Ironsight Operations Overview (Inactive)

Game Master Storm Dragon


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Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves)

Having suddenly remembered they have Radios, Chester relays his concern that the sewers as a point of interest.

"Found a loose Manhole, people could be using them to get around unnoticed."


Not long after these events, a heckler steps forward from the crowd, angrily shouting at Steelbones.

"Oh, so you act like you're a man of the people now? Where was that 'love for fellow man' when the mines collapsed? How do you even sleep at night!?!" he screams. The crowd looks surprised at first, but a few others take up the cry, whipping the crowd into a burgeoning frenzy.

You guys have one round to make further preparations.


Not Piloting | HP 20/20 | AC: 24, T: 18, FF: 20 | Fort: +2, Ref: +6, Will: +4 | BAB: +2, CMB: +2, CMD: 15, | Init: +3 | Perception: +9 | While Piloting | +HP 44/44 | AC: 24, T: 18, FF: 21 | Fort: -, Ref: +5, Will: +4 | BAB: +2, CMB: +5, CMD: 15, | Init: +4 | Perception: +9 | Hardness 10 Power Points: 7/7 | Free Gadgets: 4/4 | Charges: 7/7 | Cannon Ammo: 70 | Pistol Ammo: 40

Rekt considered the problem for a moment. "Could probably scare them off with a quick shell. Probably won't reduce them all to thin red smear." Rekt's voice made it clear he was willing to take the risk for an excuse to fire the main gun.


Male Hobgoblin Conscript 3 31/31 HP AC 20 (tch 15; ff 17); CMD 17; Fort +7, Ref +8, Will +4; Darkvision; Perception +8; Sense Motive +2; Init +4 Imp.Snapshot, Intercepting Shot +6

Jahg decides to follow up on Chester's tip and rigs a tripwire around a likely manhole to hopefully drop any would be attackers back down the hole or slow them if not. Then the Hobgoblin skulks off to wait with his hand on his holster.

Taking 10 on Craft Traps for an 18 which means it's Perception 18 to spot. Reflex DC 13 although they get a -2 penalty if they try to charge or run. It lasts 13 rounds.

Tripwire:

A creature that fails its save against a tripwire snare falls prone. Once knocked prone, a creature is no longer at risk of triggering the trap in that square. This trap is not destroyed when triggered; instead the duration is reduced by 5 rounds per creature that fails its save. Running and charging creatures take a -2 penalty on their Reflex saves against this trap.


Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves)

Watches as the crowd grow more incited.

"The people are getting rowdy, we should move along before someone throws a rock."

Chester takes a small jar from his waistcoat and uncaps it, tipping it over and plopping a small green slime into his free hand.

Garden Ooze

I'll keep track of it's HP and such


After getting help from Chester, Rune gets up and deploys his turret to be Steelbones's overwatch while he watches the window he saw the glint from. "Thanks for the save" Rune gives Chester a thumbs up.


Male Human Battle Butler 2 / Rigger 1 | HP 29/29 | AC 19, T 16, FF 16 | Fort +3, Ref +9, Will +7 | Init +3 | Percep +7 | Charges 6/6

Edgar moves adjacent to Steelbones, shield raised.


Male Human Commander 3|| HP: 21/21 (5 Temp: 26/21), AC: 20 (FF: 16 T: 15) || Init: +4, Fort: +6 Ref: +6 Will: +4 || Per: +6

Alexander will move in to Steelbones' other flank.

"May I suggest we hurry along?"


The crowd tenses, surging forward in sudden anger at Flint, led by the instigator. At that exact instant, several things happen.

A loud *CRACK rings through the air, and the crowd just as swiftly turns again; from an angry mob to a panicked stampede as the clear sound of a gunshot put the fear in them.

Simultaneously, a thick purple mist begins to waft up from underground, currently pooling at about ankle height to the average person, but swiftly rising.

Attack: 1d20 + 9 ⇒ (7) + 9 = 16

How much of an AC bonus does Edgar give Flint? I know he Aids Another AC or some such, right?


