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

Don't have dungeoneering trained sadly and per the rules: You cannot make an untrained Knowledge check with a DC higher than 10.

Preach's heart sank when the man did something to sabotage the valves. He had to stop him doing any further damage so quick as a flash he drew his pistols and fired! The hammers slammed into the cartridges and detonated the main charges with thunderous booms.

Ranged touch: 1d20 + 2 ⇒ (16) + 2 = 181d8 ⇒ 6
Ranged touch: 1d20 + 2 ⇒ (5) + 2 = 71d8 ⇒ 2


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 fires her crossbow at the woman

lt xbow: 1d20 + 2 ⇒ (14) + 2 = 16

damage: 1d8 ⇒ 4


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

Gripping her scythe, Juliet follows Bryn towards the rear engine room. Flushed with adrenaline and exercise, Juliet grins, unaware and manic as she runs. All things considered, this was exhilarating.

Juliet will follow Bryn and Preach towards the engine room.


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 |

Apologies, could have sworn I rolled this.

Reflex: 1d20 + 4 ⇒ (4) + 4 = 8

Wincing as the burns overwhelmed him more, Messer tried to finish off the last sprite.

To Hit: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


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

Seeing Preach fire towards the rear of the engine room, Bryn follows his line of sight to the target. Turning the corner, he uses the extra momentum to make a wide swing.

long sword: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d8 + 3 ⇒ (7) + 3 = 10

Would he see the other 2 enemies move towards the ladder?


@Bryn:Unfortunately, no. There's wall separating the two sections.

@Alsah: You don't have line of sight from where you are, but you can swing round, avoiding the last Fire sprite, and get the shot off at the woman as she climbs the ladder. (Assuming that's what you do.)

Preach discharges his weapons with a deafening boom, causing the man to spin round, as one slug slams into him. Bryn joins the fray, but his strike goes wide and Juliet joins the pair in the noisy cramped confines.

Nearby, a badly burned Messer can't quite connect with with his strike, but Alsah's aim is true, and her bolt strikes with a solid thunk.

Alexandra is still up, then the baddies.


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

"Time to finish these things..." The Investigator says more to herself than any other person. She steps forward rapier and attempts to find a opening and thrusts the weapon forward to strike the small elemental.

Rapier Attack vs Sprite: 1d20 + 3 ⇒ (13) + 3 = 16, Damage: 1d6 ⇒ 4

She looks to Messer, "Go for those two 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

yes, I'll move to take the shot


Rear engine room.

The saboteur withdraws, fleeing around the back of the engine. He technically moves out of line of sight, but I've just left it visible, as I assume you'll be following.

Fore engine room.

Alexandra dispatches the remaining sprite with a sure thrust of her sword, while the two other suspects flee up the ladders to the berth deck.

Engine Deck Map

Berth Deck Map

Round/6/7
Everyone is up. I'm just counting climbing the ladder as a move action, for those about to chase.


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 moves to see the hadmaiden and halfling scurry away up the ladder. Alex than yells so that others can hopefully hear her above the engine noise, "Stop! Before we go chasing the culprits, we need to figure out if they sabotaged anything here, or if we stopped them."

((Hold rest of action. Someone with engineering? Unless a disable device roll will help?))


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

Rules Stuff:
This is the first time I've played a gunslinger so please bear with me if I make any mistakes (I may already made one at character creation see below*).

My understanding of firearm reloading rules is as follows:

Normally reloading a pistol is standard action. Preach has Rapid Reload (Pistol) which turns that into a move action and for reload's hes using paper cartridges (unless it gets too expensive*) which further reduces this to a free action at the cost of increasing misfire by 1 (i.e. missfire on a roll of 1-2). There's a limit to how many free actions you can take so he can reload at least one weapon per round or maybe both this way at the GM's discretion.

