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

Iva struggles with her attacker.

Letting you know I'm still here.


Shot Putter Funkmeister

Chretien, I hope that helps... why can the board not just work?

Chretien


| 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; |

Ahhh dammit, the suit also has Hardness 10 which I have been forgetting about it, so that would only be 5 damage from that full attack. If you are looking for things to affect Zophar that get around the suit, any spell type ability that doesn't use an attack roll can target him directly, and he doesn't have a particularly good will save.


Shot Putter Funkmeister

The attacks were from a magical weapons.


Shot Putter Funkmeister

Femi's missiles hits 1=Kell 2=Copycat 1d2 ⇒ 2

Chretien's turret shoots in front of it 1d20 + 7 ⇒ (18) + 7 = 25 hit 1d8 + 4 ⇒ (6) + 4 = 10 the pistoleer goes down

Thundershot
atk: 1d20 + 8 ⇒ (3) + 8 = 11 miss

Family 1 attacks 1d20 + 7 ⇒ (12) + 7 = 19 hit 1d8 + 2 ⇒ (5) + 2 = 7

Family 2 attacks 1d20 + 7 ⇒ (20) + 7 = 27 crit 1d20 + 7 ⇒ (11) + 7 = 18 yes 2d8 + 2 ⇒ (7, 3) + 2 = 12 still up

Round 4

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

Kate does negative energy DC 16 WIll Femi 1d20 + 7 ⇒ (6) + 7 = 13 fail, Falko 1d20 + 4 ⇒ (16) + 4 = 20 pass, Iva 1d20 + 2 ⇒ (8) + 2 = 10 ⇒ fail, Chretien 1d20 + 6 ⇒ (19) + 6 = 25 pass, Zophar 1d20 + 2 ⇒ (19) + 2 = 21 pass, Police 1d20 - 1 ⇒ (19) - 1 = 18, Police 1d20 - 1 ⇒ (20) - 1 = 19 Police 1d20 - 1 ⇒ (7) - 1 = 6 Family 1d20 + 1 ⇒ (11) + 1 = 12, Family 1d20 + 1 ⇒ (14) + 1 = 15, Family 1d20 + 1 ⇒ (2) + 1 = 3 for 3d6 ⇒ (5, 2, 1) = 8

The three family members and the police are out cold and those that were unconscious before are dead.

Nick ties up Iva 1d20 + 10 + 5 ⇒ (10) + 10 + 5 = 25 success also causing 1d8 + 4 ⇒ (5) + 4 = 9 damage

Falko, Iva, Zophar


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

sorry i was down with sickness much of yesterday. fortunately, i think most of what was bothering me came out the back end this morning.


Shot Putter Funkmeister

No problem, the boards have been so unreliable... driving me crazy. I am glad you are better.


| 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; |

Do magical weapons bypass hardness? Not trying to be difficult, just a bit confused, sorry.


Shot Putter Funkmeister

I think the bigger question is, when you get hit with negative energy does it attack your suit or your body? I imagine your suit has at least the broken condition even if it were not destroyed. I am trying to look it up.


Falko tries to dispatch his pistoleer once and for all.

Rapier, Haste, Heroism, Luck: 1d20 + 11 + 1 + 2 + 3 ⇒ (7) + 11 + 1 + 2 + 3 = 241d6 + 5 + 3 ⇒ (2) + 5 + 3 = 10

Rapier, Haste, Heroism, Luck: 1d20 + 11 + 1 + 2 + 3 ⇒ (4) + 11 + 1 + 2 + 3 = 211d6 + 5 + 3 ⇒ (3) + 5 + 3 = 11


Shot Putter Funkmeister

There is no haste, it was dispelled.

Falko hits and brings down the pistoleer.

Zophar and Iva


Ok, so, if possible, Falko will move to within 1 5-foot step of the closest opponent.


