ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

Warehouse
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1 | The Family 2


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Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

"Working together, I'm sure we can." Ellena moves to get the arms of Burton.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"We will give it our all!" the dwarf replies, moving to help whomever he can.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

"Will do." Jeb nods and starts moving to help any who need it.


It takes several minutes of effort, but you're able to return the infiltration team to your ship, where the crew (quite predictably) reacts with shock and horror. This stroke of bad luck has put the mission in jeopardy, but there's nobody available to fill in. The mission's success or failure now hinges on the six of you....


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Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Certainty of death...small chance of success...what are we waiting for?" the dwarf quips.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

"We need to make sure they didn't just suffer for nothing." Corynne says solemnly, brushing wet hair out of her face.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"That's right, Az. A suicide mission, going blind on hostile grounds? Must be Tuesday."

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb smiles at the grim humour.

"That's right, look on the bright side." He adds.


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Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

"It is only a suicide mission if we die. If we succeed then it was merely very, very hard. I can do very, very hard." Miselle considered how that sounded, and left the statement as it was. Well, it was true either way.


GM Rolls:
Alice: 1d20 + 4 ⇒ (1) + 4 = 5
Azaghal: 1d20 + 6 ⇒ (13) + 6 = 19
Corynne: 1d20 + 6 ⇒ (12) + 6 = 18
Ellena: 1d20 + 5 ⇒ (10) + 5 = 15
Jebediah: 1d20 + 4 ⇒ (18) + 4 = 22
Miselle: 1d20 + 4 ⇒ (17) + 4 = 21

The swim back to the accident site is (thankfully) danger-free. From there, the tunnel continues for about 200 more feet before opening up into a large vertical chamber. This 80ft-diameter, 60ft-tall cave is quite dark (hopefully you brought lights), but the air is surprisingly warm. Wooden platforms anchored to the walls form a makeshift dock and stairs, which lead up to a wide tunnel that intersects horizontally with this chamber 35ft above the water line. Short iron spikes are driven into the walls every 30ft. In the middle of the chamber, a 20ft-diameter pillar of dull gray stone rises from the water line to the ceiling. A dramatic splinter of white marble extrudes from it - apparently once part of a much longer column.

Jebediah/Miselle:
You see a lurking shadowy figure quickly flee up the stairs to the tunnel 35ft up.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Pulling out her sunrod, Ellena moves to the wall. "What are these spikes? Anchoring points?"

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
Your Benevolent Dictator wrote:
...(hopefully you brought lights)...

We have sunrods given to us, plus I have my own. I will break one open if need be

"Company" Hisses Jeb and races after the fleeing shadow.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Cursing through her teeth. Alice swims as fast as possible towards the dock.
Two move actions swimming at half speed.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

After retrieving his weapon and powder, Az begins to make sure the weapon is alright for firing when Jeb hisses that they have company. He immediately rushes after his companion!

I'm not sure if it matters or not, but just in case, remember that Az has darkvision out to 60'.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Miselle nods in agreement with Jebediah, retrieving her gear. "A miner who hid, mayhap?" she murmured as she prepared.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Eyes widening at Jeb's pronouncement, Ellena draws Fabian and steps to the side so Az and Miselle have clear lines of fire.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

"Or the person that triggered the trap." Corynne says darlky as she readies her gear.


Just a reminder that the map is editable. XD We're not in combat at the moment, so feel free to do whatever you want. If something exciting happens, I'll retcon as necessary.

Terrain Info
The figure darted into the chamber at the top of the map. The ladders leading to the central column can be walked across (Acrobatics DC 12, fall if fail by 5+) or crawled over (no check, but half movement). The stretched ropes at to the north of the ladders can be climbed (Climb DC 12) or walked across (Acrobatics DC 19).


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26
Alice strolls easily over the ladder, studying the weird column for a moment. "Anyway, let's be ready for trouble. There may be traps around, watch your step."
What is the yellow dot?


@Alice: looks like it'll take 4rds to get there. I'll give you the info about the yellow thing once I know what everyone else is doing.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Corynne pulls herself up onto the dock, investigating it while Alice crosses the ladder.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


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@Corynne: I think you meant the other dock (the rightmost one is 15ft above your starting position)? I moved you to the left dock - three rounds.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

I don't think we could catch whoever it is even if we wanted to. Unless I use my potion of Monkey Fish. Let's take our time here for now

Pulling himself out, Jeb starts checking the docks and ladders for any traps or other signs of tampering.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22 +1 when looking for traps


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Miselle followed along, monstrous gun covering those in front.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Az keeps up with the others, his rifle tucked into the crook of his arm, ready to raise and fire at a moment's notice.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Similarly curious but tempering that with a bit of wariness - that shelf was awfully exposed - Ellena hugs the wall and makes for the high ground.

