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

the damage is from insect bites and fatigue according to the module. When i think of a swamp i think of mosquitoes and all of the other GD bugs on earth. Sorry for missdescribing it :)


Makes complete sense. Thanks for the clarification!


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher delves into another fit of quiet muttering when Falko asks if there should be a watch? "Out here, all by ourselves? Of no, perfectly f+!~ing safe. Let's just leave our heads pointing at the damn rivers so the beasts won't have to leave the comfort of their homes to snack on us while we sleep. Sounds perfectly damn resonable!"

He quiets down when Johnathan helps with the firewood, and gives him an approving nod. He hands him his bag. "I'll see if I can't help with the boats. Can you do the same with my ammo, in case the rounds are soaked? I'd do the same with your own, too."

He'll then go help Cretien get the boats onto shore and tie them down, if needed. "I'll take first watch. Too wired to sleep just yet, this place reminds me too much of the war. Keep thinking I hear people loading their muskets in the bushes." He says, his eyes dancing from dark shape to dark shape in the night.


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

"I will," he says, and starts drying off the ammo. Shaking his head slightly at the war veteran's paranoia "Much more likely to get eaten. Especially Falko." He smiles sadly at Falko, as if he misses him already.


Shot Putter Funkmeister

The night passes without incident and you wake and eat something but decide to get going.

Fall Day 7

[ooc] Those trained in Knowledge Nature

Spoiler:

notice that small animals are acting oddly

Johnathan

Spoiler:
You feel a strange sense of dissonance and that you are on the verge of having a vision but it is odd because last night you had no opportunity view the sky.

You follow the golden markers further inland. Then before you the wall of trees open onto a vast flooded plain. A large stone ziggurat looms at the edge of your rain-obscured vision. Three tiers of aged stone,
their ancient carvings all but dissolved by time, rise up out of the forest to a sixty foot high peak.

Or is it farther? Sudden vertigo strikes you all, and for a moment you can’t tell which is closer—the top tier of the ziggurat, or your own hand. But when you look back down the sensation passes. You spot the remains of a camp site ahead, right beside the ruin’s entrance. Three limp humanoid figures lie amid toppled tents and archaeological supplies.

Just beyond the camp and the remains of the dead, a fifteen foot high mouth yawns open in the stone side of the ziggurat’s first tier. Vines that once hid it have been hacked away, and somewhere inside the ancient ruin, faint light glows.


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

As they walk, Johnathan keeps staring up at the canopy, peering as if trying to get a look at something moving among the branches. If questioned about it, he just shakes his head.

"This is a bad place," he says softly when he spot the ziggurat.


Shot Putter Funkmeister

Johnathan

Spoiler:
As you look upwards you feel as though worms are crawling inside your
head.


Falko's uneasiness just gets worse as they make their way. the sight of the ziggurat is a stone sinking in his stomach, almost toppling him over: "Do we really need to be here? I mean, it's like the gambler. I know we've made it this far, but perhaps it's time to cut our losses and head back home, no?"


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 sobs quietly once, holding his head and turning his eyes away from the canopy, staring at the ground.

"Vital vital vital vital vitalvitalvitalvitalvitalvitalvital..."


Shot Putter Funkmeister

do you search the bodies?


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 says in the back of the group, mumbling. He whispers, "I want to go home." He'll follow the group, but otherwise won't go near the bodies.


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

"Yes, I do believe we are due for some intense R&R when we get back. This swamp is in my bones already."

actually i am a bit unclear as to why we are here...? To collect artifacts left behind?


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

We're here to verify the stories of Dr. Meredith and her former financier, Bergeron. This is potentially the site of a multiple-homicide (Possibly just killed by local animals) that has yet to be fully investigated. It's also the source of the artifacts that caused problems during the expo, that staff that summoned the aliens and the later ones recovered from the woman at 'the drug deal'. There's also something going on about a crazy important golden disc, a seal of some sort, that might be worth checking out as maybe an ultimate cause to all of this weirdness. I might be missing something, but that's what I remember anyway.

