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

Just a reminder, The bridge is sixty feet
wide, four hundred feet long, stone with metal railings and street lamps
spaced widely enough that the party could hide. Also, at each of the pilings
supporting the bridge, broad stairwells lead down to landings and
small docks, thirty feet below. A few boats moor at these pilings, and so
dozens of officers could hide just down the stairs. But the main point here is really how do you want to set up the command detonated mines?


Iva Skipwith-Darling wrote:
Let's bring Ciprino's boys, and drop the spell in the middle of the bridge. Iva still likes her hang from the bridge idea."
GMEDWIN wrote:


Just a reminder, The bridge is sixty feet
wide, four hundred feet long, stone with metal railings and street lamps
spaced widely enough that the party could hide. Also, at each of the pilings
supporting the bridge, broad stairwells lead down to landings and
small docks, thirty feet below. A few boats moor at these pilings, and so
dozens of officers could hide just down the stairs. But the main point here is really how do you want to set up the command detonated mines?

Ok, thanks for the clarifications. This is a massive bridge! What is the radius of the teleport prevention spell? And how many can be cast? This will help determine where to place the ambush. I agree that we should go with Ciprino's boys and keep the numbers small. Also, I've posted many questions in my last post IC. Not sure what to think of the layout yet, so it's hard to make strategic decisions, if it matters at all..


Shot Putter Funkmeister

He will be using dimensional lock so Kell cannot teleport. it has a 100 foot radius. Only 1. The ambush will be at about 3am and the bridge is a bridge crossing the Stanfield canal, it actually goes north south not east west. The navy does not have a sub. At 3am there won't be much traffic if any on the bridge. The fake meet with the OB is at 230 because there won't be anyone out, he also knows you are looking for him so this is a calculated risk.


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

"I say we let them cross to about 2/3 of the way over where a recently tipped wagon with a string of horses should stop them, if only briefly. We few will be dealing with the wagon - trying to right it. When we confront them, our troops will begin to climb from the pylons below to cut off their exit. Trapped - they'll have to fight."

"I don't have many spells remaining after our last endeavor, but I'll do what I can to support. I'm also not sure where to put the explosives. Perhaps to one side so they don't try to just go around us? I dunno." he doesn't like the idea of exploding horses...


"Femi, I don'T know about the carriage. I'm worried it makes Kell suspicious... Perhaps we can simply hide and if possible be invisible on top, then spring from both sides, cutting his exits? We need to prevent him from teleporting, but also from jumping off or something..."


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

I'm assuming we were not able to rest and recover spells...

"Sure, I see you're point. You're probably right - he is a suspicious bugger."

"Yeah, it's been a long day, so the best I can do is make two of us invisible. They can stop the carriage and the rest can climb over the sides quickly perhaps?"


Shot Putter Funkmeister

You have enough time to rest before this encounter but not before the next one.


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 will, when resting, change out his scanning translator and inertial interference field for an entangler sphere launcher and a potent paralyzer


Shot Putter Funkmeister

Ok, I would like to get the ambush encounter going... Zophar had some good ideas... I put the map up. So do you want to make a carriage invisible and hid atop it and then Kell's carriage would be blocked by it? Does Zophar want to set explosives? You have 17 police plus the men from Cippriano... Anything else I missed?


Shot Putter Funkmeister

Put your tokenn on the bridge please. I want to start this encounter tomorrow.


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

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): 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) (5/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (3/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

I don’t see my token on the map, but Femi will cast Invisibility Sphere on the party who will wait on the bridge for them to approach and our troops will climb up behind them to block their escape I think.


Shot Putter Funkmeister

They are there now. Do you want to have the sphere covering a carriage to cause a pile up?


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 is tucking herself into one of the stairwells with some of the constables. She's on the map. I like the invisible carriage to cause a pile up.


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

Yes, a pile up is an excellent idea.


Shot Putter Funkmeister

Before we start this encounter, I need all of you to give me a Sense Motive Check


They're coming from the left side, right? Do we have time for min/lvl buffs? I think Heroism should not be an issue, so I'll assume I was able to cast it well in advance.

Sense Motive with Heroism: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22


Shot Putter Funkmeister

In regards to buffs, it depends on how long these buffs last. Casting any buffs, could give your position away.


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

sense motive not counting any buffs: 1d20 ⇒ 18


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

Sense Motive: 1d20 + 2 ⇒ (3) + 2 = 5

I've got a mage armor going, which I would have cast prior to the bridge, and an invisibility sphere which I cast when we're in place. No other buffs for now - until the trap is sprung!


