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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Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Knowledge Dungeoneering: 1d20 + 9 ⇒ (5) + 9 = 14 to aid Iva

"I could, with a little preparation, fly invisibly down there and gather the water. It's the rest of my second level spells, but I'd likely burn them in the fight anyway, so it's maybe a wash."

"What do you think?" he asks the group.


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Know Dungeon: 1d20 + 9 ⇒ (4) + 9 = 13

"Thank you Femi, but I still don't recall what I need to know about these creatures."


Shot Putter Funkmeister

Ottavia says, "What do you want to do?"


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

After surveying the situation Isaac says, "I say we attack him from up here. Hopefully with all of us shooting him or using spells on him he won't make it to the steps. I'll set up my turret to cover the top of the stairs which will add more firepower. I also know a spell that will potentially blind him. What do you think?"


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

"Sure, I can wake it up with a pair of rays, then trip it on the stairs with a little luck to keep it from closing too quickly. It will take some luck though." he grins, but is ready - even eager - to try.


"Great, and I will be there to receive it should it make it to us. My rapier doesn't seem affected by it..." smirks Falko.


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

"Anyone have grease for the steps? Otherwise I concur, and I will set my turret up as well."


Shot Putter Funkmeister

I set up the map and the link is in Chretien's thingy. It seems you are all in agreement, so please post your sleeping round action(s) and also roll initiative too... saves me some work. :)


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 sets up his turret and prepares to shoot the rust monster.

Init: 1d20 + 1 ⇒ (14) + 1 = 15


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Round: 2, Initiative: 6

Status:
HP: 26/32 AC: 11 (f10/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = +2 to all saves (morale) (1/24h)
Melee: Attack: BAB +3, Str +0 Damage: +0
Ranged: Attack: BAB +3, Dex +1 Damage: +0
toppling spell: Caster Level (6), + Int (4)
Arcane Reservoir (su): 3/9 (+1 DC or caster level (free), quick study (full))
Consume Spells (su): 2/2
Spells (Caster Level 6, Concentration +10, SR +8)
Special: (7/7) Force Missile
Zero (14): (7) Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Spark
First (15): (5/5) Burning Hands*, Charm Person, Infernal Healing, Magic Missile*, Memory Lapse
Second (16) (1/5) Admonishing Ray*, Invisibility, Rope Trick
Third (17) (3/3) Beast Shape I, Fireball*
* +1 DC, +3 Damage

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7

When the party is ready, he creeps into position above the sleeping creature. When everyone is ready, he shoots down at it. He uses Arcane Reservoir to boost Admonishing Ray to caster level 7 for a second ray on the target.

Admonishing Ray (touch): 1d20 + 4 ⇒ (9) + 4 = 13 damage: 4d6 + 3 ⇒ (3, 6, 6, 4) + 3 = 22 (nonlethal)
Admonishing Ray (touch): 1d20 + 4 ⇒ (1) + 4 = 5 damage: 4d6 + 3 ⇒ (1, 3, 2, 2) + 3 = 11 (nonlethal)


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

init: 1d20 + 3 ⇒ (18) + 3 = 21

Cretien and his turret fire upon the rust monster with intent to slay it as he focuses the Brooch of the Spectacled Bear upon it as well.

Cretien
ranged touch attack: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d6 ⇒ 6

Turret
ranged attack: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d8 + 4 ⇒ (8) + 4 = 12
firepower: 2d8 ⇒ (8, 4) = 12

Brooch, swift action
ranged touch: 1d20 + 8 ⇒ (2) + 8 = 10
laser damage: 1d4 ⇒ 4

EDIT: crit confirm
1d20 + 7 ⇒ (12) + 7 = 19
extra dmg: 1d8 + 4 ⇒ (8) + 4 = 12


Sleeping Round

Falko conjures Grease on the stairs, giving Cretien a nod and a smile. He positions himself at the top of the stairs, ready to stop the creature with Malice steel.

Initiative: 1d20 + 4 ⇒ (11) + 4 = 15

Readied attack if the creature makes it up the stairs:

Rapier with Heroism: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 251d6 + 5 ⇒ (4) + 5 = 9


Shot Putter Funkmeister

I need actions from Primma, Iva and I need the attacks from Isaac


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

Large Heavy Repeating Crossbow: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 2d8 + 1 ⇒ (4, 5) + 1 = 10

Crossbow Turret: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d10 ⇒ 6


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

"I seem to have lost my arrows. Does anyone have extras? If you don't have any, I don't have a ranged weapon. Unless you want me to throw a net on it."

Initiative: 1d20 + 7 ⇒ (16) + 7 = 23

If no one has any extra arrows, Iva pulls out the net and readies an action to toss it when the creature comes in range.

Ranged Touch 10' Range: 1d20 + 11 ⇒ (15) + 11 = 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

i have no arrows, but a net really is not a bad idea at all actually


Falko shrugs at Iva. He doesn't have a bow. "A net will help. If it gets to that..."


