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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Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 83/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien continues shooting with his rifle, aiming carefully to avoid his allies in the crossfire. precise shot

atk: 1d20 + 14 ⇒ (9) + 14 = 23
magic B+P: 1d10 + 2 ⇒ (4) + 2 = 6

atk: 1d20 + 9 ⇒ (17) + 9 = 26
magic B+P: 1d10 + 2 ⇒ (6) + 2 = 8

brooch
ranged touch: 1d20 + 13 ⇒ (5) + 13 = 18
laser: 1d4 + 1 ⇒ (2) + 1 = 3


Shot Putter Funkmeister

John [spoiler] Your avatar is on the map where you are. You just climbed out of the hole. But you are not near everyone else.[/ooc]

Chretien hits the bear twice.

The bear 5ft steps forward crushes Rognar 1d8 + 5 ⇒ (3) + 5 = 8 and attacks Javier 1d20 + 7 ⇒ (5) + 7 = 12 miss

Bear 2 runs toward where it smells others.

Party


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 58/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 100%

Dr. Runemace takes a 5' step back North from the bear and takes the full round action to reload his cane-pistol; he likes to take his time with the paper cartridge and tamp the ball down correctly (don't want no malfunctions...)


Shot Putter Funkmeister

Oops...

2nd wave of bears initiative 1d20 + 1 ⇒ (11) + 1 = 12 1d8 ⇒ 5, 1d8 ⇒ 7

Order Cretien, 1st Wave, 2nd wave. Party

Bear 3 and Bear 4 run towards the group.

Rest of party


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

Round: 2

Status:
HP: 47/47 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Detect Scrying (24h), Mage Armor (~4/9h), Heroism (1/90m)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (6/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (3/6) Burning Hands*, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*
Second (17) (5/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (3/5) Clairvoyance/audience, Fireball*, Haste, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage

Having taken a mere 5’ step last round, and yet found himself in front somehow, a very bad place for a squishy wizard, Femi withdraws to the corner of the tunnel.


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 58/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 100%

Round 2

Without Precise Shot, Dr. Runemace declines to fire into the scrum.
Instead he takes another 5' step back and tries to see if an ally in sight is injured enough for treatment.
Heal check: 1d20 + 17 ⇒ (17) + 17 = 34


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

GM:

Having returned to the maze, John took a moment to listen for the sounds of the group, or the sounds of combat.

Perception: 1d20 ⇒ 3

Not really hearing anything, John began probing the ground in front of him for trap doors with the end of his staff while moving north, then returning back south after discovering the dead ends.

As a general rule, John will be moving half speed, since he's going to be probing the ground with his staff looking for trap doors while holding onto the hedgemaze wall to help prevent him from falling in. He will also look around a corner before walking around it, since he knows there are guardians protecting the maze.


Shot Putter Funkmeister

Javier and Rognar


Shot Putter Funkmeister

Kort You can see that Rognar is injured, however he is in the grasp of the bears claws.

Rognar attempts to escape 1d20 + 4 ⇒ (7) + 4 = 11 fail

Javier full attacks the bear 1d20 + 11 ⇒ (12) + 11 = 23 hit 1d6 + 3 ⇒ (1) + 3 = 4
1d20 + 7 ⇒ (16) + 7 = 23 hit 1d6 + 3 ⇒ (6) + 3 = 9 bringing down the bear.

Round 4

Initiative 3rd wave of bears 1d20 + 1 ⇒ (5) + 1 = 6 1d8 ⇒ 5, 1d8 ⇒ 3

Order: Chretien, First Wave, Second Wave, Javier, John, Kort, Femi, Third Wave, Rognar.

Chretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 83/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

can i move north to the corner without going in the pit?


Shot Putter Funkmeister

Sure if you hold onto the hedge.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 83/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien moves to the north, up to the corner, slowly at times as he must hold on to the hedge. readied action, shoot any enemies in sight


Shot Putter Funkmeister

Chretien takes one point of damage due to the branches being somewhat thorny.

The bears move.

Party -Rognar


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

GM:

Having checked north, John moves south to the T Junction and the goes to the east.

Still going half speed prodding for pit traps with my staff.


