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

RA:

I'm assuming I don't have knowledge skills that would help with Fey Titans. What about you, Holbrook?

"Yeah, we plan on moving out tomorrow morning... Heading to an ancient archeology site. Anything you can tell us to make the passage safer would be appreciated."


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

RA:

I got arcane planes and nature


Shot Putter Funkmeister

RA:

Spoiler:
The man answers, "You will need to talk to Jim and rent some poleboats to make your way through the bayou. I am not sure on how to appease him." You will need to roll knowledge religion for this


Falko watches them move to the inn, shouting: "Hey! WAIT! What about the mules!?! THE MULES?!?"

But his words have no effect... He shrugs, and looks if the inn they went in has a stable or something similar.

If so, he starts pulling on the mules to bring them there: "Tsk! Tsk! Come on you damned mules! Come! Onnnnnn!"


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

Here let me help you falko he says helping him to bring the mules into the stable


Shot Putter Funkmeister

Do you want to ask the townsfolk about the stories from Xambria or Bergeron?


Let us know when we can rejoin the rest of the group. I don't mind playing the stable part though.


Shot Putter Funkmeister

Anytime really, you just have to pick whether you want to go with Asher or Chretien


Shot Putter Funkmeister

Diplomacy Gather Information DC 15

Spoiler:
the people corroborate
the broad details of Xambria’s story. It was the talk of the town that a bunch of city folks got themselves killed in the High Bayou, and that the only survivor was a young woman. But that was nearly two months ago. However, no one remembers any tiefling group


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

RA:

Diplomacy: 1d20 + 1 ⇒ (11) + 1 = 12
"Pole Boats, huh? Alright, thanks." Asher says, and makes casual conversation with the bar patrons for an hour or two without learning anything else much of substance.

He'll have a few drinks and unwind before heading to the Inn and seeing what accommodations Cretien was able to find, assuming nothing of note happens before then.


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

RA:

Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23

Feel free to read spoiler Asher, since we'd be next to each other when Johnathan got the information

Where Asher's gruff formality fails, Johnathan intercedes with earnest care about the people's problems and struggles, connecting and relating to them with surprising charismatic magnetism. The kid has quite a force of personality when he's not a million leagues away in his own head--or wherever he goes.


Shot Putter Funkmeister

Johnathan

Spoiler:
two weeks
ago another group of outsiders came through in the night, equipped for
monster hunting. They returned a few days later and placed an object in
the back of a wagon for transport. It was wrapped in cloth, about as large
as a dinner table top, but much heavier than wood.


Shot Putter Funkmeister

Voice of Rot appeasement Knowledge Religion check DC 15

Spoiler:
The most simple way is to purchase 100 gp of livestock and slaughter them and put them on a poleboat as an offering to the voice of rot.


Once Falko and Angus manage to get the mules handed to some stable boy, Falko looks at the two places and asks Angus: "Did Cretien and Asher go to separate inns?!"


Shot Putter Funkmeister

At this point, I think it would make sense, if someone could try the Knowledge Religion that would be great and then I can move it forward. You can discuss it in the inn.


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

Miner's Gold:

"And are meals included with the fee?"

Cretien hands over the silver and takes the key(s) to their room(s) and goes to inspect them.


Shot Putter Funkmeister

MG

Spoiler:
The woman says, "We provide breakfast as part of the fee, it is usually alligator bacon with scrambled ostrich eggs."

The one room has two beds and the other has three. The beds are made of straw and there are chamber pots for each guest.


Shot Putter Funkmeister

Fall Day 6

The next day

Dr. Xambria Meredith provided a detailed map and directions. In the town of Agate you acquire pole-boats and set out into the High Bayou, a landscape unlike anywhere else in the world.

Though trees and other plant-life poke out of the slow waters, the land beneath is not coastline but rolling hills. Streams from the Anthras Mountains snake down to the bayou, but instead of flowing freely they are trapped by berms of massive spider webs. The giant ground spiders of the High Bayou have coated huge swaths of terrain with their nests, made of silk much like beavers craft dams
of wood.

You have to travel slowly to avoid the dangers of the swamp. Swarms of biting insects flock to the scent of blood, and pale crocodiles blend into the white, silkcoated hillocks that peek out of the waters. Cypress trees shelter you from the sun, but you have to navigate carefully to avoid drifting into titanic walls of web, as large as a hundred feet across, stretched between trees.