After getting his perspective back to normal, Asher begins to answer Falko reproachfully. "By all the might of Risur man, we have a job to do. Pull yourself tog-" he is interrupted by Johnathan's chanting.

Asher gives a look to the, so far, still solid members of the team (Cretien and Angus), and moves forward.

"I'll check the bodies..." He growls a bit, looking cautiously around him while holding his foreboding, black musket in his hands. "Eyes peeled. I'm expecting missing brains, don't let anything that could cause such a thing sneak up on me, you hear?"

He'll move forward carefully, slowly, and when nearing the bodies he'll use his feet to turn/nudge them into position while eyeballing them, his musket loaded and ready in his hands for if something happens.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10


When we get back... he thinks as he realizes his companion is not backing him.

Falko swallows hard, then bites back at Asher, despite the fact that he did lose it: "Don't go on patronizing us! This place is a place of death. I'm merely pointing to the obvious and suggesting an alternate course of action. If you want to solve crime, you need a pulse!"

He walks up to the cadavers: "Now that we're here and staying, then let's investigate... Why are you looking at this tree Asher? That's bird shit or something, not blood..."

Perception: 1d20 + 11 ⇒ (11) + 11 = 22


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

Cretien: The site was where the artifact of the ancients were recovered. We were told about a Seal that (is probably missing) and we have 2 people, like Asher said, that are telling different stories about the whole excavation stuff. Our mission is to find out how these articatfs got into the hands of a black market specialist to be sold.

We should also look for the spot where the golden seal we were told about was removed it might tell us something Says angus carefully searching the bodies for any clues

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

From what we got from Bergeron, I think the artifacts managed to get into the hands of the black market because Bergeron gave the items away to 'the mayor', who I am assuming is the dude you guys just recently dealt with. THAT guy is probably responsible for either selling them off, giving them away, or allowing them to be stolen (maybe even after his imprisonment/death?) from his estate.

"I agree. I don't know much of this alien business, but if I had to guess that artifact is at the heart of all of this." As the others come to help search the bodies, Asher allows himself to stay on overwatch which was his particular specialty anyway. He scans the surrounding area for threats while the other two, who Asher believes had inspired to be brave by taking the first steps, try to learn more from the corpses.


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 step forward, rifle drawn, to look at the nearest body.

perception: 1d20 + 7 ⇒ (5) + 7 = 12


Shot Putter Funkmeister

Three bodies—two men, one woman, all humans—lie dead in the camp
outside the ziggurat. They died while sitting, eating, and working near
the campfire and a small folding table.
You notice how odd it is that none of the bodies of the dig team
have been cocooned, eaten, or carried off.

Heal DC 10

Spoiler:
Examination reveals no sign of wounds or trauma, the bodies have been decaying in the heat and rain for at least a week
by the time you have reached them, and so are well decomposed.

More noteworthy, the bodies have already been examined and that their clothes were rifled through.

The camp site has a good amount of mundane gear, including rope,
climbing kits, sunrods, and thieves’ tools. There are also several journals, logs, and other notebooks, most of them carelessly tossed onto the ground. These contain no useful information.


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

heal: 1d20 ⇒ 18 vs DC 10

"no sign of wounds or trauma, the bodies have been decaying in the heat and rain for at least a week," Cretien notes, "And nothing of use in these damned journals."


"So whose story works best? Bergeron or the Prof's?" asks Falko as he gladly steps away from the creepy bodies.


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 didn't hear Bergeron's story, so I don't know."


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

"... Neither..." Asher says suspiciously, a growl in his throat.

GM: I might have the dates wrong here, so correct me if I do.

"Dr. Meredith never claimed their brains had been eaten, but both Bergeron and our contacts with the local constabulary DID. There are no holes in their heads though. Also, all claim that the deaths happened some time ago, longer than just a week. I was under the impression that some time has passed since the crew here had died and we are just the first team to officially investigate it."


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 got a DC 10 heal check and beat it by 8, but the info i got was "at least a week". I figure as i had beaten the check by over 5, the GM would have said "over a month" if it was longer than that. so i figure we are looking at somewhere between 1 and 4 weeks of decomposition.


