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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Come on folks you've go to give me something to work with. You tell me what you do, I tell you what happens. Just copying my suggestion as a message isn't helpful. Is someone actually going to climb out of the water? Are they going to try to use stealth? If you're not that interested in this game, that's fine, but let me know, so that I can find those that are. I like this AP and want to run this AP, but I'm not super keen on dragging the PCs through the campaign.


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

Was hoping someone good at hiding would go first

Seeing that nobody else has the guts to go first, the sniper growls under water, and then swims toward the least lit area, farther away from their target, and tries to sneak out of the water in the dark, trusting her eyesight to help pick an area devoid of people at the moment.

Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Stealth: 1d20 - 1 ⇒ (20) - 1 = 19

LOL, so, she misses the patrol guy, and ends up sneaking out of the water right behind him, hopefully without him noticing.


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

Same. Also, no one is in charge. Not good in a tactical situation. Plus you gave us a partial map so I for one did not feel I had good enough information to know where best to get out. Will wing it I guess.

Seeing Narissa suddenly moving Jace decides to support her. His buffs cast, he climbs out of the water as quietly as he can and pads towards a guard quietly and at half speed in the dim light or, even better, darkness.

Stealth: 1d20 + 1 ⇒ (15) + 1 = 16


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 tries to move into position to strike knock out one of the guards on the boat.

Moving stealthily I need to make two checks.

Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Stealth: 1d20 + 7 ⇒ (8) + 7 = 15

Yeesh. I was probably heard with the first one. But assuming I still have surprise...

Davin's dagger springs into his hand from his hidden wrist sheath. He then quietly weighs the weapon in his hand, to knock the man out with the dagger by having it hit him with the handle and not the blade.

Trying to do a non-lethal attack with the Take Them Alive feat.

Hey takes a deep breath, and then hurls his dagger.

Dagger: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Non-lethal Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Welp. Safe to say I screwed the pooch no matter what. Bring on the initiatives.


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

Seeing that Davin is beginning the fight the enlarged Jace charges the enemy, using his enhanced speed from his movement enhancement but at the last minute has to pull the sword to the side to avoid doing lethal damage.

Greatsword: 1d20 + 5 ⇒ (1) + 5 = 63d6 + 6 ⇒ (3, 1, 6) + 6 = 16

Enlarged AC is currently 21


Jace Azata wrote:
Same. Also, no one is in charge. Not good in a tactical situation. Plus you gave us a partial map so I for one did not feel I had good enough information to know where best to get out. Will wing it I guess.

Ask questions folks. Communication is key here. Anyways, you guys suck at stealth, so just stick your strengths. (Also that's the map I have)

Anywho, I'm going to retcon things.

Swimming a little ways away you climb up onto the sea wall and waiting for a break in the patrols, you make a break for the nearest guard, hoping to drop him before he has a chance to call out.

Initiative:

Davin: 1d20 - 2 ⇒ (4) - 2 = 2
Narissa: 1d20 + 2 ⇒ (1) + 2 = 3
Jace: 1d20 + 1 ⇒ (7) + 1 = 8
Doc: 1d20 + 0 ⇒ (17) + 0 = 17
Enemy: 1d20 + 1 ⇒ (4) + 1 = 5

Combat
17 Doc
8 Jace
5 Baddies
3 Narissa
2 Davin

I moved things around on the map. Doc and Jace are up. If you drop him before he has a chance to shout, I'll give you another surprise round before the other enemies act.

Hps:

Ac14 10/12


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

OK. rolling with this then.
Stepping to the side to allow others to get to the man Jace tries to thump him with the side of his blade to take him down without doing any long term harm.

MW Greatsword: 1d20 + 5 ⇒ (18) + 5 = 233d6 + 6 ⇒ (1, 6, 3) + 6 = 16


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 follows Jace, trying to put the guard to sleep just after Jace attacks.

Slumber, DC 15.


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

As was helpfully pointed out, I originally posted this to the wrong thread. So here it is again to avoid confusion.

Davin rushes up to the man and attempts to knock him out with his cane.

Sword Cane (non-lethal): 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Jace delivers a bone shattering blow to the man's face and he drops to the ground like a boneless fish. You stand exposed on the sea wall, and have but moments before you are discovered.

Everyone is up again.


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 continues his assault, this time bringing in his dagger as well.

Sword Cane (non-lethal): 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Dagger (non-lethal): 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Damage: 1d4 ⇒ 1


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:

Davin, check the map. Jace dropped the only enemy near us. We are moving to engage the next one now.

Doc moved forward, keeping an eye on the boat.

Readied action, Slumber Hex the first enemy from the boat who hits the gang plank. My hope is to put them to sleep right as they are starting to turn the corner and step onto the plank, causing them to either fall down the ramp, or into the water.


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

Can Jace charge the guy on the right side of the map?


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

Sorry must have been distracted when I read that post.

Davin moves quietly into position.

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10

Or does he? -- I'll move my token tonight when I get home.


Jace Azata wrote:
Can Jace charge the guy on the right side of the map?

