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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Dang! Sorry Asher, I've just let my move action go by...


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 believe he changed it to a standard action anyway


Shot Putter Funkmeister

Asher, I think is going to delay

Grimesly remains in shock.

Earworm 1 attacks Morgrym 1d20 + 4 ⇒ (4) + 4 = 8 touch, miss

Earworm 2 maintains grapple, touch, Morgrym 1d20 + 8 ⇒ (12) + 8 = 20
Will Save DC14 1d20 + 4 ⇒ (7) + 4 = 11 fail, You feel compelled to sit on the floor and do, you can do what you want but must remain seated. You now have Distance Madness.

The implanter then psychically explodes in Morgrym's ear causing 1d6 ⇒ 4, Reflex 1d20 + 8 ⇒ (5) + 8 = 13 for half.

Earworm 3 grapples John 1d20 + 4 ⇒ (3) + 4 = 7 fail

Earworm 4 maintains grapple, touch, John 1d20 + 8 ⇒ (2) + 8 = 10 fail and it loses its grip on Johnathan.

Earworm 8 takes down another civilian.

9-13 guard the doors.

Morgrym, Angus


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

Angus will cast a Divine Favor, move 20 ft forward in the direction of the large extraplanar creature

I am going to try and kill that thing he souts to the others

Current AC 22


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 reloads his musket (move) and readies to fire upon the maw creature once it's physical.

Not sure if you saw Johnathan's check GM. I don't see your ruling on it. Probably because his turn isn't actually up yet, I'd wager.

Once it's material:

attack: 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28
Damage: 1d12 + 10 ⇒ (9) + 10 = 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

Yeah it looks like if you wait for me, you'll still act before the maw creature.

"Order: Dr. Meredith, Falko, Rock, Asher, Thames, Inplanters, Morgym, Angus, John, Worm Maw, Cretien"


Shot Putter Funkmeister

Morgrym attacks the earworm near him 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 for sitting miss

Maw fort save 1d20 + 3 ⇒ (19) + 3 = 22 pass

Asher takes a 5ft step back and fires at the maw although it is not coporeal and hits doing some damage.

The worm maw swallows the mind of Grimelsy
Taking 2d6 ⇒ (1, 6) = 7 psychic damage
Will DC 14 for 1/2 and not being staggered1d20 + 4 ⇒ (12) + 4 = 16 pass

The two free tentacles attack Angus 1d20 + 3 ⇒ (16) + 3 = 19 miss
1d20 + 3 ⇒ (7) + 3 = 10 miss

Cretien


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

thanks for the npc, phone issues


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 attacks the big blob with his towering intellect.

INT DC 10: 1d20 + 4 ⇒ (15) + 4 = 19 vs fort


Shot Putter Funkmeister

Fort 1d20 + 3 ⇒ (6) + 3 = 9 fail.

The worm maw loses its translucent property for now.

Civilians are running around trying to escape.

Round 5

Xambria attacks one of the earworms near John, "I want to help!"

1d20 + 5 ⇒ (16) + 5 = 21 hit 1d6 ⇒ 1 to the earworm

Falko


"It's solid!" shouts Falko with some hope and he steps up, along with his few images, lunging with his rapier, asking his father to guide his blade.

"Estoc!"

Malice rapier with Luck: 1d20 + 8 + 3 ⇒ (9) + 8 + 3 = 201d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10


Shot Putter Funkmeister

Falko moves is to attack (AOO. 1d20 + 3 ⇒ (2) + 3 = 5 miss) and stabs it deeply feeling its squishiness under its blade.

Rock moves behind Falko and performs a little poetry in his ear casting 1d8 + 3 ⇒ (6) + 3 = 9 CLW to help heal Falko

Asher


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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

Romantic


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

"Finally!" Asher says through gritted teeth, ripping another cartridge of fire-dust open and ready as he reloads with practiced ease.