I was referring to the 1 min/level buffs. They could be cast when we hear them coming without too mich rosk, as long as we don’t cast five of them. Let me know if that would be ok.


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

Sense Motive: 1d20 + 9 ⇒ (12) + 9 = 21


Shot Putter Funkmeister

Zophar 1d20 + 11 ⇒ (7) + 11 = 18

Through the efforts of the group you are able to pick out three police who look somewhat suspicious and sequester them before the assault.

GM Rolls

Spoiler:
1d100 ⇒ 73

Though Principal Minister Harkover Lee is not a warmage and
doesn’t join the fight, he prepares a ritual to blanket a 100-ft. radius
of the bridge with a dimensional lock effect, blocking teleportation and plane-shifting for several hours, before the meeting at about 1am and then he says farewell and goes back to the Hotel Aurum to prepare for the Summitt tomorrow evening.
Through a spyglass, you see Kell travels to the fake meeting in his mechanical spider carriage, and you rig a carriage to block his path and cast invisibility sphere, so it is unseen.

The bridge is sixty feet
wide, four hundred feet long, stone with metal railings and street lamps
spaced widely enough that the party could hide. Also, at each of the pilings
supporting the bridge, broad stairwells lead down to landings and
small docks, thirty feet below. Iva and the 14 police and the 12 Family thugs await Kell to approach in his carriage.

GM Rolls

Spoiler:
Kell Perception 1d20 + 2 ⇒ (14) + 2 = 16 fail

Kell's carriage makes its way with three men atop as drivers carrying firearms. The carriage hits the invisible carriage.

Kell says to his men, "What is going on up there, did I hear a crash? Go check it out!"

One of the thugs, jumps down to see the fender of its carriage crash into a carriage that is now seen.

The four invisible characters may act.


Casting Mirror Image: 1d4 + 2 ⇒ (1) + 2 = 3

Falko gets an illusion to add to his protection. While still invisible, he climbs on top of the carriage.


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

Round: surprise, Initiative:

Status:
HP: 30/30 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Mage Armor (1/7h), Haste (1/7r)
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) (5/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (2/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

Femi, wanting to remain invisible, casts Haste on the group and he keeps his head down.

Please remember you are Hasted (+1 AC/Reflex Saves, +1 attack, +30’ move)


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

Essa stays still waiting to see what happens next.


Shot Putter Funkmeister

Chretien places his turret atop the carriage.

Zophar squeezes between the carriage and the side of the bridge and screams "Kell the gig is up! Surrender or you will be killed! RHC"

Initiative: Iva 1d20 + 7 ⇒ (3) + 7 = 10, Femi 1d20 + 3 ⇒ (2) + 3 = 5, Falko 1d20 + 4 ⇒ (5) + 4 = 9, Chretien 1d20 + 3 ⇒ (2) + 3 = 5, Zophar 1d20 + 4 ⇒ (5) + 4 = 9, Police 1d20 + 1 ⇒ (17) + 1 = 18, Family 1d20 + 1 ⇒ (3) + 1 = 4, Kell 1d20 + 2 ⇒ (7) + 2 = 9, Kate 1d20 + 1 ⇒ (15) + 1 = 16, Nick 1d20 + 4 ⇒ (11) + 4 = 15, Pistoleers 1d20 + 3 ⇒ (20) + 3 = 23

Pistoleers,Police, Kate, Nick, IVa, Zophar, Falko, Kell, Chretien, Femi, Family

Round 1

Pistoleer 1 attacks Zophar with his short sword 1d20 + 5 ⇒ (1) + 5 = 6 miss

Pistoleer 2 fires at Zophar with his pistol 1d20 + 5 ⇒ (10) + 5 = 15 hit 1d8 ⇒ 5

Pistoleer 3 fires at Zophar with his Pistol 1d20 + 5 ⇒ (1) + 5 = 6 misfire

Hearing gunfire, the 12 policemen run up the stairs onto the bridge.

Kate readied action.

Nick fires his musket at a policeman 1d20 + 6 ⇒ (13) + 6 = 19 hits 1d12 ⇒ 2

Iva, Zophar, Falko


Falko steps forth to engage the three pistoleers and make their shooting a bit harder!

5-foot step forward, remaining to the bottom side of the map.

"En guarde, Miscreants!"