Shot Putter Funkmeister

I already deleted the opponent you attacked. Just to avoid any miscommunication later, you are on top of a carriage and that is 10ft up. You can climb down to attack next round.


Can I jump down instead or attack from higher ground as I jump down (action-packed move)?


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

the suits are Independent Inventions, which are mindless creatures of the Construct type. "While in the pilot seat, the pilot and the independent invention are essentially a single creature, using the independent invention’s physical stats and the pilot’s mental stats. The pilot cannot be targeted by weapons or by magic that behaves like a weapon (for example, effects that require an attack roll or allow a Reflex save) until the independent invention is reduced to 0 hp, but otherwise is still susceptible to magical effects. A creature who successfully grapples the independent invention or climbs onto it using Scale Foe from the Athletics sphere may attack the pilot directly, or even move the pilot instead of the independent invention after a qualifying grapple check, removing the pilot from their seat."

Constructs have Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). It isn't fully clear, however. For instance, I would not apply negative energy to a construct as they also don't benefit from positive energy. a channel negative energy would damage the pilot as it isnt a weapon like spell, but if a weapon did +1d6 negative on top of the d8 slashing, i wouldnt apply it to the suit.


Shot Putter Funkmeister

Zophar, you should take damage from the negative energy from you actual HP. Your suit has the broken condition. Falko, I would need to look at your feat list and it would probably require an Acrobatics check to do it plus an attack roll.

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 attempts to break free of her bonds. She curses and kicks with her bound feet.

Escape Artist: 1d20 + 2 ⇒ (8) + 2 = 10


Feats and Acrobatics:
Feats H-Focused Studies (Perception), 1-Weapon Finesse, 3-Additional Traits, 5-Fencing Grace, 7-Lingering Song.

My Acrobatics is +11.

In the end, it's just a move and an attack, with a +1 from higher ground if possible. It's just descriptive, but I don't think Falko would climb down the cart instead of jumping from it.


Shot Putter Funkmeister

Zophar shoves 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14 miss

And slams 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13 miss

Slams 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13

Kell yells "Prarie Fire!" and then darts towards the staircase where Iva started from, double move he is now one floor under and there three floor until the water.

Zophar AOO 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 hit 1d8 + 10 - 2 ⇒ (1) + 10 - 2 = 9

Chretien and Femi


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

Round: 4, Initiative: 5

Status:
HP: 21/30 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: (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) (1/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

Displeased that their quarry is trying to flee, and recognizing the importance that he doesn’t, Femi moves up and casts another Haste on the party. ”Don’t let the bastard get away!”


Well, Falko will certainly focus on reaching Kell. I'm hoping Blading Dash may help a bit.


Shot Putter Funkmeister

Chretien triple moves to down the staircase to get to the dock nearest him to get off shots at Kell.

Round 5

Kate does negative energy DC 16 WIll Femi 1d20 + 7 ⇒ (13) + 7 = 20 pass, Falko 1d20 + 4 ⇒ (20) + 4 = 24 pass, Iva 1d20 + 2 ⇒ (1) + 2 = 3 fail, , Zophar 1d20 + 2 ⇒ (12) + 2 = 14 fail, for 3d6 ⇒ (3, 6, 3) = 12

Nick readies an action

Falko, Zophar, 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 spits in anger and tries to get loose of her bonds. "This didn't go as planned."

Escape Artist: 1d20 + 2 ⇒ (4) + 2 = 6


Falko has surveyed the bridge before. Is there a way he could jump down and not necessarily land in water, but perhaps on some low landing at the base of the bridge?


Shot Putter Funkmeister

There are docks but that is a 60 ft drop.


Perfect. One more question, could I use Bladed Dash to cut some of that falling distance and (read the description below) could I get a passing strike at Kell on my way down? Let me know what you want me to roll for the fall; with or without Bladed Dash I'll jump.

Bladed Dash:
When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon.


| 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 disentangles himself from his damaged suit (full round action), shouting "I can catch him! The bastard wont get away!"


