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 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

"I haven't seen the Professor here, though you insist I am him, some strange magic in this place is clouding your mind. If i could access my own magic, this would all be no trouble."

single move straight down, turn around and bring rifle to bear, readied standard action to shoot an enemy to help Angus out as him and his enemies come running up

readied shot: 1d20 + 7 ⇒ (14) + 7 = 21
dmg+firepower: 1d10 + 1 + 2d8 ⇒ (9) + 1 + (8, 8) = 26


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

Dayum, nice rolls.


Shot Putter Funkmeister

Mummy group 2 break out of their cubby holes and move ten feet.

Knew I forgot something

Angus


Shot Putter Funkmeister

Angus attacks the mummy 1d20 + 9 ⇒ (2) + 9 = 11 miss

Chretien fires and destroys the mummy on Angus, allowing Angus to move.

Round 4

Mummy group 1 mummy 1 moves 25 feet towards Angus.

John and Lemond


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 keeps running 30', then stops a moment to concentrate. Another mirror image appears, but this Johnathan breaks off from the rest and starts waving at the mummies. Just as they're about to reach the illusory Johnathan, it climbs up the verticle wall just out of reach of the mummies--and starts making silly faces at them.

Silent Image, if they touch the illusion they can make a DC 16 will save to 'disbelieve' it.
1 Level 1 spell left.


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 attempt to full-round withdraw to just behind Cretien. If he has to provoke the guy near the exit door, then he'll acrobatics to tumble.

Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24

"We still have time!" He yells after Falko and Johnathan. "Get back here and give him some cover! The water isn't even at his heels!"


Does it look like the water is still rushing in fast?


Shot Putter Funkmeister

the water is still rushing in.

Mummy Group 2 #1 moves to attack Angus 1d20 + 9 ⇒ (3) + 9 = 12 miss

Mummy Group 2 #2moves to attack Lemond 1d20 + 9 ⇒ (11) + 9 = 20 hit 1d8 + 6 ⇒ (8) + 6 = 14 The spear goes through Lemond's body leaving him limp and dead.

Mummy Group 2 #3 moves to attack Chretien 1d20 + 9 ⇒ (18) + 9 = 27 hit 1d8 + 6 ⇒ (7) + 6 = 13

Mummy Group 2 #4 moves to attack Chretien 1d20 + 9 ⇒ (8) + 9 = 17 miss

AOO from both Angus and Chretien

Chretien, Falko and 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

bite AoO: 1d20 + 4 ⇒ (1) + 4 = 5
1d6 + 1 ⇒ (5) + 1 = 6

Cretien takes his AoO, then withdraws along the same path Jonathan went.


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

Wow crap.


Johnathan Eli Holbrook wrote:
Wow crap.

Exactly...

Falko shakes his head as bitter tears surface.

Fools! Damned fools..!

He turns away and keeps running for the exit.


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

Haha, oh no. I had a feeling this was coming (I forgot I could acrobatics away from dudes, took an unnecessary AoO! )! I'll be on discussion planning up a new character. GOOD LUCK GUYS!
GM: Any chance for getting out some final words?


Shot Putter Funkmeister

last words are fine by me


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

With the fatal spear injury, Asher drops his weapon and turns towards Cretien and with a gasp of pain croaks. "Tell... The Viscount I can't make his party... Duty and all..." before collapsing to the ground.


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

Longsword AOO: 1d20 + 9 ⇒ (18) + 9 = 272d6 + 7 ⇒ (1, 1) + 7 = 9

Angus with an immediate action will use his Hands of Retribution 4pts, (1/2 fire 1/2 holy) on the mummy

if i read the combat map correctly i am surrounded and can't really move as two undead are blocking both my ways correct ?


Shot Putter Funkmeister

Yes because you have two enemies in front of you and one behind. The enlarge person hasn't really helped you. What is your combat action?


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

Angus will attack the nearest ennemy that looks the most wounded attacking it

PA Longsword: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 222d6 + 10 ⇒ (3, 2) + 10 = 15

And then using his movement action will set up his shield again and hold the longsword with one hand to benefit from its protection

Current AC should be 21 while enlarged


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

Did my spell do anything to help Asher? :( Next turn I'll move 30' and dismiss enlarge person, though it probably won't matter.


