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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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

"Right, well... uhm.. I have some spells that would be useful for this kind of..counter-espionage. And a new one I've been practicing..." Johnathan thinks for a moment. "I can make illusory duplicates of us, for example making it appear that Cretien is with me at his workshop."

He looks down uncomfortably, "And I may be able to--slightly--read minds.. which could be useful in uncovering spies--though I doubt they would leave themselves unprotected from such a spell..."

"I could also help research," He shrugs, smiling in embarrassment. You might suspect he's been using you to test his new mind reading spell...

"Oh! And I think I've got this spell down perfectly, watch," Johnathan excitedly casts haste on the entire group.


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

"Excellent, Johnathan."

Cretien thinks a moment, then continues. "I think I will see what avenues I have open to me through the university. Papers drawn up to authorize expeditions and the like. That ought to help provide us at least the solid paperwork for identities, though idiosyncracies and the like are for the individual to work out. Maybe firing us, at least as far as paperwork is concerned, would help cover our trail as RHC as well."


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

That's the gist of what I want to do. Counter-espionage and research. I assume knowledge skill checks for research, but what should I roll for the spell usage?


Shot Putter Funkmeister

Yes, for the mirror image one, i would guess a Bluff roll. The other one for finding the spies, I would say a perception roll.


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Falko takes the whole information in, his mind working through the mental mind as he studies the pamphlet Delft presented: "We will travel through every single kingdom it seems. First Danor, then The Malice Land, followed by Drakr, then finally Crisillyir, with some border states to cross between Drakr and Crisillyir... Now, I know we all know this, but allow me to think out loud for a moment."

He takes a pause and starts pacing, raising his fingers as if going through a mental list: "We start in Danor, the land of progress, where religion was cast aside after it went awry, to give rise to a nation relying on magic as a source of power. And it seems to work; Danor has been on the rise."

"Ok, then we'll cross into the Malice Land. As you all know, the lands were on the dege of the magical mess that happened in Danor. In this part, magic is wild, and so is civilzation. The train stops in Orithea. Magic is low there. How low? I don"t know."

"Right, so from the Malice Land, we'll travel to Drakr. They're kind of allied to Danor, so it might feel like an extension of the previous days to us. But keep in mind that the Dwarves and Humans of Drakr have meddled in some nasty stuff in the past, dealing with demons and such. Sure, their metalwork is perhaps the finest, but there's definitely more to them and the kinds of power they can bring about. I sure don't want to be arrested there, of all places!"

"Which brings us to Crissilyir, the last leg of our journey, and where we'll have to make trouble. This is the land of the Clergy, and their religious power holds sway over most matters. Now, we don't know whether our conspirators are formal tools of the Clergy or some lose element. Knowing this would help us figure out how much trouble we're likely to be in..."

He stops, taking a deep breath: "We need a reason to be Beaumont, and a reason to be on our way to Vendricce. And we need the paperwork to support this. Seems like Cretien will start working on that, am I right? Are you thinking of some archaeological venture? Then we need to figure why Beaumont and Vendricce."

"On my end, I'll start by getting in touch with the dockers and see what kind of connections they have in Danor, Drakr, and Crissilyir. I'll try to figure some contingencies with them, but I'll keep things vague for now."

Hope the recap helps a bit. It helped me at least! I was very confused with all the different nations.


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, precisely. Just about every country has some object of importance to scholars. Archaeology, geology, magical studies, anything. I figured you could be among my guards."


Delft says, "Within Danor, Cretien would probably know more than I having grown up there and such. Magic is dead. Spells work as long as they don't take longer than say ten seconds to cast and natural magical abilities also work but they are both curtailed. Anything taking longer than that time frame won't work. In the Malice Lands spells and items work normally, however there is a chance of a dire failure. Chryssilir is also the home turf of the Family."

Falko, I will need a Diplomacy roll for you. Johnathan, I would need a bluff for the Mirror Images, perception for reading minds. Cretien I would need either a gather information roll or sleight of hand to make identities or maybe a knowledge roll to help out for the next week. Angus, what are you going to do?


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

Actually using Silent Image for the decoys. And I'll include a spellcraft roll just in case.

Bluff: 1d20 + 9 ⇒ (7) + 9 = 16
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18

Ouch. All those single digits.


Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23 +2 if I can use Heroism, which lasts an hour each time.


