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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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

Can we kill them quietly, and quickly? Ida wonders to herself. She whispers to the to the others. "I think we should kill them quietly if possible. They obviously killed the receptionist."


Shot Putter Funkmeister

I figure you will not be killing the gremlins.

You move into room 3 and it looks like an office consisting of a lot of paper work and you see a safe.

You then move on to room 4. Common Room.
This room is full of discarded toys, balls, and piles of clothes.

Room 5 looks to have been a library but all of the books have been removed, where could they have gone?

6. Classroom.
The fey used mud, beeswax, leaves, and twigs to assemble remarkably
life-like sculptures of adults sitting awkwardly in the classroom’s chairs.
One woman even has her arm raised like she wants to ask a question.
The statues crumble at a touch.

7. Dining Room.
Four wooden tables with an array of broken chairs litter this room, all
of them sprouting recent growth. A group of gremlins
lounge in this room, eating leftover morsels from the previous night’s
offerings.

There was a foul smell before but now it is overwhelming.

Please give me a Fortitude save


"Creepy bastards..." mumbles Falko.

"Urgh! You smell that?!"

Fortitude with Heroism: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8


Shot Putter Funkmeister

Fortitude saves Iva 1d20 + 6 ⇒ (1) + 6 = 7, Femi 1d20 + 3 ⇒ (11) + 3 = 14, Zophar 1d20 + 4 ⇒ (13) + 4 = 17, Cretien 1d20 + 5 ⇒ (6) + 5 = 11, Asrabey 1d20 + 12 ⇒ (19) + 12 = 31 Femi and Zophar pass, Cretien, Falko and Iva have the sickened condition.

And you start coughing.

Initiative: Falko 1d20 + 4 ⇒ (8) + 4 = 12, Iva 1d20 + 7 ⇒ (5) + 7 = 12, Femi 1d20 + 3 ⇒ (12) + 3 = 15, Zophar 1d20 + 4 ⇒ (5) + 4 = 9, Cretien 1d20 + 3 ⇒ (2) + 3 = 5 Gremlins 1d20 + 5 ⇒ (11) + 5 = 16, Asrabey 1d20 + 5 ⇒ (8) + 5 = 13

Gremlins, Femi, Asrabey, Rest

Gremlin 1 moves back and shoots at Chretien 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12 Asrabey is in the way... miss

Gremlin 2 screams Pugwamp!!! and shoots at the direction of Iva 1d20 + 3 ⇒ (7) + 3 = 10 miss

Gremlin 3 screams Blini!!! and shoots at the direction of Chretien 1d20 + 3 ⇒ (20) + 3 = 23 1d100 ⇒ 88 miss

Gremlin 4 screams Blyad!!! and shoots at the direction of Falko 1d20 + 3 ⇒ (4) + 3 = 7 miss

Gremlin 5 screams Pugwamp!!! and shoots at the direction of Falko 1d20 + 3 ⇒ (3) + 3 = 6 miss

Gremlin 6 screams LALALALALA!!! and shoots at the direction of Iva 1d20 + 3 ⇒ (13) + 3 = 16 miss

Gremlin 7 screams FEYCHRACKO!!! and shoots at the direction of Chretien 1d20 + 3 ⇒ (9) + 3 = 12 miss

Gremlin 8 screams ZHIPZHAPXHO!!! and shoots at the direction of Iva 1d20 + 3 ⇒ (9) + 3 = 12 miss

Femi


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

Round: 1, Initiative: 15

Status:
HP: 30/30 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Mage Armor (1/7h)
Melee: Attack: BAB +3, Str +0 Damage: +0
Ranged: Attack: BAB +3, Dex +1 Damage: +0
Reconnaissance (1/1)
Arcane Reservoir (su): 6/10 (+1 DC or caster level (free), quick study (full))
Consume Spells (su): 2/2
Runestone of Power (first) 0/1
Spells (Caster Level 7, Concentration +11, SR +9)
Special: (7/7) Force Missile*
Zero (14): (7) Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Spark
First (15): (4/5) Burning Hands*, Charm Person, Feather Fall, Infernal Healing, Mage Armor, Magic Missile*
Second (16) (3/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (2/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

