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 was an AOO

Angus double moves forward.

Falko listens to her thoughts. Just take the thoughts from last round.

Meera moves forward yelling at the guards who were moving forward.

Cretien climbs up the side of the wagon and sets up his turret.

Isaac destroys the spawn behind him.

Round 7

Cardiff moves forward and attacks hitting the large beast.

three of the guards move forward and shoot the large beast.

two of the guards double move toward the fray.

The malice moves forward half a train and continues to eat the other passengers.

Spawn they move to attack 1 1d20 + 2 ⇒ (8) + 2 = 10 miss, 2 1d20 + 2 ⇒ (10) + 2 = 12 miss, 3 1d20 + 2 ⇒ (4) + 2 = 6 miss, 4 1d20 + 2 ⇒ (14) + 2 = 16 miss

Spawn #6 double moves towards the party.

ALL


Falko, fascinated by what he hears, stays rapt by Malia's intimate thoughts.


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Isaac yells "Batter up!" as he moves onto the next spawn counter clockwise.

Large Morningstar: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11


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 throw down his Portable Bulwark next to the turret he has deployed, and the two combine together to form a strange mobile platform. He directs it to fire at the nearest of the beasts.

ranged attack: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 -2 for range increment
damage: 1d8 + 4 ⇒ (7) + 4 = 11

Cretien then takes a shot at the same enemy.

ranged attack: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 -2 for range increment
damage: 1d10 + 2 ⇒ (1) + 2 = 3

firepower: 2d8 ⇒ (6, 8) = 14 one dice of damage added to the turret and one to the thundershot


Shot Putter Funkmeister

Meera I would bot you but I haven't seen your character fight yet.


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Apologies, I'll get a post up a bit later...


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Checking the map...Sorry, could you update the map to indicate where the guards , Meera etc are, that moved up towards the creatures? Thnx


Shot Putter Funkmeister

Map 2


Shot Putter Funkmeister

Meera, I figure you would double move because of your pistols.

Angus double moves again.

Falko

Spoiler:
Sees that Malia is genuinely frightened but also angry about some man who she keeps referring to about the situation.

Isaac destroys a spawn to the back and left of him.

Cretien's attacks both miss wide.

Meera double moves.

Round 8

Cardiff and the guards all move and attack the beast using their carbine weapons and causing the beast some decent damage.

The malice after being struck by rifle fire of the guards double moves past Isaac, Isaac, AOO


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

"Where do you think you're going?" Isaac yells at the malice as it moves by him.

Large Morningstar: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14


Falko decides to play a last card. Maintaining his concentration, he moves slowly into view of Malia, interested to hear her reactive thoughts.


Shot Putter Funkmeister

Isaac tries to strike the Malice but misses his attack.

Spawn attack Isaac 1 1d20 + 2 ⇒ (18) + 2 = 20 hit 1d6 + 2 ⇒ (2) + 2 = 4, 2 1d20 + 2 ⇒ (20) + 2 = 22, crit 1d20 + 2 ⇒ (20) + 2 = 22 yes 2d6 + 4 ⇒ (5, 6) + 4 = 15, 3 1d20 + 2 ⇒ (3) + 2 = 5 miss

Spawn 5 moves to attack the guard 1d20 + 2 ⇒ (1) + 2 = 3 miss

Falko

Spoiler:
Malia sees you and she sighs to see that Gauthier is ok and then she thinks, didn't his principle move toward the fray,
strange.

All - 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

Cretien's combined mobile turret-wall minitank contraption rolls with him on it, and he and the turret fire. (rolling to a range of 60 from the nearest thickness of enemies, or that big beast if it can be targeted)

ranged attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d8 + 4 ⇒ (8) + 4 = 12

Cretien then takes a shot at the same enemy.

ranged attack: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d10 + 2 ⇒ (8) + 2 = 10

firepower: 2d8 ⇒ (5, 7) = 12 one dice of damage added to the turret and one to the thundershot


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Round 8

Meera's eyes widen as the monstrosity approaches, bypassing Issac. With blinding speed, she draws her two pistols and fires...