Male Human Battle Butler 2 / Rigger 1 | HP 29/29 | AC 19, T 16, FF 16 | Fort +3, Ref +9, Will +7 | Init +3 | Percep +7 | Charges 6/6

+1 deflection from Battle Butler, and with my Shield talents I can spend an AOO to give him a +2 shield bonus that works against touch attacks.

Nothing specifically about Aiding AC. You're probably thinking of Bodyguard...which I really should have taken.


Would you like to spend that AoO now to protect your master from a sniper shot?


Male Human Commander 3|| HP: 21/21 (5 Temp: 26/21), AC: 20 (FF: 16 T: 15) || Init: +4, Fort: +6 Ref: +6 Will: +4 || Per: +6

What kind of dwarf cant take a bullet or two?


Male Human Battle Butler 2 / Rigger 1 | HP 29/29 | AC 19, T 16, FF 16 | Fort +3, Ref +9, Will +7 | Init +3 | Percep +7 | Charges 6/6

Edgar's butler-sense preemptively warns him of the threat to his master, giving him just enough time to flick his arm into the bullet's path and deflect it with his shield.

"I agree with Sir Alexander's suggestion." he says calmly.


Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves)

Looks down at the gas-forming at his feet, then takes a cloth out and wraps it around his face.

"I don't like this gas one bit, Let's get out of here."

Are the civilians all gone, or are any of them still lingering around?


Male Human Commander 3|| HP: 21/21 (5 Temp: 26/21), AC: 20 (FF: 16 T: 15) || Init: +4, Fort: +6 Ref: +6 Will: +4 || Per: +6

Can Alexander use aid another to help Steelbones too? Or is the bullet taken care of now?


Not Piloting | HP 20/20 | AC: 24, T: 18, FF: 20 | Fort: +2, Ref: +6, Will: +4 | BAB: +2, CMB: +2, CMD: 15, | Init: +3 | Perception: +9 | While Piloting | +HP 44/44 | AC: 24, T: 18, FF: 21 | Fort: -, Ref: +5, Will: +4 | BAB: +2, CMB: +5, CMD: 15, | Init: +4 | Perception: +9 | Hardness 10 Power Points: 7/7 | Free Gadgets: 4/4 | Charges: 7/7 | Cannon Ammo: 70 | Pistol Ammo: 40

Perception: 1d20 + 9 ⇒ (9) + 9 = 18

Scanning the area for where the shot came from, Rekt whistled tunelessly and prepared to shell the location if he could spot the sniper. One shot probably wouldn't do much, but a second would be a slight.


Male Hobgoblin Conscript 3 31/31 HP AC 20 (tch 15; ff 17); CMD 17; Fort +7, Ref +8, Will +4; Darkvision; Perception +8; Sense Motive +2; Init +4 Imp.Snapshot, Intercepting Shot +6

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Jahg clenches his chest and has a miniature panic attack seeing gas pool around his feet. His palms begin to feel sweaty and his vision blurs as his mind briefly recalls the distant sound of explosives, the cries of the dying and gunshots ringing out. The voices of the team over the comms quickly shake him from a half second trance. He quickly takes a position overlooking Steelbones from the alley and readies himself to counter-snipe.

Readied action to fire back if we can spot the sniper or shoot the next bullet out of the air with Intercepting Shot. Ammo is Wounding Rounds right now for 1 bleed damage on hit. Expending Martial Focus to do my turbo deadly shot if I'm shooting the sniper.

Snipe!: 1d20 + 8 ⇒ (14) + 8 = 22
Damage if I'm shooting the Sniper: 2d6 + 1 + 1d10 ⇒ (6, 2) + 1 + (6) = 15

Hindering Shots if I hit the sniper.


Alexander Reginald Goodeman III wrote:
Can Alexander use aid another to help Steelbones too? Or is the bullet taken care of now?

He's good, the +3 from Edgar raises his Touch AC just out of range.

