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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Ok, one more thing: will change the third level Finale spell for Focused Scrutiny.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

I don't think I can help you craft the belt, but it's a DM call. My crafting is rusty, but it requires a 12th level caster, which I don't think I can shortcut with the prerequisite rule in the Magic Creation (link) section.

"The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory."

Every DM does it differently, but many seem to require the minimum level for crafting in my limited experience.

However, if it just makes it tougher, I can craft the belt, but I'll need the spell too which will cost 60gp if I can find someone willing to rent me their spellbook for copying, 190gp if I have to buy a scroll. So the total cost of the upgrade should be 3,060 or 3,190 instead of 6,000gp saving a few bob.

Crafting base DC 17 +5 for missing level = 22 (take 10 spellcraft = 24)

Happy to help if I can, up to you GMEDWIN. :)


Shot Putter Funkmeister

The Malice Rapier could be updated but it would require a Malice specialist to do it.

I need to think on it, when it comes to the belt.


Ok, thanks for the clarification. No worries about the belt. I have other plans for now.

Here is the detail of my spending.

Unspent: 2,728 gp
Received: 9,000 gp
Total: 11,728 gp

Amulet of natural armor +1: 2,000 gp
Circlet of Persuasion: 4,500 gp
Eyes of the Eagle: 2,500 gp
Scrolls: 2,525 gp
Total spent: 11,525 gp

Left: 203 gp

Scrolls:
Detect Secret Doors (25 gp)
Feather Fall (25 gp)
Innocence (25 gp)
Memorize Page (25 gp)
Remove Fear (25 gp)
Share Language (25 gp)
Unseen Servant (25 gp)
Ventriloquism (25 gp)
Acute Senses (150 gp)
Alter Self (150 gp)
Delay Poison (150 gp)
Locate Object (150 gp)
Silence (150 gp)
Tongues (200 gp)
Whispering Wind (150 gp)
Lesser Restoration (150 gp, cleric)
Bear’s Endurance (150 gp, cleric)
Remove Blindness/Deafness (375 gp, cleric)
Remove Curse (375 gp, cleric)
See Invisibility (375 gp)


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

I can craft the amulet of natural armor, circlet of persuasion, and the eyes of the eagle, saving you a total of 4,500gp.

Lots of time, and all three are well within my range as a crafter.


Cool! Let me know if that works out.


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

My son Robbie is in the hospital for seizure like activity until at least Tuesday. I'll be spending a lot of time at the hospital with him. Please bot me as needed.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Damn sorry to hear that Isaac. I hope he gets well quickly.


So sorry to hear. I hope he gets better fast. Take good care of him.


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

I hope things work out for you Isaac.


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Femi:

Can you make
Cloak of Resistance +2 (2,000 GP)
Longarm Bracers (3,600 GP)
Aegis of Recovery Greater (1,875)
Efficient Quiver (900)

Buying:
4 Potions of Invisibility 1,200
Cold Iron Arrows (5 GP)
Arrows 40 (2 GP)
Blunt Arrows 20 (2 GP)


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Femi is pleased to make a cloak of resistance +2 and the longer bracers.

I can't make the efficient quiver or the aegis of recovery, greater though. Caster level is 9 for each (which the DM has yet to rule on) but even if he allows me to craft beyond my reach, I also can't cast the spells required, so the DC is out of my reach. Sorry.


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

No worries. Those were more wish list than anything.


Euphemia 'Femi' Ferka wrote:

I can craft the amulet of natural armor, circlet of persuasion, and the eyes of the eagle, saving you a total of 4,500gp.

Lots of time, and all three are well within my range as a crafter.

So can I assume you made them for me?


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Yes, happy to!


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Robbie came home from the hospital today. He's been diagnosed with infantile spasms which are a form of seizure. I'm not sure how much time I'll have as we readjust so bot me as needed but I'll probably poke my head in a little more now.

Thank you all for your encouragement.


Shot Putter Funkmeister

Good luck! I am glad little man is doing better. Killing assassins is a great way to make you feel better. :)


I hope things get better now that you know what it is.