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

ACI, right now i can cover for my fellow agents. Work on some case, bogus or not, so that we can keep appearance that we are doing something else than preparing for the Train Raid. That would include doing the regular work and preparing paper trail, reports and Request. I propose getting, as we move forward toward our departure date that secondary RHC team we worked with. That way to outside eyes since our two team would be involved in a large case having them seen people can think that we are still with them.

He stops to think for a bit

As for secret identity and since we heading for the Archeological identity here is my idea. As you know Since the Great Malice adherent of the Clergy conquered part of Elfaivar. Ever since there has been expeditions into was is left in these land in order to recover magical artifacts, tomes of knowledge etc. And the clergy, i am sure keeps a watchful eyes for things connected with their ancient victimes. Vendricce is the major city where many expeditions leave from. We recovered some real artifact and during the Arms Fair we uncovered a black market deals for ancient weapons and items. So maby we can use that as well. So my idea is for me to mingle in that aspect and create that false identity. An Black Market Dealer with an a secret interest in things from the former elven land. That has joined the Archeologist's expedition How does that sound?


Delft says, "That sounds fine to me. I am the CI now. I got promoted."

Angus you can use Diplomacy, sleight of hand or Linguistics as your roll for this week. I just need your and Cretien's rolls for week one. I will do a recap afterwards and then You can react accordingly ok.


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

sleight of hand: 1d20 + 13 ⇒ (13) + 13 = 26

if i can roll more, if not use it for his next week roll:
linguistics: 1d20 + 8 ⇒ (15) + 8 = 23

as for Diplomacy, Cretien would try to leverage the fame/reknown angle with the university, as he isn't the most endearing otherwise.


"The Train Raid... I like it!" comments Falko, beaming at Angus.


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

Diplo: 1d20 + 11 ⇒ (12) + 11 = 23

Well i am glad you like it Falko. Btw if the person who is gonna talk to the dokers needs help i do have a personal acquaintance as well that i can talk to in furthering out end goal.


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Shot Putter Funkmeister

GM Mist

Spoiler:
I: 0 II:1,1 III:1

Falko hits his contact at the docks and due to his helping of Rackus and the general good will from Dockers to him, he is able to set up some dead drops and some fellas in city...

Falko feel free to pick one of the coastal cities along the way for your network. basically any city but Nalaam(which is in the mountains)

Johnathan attempts to make it look like he is just doing busy work but his Silent image is a bit too quiet and seems to disappear from time to time. He also tries to read the mind of a couple of the members of the secretarial pool and while they are eating Brigadeiros and drinking coffee from the Cippriano Cafe Compagnie but is only able to find out who likes what kind of pastry.

Cretien and Angus are able to get their hands on some names that might be useful for the team through his contacts at the University. Also you start do some work on the forgeries, processing the Danoran visas easily.