‍ Chester ‍ wrote:
Are the civilians all gone, or are any of them still lingering around?

They're still around, and will be for a while. The streets were pretty crowded.

Edgar's arm goes numb from the effort of barely deflecting the shot from Steelbones but he manages to hold it. He might be quietly horrified to note that the bullet not only dented his shield, but punctured straight through it, losing enough momentum that Steelbones' own precautions are enough to guide the bullet around him.

No mechanical effects, but a hint that the damage is high enough that were this a Sunder check, it would have destroyed your shield.

Rekt gets no visual on the sniper, and the sound is too loud to easily pinpoint, but Jrahk manages to see him perched in the third floor of a nearby building: the one Rekt is standing on top of, in fact.

What were you guys' contingency plans again? I believe someone gave Steelbones an Extract of Invisibility or some such, and has been keeping a horse on hand?


Not Piloting | HP 20/20 | AC: 24, T: 18, FF: 20 | Fort: +2, Ref: +6, Will: +4 | BAB: +2, CMB: +2, CMD: 15, | Init: +3 | Perception: +9 | While Piloting | +HP 44/44 | AC: 24, T: 18, FF: 21 | Fort: -, Ref: +5, Will: +4 | BAB: +2, CMB: +5, CMD: 15, | Init: +4 | Perception: +9 | Hardness 10 Power Points: 7/7 | Free Gadgets: 4/4 | Charges: 7/7 | Cannon Ammo: 70 | Pistol Ammo: 40

"Can't see where the shot came from," Rekt said sadly. "Want me to move down, run away with the client?"


Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves)

Chester tries to shove his way through the crowd to get as close to steelbones as he can, Taking a small glass vial from his bandoleer, dropping a small crystal in it and tossing it the rest of the distance to land at Steelbone's feet. Ejecting plumes of white smoke all around the politician.

Used Improved Smoke Bomb, Gave Steelbones full concealment I'll leave the description of the ability in a spoiler tab below.

Improved Smoke Bomb:

You can create a powerful smoke bomb composed of very dense particulates. The formulae can be thrown as a ranged touch attack with a range increment of 10 feet that explodes into a 20-foot radius area of smoke on impact. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. Otherwise the smoke dissipates after 1 minute.

When you throw the smoke bomb, you may expend your martial focus to apply an existing inhalation or touch poison as part of the attack. If the poison is an inhalation poison, the effect is applied to any creature within the smoke that inhales the smoke. If the poison is a touch poison, creatures must only make saves against the poison the first time they come in contact with the smoke cloud.

"Get out of here people, we have a shooter!"


Male Hobgoblin Conscript 3 31/31 HP AC 20 (tch 15; ff 17); CMD 17; Fort +7, Ref +8, Will +4; Darkvision; Perception +8; Sense Motive +2; Init +4 Imp.Snapshot, Intercepting Shot +6

"Shooter is below you Rekt, third floor. I have eyes on."


Male Human Battle Butler 2 / Rigger 1 | HP 29/29 | AC 19, T 16, FF 16 | Fort +3, Ref +9, Will +7 | Init +3 | Percep +7 | Charges 6/6

With his un-numbed arm, Edgar flicks a switch on Flint's chameleon vest, making him harder to pinpoint from long distances.

+3 to Stealth checks for 10 minutes, which should be helpful now that he has total concealment.


Not Piloting | HP 20/20 | AC: 24, T: 18, FF: 20 | Fort: +2, Ref: +6, Will: +4 | BAB: +2, CMB: +2, CMD: 15, | Init: +3 | Perception: +9 | While Piloting | +HP 44/44 | AC: 24, T: 18, FF: 21 | Fort: -, Ref: +5, Will: +4 | BAB: +2, CMB: +5, CMD: 15, | Init: +4 | Perception: +9 | Hardness 10 Power Points: 7/7 | Free Gadgets: 4/4 | Charges: 7/7 | Cannon Ammo: 70 | Pistol Ammo: 40

Rekt looked down and grinned. He reached down and tried to rip a chunk off the roof.