*) Cost of ammunition

Per the rules it's possible to load a shot without a cartridge. This costs 1 dose of black powder (10gp base) and a lead ball (2gp). Gunsmithig reduces the price of this to 1/10th so a round costs 1.2gp to fire. Commonplace guns reduces that to 0.3 gp per round.

The baseline cost of black powder in pathfinder is 1000gp per 5lbs and each shot requires a 0.05lb dose. In pathfinder an alchemical paper cartridge costs 12gp each to buy, or 6 gp to craft if you have at least one point in craft alchemy.

This is Zeitgeist where we use firedust instead. PG 16 of the Zeitgeist
player's guide lists the rules for firearms. We're using commonplace guns so prices are 1/4 of the standard. So an alchemical paper cartridge costs 3 gp each to buy, or 1.5 gp to craft.

I forgot about craft: alchemy when building Preach :( Would it be possible to retcon his skill point in Kn: Arcarna to Craft alchemy? He's not used that skill yet.

Side note: firedust which is way cheaper than black powder!
Page 16 of the Zeitgeist lists the price of a 20lb keg of firedust as costing 20gp. That's 1gp per lb. With commonplace guns black powder costs 50gp per lb.

Unfortunately this does not affect the price of ammunition because the zeitgeist player's guide says:

Acquiring and paying for firearms uses the “commonplace” rules presented in the Pathfinder Role-Playing Game ultimate combat rulebook. PCs must spend the appropriate gold listed for ammunition, though it is assumed this ammunition consists of firedust and a specially construct- ed cartridge rather than the black powder/alchemical cartridge listed.

Not sure the designers really thought this through since there's a quote on pg 8 about a bullet costing less than a mug of beer which is several orders of magnitude wrong (a bullet is still 2gp or 2s if crafted). A mug of ale costs 4cp. Anyway nevermind, gunslinging is expensive by default.

Anticipating having to shoot again, Preach held several cartridges in his lips. With speed that would shock most people, he dropped one of the guns, spat a cartridge into the muzzle of the other and rammed it home with a little rod before rushing after the fleeing saboteur and firing!

Move action: 30' west.
Free action: Drop gun. Note to self pick up Deed: gun twirling.
Free action: Reload the other gun
Standard action: fire
ranged touch: 1d20 + 4 ⇒ (5) + 4 = 9Damage: 1d8 ⇒ 5


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 |

Smoking lightly, Messer said, "See if they damaged those valves like they wanted, I'll look at the boiler." Moving over, Messer tried to open the door to the boiler and see if the gem they'd used was somehow causing problems.


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

GM, is that a wall between the midships section and the boiler section? I'm trying to figure out if Juliet can 1) hear Alexandra and 2) get to that area without going up a level.


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

"Preach, check the boiler. I'll handle this guy," Bryn says as he runs by him.

Bryn will move 6 and see if he needs to take a double move to close...


@Preach: Your interpretation seems correct. Yes you can make your build tweak. Ya, I don't know if the designer's intention was for ammunition to be cheaper. Also, one think to keep in mind is that Shadowshooting weapons are a thing.

@Juliet: Yes, I'm reading the map as there being some sort of wall there. Also, the whole thing is basically a giant steam engine, so it is very loud, assume everyone is shouting just be heard. I imagine Juliet could make hear voices from the other side, but probably not make out specific words. And yes you would have to climb up and then down.

@Messer: You can see the door to the firebox has been rusted shut. (DC15 STR check to open). Moving closer its hard to miss that the arrow in the large pressure gauge above the firebox is pointing firmly in the yellow 'warning' area and is slowly rising.

@Bryn:He double moved, so it should take you a double move to catch up.


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 at the engine door.

Hey this ship is new. Why is this rusted? And should it be making this sound? she says nervously

Alsah understanding of steam engines is limited.


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

Aha, thank you, GM Fanguar!