Femi, invisibility going fast, wonders just how tough the Gremlins are. Still, there are a lot of them. Not sure how they’re bunched up so he’ll either cast Magic Missile with Toppling Spell and hit four different ones, or Burning Hands if he can get three or four of the little suckers.
Magic Missile: 1d4 + 4 ⇒ (3) + 4 = 7 Trip CMB: 1d20 + 11 ⇒ (16) + 11 = 27
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2 Trip CMB: 1d20 + 11 ⇒ (13) + 11 = 24
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3 Trip CMB: 1d20 + 11 ⇒ (5) + 11 = 16
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2 Trip CMB: 1d20 + 11 ⇒ (3) + 11 = 14

-or-

Burning Hands: 5d4 ⇒ (4, 1, 2, 1, 4) = 12 (Reflex DC 15 for half)


Shot Putter Funkmeister

ORPHANAGE

The most logical attack is Burning hands, move to burning hands.

Caster Level check vs SR7 1d20 + 7 ⇒ (4) + 7 = 11

Reflex Dc15 G1 1d20 + 3 ⇒ (1) + 3 = 4 fail, G31d20 + 3 ⇒ (3) + 3 = 6 fail, G41d20 + 3 ⇒ (15) + 3 = 18 pass, G51d20 + 3 ⇒ (12) + 3 = 15 pass, G61d20 + 3 ⇒ (4) + 3 = 7 fail, G71d20 + 3 ⇒ (1) + 3 = 4 fail

Gremlins 1,3 6, and 7 are burned to a crisp.

Asrabey moves to attack one of the gremlins 1d20 + 14 ⇒ (20) + 14 = 34, 1d20 + 14 ⇒ (11) + 14 = 25 his sword disintegrates the gremlin in front of him.

Rest


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 up his turret and it fires at the nearest enemy

Turret
ranged attack: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d8 + 4 ⇒ (5) + 4 = 9
firepower: 2d8 ⇒ (5, 7) = 12

Cretien's brooch
ranged touch attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d4 + 1 ⇒ (3) + 1 = 4


"Aye! Time for some cutting I guess... En garde!" comments Falko, becoming invisible as he rushes to the nearest gremlin left standing.

Malice Rapier with Heroism: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 201d6 + 5 ⇒ (1) + 5 = 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

Fort: 1d20 + 8 ⇒ (5) + 8 = 13

Iva quickly studies the gremlin in front of her, and steps up to attack.

+1 Human Bane Dagger: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

+1 Human Bane Dagger: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

+1 Silver Kukri: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

+1 Silver Kukri: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

+1 Silver Kukri, Crit Confirm: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d4 + 4 ⇒ (3) + 4 = 7


Shot Putter Funkmeister

Zophar


Shot Putter Funkmeister

Chretien's turret doesn't fire.

GM Rolls

Spoiler:
Chretien 1d20 + 7 ⇒ (20) + 7 = 27

Falko 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

Iva 1 1d20 + 11 ⇒ (16) + 11 = 27

21d20 + 6 ⇒ (15) + 6 = 21

31d20 + 12 ⇒ (10) + 12 = 22

41d20 + 7 ⇒ (10) + 7 = 17

Chretien's brooch hits.

Through combined force Falko and Iva kill the one gremlin. Only two of Iva's swings connected as if her blades did not want to connect with the gremlin in front of her.

Zophar pulls out his gun and it also does not fire.

Knowledge DC 28

Spoiler:
Gremlins have two unique abilities, one is that they have the power of unluck, and they are gunshy, which makes firearms ineffective unless the firing of the weapon is a full round action.

Two bigger gremlins walk into the room from the south east.

