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

What are you thinking? The eye is a thoughtform creature so gas would affect it until the next translucent round.


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

Angus will attack the same target Fighting Def

PA Longsword: 1d20 + 9 - 4 - 1 ⇒ (8) + 9 - 4 - 1 = 121d8 + 8 ⇒ (4) + 8 = 12

Current AC 25, touch 15


I'm assuming that Morgrym lies invisible.

Unaware of his companion's horrible demise, Falko thanks his guardian for keeping his skin mostly free of bleeding holes and picks his rapier up, looking at Xambria: "Now, where were we? Ah yes, bloody murder..." and he stabs at the woman, his father guiding his strike.

Rapier with luck: 1d20 + 8 + 3 ⇒ (4) + 8 + 3 = 151d6 + 4 + 3 ⇒ (4) + 4 + 3 = 11


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 heads down the hallway, swapping weapons on the move, before taking a shot at the dark creature next to Saxby.

thundershot: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d10 + 1 + 2d8 ⇒ (4) + 1 + (4, 8) = 17


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 backs a 5 foot step away from the target, reloads, and fires upon it.

Attack: 1d20 + 10 - 2 + 1 ⇒ (15) + 10 - 2 + 1 = 24
damage: 1d12 + 5 + 4 + 1 ⇒ (5) + 5 + 4 + 1 = 15


Shot Putter Funkmeister

Asher hits his target but does less damage than normal.

AOO against Falko 1d20 + 5 ⇒ (15) + 5 = 20 hit 1d3 ⇒ 1 1= Falko hit 1d6 ⇒ 6

Falko hits Xambria doing her serious damage.

Angus misses his attack

Cretien hits his target doing less than normal.

Is it standard half piercing/half fire?

Asher Will Save DC 161d20 + 3 ⇒ (17) + 3 = 20 pass

Round 10 (5—Normal.)
===PAY ATTENTION====

Mind grasp vs. Saxby DC20 1d20 + 3 ⇒ (14) + 3 = 17 fail

Saxby walks over to her safe and starts to unlock it.

Stalker full attacks Angus 1d20 + 6 ⇒ (3) + 6 = 9 miss
2nd 1d20 + 6 ⇒ (12) + 6 = 18 miss

Pistolero loads his pistol.

John


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 throws a flame jet to bounce between Sijhen then Xambria.

5d6 ⇒ (3, 4, 1, 4, 5) = 17
2d6 ⇒ (2, 6) = 8

DC 16 reflex on first, DC 14 on second, for half damage.


Shot Putter Funkmeister

Sijhen reflex 1d20 + 4 ⇒ (15) + 4 = 19 pass, Sijhen in unaffected by the fire
Xambria reflex 1d20 + 6 ⇒ (7) + 6 = 13 fail, Xambria falls unconscious.

eye 1 targets Asher eye beam 1d20 + 7 ⇒ (13) + 7 = 20 hit 2d6 ⇒ (5, 4) = 9 force damage

eye 2 targets another in the secretarial pool with its eye beam 1d20 + 7 ⇒ (10) + 7 = 17

Sihjen mind whips Cretien 1d20 + 7 ⇒ (9) + 7 = 16 touch hit 2d6 ⇒ (1, 4) = 5
DC17 Will 1d20 + 5 ⇒ (11) + 5 = 16 fail, you drop your weapon and are stunned.

asher, Falko, Cretien, Angus


Shot Putter Funkmeister

Forgot Johnathan's helper helping Delft the past two rounds

Diplomacy 1d20 + 2 ⇒ (12) + 2 = 14
Diplomacy 1d20 + 2 ⇒ (17) + 2 = 19

Close but no cigar


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

Piercing

Guess I'm still stunned?


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

longsword fighting def: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 151d8 + 4 ⇒ (5) + 4 = 9 as he attack the slayer

Current AC 25 touch 15


Shot Putter Funkmeister

Cretien, yes you are still stunned. I just needed the info for my math. :)


Shot Putter Funkmeister

Asher, Falko,


Shot Putter Funkmeister

Asher attacks 1d20 + 10 - 2 + 1 ⇒ (18) + 10 - 2 + 1 = 27
damage: 1d12 + 5 + 4 + 1 ⇒ (9) + 5 + 4 + 1 = 19

Falko moves to attack Sijhen Charisma 1d20 + 8 + 3 ⇒ (15) + 8 + 3 = 26 hit 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10

Angus misses.

