DM Vord's Zeitgeist Act I - Portents of a Starry Sky

Game Master Vorduvai

"Times are turning. The skyseers – Risur’s folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist."

Current Date: 6 Summer, 500 A.O.V. (towards early Hunter's Moon on 10 Summer)
Current Location: Cloudwood District, Flint City, Risur
Prestige Favors Used: Risur 0 / Flint 0 / Unseen 0 / Family 0
Summary of Clues HERE


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**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Picking a lock will probably take too long and kicking down the door places a character in the room first, can you say focus fire? Can you say LOTRO PvMP flashbacks? ... :-)


Male

Well you know, someone may want the honor and glory of being first one in hehe.

From a game mechanics standpoint, each method takes a full round action, so the choice is yours either way (and may utterly depend on what check is easier for the group to make). I'm going to say that one person can space-wise aid another, but that still requires a DC10 success (on the relevant skill or ability check) to give a +2 to their fellow.

In any event, make sure you declare any weapons out, prep actions and such (as Emerson has done) before that door opens...or don't, but it means you start with hands free and may impede your action economy.


Male

ART and WILLY!


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK
DM Vord wrote:
ART and WILLY!

That's right! Willem ain't puttin' up with them City Folk. In fact, the next time he gets called Willy, he will change it to Artty. So then it will be Artty and Willy ... ;)


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

That's alright...Gemma's going to start calling Arthur "Doom Boomer" if he keeps being sassy!


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

So I don't suppose anyone has a spare set of manacles on them??? Gemma never declared that she brought them. Does DM want to assume that one or more of us have them??


Male
Gemma Atherton wrote:
So I don't suppose anyone has a spare set of manacles on them??? Gemma never declared that she brought them. Does DM want to assume that one or more of us have them??

I'm fine with it if each player wants to "retro-add" a set of common manacles (15gp) to their character gear at this point. While it does need to be part of your overall WBL/starting funds allotment and tracked, if you find yourself in the negative for right now don't worry about it, as your allotment of funds will be increasing after the events of 1 Spring (if you manage to live that is...heh...heh...hehhhhhh).

Common manacles are fine, but masterwork manacles or Mage-Cuffs (Zeitgeist players guide pg. 51) are not accessible for now (as you don't have the available funds).


Male

Please feel free to get into position and roll the check to open the door (by whichever method the group deems appropriate) whenever you all are ready. You have one member of the group that does have Disable Device (Arthur), whereas anyone can try a strength check to bust down the door. Just know that if you go for breaking down the door, I'm counting that character as "the first one in" for some particular...things. If you pick the lock, you have a choice on who goes in first (which Gemma seems to be volunteering for by her last in-game post).

I won't be able to post "what happens next" until late tonight or early tomorrow (as I'll be out at Cromlich's place after work and won't have all my computer aids to set it up), but please feel free to move the action forward with respect to the door obstacle.


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

If Willem can do the honors of taking care of the unconscious bad guys, Arthur, would you mind picking the lock?
If that doesn't work, then I'll take the chance of Gemma trying her hand at breaking down the door.


Human Alchemist (Grenadier / Saboteur) 1 AC 16/13/13 / HP 10/10 / F +3 R +5 W +1 / Init. +3 / Perc. +5 / Bombs 5/5)

I'll write something up.


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Thanks Arthur and Willem!
Alas, I don't have time to post! Have to pick up kids from school.
Gemma would like to be the first in, for better or worse, so I will try and post later this evening.


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

I know Gemma goes first (Woot!) but I won't be able to post until at least noon today.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Attack on Gemma ... :-)

DM Vord - Is partial cover already worked into Vet 1's AC or does it need to be added to the AC 18? It appears to be already added but I want to make sure.


Male
Willem Muhnee wrote:

Attack on Gemma ... :-)

DM Vord - Is partial cover already worked into Vet 1's AC or does it need to be added to the AC 18? It appears to be already added but I want to make sure.

Yep Anderlorn you are quite correct - I factored in 'Veteran Rebel One's' AC with partial cover included, so his "normal" AC is 16 if he were to be engaged in melee. So no need to have to calculate that in.


