GMF's Zeitgeist Campaign

Game Master Fanguar

Current Maps:
City of Flint

Current Combat Map

Date: 3nd day of summer


651 to 700 of 1,276 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

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 switches to a more aggressive stance seeing the tide of battle shifting and the need to get through to the caster.

non-lethal: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d6 + 3 ⇒ (2) + 3 = 5

If that brings him down, he'll move closer to the caster as well.


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 hexes the mage

weakness you are!

DC15 will for a lesser effect. the target gains a -2 AC penalty

Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.


Sorry for the delay

@Alsah: Based on your position, you can't see the mage, who is inside. I'll just put your hex on the fellow that Messer and Juliet are tussling with.

Inside, Alex and Bryn both strike their target and the rebel tumbles to the floor. Bryn repositions to get in the face of the caster.

Outside, Juliet misses, but Messer's brand sears flesh. Grunting in pain, he attacks Juliet,

Attack vs Juliet: 1d20 + 1 ⇒ (3) + 1 = 4, but fails to connect.

The mage steps back from Bryn and launches a globule of acid at him:

Ranged Touch: 1d20 + 1 ⇒ (1) + 1 = 2, which flies wide.

Party is up

Hps:

Hps:
Vs Juliet 11/12
soldier 2/17

Sleep 3/10


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, at least something had hit. Messer swung again, trying to finish off the attacker while he was focused on Juliet instead.

To Hit: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Damage (Non-Lethal): 1d6 + 1 ⇒ (2) + 1 = 3

To Hit (Touch): 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Damage (Non-Lethal): 1d1 ⇒ 1


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

fair enough Fanguar. I misinterpreted the map
Alsah moves a little and casts sleep from her scroll.

DC 15 will, or fall asleep


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 shifts into the doorway, partially to block their enemy from fleeing through it, partially to divert his attention from Messer's attack. Snarling, she lashes out again with her scythe.

5' step, attack.

attack, flank: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
nonlethal damage?: 2d4 + 4 ⇒ (4, 3) + 4 = 11


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

Feeling more than a little useless Preach kept on moving forwards, the fight was round the corner.


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 takes a step towards the bottom of the stairs but she reaches for one of the vials on her bandoleer and drinks the dark viscous liquid from within. She makes a face as she swallows. As she does one of the smaller wounds begins to knit itself back together.

5ft step, take up and drink potion of infernal healing.
Duration of Shield spell 5 of 10 rounds remaining.
Fast Healing 1: 9/ 10 rounds remaining.
1 hp gained.


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 looked unpleasant... like acid? No need to find out... just stay in close and keep him unbalanced...

non-lethal: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d6 + 3 ⇒ (6) + 3 = 9

Bryn presses the mage with bludgeoning attacks.


Will: 1d20 - 1 ⇒ (10) - 1 = 9

Alsah puts the rebel under her spell and Juliet beats him into a less magical doze.

Inside, Bryn continues to tussle with the mage, who proves to be a nimble adversary. The mage steps back and launces more corrosive goo:

Range touch: 1d20 + 1 ⇒ (6) + 1 = 7 and misses.

Party is up

Tracking:

Hps:

soldier 2/17
Sleep 4/10


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 |

With the guard -finally- down, the battered Messer moved inside, stopping at the base of the stairs to scan the area for threats and other issues.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14


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 moves forward, pulling out another scroll


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

The guard drops and Juliet sprints once again, past Messer and up the stairs, squeezing past Bryn into the room. She skirts around the mage, raising her scythe to strike...

Double move. Juliet will take an AoO if the mage is armed.


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

Still holding onto the bow he'd been singularly useless with, Preach followed the others inside.

Ha 3 rounds of double moves!


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 follows the others up the stairs and moves next to the mage, "Surrender now, and your life will be spared."

Moves 25ft, ready action to attack if the mage attempts casts a spell
Duration of Shield spell 4 of 10 rounds remaining.
Fast Healing 1: 8/ 10 rounds remaining.
1 hp gained.


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

non-lethal: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 3 ⇒ (6) + 3 = 9

"You know, surrendering now will save you a very unpleasant morning when you wake up..." implies Bryn, judging to see if his opponent considers it.


1 person marked this as a favorite.

@Bryn: Well they are all guilty of treason, so I'm not sure things are going to look so hot for them later either.

Bryn steps up and clubs the wizards soundly. The man's eyes roll up and he tumbles to the floor. With the immediate threats taken care off, the party hustles and disable the remaining snoozing foes before they have a chance to shake off the grip of the magic sleep. There's still 5 rounds remaining on it, so we'll just go with some DM fiat instead of playing it out.

With the objective secured for the moment and no idea whether reinforcements are right around the corner, you quickly move to the next stage of the mission.

The sea gate controls are pretty straightforward and you quickly work out their operation. With them engaged, gears start to creak and the massive metal gate begins to creep open. From top of the lighthouse, you activate one of the scrolls of pyrotechnics signally the Risuri fleet to begin their assault, but also giving away your position.