Point blank, touch ac, deadly aim!
attack: 1d20 + 10 - 2 + 1 ⇒ (9) + 10 - 2 + 1 = 18
Damage: 1d12 + 10 ⇒ (4) + 10 = 14


Shot Putter Funkmeister

Asher's bullet hits the worm maw and its body is torn open and it collapses dead.

Thames Grimesly feeling worse for wear stands up a smidge confused.

Earworm 1 attacks Morgrym 1d20 + 4 ⇒ (20) + 4 = 24 success and has an ovipositor in his ear.

Earworm 3 grapples Xambria 1d20 + 4 ⇒ (5) + 4 = 9 fail

Earworm 4 tries to attack John 1d20 + 4 ⇒ (12) + 4 = 16 success and has an ovipositor in his ear.

Earworm 8 and 9 take down another civilian.

10-13 guard the doors.

Morgrym, Angus, John, Cretien


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 reaches out and touches Xambria's shoulder, casting Protection from Evil on her. "That should help..."

Lots of effects, but the main reason: "While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target.

Also, this might keep the earworms off her:
Third, the spell prevents bodily contact by evil summoned creatures."

Lasts 5 minutes, so not very long once combat ends.


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

Angus wielding his sword in two hands goes for a mighty swing while fighting defensively

Take that you things from somewhere else !!! he says attacking the worm maw

PA Magic Longsword: 1d20 + 9 - 1 + 3 - 4 ⇒ (16) + 9 - 1 + 3 - 4 = 231d8 + 7 + 3 + 2 ⇒ (4) + 7 + 3 + 2 = 16

Current AC 25


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 bad off does the big blob enemy look? deciding whether to shoot while it is solid or try to keep it solid...


Shot Putter Funkmeister

I never knew that the word "dead" would be misunderstood twice. :) .... Asher killed the worm maw.


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

is there anything near because Morgrym is at four hp and the earworm in his head he cant get out is likely to knock him out and he cant stand up


Shot Putter Funkmeister

you could cast a spell.


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

oh, the pie is on my face. what are those two things around jonathan? are they the worms, i didnt really imagine them that big...


Shot Putter Funkmeister

Those are the earworms, they are small creatures.


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 sets his turret up.

... as i sadly should have done at the outset, but i forgot


Shot Putter Funkmeister

Morgrym, I am going to bot your action. From here on in, just make the best of a bad situation rather than hope my botted action will work out for you. The action I am choosing provides your character paid attention to what Falko discovered.

Morgrym wisdom check vs. earworm on him, reflex 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18 because of disease, success

DC16 reflex 1d20 + 3 ⇒ (20) + 3 = 23 pass the earworm remains.

Angus moves and attacks the closes earworm hitting it but doing a bit less damage than normal.

Concentration check Johnathan DC 22 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29 pass, and casts protection from evil.

The crowd moves out the north exit.

Round 6

Xambria attacks the earworm on John 1d20 + 5 ⇒ (1) + 5 = 6 miss

Falko


"Morgrym! Don't just sit there! At least attack them with your mind! See if you can make them solid!" snaps Falko at his colleague as he concentrates on making the one between Johnathan and Xambria solid while he charges it.

I don't know if I can do this, but MvA to try to make it solid, and StA to charge (I have a clean diagonal of 30 ft movement. Feel free to see it differently.

CHR with Luck DC 10 vs Fortitude to make it solid: 1d20 + 3 + 3 ⇒ (6) + 3 + 3 = 12

Charge with Luck: 1d20 + 8 + 3 ⇒ (17) + 8 + 3 = 281d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym will cast vanish again trying to become invisible even if unable to move more then stand before vanishing saying I cannot stand and am badly wounded


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

come closer to me Morgryn if you can i'll get as healing spell off as soon as i can he shouts


Shot Putter Funkmeister

You cannot charge because it is a fullround action.

FOrt DC 16 1d20 + 2 ⇒ (19) + 2 = 21 pass

Rock moves to attack the earworm with his rapier 1d20 + 5 ⇒ (17) + 5 = 22 his blade goes through the thoughtform creature.

