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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"Sorry Doc, but we don't know who that person is. Please hand back the pendant immediately and state your business!"

I'm sorry, but this doesn't make any sense to me. Why would we let her get that close to the doc (and why would he let her. How did she manage to get the pendant before we did, as the doc was handing it to us? Why wold we let her tag along on the trip to retrieve the documents?


Shot Putter Funkmeister

she should have reported to you guys as a new member of the team and the necklace was given to angus


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Kn Local: 1d20 + 3 ⇒ (8) + 3 = 11

The doctor handed over the necklaces to Angus who for the moment hasn't let go of it

It is indeed pretty but i have no idea what it is important for the moment, And i assure you good doctor We Are RHC Agents but i have no idea who that person is. I tough you had sent for her.

he looks at the people around him and puts away the item he just received

We shall accompany you to get those documents


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

kn planes for dream merchant: 1d20 + 3 ⇒ (5) + 3 = 8


Knowledge (local): 1d20 + 7 ⇒ (6) + 7 = 13

Knowledge (planes): 1d20 + 3 ⇒ (13) + 3 = 16


Init 8+, HP 24, Ac 17/12/15, F 3+, R 3+, W 3+

Sorry for not introducing myself, Sarya of the Dream Merchants. Sent by your friends to perform various services on your behalf. I can force your foes to speak the truth and bind those who would attempt to cheat you into bargains that they dare not break.=Whisper

Hearing the doctor's reply as she speaks, Sarya turns around affronted.

Dream Pepper is perfectly legal, provided it is sold by a Dream Merchant. It has been used since the Dream Merchants were founded as a pain killer and stress reliever, we can by ancient law sell it. Fey Pepper by contrast is a cheap knockoff of our product, created using dangerous chemicals with absolutely no medicinal purpose.

bluff (flabbergast, everything is true "except" the "sell" part which sounds "technically" true if you get my drift.)1d20 + 10 ⇒ (18) + 10 = 28


Shot Putter Funkmeister

The doctor shrugs and says, "I am not so avare of yur laws und regulationen. Trotzdem, I've no use for such things. It corrupts zhe mind."

He turns around and you follow him deeper into the cloister 'By the by, Kindleton - she's okay? Gott sei dank. I thought....' he wipes his eyes with his hand. 'Okay I trust you. The only thing I have are the letters. They are well hidden - no-one knows where they are except me'. He takes his lantern and enters the main part of the flooded room, checks that Kell's thugs have gone (they have), then points to the ceiling above a crumbled pillar. 'This place is unsafe - probably why the clerics left. There's a hollow in the ceiling. The letters are in a vaser-resistant surgeon’s bag in the hollow.'

He gets the documents and hands them over to Angus.


Sarya the Dream Merchant wrote:

Sorry for not introducing myself, Sarya of the Dream Merchants. Sent by your friends to perform various services on your behalf. I can force your foes to speak the truth and bind those who would attempt to cheat you into bargains that they dare not break.=Whisper

Hearing the doctor's reply as she speaks, Sarya turns around affronted.

Dream Pepper is perfectly legal, provided it is sold by a Dream Merchant. It has been used since the Dream Merchants were founded as a pain killer and stress reliever, we can by ancient law sell it. Fey Pepper by contrast is a cheap knockoff of our product, created using dangerous chemicals with absolutely no medicinal purpose.

bluff (flabbergast, everything is true "except" the "sell" part which sounds "technically" true if you get my drift.)1d20+10

Falko eyes the newcomer suspisciously, doubts remaining: "'Sent by your friends!?' We have made many 'friends' these last few days. Care to clarify which?"


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

angus will open the bag and rapidly check the contents and replied to the doctor

My thanks for the bag. could you tell us more about those who tried to kill you since you recover that bag?


"Yes, and pray tell us about Camp and Kindleton. We'd like to hear your side of the story..." Falko adds.


Shot Putter Funkmeister

The Doctor says, "After the stack of documents vere given to me, I got into the scuffle vith the shadow man in the alley. Took the carriage to my hostel grabbed my essentials and sought out Kell to smuggle me out of the country. A shadow man who brazenly shoots at someone on the grounds of the Danoran Consulate and that jumps the fence to give pursuit is not someone to be trifled with. Kell set me up in this church for the past few days, I have kept myself busy prying my medical trade on the locals."

