GMF's Zeitgeist Campaign

Game Master Fanguar

Current Maps:
City of Flint

Current Combat Map

Date: 3nd day of summer


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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

If we knew where the laundry was that would be a decent idea. We likely don't unless we ask around. We could do that, but we already know where some (possibly too many) guards are. We also don't want to over think this, it's an adventure for 1st level characters - we just need to select a plan and stick with it. Personally I'm up for either bluffing our way through or stealth, although I have a feeling we might find the bluffing approach more likely to succeed because some of us are not at all stealthy.


Couple of things: The Duchess' forces aren't soldiers and aren't in any specific uniforms. They are primarily primalists (Primalists have particular hairstyles, wear sandals, and adorn themselves with druidic religious icons.) You can just use Disguise checks to set up your disguises. Also, just a reminder of the mission, once you take the lighthouse, you're to open the sea gate and use the scroll of pyrotechnics to signal the fleet to start the assault. So stealth really only helps you up until that point. Lastly, you've seen no 'patrols', just guards stationed at gates and walking on the walls. Basically, you'll have to jump people in ones or twos.


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

cool

They dress like us, and so no uniforms. Let's move down to the harbour, quietly avoiding guard posts, then go on the wall and slip over to the sea gate. We should start moving.
Alsah starts moving off.


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 |

"It's more the sandals and hairdos," Messer considered. "And amulets." Watching Alsah begin to move, he looked over at the others. "Would bare foot work, do you think?" he asked, unsure if to follow. Or keep his boots on.


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

They wear boots Messer. They aren't bush children Alsah sighs

If we run into someone, act friendly. We are all one big happy bunch of rebels


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

Alexandra shrugs and sighs and says in a whisper, "It appears no one wants to go for another swim, let us get going, we do not want to draw unwanted attention just standing here in the shadows chatting about our plan."

"Whomever is speaking, when and if we are stopped, be direct, assertive, we are here to be sure that all is in order, a surprise inspection of sorts, but do not call it that." the woman suggests as she readies to move. "And we move at a quick pace, but not like there is anything is wrong or we are trying to storm the place.


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

"Well then we'd better get a move on, look casual folks." replied preach as he started walking towards their goal. His aim was to be fast enough to look as if he was busy on some errand without going so fast he'd draw attention. Attention would surly come but they'd deal with that, part of the trick was to spot problems before they arrived so he kept his eyes peeled.

Perception to spot people who might be suspicious/or be trouble and give them a wide berth if possible: 1d20 + 4 ⇒ (6) + 4 = 10
I guess that might need a sense motive too: 1d20 + 1 ⇒ (4) + 1 = 5 Well dicebot says he's oblivious and therefore unworried ;p


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 flips her cloakhood up and starts towards the seagate. "I'm not a good liar. Best someone else does the deception," she murmurs, her eyes darting about under her cloak as they move.

perception: 1d20 + 9 ⇒ (15) + 9 = 24


A combination of bravado and good fortune allows you to make your way towards the lighthouse. Your passage is marked, but no one bothers to challenge you. As you near your destination, security tightens, a guard stands under each of the last three street lamps, while the glow of a cigarette marks another on the switchback leading down to the water. A boat rests at a nearby dock and bobbing torchlight indicates the presence of even more Risuri traitors nearby.

I've updated the combat so you can see the layout of the area. The PCs are still off the map to the south, (at any reasonable distance). Is the plan still just to walk by the guards and try to bluff your way in?


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 relieved to have got this far without drawing unwanted attention, speaking in hushed tones he told the other constables, "At least four guards in the area. Bluffing our way past is likely the simplest plan, but let's take stock. It's not so far to swim if we wanted but can we do that without drawing attention?"

GM how much (day)light is there if any, and are we aware of anyone observing us?
Perception if required: 1d20 + 1 ⇒ (7) + 1 = 8 Dice bot says no! You're invisible.


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 tried to stay more rear to the group making there way along the wall. and to the shadows as much as possible while still trying being apart of the group. She holds herself confidently even though everytime they would pass someone or come under the bright light her mind would be screaminging with 'run' or 'attack now'.

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21

As soon as they are far enough from anyone she answers Preacher in a hushed tone, "Water option might be possible, but I am sure they have spotted us coming. Just a thought, when we are asked, we are there to shore up the defences sounds better than an inspection. We are special forces or the like and we have been asked to help out..."

She is than quiet again as they approach the area and her eyes are darting around trying to catch who is there, what kind of threat they pose and any advantages they might press...

perception: 1d20 + 7 ⇒ (15) + 7 = 22


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 gave Alexandra a twisted smile, "That... could work, I like it."


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 stops, eyes closed, and Mathilde vanishes, sent back beyond the veil. "Thought she might raise some questions."