Success now depends of holding the lighthouse until your own reinforcements arrive to take the harbor. Time is of the essence and you must prepare to hold off the coming assault.

Skill challenge time. See discussion post for details.

#Lootz: Searching the disabled rebels turns up a pair of potions of cure light wounds and a scroll of mage armor, among their more mundane equipment.


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 pulls out a wand. Does anyone need healing? and will use it to heal any injured. save any potions for the battle.

Then she will help make barricades outside the lighthouse


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 at his injuries, Messer nodded. "That would likely be a good idea, yes."


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

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Anyone else?


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

In Preach's eyes he'd failed badly, being utterly ineffective in the battle. Sheepishly he handed the bow back and he felt his cheeks burn with chagrin as he suggested, "Well I suppose we'd better try and barricade the door. Juliet and anyone for that matter could you please lend me a hand?"

Kn:Engineering: 1d20 + 7 ⇒ (7) + 7 = 14 Yay above 6. Probably need aid anothers here to make this even slightly challenging for the enemy.


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 woman's wounds heal over the course of a minute she looks to Bryn, getting her bow back and than retrieves a manner of small items she might use for setting traps. "Either leave a door open or get some rope, I am going outside to set some traps for in coming forces. If I have time I will look at the controls for the sea gate when I return."

With that the woman makes her way out quickly and as she does gather's anything for the fallen or the like as well.

Disable Device check to set traps Outside the lighthouse: 1d20 + 10 ⇒ (14) + 10 = 24

Stealth check to remain hidden while setting traps to the best of my ability as not to be sniped : 1d20 + 7 ⇒ (17) + 7 = 24


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

Is there anything on this mage we knocked out that might be useful?

"I guess I better use some of that healing now. I doubt we'll get the chance once the action starts."

Bryn can use an average roll or better please :)


@Bryn: Mage had the scroll of mage armor and one of the CLWs

While your actions sure have not gone unnoticed, you still have some time to prepare before the enemy arrives.

Round 1
Alex: Making a trap.
Preach: Building barricade outside.

@Alsah: Barricade building needs a STR or Know(engineering) check. Failing still builds it up, just a less so.

Still needs actions/rolls from the rest of the party


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

"Maybe our sleeping guests can be of some use. Let's tie them up upright so it looks like we have a stronger force in play; or at least use their gear to create a few scarecrows."

bluff: 1d20 + 6 ⇒ (15) + 6 = 21


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 decided to lay some unfriendly wards for the enemy across the approach. Brand didn't hurt much, but he suspected that having whoever was on point suddenly have 'Traitor' scrawled across there forehead would do interesting things for moral.

Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24


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

hmm, change of plan

Alsah will try to sabotage the gate mechanism open.

int: 1d20 + 4 ⇒ (14) + 4 = 18

Help build barricades outside lighthouse

str: 1d20 - 1 ⇒ (18) - 1 = 17


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

Nodding, Juliet takes her place besides Preach, working with the agent to barricade the door. The room spins, Juliet sweats as she works. "Uh, I'll take some healing, Alsah."

engineering: 1d20 + 4 ⇒ (5) + 4 = 9 Ah well. Next round perhaps!


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

CLW on Juliet: 1d8 + 1 ⇒ (3) + 1 = 4

CLW on Juliet: 1d8 + 1 ⇒ (6) + 1 = 7

Alsah uses her wand on Juliet, and the wounds fade.

There you go. Be careful next time


@Alsah: Just one defensive action per round. Also note that each other standard action you use applies a -1 penalty to your roll.

@Bryn: Don't see why you couldn't do that. How did you want to set it up?

Round 1
Alex: Making a trap.
Preach: Building barricade outside.
Messer: Set ward.
Alsah: Disable Sea gate.
Bryn: Bluff.
Juliet: Barricade.
Outside: Barricade(2), 1 ward, 1 trap

Alsah manages to gum up the control system while the rest of the team work on defenses.

You catch sight of movement further along the sea wall, as the rebel response begins marshaling its forces.

You have 1 more round to prepare before the first wave arrives. Let me know what you what to do.


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 her efforts in the area in front of the lighthouse. She attempts to make it difficult for the oncoming invaders and attemps to remain undetected while doing so.

Disable Device to make traps: 1d20 + 10 ⇒ (13) + 10 = 23

Stealth to avoid possible snipes: 1d20 + 7 ⇒ (4) + 7 = 11


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 |

Setting a second ward, Messer retreated back to the lighthouse, hoping they would stall the enemy long enough.

Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17


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 watched as the enemy approached, waiting till most were close enough to hear him. Then he stood up and cried "Traitors!", turning beet red as he hollered, "Know that true and loyal Risuri bar your way! We shall fight to the last breath to stop any who dare approach! Turn back now while you still can or face the consequences of our wrath!"

Intimidate: 1d20 + 6 ⇒ (20) + 6 = 26 Well ok I'll take a natural 20!

This may mean he doesn't do anything this round, but lets not waste a natural 20 :)


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

if it is needed

spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21


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 starts moving the incapacitated and tying them up like soldiers on guard (pink dots).

