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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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

shopping list final for johnathan, and it sounds like johnathan will be leaving the crossbow/bolts behind, in exchange for the musket.


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

the only items i can think of in people's inventories might be javelins (although likely not strong enough to move a boulder) warhammer/pick (although likely too difficult to use under water) or gunpowder/firegems (likely not enough to blast such a big rock)

we may have to amputate


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

you are french havocprince?


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Danoran is. Ich bin Deutscher, aber ist unwichtig.


Shot Putter Funkmeister

Die Aussprache schon aber nicht ganz... na gut... ist ja schnuli, oder?


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Das is Wunderbar


M Humanborn

좋았다


Shot Putter Funkmeister

Komsomnida!!!! I lived in SK for 2 years... I liked Pusan better when it was called Pusan not Busan... ;)

I will hand wave this time but if you want to negotiate please give me a Diplomacy roll


M Humanborn

nice. i just spent 6 months 2hrs south of Seoul last year.


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Can't make a diplomacy check without 1 minute of interaction sir.


M Humanborn

should have made one to calm down the guy who had 4 people bumbling around trying to set his shattered leg. hahaha


Shot Putter Funkmeister

I lived in a city an hour north of Pusan, bus station... would still take another 45 minutes to get into the city or the beach...

With the diplomacy, even though it would take a minute but that roll will tell me if he/she would continue to listen to you or not...


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Ahh so sorry then, used to a stiffer interpretation of the rules.


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

I think the roll system is trying to kill us.


Shot Putter Funkmeister

should have listened to merle... ;)


M Humanborn

yeah that was my bad i got confused when we were doing the deciding.


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

well i think two of us said we deferred to merle's call


Shot Putter Funkmeister

It was three to one with two saying "I think the road is the best but I will leave it up to Merle" which in essence is at best a tie breaker vote but the other three were definite roadies, as GM, I followed where the majority of players wanted to go.

This situation came about because a group overlooking an enemy encampment were debating the fine points of whether one should attack or not and was spotted. I think the perception check was 20 or higher... c'est le guerre, i think wintry will like that one...


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

c'est Vraiment la Guerre :)


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Well gentlemen, if we die I just want you to know one thing, it has been an honor serving with 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

i would imagine someone as skittish as you would have an escape plan if necessary.


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Ha, you would think I would have. In this case though I am proud to lay my life down for king and country. My one regret is that I leave Risur in such a fractured state.


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

we aren't done just yet :)


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

as much as i dont like killing these guys, i have no other option but to leave them. unless.... did we climb up a rope to get where we are? or do the guys have rope on them? failing that, belts, bootlaces, etc?


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

i got 50 ft of rope


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

Well boom lets tie them up. Bind wrists and ankles, then bind one guy's wrists to the other guy's ankles and vice versa


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Will get a proper full sheet posted to Joseph some time today or tomorrow. I do believe he was one of my first attempts at a game so his profile is wonky as heck.


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

:D

pardon my rules lawyering. ♫ i just wanna live ♫


M Humanborn
GMEDWIN wrote:
Would the mechanus get an A.o.o, if it is behind the door and the soldier pushed it in, however we can pretend that the door is up to North American code for an entrance to a building which means it opens out and in that case maybe. On the other hand the mechanus might have to make a reflex save in order not to lose its balance because it was holding the door shut. But the man beat the strength check by 4. So I would have to say all the way. Now I am not completely sure about the A.o.o.

the mechanus is quadrupedal, so it'd be kinda like a horse trained to lean against the door with its weight.

considering the necessity of the light in the lighthouse being on (to save ships) i would imagine this lighthouse would be more defensible (i.e. it would have a bar for the door stored next to the door). as far as i know, the only necessity regarding doors opening inward or outward is only in special cases such as pool houses that store chemicals.

regarding the AoO, if the mechanus is pushed aside and the door is present, it still has some reach into the likely path of an intruder. for instance:

(O = open space; W = wall; - or | = door; m = mechanus; s = soldier)
OOOMOO
WW--WW in this instance the door is closed
OOOSOO

OO|OS|MO
WWOOWW in this instance the mechanus is actually in the space the door
OOOOOOO is displayed since the door doesnt take up an entire space

When the soldier moves up and to the right (towards the stairs up to the next level) the mechanus should get an AoO swipe.

ultimately the mechanus is super weak so if he doesnt get a swipe, i wont lose sleep over it. i guess i am just mad that my mechanus couldnt hold the door shut for even one round, and that i spent all that time looking for a bar for the door.


Shot Putter Funkmeister

I understand, remember the duchess just took the island and if there was a bar it was probably removed.


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 suppose, although i couldnt imagine why


Shot Putter Funkmeister

In a general sense why would attackers come from within the base and by that point the invasion would be all but complete. I digress...