And the rain. Always the rain. It cuts visibility, soaks everything, and dulls your ears to the movements of predators. Sometimes, through the calls of birds and croaks of toads, you imagine you can hear a slithering whisper, indecipherable beneath the drone of the rain.

I need one of you to be the navigator and give me three survival checks, these are unassisted. Everyone else I need 4 perception checks


Falko's blood drains from his face when he realizes they're heading right in the bayou: "I should have known..." he mutters to himself as he generously spreads vermin repellent on his skin.

The bayou looks to him dramatic and intimidating "The power of the Old World! This place is its substance, its enactment. We are trespassers here. Thread lightly..." he whispers as a warning as he tries to look through the heavy curtain of rain.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Perception: 1d20 + 11 ⇒ (4) + 11 = 15
Perception: 1d20 + 11 ⇒ (19) + 11 = 30


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

Just pointing out, it looks like only Angus and Falko have religion trained, so are the only two who can even attempt that religion check about the voice of rot. Can you guys give it a go?

GM: Are the mules able to board the pole boats, or are we leaving them behind? How many boats are we loaded into? Oh, and before we move on, can we find a guide?

If we aren't able to get a guide, Asher's got a +2 untrained to the survival check, and some kn: geography which might help. He could lead the boats at least somewhat decently, I suppose.


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

perception: 1d20 + 7 ⇒ (6) + 7 = 13
perception: 1d20 + 7 ⇒ (4) + 7 = 11
perception: 1d20 + 7 ⇒ (6) + 7 = 13
perception: 1d20 + 7 ⇒ (8) + 7 = 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

Cretiens got religion too

Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 4 ⇒ (19) + 4 = 23


Shot Putter Funkmeister

Your choice, dependent on if you are bringing the mules and another check and the will of your group. For just your group there would be two boats. To get a guide, I would require a successful Diplomacy check, you would probably want to hire a PC level character of Ranger or Hunter or Druid or something. The DC to hire a level 1 ranger would be 27 due to a lot of factors.


I don't know if I was there to hear about the voice of rot... I'll put my roll, but leave it to GMEdwin to determine if I can read the spoiler. As for the guide and such, I would advance that it's just to move the story forward that some things were aclipsed, which I'm fine with (as long as we don't remain lost in the bayou for twenty years).

Know Rel: 1d20 + 8 ⇒ (4) + 8 = 12


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

Diplomacy: 1d20 + 2 ⇒ (9) + 2 = 11 Just going through the motions
Cretien: What do I owe you for the rooms? 3.6 silver?

The next morning Asher complains to the others about being unable to find a guide, but discovers the need for pole boats. He'd recommend getting enough boats to carry the mules, so if they run across more than they can carry, they aren't forced to leave whatever they find behind.

Without a guide, they're left with Meredith's directions. Asher volunteers himself to try and navigate, having spent some time in inhospitable wilds during his time fighting for the archipelago, though he isn't by any means a specialist at it.

Survival: 1d20 + 2 ⇒ (10) + 2 = 12
Survival: 1d20 + 2 ⇒ (12) + 2 = 14
Survival: 1d20 + 2 ⇒ (13) + 2 = 15

Kn: Geography (if relevant at all here): 1d20 + 3 ⇒ (16) + 3 = 19


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 sorry if this is presumptuous.

Angus Relgion: 1d20 + 6 ⇒ (5) + 6 = 11
Cretien Religion: 1d20 + 8 ⇒ (16) + 8 = 24

Assuming Cretien passes on the information, who's going in on this? If no one, Johnathan will pay the 100gp


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

18gp ÷ number of PCs for the rooms. Cretien will pay his share for guide hiring, lemme know how much.


Shot Putter Funkmeister

Well 18 SILVER Pieces not gold :) Falko, if you had passed the check you could have read the spoiler because when the group of you met up later they would probably have mentioned the Voice of rot to you. I'll assume you take the dead livestock along.

Rain is slamming down into Agate the next morning, hitting the metal rooves of the hovels like a hammer on nails, and flooding the mucky main street. Your pole-boats are ready and you set out into the High Bayou, a landscape unlike anywhere else in the world, just as the sun is rising. Adarun recalls the way and Tiran is supremely confident (and possibly still drunk) that everything will go swimmingly.

After about twenty minutes you realise you are going to need to bail out the boats full time due to the unrelenting rain. You are all completely soaked and all your food supplies are ruined. And the rain just keeps pouring.