Male Gnoll Troubadour 7 / Shifter 2 (Apex Shapeshifter) HP: 42/69, AC: 25/21/21, Saves: 9/14/7 I: 6, P: 12(+1d6), Spell Points: 12/14

Javier will move past the pit trap holding against one of the hedge (taking 1 damage like Chretien I imagine), then see what's past the angle if he can get there in time. He will keep his eyes well open in case he notices any sign of anothe trap.


Shot Putter Funkmeister

Femi, Kort


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 58/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 100%

Round 4

Dr. Runemace followed along with the others, 20 ft north to the corner.


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

Femi too will move with the others (taking the 1hp damage) and watching their rear.


Shot Putter Funkmeister

Bear group 3 moves closer,

Rognar


Shot Putter Funkmeister

Rognar stands up and follows the group as best as he can.

Round 5

Initiative 1d20 + 1 ⇒ (9) + 1 = 10 1d8 ⇒ 3 1d8 ⇒ 8

Chretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 83/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien sets up his turret.


Shot Putter Funkmeister

Bear swims through the grease 1d20 + 14 ⇒ (2) + 14 = 16 DC 22 fail

Other bears double move forward.

Party - Rognar


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

GM:

Upon seeing the bear, John focused his Hyponotic Gaze on it, then cast Anticipate Thoughts, hiding his casting as he normally did.

DC 18 Will Save, and he has a -4 penalty on the save.


Shot Putter Funkmeister

Javier, Femi, Kort


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 58/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 100%

Round 5

Dr. Runemace advances 10' West along with the rest of his party.


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

Status:
HP: 46/47 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Detect Scrying (24h), Mage Armor (~4/9h), Heroism (1/90m)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (6/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (3/6) Burning Hands*, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*
Second (17) (5/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (3/5) Clairvoyance/audience, Fireball*, Haste, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage

Femi advances with the others down the hallway, though if he can see the bear coming around the corner, he’ll also toss a force missile at it to try and scare it off - though he doesn’t really think it’ll work…

Force Missile: 1d4 + 4 ⇒ (3) + 4 = 7


Shot Putter Funkmeister

Javier


Shot Putter Funkmeister

Javier moves forward just up to the grease pit.

The two other bears move forward.

Rognar


Shot Putter Funkmeister

Rognar tries to swim through the grease 1d20 + 4 ⇒ (20) + 4 = 24 successful

John

Spoiler:
The bear's head is technically below the surface, I am not sure if it would still work

Round 6

Chretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 83/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

ready action to shoot, turret will also shoot when i shoot

atk: 1d20 + 14 ⇒ (1) + 14 = 15
magic B+P: 1d10 + 2 ⇒ (6) + 2 = 8

atk: 1d20 + 18 ⇒ (1) + 18 = 19
magic B+P: 2d6 + 2 ⇒ (6, 3) + 2 = 11

wow, how deliciously improbable :|


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

GM:

Can I see it? If so then I'll do my action as listed. If not, I'll just start moving east.


Shot Putter Funkmeister

You can see it but its eyes are under the mud. But if it works in spite of that fair enough


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

Ya, I just have to be able to see it.


Shot Putter Funkmeister

Will Save 1d20 + 2 ⇒ (5) + 2 = 7 fail The bear near John failed his Will save.

As the bear jumps to attack Rognar Chretien fires as well as his turret misses.

Bear attack 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15and misses Rognar.

Bear moves to attack John 1d20 + 7 ⇒ (20) + 7 = 27 crit 1d20 + 7 ⇒ (10) + 7 = 17 no 1d6 + 5 ⇒ (3) + 5 = 8 grab attempt 1d20 + 13 ⇒ (6) + 13 = 19 success

Bears move closer to the party.

I figured it would be just easier to put all of the bears under the same initiative.

Party


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

Keep in mind that with Hypnotic stare the bear has a -4 penalty to grapple me.


Shot Putter Funkmeister

I have, that is a different bear. The bear you hypnoticized is is in the mud the one grappling you is different.


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

Gotcha.


Male Gnoll Troubadour 7 / Shifter 2 (Apex Shapeshifter) HP: 42/69, AC: 25/21/21, Saves: 9/14/7 I: 6, P: 12(+1d6), Spell Points: 12/14

Javier will study the bear with Mimicry, so that he can transform into an animal if needed be, using a spell point to make it a swift action

Then I guess that there isn't too much else he can do for now, so he will just full attack the bear in the pool of grease.

