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

What rolls do you need for the Skill Challenge?

Femi, wand of infernal healing already out, begins to apply a charge to himself and each of his companions as they work on the bomb so healing can begin.


Shot Putter Funkmeister

First thing, can I get a perception check


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

Femi looks around, mostly oblivious as he heals the group a little.

Perception: 1d20 + 1 ⇒ (15) + 1 = 16 (also have See Invisibility going)


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 huffs with the effort to take down the dwarvse. She looks around closely to see what's going on. "That wasn't fun. Did we win?"

Perception: 1d20 + 12 ⇒ (12) + 12 = 24


Shot Putter Funkmeister

You search the locomotive for where you can gain access to the bomb which is sprawled throughout the locomotive. You find a set of brass metal sheeting.

Here you can use either Disable Device or Sleight of hand


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 don’t have either one of those skills.


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

Femi stares at the bomb. "Well... I don't know how to disarm it either. Maybe we can move the train somewhere less vital at least? So if it does go off on its own, it won't hurt anyone."

He looks to Cretien.


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

here's a bunch since i'm sure i will be doing this awhile

disable device: 1d20 + 20 ⇒ (5) + 20 = 25
disable device: 1d20 + 20 ⇒ (1) + 20 = 21
disable device: 1d20 + 20 ⇒ (11) + 20 = 31
disable device: 1d20 + 20 ⇒ (4) + 20 = 24
disable device: 1d20 + 20 ⇒ (15) + 20 = 35
disable device: 1d20 + 20 ⇒ (6) + 20 = 26
disable device: 1d20 + 20 ⇒ (13) + 20 = 33
disable device: 1d20 + 20 ⇒ (13) + 20 = 33
disable device: 1d20 + 20 ⇒ (18) + 20 = 38
disable device: 1d20 + 20 ⇒ (3) + 20 = 23

if someone could bless me or buff me in some way thatd be great


Shot Putter Funkmeister

Chretien is able to open the casing without setting off the bomb.

Inside, twenty-nine rune-inscribed steel wires criss-cross an amberglass drum that holds forty gallons of alchemicals. The drum is divided into eight sections, each filled with a different substance.

Each wire contains a set of ancient dwarven Runes. There is an alarm clock counting down and it currently says around 24 minutes.

If you speak Ancient Dwarven, no rolls are needed however if you speak modern dwarven. I would require a Linguistics check.


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

”This is ancient dwarven, I know the modern dialect only. Hrm. Let me see if I can puzzle this out.”

Linguistics: 1d20 + 4 ⇒ (1) + 4 = 5

"Nope, I can't figure this out. Maybe it's in code as well."


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 looks at the ancient text.

i know modern dwarven.

linguistics: 1d20 + 9 ⇒ (5) + 9 = 14


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'm no help with this at all. If we need to bring these dwarves to trial. That I can help with." She sighs and steps back to let the experts do their thing.


Shot Putter Funkmeister

OK can I get knowledge arcana


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

Femi peers at the writing to see if he can find a common pattern in the icons.

Knowledge Arcana: 1d20 + 10 ⇒ (18) + 10 = 28


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

arcana: 1d20 + 17 ⇒ (16) + 17 = 33


Shot Putter Funkmeister

Using both your knowledge of modern dwarven and getting really close to the individual amber vats:

The eight substances are:

Fire humor.* Refined trait in sentient beings that motivates activity and emotion. Acts as trigger.

aether.* That which fills vacuum. Massively expands size of explosion.

Phlogiston.* Pure elemental fire in liquid form. The actual destructive agent of the explosion.

Frayed chronosomia.* Fluid time which, when poured, extrudes in the shape of woven threads. This unstable version makes the explosion difficult to detect with foresight and divination.

Witchoil.* Black essence of the barrier between this world and the Bleak Gate. An accelerant that starts the reaction.

Blood infused with ambergris.* The calming agent that prevents premature detonation.

Serpent's Loop* Scales of snakes that have devoured themselves, boiled in venom. Makes the fire burn any substance, even stone.