Pistol 1, plus inspiration: 1d20 + 5 + 1d6 ⇒ (17) + 5 + (2) = 24
Pistol 1 damage: 1d8 + 1 ⇒ (7) + 1 = 8
Pistol 2, plus inspiration: 1d20 + 5 + 1d6 ⇒ (13) + 5 + (5) = 23
Pistol 2 damage: 1d8 + 1 ⇒ (5) + 1 = 6


Shot Putter Funkmeister

Isaac 1d20 + 7 ⇒ (11) + 7 = 18 on spawn hit 2d6 + 3 ⇒ (5, 6) + 3 = 14 killing one of the spawn

Angus double moves.

Meera's attacks both hit as well as Cretien's.

Round 9

Cardiff and the guards unleash another volley on the malice

The malice 5ft steps forward and full attacks Meera with one of its five heads 1d20 + 16 ⇒ (16) + 16 = 32 hit 4d6 + 16 ⇒ (4, 1, 1, 4) + 16 = 26

2nd head on guard 1d20 + 16 ⇒ (11) + 16 = 27 killing the first guard.

3rd head on another guard 1d20 + 16 ⇒ (3) + 16 = 19 killing the second guard.

4th head 1d20 + 16 ⇒ (13) + 16 = 29 killing the third.

5th 1d20 + 16 ⇒ (5) + 16 = 21 killing the 4th

Spawn 1 on Isaac 1d20 + 2 ⇒ (11) + 2 = 13 miss

Spawn 2 on Isaac 1d20 + 2 ⇒ (11) + 2 = 13 miss

Spawn 5 double moves towards Meera.

ALL


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Isaac attacks the next spawn in the circle. "Maybe I'll be able to help you all in a bit! If I'm still alive that is." he yells over his shoulder.

Large Morningstar: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Round 9

Meera is lifted into the air by the Malice's head, landing somehow on her feet at the edge of the carriage.

Groaning from the pain, she looks up at the creature with outrage, but her attention is diverted by the Spawn that presents itself in front of her.

Knowing she can't take another blow like that, Meera stages a strategic retreat to stand by Cretien's side, asking him dryly, "Where is Falko? We'll need everyone on this thing if anyone's to survive!"

She then turns her practiced eye on the Malice...

Move action to stand beside Cretien, move action for Studied Target on Malice


Enough! thinks Falko, then says to Malia: "I was looking for you! My patrons are in danger. Will you help me? Please, let's fight off this horror!"

He mutters a quick incantation, then hurries off towards his colleagues.

Cast Expeditious Retreat, then move 60.


Shot Putter Funkmeister

Malia says, "I saw your patron was safe here in the dining car and then he decided to go towards the horror, I have to make sure the rest of the passengers are safe. Bon Chance!"

There has been a rush of passengers from the 3rd and 2nd class cars coming in to the car.

Malice 1d20 ⇒ 16


Shot Putter Funkmeister

Cretien's combined mobile turret-wall minitank contraption rolls with him on it, and he and the turret fire. (rolling to a range of 60 from the nearest thickness of enemies, or that big beast if it can be targeted)

ranged attack: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 4 ⇒ (7) + 4 = 11

Cretien then takes a shot at the same enemy.

ranged attack: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d10 + 2 ⇒ (7) + 2 = 9

firepower: 2d8 ⇒ (5, 8) = 13 one dice of damage added to the turret and one to the thundershot

Cretien's attacks strikes the beast.

AOO on Meera 1d20 + 2 ⇒ (9) + 2 = 11 miss

Meera moves and is next to Cretien.

Isaac destroys one of the spawn.

Angus climbs up on the roof and scorching rays the malice 4d6 ⇒ (3, 3, 2, 6) = 14 Malice 1d20 ⇒ 14

Falko double moves.

Round 10

The remaining guards move back and fire at the malice as well as Cardiff slamming the beast.

The malice 5ft steps forward and full attacks the guard with one of its five heads 1d20 + 16 ⇒ (3) + 16 = 19

Spawn 1 on Isaac 1d20 + 2 ⇒ (7) + 2 = 9 miss

Spawn 5 moves to attack on Isaac 1d20 + 2 ⇒ (13) + 2 = 15 on Cardiff hit 1d6 + 2 ⇒ (1) + 2 = 3

All


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Down to one target Isaac attacks the last spawn next to him.