Shot Putter Funkmeister

Health DC 15

Spoiler:
The corpses all have strange tumor-like bulges within each.

Chretien

Spoiler:
The bodies have been dead ten days.

Asher, your information is correct. Chretien, you are untrained in health


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

would that fall under my previous heal check?


"Neither is not good for us. You mean we've been played twice?!" muses Falko as he grabs some of the sunrods.

How many could I take?

"Looks like they were exploring some cave or tunnel... We should have a look, no?"


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 whispers his reply to Falko, "We have to...it's going to be bad, very very bad, but we have to. Vital, vital to put a stop to this, we must find the clue, the sign. I'm sorry."


Shot Putter Funkmeister

heal needs to be trained to beat a dc higher than 10 , but if you're trained you could take 20


"It's ok John. You don't have to be sorry. There is no other way..." whispers back Falko, trying not to be worried.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

"Maybe..." Asher says in response to Falko's concerns about being manipulated. "I got the feeling that Bergeron, while self-important and probably hiding something, was legitimately confused about some of the points I brought up. It is possible that neither are responsible and something else is going on. These people..." he says, gesturing to the corpses. "Might not even be the true dig team, and instead people that came about later. They are either the dig team and very well preserved (though that still doesn't make sense for the lack of missing brains), or are other people entirely. Their things have been gone through, however, so I think it best we act under the assumption that other people could be here."

He looks at the mouth to the ziggurat, at its glowing tunnel. He picks up a few of the sunrods and passes them around. "Yeah... Let's head in." he says. "I'll take the rear and keep eyes behind us." The winds around Asher begins to swirl as his defensive winds enclose him.


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
GMEDWIN wrote:
heal needs to be trained to beat a dc higher than 10 , but if you're trained you could take 20

houserule? i dont see anywhere in the skill description that says that.

Cretien follows Lemond's lead, his rifle ready and eyes scanning his surroundings.

will take 20 if it is indeed a houserule, and then will reveaal that info.


Shot Putter Funkmeister

Ok, for some reason I thought Heal was a trained skill but you can take 20 if you'd like.


Shot Putter Funkmeister

Falko

Spoiler:
you receive a quick vision of the three researchers clasping their heads as if in pain,
and then collapsing.

A pattern of seven concentric rings surrounding a central white stone is
prominent above the entrance to the ziggurat. A dot lies on the sixth ring from the interior.

You have to marvel at the Ancients who built this place. While the ziggurat rose sixty feet above the ground, you descend what feels like fifty feet down rough stone stairs, to a room forty feet across, with a twenty foot ceiling adorned carvings.

Stone amulets on golden chains hang from the carved mouths of jaguars and dragons all along the ceiling. Two more bodies lie sprawled on the floor of this entry room, a man and a halfling woman. A toppled wooden tripod leans against one wall near the base of the stairs, and a cracked amber lantern on top of it emits dim but endless magical light. The light gleams off metal in alcoves along the walls, and a second glance reveals three tusked humanoid faces, their eyes closed, blindly watching all who
enter.

When you glance back, you realize the stairs you came down were only ten
feet long.

GM Rolls

Spoiler:
Will DC 14, Chretien 1d20 + 2 ⇒ (12) + 2 = 14 pass, Asher 1d20 + 3 ⇒ (9) + 3 = 12 fail, Falko 1d20 + 3 ⇒ (4) + 3 = 7 fail, Johnathan 1d20 + 5 ⇒ (15) + 5 = 20 pass, Angus 1d20 + 3 ⇒ (13) + 3 = 16 pass Asher 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17 pass, Falko 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13 fail Falko 1d100 ⇒ 73

FALKO

Spoiler:
You have been stricken with Paranoia
Effect –4 penalty on Will saves and
Charisma-based skill checks; cannot
receive benefit from or attempt the
Aid Another action; cannot willingly
accept aid (including healing) from
another creature unless he makes a
Will save against his insanity’s DC.
Description
The paranoid character is convinced that the world and all
that dwell within it are out to get him. Paranoid characters are
typically argumentative or introverted.

A Knowledge (Religion) check (DC 15)

Spoiler:
identifies the entrance symbol
as matching the star system. The sixth ring would correspond with
Apet.