Just some ideas, that may help brainstorm... by the by make sure you come up with a cover identity(name) : * Do Busy Work, Leave Fake Paper Trail. (Bluff, Diplomacy,
Sleight of Hand) The PC pretends to be on another case, or actually
pursues some minor investigation unrelated to the Obscurati, or
files false paperwork. If the party gets at least one success this way
each week for five consecutive weeks, the party earns two extra
successes, because even spies assume the party can’t be faking it
for that long.
* Act in Secret. (Stealth) Alternately, a PC might arrange a careful
system to ensure that no one can get a look at what the party is really
up to. This tactic can contribute no more than four successes
to the goal, however.
* Locate Spies.* (Diplomacy, Perception, Sense Motive) If the PCs
are going to spend their time faking effort, they ought to make
sure those efforts are actually being watched by someone. This
doesn’t contribute to the main pool of successes, but a success on
this tactic makes the above tactics easier, reducing busy work, fake
paper trails, and actions in secret to DC 16.
* Turn the Spies.* (Diplomacy, Intimidate) This risky gambit can
only be attempted after the party locates the spies. One success at
this tactic establishes contact with the spies. A second success lets
the party buy off the spies. For the price of a bribe worth 1,000 gp,
the party convinces the spies to deliver false intelligence.
* Visas, Passports, Miscellaneous Documents. (Diplomacy,
Linguistics, Sleight of Hand) These items, acquired legally or
illegally, provide ‘proof’ for the party’s cover identities. This tactic
can contribute no more than three successes.
* Look the Part. (Bluff, Disguise) A PC finds appropriate clothes
and accoutrements for the whole party, and makes grooming
suggestions to aid the disguise. This tactic can contribute no more
than two successes.
* Rehearse Personalities. (Sense Motive, Disguise) A PC can quiz
the rest of the party to make sure they won’t be tripped up by questions,
that they don’t answer to the wrong name, and that they all
know each other as well as they should. This tactic can contribute
no more than three successes.
* Finishing Touches. (Knowledge (Arcana, Dungeoneering, History,
Local, or Religion) The appropriate skill depends on what
cover the party is using, but a PC could coach the party on topics
their cover identity would know.
* Docks and Ports. If the PCs need to sneak in or out of a city or get
contraband delivered, this contingency will ensure they have allies
they can turn to at the docks of one of the six coastal cities along
the railroad (Nalaam is in the mountains). These allies might only
number five or six, and they won’t fight for the party, but they’ll
act as look-outs or do safe favors. The main challenge here is to arrange
and communicate codes and signals to people across the sea.
After all, the PCs and their allies have likely never met before.
Each time the party chooses this contingency, they can arrange
contacts in another city’s port. A character with the Docker theme
always has a chance of finding friends in port even if the party did
not arrange for allies in a given city.
* Enclaves. Each night the train stops in a Danoran-owned enclave
with entertainment and lodging. Each time the party pursues this
contingency, they can arrange for allies in one of the seven cities
along the railroad. As above, these allies won’t fight for the party,
but they can be a useful extra set of hands.
* Friendly Passengers. Each time the party chooses this contingency,
they can arrange for one Allied Passenger to be in the
coach cars, ready to act when they see the right signal. The stats
for Allied Passengers are presented in Appendix One: The Avery
Coast Railroad.
* Eyes on the Train. (Diplomacy) With a successful check, a PC
can arrange for a low-level RHC agent to get a job aboard the train,
likely as cleaning or cook staff. If the party succeeds a second
check they can also get someone hired to the train’s security detail.
* Teleportation. (Knowledge (Arcana)) If the party is not able
to do so themselves, they might need a mage to teleport them,
particularly if they get thrown off the train and need to catch up to
the next stop. Only Trekhom, Nalaam, Sid Minos, and Vendricce
can be teleported into, as they possess the necessary teleportation
beacons (cities without beacons are difficult to teleport into
or out of, due to latent gold deposits in the ground). A successful
check gets a mage in one of those cities to wait on retainer, ready to
teleport the party.
These cities’ teleportation beacons are in secure facilities under
heavy guard. While foreigners are allowed to enter, they will be
questioned thoroughly, subjected to mild divinations, and asked
to pay for a teleportation visa if they do not already have one (at the
cost of 500 gp per person, valid for five years).

Delft says, "No one is really suspicious. Johnathan, you are lucky you have always been a bit quirky."

Ok, say what you will do for week 2


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

since i already rolled linguistics, this week i'll go with passports/visas etc


In the last week, Falko has secured a name and a mean of contact in Cherage, a docker named Agrux, who will check daily for a red mark on the foot of the statue of Jierre stting in a corner of a park near the station. The docker walks through the park on his way to and back from work. A red mark means a meeting is requested at the public house overlooking the statue. Falko is supposed to have a copy of the local newspaper on the table, with a beer and a pen on top of the newspaper. Agrux will ask Falko if he can borrow the paper, but Falko will say he's still reading it. Later, he'll leave the newspaper behind him, which Agrux will then pick up. Inside the newspaper will be a list of things they need. Those things will be made available during the following night, if possible, in the bushes near the statue.

Does that work? Enough detail, too much?

Falko can hardly believe no spies are at work around them. "Let me try another way," he says to Johnathan, and proceeds to spend more time at the office, studying employee files to look for Saxby's hand in their nomination or promotion, or any other anomaly or inconsistency.

Perception?: 1d20 + 14 ⇒ (19) + 14 = 33


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

Week two:

Using the help form the other team of the RHC Angus takes them on a undercover investigation under while still working a paper trail for the faxe case their are covering up for.

Angus takes his fellow RHC officers, while keeping up his friends in the loop, as he goes along with giving more fluff about his secret identity of a Black Market Arms dealer

* Do Busy Work, Leave Fake Paper Trail. (Bluff, Diplomacy, Sleight of Hand). For the party. Angus will be doing that for the full 5 weeks in order to give us the best of chance

Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30


Shot Putter Funkmeister

That is good for detail... I like it. 6 more weeks not 5


Shot Putter Funkmeister

John


Shot Putter Funkmeister

john i need another roll and what you plan on doing for the week.