Those round things are barrels, so you don't have a straight line for a charge in the bonus surprise round. Due to the order of initiative, you can move in the surprise and charge in the next round if you want.

Due to initative, everyone gets a turn, then Doc and Jace go again, then the enemies.


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 moves into the shadows, and digs her rifle out of the waterproof bag as she moves.


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

Right. Too far for a partial charge. I forgot it was a second surprise round. That means a single action, I guess.

After downing one sentry the enlarged Jace creaps forward hoping to be able to get the drop on the next guard.


Sounds like Doc is just holding his action, so Jace is up for the charge attack and then the baddies can 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

Following his initial plan Jace charges hoping to take down another man with nonlethal force.

Large Greatsword: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 113d6 + 6 ⇒ (1, 3, 3) + 6 = 13


The rebel dodges Jace's swing.

will save: 1d20 + 4 ⇒ (3) + 4 = 7
The first man off the boat waivers and then tumbles into the water, as Doc;s hex hits him the other moves and disembarks.

The man Jace attacked, steps up and swings his own sword:

attack: 1d20 + 1 ⇒ (8) + 1 = 9, but misses.

Another fires his crossbow at Jace:

Attack: 1d20 + 2 ⇒ (9) + 2 = 11 but the bolt flies wide.

Another rebel makes his way up the ramp to the upper seawall.

Map updated. Everyone is up.


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 swings again at the man he is engaged with, using non-lethal force. If he drops the man he will move to stand adjacent to the northern most man. Crossbow wielder?

Large Greatsword: 1d20 + 5 ⇒ (12) + 5 = 173d6 + 6 ⇒ (3, 5, 2) + 6 = 16


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

Has an alarm been raised, or is it still mostly quiet?


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 waited until the soldier approaching them was close and then tugged on his consciousness as well.

Readied action, Slumber when an enemy gets within 10 feet.


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 moves as stalks the area, moving behind some barrels.

Double stealthing to get behind the barrels.

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8

::sigh:: Apparently, I'm the new Wil Wheaton.


Narissa Sandstone wrote:
Has an alarm been raised, or is it still mostly quiet?

No city wide alarm or anything like that. I'll just come out and say that at this point, using or not using your gun won't have any effect on the response. (Once the sea gate is opened all hell will break loose regardless) Feel free to shoot away.


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

Last question, the map is a bit confusing. Are we all on the same level, or is Narissa on a different level than everyone else?


Narissa Sandstone wrote:
Last question, the map is a bit confusing. Are we all on the same level, or is Narissa on a different level than everyone else?

Ya it gets a little fuzzy there at the bottom. It's split level and the zigzag path is a ramp. As it stands, Narissa is on a different level. You could start on either level, so if you prefer to be up top, just reposition your token.

I'm hitting the road tomorrow, so this probably my last post for a bit. Something to think about while I'm gone: I'm considering recruiting another 1-2 people to this campaign (after the current mission). The AP is balanced for a party of 5, so I've had to nerf the encounters and that's getting tiresome. So the question is, if I do grab another warm body, what do you feel the party needs?


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 can't access the map from my current device, but yes, I'd rather be up top with everyone else.

RTA within 40 ft, closest guy to our people: 1d20 + 3 ⇒ (5) + 3 = 8
Like this hit: 3d6 ⇒ (5, 5, 1) = 11


Jace drops a rebel and moves onto another. Another moves up the ramp towards the party and Doc curses him,

Will: 1d20 + 1 ⇒ (12) + 1 = 13 he waivers and tumbles to the stones (recoloured icon).

The others reposition, the one close to Jace withdraws.

Out of a window in the lighthouse, a small dragon flies out and begins heading out over the harbor. A man leans out the window and points a finger, and a slick sheen of grease appears beneath Jace (DC14 Ref save).

Map updated. Everyone is up.


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

Reflex Save: 1d20 + 0 ⇒ (12) + 0 = 12 Note Jace is -1 to reflex saves at the moment due to his large size. So he missed by 2 and not 1. Oh well.

Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19

The enlarged summoner it not accustomed to his size and looses his footing in the conjured slick grease. After falling he carefully stands and moves at half speed to engage the enemy that moved from him. As he moves he calls out Narissa, can you target the small dragon. It will give an alarm.


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:

"Narissa, dragon!" Saturday grunted, pointing toward the small flying lizard.

Then he took a step forward and brought his long walking staff down on the sleeping soldier.

Non-lethal coup de grace, reach: 2d10 + 2 ⇒ (8, 10) + 2 = 20


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 moves over to the unconscious man and ties him up with his rope. He looks back at Doc and shrugs.

"Just in case."

I'm kicking myself for not requisitioning manacles.


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 nods, and reloads the rifle. "Got it."

She then fires at the dragon.

Dragon: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 3d6 ⇒ (1, 4, 5) = 10


The rebel clubbed by Doc goes limp. Naissa's ball strikes the little creature (Fly: 1d20 + 15 ⇒ (18) + 15 = 33), but it continues on across the harbor (120ft).