He then continues, "Dr. Camp and Professor Kindleton are my only friends in the city, they both sponsored me for my Risuri visa and Kindleton is an old flame of mein..."

He nods and then says, "Aaaahhhh, that is how you knew to contact Kell to find me..."


Init 8+, HP 24, Ac 17/12/15, F 3+, R 3+, W 3+

The Dream Merchants sent me to assist you, consider me a "consultant" regarding matters related to the Dreaming... Your boss is the man I report to at this moment in time. Tell me do you need to keep the doctor within easy reach?


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 exhales sharply, and grins in what appears to be a very told-you-so manner.


Sarya the Dream Merchant wrote:
The Dream Merchants sent me to assist you, consider me a "consultant" regarding matters related to the Dreaming... Your boss is the man I report to at this moment in time. Tell me do you need to keep the doctor within easy reach?

Even more suspicious now, Falko keeps asking: "That's a very vague answer... "My boss is your boss?" That doesn't cut it for me I'm afraid... Any name, any paper, any proof? You are, after all, a Dream merchant!" he says with a forced grin.


Init 8+, HP 24, Ac 17/12/15, F 3+, R 3+, W 3+

Sarya smiles loosely and gives a precise answer, one unsuspected from the mouth of a dock rat... Then after "Delft" her tone turns remarkably "cheeky"

My boss is, Assistant Chief Inspector Stover Delft. The man whose seeming purpose in life is to whack poor, defenseless objects with that glorified tree limb he calls a cane!


Falko relaxes a bot and nods at the woman.


Shot Putter Funkmeister

The doctor says "I fully expected your organization to be a smidge more professional, anyway."

'Yeah, the documents are pretty intense. Written by a bloke called 'LeBrix', they document a complicated smuggling campaign involving Danoran-owned factories'. He shrugs. 'I've had a lot of time on my hands, and not much reading material, but of course, I have barely scratched the surface'. He takes out his pocket notebook and shows you - it is filled with his notes on the documents and his efforts to make sense of the massive amount of information. You spot the word 'Witchoil' underlined multiple times before he puts it back in his pocket.

'We need to get to Pardright University. Professor Kindleton has tickets for me and her to go the Ber by train. If you can get me to her, and then both of us on the train, I will be forever in your debt officers.' He takes his surgical bag with the stolen Danoran documents. 'I will leave these with you once Kindleton and I are safe', he promises.


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 glances at Cretien, then speaks carefully to the Doctor, "It'd be better if those documents were kept safe with the RHC, so we're not trying to protect you and your bag. It may be difficult enough if this shadow man wants you so badly."

"Additionally, having something tangible for our the RHC higher-ups on this case will give us more resources in escorting you."

Bluff: 1d20 + 9 ⇒ (18) + 9 = 27

Bluffing the last part. Johnathan isn't sure if that's true, but it sounds good.


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

"He's right. Also, maybe we could disguise you before leaving."


"It so happens that I have some makeup and one or two wigs in my bag... Let's get you a new mien, then head to the RHC to regroup and offer you proper protection."

He waves his hands dramatically as he rraches in his bag and starts working on the doc.

Disguise: 1d20 + 9 ⇒ (4) + 9 = 13

Are Kindleton and Camp still alive?


Shot Putter Funkmeister

The last time Johnathan and Chretien saw them they were which was two days back.

The doctor says, "It doesn't seem so hard to me... ve leave here go to ze Universitaet, pick up Kindleton und dann to zhe trains.."

Everyone please give me a perception check...


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Would you mind giving us your notes once we have finished escorting you ? he says getting ready

Perception: 1d20 + 4 ⇒ (13) + 4 = 17


Perception: 1d20 + 9 ⇒ (19) + 9 = 28

"Let's start by getting back to RHC. We'll get Kindleton then." replies Falko.


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

1d20 + 4 ⇒ (13) + 4 = 17


Init 8+, HP 24, Ac 17/12/15, F 3+, R 3+, W 3+

Sarya follows her new colleagues...


Shot Putter Funkmeister

Give me a perception check please


Init 8+, HP 24, Ac 17/12/15, F 3+, R 3+, W 3+

Forgot, although Sarya's ain't worth squat...

perception1d20 ⇒ 1


Shot Putter Funkmeister

Perception Chretien 1d20 + 5 ⇒ (17) + 5 = 22
Perception Dr. 1d20 + 7 ⇒ (6) + 7 = 13

Surprise Round: Everyone except Sarya see two shadowy creatures in the small size and a shadow man dressed in the uniform of a beat cop.