Large Morningstar: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9


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

sorry GM, despite your very clear cue i failed to realize it was my turn.

Repeating: Cretien's combined mobile turret-wall minitank contraption rolls with him on it, and he and the turret fire. (rolling back to a range of 60 from the nearest thickness of enemies, or that big beast if it can be targeted, trying to keep his distance from the nearest of the enemies so that he doesnt get melee'd)

ranged attack: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d8 + 4 ⇒ (2) + 4 = 6

Cretien then takes a shot at the same enemy.

ranged attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d10 + 2 ⇒ (3) + 2 = 5

firepower: 2d8 ⇒ (7, 3) = 10 one dice of damage added to the turret and one to the thundershot


Shot Putter Funkmeister

I cannot find where the turret can move. On your character sheet it says that it is immobile.

Meera, Angus


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Round 10

Meera calmly lowers her left-most pistol and aims solely with the right, her breathing coming slower as she studies the movement of the Malice....ultimately her intuition reveals a vulnerable target and her finger slowly squeezes...

Attack, Studied Combat, plus inspriation: 1d20 + 9 + 3 + 1d6 ⇒ (3) + 9 + 3 + (5) = 20
Damage: 1d8 + 1 + 3 ⇒ (7) + 1 + 3 = 11
Studied Strike Damage, if hit, free action: 2d6 ⇒ (5, 4) = 9

Standard Action : Attack, free action: activate studied Stride; move action: Reset Studied Combat: 1 inspiration spent


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

Turret has the Mobile mod on it, which normally allows it to move instead of attacking. but the Portable Bulwark's Mobile mod states that it moves with the Bulwark, which I command to move as a swift action. So Cretien swift-action commands the combined contraption to move 10ft, move-action directs the turret to fire (normally swift but already used swift), then standard action fires himself). reloading for him and his turret is a free action.


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

angus will Magic Missle: 3d4 + 3 ⇒ (1, 2, 3) + 3 = 9 the malice he previously hit with the scorching ray


Shot Putter Funkmeister

Isaac hits the last spawn on him but it is still up.

Both Cretien and his turret hits the spawn.

Meera is also successful with her attack.

Angus 1d20 ⇒ 18 hits the beast with his magic missiles.

Round 11

Cardiff and the guard move back 30 ft and shoot the malice hitting it.

The malice moves to attack 1=Angus, 2=Chretien, 3=Meera 1d3 ⇒ 2

Chretien 1d20 + 16 ⇒ (3) + 16 = 19 hit 4d6 + 16 ⇒ (1, 4, 4, 1) + 16 = 26 damage

Spawn attacks Isaac 1d20 + 2 ⇒ (9) + 2 = 11 miss

Spawn attacks Meera 1d20 + 2 ⇒ (16) + 2 = 18 miss

ALL


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Isaac swings at the last spawn again and misses it "This one is doing much better as the tactics are different fighting just one."

Large Morningstar: 1d20 + 7 ⇒ (2) + 7 = 9 Damage: 2d6 + 3 ⇒ (4, 5) + 3 = 12


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

same as last round, moving back, all attacks on the big baddie

Cretien takes a savage blow, but keeps fighting as best he can. There is no escape.

ranged attack: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d8 + 4 ⇒ (6) + 4 = 10

Cretien then takes a shot at the same enemy.

ranged attack: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d10 + 2 ⇒ (6) + 2 = 8

firepower: 2d8 ⇒ (7, 4) = 11 one dice of damage added to the turret and one to the thundershot


Round 10

Falko makes his way through the wagons. Once out of sight of Malia, he whistles swiftly. As a result, his legs suddenly feel powerful and the rest of his body lite. He sprints further!

Move, Cast Expeditious Retreat, speed is now 60.

Round 11

Falko continues to sprint forward, this time at an impossible speed, inside the wagons, until he gets to the action.

Double-move with expeditious retreat. Let me know if I make it and I have a standard action left.


Shot Putter Funkmeister

You can single move and be in the fray and do a ranged attack or spell


Thanks!