Frostburn.* Transmuted phlogiston that freezes instead of burns. Will coat everything burnt by the explosion with a layer of ice

The runes on each wire are in Ancient Dwarven, and describe the connection and through deduction, says such as “Frayed Chronosomia to Phlogiston.” One wire is engraved simply “Black,” and it runs from the top of the barrel to the floor.

Every few seconds one of the twenty-nine wires starts to glow, and then the two chambers it connects admix some of their contents. The wires glow in no discernible pattern over the course of four minute period.

The wire labeled “Black” never glows.

Knowledge Engineering DC 15

Spoiler:
The black one acts as a magical ground.

Also going to need a Knowledge Arcana and Disable Device check to figure out how to disable it


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

Femi peers at the extremely complex bomb. "The gods preserve us!" he mutters as he tries to figure it all out.

Knowledge Engineering: 1d20 + 9 ⇒ (17) + 9 = 26 vs DC 15
Knowledge Arcana: 1d20 + 10 ⇒ (11) + 10 = 21

He nudges the black wire with his finger, "I think this one is the ground wire. A magical ground to boot, so we probably don't want to cut that one or the whole thing might overload. Or maybe not, I'm not sure. This is really complicated."


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 continues to watch the others hoping they can disable the bomb.


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

arcana: 1d20 + 17 ⇒ (7) + 17 = 24
engineering: 1d20 + 23 ⇒ (9) + 23 = 32


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

"Cutting this one could cause the explosion to be unable to burn everything, keeping the explosion just to our area. This other one will just reduce the size of the blast. This other one is witch oil which can't be good in any way. And this other one is just destruction, refined."


Shot Putter Funkmeister

Ok, I need some Disable Device Checks


Shot Putter Funkmeister

Chretien first while keeping his opposite hand on the "Black" wire makes his first cut trying to isolate the Phlogiston so as minimize the damage. He is able to successfully sever it from the other elements by cutting the seven wires.

The timer shows that you have about 12 minutes left, you can either continue to prevent the different element from mixing with the bomb or you can get to work on the mechanism.


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

Femi isn't sure what to do, not having any experience with such things. He continues to watch and... and hope.


Shot Putter Funkmeister

I need one more Arcana, Engineering, Disable Device and Spellcraft roll


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

arcana: 1d20 + 17 ⇒ (2) + 17 = 19
disable device: 1d20 + 20 ⇒ (18) + 20 = 38
engineering: 1d20 + 23 ⇒ (4) + 23 = 27
spellcraft = someone else


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

Knowledge Arcana: 1d20 + 10 ⇒ (4) + 10 = 14 To aid
Knowledge Engineering: 1d20 + 9 ⇒ (12) + 9 = 21 To aid
Spellcraft: 1d20 + 15 ⇒ (14) + 15 = 29

Femi does what he can to assist.


Shot Putter Funkmeister

Femi and Chretien roll up their sleeves and get to work fully deconstructing the bomb and after about five minutes all of the liquids are disconnected from the device and the timer is disconnected.

You also take down notes of the chemicals and wonder how they might affect the lantern you took off of Jierre.

Not wanting to leave a locomotive with so much ordinance in the middle of a subrail tunnel, Chretien puts the train into reverse and you make your way back to the subrail station to see if Kvarty survived the stand off there.


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

"Good call Chretien, let's keep this train away from, well, anyone, until we can have this bomb separated."

He joins the others to see how Kvarty fares.


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 keeps watch as the bomb is disabled, and the train moves. "Good job gentlemen. I'm sorry I wasn't much help with the bomb."


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

"We all have our functions. Let's get some of this liquid to assess with the lanterns."


Shot Putter Funkmeister

Governor Stanfield says, "Constables, could you please untie me?"


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

Femi moves to the Governor, "What has happened here?"


Shot Putter Funkmeister

Stanfield says, "The dwarf Zubov kidnapped me and my aide from the opening ceremony. Planning to destroy the hotel where the King and the Sovereign of Danor is staying. You guys do not seem to fail. I am impressed."


Shot Putter Funkmeister

Colonel Tucker and several members of the Army show up to assist with the Governor and he says, "Well you pulled it off."