Initiative 1d20 + 4 ⇒ (2) + 4 = 6

Round 2

The gremlin in front of Femi laughs and then moves back to loose an arrow at Femi 1d20 + 3 ⇒ (17) + 3 = 20 hits 1d3 + 1 ⇒ (1) + 1 = 2

The other one shoots at Asrabey 1d20 + 3 ⇒ (17) + 3 = 20 miss

Femi


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

Round: 2, Initiative: 15

Status:
HP: 28/30 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Mage Armor (1/7h)
Melee: Attack: BAB +3, Str +0 Damage: +0
Ranged: Attack: BAB +3, Dex +1 Damage: +0
Reconnaissance (1/1)
Arcane Reservoir (su): 6/10 (+1 DC or caster level (free), quick study (full))
Consume Spells (su): 2/2
Runestone of Power (first) 0/1
Spells (Caster Level 7, Concentration +11, SR +9)
Special: (7/7) Force Missile*
Zero (14): (7) Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Spark
First (15): (3/5) Burning Hands*, Charm Person, Feather Fall, Infernal Healing, Mage Armor, Magic Missile*
Second (16) (3/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (2/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

Femi steps up and casts another burning hands to cool the three gibbering nasties to the Southeast.
Concentration: 1d20 + 11 ⇒ (15) + 11 = 26 vs DC 16

Burning Hands: 5d4 ⇒ (1, 2, 2, 4, 3) = 12 (Reflex DC 15 for half)


Shot Putter Funkmeister

GM Rolls

Spoiler:
Caster Level 1d20 + 7 ⇒ (6) + 7 = 13

Reflex small gremlin 1d20 + 3 ⇒ (4) + 3 = 7 fail.. the small gremlin dies.

The other two gremlins seem unaffected by the fire.

Asrabey attacks the last small gremlin in the room 1d20 + 14 ⇒ (10) + 14 = 24, unluck 1d20 + 14 ⇒ (3) + 14 = 17 hit killing the gremlin.

Rest


| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |

Zophar glances at his gun and Chretien's turret as neither go off, and shouts "Something is messing with firearms, switch it up!"
He then advances further into the building, taking a swing when he comes withing reach of the nearest Gremlin.

Slam Attack: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 10 ⇒ (2) + 10 = 12


Shot Putter Funkmeister

The knowledge was a Nature, I keep forgeting you are large.

GM Rolls

Spoiler:
1d20 + 12 ⇒ (6) + 12 = 18

Zophar hits one of the gremlins but it seems like the blow was less effective than normal.

Falko, Iva, Chretien


Falko takes a step back to cast a defensive spell.

Mirror Image: 1d4 + 2 ⇒ (2) + 2 = 4


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 moves in to the nearest gremlin and attacks it, but she misses.

+1 Human Bane Dagger: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 1d4 + 3 ⇒ (1) + 3 = 4


Shot Putter Funkmeister

Chretien moves towards the fray.

Big gremlin1 attacks Iva with shocking grasp 1d20 + 8 ⇒ (14) + 8 = 22 hitting 4d6 ⇒ (5, 5, 1, 2) = 13

Big gremlin 2 5ft steps forward attacks Zophar with shocking grasp 1d20 + 8 ⇒ (1) + 8 = 9 hit 4d6 ⇒ (1, 6, 5, 5) = 17

Round 3

Femi


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

Round: 3, Initiative: 15

Status:
HP: 28/30 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Mage Armor (1/7h)
Melee: Attack: BAB +3, Str +0 Damage: +0
Ranged: Attack: BAB +3, Dex +1 Damage: +0
Reconnaissance (1/1)
Arcane Reservoir (su): 6/10 (+1 DC or caster level (free), quick study (full))
Consume Spells (su): 2/2
Runestone of Power (first) 0/1
Spells (Caster Level 7, Concentration +11, SR +9)
Special: (7/7) Force Missile*
Zero (14): (7) Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Spark
First (15): (3/5) Burning Hands*, Charm Person, Feather Fall, Infernal Healing, Mage Armor, Magic Missile*
Second (16) (3/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (2/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

”These big-ins also seem to be immune to fire as well as firearms.”