Laying eyes for the first time on the sheer madness of the thing, Falko lets out yet another set of profanities as he slides to a halt. Quickly, he hums and the land vibrates with him as his body seems to split into a multitude.

Cast Mirror Image for 1d4 + 1 ⇒ (1) + 1 = 2 images.


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Round 11

Meera backpedals away from the beast, her pistol still tracking the hideous thing...

Attack, Studied Combat: 1d20 + 9 + 3 ⇒ (14) + 9 + 3 = 26
Damage: 1d8 + 1 + 3 ⇒ (1) + 1 + 3 = 5

Move a full 20 feet back away...


Shot Putter Funkmeister

Isaac misses his target.

Cretien hits the malice as well as his turret.

Meera also connects

Angus Magic missiles 3d4 + 3 ⇒ (3, 1, 4) + 3 = 11

Round 12

Cardiff and the guards fire at the malice and then the Malice beast flies away.

After the beast flies away you can discern that there is some sort of trouble occurring at the front of the train. You can now clearly hear gunshots and five wagons to the front you see what looks like malice mutated horses cutting hole into the top of the train's roof trying to break through.

All


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Isaac swings at the malice left on the roof with him. "Good job guys! I could use a little help though."

Large Morningstar: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 2d6 + 3 ⇒ (5, 5) + 3 = 13


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

how far, distance-wise, to those horses?


Shot Putter Funkmeister

5 wagons from Isaac 5 x 60 feet 300 ft from him and so over 400 feet from you.


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 attempt to clear his ally's general vicinity of malice beasts then.

ranged attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 + 4 ⇒ (1) + 4 = 5

Cretien then takes a shot.

ranged attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d10 + 2 ⇒ (4) + 2 = 6

firepower: 2d8 ⇒ (3, 1) = 4 one dice of damage added to the turret and one to the thundershot


Falko watches the beast fly off, amazed at the horror of the thing, closes is gaping mouth, then rushes towards the sound of gunshots.

Speed is 60. Can I run for quadruple speed?


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

Round 12

Angus will move to get close to Cretien CSW: 3d8 + 6 ⇒ (1, 8, 3) + 6 = 18 on him


Shot Putter Funkmeister

Cretien shoots and kills the spawn whereas Isaac had missed.

Malice 1d20 ⇒ 20 Cretien you heal double what Angus had rolled.

Falko you can move 4x speed

Meera


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Round 11

Meera watches the Malice retreat gratefully, then turns her attention to the Spawn assailing Issac.

She watches as Cretien's device blows the creature away, nods and sprints after Falko towards the front of the train.

4x speed..


Ok, so 240 ft this round. DonI see anything more?


Shot Putter Funkmeister

Round 13

You can see that the malice horses are just bored and are cutting holes into the roof of car 8. But you can see that a bunch of bandits have started to go into the car #6 one of the Falko is on train 11

Cardiff tends to the remaining guards.

All


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

"Thank you for your help! Look! Bandits! I wonder if that beast had something to do with them. We must stop them too." Isaac then runs up 3 more cars.

I believe I am on car 12 and with lonstrider I have a run speed of 160 feet. I believe each car is 50', which puts me on car 9.


Falko rushes to get to the bandits. If the horses are on the way, all the better. He'll draw them towards the bandits.

Run or double-move, as necessary.


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

Now that their attentions have turned, Cretien wheels about, fully healed, to shoot at the horses as he moves slowly in that direction.

ranged attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 + 4 ⇒ (2) + 4 = 6

Cretien then takes a shot.

ranged attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d10 + 2 ⇒ (8) + 2 = 10

firepower: 2d8 ⇒ (7, 5) = 12 one dice of damage added to the turret and one to the thundershot


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

Round 13

Angus will double move or run to where isaac is heading


Shot Putter Funkmeister

Meera

Chretien, you are too far away to attack the horses.


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

even at -2 per range increment? Firearms can go up to 10x their range, at a cumulative -2 per increment. So my Thundershot can shoot out to 800ft and the Turret out to 600, though the cumulative attack penalties would probably make it moot before the full range is reached.

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