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

Isaac please post your rolls, by tomorrow morning I will bot you.


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Isaac nods and says, "That sounds good to me. It will take me a minute to get into my disguise and then I can follow him."

Disguise: 1d20 + 13 ⇒ (9) + 13 = 22
Perception: 1d20 + 10 ⇒ (18) + 10 = 28


Shot Putter Funkmeister

Your team take up places to try to follow your marks with precision.
GM Rolls

Spoiler:
B on self 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19, Br on self 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, V on Br 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26, V on B 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20, V on self 1d20 + 9 - 6 ⇒ (9) + 9 - 6 = 12

Falko [spoiler] At 7:30 pm, you follow Bree, she seems to move with a purpose through the Enclave and Bree goes to the Effervescent Cup.

Isaac

Spoiler:
You notice Boone sweet talking a lady in the hotel bar and convinces her to go with him as he entertains her on the route between the hotel and the bar—they dally on the bridge over the train tracks where they kiss for a bit and then continue to the bar Effervescent Cup.

Meera

Spoiler:
Verzubak waits behind, playing dice with one of the enclave guards and writing mathematic equations in his notebook. You notice he seems to have made a note when Falko follows Bree. Afterwards, he makes tracks to the Effervescent Cup bar.

Angus and Cretien

Spoiler:
You and your contacts observe Luc and Ottavia going to the concierge desk, and Luc stutteringly asks for advice on a few bars in the area. Then they too head out, Luc carrying a large case. Later, as you are following them you notice them passing Boone, who looks to be kissing a lady but it is obvious he is watching out for surveillance. Luc and Ottavia make their way to the Effervescent Cup

At about 9pm, with everyone already in the bar, Verzubak orders the bar drinks and says, " “To the owners of this fine establishment, who will soon be taking a lot of money from me. You give us drink; we give you this toast!”

Can I get some more Tail checks for the second round of the evening from everybody?


What about me?


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Seems like an innocent enough evening.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26


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

sleight of hand: 1d20 + 13 ⇒ (12) + 13 = 25
perception: 1d20 + 9 ⇒ (7) + 9 = 16


Shot Putter Funkmeister

Falko you were the first spoiler... so read that one. I forgot the first [/spoiler] thingy to give me 2 spoilers sorry.


Falko, seeing Bree heading for the Effervescent Cup, finds a spot of shadow to see if his magical gear will work.

He activates his hat of disguise and his sleeves of many garments, hoping to shift his features and attire to those of a wealthy-looking nomad with dark hair and a dark mustache.

If he feels the magic is too unstable, he quickly whips out his backup disguise kit and simply puts a dark whig and mustache, with puffers in his cheeks to change his facial proportions. He reverses his cloak, then enters the Cup.

Perception: 1d20 + 14 ⇒ (8) + 14 = 22

Disguise with hat: 1d20 + 7 + 10 ⇒ (3) + 7 + 10 = 20 -8 if I have to use the kit instead of the hat.


Shot Putter Funkmeister

GM Rolls

Spoiler:
1d20 ⇒ 9


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

Arriving at the inn Angus/Stepahn will make for an B line keeping an eye for target and anyone who is doing some counter surveillance for his target

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

And he immediately tries to blend in the crowd so as to be forgotten

Bluff: 1d20 + 11 ⇒ (16) + 11 = 27


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Meera watched the dwarf play the game of chance with the guard, then followed at a discrete distance as he made his way to the Cup.

She watches as he enters, taking a moment a moment to fully embrace her alter ego: Sabine. There's bound to be someone inside that knows her.

With a quick deep breath, she enters the inn's noise common room, her eyes seeking her mark...

Perception: 1d20 + 13 ⇒ (10) + 13 = 23
Bluff: 1d20 + 10 ⇒ (2) + 10 = 12


Shot Putter Funkmeister

GM Rolls [spoiler] B on self 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26 , Br on self 1d20 + 6 ⇒ (9) + 6 = 15, V on Br 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18, V on B 1d20 + 9 - 6 ⇒ (1) + 9 - 6 = 4 ⇒ (15), V on self 1d20 + 9 - 7 ⇒ (5) + 9 - 7 = 7


Shot Putter Funkmeister

Sorry for the delay, we lost power yesterday.