Male

Correct me if I'm wrong, but I believe that nearly everyone is at movement speed 20' (due to medium armor), except for Anneca who is 30' speed. Arthur isn't wearing medium armor but I'm guessing he's at 20' due to (STR 10) encumbrance at medium load perhaps.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

You are correct and I had already been factoring in 20' for my turn.


Male
Willem Muhnee wrote:
You are correct and I had already been factoring in 20' for my turn.

Uh oh ... Willem's "aiming" to misbehave in the warehouse!


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Is that big square at P9 - S12 (diagonally measured) a ramp or stairs?


Male
Emerson Hill wrote:
Is that big square at P9 - S12 (diagonally measured) a ramp or stairs?

Those are stairs going up to that wooden platform which is 12' higher than the ground floor.


Male

Looking for Arthur to get his Round 1 action in by today/tonight, and then I can run enemy actions and get you all to Round 2.


Male

Slight adjustment for Emerson on his Round 2 action - with the tabletop and benches being counted as difficult terrain, he can get to Z7 instead of Z6, so I'll reflect that in my next map update.

EDIT: I'm also going to say that Gemma in Y8 is a pretty tight fit - allowed but treated as difficult terrain if/when you leave the square (costs 10' and you can't 5' step out of it)

Still looking for Arthur to get his delayed Round 1 action in, as well as Anneca for Round 2, and then it will be the rebels turn.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

DM Vord is X-15 considered difficult terrain for Willem?

Thanks!


Male

I'm going to rule that it's not considered difficult terrain, because you have clear egress options out of that square as well as where Willem is in X-16. I would say that moving between crates & barrels on both sides (U16-W16, T13-15 for example) would be difficult terrain, but not where the crates are just on one side of the square.


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

WTF...I now officially hate that the computer rolls for me...


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Sorry Gemma, my rolls are Peaks and Valleys so I know your pain.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK
DM Vord wrote:
I'm going to rule that it's not considered difficult terrain, because you have clear egress options out of that square as well as where Willem is in X-16. I would say that moving between crates & barrels on both sides (U16-W16, T13-15 for example) would be difficult terrain, but not where the crates are just on one side of the square.

Thank you, although Veteran 2 does not thank you ... LOL


Male

Well you know I never did like Veteran Rebel 2's backstory and character development very much...


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK
DM Vord wrote:
Well you know I never did like Veteran Rebel 2's backstory and character development very much...

LOL, you need to scold that player ... :-)


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

My apologizes for my next rant and whining...
Gemma's next action will be to go home and eat some pastries and wallow in her (so far) ineptitude!
She would just like to actually accomplish something at this point.


Male

Great shot Willem! I thought I might have to tag you on firing into the ruckus with Anneca and Gemma adjacent, but I see you have Precise Shot as one of your feats!

One minor point I want to put out there - please see if you agree and confirm, as it may affect the action (and I can post the brief correction in-game). Since you enacted your Slayer's "Studied Target" on your prior Round 2 action against Veteran Rebel 2, you correctly get +1 hit/dmg for that as well as another +1 hit/dmg for Point Blank Shot feat. Your hit bonuses look right on, but looks like you shorted yourself an extra +1 dmg for PB Shot. Also, I view both of those damage bonuses as multiplying on a crit (unlike sneak-attack precision damage), so I believe your damage in this case for Round 3 is:

1d8+2(x4), or 4d8+8, for a total dmg of 29.

Would you agree?

EDIT: Also due to my Zeitgeist rules on the nature of firedust and paper cartridges, your misfire roll for the pepperbox is the standard 1-2 and not 1-3 as per "normal" rules w/ alchemical paper cartridges using black powder (whereas a standard pistol only misfires on a 1 still, and a blunderbuss still just a 1-2). This reflects the superior nature of firedust w/ paper cartridges and firegems in the world of Zeitgeist. Any other type of alchemical cartridge (salt shot, entangling shot, flare, etc.) would increase the misfire chance as usual.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK
Gemma Atherton wrote:

My apologizes for my next rant and whining...

Gemma's next action will be to go home and eat some pastries and wallow in her (so far) ineptitude!
She would just like to actually accomplish something at this point.