Chretien instructs the soldiers to escort the bomb liquids to RHC HQ and then Kvartiy, "It seems as though Zubov's end was an epic showdown. Too bad about your Elvan friend." looking down at Zophar's body within the Locomotive.

Danoran courier shows up asking for the party and says while reading a list, " Are you Constables Iva Skipwith-Darling, Dr. Chretien Dufrene, and Magister Euphemia Ferka and...?" looks down at the description.


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

"Yes, it was not easy, we nearly all died in what would have been way worse than a mere explosion."

Cretien turns to the courier, "Yes. You have a delivery?"


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'm so glad you are safe Governor. Here let me assist you. We need to escort you to safety as soon as possible." she looks relieved when the army arrives to assist with cleaning up the mess.

"I'm Miss Skipwith-Darling. What do you have?" she asks the courier.


Shot Putter Funkmeister

The Governor nods his head and the Colonel directs his men to escort the civilians to safety.

The courier says, "This was given to me by the Minister of Outsiders, Lya Jierre to hand to you personally. It took a little guile
on my part to figure out you were here."

The white envelope closed by a wax seal says Save this envelope, Guest of Lya Jierre, Minister of Outsiders

Inside the envelope says, "You are cordially invited to the Risur=Danor Summit Openning Dinner this evening at the Hotel Auchon.

It is about 10am in game, the summit is at 9pm and there is the interrogation of Kell. So what would you like to do? i also invited another player to join.


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

Status:
HP: 36/36 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Mage Armor (1/7h)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Arcane Reservoir (su): 4/(7)11 (+1 DC or caster level (free), quick study (full))
Consume Spells (su): 2/2
Runestone of Power (first) 0/1
Spells (Caster Level 8, Concentration +12, SR +10)
Special: (7/7) Force Missile*
Zero (14): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (15): (5/5) Burning Hands*, Charm Person, Feather Fall, Infernal Healing, Mage Armor, Magic Missile*
Second (16) (5/5) Admonishing Ray*, Invisibility, Knock, See Invisibility
Third (17) (5/5) Fireball*, Haste, Invisibility Sphere
Fourth (18) (3/3) Ice Storm*, Scrying
* +1 DC, +4 Damage

Bibic moves along with the others, thought he's in a bit of a fog. The long days are catching up with him, and he feels... spent.

When the envelop comes, he laughs in his exhaustion, "When they learn you can walk on water... they flood the room. Sure enough. Folks, I will be absolutely useless tonight if I don't rest now. I'm afraid I'm not going to be able to help you interrogate Kell. That will have to wait, unless we try to sneak it in just before dinner."

Femi, likely, takes his leave of the others and heads to his cramped flat. He crashes on the bed and sleeps soundly in exhaustion. Well before the evening, he rises and studies his spell books, pondering what he should take for the evenings activities.

He casts Mage Armor on himself as part of his preparations just as he leaves his apartment. Ready, he heads down to the office an hour or so before the event looking for the rest of the team.


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 invitation, and sighs. She nods in understanding at Femi. "I don't have spells so I'll join in the Kell interrogation today. I will need to sleep at some point. It also sounds like we'll need fancy dress togs for this evening's dinner. It's been quite busy days."

She pulls out a notbook and starts making notes.


Shot Putter Funkmeister

Ok, how about everybody meet at the station at 6 and then we could move on to the Interrogation.


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

Femi, feeling much refreshed, is only a little late as he rushes to the station for the interrogation.

"So, how are you doing Kell? I hope they're treating you well in here. Better anyway than you've treated others I expect."

"So, what shall we talk about? Frankly, I'm not sure where to start. So why don't you start by telling us what you think we should know - from the beginning. After all, you help us, and we'll help you." He sits down in a nearby chair, "Within reason of course."

Diplomacy: 1d20 + 17 ⇒ (15) + 17 = 32


Shot Putter Funkmeister

Kell says, "The food could be better but it is the hoosegow. Vague questions gain vague answers. I was born in Flint 62 years ago. I learned how to use a machete at a young age. Can you get me some chipped beef?"