Moved my portrait to where I'm going, it'll take four rounds to get there.


In a tiny nook carved into the tip of the marble splinter sits an oversized gold coin. About three inches across, it has primitive designs of birds, clouds, and dots that might represent stars. From somewhere below you, you can hear what sounds like voices muffled by a thin wall, but specific words are impossible to make out.

I'm not sure if anyone has a way to identify magic items, but if so, it's a DC 25.

Jeb doesn't detect any traps or hidden dangers on the docks and ladders.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Pulling a small mechanical device from his pocket, he unfolds it into a small, mannequin-shaped creature and activates it, piloting it to scout ahead of the party down the tunnel.

It will remain 30' ahead until further notice, acting as eyes and ears

perception: 1d20 + 4 ⇒ (9) + 4 = 13


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"Something weird about this column and this coin. Co, it may be spirits of sort. Doc, check it out, take it if you think it's important. I'll be on the lookout."
Alice leaves the coin and heads towards the top cavern.
Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25
1 round's worth of movement, next round should get me to the +35 platform.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Az stands to the side, using his darkvision to watch out for the others, keeping an eye out in case something decides to poke its head out.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Touching the pendant at her neck, Corynne closes her eyes for a moment at Alice's conjecture. When she opens them a cold silvery glow radiates from within them as her hair and wet clothing seem to move as if she were still underwater, her perception slipping into the ethereal.

Spend one point to Divine as standard action rather than 10 minutes. Divine for both undead and perceive invisible creatures.

Perception: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14


GM Rolls:
Alice: 1d20 + 2 + 1 - 2 ⇒ (19) + 2 + 1 - 2 = 20
Damage: 1d8 ⇒ 5
Ellena: 1d20 + 1 - 5 ⇒ (12) + 1 - 5 = 8
Scatter: 1d8 ⇒ 6
Alice: 1d20 + 2 ⇒ (18) + 2 = 20

@Corynne: for future reference, that's actually two separate divine actions - one for undead, and one for invisible creatures.

Corynne's spirit sight detects nothing - the individuals who are about to attack are living and hiding via mundane means. Their presence is announced with a barrel of blasting powder that's flung in Ellena's general direction. It misses high and explodes loudly when it hits the cavern wall above her, showering you in firedust (no in-game effect). From behind the crane, an elderly Danoran shouts, "You killed all my men, you dirt-workshippers! That wasn't enough? Now you want me dead as well?" He points a pistol at Alice and fires a panicked shot that somehow manages to connect with flesh. At the same time, a shadowy creature floats up from a dark corner and begins to feed on her strength.

Alice: 5pts damage + 1pt STR damage

Your Turns


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice winces as the bullet pierces her side. Memories flood her mind again, and she sees herself lying on the deck of a long-sunk frigate, clutching her bloodied face. Hurting's part of the job, Kildare! Get up and fight!

Looking at the weird, shadowy creature in front of her, she takes a step back while reaching for a small flask on her belt and coating her blade with it. A Danoran conjuring monsters? Weird.

"We didn't kill anyone yet, you crazy snailgobbling coot! Not here, not this time! But I'm all up for settling old grudges with a scuffle!"

5' step back, grab and apply to the rapier my oil of magic weapon. If I can drop my rope as a free action (I've got it on my back) I'll do it, otherwise Str damage made me encumbered and my AC drops to 15.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

"We are not with the Duchess!" Miselle trains her gun to where the shot came from, but is hesitant to shoot. "Ils n'apporteraient pas un comme moi avec eux et armés, non?" Hopefully hearing her accent, and their toungue, would help calm the man. "Laissez-nous vous expliquer."

Translation:
"They would not bring one such as me with them and armed, no?"
"Stand down and let us explain."

Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb tries to sneak along the Western wall towards the assailant, hoping to catch him by surprise if he proves ubcooperative.

stealth: 1d20 + 5 ⇒ (13) + 5 = 18 I will save inspiration this time, it probably isn't necessary


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

If I can do it this round, otherwise next.
A flash of insight crosses Alice's mind. The stationed Danoran forces! He's not talking about the war!
"Jierre! We look for Nathan Jierre, his cousin sent us!"
Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12 serves me right for calling him a coot


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"We are not here for fight with you, old man!" Az shouts in confirmation, his Drakran accent clear; providing a distraction for Jeb would certainly aid his efforts, as well.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Cursing under her breath in a most un-ladylike way, Ellena ducks into cover and strains her eyes to try and see what's going on.