You paddle and pole around trees and other plants that poke up out from the slow water of the Bayou. Instead of being near the coast, this bayou is raised up on a plateau, flanked to the south by the mountains and to the north by rolling hills. The streams that gush down from the Anthras range should snake out towards the coast normally, but instead of flowing freely they are trapped by berms of massive spider webs. The giant ground spiders of the High Bayou have coated huge swaths of terrain with their nests, made of silk much like beavers craft dams of wood.

You have to travel slowly to avoid the dangers of the swamp. Swarms of biting insects flock to the scent of blood, and pale crocodiles blend into the white, silkcoated hillocks that peek out of the waters. Cypress trees shelter you from the heaviest downpours, and the hot sun in the gaps, but you have to navigate carefully to avoid drifting into titanic walls of web, as large as a hundred feet across, stretched between trees.

GM Rolls

Spoiler:
Constitution Checks: 1st 4 hours:Chretien 1d20 + 2 ⇒ (19) + 2 = 21, Johnathan 1d20 ⇒ 16, Asher 1d20 ⇒ 9, Falko 1d20 ⇒ 18, Angus 1d20 ⇒ 4

2nd 4 hours:Chretien 1d20 + 2 ⇒ (12) + 2 = 14, Johnathan 1d20 ⇒ 16, Asher 1d20 ⇒ 2, Falko 1d20 ⇒ 18, Angus 1d20 ⇒ 2

3rd 4 hours
1st 4 hours:Chretien 1d20 + 2 ⇒ (15) + 2 = 17, Johnathan 1d20 ⇒ 19, Asher 1d20 ⇒ 10, Falko 1d20 ⇒ 15, Angus 1d20 ⇒ 1

Asher take 3d6 ⇒ (3, 2, 2) = 7 non lethal damage due to mosquitoes

Angus take 3d6 ⇒ (4, 4, 1) = 9 non lethal damage due to mosquitoes
Asher, can you give me 3 more Survival checks


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 have a Mass Reallocation Unit (essentially a handy haversack but less space) would my food still be ruined?


Shot Putter Funkmeister

. what does it do?


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:
. what does it do?

The mass reallocation unit resembles a small metal barrel attached to a harness, and can be worn as a backpack. This item functions in a manner identical to a bag of holding, storing up to 750 lbs. of gear in an extradimensional space.


Shot Putter Funkmeister

ok that case that is ok. your food is safr.


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 rooms would be 3.6 silver each
and the bill for the livestock is 20gp each?

if so, i will amend my sheet accordingly

any other bills?


Shot Putter Funkmeister

nope, unless you bought s drink but that is about it.


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 has a miserable time with the mosquitos--though not as bad as some. "Uhg, does anyone know a smell that repels them?" He hugs himself and starts trying different smells with prestidigitation, seeing if anything keeps the bugs off. He pinches his nose shut, "I dot thik the dead livestahk is helpeen."


"This is just great. Just. Great..." mutters Falko, drenched, with his once wonderful wide hat flopping all the way down to his shoulders. "Perhpas we should come back another day?"

Or never at all?


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

thought we were supposed to kill the livestock there rather than having killed them already? i thought we were transporting live ones


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

"purchase 100 gp of livestock and slaughter them and put them on a poleboat"


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:
"purchase 100 gp of livestock and slaughter them and put them on a poleboat"

yeah, i guess i assumed we would do the slaughtering as we neared the voice of rot. or is it not a static entity? i guess i pictured a big rotting tree or something.


Shot Putter Funkmeister

Survival: 1d20 + 2 ⇒ (13) + 2 = 15
Survival: 1d20 + 2 ⇒ (1) + 2 = 3
Survival: 1d20 + 2 ⇒ (18) + 2 = 20

GM Rolls

Spoiler:
Constitution Checks: 4th 4 hours:Chretien 1d20 + 2 ⇒ (4) + 2 = 6, Johnathan 1d20 ⇒ 17, Asher 1d20 ⇒ 7, Falko 1d20 ⇒ 11, Angus 1d20 ⇒ 9
5th 4 hours:Chretien 1d20 + 2 ⇒ (1) + 2 = 3, Johnathan 1d20 ⇒ 8, Asher 1d20 ⇒ 16, Falko 1d20 ⇒ 14, Angus 1d20 ⇒ 8

Chretien takes 2d6 ⇒ (3, 6) = 9, John 1d6 ⇒ 2, Asher 1d6 ⇒ 2, Falko 1d6 ⇒ 6, Angus 2d6 ⇒ (4, 6) = 10 non lethal damage.