Isaac Disguise 1d20 + 13 ⇒ (17) + 13 = 30
Isaac

Spoiler:
Boone sneaks out with his lady friend. He plants himself
in a spot on the way to the Night Market. He waits there smooching with the lady, eventually Luc and Ottavia walk by

Falko

Spoiler:
Ten minutes later after Boone leaves, Bree also departs
and heads for the docks, where she pays a handful of dockers to do her a
favor, then sits and watches the aurora over the sea.

Meera

Spoiler:
The dwarf plays a few games of dice at the bar where he mostly wins and loses occasionally. He seems to be enjoying himself. After about an hour he moves to leave.

Cretien and Angus

Spoiler:
Finally Luc and Ottavia excuse themselves and head out. They take a
route past Boone, into the Night Market, then to a carriage depot. They
hire a carriage for the evening, which you follow suit and head to the docks, past Bree, who seems to be enjoying the Aurrora, and then off toward the city’s lighthouse.

Everyone please give me new keep up and perception rolls


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

Perception: 1d20 + 7 ⇒ (20) + 7 = 27 to keep up with his target

Bluff: 1d20 + 11 ⇒ (5) + 11 = 16 in order to blend in the crown and not be spotted by anyone left behind to look for a tail


Did Bree's and Boone's paths were common at any time? Is it possible they talked or left something for each others, or someone else?

Falko sticks to the shadows. He wishes he could hear whar she told the dockers, but perhaps he can find a way to know later...

Planning on checking our contacts if possible.

Perception: 1d20 + 14 ⇒ (12) + 14 = 26
Stealth: 1d20 + 10 ⇒ (13) + 10 = 23


Shot Putter Funkmeister

No they didn't. She went a more direct route than Luc or Ottavia or Boone.

Falko

Spoiler:
I forgot this... Luc and Ottavia pass you in a carriage.


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Meera watches the gambling dwarf from the nearby bar, cheerfully fending off the bumbling advances of and endless stream of eager suitors.

She catches the dwarf's move towards the exit, and breaths a silent sigh of relief at not having to endure the current idiot's inane , drunken chatter anymore.

She moves to follow....

Perception, to not lose her quarry: 1d20 + 13 ⇒ (1) + 13 = 14
Bluff, to lose herself in the crowd: 1d20 + 10 ⇒ (14) + 10 = 24


GM:
Falko checks to see if his companions are still trailing the royal family.


Shot Putter Funkmeister

Cretien and Isaac


Shot Putter Funkmeister

I will bot
Isaac Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Disguise 1d20 + 13 ⇒ (9) + 13 = 22

Cretien
perception: 1d20 + 9 ⇒ (2) + 9 = 11
Sleight of hand: 1d20 + 13 ⇒ (12) + 13 = 25

GM Rolls

Spoiler:
B on self 1d20 + 10 - 6 ⇒ (17) + 10 - 6 = 21 , Br on self 1d20 + 6 ⇒ (4) + 6 = 10, V on self 1d20 + 9 ⇒ (14) + 9 = 23

Falko [spoiler] As you tail your mark you see that Cretien and Angus in separate carriages are tailing the royal family. Bree sits and watches the aurora for awhile and then heads off to the lighthouse where she rendezvouses with Luc and Ottavia and then they go inside. They meet on a small spit of land that juts into the harbor, at a small support building adjacent to the city’s lighthouse, where a crowd of twenty armed guards greet them.

Isaac

Spoiler:
Afterwards, Boone takes his lady to an hourly inn, then slips out. He finds a random woman of the evening, takes her to an alley, he pulls out his pistol which the other times you have seen it on the train was just a normal gunmetal gray with engravings, the pistol shines a crimson color, when the lady is not looking he pistol whips her, knocking her unconscious... shimmering and shammering varying hues of crimson... you can tell he is going to kill this women What do you do?

ANgus and Cretien

Spoiler:
YOU follow the carriage with Luc and Ottavia to the harbor where you that they are met by 20 armed guards and about a half an hour later, Bree arrives and you can see Falko keeping up with them.

Meera

Spoiler:
You follow the dwarf back to the hotel in the enclave and he goes to the bar at hotel and he has a few more drinks and then retires.

Falko, Angus and Cretien

Spoiler:
Do you guys have any creative ideas that you might get a glimpse in the lighthouse


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

gm:
my only idea is to retcon one of my inventions into the remote listening item, wouldnt give me a visual.