Shot Putter Funkmeister

Ok, I had to pull out my ruler to see if the angle work, yes it does. Because of the angle to be able to actually attack Kell, you will take 4d6 damage.


Ok, are you sure about the 4d6? Bladed dash moves me 30 feet, so it would mean a 30 ft fall, no? Also, can I make a roll to lower the damage? In any case...

Fallin damage: 4d6 ⇒ (2, 2, 4, 3) = 11

Falko conjures the spirit of his father, moving to the edge of the bridge, and shifts his position downward in a flash, leaving a trail of images lingering behind. As he passes Krell, he shouts and stabs at the blackjack: "Ahah!"

Rapier, Haste, Heroism, Luck: 1d20 + 11 + 1 + 2 + 3 ⇒ (8) + 11 + 1 + 2 + 3 = 251d6 + 5 + 3 ⇒ (5) + 5 + 3 = 13

"Argh! he coughs as he lands quite crashingly at the bottom, but on firm ground.

Acrobatics if possible, with Luck and Heroism: 1d20 + 11 + 2 + 3 ⇒ (15) + 11 + 2 + 3 = 31


Shot Putter Funkmeister

well if you were going just down, sure but your character is going northwest and down at the same time goal being to attack Kell. WHEN I get home, i can show you my doodles.


No worries. Just asking to be sure, not to argue. I could take a five foot step before casting to improve the angle. In any case, I leave it to your adjudication.


Shot Putter Funkmeister

Falko takes half damage due to his Acrobatics.

Kell moves down the staircase and attacks Falko 1d20 + 22 ⇒ (18) + 22 = 40 crit 1d20 + 22 ⇒ (18) + 22 = 40 yes 1= Falko 1d3 ⇒ 3 destroying one of Falko's mirrors.

Chretien, Femi


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

Round: 5, Initiative: 5

Status:
HP: 15/30 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): (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) (1/4) Fireball*, Haste, Invisibility Sphere
* +1 DC, +3 Damage

Femi rushes to the nearest staircase, assuming there must be a boat below for him to flee to, and charges down the stairs after them (double move - 90’ with haste)

Not sure about the movement, so please place me where I should be at the end, thanks!


For a moment, as I was reading, I had forgotten I had mirror image... I thought I was quite done!


Shot Putter Funkmeister

Cretien moves 20 ft to get a better shot and fires at Kell 1d20 + 10 ⇒ (17) + 10 = 27 hit with Firepower 1d10 + 2 ⇒ (1) + 2 = 3 and 2d8 ⇒ (2, 5) = 7

Chretien's turret fires on the woman casting negative energy 1d20 + 8 ⇒ (20) + 8 = 28 crit 1d20 + 8 ⇒ (3) + 8 = 11 no hit 1d8 + 4 ⇒ (2) + 4 = 6

Round 6

Everyone please tell me how many hitpoints you have.

Kate readies an action.

Nick, having already tied up Iva moves towards Zophar and trips him 1d20 + 10 ⇒ (1) + 10 = 11 Zophar dodges the attempt.

Zophar, Falko, Iva


25 hp, hit by negative energy and the fall so far, with 2 images remaining, so 1 in 3 chances of being hit next.

Falko, having been caught off-guard in the wake of his daring jump, crouches into a fighting stance, then jabs and lunges with his rapier: "You know, Kell, it doesn't have to end that way. Just surrender to us and see another sunrise, no?"

Rapier, Haste, Heroism, Luck: 1d20 + 11 + 1 + 2 + 3 ⇒ (20) + 11 + 1 + 2 + 3 = 371d6 + 5 + 3 ⇒ (6) + 5 + 3 = 14

Rapier, Haste, Heroism, Luck: 1d20 + 11 + 1 + 2 + 3 ⇒ (18) + 11 + 1 + 2 + 3 = 351d6 + 5 + 3 ⇒ (1) + 5 + 3 = 9

Nice!