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

Sorry for the delay, will work on a post now


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

Cover Identity: Claude Waithe, young university student, currently working on an in-depth research project.

Continuing to try to uncover spies with mind-reading, and will studiously research in the library, perhaps making contacts with teleport mages?

Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Kn.Arcana: 1d20 + 8 ⇒ (3) + 8 = 11

Ffffffff apparently I'm not going to be much help on this


Shot Putter Funkmeister

GM Kram

Spoiler:
I: 1,1 II:1,1,1 III:1

Cretien is hard at work putting together the visas, using his linguistic skill get the invitation letters correct, making sure the stamps look correct and so on.

Johnathan keeps reading the wrong minds or ends up on leads that are not correct.

Falko on the other hand seems to have identified a couple of people in RHC who might be sending off information to someone.

At this point you can try to make contact with them and then later try to turn them but it is a risky gambit.

Angus has most people in the office dozing off not taking any interest in him.

Week 3 WHat do you want to do?


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

Using the help form the other team of the RHC Angus takes them on a undercover investigation under while still working a paper trail for the faxe case their are covering up for.

This time Angus prepares a fake paper trail about some extortion scam involving public funding of an orphanage on Cauldron Hill he and his fellow RHC are working on.

Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31

* Do Busy Work, Leave Fake Paper Trail. (Bluff, Diplomacy, Sleight of Hand). / Angus will inform his fellow RHC that on the final week he will work on getting eyes in the train. Hopefully some one else will have worked a week on that so that when it comes to angu's turn we can get some one in the security detail


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

Could I, talking to Delft and spending some RHC prestige, have these spies Falko located arrested rather than trying to contact/turn them? I can try another mind read to confirm which ones are spies...
Perception: 1d20 + 4 ⇒ (20) + 4 = 24

I'll add a diplomacy roll as well, in case that's needed to utilize the prestige points
Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18


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

finishing touches, arcana: 1d20 + 14 ⇒ (1) + 14 = 15

Cretien gets with each of the fellow constables for an hour a day, having discussions in his workshop. He will do so up to several times a day to accommodate everyone's schedule. To outsiders, it might appear simply to be a case discussion, or a quick and greasy team lunch on the way to other tasks. However, he is drilling them on arcane details that are important to the cover identities he has provided them.


Shot Putter Funkmeister

John, I guess it would depend on what you want to with. Do you want to arrest them as spies or something else?

Falko


Falko trains two agents so they can move early and get on the train as watchers.

Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 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

Johnathan would talk to Delft and figure out what would be best. My first thought would be arrest them as spies, but if Delft thinks charging them with something else would be safer/easier Johnathan would go along with.


Shot Putter Funkmeister

GM DERMo

Spoiler:
I: 1,1,1,1 II:1,1,1 III:1,1

The past two weeks work, Johnathan is able to get a good bead on who has been making abnormally interesting inquiries into your group's comings and goings. Knowing that the Ob is very mysterious, Miss Coman in the secretarial pool is making inquiries into the group and through his mind reading Johnathan is able to ascertain she was asked to keep an eye on you guys by a reporter or better said what she thinks to be a reporter. Delft recommends a different action and as the Chief Inspector has her sit down in his office and suggests feeding her contact false information so that she could keep her job. Her excuse is that your group has been pretty popular in the press due to saving the king and uncovering the Macbannin plot and that none of you have been on any secret mission that it wasn't a major thing.

The second one seems to be an elderly policeman who has been coming by the HQ asking off the cuff questions about the group and the scuttlebutt is it is a might odd that he would. Since his questions aren't really treasonous, Johnathan puts in a request from the elderly cop's supervisor to send him on assignment in Shale for a prisoner pickup which should keep him out of Flint for the rest of the time.

Cretien's discussions with the rest of the group includes a lot of jargon that the others seem to be having some difficulty understanding.

Falko was able to clandestinely send some RHC members ahead to work on the train. Feel free to make two 1st level characters if you want, something simple like a fighter or a rogue, if there is combat you can use them.

Angus is also successful in keeping up appearances running up leads on a case to keep the group looking busy.

