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

Angus was about to move Ok, ok Falko not touching anything. Got it he says freezing in his tracks letting those with the required skill deal with the "trap"


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

"A tomb raider... dressed as a mummy? Are you sure?" Cretien asks, quizzically. He doesn't touch anything, so as not to spoil the man's plan.


Falko looks at Cretien like he's a child: "I mean... I mean it's been there a while. It wasn't a mummy back when it was a tomb robber. Makes sense? Now let me see if the way is clear..."

GM:

Not sure if I need to roll for us to get through... In case:
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Disable device: 1d20 + 13 ⇒ (18) + 13 = 31


Shot Putter Funkmeister

Falko

Spoiler:
You find a seam in the stone which can be pried
open as a move action, you can also tell that there is an animated mummy within, the other option would be to crouch and walk past.


"Ok, drop on your knees and go underneath it. DON'T TOUCH. ANY. THING!" says Falko and he leads the way to show how, though he suddenly gets nervous on the other side, by himself...


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

Despite Falko's erratic behavior, Asher does his best to heed his warnings. When his turn comes, he crawls low under whatever obstacle Falko had demonstrated.


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, bristling at the young man's tone, retorts, "Yes, well they didnt bloody well mummify it while it was on the blade! That would suggest that, after the mummification process that it decided to take a bit of a stroll and wound up transfixed."


Shot Putter Funkmeister

You continue moving forward for what seems like 200 feet but everything seems to be completely confusing. Up ahead you see a pillar connected to the wall just before the tunnel makes a 90 degree turn to the left.


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 remains in the back with Asher, letting Angus and Falko go first.


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 follows in the rear, ready for trouble and muttering something about not trusting "those bandaged a+%$~@@s." as he tries to keep his attention behind them.

GM: Feel free to use my previous roll, or just roll for me whenever you think another one might be appropriate. It'll save me the trouble of continuously rolling in each new scene.


Shot Putter Funkmeister

GM Rolls

Spoiler:
Perception: Asher 1d20 + 9 ⇒ (1) + 9 = 10 Falko 1d20 + 11 ⇒ (19) + 11 = 30, Jon 1d20 + 4 ⇒ (16) + 4 = 20, Chretien 1d20 + 7 ⇒ (4) + 7 = 11, Angus 1d20 + 5 ⇒ (16) + 5 = 21

Falko, Jon, Angus

Spoiler:
You notice the familiar pattern
of seven concentric rings surrounding a central white stone that marks
two spots, one just before and one just after each pillar. You also notice a 10-ft.
pole leans against the wall beside the symbol, a convenient 10 ft. from
the pillar. All but the last foot of the staff is blackened by fire. On the
ground beneath the symbol sit several torches, oil, flint, and steel.

Knowledge Religion DC 15

Spoiler:
identifies this symbol corresponds with Jiese, the plane of
fire, which is closest to the sun.

Falko says, "This is all crazy there is so many things out to get us we should go back" acting hysterically.


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 begins to get annoyed. "Son!" he half-barks at Falko. "Out there, there are a million things that HAVE been getting at us, or need I remind you of the spiders and mosquitoes?! Not a single thing has harmed us in here, keep your wits up!" He points back the way they came to emphasis 'out there' before shaking a finger at the young man.

"Blast it, I need a smoke. Did you dry out my cigarettes as well, Constable?" he directs this last to 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 keeps his eyes forward, and says softly, "No...but I can, whatever helps you focus. The hurting starts soon."


Shot Putter Funkmeister

Falko replies, "Can you not notice the fire trap in this room?!???"

Falko after having a bit of sense talked into him tries to see if he can disarm it.

Jon, you can read the knowledge religion because of your Skyseerness.

Disable Device 1d20 + 13 ⇒ (1) + 13 = 14 fail

A pillar of flame shoots out at Falko 3d6 ⇒ (1, 6, 5) = 12 Reflex DC 14 1d20 + 7 ⇒ (20) + 7 = 27

He springs the trap and nimble is able to avoid most of the fire and then says, "Hurry, I think it will reset soon!!!"


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

Nodding quickly, "Fire, yes, Jiese, the plane of
fire, closest to the sun. Falko be caref--"
He shields his eyes from the blast, then runs across as Falko suggests.


