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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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

no luck. I'm just lucky I can reload my weapon as a move instead of a full round. Firearms are tricky.


Shot Putter Funkmeister

Asher hits the earworm but it isn't fully there.

Thames is still a bit groggy and says,"What is going on here?"

Earworm 3 grapples Xambria 1d20 + 4 ⇒ (5) + 4 = 9 fail
Earworm flies to grapple Angus 1d20 + 4 ⇒ (8) + 4 = 12 pass An ovipositor get put into his ear.

The remaining 4 guard the exits.

Morgrym, john, Angus, Cretien


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 unleashes a stream of fire, trying to bounce it between two Earworms.

Burning Arc: 5d6 ⇒ (4, 5, 3, 6, 1) = 19 DC 16 Reflex for half
Burning Arc*: 2d6 ⇒ (1, 6) = 7 DC 14 Reflex for half


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym continues to rant damn you peasants didn't you hear your king, I said kill these damn jesters for being offensive. You sit in silence as if you were struck in awe... must be in awe of my kingly presence

move action to make the one attacking angus appear: 1d20 + 2 ⇒ (9) + 2 = 11


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

Move action to one the one who is engaging me to materialize

Materialization: 1d20 + 2 ⇒ (7) + 2 = 9

And the Attack it using my weapon with one hand because of the grapple

PA Magic Longsword: 1d20 + 9 - 1 + 3 ⇒ (17) + 9 - 1 + 3 = 281d8 + 4 + 3 + 2 ⇒ (1) + 4 + 3 + 2 = 10


Shot Putter Funkmeister

Reflex save DC16 vs. John's spell 1d20 + 3 ⇒ (12) + 3 = 15 fail
Figuring you don't want to get Angus burned, you target the one that you have a line of sight on at the exit.
DC16 1d20 + 3 ⇒ (9) + 3 = 12 fail

Killing the earworm attacking Xambria.

Morgrym You are too far to affect the one on Angus you need to be within 30ft. So I will just move you.

Angus' attack hits but does less damage than normal.

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

repeating my last move against any enemies i can reach

INT: 1d20 + 4 ⇒ (12) + 4 = 16 vs fort

turret atk: 1d20 + 7 ⇒ (3) + 7 = 10
dmg: 1d8 + 4 ⇒ (2) + 4 = 6


Shot Putter Funkmeister

Cretien, I will move you to the number 2 because you are not in range for a mental attack.

Cretien's turret misses its target.

Round 8

Xambria moves towards the earworm at the west exit.

Falko


Xambria having disappeared from his view, Falko curses and rushes to where she was last headed.

Double-move to get near Xambria.


Shot Putter Funkmeister

Rock double moves after Falko
as he says, "You boy wants me dead!"

Asher


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 takes a five foot step toward Angus while reloading, aiming his musket. "That one now!"

READIED ACTION for when it becomes corporeal. Point blank, deadly aim, touch AC
Attack: 1d20 + 10 - 2 + 1 ⇒ (17) + 10 - 2 + 1 = 26
Damage: 1d12 + 5 + 4 + 1 ⇒ (5) + 5 + 4 + 1 = 15


Shot Putter Funkmeister

Thames follows Rock.

Earworm maintains grapple on Angus 1d20 + 8 ⇒ (12) + 8 = 20

Will DC 14 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13 fail

Spoiler:
Distant Madness
Type disease, varies; Save Will DC 14
Onset 1 day; Frequency 1/day
Effect –2 penalty on all future Will saves after the first failed save. Random
insanity following the second failed save (See the Pathfinder® Roleplaying
Game GameMastery Guide™ for Sanity and Madness rules). All subsequent
failed saves increase the will save penalty in increments of –2. If you fail your Will save, if you are creative in roleplaying the ailment, there are bonuses called "Insane Insight"

Sanity ailment table 1d100 ⇒ 12 Mania/Phobia 1=Mania/2=Phobia1d2 ⇒ 2
Will DC 14 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7
Angus

Spoiler:
You are afraid of potions, phobia is an irrational fear of a (usually commonplace) object or situation. Additionally, if a manic or phobic character is directly confronted by his obsession (requiring a standard action), he must make a Will save against the insanity or become fascinated (if manic) or frightened (if phobic) by the object for 1d6 rounds.

The implanter explodes in Angus' ear 1d6 ⇒ 4 psychological damage Reflex DC12 for 1/2 1d20 + 2 ⇒ (19) + 2 = 21 pass only taking 2 points of damage.

The remaining 4 earworms remain on their exits.