Round 11 Normal=== Round 1 of third revolution

Saxby unlocks the safe but starts fidgeting something else.

Stalker full attacks Angus 1d20 + 6 ⇒ (20) + 6 = 26 crit 1d20 + 6 ⇒ (15) + 6 = 21
no hit 1d6 + 2 ⇒ (1) + 2 = 3 Fort DC 15 1d20 + 1 ⇒ (11) + 1 = 12 fail taking 1d2 ⇒ 1 strength damage

1d20 + 6 ⇒ (10) + 6 = 16 miss

Pistolero takes a 5ft step back and shoots at Asher 1d20 + 1 ⇒ (14) + 1 = 15 miss due to non magical ranged.

John


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

phew


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

"Saxby, you can't let Sijhen have it!"

Johnathan sets a determined hand on the Cretien's shoulder, and imparts a vision of the future.
Skyseer Touch: 1d20 ⇒ 20
You can use that crit 20 on any future Attack Roll, Saving Throw, Skill Check, or Concentration Check.

He then targets Sijhen's Fortitude, then quickly launches a burst of magic missiles at it.
Cha: 1d20 + 4 ⇒ (17) + 4 = 21
MM: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11

(Free Action, Move, Standard)


Shot Putter Funkmeister

DC 16 Fort 1d20 + 6 ⇒ (7) + 6 = 13 fail slamming Sijhen with his magic missiles

eye 1 targets colleague eye beam 1d20 + 7 ⇒ (15) + 7 = 22 hit 2d6 ⇒ (2, 1) = 3 force damage and is unconcsious

eye 2 targets another in the secretarial pool with its eye beam 1d20 + 7 ⇒ (4) + 7 = 11 miss

Sijhen full attacks Falko 1d20 + 7 ⇒ (8) + 7 = 15 miss
1d20 + 7 ⇒ (16) + 7 = 23 hit 1=Falko 1d3 ⇒ 3 destroying one of his mirror images.

Asher, Falko, Cretien, Angus


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

Woops, sorry, one other effect that I keep forgetting I have. DC 16 or be silenced for 1 round.

Spoiler:
Whenever you cast an evocation spell, you may select one affected target that fails its save to suffer the choking airlessness of the void, silencing it (as silence, but affecting only the target) for 1 round. This is a supernatural ability.


Falko knows that there won't be any stopping the alien from escaping again once he gets what he came looking for.

Accordingly, Falko moves up to Saxby and tries to lock the safe again before she can retrieve what Siljhen is looking for.

Not sure whether and how I can do that. Let me know what you think. Also, I have almost no access to Internet, so feel free to bot me the way you feel makes sense.


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

can cretien actually act this round?


Shot Putter Funkmeister

You were only stunned for one round.


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 takes a shot at the enemy.

attack w/Jon's foresight: 20 + 7 = 27
bludgeon+pierce damage from a +1 weapon: 1d10 + 4 + 2d8 ⇒ (2) + 4 + (6, 2) = 14

crit confirm: 1d20 + 7 ⇒ (3) + 7 = 10
extra damage if crit: 2d10 + 8 ⇒ (2, 10) + 8 = 20


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

Aw, figures my one super cool skyseer roll doesn't get crit confirmed :D


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 moves 5 feet to take cover behind the nearby wall. He reloads, but instead of firing, drinks a potion from his bandoleer.

healing: 1d8 + 1 ⇒ (8) + 1 = 9


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

Casting on the defensive Concentration DC 19: 1d20 + 7 ⇒ (13) + 7 = 20 a CMW: 2d8 + 5 ⇒ (5, 5) + 5 = 15 on himself


Shot Putter Funkmeister

Falko moves to grab Saxby's the key to prevent her from openning the safe, triggering a trap on the safe delivering 2d6 ⇒ (5, 1) = 6 fire damage
DC 16 Reflex for Falko 1d20 + 7 ⇒ (11) + 7 = 18 pass for half
Dc16 for Saxby 1d20 + 9 ⇒ (13) + 9 = 22 pass

Cretien shoots Sijhen and the Gidim goes down in a mass on the ground and with that Saxby regains her facilities and collapses on the ground and says, "How?"