Femi tries a Magic Missile with Toppling Spell shooting two missiles at each.

Magic Missile: 2d4 + 5 ⇒ (3, 2) + 5 = 10 Trip CMB: 1d20 + 11 ⇒ (1) + 11 = 12
Magic Missile: 2d4 + 2 ⇒ (2, 1) + 2 = 5 Trip CMB: 1d20 + 11 ⇒ (7) + 11 = 18

SR?: 1d20 + 9 ⇒ (2) + 9 = 11


Shot Putter Funkmeister

Femi's missiles do not faze the big gremlins as they hit.

Asrabey moves forward to attack one of the gremlins 1d20 + 14 ⇒ (17) + 14 = 31, 1d20 + 14 ⇒ (2) + 14 = 16 missing his attack as well.

Everyone except Femi


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 begrudgingly swaps weapons and moves to hit.

Mwk Rocbar: 1d20 + 5 ⇒ (12) + 5 = 17
dmg: 1d12 + 1 + 2d8 ⇒ (2) + 1 + (1, 6) = 10


Shot Putter Funkmeister

Orphanage

Asrabey is in the way, what would you like to do instead, do you still have the crossbow?


Falko moves into position ten feet behind Asrabey: "Nothing seems to work!? Are these things even real?!?" he shouts, studying the creatures.

Will save with heroism: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26


| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |

Zophar swings at the nearest gremlin once again, trying to shove it off balance before unloading a swing at it.

Shove (vs Touch, 7 damage and can't make AoOs if successful): 1d20 + 12 ⇒ (15) + 12 = 27
Slam Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Slam Damage?: 1d8 + 10 ⇒ (6) + 10 = 16

"They will go down, just not easily!"


Shot Putter Funkmeister

GM Rolls

Spoiler:
1d20 + 12 ⇒ (20) + 12 = 32,

What is the Will Save for?

Zophar is able to shove the gremlin but he seems to have not taken as much damage as normal, his slam however was unssuccessful.

sorry the last attack on Zophar was a miss... I could have sworn it was a 2 yesterday making 10 for the touch.

Iva


Shot Putter Funkmeister

IVa full attacks the one in front of her: 1 Human Bane Dagger: 1d20 + 11 ⇒ (19) + 11 = 30 1d20 + 11 ⇒ (6) + 11 = 17
Miss

+1 Human Bane Dagger: 1d20 + 6 ⇒ (6) + 6 = 12 1d20 + 6 ⇒ (19) + 6 = 25
Miss

+1 Silver Kukri: 1d20 + 12 ⇒ (18) + 12 = 30, 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

+1 Silver Kukri: 1d20 + 7 ⇒ (20) + 7 = 27 1d20 + 7 ⇒ (2) + 7 = 9
miss

Big gremlin1 attacks Iva with shocking grasp 1d20 + 8 ⇒ (12) + 8 = 20 hitting 4d6 ⇒ (5, 6, 1, 6) = 18

Big gremlin 2 5ft steps forward attacks Zophar with shocking grasp 1d20 + 8 ⇒ (4) + 8 = 12 hit 4d6 ⇒ (4, 1, 4, 1) = 10 x 1.5 =15 Should it be 25 points?

Round 4

Femi


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

Round: 4, Initiative: 15

Status:
HP: 28/30 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Mage Armor (1/7h)
Melee: Attack: BAB +3, Str +0 Damage: +0
Ranged: Attack: BAB +3, Dex +1 Damage: +0
Reconnaissance (1/1)
Arcane Reservoir (su): 5/10 (+1 DC or caster level (free), quick study (full))
Consume Spells (su): 2/2
Runestone of Power (first) 0/1
Spells (Caster Level 7, Concentration +11, SR +9)
Special: (6/7) Force Missile*
Zero (14): (7) Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Spark
First (15): (4/5) Burning Hands*, Charm Person, Feather Fall, Infernal Healing, Mage Armor, Magic Missile*
Second (16) (3/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (2/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

”Damn.” Femi swears as his spells hit the gremlins to no effect.