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

That has to be terrifying, but at least you have a diagnosis now. I hope the adjustment goes well.


Please note I'll be travelling from Friday morning to Sunday night, with little to no opportunities to post. Please bot me as needed.


Shot Putter Funkmeister

Yay I cracked 10000 posts!


1 person marked this as a favorite.
AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Cool I've got a few thousand to go.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Nicely done GMEDWIN


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

I will be away from good computer access this weekend starting tomorrow. Feel free to bot me as needed. I may be able to post, but can't guarantee it.


Shot Putter Funkmeister

Hey everyone, I have invited a new player to join the team because Primma disappeared and I think we can use a 5/6th.

She should write me a post today and I will introduce her.


Shot Putter Funkmeister

I hope you guys will give Ms. Zeper a warm welcome to the game. I think a Magus is a good addition to the crew.

Thanks!


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Welcome to the crew! Look forward to gaming with you!


Welcome!


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Welcome to the crew.


2 people marked this as a favorite.
Shot Putter Funkmeister

Hi everyone,

Right now we are going to be running the normal game as well as a mini game of taking down the Kell Syndicate.

Being that it is a taskforce, in order to make it go a bit more quickly, I am going to give each player 10 regular officers, 1 RHC member B team member and yourself.

To take down Kell, the Flint Police will be going on numerous missions over the next few days. {Brief overview of their missions.} You're coordinating them, though, so together the team needs to accomplish the following five tasks. For any of these tasks, you can just make a skill check to represent general planning time, or we can roleplay a bit if you want to do something hands-on, or if you have a clever idea you want to pitch. You might call a favor in instead and have someone else make the check on your behalf.

You can split the tasks up however you like, but it takes 4 hours for a PC or his allotment to make each of these skill checks, so you probably want to divide them among the party. The more tasks you succeed at, the better the task force is at taking down Kell's crime syndicate. The DCs are secret. Whenever you fail a check, you need to make a follow-up check (the details of which I'm keeping secret for now) to avoid something going terribly wrong. The tasks are:

Case Targets. This requires a Diplomacy or Knowledge (local) check. Success gives guidance for where the task force should use its officers.(Failure requires Bluff to avoid an officer who was badly trained being captured, butchered, and delivered to the RHC piecemeal.)

Scout Before a Raid. Perception check. Success teaches the officers how to case a joint to minimize risk. (Failure requires Stealth to avoid the PC getting ambushed.)

Lead a Raid. Intimidate check. Success sets a model for other raids on different criminal lairs and illicit dealings. (Failure requires Diplomacy to get bystanders out of harm's way, which on a failure means the police have 10 guys incapacitated due to distraction.)

Capture a Stronghold - Three Times. Each of these requires a different (secret) check to get in and strike effectively. A PC can spend 4 hours to Scout the area, which reveals what sort of check is needed to get in. Failing the scouting is the same as the Scout option above.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Do you want us to post here, or in the gameplay thread, our plans? Also, what time of day is it, do we have two four hour slots yet today or just one?


Shot Putter Funkmeister

Ok it is after 4pm by the time you get back to the Hotel to drop off the ambassador.

KELL MINIGAME

I posted the stats of the B team people and the Allied Police Officer stats.

I want each of you to pick a B team person to send on missions. So to do this mini game you need to look at the city of Flint and pick a district. Today is still Day 8. I will post soon an example.


Shot Putter Funkmeister

So basically, I think it may be best to keep the Minigame in the discussion thread. During the course of a day each player can run a morning 8-12, afternoon 12-4 and evening 4-8pm action, each player has 10 police and 1 RHC... for strikes you can call in extra men from the military or the police.

By capturing Rufus, you have already 3 task force tokens.


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 Case a joint
perception: 1d20 + 9 ⇒ (13) + 9 = 22


Shot Putter Funkmeister

In which district? How many men are you using and are you going yourself or are you using one of the B members


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Femi will select Serena the thief as his aide de camp, and send her out into the streets with his crew.

Morning
In the morning Serena will Case the Target - searching the Nettles. She takes 6 troops with her.

