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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Shot Putter Funkmeister

Well it is a spell that a bard, sorcerer or cleric can cast.


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

scratch that for the cleric but unless it comes in scroll form sorcerers and bards ain't casting it... This level at least.


Shot Putter Funkmeister

Angus may be able to, I am not sure but if not you can do some gather information to find out where people think the epicenter is or for something even more out of the ordinary.


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

"Can't use it myself, but Jonathan might be able to?"

"Thanks, Soryn, for helping out. It would be great to see the skyseer, but I've been contracted as a consultant for security there. I'd like to think it'll be just fine, but with this witch oil bubbling up.... well, that is just a really bad sign. old friend. Best you and your wife be safe."

Cretien reaches into his pocket, and pulls out six gold pieces, handing them to Soryn. "Hopefully this is enough to buy you a few night's stay somewhere in a different district." according to SRD that is 3 night's stay in a "good" inn where they will have a room and not just a spot on the floor


Shot Putter Funkmeister

Soryn says, "Thank you Professor, thank you. I will definitely do what you say."

If Angus can cast it, you guys are in luck, if not, gather information would probably be best.


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 Johnathan can or can't cast it?


How do I know if I can cast it?

Falko nods as Cretien makes sure his friend is safe: "Should we warn the whole area? Where is this coming from? How do we find the centre? Perhaps there is simpler way..."

Falko starts to look around for a pattern that would tell him where to go. He looks at the sludge's movement, and how it stained the walls, are some spots older? What about the voice screaming in his mind? He tries to see if the sound comes from a direction...

Perception: 1d20 + 9 ⇒ (17) + 9 = 26


Shot Putter Funkmeister

So, I went and found out what a vellum is first and it is a book. In the module the spell is listed as a Wizard, Bard, Sorceror and Cleric spell. 1st level. In a decent sized tome it would probably show a version of the spell in all forms(the sorcerer one is probably the most funky) Falko, my main question is more about how does your character learn spells? @Johnathan, the spell for you should be added to your spell list but since you didn't set it up this morning you cannot use it.


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

Set it up? I'm probably misunderstanding, sorcerers don't need to prepare spells ahead of time?


Yes, like bards. I was thinking more along the lines of casting it from the scroll, but that's a one-shot-deal... We can learn it perhaps after, when we level, if we get a new known spell, and since we've studied it. Or we could order a wand be made?


Shot Putter Funkmeister

Can one of you cast from a book like a scroll and then it cannot be used again? I am not sure, but none of you has had the time to concentrate on it to actually learn it. If your bard was a performing bard, I would argue that you might be adept at sight reading and let you try it with a Spellcraft check. I am also having a hard time finding the pertinent rules. Can someone help me here?


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

Well sorcerers don't "study", they just have inherent power. So if a sorcerer can use that spell, then I'd guess they can use it immediately. But normally they only get new spells via leveling.


Shot Putter Funkmeister

Johnathan, do the honor...


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 over the spell.

"Strange, there's power in the words, the ink that is. I think I can use it. Feels a bit odd. Here goes nothing."

He raises the book slightly and the cryptic lettering of the spellbook glows eerily green.


Shot Putter Funkmeister

Johnathan's eyes turn orange as he can see in which direction the largest concentration of Bleak Gate energy is coming from. After twenty minutes of walking you make your way and see a large warehouse. There are three
doors, but two are blocked from the outside with barrels and crates, there are also windows on the second floor. You also see some children playing handball against the side of another building.

For Falko the screams get louder.

Perception DC 12

Spoiler:
This is normally a munitions warehouse and it is very odd that there is no military presence in front of or around the warehouse.


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

Per: 1d20 + 4 ⇒ (3) + 4 = 7

Johnathan points at the warehouse, his voice distant.

"In there."

He shuts his eyes tightly and shakes his head. After a few attempts his eyes finally turn back to normal. He takes a deep breath and draws his crossbow.


Shot Putter Funkmeister

The third door is locked with a pad lock.


Perception: 1d20 + 9 ⇒ (2) + 9 = 11

Falko nods at Johnathan and has a look around to make sure nothing else is amiss. He flicks out a set of small tools and moves to the locked door, mumbling: "Those kids should be hime. Not here."

He crouches at the door and inserts his two picks, figuring out the mechanism.
Perception for traps: 1d20 + 9 ⇒ (5) + 9 = 14
Disable Device: 1d20 + 11 ⇒ (15) + 11 = 26


Shot Putter Funkmeister

Falko deftly opens the padlock on the door and then opens the door revealing a large warehouse with the entrance fenced in by a climbable chain link fence with another lock. Beyond it you see a lot of crates piled up and catwalks at about 20 feet up in the air crisscrossing the room. There are eight men that have just started to move quickly gathering things from around the far side of the room and they look like they want to destroy them.