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

Assuming the party in front of him moves after Falko calls out his plan, Asher will hurry to pass the trap and hope that is hasn't reset by the time it gets to him.


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 hurries across the trap as the others do.


Shot Putter Funkmeister

The group of you hurry through that area and you notice that the tunnel splits into two different passages one to the right and the other straight ahead.


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

"Straight," Johnathan says without hesitation.


Shot Putter Funkmeister

You follow Johnathan's instruction and continue straight.

GM Rolls

Spoiler:
:
Perception: Asher 1d20 + 9 ⇒ (6) + 9 = 15, Falko 1d20 + 11 ⇒ (19) + 11 = 30, Jon 1d20 + 4 ⇒ (1) + 4 = 5, Chretien 1d20 + 7 ⇒ (10) + 7 = 17, Angus 1d20 + 5 ⇒ (20) + 5 = 25

Everyone but Jon [spoiler] You notice the familiar pattern
of seven concentric rings surrounding a central white stone decorates the floor up at three points near the edges of the trap A dot lies on the fifth ring from the interior.

Falko and Angus

Spoiler:
You notice tiny
shards of rock lying scattered all over the floor, as if a small boulder was
crushed to pieces.


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

Hold up for a second, you see over there those tiny shards of rock lying scattered all over the floor, as if a small boulder was crushed to pieces ? what do you make of that ?


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

"Hrmm... A trap of some sort? Think we can trigger it with something and hurry past like the last time?" Asher looks around them to see if there is any heavy stone debris that could be rolled through the area.

Perception (if needed): 1d20 + 9 ⇒ (17) + 9 = 26


Shot Putter Funkmeister

Falk nod his head and then tries to do it

Disable Device 1d20 + 13 ⇒ (15) + 13 = 28

Falko looks at the trap understands it fairly quickly and then is able to disarm it through magical means and Putting a large boulder in a particular spot.

Your group continues forward until you come into the next room.

Aberrations like what you witnessed at the arms fair have claimed this room as their home. Two fleshy orbs covered with dozens of eyes float a few feet above the ground. Other creatures crawl along the walls and ceiling like massive spiders, except they have only four legs, and long barbed tongues protrude from their mouths. Their forms all waver from solid to translucent.

MAP


Shot Putter Funkmeister

i am giving you first move. you can attack or give me some rolls


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

Round 1

Angus will pull free his weapon and will attack the closest fleshy orb fighting defensivly

Long Sword: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 121d8 + 4 ⇒ (8) + 4 = 12

Current AC 26


Shot Putter Funkmeister

That would be AC 25.


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 looks into the room and sees the aberrations. He narrows his eyes and spits onto the ground. "Oh, here we go then." he mutters.

Angus charges in and with a final look to the rear of the party, Asher swings his black musket 'Darling' around and moves up (30 feet away) to fire at one of the smaller creatures not engaged with Angus.

Attacking the closest spidery thing to Angus that isn't in melee with him. Deadly Aim, point blank, touch AC
Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d12 + 6 ⇒ (3) + 6 = 9

Falko: Don't forget about that potion of cure light wounds I requisitioned and put into your traveling pack. Can't let Johnathan be right YET!


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

If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.


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

"Now the hurting starts..." Johnathan follows Asher's aim, firing at the same target.

Atk: 1d20 + 4 ⇒ (13) + 4 = 17
Dmg: 1d12 ⇒ 7

He touches Asher's shoulder, imparting a skyseer vision.
1d20 ⇒ 12

Skyseer Touch:
Once every combat you may touch an ally and give them insight into future actions. The touched ally chooses one of the following: Attack Roll, Saving Throw, Skill Check, or Concentration Check, and then rolls a d20. The next time the ally would roll for the selected action, they may use the previously rolled result or opt to make a new roll. Other abilities that allow re-rolls may not be used in conjunction with this ability. If the action would have multiple rolls (such as iterative attacks), only the first roll is replaced.