Strength: 1d20 + 3 ⇒ (2) + 3 = 5

The Goblin swore. "Mr Assassin, please stay there. I wish to test this cannon on you." He hadn't managed to hit anything living yet, after all.


Think we're still waiting on Rune? I'll ping Sergal this evening to post. Then I'll have Steelbones act, followed by the bad guys.


(Does Rune have any kind of sightline?


From where you are? Not really. You recall seeing that third floor glint, but now there's smoke everywhere. You saw everything that happened above though.


Rune would try and go somewhere he can see. not sure where that would be


The purple mist climbs higher (were vision not already obscured, it would be now), and Rekt hears the sound of running feet coming from below; it appears as though the sniper has discourteously chosen to ignore your request.

Steelbones is understandably nervous, and takes a step back, disappearing from sight.

Edgar, Rune, and Alexander, make me Fort saves and perception checks.


Male Human Battle Butler 2 / Rigger 1 | HP 29/29 | AC 19, T 16, FF 16 | Fort +3, Ref +9, Will +7 | Init +3 | Percep +7 | Charges 6/6

Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves)

Do I not need to make a fort check, I'm on the ground near the float.


Ah, yes, you too. Unless you're immune to poison.


Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves)

Fort: 1d20 + 3 ⇒ (16) + 3 = 19


Male Human Commander 3|| HP: 21/21 (5 Temp: 26/21), AC: 20 (FF: 16 T: 15) || Init: +4, Fort: +6 Ref: +6 Will: +4 || Per: +6

Fort: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Everyone who got an 18 or more (still waiting on Rune's) passes. Nobody sees/hears anything.

You guys' turns!


Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves)

Chester is at a loss of what to do, He can't see any enemies, he takes this time to release a second slime at his feet.


Not Piloting | HP 20/20 | AC: 24, T: 18, FF: 20 | Fort: +2, Ref: +6, Will: +4 | BAB: +2, CMB: +2, CMD: 15, | Init: +3 | Perception: +9 | While Piloting | +HP 44/44 | AC: 24, T: 18, FF: 21 | Fort: -, Ref: +5, Will: +4 | BAB: +2, CMB: +5, CMD: 15, | Init: +4 | Perception: +9 | Hardness 10 Power Points: 7/7 | Free Gadgets: 4/4 | Charges: 7/7 | Cannon Ammo: 70 | Pistol Ammo: 40

Strength: 1d20 + 3 ⇒ (6) + 3 = 9

Rekt tried to pull the roof up again but it stubbornly insisted on remaining nailed down. "Need to pump up pressure and add more gearing," the Blue muttered in annoyance.


Male Hobgoblin Conscript 3 31/31 HP AC 20 (tch 15; ff 17); CMD 17; Fort +7, Ref +8, Will +4; Darkvision; Perception +8; Sense Motive +2; Init +4 Imp.Snapshot, Intercepting Shot +6

Jahg slings his rifle over his shoulder, pulls his shotgun and slides down the manhole. He'll start walking in the direction of where the route was supposed to take us next.

"Time to flush out the rats...uh, no offense."


The poison gas is at a high concentration in the tunnel below, obscuring vision and causing you to choke the instant you go down.

Make another Fort save, and it's a more difficult save this time around.


Male Hobgoblin Conscript 3 31/31 HP AC 20 (tch 15; ff 17); CMD 17; Fort +7, Ref +8, Will +4; Darkvision; Perception +8; Sense Motive +2; Init +4 Imp.Snapshot, Intercepting Shot +6

Fortitude: 1d20 + 7 ⇒ (2) + 7 = 9


Jahg is Nauseated as long as he is in the cloud and for 1d6 ⇒ 4 rounds after leaving it.