Serena knowledge local: 1d20 + 7 ⇒ (7) + 7 = 14
Serena bluff: 1d20 + 7 ⇒ (4) + 7 = 11

Heavily edited


Shot Putter Funkmeister

You cannot personally go on all missions because you have other obligations too. You need to tell me of the 11 guys on your team how many go on each one. Each officer can only be used once a day for one mission.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

Got it GMEDWIN! I edited my last post to reflect that. Look OK now?

Oh. I'm confused... only one mission a day for the leader? If so, I guess she just cases the target in the morning. Not sure what they do the rest of the day. I really don't understand this mechanic... :)

I guess in the afternoon they do nothing, and I'll lead something in the evening.


Shot Putter Funkmeister

The logic is that these are cops who have their own responsibilities too, so they are doing this for the OT.

You guys chose not to run B team characters which is fine (saves me the work) but they are going to be bringing the Ambassador around and making sure he is safe.


Shot Putter Funkmeister

The team sent out on the 8th bring back information about Kell's organization. You already know about the Theater of Scoundrels from Adv. 2 and 3 new ones: —The Grand, Casa de Kell, and Machete Hill

Ok, so for Chretien 1-The Ayres, 2-North Shore, 3 Parity Lake, 4 - Bosum Strand, 5- The Nettles, 6- The Cloudwood, 7- Central District, 8 East Bank, 9 - West Bank, 10 - Pine Island 1d10 ⇒ 3

Parity Lake GM rolls

Spoiler:
1d4 + 2 ⇒ (4) + 2 = 6 1d12 + 4 ⇒ (12) + 4 = 16

Chretien

Spoiler:
Your informants and efforts have gotten some really juicy information about a drug deal regarding the importation of illegal magic wands. And it is purported that there is going to be 16 member participating in the deal.

Femi
Please Give me a Sense Motive Check DC 20

Spoiler:
Serena's mission goes off clumsily and no new information is obtained. You have the suspicion that someone has tipped off Kell's group but you are not sure who. .

Femi

Spoiler:
One of your officers gets knocked out and sent to the hospital by one of Kell's gang.


Labyrinth HP 47/47; AC 15/14/11; Saves 4/5/7; Init +3; Perc +10; Sense Motive +2

sense motive: 1d20 + 2 ⇒ (1) + 2 = 3

hehehe, clearly not my strength.


Falko will send his officers to 'scout' three different locations, with 3, 3, and 4 officers at each location. The locations are the Ayres, the Nettles, and Bosum Strand.


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

Iva sends out Kaea to Case targets in the Central District. She'll send her whole team to check it out.

Know Local, Ivas: 1d20 + 13 ⇒ (16) + 13 = 29
Know Local, Kaeas: 1d20 + 10 ⇒ (7) + 10 = 17


Shot Putter Funkmeister

Falko I need perception checks.

Iva Gm ROlls

Spoiler:
1d6 ⇒ 4 1d8 + 1 ⇒ (8) + 1 = 9

Iva

Spoiler:
Iva your group has found a den of thieves with about 8 members in attendance.

So far your group has earned two more Task Force Tokens and you can conduct two leads for strikes.


GM, what modifier do I use for perception?

Perception (no mod) Team Ayres: 1d20 ⇒ 5

Perception (no mod) Team Nettles: 1d20 ⇒ 15

Perception (no mod) Team Bosum Strand: 1d20 ⇒ 6


Shot Putter Funkmeister

Which B team member are you using? and +2 per team member


I would use Kaea the Wizard.

So, with the modifiers, team Ayres (3 members): 9; Team Nettles (3): 19; Team Bosum Strand (4) 12.


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

sorry been quiet lately, was too busy two nights and couldnt get on the third night

Cretien reports to the other members of the group with what he has learned. "Discovered some info about a drug deal regarding the importation of illegal magic wands. 16 Participants rumored to be together on this in Parity Lake area."


AC 22, T 16, FF 17 hp 84/85 Female human aristocrat 1/slayer (bounty hunter) 9 Init +7; Senses Perception +12 | Fort +10, Ref +14, Will +7

"I found a den of thieves with eight members in the Central District.


Shot Putter Funkmeister

Waiting on Dameia

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