Sprinting after Bryn, Juliet lets her adreniline carry her around the corner of the engine room. The saboteur is just visible ahead, and Juliet quickly closes the gap, ducking under and hopping over piping with ease. As she runs the Mystic yells, likely fruitlessly into the din raised by the ship's clanking gears and hissing boilers. "Oi! Stop! You're under arrest!"

Double move around the corner of the room.


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 preasure is too high? Maybe that was the purpose of there gem..." It didn't take an engineer to know an over pressurized boiler wasn't a good thing. Messer wasn't strong, but since his hand was fireproof (at least to standard flame) he tried to yank it open.

Strength: 1d20 + 1 ⇒ (12) + 1 = 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 will double move then...


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

"It was not like that when I was down here earlier. Need some help?" Alex says and moves to the door and attempts to help Messer to open the rusted boiler door.

Aid Strength Check?: 1d20 ⇒ 12 If an Aid is allowed, +2 to Messer's check


The heat coming off of the boiler is intense and sweat begins to bead on your forehead as you struggle to open the firebox door. It gives groan of protest and lets loose in a rush. There is a slight whoosh, as air rushes into the fire and flames furl outwards. @Alexandra and Messer: DC10 REF save or take 1d6 ⇒ 3 fire damage.

With its door open, you can see that the firebox has been packed tight with firegems and jammed in last is a glowing gem that pulses with energy. Without the metal barrier to protect you, the heat pouring out of the door is enough to sear the flesh. Standing directly in front of the open firebox door causes 1d6 points of fire damage a round.

Alsah can still act this round.


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

Wait, I have an idea
Alsah runs back to grab the fireward amulets. She will grab two and run back


We are still in combat.

Alsah double moves towards the bow, heading back towards the ammunition stores where the firewards hang.

In the rear of the engine room, the saboteur withdraws moving towards another release valve.

Round 7/8

Everyone is up.

Engine Room Map


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 |

Reflex: 1d20 + 4 ⇒ (16) + 4 = 20

Recoiling from the heat, Messer stared into the mess of a boiler. They needed to deal with that as quickly as possible.

Perception: 1d20 + 1 ⇒ (5) + 1 = 6 Is there a shovel or something similuar I can use to not be right in front of the door while chuking out burning rock? Also, would Messer casting Frostbite on this mess help at all?


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

Moving forward a bit, Juliet steps off to the side to allow Bryn to pass her. Annoyance creeps into her voice as she calls out again. "Stop! Halt! Surrender!" This time, she puts some magic behind the force of her words, an attempt to compel the villain to lose focus and stop.

Move 25' and casting daze on the saboteur. DC is 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

Do the pipes hinder terrain at all?

Bryn races past Juliet, maintaining pursuit.

"You heard the lady, surrender or wake up with a nasty headache."

long sword, non-lethal: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
damage: 1d8 + 3 ⇒ (7) + 3 = 10


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

1d20 + 5 ⇒ (14) + 5 = 19 ((Success. Someone likes their fire damage here... should have been a teifling! ))

She looks over to see Aslah head for the ladder they came down, "I do not think we have that kind of time."

She looks back to see a strange gem within the boiler and all the packed in firegems... and to Messer looking around for something.

GMFanguar :
1) Is it a save each time or damaged for sure if in front of the furnace?

2) Are there any portholes or the like down here? I assume this part of the ship is under water or the like?

3) I am considering grabbing the gem, but do not think I could hold onto it long enough to get somewhere to dump it into the ocean, but getting it out of the furnace is a start.


Will save: 1d20 + 3 ⇒ (8) + 3 = 11

Juliet's spell seizes the man's mind and Bryn lands a solid blow that rocks the man on his feet, but he does not fall.

Messer you know that there has to be something that can be used to fish out the gem, but your quick glance doesn't see anything. You do recall that shovels were used to feed the firebox and all the firegems packed in there had to had been put in there somehow. Feel free to make an INT check if you are stumped. RE:Spell: Yes, but given the amount of heat in there, any effect would be small.