Male Human Battle Butler 2 / Rigger 1 | HP 29/29 | AC 19, T 16, FF 16 | Fort +3, Ref +9, Will +7 | Init +3 | Percep +7 | Charges 6/6

Edgar follows Steelbones into the mist, drawing his revolver while raising his shield to cover the dwarf.

Aid AC: 1d20 + 6 ⇒ (19) + 6 = 25


Not Piloting | HP 20/20 | AC: 24, T: 18, FF: 20 | Fort: +2, Ref: +6, Will: +4 | BAB: +2, CMB: +2, CMD: 15, | Init: +3 | Perception: +9 | While Piloting | +HP 44/44 | AC: 24, T: 18, FF: 21 | Fort: -, Ref: +5, Will: +4 | BAB: +2, CMB: +5, CMD: 15, | Init: +4 | Perception: +9 | Hardness 10 Power Points: 7/7 | Free Gadgets: 4/4 | Charges: 7/7 | Cannon Ammo: 70 | Pistol Ammo: 40

After his experimental tug Rekt spotted the roof access. "Oh, that will be easier." The heavy suit turned and grabbed the hatch, opening the thing if it was unlocked or swearing at it if it wasn't.


2d20 + 3 ⇒ (19, 20) + 3 = 42 the fort saves

1d20 + 6 ⇒ (16) + 6 = 22 Perception

Rune will try and get above the smoke, are there any boxes around me that he can see, he is keeping in mind the sniper in the window.


Rune Only:
Rune is the only one that hears the clank of metal on stone, followed by a short, muffled gasp; it sounds like Steelbones, deep in the mist. You can navigate toward the sound at half speed with no check, or full speed with a successful DC 10 Acrobatics check. Keep in mind that you cannot take 10 in combat, and failure means you fall prone.

@Rekt: the door is unlocked, and beyond are stairs.

You can move at full speed down stairs, so a single move gets you down a whole floor; half a move from the roof to 3rd floor entrance.


Not Piloting | HP 20/20 | AC: 24, T: 18, FF: 20 | Fort: +2, Ref: +6, Will: +4 | BAB: +2, CMB: +2, CMD: 15, | Init: +3 | Perception: +9 | While Piloting | +HP 44/44 | AC: 24, T: 18, FF: 21 | Fort: -, Ref: +5, Will: +4 | BAB: +2, CMB: +5, CMD: 15, | Init: +4 | Perception: +9 | Hardness 10 Power Points: 7/7 | Free Gadgets: 4/4 | Charges: 7/7 | Cannon Ammo: 70 | Pistol Ammo: 40

Rekt moved to the third floor door. If it was the only way out he'd be blocking it, at the very least. He was good at blocking doors.


Male Human Commander 3|| HP: 21/21 (5 Temp: 26/21), AC: 20 (FF: 16 T: 15) || Init: +4, Fort: +6 Ref: +6 Will: +4 || Per: +6

For his part, Alexander remains close to his charge as well. He moves with Edgar and readies an attack to trigger if an apparent assassin moves into melee range with either himself, Edgar or Steelbones.

So where are we bringing him? Out of the gas and plan from there?


Alexander Reginald Goodeman III wrote:

For his part, Alexander remains close to his charge as well. He moves with Edgar and readies an attack to trigger if an apparent assassin moves into melee range with either himself, Edgar or Steelbones.

So where are we bringing him? Out of the gas and plan from there?

When Alexander moves in to where he last saw Steelbones, he sees nobody there.


Male Human Commander 3|| HP: 21/21 (5 Temp: 26/21), AC: 20 (FF: 16 T: 15) || Init: +4, Fort: +6 Ref: +6 Will: +4 || Per: +6

Not Edgar either?


He does not. Unless somebody has a way to see through smoke?


Okay I'm going to shortcut this since Rune hasn't posted in a while.

Rune shouts: "I think somebody snatched Steelbones! I heard him try to scream just now!"

Meanwhile, the bad guys continue to do things out of sight. Rekt hears footsteps on the floor below him.

Party is up again. Rekt: target sounds like he's within a single move of your vision.

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