Shot Putter Funkmeister

Primma sends her phantasm to ready its two slams on the creature when it pops off. 1d20 + 6 ⇒ (12) + 6 = 18 hits 1d8 + 1 ⇒ (1) + 1 = 2 and 1d20 + 6 ⇒ (20) + 6 = 26crit 1d20 + 6 ⇒ (2) + 6 = 8 no 1d8 + 1 ⇒ (2) + 1 = 3

Primma uses her sling 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d4 + 4 ⇒ (1) + 4 = 5

Ottavia does a sound burst 1d8 ⇒ 5 DC 15 fort 1d20 + 9 ⇒ (1) + 9 = 10 fail he is stunned for one round.

Chretien and his turret connect as well as Isaac but his turret does not.

One of Femi's attacks hit.

Initiative Primma 1d20 + 1 ⇒ (10) + 1 = 11. Ottavia 1d20 + 5 ⇒ (18) + 5 = 23, Rust Lord 1d20 + 3 ⇒ (16) + 3 = 19

Order: Iva, Ottavia, Chreiten, Rust Lord, Isaac, Falko, Primma, Femi

Ottavia does another sound burst 1d8 ⇒ 4

Iva and Chretien


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Iva holds her net ready for when the creature gets within 10 feet.

Ranged Touch: 1d20 + 11 ⇒ (10) + 11 = 21


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 and his turret fire upon the rust monster with intent to slay it as he focuses the Brooch of the Spectacled Bear upon it as well.

Cretien
ranged touch attack: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d6 ⇒ 2

Turret
ranged attack: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 4 ⇒ (2) + 4 = 6
firepower: 2d8 ⇒ (5, 8) = 13

Brooch, swift action
ranged touch: 1d20 + 8 ⇒ (18) + 8 = 26
laser damage: 1d4 ⇒ 1


Shot Putter Funkmeister

Chretien the Rustlord menacer,,, :)

Chretien's turret and brooch kills the rust lord outright. Another one of those eggs is formed.

Combat Over

Perception DC 25

Spoiler:
Stashed in the blessing room, under a pile of cracked and gnawed bones, lies an unblemished rod made of ivory that gleams pristine and white.


Perception with Heroism: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22

"Nice work." says Falko as he walks down the stairs to inspect the room.


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

perception aid another: 1d20 + 9 ⇒ (12) + 9 = 21

had to be. can't have that thing menacing my gear


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

"I wish we'd take the first one down faster." Iva heads downstairs towards the well.


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 smiles as the rust lord drops. "That went much better than the first one. Good job everyone. Hey there is something in that pile of bones over there." Isaac walks to the pile and picks up an ivory rod. "Wonder what it does." He then pushes a button on his analyzer and examines it.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Spellcraft: 1d20 + 12 ⇒ (20) + 12 = 32


Shot Putter Funkmeister

Isaac

Spoiler:
This item is a rod of negation. This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod’s wielder needs to have a readied action. The dispel check uses the rod’s caster level (15th). The target item gets no saving throw, although the rod can’t negate artifacts (even minor artifacts). A rod of negation can function three times per day.


”Who has the first golden egg? I’ll carry this one.”


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

After studying the rod Isaac tells the group, "This is a rod of negation. It is used to negate the abilities of magic items. It will shoot a ray and if it hits the item it may cause it to cease functioning."


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Femi is very pleased when the creature is brought down without further loss to the party. He isn't sure who took the first egg, but he knows he didn't want it.

He looks at Isaac, "Wow, that's impressive! Tell me, is the destruction of the magics permanent, or just temporary?" He grows uneasy wondering what would happen to his knowledge if hit by an errant ray from the thing...


"This- This is powerful magic..." mutters Falko, taking in the meaning of the item. "You should hold on to it. Iva, you need weapons?"


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 shrugs, "While it sounds powerful, as Femi asked an important question. The rod is modeled on a more powerful version of the dispel magic spell. I don't believe that spell removes the magic permanently, only for a short time and it has no effect on artifacts at all. I will be happy to hold onto it though."


Shot Putter Funkmeister

Onward

Your party follows the ritual again in this room and then you get another +1 bonus to saving throws and if any of you have been injured you get back 3d8 + 5 ⇒ (4, 5, 2) + 5 = 16 for hp.

You then move onward to get to the next vault. The character in the front please roll me 3 perception checks


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Status:
HP: 32/32 AC: 11 (f10/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = +3 to all saves (morale) (1/24h)
Melee: Attack: BAB +3, Str +0 Damage: +0
Ranged: Attack: BAB +3, Dex +1 Damage: +0
toppling spell: Caster Level (6), + Int (4)
Arcane Reservoir (su): 3/9 (+1 DC or caster level (free), quick study (full))
Consume Spells (su): 2/2
Spells (Caster Level 6, Concentration +10, SR +8)
Special: (7/7) Force Missile
Zero (14): (7) Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Spark
First (15): (5/5) Burning Hands*, Charm Person, Infernal Healing, Magic Missile*, Memory Lapse
Second (16) (1/5) Admonishing Ray*, Invisibility, Rope Trick
Third (17) (3/3) Beast Shape I, Fireball*
* +1 DC, +3 Damage

Femi heals the last of the damage from the fire and enjoys the ritual. ”That’s a pretty sweet ritual. They seem to be getting better!”