Femi, unsure how he can best help, tries a force missile to confirm his suspicions.
Force Missile: 1d4 + 3 ⇒ (2) + 3 = 5
SR: 1d20 + 9 ⇒ (7) + 9 = 16


The Will save was to actively disbelieve.


Shot Putter Funkmeister

GM Rolls

Spoiler:
1d20 + 9 ⇒ (10) + 9 = 19

Femi's force missile strikes hits one of the gremlins.

Asrabey nods his head and full attacks the gremlin 1d20 + 14 ⇒ (3) + 14 = 17, 1d20 + 14 ⇒ (6) + 14 = 20 miss
and 1d20 + 6 ⇒ (10) + 6 = 16 1d20 + 6 ⇒ (6) + 6 = 12 miss

The lion crest on his shield attacks the gremlin 1d20 + 18 ⇒ (18) + 18 = 36, 1d20 + 18 ⇒ (15) + 18 = 33 hitting doing 2d6 ⇒ (3, 6) = 9, grab 1d20 + 18 ⇒ (3) + 18 = 21 1d20 + 18 ⇒ (16) + 18 = 34 the gremlin is grappled.

Everyone- Femi


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 swings his rocbar again at the little buggers moving if need be, cant access the map ATM

Mwk Rocbar: 1d20 + 5 ⇒ (15) + 5 = 20
dmg: 1d12 + 1 + 2d8 ⇒ (9) + 1 + (7, 5) = 22


| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |

Zophar attempts to slam the nearest gremlin against the wall again, grunting as he swings.

Shove (vs Touch, 7 damage and can't make AoOs if successful): 1d20 + 12 ⇒ (15) + 12 = 27
Slam Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Slam Damage?: 1d8 + 10 ⇒ (7) + 10 = 17


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 studies the gremlin in front of her, and then attacks.

+1 Human Bane Dagger, Studied Target: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

+1 Human Bane Dagger, Studied Target: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

+1 Kukri, Studied Target: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

+1 Kukri, Studied Target: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d4 + 4 ⇒ (4) + 4 = 8


Shot Putter Funkmeister

GM Rolls

Spoiler:
1d20 + 12 ⇒ (3) + 12 = 15, 1d20 + 12 ⇒ (9) + 12 = 21, Iva 1d20 + 11 ⇒ (8) + 11 = 19, 1d20 + 6 ⇒ (9) + 6 = 151d20 + 12 ⇒ (13) + 12 = 251d20 + 7 ⇒ (15) + 7 = 22

Zophar and Iva combine to kill the northern gremlin.

Chretien moves to where the gremlin had been slain and

GM Rolls

Spoiler:
1d20 + 5 ⇒ (11) + 5 = 16

And kills the gremlin with his roc bar.

Combat Over


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

"That was unpleasant. Is everyone alright?" Iva looks at the bodies of their enemies.


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

”I’m OK, just a scratch, but those last two were tough. I hope there aren’t many more like that. We should hurry, someone may have heard the fighting.”

He'll cast Detect Magic, and make a quick sweep for magics, but will otherwise wait to search further until the whole nest is taken care of.

He’s ready to proceed, but waits for others to be healed or otherwise prepare as needed.


Shot Putter Funkmeister

Femi [spoiler] You are unable to discern any magic in this room except for the items your colleagus and Asrabey are carrying[/ooc]


"We need to keep moving fast. Likely we've raised the alarm... Femi, can you turn us invisible again? We might be able to take advantage of the commotion..."


| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |

"I think that would be wise, everyone gather around me, it is time to move."