Morgrym, John, Angus, Cretien


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

didnt realize the thought-attack was a move action, woops.
Targeting the one Asher is aiming at.
Thought Attack: 1d20 + 4 ⇒ (17) + 4 = 21

Johnathan also continues spraying fire at the critters.
Burning Arc: 5d6 ⇒ (3, 2, 1, 6, 4) = 16 19 DC 16 Reflex for half
Burning Arc: 2d6 ⇒ (6, 1) = 7 DC 14 Reflex for half


Shot Putter Funkmeister

Johnathan, you aren't in range to do a thought attack at any of the earworms, what I could do is move you so you can do your burning arc where you can see two enemies.


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

That sounds good :]


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

Charge the one that is close and is guarding a door

Taking his longsword again in two hands angus will strike the otherworldly creature

PA Magic Longsword: 1d20 + 9 - 1 + 3 + 2 ⇒ (20) + 9 - 1 + 3 + 2 = 331d8 + 6 + 3 + 3 ⇒ (1) + 6 + 3 + 3 = 13

Crit Conf PA Magic Longsword: 1d20 + 9 - 1 + 3 + 2 ⇒ (10) + 9 - 1 + 3 + 2 = 231d8 + 6 + 3 + 3 ⇒ (4) + 6 + 3 + 3 = 16

Current AC 20


Shot Putter Funkmeister

Morgrym attempts a Thought attack 1d20 + 2 ⇒ (2) + 2 = 4

"Why can't these strange peasants follow my command, hmmm, maybe that is what it means to be king of Risur."

Anybody a fan of Gogol? :)

Through the combined arms of Johnathan's spell, Angus' sword, Asher's musket and Cretien's turret two of the Earworms are destroyed.

Round 9

Xambria attacks the earworm near her 1d20 + 5 ⇒ (16) + 5 = 21 hit doing 1d6 + 1 ⇒ (6) + 1 = 7

Falko


Falko is about to skewer the earworm, when a thought flashes across his mind: What if Xambria tries to bolt?

He holds for a moment, saying: "Doctor, step back. I'll take care of this one! Do you know where they came from?"

Delay after Xambria.


Shot Putter Funkmeister

So do you want to delay until next round?


Sure. I got paranoid about Xambria. A good thing :)


Shot Putter Funkmeister

Rock moves behind Dr. Meredith and tries to grab her 1d20 + 4 ⇒ (16) + 4 = 20 and he grabs her saying, "Constable Escheus said to stay and you will stay, Falko, the Rock's got ya back ya heard!!!!"

Asher


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

"You, and you!" Asher says, pointing out Johnathan and Morgrym while reloading his weapon. "Assist Constable Escheus!"

He listens for more sounds of conflict in others directions. "Constables McCormick and Dufrene, let's secure the rest of the building. You make them material for us, Dufrene, and McCormick and I can take them out!"

Perception: 1d20 + 9 ⇒ (7) + 9 = 16

If he hears more commotion, he gestures to the others where and begins moving in that direction.


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's eyes widen at Asher's order, and he quickly tries to translate for Morgrym. "Your servant humbly begs for your help...uhm..over here," Johnathan tries coax Morgyrm over to assist Falko.


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym looks down his nose at Johnathan and says it is about time that I am recognized. I shall assist my vassal. Morgrym will move over and attempt to grab Dr Meredith

a crazy fool grabs a possessed chick: 1d20 + 8 ⇒ (8) + 8 = 16


Shot Putter Funkmeister

Asher double moves to where there is still commotion.

Grimesly looks out for more trouble.

MOrgrym and John double move towards Falko, John ends up directly behind him.

Angus and 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

repeating my last move against any enemies i can reach

INT: 1d20 + 4 ⇒ (5) + 4 = 9 to make them material

turret atk: 1d20 + 7 ⇒ (9) + 7 = 16
dmg: 1d8 + 4 ⇒ (7) + 4 = 11

sorry guys, shitty rolls this combat


Shot Putter Funkmeister

Cretien, I will double move you so you can do a mind attack on it next round.


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

alrighty.


Shot Putter Funkmeister

Angus double moves.

Round 10

Xambria says, "Ok, I was only trying to help." while being grappled by Rock Rackus.

Falko


Falko, now that his mind is somewhat at ease about Xambria, concentrates on the earworm, hoping to make it material, then steps and lunges at it.

Chr with Luck: 1d20 + 3 + 3 ⇒ (2) + 3 + 3 = 8

Malice rapier with Luck: 1d20 + 8 + 3 ⇒ (15) + 8 + 3 = 261d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12


Shot Putter Funkmeister

Falko takes a 5ft step and hits the earworm but it is still up.

Rock maintains his grip on Xambria.