Everyone can act except Sarya and the Doctor

MAP

If you want after you make your surprise round action, roll your init


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

init: 1d20 + 3 ⇒ (13) + 3 = 16

"Incoming!" Cretien shouts, on edge.

Cretien commands his mechanus to guard the entrance to the north. He then steps 5ft to the right and places his turret down next to him, in the position he once occupied.


Stephan DeWir (Black Market Arms Dealer) Hp 53/53 AC 25 (+7 Perc; +1 Init; Fort +2, Ref +3, Will +4)

Surprise round

Cast Shield of faith and move 5ft set forward toward the group in the south

I have the South Group he says getting ready for combat

Init: 1d20 + 1 ⇒ (14) + 1 = 15

Current AC 25


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

Init: 1d20 + 6 ⇒ (9) + 6 = 15

Not sure if those are walls on the map, or pews/counters. If there's a clear shot:

Johnathan casts Magic Missile, two bolts streaking towards the shadow man.

1d4 + 1 ⇒ (3) + 1 = 4
1d4 + 1 ⇒ (3) + 1 = 4

Both DC 15 or be dazzled for 1 round.

If there's no clear shot:

Johnathan will cast Mage Armor and take a 5ft step next to Cretien


Shot Putter Funkmeister

The light brown section is actually a curtain made of cloth and there is only one source of light which is next to where the Doctor is standing at the fire place.

Johnathan Casts mage armor

Falko


Cornered! And split on top of that!! Not good... thinks Falko as he surveys his options.

Unable to see the asailants yet, he moves to stand beside the doc to see in both directions: "Get back a bit Doc! It'll get ugly real fast here."


Shot Putter Funkmeister

The north one murmurs some words and the fire in the fire place becomes extinguished.

The other extinguishes the torch that the Doctor was holding and now the scene is pitch black.

The shadow man disappears GM Rolls

Spoiler:
1d20 + 9 ⇒ (1) + 9 = 10 Perception Angus 1d20 + 4 ⇒ (2) + 4 = 6

Initiative:
Falko 1d20 + 2 ⇒ (14) + 2 = 16, Sarya 1d20 + 8 ⇒ (10) + 8 = 18, Shadow Man 1d20 + 7 ⇒ (14) + 7 = 21, Shadow Creepers 1d20 + 3 ⇒ (12) + 3 = 15, Dr. 1d20 + 2 ⇒ (8) + 2 = 10

Round 1
Shadow Man, Sarya,Falko, Chretien, Shadow Creepers, Johnathan, Angus, Doctor

The shadow man attacks the doctor 1d20 + 6 ⇒ (2) + 6 = 8 somehow the Doctor is able to sidestep the attack

Sarya, Falko, Chretien


Init 8+, HP 24, Ac 17/12/15, F 3+, R 3+, W 3+

Sarya moves rapidly behind her companions and calls upon the Goblin King in Sylvan...

Sylvan:

Goblin King, your vassal implores you in all your wisdom and greed to bestow upon me the vision of goblinkind so that i might better see the riches before me!

With that Invocation Sarya's eyes become clearly focused and her shadow seems to leap across the room...

Using King of the Night GM, I would prefer to put the Darkness effect where my fellow pcs are not located...


Shot Putter Funkmeister

Unless you have darkvision your character cannot see, so everyone is blinded. This was the case before Sarya cast her spell.

Falko, Chretien


Falko's blood freezes as the light leaves the room with nothing but darkness.

He steps back a pace, shuffling, and tries to bring forth light as he draws his sword.

5-foot step away from the doc, draw weapon, cast dancing lights.


Shot Putter Funkmeister

What for does your Dancing lights take on?


Good question! They float voluptuously through the air, their globelike shape growing and shrinking softly as they move closer or further from him.


Shot Putter Funkmeister

I guess they would be on where you are and three of your allies, lets say Chretien, Johnathan and Angus.