Shot Putter Funkmeister

Don't see how it would. Your character was well far away from the action.

Angus destroys one of the mummies.

Mummy group 1 mummy 1 five foot steps toward Angus 1d20 + 9 ⇒ (6) + 9 = 15 miss

Johnathan


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

Double moving away


Shot Putter Funkmeister

Forgot

Round 5

Initiative Mummy group 3 1d20 + 7 ⇒ (4) + 7 = 11
The water surrounds Angus.

2 of mummy group 2 move towards Angus, the rest double move towards Chretien

Mummy Group 2 #7 5ft steps and attacks Angus 1d20 + 9 ⇒ (14) + 9 = 23 hit 1d8 + 6 ⇒ (3) + 6 = 9

Angus, Group 3, Falko, Chretien


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

Round 5

Angus will 5ft step into the corner to prevent flanking and will cast a Shield of faith on himself

Concentration DC 17: 1d20 + 6 ⇒ (13) + 6 = 19

Current AC is now 23


Shot Putter Funkmeister

AOO 1d20 + 9 ⇒ (10) + 9 = 19 Against AC 19 for being large and no shield 1d8 + 6 ⇒ (6) + 6 = 12 = DC Concentration is 24. Angus loses his spell for the day

Mummy group 3 vs Falko 1d20 + 9 ⇒ (2) + 9 = 11 miss

Falko, Chretien


Wasn't Angus' roll to cast without creating an AoO?

Falko curses under his breath as the mummy reaches him.

These are no zombies! They're so fast!?

Do these things look ancient or recent?

He bites his lips and turns around, shouting to John, then to his companions: "They're still in there! We have to buy them some time to get out! ANGUS!!! ASHER!!! CRETIEN!!! COM'ON AND GET OUTTA THERE!!!"

And he strikes at the mummy with his father's help.

Malice rapier w/ Luck: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 151d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7


Angus, might be a good thing to try and overrun them?


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 ⇒ (3) + 8 = 11 to know of any weakness, particularly something that can stop them? grasping at straws here

Cretien uses the withdraw action once more, and in doing so attempts to slide past the mummy behind Falko with a quick maneuver.

acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7 to avoid AoO


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

Next round

Johnathan shouts as Cretien comes around the corner, "He made it!"

He'll move with Cretien and Falko wherever they go with his 30' of movement.

Then he concentrates, dismissing Enlarge Person off Angus. "Is Angus behind you? Where's Asher?"


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

yes i was casting defensivly hence the concentration check or loose the spell


Shot Putter Funkmeister

I had posted yesterday but it had gotten eaten. First, you need to declare what you are going to do. Not leave it up for me to guess. And then if I have to guess, don't give me an arrogant smug answer. Like you did in the discussion thread.

AOO vs. Chretien 1d20 + 9 ⇒ (4) + 9 = 13 miss
AOO vs. Chretien 1d20 + 9 ⇒ (3) + 9 = 12 miss

Round 6

Water has expanded further and Angus is waste deep.
Initiative Mummy Warrior 1d20 + 6 ⇒ (17) + 6 = 23 Spellcaster 1d20 + 7 ⇒ (6) + 7 = 13

Mummy Group 1 #1 against Angus 1d20 + 9 ⇒ (15) + 9 = 24 hit 1d8 + 6 ⇒ (8) + 6 = 14

John


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 concentrates a moment, summoning up the very last of his willpower for a final color spray. No lvl1 spells left.

DC 16 Will

He says weakly, "We...we have to go," and moves 30' past the sarcophagus alcoves, hugging the far wall if there's any potential AoO's against him.


Shot Putter Funkmeister

Will save Mummy Warrior 1 1d20 + 1 ⇒ (3) + 1 = 4 fail, Mummy warrior 2 1d20 + 4 ⇒ (1) + 4 = 5 fail, Mummy Spellcaster 1d20 + 3 ⇒ (19) + 3 = 22 pass

The two mummies are blinded and stunned for 1d4 ⇒ 2 rounds, then stunned for 1 round.

