GMF's Zeitgeist Campaign

Game Master Fanguar

Current Maps:
City of Flint

Current Combat Map

Date: 3nd day of summer


451 to 500 of 1,276 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

stealth: 1d20 + 4 ⇒ (13) + 4 = 17

Perception: 1d20 + 5 ⇒ (8) + 5 = 13


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Bryn moves with the rest of the group, cautiously moving forward.

perception: 1d20 + 4 ⇒ (20) + 4 = 24
stealth: 1d20 + 1 - 4 ⇒ (2) + 1 - 4 = -1

Well, here's to extremes RNG...


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

I think we can assume Bryn just let off a flare or something :)


@Preach: Yup lots of cover on either side of the road.

Stealth Preach: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
Stealth Messer: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8

The party hearing the sound of the approaching patrol, darts into the surrounding brush, trying to blend into the foliage. From up ahead you catch sight of a 4 man patrol. 3 carry crossbows, with swords on their hips, while the other carries only a gnarled wooden staff.

As they approach, you hear, "It was right over here. There was definitely someone on the path." The patrol readies to search the immediate area.

Initiative rolls:

Alsah Brightmoon: 1d20 + 1 ⇒ (4) + 1 = 5
Alexandra Stray: 1d20 + 3 ⇒ (19) + 3 = 22
Messer: 1d20 + 3 ⇒ (19) + 3 = 22
Juliet D'Artangen: 1d20 + 1 ⇒ (20) + 1 = 21
Bryn Wilde: 1d20 + 5 ⇒ (17) + 5 = 22
Adam 'Preacher' Buchannon: 1d20 + 3 ⇒ (14) + 3 = 17
Baddies: 1d20 + 1 ⇒ (13) + 1 = 14

"Combat"
22 Bryn
22 Alex
22 Messer
21 Juliet
17 Preach
14 Patrol
5 Alsah

Map Updated Everyone except Alsah may act.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

sigh. Nice map BTW


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Just in case - are any of the spaces on the map rough terrain (forest) or elevated (the rocky terrain/walls)?


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet nods and whispers to her phantom, and Matlide nods back, a look passing between them. Then, turning, Matilde's incorporeal form glides out of the forest undergrowth, and pausing in the path for just a second, looks back towards the guards before darting down the path and then into the forest across the way...

Mathilde is going to try and draw the guards down the path so that they can be ambushed by the rest of us. Juliet is going to delay until after the soldiers move, dropping her to Alsah's init. Mathilde can only move 50' from Juliet in incorporeal form. If she had a token it would be basically right off the map, behind the rock to the east of the PCs.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Alex looks to her left as Juilet does her thing and spots her phantom appear and start to move away. She barely whispers "Very nice." She wants to give Aslah her chance to bring these men down without much of a fight as well and perhaps this would give her that option. She takes up an arrow and from within the concealment drays back the arrow and readies to release it should they make the for her or her companions.

Readies an action to fire if they move on the concealed party.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Well, crap. Messer moved into a better ambush position, joining the others in there hopeful attempt to jump the enemy.

Stealth: 1d20 + 4 ⇒ (17) + 4 = 21


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Waiting was always the worst part though Preach. His guns were ready but he didn't want to shoot unless it was absolutely necessary, so he waited as quietly as he could.

Also going to ready an action to fire (probably at the one with the staff) if they attack.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

"Hold here... let's get the jump on them as they come near, but let's try to minimize casualties."

Since no one really said anything out loud to coordinate :P
Bryn will ready an action to invoke Covering Maneuvers if it looks like we're about to take incoming missile fire.

(Su) You can use your tactics to direct your allies to watch out for one another, and assist each in remaining safe and protected. Any affected allies adjacent to at least one additional ally receives a +1 morale bonus to Armor Class, CMD, and Reflex saving throws. Covering manoeuvres requires both audible and visual components.


@Alsah: Wish I could take credit for it, but I just nabbed off of reddit (r/battlemaps).

Bryn: Let's consider anything off of the road to be rough terrain and rocks on the map to be a little elevated.

"Hey, what's that?!"

The patrol hustles down the path after the phantom. Their attention focused on the apparition, they fail to immediately notice the party. Their perception is pretty terrible and you have cover in the brush.

Map updated. The party is up.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Preaches eyebrows rose as the patrol chased Juliet's phantom, that was a a neat trick! Making a circular motion with his index finger to indicate the group he then mimed walking with his fingers before making a questioning gesture...

IIUC the phantom can't go more than 100' away from Juliet. Still that's plenty for us to either try and sneak away or I suppose to get a surprise round in. Personally I favour trying to sneak past if possible.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet holds circles her finger at the group and then holds her palm out a forceful "halt" gesture, and then points towards the guards, making her fingers "walk" gestures down the path. She ends her gestures with an exaggerated shrug. Wait here? Let them pass us?

