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

Can I wake up now?


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

Arvangail can use the Set Ward action (Daze Spell) and brace action


Shot Putter Funkmeister

So what are you going to do? Joseph is up


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

I just noticed you posted with the answer to my question at about the same time I posted it and had not seen it because of the page changeover due to my post. Funny. So as I understand it the area is devoid of enemies at this moment and we have three areas to work on, each of us gets an action, and then we move on to the next minute. Am I correct in how this is going to work?


Shot Putter Funkmeister

yes, you can do something and move because actions take place over a minute. chretien found a cache of supplies in the closet which may be used to set up traps, barricades and the like. As I mentioned before, the actions that I wrote in the discussion thread are just guidelines, if you come up with something more interesting/creative feel free to pm me or write it in the thread, if i need clarification I will probably send you a PM and we would come up with a dc for it and so on...


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

So, maybe we should have a plan of action? With his skills, Joseph should try to delay. Can anyone make traps?


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

Silly half orc, I will try nothing. I will succeed at stalling all things all day.

Move to sea wall and shout at troops as they come. If this does not work then I run like hell is on my heels.

"COME NO FURTHER BRAVE MEN OF RISUR. WE HAVE CLAIMED THE WALL AND HAVE REINFORCEMENTS COMING AS WE SPEAK. THERE IS NOTHING FOR YOU TO DO BUT TO LAY DOWN YOUR ARMS AND SURRENDER PEACFULLY TO THE WISHES OF YOUR KING AND COUNTRY. DO THIS AND YOU SHALL LIVE, RESIST AND YOU SHALL DIE. WE HAVE TAKEN THE BLUE AND SOME OF THE OTHER MEN HOSTAGE AND WILL RETURN ALL OF YOU TO RISUR UNHARMED TO STAND TRIAL."

DIPLOMACY: 1d20 + 10 ⇒ (16) + 10 = 26


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

hah, i like the capitalized DIPLOMACY!

Cretien will use the materials below to block, trap, and possibly jam the door. He would also like to maybe see if there is anything he can do to open the gates faster for our navy to get in.
disable device: 1d20 + 9 ⇒ (7) + 9 = 16
know engineer: 1d20 + 8 ⇒ (15) + 8 = 23
Mechanus will assist with any heavy lifting necessary, bracing things here and holding this while i secure it, etc.


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

Round 1 action

Johnathan takes a pot-shot at the approaching soldiers with his crossbow, then try to get to cover.

Stealth: 1d20 + 2 - 1 ⇒ (5) + 2 - 1 = 6 Minus 1, because he'll use a standard action for read scroll, further down in this post

After being grazed by their counterattack, he clutches his shoulder and goes downstairs, trying to see if he can do anything to help that won't involve getting shot at.

Johnathan will read a scroll of Hold Portal on the door Cretien blocked/jammed, to further reinforce it.


Shot Putter Funkmeister

Ok first in round 1 there are no soldiers to talk to, or shoot arrows at, thanks


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

Sorry, I think we misunderstood what was going on. Chalk it up to eagerness to actually do something after that darn dragon put me out forever. Ok so hold that action to the point where it will be useful then. Round 1 Help Cretian with barracade.

1d20 ⇒ 5 Well I never said I was any good at this non talking bit.


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

ah roger that, ok hm. will help him barricade at -1, since still gonna use the hold portal scroll

strength: 1d20 - 2 - 1 ⇒ (8) - 2 - 1 = 5

frail little babby arms do nothing


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

Mithas works to fortify their position.

Assemble barricade inside lighthouse: 1d20 + 3 ⇒ (8) + 3 = 11


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

Merle will attempt to use his Profession: Soldier to point out places they are most likely to attack, and help to barricade those areas more heavily. Then he will attempt to seek out any week spots in their defense, and take up position there.

1d20 + 4 ⇒ (14) + 4 = 18 Profession: Soldier

"Is there a bow, and some arrows lying around anywhere". "I might be able to pick off a few if they show their heads". "If nothing else it will give them something else to worry about".


Shot Putter Funkmeister

There is a crossbow with a lot of bolts from the dead guards. Wintry what are you doing? You wrote "I could do this" pick something!This 10 rounder should go fairly quick if you know generally what you want to do.


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

First action is Set up ward with Ray of frost spell


Shot Putter Funkmeister

Roll a Spellcraft check


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

Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25


Shot Putter Funkmeister

Merle supervising the efforts of the defensive perimeter, has Chretien, Johnathan, Mithas and Joseph setup barricades at four choke points into the lighthouse and to the mechanism of the seawall. He then points out a good spot for Wintry to set up his Ward.

Chretien, the wall is fully open. If you would like you could sabotage the mechanism to make it more difficult to close.

Round 2 You see a group of enemies getting closer.