Group 2 mummy attacks Angus 1d20 + 9 ⇒ (8) + 9 = 17 miss

Other two mummies move closer to Angus.

Other mummies double move towards group

Angus Mummy Spell caster, Mummy group 3...


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

not my attention to give a smug answer, if that is the intention you felt then please accept my appologies. Paizo had eaten my post 3 times so i just reposted straight to the point and had to leave.


Shot Putter Funkmeister

No problem, you are up... :)


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

getting to it. Connection to paizo is woobly

Round 5

Angus Will attack fighting defensively one of the mummy that is preventing him to escape (should it go down he will 5ft step forward)

PA Longsword: 1d20 + 9 - 4 - 1 ⇒ (17) + 9 - 4 - 1 = 212d6 + 7 ⇒ (2, 5) + 7 = 14

current AC 26 (still enlarged)

Angus will shout at his friends

I can't come to you my way is blocked by two mummy and i have one closing up behind me. I am currently fighting them but i can't probably defeat all of them. Should i manage to get one more down i might have a chance but Heavy armor and water up to my waist slow me down. I ma pretty much Done for. I'll buy you time and hold them off for as long as i can Saves yourselves, there is no other way !


Shot Putter Funkmeister

your ac is 23 and you were hit


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

correct i missed that. HP adjusted


Shot Putter Funkmeister

Mummy spellcaster walks 10feet and with its long limbs attacks Johnathan melee touch has 10ft reach1d20 + 5 ⇒ (10) + 5 = 15 hit taking 3d6 ⇒ (4, 2, 4) = 10 electrical damage from shocking grasp.

Mummy group 3 vs Falko 1d20 + 9 ⇒ (1) + 9 = 10 miss

Falko, Chretien


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

Mirror Image: 1d3 ⇒ 3
1=Johnathan

1 image left


Falko bites his lip as he takes in Angus' last words.

Farewell friend. Say hi to my dad for me, and kick him good! he thinks to himself as he just runs out for the exit.

Withdraw, double move to get out. Not sure I can avoid an AoO, but I don't mind.


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

Withdraw after Falko.

acrobatics attempt to avoid AoOs: 1d20 + 3 ⇒ (20) + 3 = 23


Shot Putter Funkmeister

AOO vs Falko slam 1d20 + 5 ⇒ (16) + 5 = 21 hit 1d6 + 6 ⇒ (6) + 6 = 12 Falko is unconscious.

Chretien makes his way out of the Ziggurat with Johnathan in front of him. At this point within the Ziggurat water bursts out from everywhere and Falko's unconscious body gets flung out the entrance of the ziggurat landing in the bayou just in front of the ziggurat. Angus's takes 1d6 ⇒ 2 acid damage from the toxic water and then his body hits a wall at 50 miles an hour and causing him to lose consciousness as well and he drowns.

As John and Chretien emerge from the ziggurat with only seconds to spare, but they are not safe. From the mouth of the ruin they spot shapes moving beyond in the rain, advancing from all directions. The three corpses from the camp stand nearby, reaching out to attack them, and out in the swamp it seems as if every dead creature within a mile has risen and is shambling toward you.

The deadly flood makes going back beneath the ziggurat impossible,
and there must be thousands of creatures—peat-coated skeletons, zombified
crocodiles, hollow carapaces of spiders, and swarms of centipedes,
bats, and blood-thirsting birds. Beneath the cries of the throng, they hear a deep sound, like a growling voice.

It seems the only safe path is to climb the ziggurat.


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 casts a fresh Mirror Image.

1d4 + 1 ⇒ (1) + 1 = 2

But he only manages to conjure 1 extra image, for a total of 3 exhausted Johnathans.

1 lvl2 spell left.

He then tries to reach Falko and drag him out of the water towards the Ziggurat.

Unless that's impossible


Shot Putter Funkmeister

I wrote this "Falko's unconscious body gets flung out the entrance of the ziggurat landing in the bayou just in front of the ziggurat"...so you don't have to get him out of the ziggurat because he is already out of the ziggurat.