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

GM:
Isaac watches from the shadows as the bawdy Boone has his fun. When he sees him knock out the new woman of the evening he gasps and his police instincts kick in.

I am not the best in a toe to toe fight but I can't let him murder and innocent woman.

Isaac then utters a few words and pulls out a little contraption with a spring and a lever to launch a bag and the area around Boone and the women is filled with motes of light.

Glitterdust on the area around them DC 15. Oh crap!


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

DM + Cretien / falko:
look for a way to climb on the outer wall of the lightside by sea side hopefully out of few of the 20 armed guards (ninja style) ??? if we have the OB ring with us, bluff our way inside ???


Shot Putter Funkmeister

Cretien, I am ok with that. Tell me how it works

Isaac

Spoiler:
Malice Lands check 1d20 ⇒ 7 Boone 1d20 + 3 ⇒ (10) + 3 = 13 fail, Iniative: Isaac 1d20 + 1 ⇒ (11) + 1 = 12, Boone 1d20 + 5 ⇒ (1) + 5 = 6 Round 1 Isaac Boone says, "What is going on here? Who is that? I cannot see!!!"


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

GM:

I'll get rid of my Automatic Translator and its one attached mod for the following invention. it basically functions as one of these. So he would likely still have to see them talking in a window or whatever, then point the microphone at that window, or see them across a courtyard or whatever, you get the idea. He can also have his disposable simulacrum do it as well to maintain a low profile, but it still has to be within 30ft so it is somewhat limited.

Audiograph
This simple device allows the steamwright to record and
reproduce sound.
Level Requirement: 3rd
Type: 1-handed
Action: swift (to begin recording) or standard (to begin replay)
Uses Per Day: 3 + Intelligence modifier
Duration: 1 hour
Weight: 1 lb.
Description: The steamwright can activate or deactivate
the audiograph as a swift action. Once activated, it records all
sounds in the immediate area for one hour, or until deactivated.
The steamwright can also use the audiograph to replay any sound
it has recorded as a standard action. The invention continues to
play back the recording until destroyed or deactivated by the
steamwright as a free action. Recordings cannot utter verbal
components, use command words, activate magical effects, or
reproduce any extraordinary or supernatural sonic effects. The
audiograph can retain a maximum of one hour of various sounds.
The steamwright can delete any previously recorded sounds to
record new ones.
Any creature who hears the recording is entitled to a Will save
to deduce that the sound is not natural. Treat this affect as if it
were an illusion (figment).
Mods:
Parabolic: The audiograph can be directed to record any
location the steamwright can see as if she was present, so long as
she has line of sight. The steamwright can hear what is transpiring
in the targeted location while the audiograph is recording.


GM, Cretien and Angus:
Indon't think I connected with Cretien and Angus. I'm still on Bree, wondering if she's waiting for someone or something. Unless C+A reach out to me.


Shot Putter Funkmeister

Falko

Spoiler:
I forgot the backslash again from the GM rolls... Here is your text Falko... As you tail your mark you see that Cretien and Angus in separate carriages are tailing the royal family. Bree sits and watches the aurora for awhile and then heads off to the lighthouse where she rendezvouses with Luc and Ottavia and then they go inside. They meet on a small spit of land that juts into the harbor, at a small support building adjacent to the city’s lighthouse, where a crowd of twenty armed guards greet them. You see Angus and Cretien and stealthily walk to them


GM, Cretien, and Angus:
Ok, thanks for the info GMEDWIN. Makes more sense now. Falko has a bunch of items, spells and potions that may prove useful. Can you remind me what is likely to work or not in Orithea?

Assuming everything works: Falko has a bunch of useful spells and potions. He can cast vanish on himself more than once, which could allow him to get past most guards and look at how they dress. Then he can dress and look as one of them and try to enter the tower (hat of disguise and sleeves of many garments). Then, I don't know what's in there. He also has potions to swim and breathe underwater, which could help getting around the tower. A potion of spider climb may help get to a window, if there's one. A scroll of expeditious retreat to move faster while under stealth, and a scroll of forced quiet to help staying stealthy. Oh, and I almost forgot the gloves of reconnaissance, which allow me to look through 5 feet of solid material once per day for one minute, though seeing is not so useful for this...