Holding position for the moment, don't want to mess up Jeb.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Corynne moves forward, climbing the ladder and giving the man something else to focus on.


The man struggles to reload his pistol as he calls down suspiciously, "Risuri, Danorans, and Drakans working together? What are you doing here?"


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

"As you can see by our uniforms, we are all members of the RHC. The Duchess has been declared a traitor, and tried to kill the king, as he wishes to ally with Danor. To make sure her actions do not lead to war, we have been sent on a mission to the island to help with negating her presence. Obviously, I cannot go into details." Miselle smiled at him. "Yes, I work for Risur, but look at the weapon I carry. Can you imagine the Duchess, know advocate of the Fae, allowing a person from Danor, wielding one of there weapons, into her army? One who uses such as this?" She activated the small robot aid she carried with, which whirled into life. Pausing, she added, "My name is Miselle Fitelle. May I have yours?"


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"Getting shot, that's what we're doing here." Think I broke a rib. And wasted the oil. "It's just like she said. King Aodhan, long may he reign, is moving towards friendship with Danor. We have orders to bring the traitorous Duchess to justice. My word of honor, if you are not in her service, you have nothing to fear from us."
Alice moves to a tight guard, not trusting the old man completely, and keeping an eye on the shadowy figure.
Total Defense, AC is 20 until next round

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Fearful of jinxing the moment, Jeb keeps hidden for now, keeping his head down and making no threatening move.


"You're here to stop the ones who attacked us? This was just a misunderstanding?" There's a short pause as he sizes you up before calling off the elementals and lowering his weapon. He sighs in relief. "Thank goodness! I'm sorry about all this. Thought you work for those horrible people. I'm Foreman Dupiers. I don't know a Nathan Jierre, but I can tell you where the duchess is."


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

"Any information you can give would be a boon, including as to where she is located and how to get there," Miselle agreed with a small smile. She was clad she hadn't had to fire her new gun on someone innocent. It seemed like a good omen that a misunderstanding hadn't ended with it's blooding.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Grumbling, Alice sheathes her rapier and climbs the nearest ladder, holding her wound with a hand as she speaks to her companions. "If someone could bring that wand over here, that'd be great. Corynne, anything from the coin?"
I think that Corynne is the only one who can detect magic, via the basic Divination sphere ability, either taking 10 minutes or spending a spell point.

Then she looks at Dupiers' face before speaking. "How did you escape, by the way? And do you know anything about that large coin over there?"

Hidden Sense Motive roll:
SM: 1d20 + 4 ⇒ (5) + 4 = 9


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

"No sorry, I'm not able to see anything supernatural about it." Corynne replies.

Nope. Hidden Magic (Requires Divination) (+1 talent)
You do not gain the base divine ability to detect magic, nor the base sense ability to decipher magical text. You may still gain other senses through magic talents and gain the ability to detect other things (undead, charms, etc.) through the divine ability.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Azaghal breaths a sigh of relief, lowering his rifle slightly; he doesn't completely get rid of it, though, only keeps it nestled in the crook of his arm so that, should he need to, he can quickly bring it to bear again.

The immediate danger past, he tries to take in their surroundings very carefully, his darkvision letting him see things that might be lost on the humans.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12 +2 for unusual stonework.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Ellena stays where she is - she was too far away to help, and the others didn't need her stammering at this Foreman.


The foreman looks ashamed. "On some of the archaeological digs, a couple more of those coins were found. All I know is that they're magic. When the soldiers attacked, I ... took them and ran for the mines hoping the magic would protect me. It's letting me see in the dark pretty well, so I've just been hiding here ever since. I saw most of my miners fleeing into the jungle. That's all I know."

With Dupiers leading the way, exiting the mine is a trivial affair. At the mine's forested exit, however, you find a recent mass grave. Many of the trees are chipped, marked, or show other signs of damage from axes and picks. The bodies in the grave are Danoran miners, who've been strangled with vines and branches. Seeing this, Dupiers recoils in horror, breaks into sobs, and refuses to go farther.

He's given you enough directions, though, that you should be able to reach your objective.

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