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

I want to keep this moving forward. And allow the mechanus to get into the fight.

Sarya withdraws next to Falko.

The mechanus moves in her place and hits the man that looks like Officer Porter.

Will 1d20 + 2 ⇒ (13) + 2 = 15

Round 2

The mayor says, "Creed, finally I was wondering where you were. It seems your skills have improved."

Johnathan


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
GMEDWIN wrote:
Does the mechanus have reach?

no, i figured he could stand over the PC's body since they fell to negative HP


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

Yeah AC 16

Johnathan lightly touches Cretien's shoulder.

Skyseer: 1d20 ⇒ 9

You can use that 9 in place of one of your rolls if you need to. Not sure if it'll help or not.

Hard to tell on this map. Is there a space to withdraw to behind allies? If so, withdrawing to there. If not:

Johnathan risks taking a hit to cast Color Spray (DC 15) on the thug attacking him.

Concentration if needed: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16

(2 casts left)


Shot Putter Funkmeister

the placement on the map didn't work. The catwalks are very limiting... all of the black area is witchoil at five feet lower than the catwalks.

Aoo 1d20 + 5 ⇒ (7) + 5 = 12 miss

Swirling color consumes the thug and he is stunned and blinded.
Will 1d20 ⇒ 14 fail The man is blinded and stunned for 1d4 ⇒ 4 rounds and stunned for 1.

He drops his weapon to the ground.

Creed attacks the mechanus with his claw 1d20 + 6 ⇒ (6) + 6 = 12 miss

Angus stabilize 1d20 ⇒ 7

Thug 1 fires a crossbow bolt at Sarya 1d20 + 4 ⇒ (2) + 4 = 6 miss

Chretien, Sarya, Falko


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

Whew! Was holding my breath on that gamble.

Self note to help me keep track: Angus currently at -5 hp and dies at -10 (correct me if wrong)


Shot Putter Funkmeister

Correct


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 Turn

Cretien's mechanus charges the guy in melee with him
atk: 1d20 + 4 ⇒ (6) + 4 = 10
dmg: 1d8 + 2 ⇒ (1) + 2 = 3

Cretien fires on the bad guy in combat with his mechanus
atk: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d10 ⇒ 10

Cretien's turret shoots the bad guy who is blinded.
atk: 1d20 + 5 ⇒ (16) + 5 = 21
dmg: 1d10 ⇒ 9


Shot Putter Funkmeister

Chretien's mechanus misses the target and so does Chretien.

The turret hits the blinded man but he is still up.

Sarya attacks with her green fire against thug 2 1d20 + 4 ⇒ (20) + 4 = 24
crit 1d20 + 4 ⇒ (12) + 4 = 16 yes
damage4d6 ⇒ (4, 5, 3, 5) = 17 doing some serious damage to the thug.

Falko


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

not sure if it would hit or not, but you could swap that 8 for a 9 on your xbow shot :D


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

Self note: Angus at -6, dies at -10
Next round:

Johnathan drinks a potion of CLW.

1d8 + 1 ⇒ (3) + 1 = 4


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
Johnathan Eli Holbrook wrote:
not sure if it would hit or not, but you could swap that 8 for a 9 on your xbow shot :D

good call, i'd like to do that if i can GM. although i suspect it may not matter, it would be awesome if it did.


Shot Putter Funkmeister

Well, you could but it wouldn't matter because it still misses. but you fire into melee without the feat and would get a -4


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

Hp and Spell used adjusted to current level


Shot Putter Funkmeister

Angus, I didn't know your stabilization metrics but you are only -5 for now.


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

no worries DM. Hp adjusted, urprised angus doesn't hold as well to all those roguish typ... :)


Seeing the first thug go down in a swirl of colours, Falko finishes his long spell and directs it at the second thug harassing Sarya.

End of casting Sleep: Will DC 14.

He then swallows hard and pulls his rapier as he moves in front of Cretien. Father! Wake up and give your boy a hand, will you?!

As he steps, he places his body sideways and raises his left hand for balance, while his right makes his rapier dance and snap to create an opening for it to bite.

"En garde!"