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

Choosing attack roll
Skyseer touch: 1d20 ⇒ 7


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

Oh use mine. I've just been doing the roll for the skyseer thing to save people the trouble


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

Stepping up to the front-most part of the tunnel without entering the room, Cretien deploys his turret and draws what looks like an overly-mechanized heavy steel shield. As the turret makes ready and takes a shot, Cretien jams the shield into the ground, three powerful spikes extending downward to anchor it. Similarly to the turret's deployment, the device attached to the shield springs into action, folding out additional plates to increase defensive coverage and crenelating itself. Cretien cozies up to the device, placing his rifle in the makeshift battlement and surveying the battlefield below.

turret attack: 1d20 + 7 ⇒ (20) + 7 = 27 no penalty for firing into melee, so it'll target the one engaged with Angus if it lives, if it doesnt live, itll target the nearest enemy
dmg: 1d8 + 4 + 2d8 ⇒ (7) + 4 + (1, 1) = 13 assigning my firepower dice to it

crit confirm?: 1d20 + 7 ⇒ (3) + 7 = 10
if confirmed, bonus dmg: 1d8 + 4 ⇒ (5) + 4 = 9


Shot Putter Funkmeister

Angus' attack misses the target. Will save DC 16 1d20 + 3 ⇒ (16) + 3 = 19 pass

Asher's attack hits the creature but it seems to do less damage than you would expect.

Johnathan's attack looks like it should have hit the creature but the lead ball just hits the wall behind it.

Falko moves in to attack the creature Angus attacked 1d20 + 8 ⇒ (18) + 8 = 26 crit 1d20 + 8 ⇒ (6) + 8 = 14 yes hit doing 2d6 + 4 ⇒ (5, 4) + 4 = 13

Chretien's Turret hits the enemy on Angus and Falko and does less damage than would be expected.

After the party moves into the room except for Chretien, the entrances to the get covered by dense vines blocking view and entry of Chretien and his turret.

Round 1

Initiative:
Chretien 1d20 + 3 ⇒ (7) + 3 = 10, John 1d20 + 6 ⇒ (6) + 6 = 12, Asher 1d20 + 6 ⇒ (1) + 6 = 7, Angus 1d20 + 1 ⇒ (2) + 1 = 3, Falko 1d20 + 2 ⇒ (18) + 2 = 20, Crawlers 1d20 + 6 ⇒ (9) + 6 = 15, Eyes 1d20 + 2 ⇒ (19) + 2 = 21

Eyes, Falko, Crawlers, John, Chretien, Asher, Angus

Perception DC 15

Spoiler:
notice the familiar pattern
of seven concentric rings surrounding a central white stone lies in the center of the room’s floor, marked with a green dot on the map. A dot lies on the third ring, and an even tinier ring surrounds that dot.

Eyes 1 shoots a psychic beam at Angus, ranged touch attack 1d20 + 7 ⇒ (19) + 7 = 26 hit where he takes 2d6 ⇒ (1, 4) = 5 force damage

Angus

Spoiler:
You start dreaming of a large horseless carriage running over your parents as they scream, please give me a DC16 Will save on your turn

Eyes 2 flies ten feet and shoots a psychic beam at Johnathan 1d20 + 7 ⇒ (9) + 7 = 16 hit causing 2d6 ⇒ (3, 1) = 4 force damage

Johnathan

Spoiler:
You start to have a dream of your father's workshop, where the entire workshop start to burn in acid which melts your mother's foot off when she tries to stop it. PLease give me a DC 16 Will save on your turn
no

Falko attacks the crawler on him and Angus 1d20 + 8 ⇒ (13) + 8 = 21 hit 1d6 + 2 ⇒ (2) + 2 = 4 Falko destroys one of the Crawlers with his Malice Wrought rapier.

Crawler 1 attacks Angus with its harpoon, reach touch attack1d20 + 2 ⇒ (18) + 2 = 20 hit 1d3 + 1 ⇒ (1) + 1 = 2 grab 1d20 + 2 ⇒ (11) + 2 = 13

Crawler 2 moves to attacks Angus with its harpoon, reach touch attack1d20 + 2 ⇒ (7) + 2 = 9 miss

Crawler 3 attacks Johnatan with its harpoon tongue, reach touch attack1d20 + 2 ⇒ (5) + 2 = 7 miss

Crawler 4 moves to attack Johnatan with its harpoon tongue, reach touch attack1d20 + 2 ⇒ (1) + 2 = 3 miss