Falko

Spoiler:
You feel a voice speak to you soft and feminine "Thank you Constable Escheus for killing that evil alien being. Sijhen. Uggh... can you possibly help me and my spirit continue on." Basically, you have three options. 1) You can take on a Boon spirit. 2) you can try to help her get her body back and restore her or 3) you can just let her die. You get the three options because of your Spirit Medium theme. Of the three characters in the room you are the most interesting to her because you are both Archaeologist bards, pm me what you want to do

Round 12 Transparent=== Round 2 of third revolution

Saxby after breaking free rubs her temple and then notices that reality is still hanky and says, "We need to figure out how to stop this madness."

Stalker full attacks Angus 1d20 + 6 ⇒ (4) + 6 = 10 miss
1d20 + 6 ⇒ (4) + 6 = 10 miss
Pistolero takes a 5ft reloads his pistol.

John


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 spends his turn trying to figure out what's going on, if Sijhen is really dead or just incapacitated, if there's any way to kill/contain it--any information he can glean from the situation.

Kn.Arcana: 1d20 + 6 ⇒ (13) + 6 = 19
Kn.Planes: 1d20 + 6 ⇒ (1) + 6 = 7


Shot Putter Funkmeister

John

Spoiler:
You can tell that it isn't still alive

eye 1 targets 1=Asher, 2 Stalker 1d2 ⇒ 1 eye beam 1d20 + 7 ⇒ (11) + 7 = 18 hit 2d6 ⇒ (5, 6) = 11 psychic damage

eye 2 targets another in the secretarial pool with its eye beam 1d20 + 7 ⇒ (3) + 7 = 10 miss

Asher, Falko, Angus, Cretien


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

Angus Will full attack the stalker Pa longsword: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 201d8 + 9 ⇒ (7) + 9 = 16 using his sowrd with two hands

Current AC 22


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

what is that weird thing on the left of the basement level, or do we know about that? looks like explosions.

Cretien moves up the hallway back from where he came, seeing the enemies on Angus and prepares to drop down in the next round.

i should end up by the door to the right-most 14 room, readied action to drop down one level when the floor goes insubstantial.


Shot Putter Funkmeister

That you cannot see yet.

Asher, Falko


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 fires upon on the pistolero that's been peppering him and Angus.

attack: 1d20 + 10 - 2 + 1 ⇒ (1) + 10 - 2 + 1 = 10
Damage: 1d12 + 5 + 4 + 1 ⇒ (3) + 5 + 4 + 1 = 13

Then he swears, and clears the jam.


Shot Putter Funkmeister

Falko can resolve his action in retcon form,

Asher clears his jam.

Cretien moves,

Angus hits his assailant but he is still up.

Round 13 Translucent === Round 3 of third revolution

1d4 ⇒ 4,

Two flying monsters appear outside attacking pedestrians.

Stalker full attacks Angus 1d20 + 6 ⇒ (17) + 6 = 23 hit 1d6 + 2 ⇒ (6) + 2 = 8
1d20 + 6 ⇒ (3) + 6 = 9 miss

Pistolero double moves downstairs.

John


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 lights Sijhen's remains on fire with Spark, and moves towards the sounds of battle.


Shot Putter Funkmeister

eye 1 targets the stalker eye beam 1d20 + 7 ⇒ (13) + 7 = 20 hit 2d6 ⇒ (5, 1) = 6 psychic damage killing the stalker.

the magic keeping him in this world
ruptures in a flash of white-hot flame. This acts like a fireball that deals 3d6 ⇒ (6, 6, 3) = 15 points of
fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves
this damage. The dark stalker’s gear, treasure, and body are pulled into the Bleak
Gate.