Just in case, he'll take all their weapons into the tower as well.... This seems kind of long, so not sure if it needs another "round"? Otherwise, he'll assemble a barricade outside the light tower.... str: 1d20 + 3 ⇒ (15) + 3 = 18


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

While Preach yells at the approaching Risuri traitors, Juliet continues working on their makeshift barricade, trying to buttress as much as possible with any debris located nearby.

engineering: 1d20 + 4 ⇒ (12) + 4 = 16


Sorry for the delay folks. The holidays really threw my schedule off and this kind of dropped from my radar. Should be back to relatively normal going forward.

Round 2:
Alex: Making a trap.
Preach: Stall.
Messer: Set ward.
Alsah: Set Ward?.
Bryn: Barricade.
Juliet: Barricade.
Outside lighthouse: Barricade(6),
Sea wall: 3 ward, 2 trap

You continue to fortify the area and lay nasty surprises for the encroaching rebels. A strike team of 5 enemies moves in on your position, Preach's threats give them pause. They hang back momentarily unsure and look back over their shoulders, seeing if back up is on its way. Less confident, they limber up some ranged weapons.

The enemy don't advance to the sea wall area, but can pepper anyone caught out in the open. If you are still laying wards/traps on the sea wall, you will need to make a Stealth check to avoid taking an arrow. Working in the area outside the lighthouse is safe. Let me know your round 3 actions.


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 takes her chances with the oncoming forces, As she moved into the shadows and began setting another one of her traps.

Once finished she thought to herself, 'We need to delay the Duchess forces as long as we can.' She looked back towards the others preparing the lighthouse for the coming assault and nods.

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
disable device: 1d20 + 10 ⇒ (19) + 10 = 29


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 |

Having gone back into the tower, Messer looked out the window and called, "Please be wary when you attack. We have several of your friends in here, and we're trying to keep them out the way of the fighting." Hopefully that would make them a little more cautious.

Diplomacy: 1d20 + 4 ⇒ (12) + 4 = 16


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

Round 3 - Bryn barricades. Might as well use the highest probability...

str: 1d20 + 3 ⇒ (20) + 3 = 23


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

yes set ward for Alsah, then barricade making, if there is time.


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

Adam was pleased at the results of his bellowing, clearly he'd given them pause for thought. So he rushed back towards the lighthouse hoping to set up another barricade with whatever was at hand.

However adrenaline was pumping and his hands were shaking too much for him to be much use at all

Kn: Engineering: 1d20 + 7 ⇒ (2) + 7 = 9 Ah a 2, back down to earth.


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

Following Preach's lead, Juliet works alongside him at the lighthouse, pulling crates and barrels to and hither, working quickly, silently.

engineering: 1d20 + 4 ⇒ (9) + 4 = 13


Alsah Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25
Going to assume that Alsah is not off by herself and is setting up a ward closer to the lighthouse.

Round 3
Alex: Making a trap + stealth.
Preach: Barricades, poorly..
Messer: delay attempt.
Alsah: Set Ward.
Bryn: Barricade.
Juliet: Barricade.
Outside lighthouse: Barricade(10), 1 ward
Sea wall: 3 ward, 3 trap

More preparations are made as the party begins to fall back towards the lighthouse. The assault team's initial hesitation fades and Messer's warning doesn't quite carry enough weight to hold them back. The group moves up the sea wall, but quickly runs afoul of the wards and traps laid by the party. In flashes of energy and sprung blades, the enemies go sprawling and none make it through the gauntlet.

Outside lighthouse: Barricade(10), 1 ward
Sea wall: 1 trap

First wave dealt with. No immediate sign of the reinforcements. Let me know your round 4 actions folks.


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

BUILD BARRICADES!!! Sorry, couldn't resist full caps. Alsah will make another ward.

spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28 before the door


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 popped back out, restoring one of the wards made before or setting up a new Brand ward if none of them had been triggered.

Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14


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

Round 4 : Sea Wall

Seeing her efforts keep the attackers at bay she continues to gather up items from the attackers and pits of this at that laying about. Alexandra goes about setting another trap.

Disable Device to Set Trap: 1d20 + 10 ⇒ (14) + 10 = 24


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 continues her work, hauling, stacking, and reinforcing barricades, huffing, sweaty work.

engineering: 1d20 + 4 ⇒ (7) + 4 = 11


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

"Come on Adam, get grip!" he though furious with himself. There was a breathing technique he'd heard of, called 4-4-4-4 where you breathed in for a count of four, held, exhaled and held for the same count and so on. It was supposed to steady the nerves, so he tried it and it seemed to work...

"I think we can use this and move that there, and they'll have a job getting past that in a hurry!" he muttered as he worked.

Kn:Engineering: 1d20 + 7 ⇒ (17) + 7 = 24


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

Round 4 - more barricades...
str: 1d20 + 3 ⇒ (10) + 3 = 13

"With all these barricades, we should rig something to blow just outside the door. After all, they'll probably group up in strength to try and tear them down."

651 to 700 of 1,276 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 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.