Crawler 5 moves to attack Johnatan with its harpoon tongue, reach touch attack1d20 + 2 ⇒ (12) + 2 = 14 miss

Crawler 6 moves to attack Johnatan with its harpoon tongue, reach touch attack1d20 + 2 ⇒ (9) + 2 = 11 miss

Crawler 7 moves to attack Asher with its harpoon tongue, reach touch attack1d20 + 2 ⇒ (18) + 2 = 20 hit 1d3 + 1 ⇒ (1) + 1 = 2 grab 1d20 + 2 ⇒ (6) + 2 = 8 no

Team, except 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

Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Will: 1d20 + 5 ⇒ (3) + 5 = 8

Johnathan's eyes roll back in his head and his expression gradually changes to one of horror, then he starts sobbing.

If he's capable after the failed will save, he'll cast Mirror Image.


Shot Putter Funkmeister

Yes you can


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

John: Oh! Okay, I missed that

"Dufrene!" Asher barks as the vines grow between the engineer and the rest of the party.

He takes a five foot step back so he can fire safely (assuming there is room to with bugs all around us [if there is nowhere I can shift to where I can fire without provoking, I'll draw my rapier]), reloads his gun (or not if he drew his rapier), and wait for the most injured one in the group to waver toward its more solid state before attacking.

If rapier:
Using Johnathan's sky-seer roll 12. +4 to hit

16 total to hit.
Damage: 1d6 - 1 ⇒ (5) - 1 = 4

If musket:
Using Johnathan's sky-seer roll 12. +Deadly aim, point blank, touch AC. +8 to hit

20 total to hit. (-4 if in melee with someone else)
Damage: 1d12 + 6 ⇒ (11) + 6 = 17

Looking at the vines, Asher tries to see if they look cutable, if not by him then maybe through Angus's swordsmanship.


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 draws his any-tool, and unfolds a large machete-like blade. He attempts to hack the vines away that have blocked his view.

not sure what to roll to damage the dense vines. Turret will fire through them as well, targeting the same enemy as last time. not sure what penalty will be added to the shot, or it might just damage the vines only.

turret attack: 1d20 + 7 ⇒ (5) + 7 = 12 no penalty for firing into melee, so it'll target the one engaged with Angus if it lives, if it doesnt live, itll target the nearest enemy
dmg: 1d8 + 4 + 2d8 ⇒ (1) + 4 + (3, 2) = 10 assigning my firepower dice to it


Shot Putter Funkmeister

Chretien, please roll me damage for your any-tool, thingy, the vines are too thick to fire on the any other target but the vines

John casts mirror image on himself, but is compelled to walk towards the back wall. 1d4 + 1 ⇒ (4) + 1 = 5 so there are 5 mirror images

Chretien hacks at the vines in front of him and his turret shoots those in front of it.

Asher takes a 5ft step and fires at the one that attacked him, hitting it but doing less damage than he thinks he should.

Angus Will 1d20 + 3 ⇒ (14) + 3 = 17 pass

Angus moves to attack the vines in front of Chretien vs AC 10 1d20 + 9 ⇒ (6) + 9 = 15 hit 1d8 + 4 ⇒ (7) + 4 = 11

Chretien's Rocbar 1d20 + 5 ⇒ (13) + 5 = 18 1d12 + 1 ⇒ (4) + 1 = 5, through their combined efforts the space in front of Chretien is free.

Traps: The unknown to you crack in the floor opens up ten feet and both sides of the floor pull you five feet closer to the western wall.

Wall trap vs Johnathan 1d20 + 8 ⇒ (20) + 8 = 28 crit 1d20 + 8 ⇒ (9) + 8 = 17 yes 2d8 + 12 ⇒ (7, 5) + 12 = 24

Which does it hit 1d6 ⇒ 2 1=Johnathan, due to the critical, the trap destroys two images

Wall trap vs. Angus 1d20 + 8 ⇒ (6) + 8 = 14 miss

Wall trap vs. Eyes 1d20 + 8 ⇒ (12) + 8 = 20 hit 1d8 + 6 ⇒ (1) + 6 = 7

Round 2

Eyes 1 shoots a psychic beam at Falko, ranged touch attack 1d20 + 7 ⇒ (8) + 7 = 15 hit 2d6 ⇒ (3, 1) = 4 force damage Will DC 16 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17 pass