Now I at least know what you meant by an A.o.o, when the soldier goes through the door you will get an A.o.o... Im sorry I rolled a 19... ;)

The truth is the next encounter should be a crap load of fun...


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

Uh oh, we're all gonna die! :D


M Humanborn

I have a work-related formal dinner event to attend tomorrow night, coupled with a project that I have been working on whose culmination is tomorrow morning. As such, my posts may be sparing for the next 48 hours. "Bot" me as needed, although I don't anticipate that being necessary.


Shot Putter Funkmeister

Hold the Lighthouse encounter:

Key Skills: Bluff, Constitution, Craft (Trapmaking), Diplomacy,
Knowledge (Engineering), Intimidate, Sleight of Hand , Spellcraft,
Stealth, Strength I am very flexible, so if you have a really baller idea feel free to ask me and I'll come up with a Skill/DC

Difficulty: Unless otherwise noted, all skill checks are DC 15.
In this encounter, the PCs want to ensure the sea gate remains open so
their allies can storm the fort. They are contested by enemy forces trying
to reach the controls for the sea gate and close it. The enemy forces come
in waves, and the PCs have time before each wave to prepare defenses.
The PCs can lay traps, set up barricades, actively attack, or otherwise
fend off the enemies’ advance. If the enemies defeat the PCs, they
can close the sea gate and make it much harder for the party’s allies to
attack.
Victory: The PCs win if the sea gate is open at the end of Round Ten
or any round thereafter. Their allies sail through and provide enough
reinforcements that the duchess’s forces cannot manage to retake the
lighthouse.
Failure: The PCs lose if they are all knocked unconscious, surrender,
or flee, and the sea gate is closed.
Passage of Time.
Every minute of the encounter is one “round,” and each PC can take
one action per round. PCs can also cast spells or use potions/scrolls to
heal or prevent damage, in addition to their primary action; the amount
of time required is inconsequential in the span of a one minute “round.”
However, for each spell cast (or other thing that takes a standard action),
the PC takes a –1 penalty to his or her check on that round.
Locations. which are already on the map
There are three locations in this skill challenge: the sea wall, outside
the lighthouse, and inside the lighthouse. Keep track of where each enemy
group is.
When PCs take their actions they can move to any location, but they
remain in that location until the start of their next turn. If a PC wants to
set up a trap on the sea wall, for instance, he risks being caught in the
open by approaching enemies.
If getting to a location would require moving through a location currently
occupied by enemies, the PC must make a Stealth check (DC 8).
This does not count as his action for the round, but if he fails, he gets
stuck in the enemies’ location. If that happens, he can choose a different
action, to try to make the best of a bad situation.

Sea Wall.
This location is too large to barricade effectively.
Outside the Lighthouse
This location can have no more than 20 points of barricade at a time.
Inside the Lighthouse
This location can have no more than 10 points of barricade at a time.
If the lighthouse has more than 5 points of barricade, PCs cannot easily
move into or out of the lighthouse. If an ally can throw a rope down from
a window, the PC can get inside, but both PCs involved take a –5 penalty
to their actions for the round.

Enemy Actions. After the PCs take their actions, the enemies act.
Various PC actions can destroy enemy units, but to reflect the simultaneity
of the scene, an enemy that is destroyed still gets to act on the turn. It is then removed at the end of the turn.
When enemies act, they move as far as they can, but they cannot enter
a location with a barricade, and they stop if they reach a location with a PC, trap, or ward.

If they stop next to a barricade, they first work to remove the barricade.
Each enemy reduces a given barricade by 1 point. When the barricade is
reduced to 0, it is destroyed.
Then, if they are in a location that contains a PC, for each enemy that
didn’t use its turn to remove barricades, one PC in the location takes 2
damage. If there are multiple PCs in the area, the PCs divide the enemies’ attacks as they choose among themselves.

Finally, for every enemy who still hasn’t acted, one PC in an adjacent
location takes 1 damage from enemy ranged attacks. The enemies can
only affect PCs inside the lighthouse if those PCs spent their action to
attack this turn. (Otherwise the PC is considered safe behind walls.)
PCs reduced to 0 hit points this way automatically stabilize and can
be revived by healing.


Shot Putter Funkmeister

Suggested Character Actions.
You may want to remind your players that they can always aid their
allies if their own skill modifiers are too low to have much chance of
succeeding alone.

Assemble Barricade. (Strength or Knowledge [Engineering]) A
PC hurriedly piles whatever’s at hand to halt the enemies’ advance.
The PC creates 3 points worth of barricade inside the lighthouse, or
2 points of barricade outside the lighthouse. A failed check places 1
point of barricade.
A PC cannot assemble a barricade in a location already occupied by
enemies, and there is not enough material to effectively barricade the
sea wall.