No problem, it can be frustrating at times because you know your toon has the skills but terrible luck. Consider Wyatt Earp, he had the best of luck and skills. That is why he was never shot during all of the conflicts he was in. Surviving war or any engagement takes both skill and a bit of luck and even the best warriors in the world have fallen because of bit of lackluster luck.

Although severely hurt, one perp is still standing and there is still a 3rd guy to subdue or take out.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK
DM Vord wrote:

Great shot Willem! I thought I might have to tag you on firing into the ruckus with Anneca and Gemma adjacent, but I see you have Precise Shot as one of your feats!

One minor point I want to put out there - please see if you agree and confirm, as it may affect the action (and I can post the brief correction in-game). Since you enacted your Slayer's "Studied Target" on your prior Round 2 action against Veteran Rebel 2, you correctly get +1 hit/dmg for that as well as another +1 hit/dmg for Point Blank Shot feat. Your hit bonuses look right on, but looks like you shorted yourself an extra +1 dmg for PB Shot. Also, I view both of those damage bonuses as multiplying on a crit (unlike sneak-attack precision damage), so I believe your damage in this case for Round 3 is:

1d8+2(x4), or 4d8+8, for a total dmg of 29.

Would you agree?

oops, I forgot to add the +1 damage for PBS and I agree with your corrections because precision damage nor special weapon damage is included in critical hits.

Even though if I didn't have precise shot, it was a natural 20. Pretty hard to say I missed with that and with the adjustment it would have been 22 which is still a hit on AC 12 ... :)

I guess you will have to finish him off because I can no longer edit my post.


Male

Well see I'm looking out for ya! Certainly when you get the natural '20' you should get the most out of it. I'll post a slight correction post in-game and that means Veteran Rebel 2 will be dying at -7hp (since you can't really "pull your punch" on a crit-hit).


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK
DM Vord wrote:
Well see I'm looking out for ya! Certainly when you get the natural '20' you should get the most out of it. I'll post a slight correction post in-game and that means Veteran Rebel 2 will be dying at -7hp.

Yes you are, nice attention to detail, and thank you! ... :-)


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

I adjusted the Misfire to be 1-2.

Thanks!


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Yeah, Willem!! One perp down and two more to go. But the real question is, does anyone have healing for Anneca??!!
And it's Emerson's and Anneca's action next, correct?
As a side note...are there luck stones in Zeitgeist?? I think Gemma needs to save up and purchase one:)


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

1. Healing, Emerson is a Oracle and he has a cure light wounds spell(s).

2. Yes for actions.

3. Not sure ... lol


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Sorry for my delay, my home firewall was blocking the map site. I guess the updated proxy blacklist included s25.postimg.org a poor repute site so I had to add it into my whitelist of permissible sites so I can see the map ... LOL


Male

Arthur is up on his Round 3 Init 7 turn. I'll wait until this evening to DMPC if necessary and move then to resolving the enemy's action.


Male

For those that may not be in the loop on this, Celeador sustained a minor hand injury which has impeded his ability to post routinely. I don't want to deprive him of his action choices for Arthur Wilde, but I will continue to DMPC him if two days pass and all other characters have taken their actions for the round. Otherwise, hopefully we'll see him soon when he gets better.

As for Sigz, it has been over two months since we have seen any activity, despite several attempts at direct contact. Therefore, it is my intention to write Francis Kane out of the action entirely in about two scene changes from now if we don't see him post, followed by an exit of his character completely from the story if/when we complete Act I. While I believe we can successfully run this campaign with five players I wouldn't be opposed to a sixth (if it's the right player with both aptitude and interest), so if you know of someone who might fit the bill, please PM me and provide an introduction.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

DM Vord, you caught Arthur's edge quite nicely ... LOL


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Nice job DM Arthur:)


Male

Well it's never as good as the real thing of course, but I do try my very best to keep from breaking the immersion factor for your PbP enjoyment :)


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK
DM Vord wrote:
Well it's never as good as the real thing of course, but I do try my very best to keep from breaking the immersion factor for your PbP enjoyment :)

That is true, Willem didn't want to back hand or better yet a NCIS Gibbs (aka Marine Corps) back of the head slap DM Arthur but surely caught the spirit of ... lol


Male

Your first combat encounter is over and won! Congrats!