One man moves up the ramp a little and fires a bolt at Davin
Twang: 1d20 + 2 ⇒ (4) + 2 = 6, but it flies wide.

The man in front of Jace drop his crossbow, draws his sword and attack,

Swing: 1d20 + 1 ⇒ (4) + 1 = 5, but misses.

A globe of energy comes flying out of a window in the light house and slams into Doc:

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Everyone is 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:

Saturday grunted as the arcane bolt punched into him. With a snarl, he bolted, charging up the stones to the lighthouse. When he reached the grease at the base of the stairs he simply climbed up onto the steps by planting a hand and swinging himself up. He threw his back to the wall next to the lighthouse door and looked up, hoping the wizard in the tower didn't have a clear view straight down.

I'll take 10 on a climb/jump check to get onto the steps where they're only 5 feet high.


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 grimaces, and reloads the rifle. "Tough little bastard, I got no chance of hitting it now."

She reloads the rifle...

Can Narissa see the caster from where she is? At 120, that's a -4 to hit, plus it's size bonus, I'd have to roll a 20 to hit it now.
Range on firearms sucks


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 frowns as the crossbow bolt slam into the barrel. That was a little too close for his liking. Clearly a tactical retreat to a better position was in order.

Going to double-move behind the barrel and up towards the "north" of the map, hugging the edge. I'll update the map tonight, unless someone wants to do it for me.

I'm feeling really useless without a ranged weapon. Starting to wonder if a dip of gunslinger or fighter might be in my future.


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 smiles down at the man, tisks at him and slams him on the head with the flat of his blade.

Large Greatsword: 1d20 + 5 ⇒ (17) + 5 = 223d6 + 6 ⇒ (1, 5, 5) + 6 = 17

He then 5' steps and tries to open the door to the north.


@Davin: Meh, just requisition a ranged weapon next time.

@Narissa: Not any more.

@Jace: The door is unlocked

Jace drops another man, while the rest of the team reposition.

The remaining pair of rebels move up the ramp and a loud bell begin to ring in the light house.

Everyone is up.


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 growls at the sound of the bells. It was safe to assume that the stealth portion of the mission was officially over.

"We are constables of the Royal Homeland Constabulary. Throw down your arms and your lives will be spared. Resist and we will respond with lethal force!"

Intimidation: 1d20 - 2 ⇒ (15) - 2 = 13

Hmm. An aid from another player might make the difference.

He then braces himself for an attack. Using Total Defense. +4 Dodge bonus to AC for total of 19.


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

Going in. Jace calls over his shoulder as he squeezes through the door, a glance out the windows, moves up the stairs, and opens the door at their top.


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 fires a round into the man at the top of the ramp.

RTA: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 3d6 ⇒ (5, 4, 2) = 11

"You heard him you damn turncoats, open the damn door and surrender and we'll take you alive, make me come in there and I'll rip you damn arms off and use them to beat you to death with!"

Intimidate: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18 Take 4 off if someone inside the tower is large instead of medium, and add 4 if they are small


Narrissa's bullet takes the man in the gut and he stops in his tracks, clutching the wound. He sits down trying to keep his innards from spilling out, all the fight out of him.

@Jace: In the first room you enter are the controls to open the harbor gate. I don't know if that changes you action or not.

@Narissa: Using intimidate either requires a standard action or a full minute, neither of which you have at the moment.

Doc is still 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

Was more trying to aid other as a move action if possible, hoping someone else had an action to spare and a better roll. :)


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

Yep. It certainly does.

Entering the control room Jace changes his immediate plan. He will spend his standard action this round to study the controls and try to see if he thinks he can open the harbor gate. If he is confident on how to open the gate he begins to do so. And he is mindful that these controls could be a decoy or trapped.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


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 followed Jace into the tower.

Readied action, sleep first target.


The controls are easy enough to operate and Jace sets them into operation. All those outside feel a dull rumble and hear the loud mechanical rattle of massive gears in motion. In the harbor the massive sea gates start to slowly open. Just a reminder that you need to signal the fleet with the scroll of pyrotechnics, or they won't know that you've opened the gate. The enemy on the other hand...

Outside the last of the rebel combatants closes with Narissa and attacks,

Swing: 1d20 + 2 ⇒ (1) + 2 = 3, but misses.

You're up.


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

"Constable Sandstone, get out of there!" Davin calls out as he backs away.

A withdrawl is probably a good idea, Narissa. I'll move my token a little later.


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

Who has the scroll of Pyrotechnics? Jace does not.

The summoner takes up a defensive position by the controls, determined to guard them until the sea gates are open.


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 grins at the horrible attack, and takes a step back, dropping off the wall! 5ft adjust and off the wall into the water

When she bobs up, she takes out the pyrotechnics scroll Move action and activates it, sending a pillar of fire up into the sky to explode. Her rifle dangles in the water, held to her by the gun strap.

We have multiple pyrotechnic scrolls, so assuming Narissa has one

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