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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Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

stealth: 1d20 + 2 ⇒ (14) + 2 = 16


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Stealth: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16

"Let's do this. On to the objective."


Shot Putter Funkmeister

You make your way to the shore avoiding crowds of rebel soldiers and stick to the commercial district of the fortress. You make it to a dock in the protected bay.

Perception DC 10 or Profession Sailor

Spoiler:
Scanning over the harbor you realize that the only ships here are fishing boats. There are huge (empty) mooring posts for warships, but no warships. You do spot a chimney poking up out of the water.

Being that it is about 3am, gaslights all along the sea wall have been lit – they are spaced every 60 feet about. The lighthouse is on and beaming its beacon across the ocean – occasionally a shadow passes over it indicating someone walking around the top floor of the lighthouse. You can't see anyone else here at all – no wait! You spot some activity just below the lighthouse – two men, one standing near each of two gaslights by the water. A small ship is moored here, so perhaps the men are guarding it. You also spot a figure walking along the top of the seawall above them, just to the right of the lighthouse.

At this point, you need to get to the lighthouse, which is where the seagate controls are. How do you want to proceed? I have updated the map.


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

perc: 1d20 + 4 ⇒ (5) + 4 = 9


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Perception: 1d20 + 3 ⇒ (17) + 3 = 20

Arvangail will tell everyone about what he saw.

the most adept at stealth should climb up there to neutralize the guard while at the same moment we take care of the two below


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

"Well boys, we look like we belong here. What say we pop in for an inspection?"


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

it is worth a try, but since they all came from the same outpost it would make sense that they have seen each other. We could try to be some extra hand, or something like that...


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

"We can try subterfuge, but the man on the wall will notice the seagate opening. He will raise the alarm if he is not neutralized."


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

i can try to put him to sleep. Its is my only offensive spell


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

"Seems like a good idea. But I will defer judgement to Mithas."


Shot Putter Funkmeister

To help you out I have put up the map. To note the map has elevation on it and the lighthouse itself has three floors represented partially on the side map.

MAP

So please tell me what your characters' individually want to do... and give me the roll for the skill you are using and then depending how well you do, we will see what happens.


Shot Putter Funkmeister

You want to take out the guy in the lighthouse, wall and not on the boat? John and Merle what do you want to do?


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

as far as i understand, the plan is to get into the lighthouse or near it (is that where the controls are?). but don't quote me on that, i dont want to be wrong like the road/forest endeavor earlier.


Shot Putter Funkmeister

The controls are in the lighthouse


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

indeed


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

That is what I understood as well. I am all for just strolling up the stairs and following the wall around to the lighthouse.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

We either try to bluff our way in or we split up and try to take out all the guards.


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

so i guess just walk in like we belong and if that doesnt work then bum rush our way inside the lighthouse and hole up in there while we operate the controls?


Shot Putter Funkmeister

Realistically speaking, the bluff option would only work if you split the party(your characters would know that, Mithas and more specifically Chretien would stick out like sore thumbs) say if Joe, Merle, Johnathan and maybe Wintry did it, there would be a fair chance for success. The other point to consider is once the sea wall's doors open those guards would react.


Shot Putter Funkmeister

I haven't heard from Johnathan and Merle in a while. If you plan on Bluffing move and give me a bluff check, if you want to sneak give me a stealth check if you want to swim to the lighthouse give me a swim check or if you want to use a waterbreathing scroll.


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

"OK boys, let's do this for king and country. Certain and Mithras, you gentleman should wear strips of cloth around your face. Everyone move as a group and let me do the talking. "

Push forward as a group and anyone who asks I tell them we have been ordered to reinforce the lighthouse. If asked about the two men with cloth over their faces. " Got caught in the sky twist and had some lasting scramble. We all have, but that makes us no less capable and her Highness still trusts us to get this done. Wish we were still hunting down those Danoran scum suckers though believe you me. Want to make them pay for what this island has done to us."

bluff: 1d20 + 17 ⇒ (10) + 17 = 27

I don't think the island can piccaso us, but I don't think they know it either.


Male Human Fighter (Pole Arm Master) / 2: HP-25, AC-20/13/17 (+2 Per, +2 Init, F+5 / R+2 / W+0)

Merle follows along willing to let the more gregarious among the group do the talking...He is there to do the fighting...if necessary.


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Sounds like a plan

Johnathan follows Joseph's lead, staying quiet unless directly addressed.


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 also entrusts his well-being to the fast-talker. I dont have a better plan, in any case...."


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

This is going to end badly. Maybe we should have the odder looking PC hang back and let the infiltration team give it a go. If things go poorly, or well for that matter, we can move in to help. If nothing else we should be able to block any attempts to get reinforcements.


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Suggest in character and we can retcon easily enough.


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Arvangail is ready with spell and other abilities

This is a rather good impression if i hadn't known better, this man is dangerous when he is lying through his teeth..


Shot Putter Funkmeister

I will have Mithas and Chretien stay back while the others move forward. Joseph, please give me 2 more Bluff checks, thanks. The other three can aid another, Chretien and Mithas tell me what you want to do...


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Bluff: 1d20 + 17 ⇒ (19) + 17 = 36
Bluff: 1d20 + 17 ⇒ (16) + 17 = 33

Anything else I can do for you sir?


Shot Putter Funkmeister

ne Flasche Kuemmerling... :)

The three humans and the elf walk confidently across the sea wall winking and chatting away, the first guard gives you a cautionary eye but then the other two just look at you as if nothing were amiss.

