1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
RHC HQ
FLINT CITY
Zeigeist World Map
Avery Coast Train
Lantern

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

Ber


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Shot Putter Funkmeister

It is a seven day trip.


Falko offers: "Ok, we give her a nice room, but explain that many sailors are restless and aggressive, and suggest she keeps to her quarters as much as possible, then we drug her (how?) for the last day?"


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

"I, for one, don't have the drugs necessary. And bashing her on the head will likely complicate future methods of interrogation. Perhaps just blindfolded, bound, and under guard? Two person integrity on the guard, and during feedings. Just my suggestion."


Shot Putter Funkmeister

Make her feel like a guest until the last day leading up to getting to Flint. When I get home from work, I will move it forward.


"Ok, we can see how the voyage goes first, then adjust as we near Flint."


Shot Putter Funkmeister

The next morning the 16th of Autumn, your mini fleet leaves the surrounding area of Pezarillo on your way back to Flint. Captain Smith tells you that it should take between seven and ten days to get back to Flint due to the wind stream flowing in a West to East direction and that is the best they can do with sailing ships.

The first day as well as the second day also goes off without a hitch and on the evening of the second night...

Can you tell me where you generally will be on the ship?


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien will likely spend the days alternating between the the open air (attempting to remain high and dry) and belowdecks when the sun becomes too much.

In the evenings, he will take his meals in the galley, spend time working on inventions, and take occasional strolls abovedecks just to ensure the other ships are within sight and things are quiet.


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan practices erratic powerful magic off the side of the ship during the day, casting bursts of fire and light out at the sea. It's a bit unnerving and he doesn't seem to have great control over it yet. At night, he sleeps on the deck under the stars.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher spends time checking the maintenance on all crewman's canons and firearms, and helping the captain on his vessel shout orders when needed.


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Angus will spend most of his free time up on the deck. He will suggest that a 2 man (rotating)team from the RHC will keep watch on the prisonnier at all time


Falko spends his days entertaining their guests, asking numerous questions about their research and what they know of other worlds. He knows academics can talk and talk when it comes to their work, so he just plays with the right levers lightly and let human nature do its thing.


Shot Putter Funkmeister

In the evening on the second day of your voyage back to Flint, the ship you are on is uplifted from the sea and it tips the ship 90 degrees on its side.

Reflex DC 15 to stay on your feet, please.

The ship's boyancy then kicks in, rights itself as you hear squawks from 5 different mouths in unison.

Give me your Reflex save and then tell me what you want to do.


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Reflex: 1d20 + 3 ⇒ (10) + 3 = 13

Johnathan tries to cling to a railing as the ship tips.

"To arms!"

He'll try to save any sailor who's going to fall off.


Reflex: 1d20 + 6 ⇒ (16) + 6 = 22

"Dead gods! Stay below deck!" Falko shouts at Xambria as the ship whiplashes and rushes to the top deck.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

reflex: 1d20 + 7 ⇒ (12) + 7 = 19

Squawks from mouths? How do you mean? What do they say?

Asher heads to the deck to see what's going on.


Shot Putter Funkmeister

"Rahhhhhhhwraaaaaaawwwwwwwwkkkkkkk!!!!!"

hope that helps


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Ah s++$, Owlbears!


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

reflex: 1d20 + 7 ⇒ (6) + 7 = 13

"Are these planar??" Cretien yells, tumbling back down the ladderwell he was climbing up to the deck.


Shot Putter Funkmeister

Angus reflex 1d20 + 2 ⇒ (1) + 2 = 3 and he falls down when ship is picked up.

As the ship crashes down back to the sea and those of you can make out multiple angry snake-like heads rising from the sleek, serpentine body of a terrifying monster, which were definitely the cause of the noise and most likely the lifting of the ship.