Eyes 2 shoots a psychic beam at Angus, ranged touch attack 1d20 + 7 ⇒ (20) + 7 = 27 crit 1d20 + 7 ⇒ (2) + 7 = 9 no 2d6 ⇒ (4, 2) = 6 force damage

Angus

Spoiler:
Your dreams become more and more horrofic and please give me a DC 16 Will save before your action

Falko takes a CMW potion 2d8 + 5 ⇒ (3, 7) + 5 = 15 and moves 15 feet.

Crawler 1 attacks Johnathan with its harpoon, reach touch attack1d20 + 2 ⇒ (19) + 2 = 21hit 1d3 + 1 ⇒ (1) + 1 = 2 grab 1d20 + 2 ⇒ (6) + 2 = 8 unsuccessful

Crawler 2 moves to attack Asher with its harpoon, reach touch attack 1d20 + 2 ⇒ (9) + 2 = 11 miss

Crawler 3 attacks Falko with its harpoon tongue, reach touch attack 1d20 + 2 ⇒ (8) + 2 = 10 miss

Crawler 4 attempts to climb 1d20 + 9 ⇒ (6) + 9 = 15 and climbs 20ft above the pit.
Crawler 5 moves to the wall to prepare to climb
Crawler 6 moves to the wall to prepare to climb

Crawler 7 climbs 1d20 + 9 ⇒ (15) + 9 = 24and climbs the wall toward Chretien.

Team -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

House rule on destroying 2 images on crit? I don't mind, just checking.

Johnathan will wait until Angus moves in front of them, then cast Enlarge Person on him, causing the Elf to suddenly double in size.

Your Cold Iron Longsword is now 2d6+5 with 10' reach and +1 to attack rolls. Downside: -2 to dex and -1 AC.

Also, should provide cover from some of those ranged touch attacks, for those of us behind you.

P.P.S, that crawler touch attack would get a mirror image roll.

Mirror Images: 1d3 ⇒ 3 1=Johnathan

Assuming trap did take 2 images, then I'm down to 2 left


Shot Putter Funkmeister

Ooops forgot, casting enlarge person on Angus may cause him to fall into the pit, there is not much room either for the other characters to move.

One of Johnathan's mirrors gets destroyed by the harpoon.


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 waiting for him to move to a better spot now that he's done with the vines. Withholding til then.


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, didnt roll the tool damage since it's an any-tool, so it can make any mundane tool. thanks for rolling dmg for me though, wasn't sure how you wanted to run it. i figured the vines were too thick to target an enemy, but i'm glad the gun could at least damage it, i figured i would need help even with a machete.

MOVE: Look for trap mechanism
perception: 1d20 + 7 ⇒ (5) + 7 = 12
FREE: call out location of mechanism if i see it
SWIFT: direct turret to target Eye to the right
STANDARD: Also fire on the eye to the right.

Cretien: 1d20 + 7 ⇒ (13) + 7 = 20
dmg: 1d10 + 1 + 2d8 ⇒ (10) + 1 + (5, 4) = 20

Turret: 1d20 + 7 ⇒ (8) + 7 = 15
dmg: 1d8 + 4 ⇒ (3) + 4 = 7


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

Cretien: Pretty sure we've healed that non-lethal over night that you've still got marked down.

"Damnit!" Asher growls as the floor opens up.

If the floor is STILL opening up, and Cretien failed to see it, Asher will look for it himself

Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Assuming he sees it, or Cretien pointed it out, he'll go and attempt to interact with it.

If the floors are NOT continuing to open
Asher reloads his weapon, takes a 5 foot step closer to the west wall, and fires upon the most injured looking thing.

Deadly Aim, Point blank, Touch AC range
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d12 + 6 ⇒ (1) + 6 = 7


Shot Putter Funkmeister

Chretien shoots the eyes on the right but his turret aims at the other eyes beast because its view is obstructed, both shots hit but do less damage than would be expected.

Asher continues his fire on the crawler he attacked before.