1d20 + 11 ⇒ (5) + 11 = 16 if Hit: 1d6 + 3 ⇒ (3) + 3 = 6
1d20 + 7 ⇒ (12) + 7 = 19 if Hit: 1d6 + 3 ⇒ (4) + 3 = 7


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

Status:
HP: 46/47 AC: 15 (f14/t11)
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Detect Scrying (24h), Mage Armor (~4/9h), Heroism (1/90m)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (6/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (3/6) Burning Hands*, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*
Second (17) (5/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (3/5) Clairvoyance/audience, Fireball*, Haste, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage

Femi, upon seeing the bear, will tag it with a force missile. ”How many bears do you think there are?” he idly asks, watching their rear for more.
Force Missile: 1d4 + 4 ⇒ (4) + 4 = 8


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 83/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien continues shooting with his rifle, aiming carefully to avoid his allies in the crossfire. precise shot

atk: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28
magic B+P: 1d10 + 2 - 2 ⇒ (1) + 2 - 2 = 1

atk: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
magic B+P: 1d10 + 2 - 2 ⇒ (5) + 2 - 2 = 5

brooch
ranged touch: 1d20 + 13 ⇒ (4) + 13 = 17
laser: 1d4 + 1 ⇒ (3) + 1 = 4

turret
atk: 1d20 + 18 - 2 ⇒ (6) + 18 - 2 = 22
magic B+P: 2d6 + 2 - 2 ⇒ (5, 3) + 2 - 2 = 8

all -2s are from broken condition due to misfires last turn


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 58/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 100%

Round 6

Dr. Runemace took aim at the bear grappling John, but desisted with a snort of disgust as he realized he wasn't trained to fire into melee.
Instead he tried to monitor John's health; trying to see if he needed to run up and heal him.
Heal Check: 1d20 + 17 ⇒ (11) + 17 = 28


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

GMEDWIN, when you get a chance, could you please pin the map link somewhere? I know you linked it like 4 pages ago, but I can't seem to find it. Thank you in advance.


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

It's always in my header too John. I always link the latest map there, so you can just scan for Femi and grab it.


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

I missed that. Thanks!


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 83/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13
Euphemia 'Femi' Ferka wrote:
It's always in my header too John. I always link the latest map there, so you can just scan for Femi and grab it.

yeah i keep it in mine too, i dont like to scroll far.


Shot Putter Funkmeister

I will give Rognar until tomorrow.


Shot Putter Funkmeister

I have not heard a response from Rognar. I am sorry I have been slow guys. Have been feeling off, but I will get back into the swing.

Javier, to full attack the bear, I would require a swim check.


Shot Putter Funkmeister

I have decided to punt on this particular puzzle/combat scenario. It has bogged down and well it probably works better at a table than pbp. This is not really a question whether you beat it but a question o when. I hope you do not mind.

Eventually, your group defeats the bears and make it to the end of the maze and you can tell the Bruse is very impressed by your exploits. He stands and says, "The representative of the Risuri RHC have earned an audience with your Bruse!"

He then turns to the party, pulls out his pocket watch and says, "Meet me in my court in the hour."

The large minotaur turns and is followed by his advisers. Lya Jierre and her minions move to what you guess is her quarters.


M Dwarf Alchemist (Chirurgeon) (Eschatologist) L9 | AC 20 (T14FF18) CMD 22 | hp 58/58 | F7 R9 W4 | Init +2 | Perc +12 (Dkvsn 60') | Bombs 9/16 | Status: 100%

Dr. Runemace breathed a sigh of relief.
"Well then, thank goodness that's done. Is anyone in need of medical attention?" He asked, looking around at his companions.

Heal check: 1d20 + 17 ⇒ (13) + 17 = 30


HP 57 | AC: 20; T: 13 ;FF: 17 | Fort +6; Ref: +11 ; Will: +15 | Init +3 | Perception +0; Sense Motive +12 | Touch Treatment: 10 | Spells/Day: 6/5 (6)/2 (3) Hypnotic Stare Penalty: -4 will saves, -3 Attack Rolls | Tricks: 6 (11) | Implanted Tricks: Fearsome Guise (Me), Fearsome Guise (Javier)

When the group finally reunites, it's pretty clear that John has been mauled a bit by a bear. I've taken 12.

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