Initiative: Cretien 1d20 + 3 ⇒ (4) + 3 = 7, John 1d20 + 6 ⇒ (12) + 6 = 18, Asher1d20 + 6 ⇒ (17) + 6 = 23, Falko 1d20 + 3 ⇒ (10) + 3 = 13, Angus 1d20 + 1 ⇒ (3) + 1 = 4 Beast 1d20 + 1 ⇒ (4) + 1 = 5

Round 1

All except Angus

MAP


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien moves over to the railing between the two sets of steps that lead to the aft of the ship, and wraps his arm around one rail and attaches his turret to it.

move, half speed staying low to the ground like a crawl, then set up the turret as well


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

What in the name of ... he says unable to finish his sentence as he falls straight on his back


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Ooooh! A Hydra First for me as a player!

Asher runs over to the railing of his ship, seeing the beast upon the adjacent vessel. "S$#% S~!* S+&~!" he swears, watching it climb aboard.

He loads his weapon, and shouts to the crew on his ship. "Don't use any canons unless you're the best shot this side of the bleak gate! You'll just hit their vessel!"

GM, can you give me my range to the monster after it's next turn of actions/moving? I can tell already I'm going to have a hard time calculating the footage myself with this map.


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan squeaks pathetically and casts Mirror Image.

1d4 + 1 ⇒ (4) + 1 = 5


Shot Putter Funkmeister

Sorry I should have been more explicit. Asher you are on the gun deck of the same ship as the hydra you just need to climb the ladder and you are there. I thought it said it on the map. no biggie. That is why I asked where everyone would be.


Falko flashes a smile at the others: "Looks like trouble on the High Seas!!" he says and climbs the ladder, but only after vanishing from sight!

Cast Vanish, Climb ladder.


Shot Putter Funkmeister

Asher, do you climb on the top deck?


Shot Putter Funkmeister

Asher climbs up the ladder to get on the main deck.

Hydra 5ft steps
Hydra full attacks Angus, 1 1d20 + 6 ⇒ (3) + 6 = 9 miss
Hydra full attacks Angus, 2 1d20 + 6 ⇒ (11) + 6 = 17 miss
Hydra full attacks Angus, 3 1d20 + 6 ⇒ (2) + 6 = 8 miss
Hydra full attacks Angus, 4 1d20 + 6 ⇒ (4) + 6 = 10 miss
Hydra full attacks Angus, 5 1d20 + 6 ⇒ (9) + 6 = 15 miss

Angus, who is prone


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

wow, i am glad those all missed. is that all of its heads?


Shot Putter Funkmeister

So far


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Oh, I see. Yes I do.


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

so i am prone and it is full attacking me..... a very bad situation to be in :)

Angus will go full defense and stand up (taking AOO)

Current AC 30 with full Def

To arms, To arms !!!!

DM any kn ? looking for what to do to defeat such a creature


Shot Putter Funkmeister

You can do a knowledge arcana
AOO:

Attack 1 1d20 + 6 ⇒ (2) + 6 = 8 miss

Attack 2 1d20 + 6 ⇒ (1) + 6 = 7 miss

Round 2

3 slimy creatures appear on the deck

Initiative 1d20 - 1 ⇒ (19) - 1 = 18

Order: Asher, John, Slimy creatures, Falko, Cretien, Hydra, Angus

Asher and John


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Kn Arcana: 1d20 + 3 ⇒ (2) + 3 = 5

Anyone knows what it take to defeat this beast ? I have no idea what is is he shouts


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Kn.Arcana: 1d20 + 6 ⇒ (9) + 6 = 15

Johnathan mumbles, "I'm sorry if this kills us all..." and begins preparing a new spell he had been testing earlier. A jet of flame sprays erratically from Johnathan's outstretched hand, arcing across to strike the Hydra.

Burning Arc: 5d6 ⇒ (3, 4, 6, 6, 1) = 20
*Burning Arc: 2d6 ⇒ (2, 6) = 8

*Can I hit one of its heads and bounce to another? lol that'd be rad. Otherwise ignore the second hit.
Reflex DC 16 for half (DC 14 on the second).


Shot Putter Funkmeister

Johnathan

Spoiler:
A hydra can be killed by severing all of its heads or slaying its body. To sever a head, an
opponent must make a sunder attempt with a slashing weapon targeting a head

I will allow it
Asher


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

"It's a Hydra--see all the heads? If someone can cut them off I can cauterize them with fire so they don't grow back!" Johnathan shouts over the chaos.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

What are those three green slime dudes on the map? Sailors?