Asher


Not to be a pain, but:

Last paragraph of charge (I'm not sure what the last phrase implies. Does it mean it can only be used when you only have a standard action? Anyway, your call. I just wanted to explain why I tried a charge):

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.


Shot Putter Funkmeister

Falko

Spoiler:
The wording "If you are able to take only a standard action" would mean more like if you were restricted from taking a full round action like if you were staggered. In this case you are choosing to use the mental attack. That is why you cannot move 30 feet and then charge. If you can find a ruling on this to the contrary.


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

"Good! Now someone make another real!"

Asher reloads and lines up another shot for when one of the earworms becomes fully material.

Not sure if that's now, I don't see a recent check here. Consider it a readied action.

Point blank within 30, touch AC within 40, Deadly aim. Taking a 5 foot step if that gets me in range of either.
Attack: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11 (+1 if PB)
Damage: 1d12 + 9 ⇒ (6) + 9 = 15 (+1 if PB)


GM:
Cool, I agree.


Shot Putter Funkmeister

Thames follows Rock.

Earworm 1 tries to maintain a grapple on Morgrym 1d20 + 8 ⇒ (6) + 8 = 14 yes,

Will DC16 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 fail

Morgrym

Spoiler:
Distant Madness
Type disease, varies; Save Will DC 14
Onset 1 day; Frequency 1/day
Effect –2 penalty on all future Will saves after the first failed save. Random
insanity following the second failed save (See the Pathfinder® Roleplaying
Game GameMastery Guide™ for Sanity and Madness rules). All subsequent
failed saves increase the will save penalty in increments of –2. If you fail your Will save, if you are creative in roleplaying the ailment, there are bonuses called "Insane Insight"

Sanity ailment table 1d100 ⇒ 88 fail
Schizophrenia Will DC 16 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10

Spoiler:
Effect –4 penalty on all Wisdom and Charisma-based skill checks; cannot take 10 or take 20; chance of becoming confused (see below) description A schizophrenic character has lost his grip on reality, and can no longer tell the difference between what is real and what is not. These constant hallucinations cause the schizophrenic to appear erratic, chaotic, and unpredictable to others. Each time a schizophrenic character finds himself in a stressful situation (such as combat) he must make a Will save against his insanity’s DC. Failure indicates that the character becomes confused for 1d6 rounds. If you have any ideas feel free to PM me.

The implanter then psychologically explodes causing 1d6 ⇒ 2 points of damage to Morgrym Reflex 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 for 1/2 takes 1 pt of damage

Earworm 3 grapples Xambria 1d20 + 4 ⇒ (6) + 4 = 10 unsuccessful
Earworm 4 tries to attack John 1d20 + 4 ⇒ (1) + 4 = 5 fail

Earworm attacks Angus 1d20 + 4 ⇒ (1) + 4 = 5 fail

Earworm attacks Falko 1d20 + 4 ⇒ (10) + 4 = 14 1d3 against mirror images 1=Falko 1d3 ⇒ 3 and it destroys one of his mirror images.

Earworm takes out a civilian.

The rest guard the exits.

John, Angus, Cretien


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 targets the nearest Earworm's Fortitude:
Cha: 1d20 + 4 ⇒ (18) + 4 = 22

Just want to check: Is Protection from Evil not working to keep the Earworm off Xambria?


Shot Putter Funkmeister

The earworms are actually Neutral, they are just hungry for thoughts.


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 think he meant more on the aspect of the mind control protection afforded

Cretien tries to make more enemies solid and shoot them.
if one is solid and i do the vs-fort mind attack, does that extend the duration of their corporeality? If so i will do it versus the one that i assume Jon made solid. I can't shoot with Cretien at something that is on someone or i have to take a -4 to hit, but the turret can snipe things with no penalty so I will have Cretien attack mentally and the turret shoot whatever is solid.