Battle. (Special)
The PC does not have to make a check to perform
this action. Instead, he must have a combat action (melee, ranged, or
spell—even a cantrip) that can affect an enemy in range. Melee attacks
work if the PC ends his turn in the same location as the enemies.
The PC kills 1 enemy. If he describes a particularly effective strategy
or gambit, he might at my discretion kill 2 enemies.

A PC in the lighthouse can make a Stealth check (DC 18) to snipe
and move to cover when attacking enemies outside the lighthouse or
on the sea wall. If successful, he takes no damage from any ranged
counterattacks.

Boiling Oil. (Special) This action can only be done once, and only
has an effect if enemies are right outside the lighthouse. No check is required,
but three PCs must be in the lighthouse and must all use this
action in the same round to have any effect. The PCs use the lighthouse
beacon’s brazier and supplies of fuel to create a pan of boiling oil, which
they pour out the window, searing anyone in front of the entrance. This
kills 5 enemies.
As with Battle, a PC can attempt Stealth to reduce damage from
counterattacks.

Brace. (Strength or Constitution DC 10) The PC must be inside the
lighthouse to use this action. By using his own force to hold barricades
in place, he makes it harder for enemies to get through. The first 2 enemies
who try to remove barricades this round have no effect.

Sabotage the Gate. (Special) A PC with the Technologist theme feat does not have to make a check to perform this action. Other PCs must make an Intelligence check (DC 15). If successful, the PC damages the controls of the sea gate mechanism. Even if the PCs are defeated by the
enemy forces, it takes 2 rounds for the enemies to repair the damage and
close the sea gate, giving reinforcements more time to get in.

Set Trap. (Craft (Trapmaking) or Disable Device) A PC uses available
materials (weapons, ropes, loose stones, supplies from storage) to
assemble a crude trap that lasts until the end of the encounter or until
expended. A PC cannot assemble a trap in a location already occupied
by enemies. When the enemies reach that location, the trap is expended
and kills 1 enemy.

Set Ward. (Spellcraft) As Set Trap, except a PC scratches some sigils
into a surface and uses one of his spells to prepare a temporary trap that
lasts until the end of the encounter or until expended. To use this action,
the PC must have a spell available that deals damage. Even a cantrip
works.

Stall. (Diplomacy or Intimidate) The PC shouts to the approaching
enemies, perhaps to try to convince them to surrender, to negotiate a
feigned surrender of the PCs, to cow them into holding off for reinforcements,
or to create a hostage situation. If the check succeeds, no enemies
advance this round.
Increase the DC by 2 for each previous round the enemies were stalled.


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

Ah, after reading this, i suppose my actions were

Assemble Barricade {inside lighthouse]
then next turn
Set Trap


Shot Putter Funkmeister

Wintry and Joseph, if you are having fun, feel free to make new characters : an easy in would be RHC members who are in the Flint Army/Navy militia.


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Not a problem. Been working on ideas since I was sure I was dead. Will have one up soon and will post here for consideration so as not to start an accidental flood on the recruitment page. Coming in at first or is everyone going to level soon?


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

we can of need someone who can heal joseph can i ask what idea are you having?


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

Damn what an ignoble death. Cretien will have to do something about that.


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Building a Paladin I think.


Shot Putter Funkmeister

Leveling will happen after the mission ends. So there are a few encounters left.

The most important thing to consider is who and how they get information. Make sure to look through the Player's Guide. This AP is a bit different than your standard AP so being a bit unconventional is ok. Race wise I am open but something real weird would be bad.


Shot Putter Funkmeister

Wintry, what are you thinking?


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

probably a melee cleric. not really sure how to go about it yet

how do you handle domains for a cleric?


Shot Putter Funkmeister

Well after rereading the Player's Guide I would think that being a cleric and a paladin wouldn't fit. The god's are rare and so if someone has to be a healer I would recommend a Oracle, Bard or something like that.

Don't forget themes...


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

running too many oracles and had an idea for an asimar paladin but if it wont work I am building a gunslinger gunsmith. Are we keeping the cash wevery party member got after the ship (1000gp) to keep us up with the characters a bit or are we sol?


Shot Putter Funkmeister

just standard starting cash

although as an alternative take on the paladin would be a dwarven eschatalogist philosopher.

In game it doesnt really make sense because the characters will be coming in as members of the RHC but in their reserve soldier/sailor status as part of the Risuri Militia or Naval Reserve.


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

i can play an other oracle type...


Shot Putter Funkmeister

Another healer isn't really that important... You do have Mithas who is an inquisitor. You guys need guile, charisma and combat savvy more than anything else.

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