Chretien


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 mechanus the enemy to the north
1d20 + 4 ⇒ (4) + 4 = 8
1d8 + 2 ⇒ (4) + 2 = 6

Crossbow turret fires at the same enemy.
1d20 + 4 ⇒ (5) + 4 = 9
1d10 ⇒ 9

Cretien fires at the same enemy.
1d20 + 5 ⇒ (20) + 5 = 25
1d10 ⇒ 4

EDIT:
Cretien crit confirm, and bonus damage if a hit
1d20 + 4 ⇒ (8) + 4 = 12
1d10 ⇒ 8


Shot Putter Funkmeister

Chretien lodges a bolt into the creature did not confirm

Both shadow creatures cast darkness. Covering the battlefield in darkness. The places where the dancing lights are, are dim light on the player characters themselves(Angus, Chretien, Falko and Johnathan) the rest is darkness. (20% miss chance/50% miss chance respectively

Johnathan, Angus


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

i'm sure everyone knows, but as a reminder, Cretien has Darkvision 60 as a tiefling.


Shot Putter Funkmeister

I will just take Johnathan's last move as his current.

Two magic missles strike the shadow man.

Angus


Shot Putter Funkmeister

Angus moves to attack the creeper to the south 1d20 + 7 ⇒ (3) + 7 = 10, 1d100 ⇒ 9 miss

The doctor attacks the shadow man 1d20 + 5 ⇒ (8) + 5 = 13, 1d100 ⇒ 48 miss

Round 2

Shadow Man attempts to strike the doctor 1d20 + 6 ⇒ (4) + 6 = 10 miss

Sarya, Falko, Chretien

It was a bit hectic.. lets pick it up a bit


Init 8+, HP 24, Ac 17/12/15, F 3+, R 3+, W 3+

Sarya conjures forth a strange, green orb in her hand and throws it towards the nearest foe...

Mystic Blast (terrifying) attack1d20 + 4 ⇒ (6) + 4 = 10, damage 2d6 ⇒ (1, 4) = 5

Put the terrifying blast trait up in my profile, save dc should will 14.


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

Sorry for the delay. Posting ahead this time! Unless something drastic changes:

Johnathan runs up to Falko, touching his shoulder lightly with his Skyseer ability, and firing another burst of magic missiles at the shadow man.

2d4 + 2 ⇒ (3, 3) + 2 = 8
DC15 or be dazzled for 1 round

Skyseer Touch Ability:
Once every combat you may touch an ally and give them insight into future actions. The touched ally chooses one of the following: Attack Roll, Saving Throw, Skill Check, or Concentration Check, and then rolls a d20. The next time the ally would roll for the selected action, they may use the previously rolled result or opt to make a new roll. Other abilities that allow re-rolls may not be used in conjunction with this ability. If the action would have multiple rolls (such as iterative attacks), only the first roll is replaced.

3 of 6 spells used


Falko cringes at the darkness surrounding them. It's little globes help but little in this fight.

We're on their turf. he thinks, and decides not to engage for now.

On his right, he makes the acolyte fighting Cretien and aims a spell in his direction, his free hand moving like a veil that he drapes over the area.

Casting Sleep in order to catch the acolyte, but not 'Cretien and the mechanus'. Will DC 14.


Shot Putter Funkmeister

Sarya's terrifying blast leaves a terrifying stain on the wall.

Falko takes a five foot step and casts sleep: Will DC 14 1d20 + 1 ⇒ (16) + 1 = 17 pass

Chretien


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 fires at the north enemy. (unless he has to move to do so, in which case he will shoot the south enemy. looks like it might be too crowded for him to also get a shot at the north one)
1d20 + 5 ⇒ (19) + 5 = 24
1d10 ⇒ 4

The mechanus moves tothe enemy to the north
1d20 + 4 ⇒ (2) + 4 = 6
1d8 + 2 ⇒ (8) + 2 = 10

Crossbow turret fires at the north enemy. (although i think it might not have a clear shot, not sure which token it is on the map. if that is the case, it will shoot the other one)
1d20 + 4 ⇒ (20) + 4 = 24
1d10 ⇒ 1

EDIT
crit confirm Cretien (plus bonus dmg if crit)
1d20 + 5 ⇒ (6) + 5 = 11
1d10 ⇒ 8

crit confirm turret (plus bonus dmg if crit)
1d20 + 4 ⇒ (7) + 4 = 11
1d10 ⇒ 7

EDIT EDIT
boooooooooooooo

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