Angus moves further inland and magic missiles the enemy that Asher has been attacking 2d4 + 2 ⇒ (3, 1) + 2 = 6 destroying the beast.

Johnathan enlarges Angus

Angus Will DC 161d20 + 3 ⇒ (13) + 3 = 16 pass
The trap floor slides five feet east and west making the pit wider.

Falko Reflex to grab ledge DC 15 1d20 + 7 ⇒ (6) + 7 = 13 fail, Falko falls down into the pit taking 1d6 ⇒ 1 falling damage, feeling that he has fallen at least 100 feet.

Trap vs Crawler 6 1d20 + 8 ⇒ (13) + 8 = 21 hit 1d8 + 6 ⇒ (5) + 6 = 11

Trap vs Angus 1d20 + 8 ⇒ (11) + 8 = 19 miss

Round 3

Eyes 1 shoots a psychic beam at Angus, ranged touch attack 1d20 + 7 ⇒ (4) + 7 = 11 hit 2d6 ⇒ (3, 5) = 8 force damage

Angus

Spoiler:
You nightmares seem more and more real please roll me a DC 16 Will save before you make your next action

Eyes 2 shoots a psychic beam at Chretien, ranged touch attack 1d20 + 7 ⇒ (12) + 7 = 19 hit 2d6 ⇒ (3, 4) = 7 mind force

Chretien

Spoiler:
You start having horrific dreams about the shelling of your childhood home during the Second Yerasol War and the noise becomes deafening, please roll me a DC 16 Will save before your next turn

Falko

Falko

Spoiler:
Roll me a Will save DC 10 and tell me what you would do if you weren't in the pit


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

@GM: I'm not seeing any "search for pit mechanism" moderation from either Cretien's or my own posts, success or fail. Are you missing these?


Shot Putter Funkmeister

the dc 15 for that was written in round 1. since the score wasn't high enough, you couldn't find any.


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

miss chance against Cretien: 1d100 ⇒ 68 1-20 misses

will save: 1d20 + 2 ⇒ (6) + 2 = 8

dunno what their DR is, but my thundershot is +1 so should do full dmg if their DR is just X/magic


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

Ditto. I'm guessing that they are insubstantial though. Magic is needed to affect them, but force/ghost touch (or something like that) to do full damage. Not 100% up to date on pathfinder insubstantial rules. At least they probably don't have both DR AND Insubstantiability, like, say, a shadow demon!


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
LeMond Asher wrote:
Ditto. I'm guessing that they are insubstantial though. Magic is needed to affect them, but force/ghost touch (or something like that) to do full damage. Not 100% up to date on pathfinder insubstantial rules. At least they probably don't have both DR AND Insubstantiability, like, say, a shadow demon!

hey! dont give ideas!


Shot Putter Funkmeister

EN, the publishers of ZG, create their own creatures which are found in the module. You'll figure out how to best defeat them after the Ziggurat. :)

Will DC 10 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21 pass

Falko moves over to the Crawler and attacks with his rapier 1d20 + 9 ⇒ (12) + 9 = 21 hit 1d6 + 2 ⇒ (4) + 2 = 6 but not doing as much damage as he thinks it would.

Crawler 1 bites Angus 1d20 + 2 ⇒ (13) + 2 = 15 miss

Crawler 2 bites Falko 1d20 + 2 ⇒ (17) + 2 = 19 hit 1d6 + 1 ⇒ (6) + 1 = 7

Crawler 4 attacks Falko from above with harpoon, range touch 1d20 + 2 ⇒ (8) + 2 = 10 miss

Crawler 5 attempts to climb to the ceiling 1d20 + 9 ⇒ (2) + 9 = 11 fail it just gets on the wall

Crawler 6 attempts to climb to the ceiling 1d20 + 9 ⇒ (12) + 9 = 21 it goes on the ceiling

Crawler 7 attacks Chretien from above with its harpoon tongue, range touch 1d20 + 2 ⇒ (17) + 2 = 19 hit 1d3 + 1 ⇒ (1) + 1 = 2, grab 1d20 + 2 ⇒ (16) + 2 = 18 it pulls you up five feet off the ground, you are grappled. The crawler now seems fully corporeal.

Team - Falko

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