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

”Now look here Kell, you’ll talk to the point at hand. We’ve all but dismembered your little crime family, or will without too much trouble now that we have you. You’ve nothing left but your life - and that hangs in the balance. Talk to us. Tell us what you know.”

(I’m not sure what we’re supposed to learn from Kell. I mean, I remember he’s a very bad dude, and his gang, but I don’t remember his role in the larger picture - sorry. Could you refresh my memory, or can someone else take over the questioning who remembers more?)


Shot Putter Funkmeister

No problem, here are the dossiers on the mission. If you have any specific question, feel free.

Dossiers


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

Femi refers to his notes a moment, letting Kell stew in his thoughts. (Thanks for the dossier reminder!)

”Tell us about Macbannin then. We know you were smuggling various industrial goods for him. Let’s start with where you were taking them and we can work our way back to what exactly you delivered.”


Shot Putter Funkmeister

Kell says, "But you know that already. The mayor of the Nettles wanted to have certain supplies delivered to the mansion discreetly and he told me he was working on a secret project. Cauldron Hill has got a history of bad juju. I met with him and your former boss, Saxby, to set up the deal and it was supposedly a secret government project."


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 sits across from the Duke with a notebook in front of her and pen in hand, "Tell us about how you got involved with the Obsucrati? I was not here, but I understand that your people were involved in the raid on the RHC headquarters that they initiated, Your Grace. What else did you do for them? Who were your contacts?"

Diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17


Kell wraps his fingers on the table and says, "I just did. The mayor and the former Chief Inspector were both Ob. The mission as far as I recall was to get Dr. Meredith and Saxby out. It turns out Dr. Meredith was some sort of alien creature, odd."

You hear a knock on the interrogation door and you open it and you seel Delft with another man, who you have never seen before. Delft looks at Kell and says, "I hope you enjoy the plays behind bars, Kell." as he spits out a wad of chaw into the spittoon near Kell's foot.

He then says, "Constables, a word."

You follow the Chief Inspector into the waiting room and once the interrogation room's door has been closed, he says, "Losing Zophar was tough, he was a good man. So I contacted the Lord Viscount Inspector to see if he can spare a qualified man and he sent me constable Grimtooth."

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Rognar walks in wearing unassuming plain river people clothing and his RHC badge as well as a well worn pair of boots which are well shined and he gives a smart salute to the chief inspector and then smiles to all of you gathered in the room. Constable Grimtooth reporting for duty, never thought they would let me out of the divinations division to field duty so I need to stop by my room and get my gear, but otherwise ready to go


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

Femi mutters to himself after they’ve left the room, ”Yes, I know we know about the smuggling… just getting him talking.” He does however thank Iva for her question, ”That’s a good one. Alien huh? Very odd indeed.”

He gets up when summoned by Delft and leaves the room with the others. He shakes the new mans hand, ”Constable welcome to the team. I’m not too long in the group myself, and am rapidly becoming an old timer it seems.” he chuckles. ”My name is Femi. Well, Euphemia Ferka is what is says on my badge, but no one spends the time on that mouthful.”

Euphemia 'Femi' Ferka is bald, carefully shaved on a regular basis so as to show off his very fine tattoo. The tattoo is of a stylized pseudodragon whose tail is coiled around his neck ‘clinging’ to the back of his head and just peering out over the top (barely visible from the front over the top of the head) as the tiny dragon looks out onto the world. The tattoo is lightly colored in greens and blues and is very beautiful, if you’re into that sort of thing.

From there, the gaunt man is dressed in several layers of homespun cotton, also brightly dyed, and a light silk scarf - a gift from one of his lady friends back home as a remembrance. He wears heavy well worn boots. He has a large sling bag over his shoulder and chest with a variety of clanking objects within. A light crossbow hangs at his waist along with a dagger that sees more use in dinner than in combat and he leans on a gnarled staff.

”We’ve got Kell in the next room. Would you like to join the conversation? We also have invitations to the Risur-Danor Summit Opening Dinner this evening at the Hotel Auchon in just a few hours so time is a little tight. I hope you’ve had lots of rest in the Divinations Division. You won’t get much here.” he grins again, a little tiredly.

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