Alexandra:

1)Ending your turn in front of the furnace cause 1d6 fire damage from the heat, no save.
2) No portholes on this deck. It is below the water line.
3) Reaching into the firebox unaided will cause 3d6 points of fire damage, but you will succeed in pulling out the gem even if you fall unconscious.


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 grabs the firewards and returns

that'a probably her action


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 hurried after the saboteur, reloading as he went. He took careful aim and prepared to put the man down if needed. To the constables he suggested, "Lets arrest this fool before he does any more damage!"

Looks like he has to double move to get line of sight. I guess it might be useful to take him alive for questioning, of course it's more important to stop him...


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

@Alsah:
Alsah the firewards are not on this deck, they are with the ammunition. Back where we found the dead body and found them in the trash. Grabbing them will take many rounds

Alexandra looks to Messer and back to the furnace once again and back to him and yells, "Toss the glowing gem into the ocean, if you are able!"

With no thoughts of herself the woman than turns and reaches into the furnace to grabs the strange gemstone within. She cries out in pain at the heat and flames that are coming from within, but Alexandra manages to grasp the gem. The investigator starts to pull back from the furnace but is succumbs to the extreme heat and fire, collapsing to the floor from her efforts. The gemstone is in hand and out of the boiler and falls to the floor in front of her as unconsciousness overtakes her.

Fire Damage taken (prays to the dice gods once again, 'be kind...': 3d6 ⇒ (5, 2, 4) = 11

GM Fanguar:
A thought and question, would the shield spell, as a force effect, negate/prevent any of the fire damage. Probably should have asked first, but I am accepting it as is for now.


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 |

Wincing at his collegues pain, Messer picked the gem up and starting moving it away from the boiler. Even as he moved he cast Frostbite, hoping to remove the gem as a factor sooner than the edge of the ship.


Mathing out the distance, probably looking at 5 rounds for Alsah to get to the firewards and back.

@Alexandra: Gonna say no. I don't think we should be adding elemental resistance to that spell.

@Messer:If you leave Alexandra unconscious in front of the firebox, she will be cooked before you get back. You can retcon your actions to drag her out of harms way if you want.

In a desperate move, Alexandra grabs the elemental gem out of the furnace, burning herself badly and causing her lose consciousness. Free of the confines of the firebox, a fire elemental starts to coalesce in the room, but quickly begins to fade away, the magic of the gem having mostly been leeched away to fuel the heat of the furnace.

With the removal of the gem, the rise of the indicator on on the pressure gauge begins to slow, but does not stop. You've bought yourselves some time, but will it be enough to avert disaster.

Round 8/9

The dazed man can't act, so everyone is up. Messer can still retcon his previous action. Even though combat is almost over, still post based in combat turn action, as I need to keep track of the passage of time.

Just to be clear and to preempt frustration for you the players. Yes, the boiler is still on the way to exploding. Yes, it possible to prevent that from happening. There are multiple ways that can happen. You may fail in your attempts, and that is ok. You just don't want to be close by if things blow 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

'The valves, why is he going for the valves?' thought Preach.

Can Preach figure out what they're trying to do and how to stop it?

Kn Engineering to understand what's going on: 1d20 + 7 ⇒ (12) + 7 = 19

If he makes that check:
Sudden understanding dawned and Preach cried, "Drag him away from that valve! We have to turn it to release the pressure!"

With that he rushed forward to try and turn the valve to release the pressure.


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 will make the five round run. She will make as fast as she can


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 |

Rather than the gem, Messer does indeed make sure his ally is not well done in by the heat.


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

With nowhere to move in the confines of the engine room in a way that puts her in range to tackle the saboteur, Juliet concentrates, again flinging her magic at the man, a mental assault intended to lock him into inaction.

Cast daze again, DC 13 Will save.


will save vs Daze: 1d20 + 3 ⇒ (20) + 3 = 23 The saboteur shakes his head and his eyes begin to focus.