Rapier with Heroism, Luck, Haste: 1d20 + 11 + 2 + 3 + 2 ⇒ (9) + 11 + 2 + 3 + 2 = 271d6 + 5 + 3 ⇒ (2) + 5 + 3 = 10
Haste: 1d20 + 11 + 2 + 3 + 2 ⇒ (7) + 11 + 2 + 3 + 2 = 251d6 + 5 + 3 ⇒ (5) + 5 + 3 = 13


Shot Putter Funkmeister

Iva moves to attack the man with her bane weapon 1d20 + 11 ⇒ (1) + 11 = 12 miss

Zophar full attacks the man in front of him 1d20 + 12 ⇒ (7) + 12 = 19 hit 1d8 + 10 ⇒ (8) + 10 = 18

1d20 + 12 ⇒ (3) + 12 = 15 miss

Falko's attacks hit his target but the man is still up.

From within the carriage you hear Kell, "How does thing not work... I must unass this carriage"

Chretien, Femi


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

Round: 1, Initiative: 5

Status:
HP: 30/30 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Mage Armor (1/7h), Haste (2/7r)
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: (5/7) 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) (5/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (2/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

Femi, wanting to maintain his spells, and worried about all the cover for his ranged attacks, simply tries to finish off the one Falko is fighting with a light touch.
Force Missile: 1d4 + 3 ⇒ (2) + 3 = 5

Please remember you are Hasted (+1 AC/Reflex Saves, +1 attack, +30’ move)

I assume all the new blacker forces behind the carriage are police - correct?


Shot Putter Funkmeister

ALL PCs except for Iva are hasted. Yes the ones in black are police.

Femi's force missile hits

Kate casts Dispel and nullifies the Haste spell.

Chretien moves to see if he can get a clean shot and instructs his turret to open up on pne of the pistoleers 1d20 + 7 ⇒ (1) + 7 = 8 missfire

Half of the family who are not stuck behind the carriage move forward...

AOO 1 1d20 + 8 ⇒ (19) + 8 = 27 crit 1d20 + 8 ⇒ (8) + 8 = 16 confirms... 2d8 + 8 ⇒ (7, 7) + 8 = 22 killing a family gangster outright.

A00 2 1d20 + 5 ⇒ (14) + 5 = 19 hit 1d6 + 2 ⇒ (6) + 2 = 8

Family man attacks 1d20 + 2 ⇒ (14) + 2 = 16 hit 1d6 + 1 ⇒ (3) + 1 = 4

Round 2

Pistoleer 1 full attacks Zophar with his short sword 1d20 + 5 ⇒ (20) + 5 = 25 crit 1d20 + 5 ⇒ (2) + 5 = 7 no 1d6 + 2 ⇒ (4) + 2 = 6

Pistoleer 2 fires at Zophar with his pistol 1d20 + 5 ⇒ (17) + 5 = 22 hit 1d8 ⇒ 2

Pistoleer 3 attacks Falko with his short sword 1d20 + 5 ⇒ (7) + 5 = 12 miss

Police 1 attacks with his longsword on the guy on Iva 1d20 + 1 ⇒ (7) + 1 = 8

Police 2 looses his crossbow at the monk 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 7 miss

Police 3 looses his crossbow at the monk 1d20 + 1 - 4 ⇒ (8) + 1 - 4 = 5 miss
Police 4 looses his crossbow at the monk 1d20 + 1 - 4 ⇒ (9) + 1 - 4 = 6 miss
Police 5 looses his crossbow at the monk 1d20 + 1 - 4 ⇒ (17) + 1 - 4 = 14 miss
Police 6 looses his crossbow at the monk 1d20 + 1 - 4 ⇒ (8) + 1 - 4 = 5 miss
Police 7 looses his crossbow at the monk 1d20 + 1 - 4 ⇒ (2) + 1 - 4 = -1 police 7 -1 hits 1= Iva 2= Family 1d2 ⇒ 2 hit 1d8 ⇒ 8
Police 8-12 move to get into the mix.