INT: 1d20 + 4 ⇒ (9) + 4 = 13 vs fort

turret atk: 1d20 + 7 ⇒ (19) + 7 = 26
dmg: 1d8 + 4 ⇒ (3) + 4 = 7


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

Angus will power attack the creature in front of him

PA Magic Longsword: 1d20 + 9 - 1 + 3 ⇒ (7) + 9 - 1 + 3 = 181d8 + 7 + 3 + 3 ⇒ (7) + 7 + 3 + 3 = 20

Current AC 22


Shot Putter Funkmeister

Johnathan's fortitude attack DC16 1d20 + 2 ⇒ (10) + 2 = 12 fail..the beast is not corporeal

Doing another Fort attack against it would only make the beast corporeal until your next turn once action more, what you could do is try the reflex save and then get 4 AOOs against it so it should surely dies.

Asher tries to shoot between the bodies by misses.

Angus' attack hits home but since it is still not totally there it does glancing damage.

Cretien


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'll do that then. did my rolls above. also you said John's attack to make it corporeal failed but i see he rolled a 22 above?


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

Morgrym stands up and brushes himself off he looks around and then down at his deplorable clothing and says Angus you idiot, why am I dressed in these bloody messed up clothing? Can't you see I need to be better dressed for this gala? Cretien fetch me my crown and cape! and Morgrym points at the monster and makes a mental attack on it. Stop this noise this instant you loud mouthed jester, cant you see I am busy... Dismiss yourself this instant!


Haha, The beast failed its Fort save and is corporeal. I guess I forgot the letters "in". The way the mental attacks work is this: it is a DC 10 then the beast has to do a Will, Fort or Reflex save to avoid the effects.

Inplanter Reflex save DC 16 1d20 + 3 ⇒ (11) + 3 = 14 fail

Rock AOO 1d20 + 5 ⇒ (20) + 5 = 25 crit 1d20 + 5 ⇒ (13) + 5 = 18 yes 2d6 + 2 ⇒ (5, 4) + 2 = 11

Rock Rackus runs it through and it dies and says, "Yeah Boyeeee!!!! You can't stop the bumrush!!!!"

Cretien's turret destroys the earworm on Angus.

Morgrym, please pick a mental attack and give me a roll.


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

The charisma check is just DC 10 pass or fail, then the target rolls to save vs. dc 16 regardless of the charisma check's #


Shot Putter Funkmeister

Yes


male Human Code name: "Black out" (soon to be Lasombra 9th generation)

mental wisdom attack: 1d20 + 2 ⇒ (7) + 2 = 9


Shot Putter Funkmeister

Morgrym is unable to make an affect.

Round 7

Xambria attacks the earworm near Johnathan 1d20 + 5 ⇒ (3) + 5 = 8 miss

Falko


"Manqué!"

Falko's eyes grow wide as his incantation just saved him from being violated by an earworm.

"My turn, earwax!"

Tightening his lips, he concentrates for a second on forcing the thing to materialize, then lunges at it with his rapier.

CHR with Luck DC 10 vs Fortitude to make it solid: 1d20 + 3 + 3 ⇒ (16) + 3 + 3 = 22

Attack with Luck: 1d20 + 8 + 3 ⇒ (12) + 8 + 3 = 231d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8


Shot Putter Funkmeister

Fortitude save DC 16 1d20 + 2 ⇒ (10) + 2 = 12 fail.

The earworm on Falko is corporeal and he stabs it with his rapier but it is still up.

Rock charges the earworm on Falko 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 hit doing 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5 killing the earworm,

He says, "Ya'll can't take us working dockzzzz down!!!!!"

Asher


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 takes a five foot step to the left while reloading. He aims his gun at Falko's earworm, but seeing it die reaims at the one near Johnathon.

"That one now!" He says, and readies his action to fire once it's corporeal.

Point Blank, Touch AC, Deadly Aim
Attack: 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25
Damage: 1d12 + 5 + 4 + 1 ⇒ (4) + 5 + 4 + 1 = 14


Asher, if you still have a move action, you can give making it materialize a try.

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