Tell me what you are going to do, now if you choose move back into the lighthouse for cover you can do your action but add a Stealth check DC 8


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

1d20 - 2 ⇒ (13) - 2 = 11 Stealth

Merle makes his way back to the lighthouse, grabs up the crossbow and a bunch of bolts, and looks for a higher elevation than ground floor to set up his snipers nest.


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

They close enough for me to do the diplomacy? If so said diplomacy task up above.


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

stealth: 1d20 + 3 ⇒ (1) + 3 = 4 move into the lighthouse (I actually said I was already inside the lighthouse barricading there last turn rather than outside) and set trap (rolled last turn)


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

Round 2

Arvangail will head toward the lighthouse

Stealth: 1d20 + 2 ⇒ (7) + 2 = 9


Shot Putter Funkmeister

I think everyone misunderstood what I meant. You can do whatever action this round and you stealth to move back into the lighthouse afterwards... @Chretien, I am sorry, I thought with Merle giving directions you would have done the barricade there. no big deal. So please roll your skill check as well as your stealth thanks...


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

so we barricaded outside the lighthouse? If so, Johnathan will move back into the lighthouse and use his second Hold Portal scroll on the ligthouse door.

stealth: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21


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

already rolled my skill check and rolled stealth although that shouldnt have been necessary as i wasnt outside unless you ruled that i was outside, which i believe now i am stuck there because of my stealth check failure


Shot Putter Funkmeister

@Chretien, since the seawall gate is already open, I wanted to know if you were using your engineering or disable device check on sabotaging the mechanism, because you posted that you wanted to speed the gate open, now if you wanted to do that on your second turn cool if not you can just add more to the barricade on the door. Of course according to the map there are two doors into the lighthouse anyway. The stealth check is there for me to mitigate what happens, it doesn't mean that you are stuck outside. @Joseph, looking at the map, where will you be to greet our traitorous friends? @Johnathan, You want to double up on the portal on the one door? Wintry, other than moving into the lighthouse what are you doing? Mithas what do you want to do?


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

One spell on each door


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

oh, i forgot i could edit this map. my roll earlier was to set a trap should they get in the bottom doors, and i definitely want to remain inside the place when the hold portal gets cast. when i posted the thing about opening the sea gate faster, i hadnt read the part about what technologists can do yet. Now that i know that, Cretien will do that one of these future rounds


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

Arvangail will likely set up a ward again


Shot Putter Funkmeister

Arvangail should give me a roll...


Shot Putter Funkmeister

Honestly, this should go much faster than a normal combat. I will bot Mithas this round, but from here on in you have 24 hours from my post to make an action. Please provide a roll for anything other than attacking.

Mithas assemble barricade 1d20 + 3 ⇒ (15) + 3 = 18, Stealth 1d20 + 2 ⇒ (5) + 2 = 7

Arvangal spellcraft 1d20 + 9 ⇒ (20) + 9 = 29

As the enemy approaches they unleash a hail of arrows at PCs who they can see, 1d3 to see who doesn't get two hp of damage 1=Joseph, 2=Wintry, 3= Mithas 1d3 ⇒ 3

Mithas, Chretien, and Johnathan are able to strengthen their barricades and Johnathan does it using his hold portal spell. Arvangail sets up another ward with ray of frost. Due to failing their Stealth checks, Arvangail takes two points of damage and Mithas 1, and Joseph takes 2 as well.

From his vantage point inside the tower Merle takes down one of the seven attackers from distance.

In spite of reeling from getting hit by two arrows, Joseph shouts to the oncoming forces, which gets the soldiers stop moving forward. Their commander, "Look boy, how do I know you are telling the truth and even so, our comrades are also coming. You may want to give up now!!!" 1d20 + 3 ⇒ (14) + 3 = 17 Intimidate

Round 3


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 will find a window/balcony and take a shot at the soldiers.

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6


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

oops sorry dm i forgot....

Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22


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

Mithas moves into the lighthouse and works on the barricade there.

Str: 1d20 + 3 ⇒ (11) + 3 = 14


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 head upstairs and fiddle with the controls.
INT: 1d20 + 3 ⇒ (15) + 3 = 18
He learns that although he cannot make the gate open any faster, he can at least make it harder to close in the event that they should fail.

Meanwhile, he barks an order to his mechanus to assist with the barricading of the downstairs doors.
STR: 1d20 + 2 ⇒ (18) + 2 = 20


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

Joseph still stands there, no weapons drawn and within full view of the enemy. He takes enough steps so he does not have to yell so loud, but not enough to make himself an easy grab if they decide to try and subdue him.