Turning towards the lighthouse, Juliet surveys the scene, hand drifting towards her scythe. "Be prepared to fight. They may ask for a password or something similar."


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 nodded his agreement with that, hiding his arm as best he could. He somehow doubted they looked enough like these folks for this to work, and anyone with half a brain would use a password. They could always try 'swordfish' if asked, he supposed.


@Preach: It's still night. You weren't being sneaky, so assume that if you can see them, they can see you, but there's nothing that you've done to raise their suspicions, yet.

You can definitely try to bluff your way past them, or ambush them, or back off and try a water approach. Let me know your plan of attack.


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

Go for bluff. Then if we need to fight, they are close


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

Nine times out of ten, provided you wore the right clothes you could go anywhere by walking as if you had a purpose and acting like you belonged there. Taking this advice to heart and doing his best attempt to look comfortable with his surroundings yet focused on a mission, Preach strode towards the lighthouse. On the way if any of the guards noticed, he nodded and told them, "Our orders are to reinforce the lighthouse, its a weak point the enemy might try to exploit."

Bluff: 1d20 + 6 ⇒ (15) + 6 = 21


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

Agreed! Juliet is not a bluffer, so she won't be initiating.


SM: 1d20 + 1 + 5 ⇒ (4) + 1 + 5 = 10

You approach the guard with confidence when he hails you. He gives the party the once over, but nods at Preach's explanation. "Smart thinking, that. Check in with Bogg's over there on the ramp, and he'll get you all sorted." He points towards the figure having a smoke.


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

Well that was easy


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 still taking up the rear of the group watched but said nothing. Preah sure made that seem easy and smooth, but this guy was not really the one that needed convincing. At least the got closer, but also becomes a lot more dangerous. She gave the man a sold nod as they started forward.

The woman looked about in a 'causal' manner trying to pick out everyone that would be a threat and that they would have to deal with very soon.


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 to the guard - thanks - as they walk into the inner fort, trying to put as much a calm face on as possible. "Maybe we should just keep walking towards the sea gate? Not check in with Boggs at all?"


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 considered Juliet's words, wondering if they could do that without precipitating a fight.

@GM could you please help me understand the map? Is the sea gate that bit sticking out to the left? I assume the light house is the building on the right but it seems disconnected to the tower? Is there a path between them?


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 whispers yes. And now we have a name to invoke. If questioned we say that Boggs ordered it


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 sounds reasonable. Just have your passive gear handy just in cast."


@Adam: The big rectangle on the right is a map insert showing the inside of the lighthouse. To the north, the round building is the lighthouse itself and it is 3 stories. Attached to the light house is another rectangular building. There is a door to the lighthouse and to the attached building. The sea gate is the sticking out bit a top left of the map. Hope that makes sense.


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

Great, thanks GM that makes sense now!

Adam whispered to Juliet and Alsah, "Lets try and get inside. If things go south we can deal with it with a modicum of privacy..."

Nodding once to the guard who spoke to him, Preach strode towards the light house. He wasn't sure if the man on the way there was Boggs or if that was the man at the lighthouse door, but he had a feeling they'd be challenged.

I'm assuming we get challenged, if not he'll address the guard at the door.

Peering at the man Logan said with considerably more confidence than he felt, "Boggs right? We've been ordered to report here and to reinforce the lighthouse, where do you want us to go?"

Bluff: 1d20 + 6 ⇒ (17) + 6 = 23

The next few moments were going to be delicate, especially once they stepped inside. They had no way of knowing how many defenders where inside and their ruse could be discovered at any moment meaning they needed to take them out, quietly and ideally without killing anyone.


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 behind Adam and strikes the pose of one of Preach's subordinates, shaking her head in agreement and casting looks about for any "enemies." It is perhaps, given the devas lack of (this) life-experience, convincing.

aid bluff: 1d20 - 1 ⇒ (14) - 1 = 13


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 nods. She thinks a sleep spell will be useful but doesn't want to waste it on one person
She looks around

perception: 1d20 + 5 ⇒ (15) + 5 = 20


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 |

Glancing around casually, Messer tried to see how rough this might go if the fight broke out.


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 maintains a calm demeanor, watching closely to see the man's reaction.

perception: 1d20 + 4 ⇒ (4) + 4 = 8


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

The woman continues to watch her surroundings as she listens to the conversation happening before her. Preacher does have a smooth way of talking...

Perception: 1d20 + 6 ⇒ (5) + 6 = 11


Bogg's is the guy smoking on the ramp, I'll assume that you head to the correct fellow

The man crushes out his cigarette and looks the party over.

SM: 1d20 + 1 + 5 ⇒ (5) + 1 + 5 = 11

"Do you say so? Well , we're pretty well set here, so I'm not really sure where to stick you. The spook ain't letting any else inside, but I guess you can never have too many sets of eyes on the look out for trouble."