Asher


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 takes a five foot step directly behind Angus as he looks down the hall to see the creature guarding the door. With his gun already loaded, he decides to try and spend some focus on trying to make the creature material himself.

Int check, right?
Int check: 1d20 + 2 ⇒ (15) + 2 = 17

He then fires (Or readies to fire once one of his allies makes it material).

point blank, touch AC, deadly aim.
Attack: 1d20 + 10 - 2 + 1 ⇒ (13) + 10 - 2 + 1 = 22
Damage: 1d12 + 5 + 1 + 4 ⇒ (3) + 5 + 1 + 4 = 13


Shot Putter Funkmeister

Fort DC 16 1d20 + 2 ⇒ (7) + 2 = 9 fail

Asher shoots and kills the earworm at this exit.

Thames stays still.

Earworm grapples Falko, touch 1d20 + 4 ⇒ (13) + 4 = 17 images 1=Falko 1d2 ⇒ 1 success, an ovipositor goes into your ear.

Morgrym, John, Angus, Cretien


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 focuses on the earworm that's got Falko.
Cha: 1d20 + 4 ⇒ (2) + 4 = 6
Magic Missle: 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6

Wow those are some shit rolls.

"Are the artifacts secure?" He shouts over the fray.


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym will assist in grabbing the doctor with Rock and bind her hands securely with some rope.

grapple: 1d20 + 8 ⇒ (16) + 8 = 24

by the power invested in me, I arrest you for.. disturbing the royal peace


Shot Putter Funkmeister

Morgrym moves and grapples Xambria.

John hits the earworm with his missiles.

Cretien and Angus, Just to speed this up a smidge I will double move you both towards the action because you don't have line of sight on the earworm. I hope you don't mind too much.

Cretien and Angus double move.

Round 11

Xambria says, "I have already given up for King Aodhen's sake already."

Falko


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 double moved 2 turns in a row? Just wondering. Map didnt seem that big


Shot Putter Funkmeister

The last remaining enemies are at the extreme edges of the map. Asher killed the earworm you were after. Each square is 5ft and it is 220ft wide total.


Shot Putter Funkmeister

Falko is away so I will bot him.

Chr with Luck: 1d20 + 3 + 3 ⇒ (6) + 3 + 3 = 12

Fort Save DC 16 1d20 + 2 ⇒ (17) + 2 = 19 pass

Malice rapier with Luck: 1d20 + 8 + 3 ⇒ (16) + 8 + 3 = 27 hit 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Rock maintains his grip on Xambria.

Asher


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

I reload, and move toward the action.


Shot Putter Funkmeister

Grimesly watches warily from afar.

Earworm maintains grapple on Falko 1d20 + 8 ⇒ (9) + 8 = 17 touch

Will DC 14 1d20 + 3 + 3 ⇒ (12) + 3 + 3 = 18 luck, pass

Morgrym, John, Angus, Cretien


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

Angus will continue to move toward falko


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym will hold the binding rope and hand it off to Rock and then move towrd the nearest enemy getting in mental attack range


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

repeating my last move against any enemies i can reach

INT: 1d20 + 4 ⇒ (9) + 4 = 13 to make them material

turret atk: 1d20 + 7 ⇒ (15) + 7 = 22
dmg: 1d8 + 4 ⇒ (8) + 4 = 12

not really sure who is who on the map, but i go after the closest enemy


Shot Putter Funkmeister

There is only one monster left on the map only one enemy. Cretien is not in sight of the monster and there is a couple walls in the way. Dr. Meredith is the redheaded woman next to the monster. I hate to stifle player creativity but Rock likes Falko, John and Asher and really doesn't like Angus. He doesn't know you at all.

Cretien moves and makes a mental attack Fort DC 16 1d20 + 2 ⇒ (2) + 2 = 4 fail

The creature is corporeal.

john


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 lets loose another barrage of magic missiles.

3d4 + 3 ⇒ (3, 2, 2) + 3 = 10


Shot Putter Funkmeister

John lights up the earworm on Falko decimating it and it explodes its incorporeal goo on Falko.

Combat Over

Dr. Meredith says, "If you don't trust me, fine, put me in Mage Cuffs, I really don't care. Just get me away from decent people. I am afraid Sijhen will come back, please!"

She then starts to convulse and vomits on herself.


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 will re-cast Protection from Evil on her every time it expires until he's out of spell slots. "Yes, cuff her and let's get her out of here."


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

"With all haste." the Professor adds, pointlessly.


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym nods magnaminously and waves to the crowd and says in imperial form yes we must be leaving, let us remove this offender and he will begin moving expecting any remainder of the crowd to move out of the way.

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