For Willem, Gemma and Arthur that failed saves and are deafened (with 1hp non-lethal damage), don't worry about anything beyond short-term - it will all be gone by the time of our next scene change (4:30pm or +1 hours from where they are now). For now please feel free to role-play it in the current scene as "hard of hearing" or however you'd like for effect. I will go ahead and do a single DMPC Arthur post to try and capture his after-combat emotions.

I will give this post-combat scene the rest of the weekend for you to explore, and then post the next scene change for you on Monday.


Male

Scene change should go up later tonight, so until then continue to run dialogue as you'd like in the aftermath.

For my notes of minor bookkeeping after reading the last few posts, I note the following "short-term" acquisitions (correct me if I'm incorrect):

* Anneca: 1x Pistol w/ several paper cartridges, 1x CLW Potion (given by Emerson)

* Emerson: 1x Pistol w/ several paper cartridges, 1x Dagger

* Gemma: 1x CLW Potion, 1x Scroll (Gemma wouldn't know what is on it)

Sounds correct?


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

One correction. Emerson is giving the re-loading rig in his possession to Willem. Already posted it.


Male
Emerson Hill wrote:
One correction. Emerson is giving the re-loading rig in his possession to Willem. Already posted it.

What's a re-loading rig - does that represent a certain number of paper firedust cartridges? Like six?


Male

Okay, I'm moving the scene forward shortly. Here is the revised list of loot "acquired" short-term with some more specifics:

* Anneca: 1x pistol w/ 8x paper firedust cartridges, 1x CLW potion(CL1)
* Emerson: 1x pistol w/ 9x 4x paper firedust cartridges, 1x normal dagger
* Willem: 5x paper firedust cartridges
* Gemma: 1x CLW potion (CL1), 1x Arcane Scroll (Gemma turns in to Stover Delft as evidence). Also one "foot and leg-bone of Garrys in burnt boot" that obviously is turned in as well.

***********************************************
Not that this has shown itself to be a major problem in the posts before now, but please be careful not to use anachronisms in Zeitgeist. Zeitgeist Extended Player's Guide, pg. 5, specifically mentions limits to technology, including this quote from the text:

Zeitgeist Extended Player's Guide Page 5 - Technology wrote:
"To be clear, though, there are no automobiles, electric lights, or flying vehicles. Most firearms still are muzzle-loaders , and rifles only exist as custom creations of innovative gunsmiths."

Pages 15-17 cover Equipment in greater detail (particularly firearms), so please make sure you are acquainted with that text. One interpretation that I have for this campaign which is not specifically stated, however, is that "paper firedust cartridges" and firedust+firegems in general are superior to gunpowder and percussion caps, which keeps the "misfire" rate down to normal levels for the early firearm in question, even as it decreases the reload action by one step as an alchemical paper cartridge does (full-round becomes standard, standard becomes move, move becomes free). Because of the "guns are commonplace" aspect (early firearms/ammo 25% price, firearms are martial weapons & not exotic) that is stated in the text, the use of firedust paper cartridges with firegems allows for most non-expert pistol users to reload on move actions, and non-expert musket users to reload on standard actions.

In general, think "Victorian Era 1850's-1870's" and not post-turn-of-the-century. There's no mass-produced concrete or asphalt, but stone/brick masonry buildings and cobblestone streets. Horse-drawn carriages and wagons are commonplace, with the trains being something new for mostly the elites of the world as well as commerce. Steamships are slowly replacing sailing vessels BUT there are still a great many around and in-use on the sea lanes. Flint itself is ahead of the curve of most Risuri cities (though on par with Danoran ones), with the rest of Risur resembling something more like late 16th or 17th century England.

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Man With Two Guns is God - Theme Feat Addendum
Given that the use of early firearms makes the full use of this feat somewhat awkward if you draw two pistols/pepperbox pistols (i.e. dropping one to the ground after initial round action because you have to reload the other pistol or advance the pepperbox), I am allowing for those with this feat to holster a pistol as a swift action. That way you are not forced to drop expensive pistols to the floor every time you need to perform a reload.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Thank you for the addendum!

Us Gun geeks will have to remedy the manual pepperbox barrel rotation ... ;-)

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