While she gestures, Mathilde dives into the giant rock and emerges atop it a few seconds later, hidden in the growth sprouting from its topside.

Juliet will communicate in gestures this round. The phantom has to stay in 50' when incorporeal - I've put a P on the map where Mathilde is at the moment. She's essentially silent and can move through objects so hopefully she's out of line of sight, but just in case...

Mathilde stealth: 1d20 + 2 ⇒ (3) + 2 = 5 LOL


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Bryn motions for the group to hold; no need to start a fight if we can continue unhindered.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Alsah gives Juliet a thumbs up and moves a bit further from the trail. Best to let them pass. She absently stokes Selene while waiting.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Alex nods to the other in the plan to remain put until they have passed. She continues to hold her weapon at the ready just in case.


Happy to just go with passive stealth and perception here. You guys have cover, etc.

The patrol continues along the path, following the phantoms route. The party huddles amid the dense tropical foliage and everyone holds their breath the Risuri terrorists trek by. You huddle in silence as the patrol continues out of sight, muttering about this damned spooky island. The sounds of their footfalls slowly fades until all you hear are the sounds of the forest once more.

You're about halfway to the fortress. Continue to chance the road, or switch to travelling cross-country?


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

The road is patrolled, and it is logical to assume that the closer we get, the more patrols we will encounter. But it would be faster. Going bush has its own problems. I think we should stay on the road for now, and be ready to hide again.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet stands, brushing some dirt from her cloak and pulling a leaf from her hair. "Agreed, Alsah. Let's keep to the road for now." The mystic hefts her scythe and, giving one last look behind her at the now long-gone Risuri enemies of their state, turns her attention towards the path that lay in front of them.

Passive perception sounds good to me!


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Preach was glad to have avoided an unnecessary fight although at the back of his mind was a worry, "Agreed. I do hope we don't end up having to fight them and somebody else, putting some distance should help."

To Juliette he added quietly, "That was remarkable... She's called Mathilde right? What sort of things is she able to do?"


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Messer was...unsure how his own abilities and gifts might interact with the spectrally assistant, so he stuck to the road discussion. "If we can keep an ear out we should be able to hide before a patrol becomes a major issue, I hope."


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

"That seemed to work pretty well, Juliet. Maybe we should follow that party along the road with... your friend between us so that we can stay at a safe distance," Bryn suggests.


The party continues along the road heading towards Axis fortress. As you get closer to your goal, you come across signs suggesting more frequent traffic along this stretch of road, but fortunately, no other patrols cross you path.

As you come around a bend in the road, you spy an overturned wagon. Whatever team pulled it has long since fled, but as you approach, you notice that some of the wagon's cargo has spilled out into the road. From a few broken crates have tumbled swords and firearms which now lie scattered glittering in the sun.

Perception DC19:

Something about the weapons' position feels off to you. They couldn’t have fallen where they are and must have been intentionally laid out like that.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

A smile graces Juliet's countenance, the Mystic obviously pleased that her ruse was appreciated. "Thank you, Preech. Mathilde, yes. She was a weaver, roughly a hundred years ago. All my past selves are merely flickers of themselves, unfortunately. She cannot weave anymore, at least here, on this side of our veil. But she is only partially here, and can move through walls and the like, as long as our connection - kind of like a tether - isn't interrupted for too long."

Her smile turns to worry, however, as Bryn asks if Mathilde can be put between them and any threats. "She's a flicker, but she still feels pain, and has a will of her own. I'm... hesitant to ask too much of her, lest she return beyond the v--."

Confusion next plays across Juliet's features, her brow scrunched, her mouth set in a frown, as she approaches the cart tumbled into the roadway. "Look at the crates, how they broke, where they fell. It seems a little too perfect, doesn't it? Staged, like the set of an opera."

perception: 1d20 + 9 ⇒ (18) + 9 = 27


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

perception: 1d20 + 5 ⇒ (8) + 5 = 13


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Alex listens to Juliet's explanation of the phantom she had asked to aid them. It was good to know.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

The woman does not catch that the the weapons and carriage before them had been staged... but nods to Juiliet, "We stay on task... giving that a wide breadth then." Alex says quietly to he others.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Alsah considers
We should investigate. With care. Something is hinky about this and we don't want it coming up behind us


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

per: 1d20 + 4 ⇒ (11) + 4 = 15

"I agree with Alexandra and Juliet. We should bypass this with a different route. Who would leave weapons behind like this? It just seems... unlikely."