@Preach: You recognize that the man is trying to disable the pressure release valves, which under normal operating would to be used help regulate the pressure in the system. From your location, you can tell that the engine is under a lot of strain. The Coaltongue's engine is unique design melding Danoran technology with Risuri magic and is very complicated. As such, you're not completely sure that the amount of vibration and energy discharges being produced aren't normal, but you doubt it.

@Messer: You can act again, as your last action was a retcon.

Alsah is in transit, Alex is unconscious, so just Bryn to wrap up the round. The man has 2 hp left, so hopefully you can knock him out this turn.


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

Here's hoping this lands so we can shift to helping the engines...
long sword, non-lethal: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
damage: 1d8 + 3 ⇒ (8) + 3 = 11

*sigh*


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 no skill with healing nor healing items Messer chose to cast Frostbite on the gem.


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

I've just realized Preach's knowledge check above was likely a free action, not a standard action. Not sure why I thought that but it's something we did for years in table top games seemingly in error.

The boiler's vibrations set Preach's teeth on edge, he was pretty sure it wasn't meant to sound like that, pressure was clearly rising. Normally the pressure release system would prevent things from getting out of hand but the sabeteur was actively trying to break it. The man had to be stopped or it was going to blow, so Preach took careful aim and pulled the trigger. His pistol barked and the ball slammed into the man's chest!

Ranged touch: 1d20 + 4 ⇒ (19) + 4 = 23Damage: 1d8 ⇒ 4


@Preach: I believe you are correct.

Preach takes aim past his collegues and manages to tag the culprit. The man spins around, dropping to the ground, senseless.

In another part of the engine deck, Messer uses his magic to cool the gem just extracted from the fires of the furnace.

Stabilize Alexandra DC10: 1d20 - 1 ⇒ (18) - 1 = 17 Alex's breathing steadies, as she stabilizes.

Threat's are down, or have fled. Still keeping track via rounds, but we can jump around if planned actions are going to take multiple rounds.

Round 9/10
Everyone is up. Alsah - fetching firewards - 4 rounds remaining. Alex unconscious. Feel free to use the discussion if you want to do a bit of ooc discussion.


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 nearest threat dealt with, Juliet sprints towards the nearest exit. "Nice shot, Preach!"

There was still the question of what was happening in the coal room, no time to waste.

Juliet will move towards the coal room. I'm not going to move the token b/c I'm not sure where the stairs are.


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, "Thanks! We need to try and release the pressure, they wanted this thing to blow!"

He moved to the valve and tried to turn it, "Here give me a hand with this!"

Not sure if that needs a strength check, if so Adam's not the man for the job sadly.


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 equipment to handle a fire/pressure build up? Would Bryn know as a part of profession-marine?


Preach opens the valve, releasing some of the pressure and providing some relief to the stressed system.

@Bryn: This ship is a one of a kind prototype, so you wouldn't have any experience with the tech. Know(Engineering) can be used to help you figure things out. Also Geoff Massarde, the Danoran tiefling who helped Risur design the Coaltongue, is also one of the dignitaries onboard.


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

"What do you need me to do?" Bryn asks Preach as he turns his attention to the ship.


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 studied the mass of pipework and the placement of the valves and the boiler and tried to understand what they could do to safely relieve excess pressure.

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

"Well I'm not an expert, but I think we can do this..." started Preach as he tried to explain to Bryn what to do.


@Preach/Bryn: You guys haven't been to the main engine room, you don't really know what the current situation is. The rest of the team might be dead for all you know. You know that the man you chased was sabotaging two pressure release valves.

@Preach: You've done all that you can to safely release pressure. As for the non-safe release of pressure, destroying the boiler and pipe assembly would be the way to go.


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

Realising there was little more they could do here, Preach says "I'll check out the main engine room and see if there's anything we can do ."

Kn: Engineering for when he gets there in a few rounds.: 1d20 ⇒ 19

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