Asher shouts back. "Right! Anyone whose any good with a sword or an axe, get in there are cut it's f@#$ing heads off! I'll try my best to distract them."

Asher takes a step out from pillar in full sight of the creature. "LOOK TO ME BEASTY!!" he roars, discharging his gun into the air (not aiming or trying to hit anything. Hopefully just pulling the trigger isn't my standard action).

"You think you're worse than islands raining with fire and lead?! I've seen death itself, creature! You're just the morning rations!"

Full defensive if I can do it, and moving away from the hydra (trying to get its focus and lure it, making the center of attention. If it costs my standard to try and attract it, then I'll do that and still run without the full defensive action.

Using intimidate as a sort of s%&@-talking. Making myself seem like the loud threat to be taken out first
Intimidate: 1d20 + 12 ⇒ (3) + 12 = 15


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Don't forget it's currently focused on our 30 AC tank. Though Johnathan throwing fire at it may piss it off...


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

yup poor me.... Question: We currently don't see (or have no way of seeing) any part of the main body of the hydra ?


Same questions: Is the whole hydra on the deck? And did the three things 'pop' on deck or boarded?


Shot Putter Funkmeister

Do you mean the picture is hard to see? The three things climbed on board.


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

nah the picture it self is fine but rather wanted to make sure :)


Yes, wondering if Falko should be looking for some kind of summoner...


Shot Putter Funkmeister

The hydra is on the deck

AOO on Asher from slime guy 1d20 + 5 ⇒ (5) + 5 = 10 miss

John casts his spell Reflex 1d20 + 7 ⇒ (16) + 7 = 23 pass taking half damage
1d20 + 7 ⇒ (4) + 7 = 11 fail the second head takes full damage

Slime 1 moves to attack Johnathan 1d20 + 5 ⇒ (3) + 5 = 8 miss

Slime 2 moves to attack Asher 1d20 + 5 ⇒ (12) + 5 = 17 miss

Slime 3 moves to attack Cretien 1d20 + 5 ⇒ (7) + 5 = 12 miss

Falko, Cretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien 5ft steps (towards port side) and takes a shot at the slime/tree-man with his Thundershot, while his turret fires on the slime/tree-man as well.

attack: 1d20 + 7 ⇒ (6) + 7 = 13
dmg: 1d10 + 1 ⇒ (2) + 1 = 3

attack: 1d20 + 7 ⇒ (14) + 7 = 21
dmg: 1d8 + 4 ⇒ (4) + 4 = 8

firepower damage on first hit: 2d8 ⇒ (1, 7) = 8


Falko remains invisible for the moment, content to first conjure a set of illusory doubles safely.

Cast mirror image for 1d4 + 1 ⇒ (4) + 1 = 5 images.


Shot Putter Funkmeister

Cretien misses his attack on the slimy creature but his turret strikes home but it is still standing.

The hydra 5 foot steps toward Johnathan not too happy about being hit with fire and full attacks:

Hydra full attacks John, 1 1d20 + 6 ⇒ (3) + 6 = 9 miss
Hydra full attacks John, 2 1d20 + 6 ⇒ (10) + 6 = 16 hit 1 from 1d6 = John1d6 ⇒ 5 destroys one of his mirror images
Hydra full attacks John, 3 1d20 + 6 ⇒ (17) + 6 = 23 1 from 1d5 = John1d5 ⇒ 5destroys one of John's mirror images
Hydra full attacks John, 4 1d20 + 6 ⇒ (7) + 6 = 13
Hydra full attacks John, 5 1d20 + 6 ⇒ (11) + 6 = 171 from 1d4 = John1d4 ⇒ 4destroys one of John's mirror images

Angus


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

am i out of its threated area ? it look like the creature is 10 ft away from me


Shot Putter Funkmeister

The creature is 10 feet from you. Whether you are out of its area, your knowledge roll was too low for you to know. Huge creatures...


Shot Putter Funkmeister

What I am trying to say is, if a normal creature of the huge size category has a certain reach you could assume that is what this has.

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