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Preach wasn't seeing what the others where but he trusted their instincts. Nodding he said, "Sounds suspicious for sure, like bait. I wonder if you where to stage an ambush where would you hide?"

He looked around to see if there where any obvious locations.


@Adam: You don't see any obvious ambush spots (and neither does anyone else for that matter). A sweep of the forest to either side also comes up empty.

We good on walking away, or does someone (Alsah?) want to investigate?


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Continuing quietly, "We do not need basic weapons in a roadway, we have what we need. If it is staged to look like a wreck, whomever did it, wants someone to investigate. Why chance it."

Alex starts in the direction of the keep, avoiding the possible trap, but does not move out of sight of the group and will wait patiently while watching for trouble.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

That made sense to Adam, but he glanced at Alsah to see if she still wanted to investigate even though it might be a trap.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Messer wasn't sure either way, and so chose to use detect magic to see if anything magical had been left behind.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

"Do you seen anything above or perhaps something that might come across that other world we saw earlier?"


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Alsah casts detect magic and carefully examines the scene. From a distance. No touching

take 20 result 25


@Messer/Alsah: None of the items themselves appear to be magical, but the whole area is blanketed in magical runes.

@Alsah: Frost traps designed to immobilize individuals


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

"The area is coated with runes. I'd bet that touching one would not do much good." Messer shrugged. "I think it's time to move away from the magical devastation."


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Frost traps. Nasty. Well, at least there is no one in ambush.
She crosses her arms and shivers a bit.
I remember traps like this. Danorran trick. Let's move on.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Just in case, Bryn is ready to move on...


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet as well!


Seeing nothing to be gained from messing with the booby trapped weapons, the party presses on.

The remainder of the trip is uneventful, though the occasional scream or burst of gunfire rings out in the distance. Eventually you find yourselves at the outer wall of the fortress. Sticking to the plan and following the instructions given to you by Minister Jierre, you make your to a section of the outer wall that looks no different than any other part, but apparently is the best place to attempt to breach. Digging out the specially prepare scroll, you gather close and cast Passwall. The stone before you melts away leaving a long and low tunnel. Sections of reinforcing metal poke through in places, but your information was accurate and now you have a clear, if cramped entrance into the fortress.

Here's a layout map, if you want to get a broad idea of the area. There is an inner keep with another wall in the center of the fortress and effectively a small city nestled between the inner and outer walls. Your goal in the mechanism that opens the sea gate inside the fortress' lighthouse, which is the right tower next to the sea gate on the map. If you plan on any detours beforehand let me know and everyone will need to make a stealth check once you start moving through the city.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Walking through a magical hole in the stout wall was a very strange experience to say the least but Preach wasn't complaining, you'd have needed an army to get in otherwise.

He looked around to take stock of the situation.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

GM not sure if we can tell from here but does the wall have a catwalk on it? If so are there any visible guards?


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Bryn will also assess the city as the group exits the wall.

perception: 1d20 + 4 ⇒ (19) + 4 = 23

Does it look like there are patrols on the walls? What does foot traffic look like between the outer wall and the homes along the wall?


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Let's stay close to the west wall, and slip over to the dock area. Then we scale onto the wall and get to the locking mechanism on the sea wall Alsah suggests

If we stick to the shadows, hopefully, we can avoid guards


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet nods, her face scrunched up in bewilderment. She hadn't give too much though of what to expect near the fortress, but she hadn't expected a small city. "Agreed. Stay to the shadows. Move quickly and quietly."


@Bryn/Preach: The walls are a good 10+ feet wide and there are visible patrols on them. In terms of street traffic, the area seems mostly deserted, but you do hear the occasional sound of boots on cobblestones.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Preach nodded, "If we cling to the wall it's possible the patrols on top may not see us..."

He got ready to follow as quietly and inconspicuously as he could.

Stealth: 1d20 + 3 ⇒ (10) + 3 = 13


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

As the magics take affect she watches in inquisitive fashion, having not seen such work before. Quiet, interesting.

She followed the others 'through' the wall and once on the other side she steps to the left and against the wall and like the others surveils the area for troubles

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Alex follows along the best she is able within the shadows and with a quiet voice, "Is your... Mathild available to cause a distraction if needed again. Being so dark, I am sure they would never know who or what it was."

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2
Adam 'Preacher' Buchannon wrote:

Preach nodded, "If we cling to the wall it's possible the patrols on top may not see us..."

He got ready to follow as quietly and inconspicuously as he could.

[dice=Stealth]1d20+3

"Agreed. Moving from house to house should keep us hidden. Shall we go counter-clockwise then?"

451 to 500 of 1,276 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GMF's Zeitgeist:Gears of Revolution Gameplay All Messageboards

Want to post a reply? Sign in.