Confirm 1: 1d20 + 11 + 1 + 2 + 3 ⇒ (6) + 11 + 1 + 2 + 3 = 231d6 + 5 + 3 ⇒ (5) + 5 + 3 = 13

Confirm 2: 1d20 + 11 + 1 + 2 + 3 ⇒ (19) + 11 + 1 + 2 + 3 = 361d6 + 5 + 3 ⇒ (3) + 5 + 3 = 11

Quite nice!


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

HP: 15/30


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

33 HP

Iva again tries to break free. She curses loudly.
Escape Artist: 1d20 + 2 ⇒ (10) + 2 = 12


| 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; |

Free of his immobilised suit, Zophar grappling hooks his way down to the bottom level of the bridge, attempting to head off Kell and block his escape.

"Keep on him Falko! The bastard has nowhere to go!


Shot Putter Funkmeister

Falko's attack takes Kell down, unconscious.

AOO against Zophar 1d20 + 8 ⇒ (14) + 8 = 22 hit 1d8 + 4 ⇒ (4) + 4 = 8

Cretien, Femi


"Ah! You're under arrest!" says Falko, towering over the unconscious ruffian.


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

Round: 6, Initiative: 5

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

Seeing Kell go down, Femi turns and starts the slower slog back up the staircase, rushing back to the prior battle. (Double move back up, but as climbing is generally difficult terrain, I’ll rejoin the combat next round.)

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


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

34 HP, i'm kinda lost in the sauce in this combat. please continue to bot me, i am trying to crawl out from under a pile of homework and study for my first round of exams (taking more than 12 credits this semester))


Shot Putter Funkmeister

Chretien rushes up the stairs.

The female cleric and the full plate adorned man jump into the river and escape.

Combat Over

At this point you can level up your characters but for spell casters you will not have enough time to replenish the spells you have used in this fight. Because it is four hours until the ceremony in subway and your chance to bushwhack the dwarves.


Male

The PM moves up to the party with some medical assistance starting to attend to the police laying on the ground of the bridge.

He says, "Wow, Kell has some serious ability."


"Yes, he lays unconscious like no other... What do you mean?" Falko asks.


Male

The Premier Minister says, "He and his people did some serious damage to a lot of our people."


"Aye... I... I see what you mean, Prime Minister... Yes, he indeed is a terrible foe. and it is a good thing, is it not, that he is now in our custody. I can only shiver at the thought of the damage he could have done if he had been on the offensive and not reacting to our ambush!" replies Falko, realizing with whom he was speaking and what he meant.

He lights a cigar: "Is he dead, or just...?"

Falko can speak with dead (limited). Is there anything we would like to know that we could ask Kell (if he is dead) or one of his associates?


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

Femi shouts with the warm happiness of a tough job well done as he surfaces and the combat ends. ”Well done everyone!” he helps collect the captured, and help the injured.

He nods along with Falko’s assessment in the discussion with the Prime Minister. ”Speak with dead huh? Interesting. I’m not sure what to ask to be honest, but I imagine we have some time to consider it?”

He’ll then make ready for their next ambush, later that night. He’ll even try and catch a couple hours of sleep some nearby couch if he can, back facing the busy back and forth of the RHC. He knows it won’t do much good, but he feels a little fresher for the attempt.

He rises an hour or so before, and looks to see if the others are ready to head out to the site.

Could you refresh my memory please? What is the next ambush and where it is to be? I might want to change up some spells - which I can do without resting as an Arcanist.


Male

The PM says, "King Aodhan wanted him bad and he will definitely be happy this assignment was successful although we did lose a lot of men. Kell is not dead he is just unconscious. These three pistoleers are dead though."

He walks over to Iva and flicks out a pen knife and cuts her free.

It is the dwarves trying to bomb the new subway station and kill the governor.

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