"My friend I am Joseph Reginald Coopsworth, of his Majesties Royal Homeland Constabulary. As we speak warships laden with Royal Marine are making there way to the gate, the fireworks you saw were the signal to attack. We have fortified the lighthouse, booby trapped the gate and the walk up, and sabotaged the controls so that you will not close the seagate. We have a highly fortified position and the high ground from which to launch ranged assaults on your men with impunity. Our teams neutralized your advantage and now you have no clear way to win. The Duchess has failed, I am truly sorry but this is not within your control. We did not need to send me out here and offer you mercy, but you and your men are still of Risur. My commander will not needlessly slay his own countrymen unless you force him to and neither would I want it. So I deliver you one last time this ultimatum. Surrender your arms and cease your resistance. There is no shame in admitting your defeat here. Accept your fate and let the men under your control see their homes again, let them see their families and friends and the country that they love."

diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
bluff just in case: 1d20 + 15 ⇒ (8) + 15 = 23


Shot Putter Funkmeister

Stealth: Wintry 1d20 + 2 ⇒ (18) + 2 = 20, Merle 1d20 - 2 ⇒ (13) - 2 = 11

As Joseph continues to speak Merle takes out one soldier while Johnathan does the same with their crossbows leaving four more soldiers remaining.

Chretien looks over at the controls and moves over to the mechanism so that he can start to sabotage it next round.

Mithas puts the finishing touches on the barricade by the front.

Arvangale sets another ward

The two soldiers who get hit fire arrows at Joseph, he takes another 2hp of damage.

The commander looks at Joseph and says, "Look son, we have members of the RHC fighting on our side. You look in bad shape you have already take a few hits from my men and to be frank, look past us, there is a lot more coming, I suggest you lay down your arms."

Round 4


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 is sabotaging as per GM's last post. Mechanus will work at barricading, the only help it can provide.

STR: 1d20 + 2 ⇒ (13) + 2 = 15


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

Mithas keeps fortifying the lighthouse barricade.

Barricade (Str): 1d20 + 3 ⇒ (14) + 3 = 17


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 assists Joseph's next bluff attempt.

Intimidate: 1d20 + 8 ⇒ (16) + 8 = 24

Johnathan uses Prestidigitation to amplify and deepen his voice. He then begins yelling orders to imaginary soldiers all around the lighthouse.

"Shore those defenses men, I want boiling oil over each entrance! Load muskets, keep your powder dry! First squad, find windows and pick them off! Engineers, prepare a firedust bomb right there, run the fuse along that support beam! Longswordsmen, defend the front door, second squad of musketmen, behind them! Remember, fire then kneel to reload! Spellcasters, I want fire spells right on the oil-covered bastards!"


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

Round 3

Arvangail will ready a heal spell if joseph comes running back toward the lighthouse


Shot Putter Funkmeister

Stealth: Wintry 1d20 + 2 ⇒ (14) + 2 = 16, Merle 1d20 - 2 ⇒ (10) - 2 = 8

Joseph Diplomacy 1d20 + 8 ⇒ (10) + 8 = 18

Merle attacks another member of the opposing force and kills him.

That member fires off another arrow into Joseph.

Wintry is successful in staying hidden outside because there is too much barricade for him to retreat into the lighthouse.

Chretien is able to sabotage the mechanism.

Mithas strengthens the barricade near the mechanism.

Joseph prattles away but the commander looks back at towards the base, and says "You have one more chance before reinforcements come."

Round 5

You see an even larger force coming into range of another 14 soldiers.


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 lower a rope for Wintry and any other party members outside to climb up to get inside. He will have the mechanus grab the rope too so that he isnt pulled out the window.


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

arvangail will grab on the rope to get inside the lighthouse


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

Joseph looks honestly sad at the commander. "If you survive this I will come visit you in prison and we can discuss the merits of your choice. If not, well I will most likely be speaking with you for answers. It is a lot harder to pull information from the living so please make sure your men survive this."

With that Joseph will make a hard run for the lighthouse.


Shot Putter Funkmeister

Mithas Barricade (Str): 1d20 + 3 ⇒ (12) + 3 = 15

Enemies Group 1: 3, Group 2: 14

Stealth: Merle 1d20 - 2 ⇒ (13) - 2 = 11

All of group 1 shoot at Joseph -3 Hp, Group 2: Attacks Joseph down to 0 hp and the same to Wintry. Remainder advance to the barricade.

As Wintry and Joseph make their way to the lighthouse they are taken down with a hail of arrows from the traitorous Risuri. Both are unconscious at the foot of the lighthouse.

Merle shoots one of the enemies with his crossbow and kills him.

One enemy is killed by stepping on one of Wintry's wards.

The first barricade is destroyed.

Another enemy sets off a ward.

And the last takes one HP off one of the barricades.

Group 1: 2, Group 2: 12 enemies

You may want to attack at this point.

Round 6


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

how many are near the base of the lighthouse? hot oil may be in order


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

0 puts us at disabled not unconscious. At 0 can make a single move or single standard action. Unless the scenario says otherwise.


Shot Putter Funkmeister

they havent got that far yet. But you can start the oil on the stove. In this scenario 0hp means unconscious but stabilized.

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