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 takes a deep breath, not looking back at the stairs, then lets it out slowly, whispering.

"This place is a crossroads, the priests carry their gifts, the guests pass through. Something is here."

He seems very small, more frail than usual, hugging himself and walking gingerly as if his next step might wake a sleeping beast.


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

religion: 1d20 + 8 ⇒ (7) + 8 = 15 vs DC 15

***ABOVE***
"These bodies have tumor-like bulges... Probably what killed them, not missing brains."

***ENTRANCE***
"This symbol... it is a diagram of our star system. The one with the dot denotes Apet."


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

Kn.Planes: 1d20 + 5 ⇒ (14) + 5 = 19

Johnathan murmurs in reply to Cretien, Apet... the distant plane of duststorms, endless in time, infinite...don't look into it."


Falko's finger rise to his mouth, pulling his lower jaw down in despair. He turns and looks at Asher, asking with a frail voice: "The rear!? Why would you choose to cover the rear?! Do you know something we don't? These men up above, they've died from an affliction that attacked their mind. I know! I've seen it!!"


Shot Putter Funkmeister

A note nailed to the wall reads, in Xambria’s hand-writing, “The
mummies are worth more than all your tuition. Don’t touch them.”


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher eyes the mummified orcs as they pass them, keeping watch behind them as they go, until Falko speaks to him.

"You're rattled, constable. As are some of the rest of you." he says, looking at Johnathan. "With you lot chattering your teeth with peeled eyes on the path in front of us, you'll do no good as a rear guard. I can still pull my eyes away from the unknown ahead to make sure nothing comes at us from behind. Trust me to 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

"It's all a little strange in here, let's keep calm. We are all rational adults and officers of the law here."


Falko swallows hard. He doesn't like Asher's tone, and suspects his companion is up to something. With acid in his voice, he adds: "It's also faster if you need to flee..." before returning to his duty, moving forward with an uneasy pace, his eyes darting back from time to time.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

I'm imagining Angus is at the front, being the party beefcake.

"Constable." Asher says, looking to Angus. "If you could. Let's move forward before we all get too jittery to do our jobs."


Shot Putter Funkmeister

Left or right 1d2 ⇒ 2 right

Angus leads the party forward down the passageway, you seem to lose track of time and distance you think you may have walked 400 feet but it may have been only 45. Eventually, you spot a lank mummy wearing a gold necklace. The inert corpse hangs from a wooden spear that has impaled it from behind.


Wiping the sweat off his brow, Falko carefully approaches and takes a closer look, first at the spear, to check if it looks recent, then at the necklace, to compare its style and check for markings.

Perception: 1d20 + 11 ⇒ (19) + 11 = 30


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

As Falko approaches the mummy, Johnathan whispers harshly. "The necklace, it's the necklace, the necklaces." He backs up to Asher's side, unslinging his musket from his back and loading it.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Asher will be on general overwatch. If you need it, for the purposes of catching something sneaky/difficult to detect, here's a perception check. He is most generally keeping his attention behind the party.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10

"That weapon is loaded now." Asher says as Johnathan gets his firearm ready. "Remember what I said about how to hold it properly."


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

If nothing happens immediately after, Johnathan will then cast Mage Armor.


Shot Putter Funkmeister

Falko

Spoiler:
You are able to discern a spear trap behind this impaled mummy. Because of the impaled mummy it is hard to discern if it is mechanical or not without endangering yourself. The mummy doesn't fit the description of the ancients but rather has been here for 3 or 4 hundred years. And is dissimilar to the mummies in the first room. You guess that this mummy was killed by the trap.


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

"Necklaces? What about them, Jon?"


"Wait everyone! Slow down and don't TOUCH ANYTHING!" warns Falko with an exasperated voice. He continues, as he darts suspicious looks left and right: "This mummy is... well recent. At least compared to this place. Looks like a tomb robber who fell prey to a trap. Yes... See behind and underneath? No, not there Asher! Theeeere. Yes! It's a spear-trap. I suggest we leave this one be and avoid triggering the trap."

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