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

Status:
HP: 28/30 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Mage Armor (1/7h)
Melee: Attack: BAB +3, Str +0 Damage: +0
Ranged: Attack: BAB +3, Dex +1 Damage: +0
Reconnaissance (1/1)
Arcane Reservoir (su): 5/10 (+1 DC or caster level (free), quick study (full))
Consume Spells (su): 2/2
Runestone of Power (first) 0/1
Spells (Caster Level 7, Concentration +11, SR +9)
Special: (6/7) Force Missile*
Zero (14): (7) Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Spark
First (15): (3/5) Burning Hands*, Charm Person, Feather Fall, Infernal Healing, Mage Armor, Magic Missile*
Second (16) (3/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (1/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

"Will do Falko!"

Femi casts another Invisibility Sphere on Zophar and moves out with the group.


Shot Putter Funkmeister

Not knowing exactly where to go, you first go to room 8 the kitchen. 8. Kitchen.
A large crockpot and various old metal eating implements are scattered
throughout this room.

Then you move on to room 9 the storage area. Here the putrid smell is strongest. Foodstuffs are rotting here and gives off a foul odor.

You then move out the door to the south and sitting atop the roof of room 11, is Gale, undeterred by the light
drizzle. She puts a finger to her lips and tries to discourage you from
going inside the headmaster's office with just hand gestures.

She speaks to you telepathically saying "I did not know of this location until I was teleported here about five minutes ago."


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 waves at Gale and indicates she wants her to follow them to the kitchen so they can talk.


Shot Putter Funkmeister

She telepathically says, "I cannot do that, I am oathed to be here Ekossigan of Spring. I suggest not going in there." gesturing to the office on top she sits.


Shot Putter Funkmeister

She continues, "Ekossigan is an extremely dangerous Fey Lord."

Do you go in or leave?


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 looks at the others. "What do you think? I don't fancy fighting a powerful fey lord, and possibly Gale as well. Is he the one we came to talk to?

I'm afraid I've forgotten the name of whom we were coming to "take care of".


Shot Putter Funkmeister

Ekossigan is the one you came to talk to and take care of


Falko is torn: "We understand you're under oath, but so are we. Ww need to first see Ekossigan to speak with him. Can we at least get to that point?!"


Shot Putter Funkmeister

Gale says, "Sure, you can go in there and I won't stop you. I am warning you to not go in there. I just cannot go to the kitchen."


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

"We appreciate the warning, but we've a job to do, and we're going in there. Er. Why can't you go in the kitchen? Is there something wrong with it - other than the odor I mean?" he asks a little confused, but not sure he really wants to know the answer.


Shot Putter Funkmeister

She says, "The oath, I am under his command to be here while you are on the premises."

Did any of you cast healing spells or anything?

You move past Gale into the Headmaster's office. Inside the office, the headmaster’s unimpressive, but functional, furniture
has been shattered, leaving a cracked desk atop a tattered rug.
There’s a hole in the wall to the east. The fey have stashed a sizable treasure
trove of offerings underneath the bed (1,000 gp value total), though
mixed in with coins and jewelry are plates of half-chewed offerings and
more than a few squirrel carcasses.

A wooden mask with antlers sweeping back from its jaw appears in the air
in front of you. Its eyes are hollow, but it tilts slightly, as if it’s considering your
appearance. Slowly a hood fades in behind the mask, giving the impression of an
unseen head, and then a mantle of leaves over the shoulders of this invisible man.
A sonorous voice issues from the mask.
“Greetings. I am Ekossigan of Spring, devoted servant of the Unseen Court and protector of the ever-turning seasons. It is with much remorse that I come to your dull and colorless world, but I come to rid this garden of the dark seeds you have planted.”


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Falko says, hoping to learn more before the fey they're accompanying steps in and things go south: "Well met Ekossigan of Spring. It is an honour to meet a Fey as prestigious as you. My name is Falko Escheus. I am but a mere human, in love with what he knows, his world. I am also an official agent of the government of Risur, which you may or may not recognize, but with which the Fey have an understanding. This is why I and my colleagues are here now. May we ask you what seed you refer to? Could it be possible that your goal and ours be aligned for but a few breaths?"

Diplomacy with Heroism, if needed: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19

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