Kate channels negative energy DC16 Will save...
Femi 1d20 + 7 ⇒ (1) + 7 = 8 fail, Falko 1d20 + 4 ⇒ (4) + 4 = 8 fail, Iva 1d20 + 2 ⇒ (1) + 2 = 3 fail, Chretien 1d20 + 6 ⇒ (7) + 6 = 13 fail, Zophar 1d20 + 2 ⇒ (6) + 2 = 8 fail, Police 1d20 - 1 ⇒ (5) - 1 = 4 fail, 1d20 - 1 ⇒ (3) - 1 = 2 fail, 1d20 - 1 ⇒ (5) - 1 = 4 fail, 1d20 - 1 ⇒ (14) - 1 = 13 fail, 1d20 - 1 ⇒ (1) - 1 = 0 fail, 1d20 - 1 ⇒ (19) - 1 = 18 pass, 1d20 - 1 ⇒ (20) - 1 = 19 pass, 1d20 - 1 ⇒ (13) - 1 = 12 fail, 1d20 - 1 ⇒ (16) - 1 = 15 pass, 1d20 - 1 ⇒ (5) - 1 = 4 fail, 1d20 - 1 ⇒ (15) - 1 = 14 fail, 1d20 - 1 ⇒ (8) - 1 = 7 fail, Family 1d20 + 1 ⇒ (14) + 1 = 15 fail, 1d20 + 1 ⇒ (10) + 1 = 11 fail, 1d20 + 1 ⇒ (7) + 1 = 8 pass, 1d20 + 1 ⇒ (9) + 1 = 10 fail, 1d20 + 1 ⇒ (15) + 1 = 16 passfor 3d6 ⇒ (2, 1, 6) = 9 negative energy damage.

[ooc] Most of the police on the top of the bridge are unconscious family are just wounded.
Iva, Zophar, Falko


No more Haste then.

Falko keeps stabbing at the brigands: "You might live this night if you surrender now!"

Rapier with Heroism, Luck: 1d20 + 11 + 2 + 3 ⇒ (10) + 11 + 2 + 3 = 261d6 + 5 + 3 ⇒ (5) + 5 + 3 = 13


Shot Putter Funkmeister

Falko takes down one of the pistoleers.

Another one says, "Patron, enough are cleared."

Iva, Zophar


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 goes on the attack at the enemy in front of her. She studies him before the attack hits.

Human Bane Dagger: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d4 + 3 + 2d6 ⇒ (2) + 3 + (2, 1) = 8
Human Bane Dagger: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 + 3 + 2d6 ⇒ (2) + 3 + (6, 6) = 17

Kukri: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Kukri: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 + 7 ⇒ (1) + 7 = 8


Shot Putter Funkmeister

Ooops I forgot Nick's attack, sorry about this Iva

Ki throw against Iva 1d20 + 10 ⇒ (14) + 10 = 24 knocks her prone. Binding throw attempt 1d20 + 10 ⇒ (19) + 10 = 29, she is grappled and prone damage 1d8 + 4 ⇒ (1) + 4 = 5.

I had so many rolls and such, so could you do your turn please, again


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 slashes at her attacker.

+1 Human Bane: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d4 + 3 + 2d6 ⇒ (3) + 3 + (6, 3) = 15
+1 Human Bane: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d4 + 3 + 2d6 ⇒ (1) + 3 + (4, 5) = 13


Shot Putter Funkmeister

Numbers seem off.

Iva's attack, impeded by her being grappled miss the ironclad warrior.

Zophar slams the man in front of him 1d20 + 11 ⇒ (3) + 11 = 14 miss

Kell laughs and says as he walks over to a Family fighter, "Morgan sent some of his boys too... if any of you survive this you tell him this: Gey strashe di gens un mir ans Ars leckun!"

and plunges one of his machetes deep into his chest 1d20 + 20 ⇒ (18) + 20 = 38 crit 1d20 + 20 ⇒ (6) + 20 = 26 confirmed... with a subtle flick of his wrist he carves a hunk chest meat out from the man and into the face of Zophar.

and says, "Hope you enjoy your meal, youngin!"

I do not think Iva gets an AOO while grappled.

Zophar (AOO), Chretien, Femi


| 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 shouts incoherently as his ally is cut down beside him, slamming his mechanical fist towards Kell.

AoO: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 10 ⇒ (7) + 10 = 17


We need to gang up on Kel!


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

Round: 2, Initiative: 5

Status:
HP: 21/30 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: (5/7) 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) (5/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (2/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

Isn't there a caster level check on the dispel vs haste (CL 7)? Or does it automatically work?

Femi steps back 5’ to get some space. (who are the new black suits? More of our guys or the enemy?)

He then casts Magic Missile with Toppling Spell focusing all his wrath on Kel.

Magic Missile: 4d4 + 7 ⇒ (2, 4, 4, 2) + 7 = 19 Trip CMB: 1d20 + 11 ⇒ (8) + 11 = 19


Shot Putter Funkmeister

The black suits are the Family help.

1d20 + 8 ⇒ (10) + 8 = 18, I missed that. the haste was dispelled.

Femi's missiles do not trip Lorcan Kell.

Chretien


Shot Putter Funkmeister

Turret spends the whole round clearing the misfire.