He still worries about getting hit with the rod, but if it’s temporary, he relaxes some.

He follows the others into the next vault, but is not in front.


Perception: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17

Perception: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32

Perception: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35


Shot Putter Funkmeister

GM Rolls 1d3 ⇒ 3,

As you are walking forward to the next chamber, a crashing pillar slams down to the left of you.

Seeing where you stepped you can now discern where further pressure plates are and you open the door to the next vault.

Carved into the lintel above the entrance door is the admonition, “Let none cause harm to these afflicted innocents. Show them mercy.” A dessicated corpse lies just inside the doors, hands to its head as if it clawed at its face as it died. It wears a distinctive helmet made of ivory.


"Right. So far, these little aphorisms have proven to be appropriate for what was out there... Any idea what we might be facing?"


Shot Putter Funkmeister

Ottavia says, "I am pretty sure this is where generally innocent people who had gotten possessed were sent."


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Femi eyes the ivory, having a head for pretty things, but he wears no helmet so he leaves it be.

The possessed huh? he wonders.

"Must have been some pretty powerful possessions if they had to lock them up here. We should be careful."

He suggests going to the left to check out the disks first. "Might be some items again."


Shot Putter Funkmeister

A hush hangs over this chamber, but fire light flickers under the doors at the end of the Main Gallery. As the party explores, small burning motes float like embers through the air, but they follow the party as if with intent. There is nothing except the ivory helmet, there are no binding circles either.

Knowledge Religion DC 15

Spoiler:
These are the remnants of demons that possessed people who were entombed here. Their hosts died, and now they float seeking a new body to claim as their own. A use of channel divinity can drive the motes away for five minutes, but it’s nearly impossible to destroy them.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Knowledge Religion: 1d20 + 9 ⇒ (2) + 9 = 11

Should've taken-10. :)

Femi eyes the motes, but cannot fathom what they are and so tries to keep his distance from them. He'll follow the party in checking the other side as well if there's nothing here before heading toward the fire light via the stairs.


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

religion: 1d20 + 8 ⇒ (13) + 8 = 21

"Beware the motes. They are the remnants of demons who possessed these victims. If anyone can channel the divine, that could push them away for a few minutes, five or so at best."


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Falko:
"I need arrows or armor. Mine was destroyed by the rust monster. I have melee weapons. I don't want to get to close without some protection."

Iva stays near Ottavia when she hears about the demon possession motes. Ottavia can you help us with that?"


Shot Putter Funkmeister

She speaks telepathically, "I do not have the ability to divinate. I wish I could."

You continue forward and thorough check out the silent vault and are drawn to the keystone exhibit at the end, the light you could see from the beginning chamber becomes apparent and you see man encased in a pillar of fire.

He swims in the fire and says, "Good evening, I am so glad to finally see people."


Iva:
"I understand, but we'd have to ask someone to give up their armour. Perhaps Isaac or Cretien. Cretien has a nice chain shirt. He might lend it to you, since he tends to stay back. If you want to stay at a distance, then you'll need to switch weapons. No one else shoots arrows, but others have crossbows and such. All I have is my whip. Do you want it?"

To the others, Falko says: "Ok, you've heard Cretien. We do not approach these motes under any circumstance, until we figure a way to push them aside. So we don't step in the room, and we stay ready to run."

For now, he's concerned with the security of his colleagues. He ignores the man in the pillar of fire until this is resolved to his satisfaction.

Can we get to the helmet without getting anywhere near the motes?


Shot Putter Funkmeister

Yes


Falko gets the helmet and brings it back to Isaac, who seems quite good at figuring the workings of arcane items.


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 takes the helmet, "Thank you let me see what I can find out about it." He uses his analyzer to see if it is magical and if so tries to determine how so.

Spellcraft: 1d20 + 12 ⇒ (5) + 12 = 17


Shot Putter Funkmeister

Isaac has no idea what the helmet does.

The man in the flam pillar says, "I am Ennio Adolini and I am or maybe better said was the designer and architect of these vaults. Who are you? It has been a very, very long time since I have spoken to anyone except the for the incessant demon living within me. I really wish I had never taken the contract from the clergy."


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

If it's magic, Femi will lend a hand trying to ID the helm.
Spellcraft, aid another: 1d20 + 13 ⇒ (3) + 13 = 16 +2 to Isaac

He looks at the man in the pillar "How long have you been stuck there? And is there any way we can free you of your demon, or are you stuck with the contract?" he inquires.


Shot Putter Funkmeister

He says,"I have been here for over one thousand years if not longer. Do not even try to free me because the demon within me would just get loose and wreak havoc and be a menace outside. The hierarchs waited until I was sleeping and drugged me with mandrake and poured the soul within me. Had a mock trial. This flame pillar was extremely full of suffering for the demon within me because he is an ice demon. As far I can tell, they did not want me to give up what I know about my vault. Honestly, it is just refreshing to talk to some normal folks for a change."

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