Shot Putter Funkmeister

Magic works, either you or I have to roll d20 when a magic item or spell is used to see if anything else happens to.


Ok, in that case, add Heroism to the combo. It doesn't change strategy, but adds to the likelyhood. Waiting for Cretien and Angus to chime in with what they wish to work on.


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

GM:
Is he still holding the girl or did he drop her. My main concern is to get her to safety. If I can do that, that's what I'll do.


Shot Putter Funkmeister

Isaac

Spoiler:
He wasn't holding her but she is unconscious and even though he is blind, it as if the pistol is doing the work


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

GM:

Meera watches the dwarf finish off his night at the hotel bar, and follows him, seeing him enter his room.

Frowning, she motions one of the guards she knew over and asked him to watch the door and send a runner if the dwarf leaves. She then tell him where the runner should go to find her.

Walking briskly, she takes up station in a recessed doorway, opposite the hotel where she had a clear vantage of the balcony that served the dwarf's room.

Perception, to see the dwarf if he seeks to leave by the balcony: 1d20 + 13 ⇒ (13) + 13 = 26
Stealth, to remain hidden: 1d20 + 9 ⇒ (7) + 9 = 16


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

DM+Cretien + Falko:
well i had wanted to see if it was possible to try and climb the outside of the lighthouse from say the waters edge hopefully out of view from the guards


GM+Cretien+Falko:
I can help with that if the potions work. So, do we go with Cretien's contraption, Angus' climbing, and my infiltration as a common group effort?

For Angus, I have available (let me know if you want any of those): Casting of Heroism (60 min), potions of spider climb, touch of the sea, and air bubble, casting of Forced Quiet.

For me: casting of Heroism, vanish to get closer (as needed), use of sleeves and hat to look like one of them after I've tried the door to see if it's locked (casting of Ghost Sound to create a diversion if needed to get through the door, then we'll see.

Not sure how I can help Cretien :(


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

Falo:
i was going to try it out trough pure strength of skills, but def could use all that help to make it successful. My only concern is that there might not be an opening to either see or enter (undecteded) and observe from a hidden place inside the light tower


Shot Putter Funkmeister

ACF

Spoiler:
It is a lighthouse so there is an openning to look out of or into


ACF:
You're right. I'll adjust and use vanish if needed. Best to try different ways. So, shall we?


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

ACF+DM:
Ready to go play Spider-Elf. Also could you give me a Vanish i would make it easier (maybe) to get past the guards to go climb a blind spot on the back of the tower


Shot Putter Funkmeister

ACF

Spoiler:
Ok, please tell me which powers and spells you are going to use and we will get the show on the road, I will roll my rolls and lets see how it goes :)


ACF:

For Angus, from Falko:
-Heroism Spell (+2 attacks, saves, and skills) (60 mn)
-Spider Climb Potion (Climb speed 20; +8 on Climb rolls) (10 mn)
-Touch of the Sea Potion (Swim Speed 30; +8 on Swim rolls) (1 mn)
-Air Bubble Potion (most likely for the return underwater or something) (1 mn)
-Vanish Spell (5 rounds)

For Falko, from Falko:
-Heroism Spell (+2 attacks, saves, and skills) (60 mn)
-Expeditious Retreat Scroll to get into position faster (1 mn)
-Vanish Spell (5 rounds)
-Study guards dress and look to disguise as one
-Use hat and sleeves for disguise
-Test door, lockpick if needed, one more vanish if needed
-Use Luck (+3) when needed (one round at a time, max ten rounds)


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

ACF+GM:
And Cretien can hear them, if he isn't listening to something else at the moment (and can even see them, which he can't in the case of Vanish). Not that he can be of much assistance at such range, and he can't relay voice between them or talk to them, so at best he can just report back that they've been captured. haha


Shot Putter Funkmeister

ACF

Spoiler:
[ooc]Falko I need a perception, disguise, stealth and bluff... Angus, I will need a climb. BTW, the first gambit of potions and spells work without a hitch...

GM rolls

Spoiler:
Heroism 1d20 ⇒ 19, Spider Climb 1d20 ⇒ 8, Heroism on Self 1d20 ⇒ 12, Expeditious retreat 1d20 ⇒ 1, Vanish 1d20 ⇒ 14

Isaac

Spoiler:
Isaac you see the girl is still in danger and fire your crossbow at Boone 1d20 + 6 ⇒ (5) + 6 = 11 hitting for 2d8 + 1 ⇒ (7, 3) + 1 = 11 of damage. Boone staggers and says, "Ooahhh... whose attacking me" as he tries to concentrate 1d20 + 3 ⇒ (19) + 3 = 22... He continues, "You semigiant, I knew there was something about you!!!!"