Initiative: Falko 1d20 + 2 ⇒ (11) + 2 = 13, John 1d20 + 6 ⇒ (8) + 6 = 14, Chretien 1d20 + 3 ⇒ (10) + 3 = 13, Sarya 1d20 + 8 ⇒ (18) + 8 = 26, Angus 1d20 + 1 ⇒ (11) + 1 = 12, People 1d20 ⇒ 5, Thing 1d20 - 1 ⇒ (18) - 1 = 17

Round 1

Sarya, Thing, John, Falko, Chretien, Angus, People


Shot Putter Funkmeister

MAP


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

Careful everyone don't rush into their ranks one by one. This looks like and other tough combat

any Kn for the Thng dm ?


Shot Putter Funkmeister

Well, you as a party haven't seen it yet because although it is large it is hidden behind a bunch of crates and such, but by the time you go you will see it, either knowledge arcana or planes


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

Caution is warranted, we would do well to use the crates as cover...


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 draws his crossbow and ensures his turret is ready to place. However, he doesn't place it yet as it wont do much good here. He stands, ready for the inner lock to be opened.


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

Is Johnathan at full HP?

Johnathan casts Mage Armor. (5 casts left)


Falko looks to the others: "What's with the second fence?! Should I open it?"

He turns to look closely at the other men on the other side of the warehouse, wondering what kind of trouble they might be.

Sense Motive: 1d20 + 3 ⇒ (11) + 3 = 14


Shot Putter Funkmeister

Falko

Spoiler:
They look jittery and are gathering documents to be destroyed, you have seen one bundle go into the flames.

Sarya


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

Sayra will delay action


Shot Putter Funkmeister

Didn't you regain hp for sleep?

You see a lumbering metal beast moves forty feet in your direction.

Everyone


Shot Putter Funkmeister

Knowledge Arcana/Planes DC 16

Spoiler:
It is a Bleak Gate construct, made of metal and witchoil. Has no ranged attacks. And is being controlled by someone in the room. Very dangerous melee.


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

KnPlanes: 1d20 + 5 ⇒ (20) + 5 = 25

Johnathan says quietly, "Yes get the gate open, quickly. That's a Bleak Gate construct, fueled by witchoil. It likely can't hurt us from afar but do not try to fight it close up. There's someone in here controlling it, if we stop them we stop the construct."


"But if I open the gate, it gets to us. Wait! These guys over there are destroying evidence! Ok, let's open the gate then, but we need to stop them!"

Falko then crouches to play with the padlock.

Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30

"By the way, feel free to spend the time shooting down that thing..."


Shot Putter Funkmeister

Johnathan

Spoiler:
since you beat it with a 20, here is some extra info... the construct is vulnerable to positive energy but the more damage you would do to it the more dangerous and lethal it would become.

Falko throws open the lock almost as soon as he touches it.

Rest


Falko blows on his lucky fingers and smiles, then pulls his rapier out.


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 speaks rapidly as the thing approaches, "Don't shoot it, you'll make it stronger. Positive energy could work but I don't think we have enough to take it down quickly. We need to get to who's controlling it, and fast."

He looks at Falko directly, face blank but eyes intense, "Don't go near that thing, Falko."

Johnathan touches the bolt in Cretien's crossbow, causing it to glow.

"If you spot the controller, try to tag him with this."


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

Chretien makes a bee line for the nearest ladder to climb up to the catwalk.


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

Btw that was Light on the bolt. Also, for Cretien:

Skyseer Touch:
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.


"Then let's try to move around that thing and get to those nice civil servants for a chat!"


Shot Putter Funkmeister

Chretien double moves on top of the catwalk.

Angus and Sarya'


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

Sarya will follow the tiefling onto the catwalk...


Shot Putter Funkmeister

Angus


Shot Putter Funkmeister

Angus double moves toward the ladder.

The technicians move to destroy the evidence. One of the, moves to the large rusted iron circle and disappears.

Round 2

Sarya


Shot Putter Funkmeister

Sarya moves and then fires her mythic blasts at one of the techinicians 1d20 + 4 ⇒ (15) + 4 = 19 hit doing 2d6 ⇒ (6, 5) = 11 knocking him unconscious

The construct double moves towards the party.

Everyone except Sarya


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

Oops forgot it was my turn... Sorry.


Falko dashes forth towards the ladder and climbs as high as he can: "RUN JO! RUUUUN!"

Double move following Cretien.


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 runs for the ladder too.


Shot Putter Funkmeister

Chretien and Angus


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

Round 2

Casting Shield of faith, Move 20ft up toward large creature

I will engage and hold that construct while the rest of you go after the controller he says as he moves forward weapon at the ready

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

Johnathan will likely run straight north along the catwalk.


Shot Putter Funkmeister

Chretien moves and then attacks one of the techninicans with his crossbow 1d20 + 5 ⇒ (1) + 5 = 6 miss.

One of the technicians moves into the circle and disappears. The others hastily grab more and more documents.

Round 3

Sarya

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