Rapier, Luck round 1: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 231d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8


Shot Putter Funkmeister

I already did the will save

Falko sticks the shadowy, witchoil covered main with the rapier.

Round 3

Johnathan drinks a potion.

Creed attacks Falko with his claw 1d20 + 6 ⇒ (11) + 6 = 17 miss

Angus


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

Stabilization DC 10: 1d20 - 5 ⇒ (18) - 5 = 13 => sucess


GMEDWIN wrote:

I already did the will save

Sorry. Completely missed it!


Shot Putter Funkmeister

Thug 1 drinks a potion 2d8 + 4 ⇒ (5, 7) + 4 = 16

Chretien, Sarya, 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 Turn

Cretien's mechanus attacks the guy in melee with him
atk: 1d20 + 4 ⇒ (1) + 4 = 5
dmg: 1d8 + 2 ⇒ (3) + 2 = 5

Cretien fires on the bad guy in combat with mechanus.
atk: 1d20 + 5 ⇒ (20) + 5 = 25
dmg: 1d10 ⇒ 10

Cretien's turret shoots the bad guy who is blinded.
atk: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d10 ⇒ 7

EDIT:
crit confirm Cretien
atk: 1d20 + 5 ⇒ (15) + 5 = 20
dmg: 1d10 ⇒ 8

crit confirm turret
atk: 1d20 + 5 ⇒ (17) + 5 = 22
dmg: 1d10 ⇒ 10


Shot Putter Funkmeister

Mechanus misses the target.

Chretien's shot hits but doesn't confirm.

The turret's shot confirms and brings the blind man down.

Sarya attacks the thug with 1d20 + 4 ⇒ (7) + 4 = 11 miss

Falko


With a gallant smile, Falko dances back and forth, his rapier whistling through the air as it darts through again and again, looking for an opening. He looks at the man and asks: "Coming out of witchoil had a certain flair; I'll give you that! But don't you think it might be hazardous to your health? I mean, should you make it out of here!?"

Rapier, Luck round 2: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 261d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Confirm?: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 211d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8


Shot Putter Funkmeister

Dropping crits... cool

Falko puts his blade into what he thinks is heart and the man reverts into a shadowy corpse on the floor.

Round 4

Johnathan


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 casts Magic Missile at the remaining enemy.

1d4 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (4) + 1 = 5

(1 cast left)


Shot Putter Funkmeister

Johnathan's magic missiles strike the man center mass and then the man runs away.

Combat Over

The mayor says, "Let's get back to saving the city, shall we?"


"Now wait a sec! That man came out of the witchoil!? How can that be???" blurts Falko at the mayor.


Shot Putter Funkmeister

I feel I haven't stressed how bad it is so I will have to kick up the seismic activities...

As Falko blurts another tremor originating from below

DC 10 reflex to not fall down

Everyone takes 1d4 ⇒ 4 splash damage from a wave of witchoil

DC 10 Reflex for half


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

Reflex: 1d20 + 2 ⇒ (12) + 2 = 14 since i take more damage does that take me away from the stable condition and into bleeding and dying again ?


Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

Falko recoils from the burn of witchoil, but otherwise stays upright: "Ok, we'll have this conversation later! Let's fix this and get out!" he says, putting a hand on Creed to drag him out of here.


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 ⇒ (18) + 3 = 211d20 + 3 ⇒ (17) + 3 = 20

Johnathan yells, "Tremor!" a split second before the earth shakes, already posturing to keep his balance and avoid most the witchoil.


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

ref: 1d20 + 6 ⇒ (11) + 6 = 17
ref: 1d20 + 6 ⇒ (16) + 6 = 22

Cretien gathers his turret up in preparation for departure, then pulls out a quick-weld gun from his belt, sealing the mechanus's wound somewhat.

repair: 2d6 ⇒ (5, 6) = 11


Shot Putter Funkmeister

Yes Angus that is true.... someone should heal you

Sarya reflex 1d20 + 3 ⇒ (9) + 3 = 12 2 1d20 + 3 ⇒ (6) + 3 = 9

DC 12 strength to switch from Relief to Down


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

"I got him. Someone get the switch."

Johnathan rushes over to kneel by Angus, carefully administering a healing potion.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

"We're making it out of this," he whispers to himself, tense.