Asher after 20 hours of trial and error finally gets you to the dig site, the sacrifice to the voice of rot must have prevented monster attacks or something because at a few points you thought giant spiders would attack you but then they turned away.

Even though it is dark:A golden strip of fabric flutters in the rainy breeze. Woven around the trunk of a tree, it marks the first clear sign you’re getting close to Xambria’s dig site. Beyond in the distance you spy another golden marker, and far past it, hidden in the drizzle, perhaps a third.

A patch of land cleared of webs near the tree also sports a hitching post of sorts for your boats. You tie them up, then follow the trail a few hundred feet up a slight grade. The sparse trees of the swamp thicken to a tangle of greenery, studded with golden markers to show that civilization was once here.

You decide that it is best to set up camp for the night before proceeding forward.


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

could we drag the boats onto the shore and prop them up into something like a couple of lean-tos? or is there some kind of structure for us to take shelter in? Tarps or nets to use?


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

Sorry for the late post, been a busy couple of days. Removed 20.36 gp from my inventory. Also I guess the mosquito damage means bug spray WASN'T, in fact, a thing :).

GM: Out of curiosity, was the rain about what Asher would have expected from his weather sense, or would he suspect unnatural/magical weather tampering to increase it to such a torrent? My weather sense only predicts how the weather SHOULD be without intervention.

Asher approves of Cretien's idea to use the boats as shelter if none other presents himself, and after walking the mules onto the shore and securing them by rope and tethers to some kind of stable object (a tree?), checks the firewood to find it soaked.

"F@&$ing hells below!!" he starts mildly. "I don't know if this heavy b@&~#$!@ will light now! Any of you have some kind of magic to dry it out?! It's been far too long since I've been in a hellhole like this! Why weren't there any f@$%ing guides willing to show us around the gods-damned-webs!" he torrents out in a quiet mutter, trying to not let his anger alert every creature for a mile to their presence.


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

Can I Prestigitation the firewood dry? "It can color, clean, or soil items in a 1-foot cube each round." I imagine that could fit under 'clean'?

Johnathan flinches from the bugs and weather. "I don't like spiders."


Does my vermin repellent help with the non-lethal damage?

Falko takes about two minutes, using a cantrip to improve his appearance repeatedly, but finally abandons, looking somewhat better under the heavy rain.

As Asher seems to lose it, he takes a few steps away from the man, weary of the old 'veteran-loses-it-and-goes-guns-ablaze-on-innocent-bystanders' headline.

Though in this hellhole, we'll never make the headlines. Mosquitoes are bad for tourism. he thinks to himself.

"Yes John. Don't forget they like you though. This is no place to camp out in the open... Should we have... turns or something in a situation like this? How does it usually work?" he asks to his companions, obviously not having a clue about how to survive in the wilderness.


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

"Given some time, I could patch up the boats. Not as long as it would normally take, but still. Or I could put my inventing to other use. I have a few inventions that I can cannibalize, that I realize aren't really useful in the wilds."

"And yes, Falko, I do believe some kind of guard should be posted. Normally on expeditions, hired guards are used, but I suppose we do not have that luxury."


Shot Putter Funkmeister

Dragging the boats ashore is a great idea. @Falko, With the vermin repellent, normally it would have been effective for four hours but, it says it takes a round to wash it off. With the rains being as hard as they are, it really wouldn't help much. @Asher, The weather is a normal pattern for this area at this time of year. Johnathan, you could do that to start a fire.


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, despite looking miserable himself, comes over and smiles warmly to Asher. "It'll be fine, here..."

He crouches by the firewood and concentrates a moment. The wood gradually dries up, water seeping into the dirt. Then he touches the wood and a bright spark ignites it. His shoulders relax a bit from the concentration, and he rubs his hands together over the fire.


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

"Nice work, Johnathan. With all this moisture, we also probably don't have to worry about the fire spreading. The one good thing about this moisture, anyway."


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

He beams, "Thanks Professor."


"Ah! Fire! What a nice thing to see and comforting thing to feel!" says Falko as he gets closer to the warmth and feels his clothes slowly dry. In a better mood, he tries again to use his cantrips to make himself presentable, which he manages to do quickly.

Once again, he is his dazzling self.

I'm ok with the rain washing it off. Not to be a pain, but you usually don't get mosquitoes when it rains. If Falko is under the shelter and feels he's getting bit a lot, he'll use more repellent.

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