He gives his arm a wave, taking in the area. "Spread out and pick your spots. Just try to look busy."


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 looks around. Where would she think the sea gate controls are?


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 moved over to the doorway to the tower, figuring anything important would be in there.


@Alsah: from your briefing you know that the controls are in the lighthouse, somewhere.


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

So she says.
We have to force the entrance. So be it.
Get to the lighthouse and force the door. I'll sleep who I can then join you. Quickly now. She whispers to the others
Alsah moves down towards the ship and looks for the greatest collection of opponents and smiles. Then once she sees the others move out, she sleeps the pair on the ship.
DC 15 will save


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 gives a nod and moves causally but quickly up towards the tower. The woman looks about to get a greater lay of who and where everyone one is as she takes out the small pouch of of her thieve’s tools but foes not open it yet and makes her way to one of the doors and readies to do her thing to get into the tower.

She whispers as she passes anyone else closer to the tower, I might be able to get into the tower with the least amount of effort”


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

I'm assuming we're going into combat since Alsah cast her spell?


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 is waiting for the rest of you to get into position first


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

Before things kicked off, Preach asked Alexandra quietly, "Mind if I borrow that bow?"

He wasn't a particularly good shot with a bow, but at least this way they wouldn't be telegraphing the attack to the entire settlement.

I moved Preach to be next to Alexandra.


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 moves alongside Alsah, flexing her hands in anticipation of the fight to come. "I'll come with you," she whispers, and readies a silent and impermanent disabling mental attack on the nearest guard.

Moved Juliet's token next to Alsah. Once Alsah starts casting sleep, Juliet will cast daze on the nearest enemy (Will DC 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 strolls along the walkway, slowing down near the last guard before the door, coordinating his pace with Alsah's powers.


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

Annnnd...attack!

Alsah sees the two on the ship and casts her spell, sleep. (DC 15 will)

Go!


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

Sure you can, the woman says. Alex hands over her bow and removes several arrows from her pack as well to give to Adam. Just after she does she turns back to the door as it looks like Aslah casts her spell.

(( Darkwood composite shortbow (so masterwork) +1 to hit and 70 ft range, 1d6 damage ))


Initiative rolls:

Alsah Brightmoon: 1d20 + 1 ⇒ (5) + 1 = 6
Alexandra Stray: 1d20 + 3 ⇒ (13) + 3 = 16
Messer: 1d20 + 3 ⇒ (16) + 3 = 19
Juliet D'Artangen: 1d20 + 1 ⇒ (11) + 1 = 12
Bryn Wilde: 1d20 + 5 ⇒ (2) + 5 = 7
Adam 'Preacher' Buchannon: 1d20 + 3 ⇒ (5) + 3 = 8
Baddies: 1d20 + 1 ⇒ (20) + 1 = 21

Combat - Surprise round

21 Baddies
6 Alsah
Everyone else Everyone is delaying until she acts

Will: 1d20 + 4 ⇒ (11) + 4 = 15
will: 1d20 - 1 ⇒ (1) - 1 = 0

Alsah's magics wash over the pair of unsuspecting rebels, and one collapses in a snoring stupor. Blue on the map.

Will: 1d20 + 1 ⇒ (14) + 1 = 15

At the same time Juliet tries to incompacitate the smoker, but he manages to shake off the enchantment.

Bryn, Messer, Preach, and Alex can still do their surprise round action, then the rebels are up to start round 1


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

Alexandra starts on the door's lock she lets her companions do what they need to do to do for now, but getting inside now is must. The are almost litterly between a wall and the enemy.

Leaning down she digs out her lockpicks and takes a breath before going at the lock, "Time to get this done..."

Disable device on the door's lock: 1d20 + 10 ⇒ (6) + 10 = 16
Disable device Inspired Trait: 1d20 + 10 ⇒ (13) + 10 = 23
plus Inspiration 1d6 ⇒ 5 = 28
Assuming the action goes into next round...


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 graciously accepted Alexandra's bow and gave it an experimental pull on the string. It wasn't too heavy so hopefully he'd have little trouble using it, however they were using these funny blunt arrow tips to try and incapacitate. They were much heavier than regular arrows and took a bit of getting used to, practice Preach hadn't had.

When things kicked off he tried to shoot the smoker but he fumbled the string and the arrow fell off as he pull it back without doing anything useful.
Bow: 1d20 + 1 + 3 ⇒ (4) + 1 + 3 = 8Damage: 1d6 ⇒ 6


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 swings at the far soldier with his baton when he sees the action start.

non-lethal: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d6 + 3 ⇒ (3) + 3 = 6


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 moved up to the head of the ramp, once again wishing he'd acquired some more ranged combat spells.

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