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

The healing potion administered by Johnathan is just enough to bring angus back to consciousness.

Gee what happened ? i just remembered being stab hard into the side and then all lights when out

He says getting up and casting a CLW: 1d8 + 3 ⇒ (7) + 3 = 10 on himself


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

str dc 12: 1d20 + 1 ⇒ (20) + 1 = 21

sigh... that 20 would have been nice when i was missing left and right...


Shot Putter Funkmeister

Chretien muscles the pipe from relief to down with a large crunch.

Before the oil was only trickling out now it a light stream and it seams there is not build up of pressure.

The mayor says "If we get to the eldritch machine maybe someone can turn the pumps on and avert the disaster quicker. We don't know how much time we have another tremor could happen at any moment."


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

Then let's do that shall we ? get to the machine and turn the pumps once Cretien has confirm that it would avert disaster and not the other way around he says casting his last CLW: 1d8 + 3 ⇒ (6) + 3 = 9


"Someone help me carry Creed. I'm not done with him!" Falko says as he tries to put the strange man on his back to carry him out.

Str: 1d20 + 1 ⇒ (6) + 1 = 7


Shot Putter Funkmeister

The mayor says, "Thank you constable for healing me."

You follow the mayor back to the control room and you look over the edge and the witchoil is slowly receding and you can see the top of the eldritch machine with pulsating runes sticking out from the column.

The mayor says, "We need to turn off the eldritch machine which is pumping more oil in here. So we should pump the current oil down the down pipe on the fast setting. Then we can safely turn off the eldritch machine."

If it is a bit confusing it is because I may have misread something.


Falko looks to Cretien cor confirmation. If Cretien agrees to this, he'll put his charge down and give him a hand.


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

is there some check i can make to see if we are doing the right thing and all these actions make sense? For all i know we are pumping the witchoil into the sewers or making things worse in some other way.


Shot Putter Funkmeister

Chretien, according to the book, since someone has the technologist feat, it is automatic that you understand how the system works. You character would surmise that the relief pipe may cause the flow to go to the sewers.


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

So, either i dump the witchoil in the sewers, which would be catastrophic in some way... or what? let this whole mansion explode? let the witchoil backup on the haunted hill that people already avoid?

i am just trying to fully understand, within the bounds of character knowledge, what my options really are and the consequences (as near as Cretien can tell) of each. I'd rather the Cauldron Hill be destroyed than flood the town with witchoil, especially if i could figure out a way to sever the connection from this quasi-plane to the real world so the witchoil stops leaking over altogether.

essentially, I am getting the impression that by just going along with things as we have been, that we are making things worse, and i feel more and more bad about it as we progress, and see this as a potential turnaround point.


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

Ok wasnt just me wondering that. I was thinking the options are: a) let cauldron hill explode, pouring witchoil over several districts. or b) drain into sewers, which isn't good, but prolly no one dies?


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

and why cant it be pumped back into the poopy plane it is coming out of?


Good questions! I agree...


Shot Putter Funkmeister

I really love this adventure but this part is a bit confusing. Here is the situation, there are the three machines in this lab. The first machine which controlled the lights and provides energy to the rest. The control room controls the pumps that pump oil from inside the lab to somewhere whether it be in the sewers or somewhere else. "Down or Relief" the eldritch machine is pumping oil from where it came and then refining it for use with the other machines. So, in order to stop an explosion, you need to pump enough oil into either the Down or Relief pipes that you can shut off the eldritch machine which will stop producing the oil. After that you can shut off the pumps. Your characters do not know where the oil is going through the down pipe though. The relief pipe is trickling down the side of the mountain but it is somehow clogged. You have asked the mayor where it goes but he is under a geas to not divulge that information to you.

In short: you need to lower the oil reservoir enough to access the eldritch machine's controls to either turn it off, or destroy it or pump the oil back to its poopy plane. If you do nothing it will cause the mountain to blow up leveling the Nettles District and probably North Shore and Parity Lake.


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

thanks for that explanation, it cleared it up a lot. One more question: the geas. Can we circumvent that by beating him?


Shot Putter Funkmeister

Not really, you can beat him but he is magically prevented from giving you such explicit information.

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