Reflex DC15 Angus 1d20 + 2 ⇒ (16) + 2 = 18 pass, Asher 1d20 + 8 ⇒ (17) + 8 = 25 pass, Eye 1d20 + 6 ⇒ (10) + 6 = 16 pass

eye 2 targets secretary eye beam 1d20 + 7 ⇒ (16) + 7 = 23 hit 2d6 ⇒ (5, 3) = 8 psychic damage

Asher, Angus, Falko, Cretien


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 gun, then drinks another potion.

healing: 1d8 + 1 ⇒ (7) + 1 = 8

If I can 5 foot step anywhere for better cover, I do


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

Angus had managed to avoid most of the flames but he was still heavily burned.

Casting on the defensive Concentration DC 19: 1d20 + 7 ⇒ (16) + 7 = 23

a CMW: 2d8 + 5 ⇒ (6, 8) + 5 = 19 on himself in order to keep on fighting


Shot Putter Funkmeister

To answer Cretien's question from last round. Now that you can see. Those two things are locomotives.


Falko winces as the safe erupts in flame, barely able to avoid the worst of it. Then, as his attention is taken elsewhere, he pauses, his father standing in the corner of the room and slyly smiling at him.

Delay.


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

are we on 'simply see through' round or are we on 'can jump through walls' round?


Shot Putter Funkmeister

jump through walls and see everything, last round was you can see everything but only on your floor.


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 had a readied action to jump down when the floor changed, then he will take a shot at the eye and move forward.

thundershot: 1d20 + 7 ⇒ (20) + 7 = 27
dmg: 1d10 + 4 + 2d8 ⇒ (2) + 4 + (4, 8) = 18

crit confirm?: 1d20 + 7 ⇒ (1) + 7 = 8
more dmg on top of the above: 2d10 + 8 ⇒ (1, 7) + 8 = 16


Cretien hits the monster but it is still up.

Round 14 Transparent Round 4 of cycle.

Saxby grabs some of her things from her safe and walks out the door.
"Lets take down these aliens!"

Pistolero touches the iron ring behind the stairwell and disappears.

John


Times slows for Falko. His otherwordly senses catch the glimpse of Xambria's fleeting spirit drawing away from this world. His eyes suddenly fill with tears: "No." he sobs, unable to stop himself from being who he is, a kid.

From the corner of his eyes, he sees his father's ghost laughing with a knowing smile, and he hears him whisper: "Makes sense Falk. Go ahead, I'll be nice."

Xambria smiles at him warmly as she approaches. There's not a hint of reproach as she opens her arms and embraces him, moving through him as she folds her arms, moving through him.

And times resumes itself. Falko, eyes wet with tears, tries to come back to the here and now.


Shot Putter Funkmeister

Falko DC 11 Wisdom 1d20 - 1 ⇒ (19) - 1 = 18

Xambria's spirit rushes into Falko's body. Falko feel as though he has been kicked by a mule in the temple, his knees buckle but he holds onto his composure, he now hears a young woman's voice in his head saying,

Spoiler:
"It was a might kind of you to save me from oblivion. Mr. Escheus, sir. A man's body is strange. Hrmph. Sijhen's portal needs to be closed, if not it could lead to disaster."


"Ghnf! We need to close the portal! Where's the portal???" is all Falko manages, before moving with arcane speed towards the portal, ignoring foes and friends.

Double move.


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Falko

Spoiler:
"Yes keep going downstairs and then once in the basement you need to plunge across when things get like they are on Gidim. Or what I remember from Sijhen's memories of Gidim.... uhnnn... so weird." I came up with this avatar, if you make one the same you can RP her too. It should be 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

Johnathan follows Falko as closely as he's able.


Shot Putter Funkmeister

eye 1 targets 1=Angus, 2= Asher 1d2 ⇒ 1 touch eye beam 1d20 + 7 ⇒ (19) + 7 = 26 hit 2d6 ⇒ (3, 6) = 9 psychrotic damage

You get strange visions of evil apples trying to eat you.

Eye 2 attacks another civilian

Asher, Angus, Falko, Cretien


Falko continues to follow his guardian's direction, shouting as he moves with impossible speed: "Portal is downstairs!"

Double move again with Expeditious retreat.

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