will +3/+1/+4, +2 vs enchantments | Init +1, Perception +4
Skills:
Acrobatics+5, Apprise+1, Bluff+8, Climb+3, Diplomacy+8, Disguise+4, Intimidate+8, Kn. Arcana+5, Perception+6, Ride+5, SM+1, Spellcraft+5, Stealth+1, Survival+1, Swim+3, UMD+11
Synthesist Summoner 2

If room allows Jace willl also life the stone.

Assist to strength: 1d20 + 3 ⇒ (16) + 3 = 19


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 dragged the goblin free of the rubble and looked over the parts of him that been pinned.


Together you manage to shift the boulder enough to pull the trapped goblin clear. He curses in pain as you move him and free from the pressure of the rock, the shattered leg begins to bleed profusely, clouding the water with blood.

DC15 heal check to stop the bleeding or just use a CLW.. You can continue on with the injured goblin and take him into the mine, or take him back to the ship.

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