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

Woops, meant of the bayou


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 will pour a potion down Falko's throat if that is an option. CLW, can spare two if i can also spare that many actions.


Shot Putter Funkmeister

John and Chretien in spite of the oncoming horde of dead beings are able to provide Falko with two potions of CLW 2d8 + 2 ⇒ (3, 3) + 2 = 8

Reviving him.

As you do this you hear a gut shattering low disturbing voice that rumbles the word "C----L----I----M----B!!!!!!!!!!!!!!


"Wait- What-! Bloody Thousand Hells, this place is a giant death trap!" garbles Falko as he regains consciousness.

He doesn't talk when the eldritch advice is uttered, his head spinning and his guts curling, all he can really do is try his best to climb, all wet and muddy, his limbs tired from the ordeal, his heart sinking for the loos of his friends.

Climb if needed: 1d20 + 5 ⇒ (13) + 5 = 18


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 climb frantically away from the horde, up the ziggurat, Johnathan starts muttering and rambling. "It's all wrong--I saw you die in there Falko--I saw it--Asher got tossed into the bayou--not you--you're not supposed to be alive--it's broken--my sight was wrong--this place is wrong--I hate this place--Voice of Rot--I want to go home."


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

"Onwards... I sense a way out of here."

Chretien climbs.


Shot Putter Funkmeister

As you climb the horde gets closer and closer.When the horde is within charging distance, a massive shape moves
in the rain, almost as if the swamp itself is rising up, alive. Swaths of the
hungry dead are pulled beneath the surface, and then the head of the
marshy shape snakes out of the rain from the side and cuts off the approach
of the undead. A titanic serpent, its half-rotted skull 20 feet long,
snaps its teeth down upon the front line of the horde, and as it devours
the dead it locks one enormous, milky gray eye on the party.
This is the Voice of Rot, fey titan of the High Bayou, who has slumbered
for centuries without disturbance by man. With a few brief thrashes of his coils, the titan—who is so large that
the party can hardly make out the scale of his body through the haze of
rain—destroys the gathered undead. Then he withdraws into the drizzle,
partially hidden. You can only make out his general silhouette, but
the dull light from a single eye shines like a beacon.

The voice of the titan is at once both guttural and
sibilant.

It says, "Your number be lest than my original counting in the bayou, your gifts shall be rewarded."

It then brings the tip of its tail out of the swamp and shakes it. This then shoots out the corpses of Angus and Lemond. He slams the ground with its tail and their bodies come back to life.

Asher and McCormick, you have been resurrected with a Raise Dead spell, making you come back with 2 negative levels. With 2 HP plus your Constitution Modifier. In addition you take 2 minus points to your Charisma, due to the acidic water.

It continues, "My slumber is disturbed. You, agents of King Kelland, shall redress this offense. Most that fled your mortal trap were mute beasts. One had reason. It can be judged. Follow the scent of its homeland’s blood. Find it. Cut its flesh, then do as you please.'

The voice sounds like insects on a rotting carcass, like rain on a stagnant pond.

'Kill it, and it will rot. Send it home, and it will despair. Either, and I shall be appeased.' the voice demands.

All of you with magic affinity get Detect Planar Energy, this should go to Angus, Falko, Johnathan... when Chretien was a Technosmith he would have gotten it but now, I am not sure.

Detect Planar Energy
The energy drifts to you like a fragrance on a breeze. You spin and locate the strongest
source of the smell, then set out.
School divination; Level bard 1, cleric 1, druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Component: V,S
Range 1 mile
Duration: 1 hour
Saving Throw none; Spell Resistance no
Choose a plane you have visited, or otherwise have had contact with. For the
spell’s duration you can sense the direction to and intensity of energies from that
plane, to a maximum range of one mile. These energies tend to fade after a few hours
or days, but it is possible to track creatures native to other planes by following their
trails. The spell can be foiled by strong sources of energy from the same or other
planes. For instance, Cauldron Hill in Flint is a powerful beacon of shadow energy,
so you would be unable to pinpoint any sort of foreign energy there, not even fey or
elemental energy.

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