Week 4


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

Week 4

Angus will continue to do his work as he "works" on closing the case extortion scam involving public funding of an orphanage on Cauldron Hill he and his fellow RHC are working on

Diplomacy: 1d20 + 11 ⇒ (14) + 11 = 25

Do Busy Work, Leave Fake Paper Trail. (Bluff, Diplomacy, Sleight of Hand).


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

finishing touches, arcana: 1d20 + 14 ⇒ (13) + 14 = 27

Frustrated with the difficulty the group is having with what he would consider simple arcane concepts, Cretien attempts once again to teach them important concepts that are central to the identities he has crafted them.


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 will then help with some disguises, feeling a bit safer now that a couple spies are out of their hair.

Bluff: 1d20 + 9 ⇒ (9) + 9 = 18


Falko spends the next few days developing possible contacts that would act as sleeper agents in Danoran enclaves.


Shot Putter Funkmeister

Forgot your Diplomacy roll

DIplomacy 1d20 + 11 ⇒ (16) + 11 = 27 Which cities?

GM Stuff

Spoiler:
I: 1,1,1,1,1 II:1,1,1,1 III:1,1,1

Falko is able to put together some contacts in the enclaves.

Johnathan seemed to have gotten the fashion magazines from the wrong year so his disguises look to have been that of three years ago.

Cretien is successful in getting the group to understand the concepts and learn their backstories of their cover ids.

Angus starts to build a hefty believable case, running errands around Cauldron Hill but not going on it because of the last time they were there.

Week 5


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

Same

Bluff: 1d20 + 9 ⇒ (19) + 9 = 28


Satisfied that he has men in Trekhom's and Sid Minos's enclaves, a woman named Dejasia and a man named Sjef, Falko now shifts his focus to his own colleagues, making sure they know their part.

Rehearse.

Every day, he sits with each of them. Early in the week, it was over coffee and doughnuts, but as the week advances, meetings turn to subtle interrogations, than to threatening ones, using light, heat, spells, and time to try to simulate the worst that could happen. For the last one, he slips in their bedrooms in the night and restrains them, hoping to build their resistance and confidence.

Sense Motive: 1d20 + 8 ⇒ (4) + 8 = 12


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

With the case built up Angus continues with the paper trails making assistance request for additional RHC manpower leaving a paper trail to investigate in Cauldron hill so as to close this case

Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23

Do Busy Work, Leave Fake Paper Trail. (Bluff, Diplomacy, Sleight of Hand)


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've lost track of our tallies for everything, what would be our most needed actions? My skills aren't all that great for most of them, but i also dont want to roll something that we have already maxed out.


Shot Putter Funkmeister

You haven't maxed out on anything yet.


Shot Putter Funkmeister

Cretien


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 attempts to arrange for emergency teleportation services as a contingency in case things go sour. They always go sour.

arcana: 1d20 + 14 ⇒ (2) + 14 = 16


Shot Putter Funkmeister

Cretien, please roll me a d6 and please pick a city along the way, between Trekhom, Nalaam, Sid Minos, and Vendricce

GM ish

Spoiler:
I: 1,1,1,1,1,1 II:1,1,1,1,1 III:1,1,1,?

Cretien has been able to make contact with a mage to help him.

Angus is very good at putting together a good investigation is almost finished snuffing out a small smuggling ring in the Cauldron Hill/Nettles Area. Just needs a little more work to make it successful.

Falko's breaking into the other's homes end up being spotted and you end up drinking Rye Whisky until the wee hours of the night instead.

Johnathan after grabbing the wrong magazines last week, has been able to get his hands on the pictures of the latest fashions from the newsstand, the library and also goes to the docks watching the passenger ships as people from different countries come off the ship. Jotting down details and making drawings which he brings to the tailor for the clothing.

Week 6

PLease make sure you tell me the names and their cover stories so I can use it in RP later... thanks!


Rehearse some more!

Falko drops down a notch this week, focusing on safer ways to make sure his colleagues have their stories straight.

Sense Motive: 1d20 + 8 ⇒ (10) + 8 = 18


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

DM: from what i guet, this "case" would need one more week to finish completing that project ?


Shot Putter Funkmeister

as long as the check is successful


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

Can I spend a week making magic items? or just skill challenges?


Shot Putter Funkmeister

Well, you can do that on the ship, there will be 8-9 day boat ride.


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

Not sure what I roll for 'Friendly Passenger', here's a basic Charisma check

Charisma: 1d20 + 4 ⇒ (19) + 4 = 23

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