Thundershot
atk: 1d20 + 8 ⇒ (20) + 8 = 28 crit 1d20 + 8 ⇒ (12) + 8 = 20 yes
dmg: 3d10 + 2 ⇒ (10, 3, 6) + 2 = 21
firepower: 2d8 ⇒ (6, 4) = 10

Family moves forward to attack Kell, AOO from pistoleer 1d20 + 5 ⇒ (15) + 5 = 20 hit 1d6 + 2 ⇒ (4) + 2 = 6 killing him.

The three Family members climb on top of the Carriage.

Round 3

Pistoleer 1 attacks Zophar with his short sword 1d20 + 5 ⇒ (5) + 5 = 10 miss

Pistoleer 2 fires at Zophar with his pistol 1d20 + 5 ⇒ (2) + 5 = 7 miss

Kate moves behind and Kell and makes a copycat of him, so there are two them.

Nick continues to grapple Iva 1d20 + 10 + 5 ⇒ (14) + 10 + 5 = 29 pins Iva doing 1d8 + 4 ⇒ (4) + 4 = 8 Iva is pinned.

Falko, Zophar and Iva


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 tries to get free.

CMB: 1d20 + 9 ⇒ (15) + 9 = 24


Shot Putter Funkmeister

Finally it works again...

Iva is unsuccessful.

Falko, Zophar


| 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 knock the closest enemy off balance,

Shove (touch attack for 7 damage and deny AoOs for a round): 1d20 + 12 ⇒ (13) + 12 = 25

before attempting to slam him

Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d8 + 10 ⇒ (3) + 10 = 13

into his companion.

Reposition maneuver on close enemy into enemy just below him, dealing 1d8 + 1d8/(5 points my roll beats his CMD by) damage to both enemies.

Reposition: 1d20 + 13 ⇒ (9) + 13 = 22
Damage Dice: 1d8 ⇒ 8
Damage Dice: 1d8 ⇒ 3
Damage Dice: 1d8 ⇒ 1
Damage Dice: 1d8 ⇒ 7


Shot Putter Funkmeister

You cannot do all of those actions in a single round. You only have a move action and a standard action. Tell me which two you would like to perform. Haste has been dispelled.


| 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; |

Shove is a move action, slam natural attack is a standard (attack) action, and reposition is a free action on a successful attack action as per the 'Follow-Through' martial talent in the Brute Sphere, rules following for ease of reference:
Follow-Through: Whenever you hit a target with an attack action, you may make a bull rush or reposition maneuver against the target as a free action that does not provoke an attack of opportunity. You may use your weapon to perform this maneuver, meaning your weapon’s enhancement bonus, as well as spells that increase attack bonuses or feats such as Weapon Focus, apply to the maneuver.


Shot Putter Funkmeister

Zophar completes a shove attack and is able to slam the same opponent, however the man has sure footing and is able to avoid being pushed into the next person's space.

Falko attacks the man in front of him Rapier with Heroism, Luck 1d20 + 11 + 2 + 3 ⇒ (1) + 11 + 2 + 3 = 17 miss

Kell takes a 5ft step forward and full attacks Zophar, "An elfo... I left the perfect blade at home... and as the Berans say, Mierde!"

1d20 + 20 ⇒ (7) + 20 = 27 hit 1d6 + 10 ⇒ (1) + 10 = 11, 1d20 + 15 ⇒ (8) + 15 = 23 hit 1d6 + 10 ⇒ (4) + 10 = 14 and his Kukri 1d20 + 17 ⇒ (12) + 17 = 29 hit 1d4 + 8 ⇒ (1) + 8 = 9... Zophar's suit is rendered broken. [ooc] I am not sure how that works but imagine you need to get out of the suit or something.

Chretien and 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

it isn't all that clear to me who are the bad guys and who are our allies on this map, nor what cretien can see and target. a little help?


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

Round: 3, Initiative: 5

Status:
HP: 21/30 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: (5/7) Force Missile*
Zero (14): (7) Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Spark
First (15): (2/5) Burning Hands*, Charm Person, Feather Fall, Infernal Healing, Mage Armor, Magic Missile*
Second (16) (5/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (2/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

Femi casts Magic Missile with Toppling Spell focusing all his wrath on Kel and trying again to fell him, either with damage or a little tripage.

Magic Missile: 4d4 + 7 ⇒ (4, 1, 4, 4) + 7 = 20 Trip CMB: 1d20 + 11 ⇒ (4) + 11 = 15


Shot Putter Funkmeister

The bad guys are in the middle of the map. The guys behind Falko are help from the Family. The three others are Constables to the left from the regular police. Your turret is on top of the carriage, your turret can attack anyone theoretically but you can only see very little because of the tipped over carriage.

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