[b]Round 2 Isaac[/b]


ACF+GM:
Perception with Heroism: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34

Disguise with Heroism and hat: 1d20 + 7 + 2 + 10 ⇒ (16) + 7 + 2 + 10 = 35

Stealth with Heroism (Vanish when needed): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16

Bluff with Heroism add Luck if needed (+3): 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34

Falko rocks ;)


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

AGF+DM:
TClimb: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

GM:
Isaac pulls a little device out and says a few words it then rises out of his hand and attacks Boone.

Blade Drone: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d10 + 3 ⇒ (6) + 3 = 9

Disguise should still be in place


Shot Putter Funkmeister

Isaac

Spoiler:
The blade drone slices into Boone, cutting him.

Boone now sees where you are coming from and moves 30 ft towards you and fires crimson pistol at you1d20 + 12 ⇒ (17) + 12 = 29 hit 1d8 + 1 ⇒ (7) + 1 = 8 If the blade drone gets a AOO, take it

Round 3

Falko, Cretien and Angus

Spoiler:
Falko and Angus vanish and then make their way to the lighthouse. Falko had already put on his disguise and makes his way inside the lighthouse where he is able to catch the tail end of introductions between Jierre and a wealthy architect named Hanse Randall. Angus and Cretien are able to hear the conversation but not see it. Falko sees that the two gentlemen and Ottavia had removed their rings and showed them to each other. Jierre takes a lantern out of his case and shows it to the man. The socially awkward tiefling arcanoscientist with a nervous stutter, desrcibes how he has invented a magical lantern and that by burning fuel attuned to a specific
plane, the device can channel planar energy through its light and
suffuse its surroundings with the traits of that plane. This can create a variety of magical effects, making the lantern useful both as a weapon and as a tool of control.
The lantern’s settings can be adjusted to change intensity and scope.
For instance, if fed fuel attuned to the fiery planet Jiese, the lantern could
simply make a single object become highly flammable, or it could allow
fire elementals from that world to temporarily enter this world. He postulates that since Jiese also influences wars, the lantern could possibly instead stir people toward conflict, either a whole area or just a few targets to whom the lantern has been properly attuned. But he isn't sure if it can at this point but he is still tinkering with it. He then hands him a roll papers from his bag and then the man wants to see it work. Hanse Randall watches Luc show
off his lantern, and then magic-using assistants ask questions about how
it works, how to recreate it, and how to scale it up to lighthouse size.
During the course of these questions, a small accident occurs. The wild
magic of the Malice Lands causes the lantern to surge with excess power
while burning oil infused with the essence of Mavisha. At exactly 10:14
pm, every fire in the city is transformed into water, leaving the city lit
only by the aurora. Simultaneously, a patch of sea around the lighthouse bursts into flames for a moment. Falko and Angus wait until everyone clears out before making their way back to the inn int the enclave at about 12.

At exactly 10:14
pm, every fire in the city is transformed into water, leaving the city lit
only by the aurora. Simultaneously, a patch of sea around the lighthouse bursts into flames for a moment.People in Orithea treat this sort of oddity like people living near a fault
line would react to a minor earthquake. There’s caution, but no one’s
too worried.


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

GM:
Spell doesn't specify that it does get one, so I'm saying no AoO.

The little drone attacks Boone for a second time while Isaac sets up a crossbow turret next to him.

Blade drone: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d10 + 3 ⇒ (5) + 3 = 8


AFC+GM:

What happened to Bree? Is she part of the conversation?


Shot Putter Funkmeister

AFC

Spoiler:
Bree is there but she doesn't take part. She just nods. Looking a bit confused.

Isaac

Spoiler:
The blade thingy misses. Boone full attacks 1d20 + 12 ⇒ (15) + 12 = 27 hit 1d8 + 1 ⇒ (1) + 1 = 2 and another shot 1d20 + 7 ⇒ (8) + 7 = 15 hit 1d8 + 1 ⇒ (8) + 1 = 9
Round 4 Isaac

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