You enter a small courtyard in front of the lighthouse. You then climb up some steps leading to the lighthouse door. The guards hold it open for you, grinning, but as Joseph reaches it he hears someone shouting orders down to the guards. The guards' expressions change. 'Um, sorry. Manawyddan the Blue says you can't come in, and that you have to leave immediately or there will be trouble.' The guards imitate a mad angry man with boggly eyes, implying the wizard upstairs is a bit crazy. They shrug and prepare to close the door on you.


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 wait until he is bidden or hears the sounds of combat


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

are we still in view from the man on top of the wall or any other than the guards at the door?


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Okay, I think this is what you mean, but correct me if wrong.

Aid Another (Bluff): 1d20 + 4 ⇒ (17) + 4 = 21 (DC 10)

Johnathan laughs at the guard's imitation.

"Great. Can't just get an easy errand to run, gotta' deal with a mad wizard. Keep a bucket handy if he sets me on fire," He smirks at the guard, looking exasperated.


Shot Putter Funkmeister

The man on the wall can see you when he looks in your direction, the man in the lighthouse has an obscured view and the others are below you and really cannot see.


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Trouble, Yup indeed that is what the blue will get when our superior reports to the duchess we can't finish our inspection of the harbor's structures.

Bluff: 1d20 + 5 ⇒ (13) + 5 = 18


Male Human Fighter (Pole Arm Master) / 2: HP-25, AC-20/13/17 (+2 Per, +2 Init, F+5 / R+2 / W+0)

"Who do you thinks in charge here"? "The lady, or that Crackpot upstairs"?

1d20 ⇒ 8 Bluff Assist...

Merle doesn't make eye contact as he speaks, somewhat reducing his effectiveness.


Shot Putter Funkmeister

The guard looks at you and says, "The Blue is a bit of a crack pot. You may go inside..."

You make your way into the lighthouse and climb to the top where "Manawyddan the Blue" is looking around and you see napping on a table a tiny dragon right next to the controls for the sea gate.

The wizard sees you as you come up the stairs and says, "You shouldn't be here!!!


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

"Well, Mithas, what shall we do if there is trouble?" Cretien whispers to the half-orc.


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Yes i know we shouldn't be here Sir, But we were sent to give you a report about ship status in the cove and once you approve it pass it on so that the duchess may see it first thing in the morning, Lt Joseph is the one responsible for our company Sir !

Bluff: 1d20 + 5 ⇒ (10) + 5 = 15

Arvangail will give a hand signal to Joseph attack him once you are close


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

seems I am rubbing off on people. Also so tired of web gremlins eating posts.

1d20 + 17 ⇒ (11) + 17 = 28 "Yes you see, right here is the report for you too..." The rest of the statement is dropped as Joseph swing his sap around to bash the old coot in the face.

1d20 ⇒ 16

Bashity: 1d6 ⇒ 1
Sneaky: 1d6 ⇒ 4

All nonlethal of course.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

"Well, if things go south, we run in and hit things until they stop moving. Any chance that little doodad of yours could climb up that wall and take out that guard?


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 current model is a rather ponderous climber and not exactly a heroic combatant. I mostly use it to haul things and provide cover when i shoot, if it comes down to a fight."


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan reads a Mage Armor scroll, glowing faintly with protective energy, then quickly says: "I can hold the door with a spell if we need to, just say the word."


Shot Putter Funkmeister

Joseph smacks the wizard with his sap.

Initiative: Johnathan 1d20 + 6 ⇒ (14) + 6 = 20, Wintry 1d20 + 2 ⇒ (20) + 2 = 22, Merle 1d20 + 2 ⇒ (14) + 2 = 16, Joseph 1d20 ⇒ 10 Joseph, could you make a full character sheet, I cannot find your initiative... Blue Wizard 1d20 + 2 ⇒ (5) + 2 = 7, Dragon 1d20 + 2 ⇒ (5) + 2 = 7

Round 1

Wintry, Johnathan, Merle, Joseph, Wizard, Dragon.


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

round 1

Arvangail will daze the wizard (Will DC 15)


Shot Putter Funkmeister

Wizard Will save 1d20 + 2 ⇒ (5) + 2 = 7 fail

Johnathan casts mage armor.

Merle


Male Human Fighter (Pole Arm Master) / 2: HP-25, AC-20/13/17 (+2 Per, +2 Init, F+5 / R+2 / W+0)

Really going to have to think about improved Grapple.

Merle moves in to grapple the dazed wizard.

1d20 + 4 ⇒ (15) + 4 = 19 CMB

"I got him". "Somebody get a gag".


Male Human Rogue(Spy)1,Init +0 Bab:+0 Fort +0 Ref +2 Will +0 Ac=10 on all Hp: 8 of 8 nonlethal0

Lacking a gag, Joseph will do the next best thing. Sap to face against the wizard again. "Better to just knock him out I think. Nighty Night."

1d20 ⇒ 18

2d6 ⇒ (3, 1) = 4non-lethal.


Shot Putter Funkmeister

You have mage cuffs

Merle grapples the wizard and Joseph knocks him out.

The dragon full attacks Joseph sting 1d20 + 6 ⇒ (13) + 6 = 19 hit 1d3 - 2 ⇒ (2) - 2 = 0 DC 14 1d20 ⇒ 7

The dragon starts to squawk loudly.

Initiative: Guards 1d20 + 1 ⇒ (2) + 1 = 3

Round 2

Wintry, Johnathan, Merle, Joseph, Wizard(Unconscious), Dragon, Guards


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

perception to hear dragon's squawk: 1d20 + 4 ⇒ (18) + 4 = 22

what enemies/obstacles stand between me and the lighthouse tower door?

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