ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

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


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Male Professional Dosser 14/Rules Lawyer6

thinker, tailor, soldier, sailor

OK guys, how about some of you not mingling with the guests take up positions outside the state room where she is resting?


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

Constable Paranoid Kildare reporting for eavesdropping guard duty.
I guess that I should see Corynne going around to get her a room. By the way, does she mean a room on the ship (which I believe to be still off limits) or in a nearby building?


Map is updated (I haven't resized your avatars, though). There are three decks below this one. If anyone wants to go exploring (or get a tour from someone), let me know. :-)


Male Professional Dosser 14/Rules Lawyer6

It would be a good idea for some of us at least to get a tour. If some of the guests leave on one, I'll join them. Perhaps we could ask the chief engineer for a tour?


Alice: observe the party on the main deck
Ellena: assist the duchess
Miselle: get a guided tour of Coaltongue

What about the other half of the party?


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

After making the arrangements for the Duchess and assigning the plainclothes officers to follow Alice's instructions/guard the hallway, Corynne will remain above decks watching the crowd.

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 has already said that he will mingle with the guests, and if a tour is organised for the guests, he will join it.


Alice: observe the party on the main deck
Corynne: guard the duchess' room
Ellena: assist the duchess
Azaghal/Miselle: get a guided tour of Coaltongue

Jeb can stay on the main deck with the guests OR go with Azaghal/Miselle. There's no official tour, but being a RHC constable has its perks. XD


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*breathes a tired sigh*
That took over 90min to write, as I wanted to make sure to cover every possible bit of information, no matter how small and irrelevant. If you still have questions, let me know. :-)


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

Wow.... that guy is just.....wow


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)

Hey everyone! Just wanted to give you all a heads-up...I got married earlier this afternoon and and won't be back from my honeymoon until Tuesday evening.

Please feel free to bot me as necessary! Thank you!


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

Congratulations!!! Have a happy honeymoon.


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

Well done, congratulations!


Congrats!


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.

Congratulations!


Male Professional Dosser 14/Rules Lawyer6

congrats! Tell us all about it when you get back.


Will update tomorrow. It's been a weird couple days.


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

Should we roll Sense Motive, or is it clear enough that things are fishy?
Also, is there a window opening where we are (so next to the Duchess' one, on Corynne's "south" on the map)?


No need for a Sense Motive, as none of you are particularly dense. ;-) Regarding windows, there are large observation windows to the aft (where the couches are). There are also (obviously) gunports all along midships.


I've moved everyone's avatar to the RELEVANT MAP. Position yourselves as desired (it's editable) and let me know when you're done. Alice, it's a Move Action to open the window, after which, you can move around the outside edge of the ship at half speed.


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

Don't I need to make an Acrobatics check (or at least get more than 14)? Is the ledge wide enough?


Ledge is over 6" wide, so it's a DC 10 check.


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

....aaand we're all fired, shortest campaign ever! lol


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Sorry about the delay; my sister got married over the weekend. I'll have a Gameplay update finished shortly. Alice's choice of action is complicating things. XD


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

1) Congratulations to your sister, everyone is getting married over here!
2) Sorry, it just seemed a very swashbuckling thing to do >_> I thought that someone could flee that way, and well, she's high Charisma, not quite high Wisdom...


No worries; unexpected PC actions are the thing I love the most about RPGs. XD I'm just figuring out how it'll affect a particular NPC's choice of actions.

EDIT: And we're good to go. XD For the record, Corynne doesn't get an AoO because she's currently wielding a ranged weapon. Alice doesn't get an AoO because the Duchess' Acrobatics result beat her CMD. She's actually 5ft south of (and quite a bit below) her current map position.


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

I wouldn't have made an AoO anyway, I'm flat-footed while on the ledge.

Still, you do know that I really want to jump on her, too bad there's the squid.

On a technical note, do I need Acrobatics, a move action or some other time expenditure to squeeze back through the window?


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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

Speaking of married, it's my wedding anniversary, so I may be slow to post.


@Alice: Move Action to go through the window, but there's no need for an Acrobatics check. And you can totally jump after the Duchess if you want. Underwater combat is fun! *evilgrin*

@Miselle: Congrats!


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.

Whups, Will Save: 1d20 + 1 ⇒ (12) + 1 = 13

Edit: One short. -1 to that attack roll.


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

Underwater combat, sure. Underwater combat with a Colossal squid while the ship sails away, not so much.
(Jeb, may I suggest a trip maneuver for that AoO? Finesse applies)


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)

Do the common firearms do anything about reload times? I know that you use Touch AC within one range increment, but even with rapid reload, taking a standard to reload a firearm every action is a lot of dead space.


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

Alchemical cartridges perhaps? They are horribly expensive, but you won't need them anymore come level 3.


Alice is correct. The slow reload time (without spending money or feats) helps balance the "almost always target Touch AC" thing.


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)

That "Fast Musket" ability at level three can't get here fast enough!


Male Professional Dosser 14/Rules Lawyer6

Congratulations YBD on your sisters marriage, and to you Corynne on your anniversary.


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

I'm going to take a page (specifically, page 52) out of the Player's Guide and ask everyone what's your stance on the "harsher" aspects of interrogation. What I would deem appropriate is that we could threaten physical harm, perhaps going through with the occasional kick in the ribs if we are really incensed, but nothing prolonged, nothing sadistic and nothing truly brutal.
Of course, I would be alright with either toning it down (Intimidating through threats of inprisonment and the such) or slightly up (resorting to torture in the most extreme cases). Just not to full-fledged sadism, that's for Way of the Wicked.
So, I wanted to make sure we're on the same page.

On a gameplay note: Do mage cuffs also work as normal handcuffs? The description is slightly unclear.


I'll leave that for the rest of you to decide. Good PCs will probably be "lighter," but one can easily argue "harsher" measures if there's an immediate-enough threat. Just don't do any obvious-Evil stuff.

For your second question, mage cuffs function perfectly well as regular handcuffs. The added effect exists because you're in a highly-magical world where an entire race has innate teleportation abilities. :-)


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

Interrogation will take on a whole different tone when I get my next revelation.

Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, and take 1d4 points of damage per oracle level you possess. After successfully attacking with this ability, you can use a full-round action to sort through the jumble of stolen thoughts and memories and then attempt a single Knowledge check using the victim's skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus 1 use per day at 5th level, and 1 use for every 5 levels beyond 5th.

I plan on taking the Abundant Revelations feat soon afterward.

I might be a nice person, the spirits I ask to get the knowledge from your head....not so much.


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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

Miselle will be fine with bluffing that we're going to hurt, harm, remove bodily parts, etc. Actually doing so...not so much. It'll require saving lives in the short term to convince her.


Male Professional Dosser 14/Rules Lawyer6

It's a moral grey area. At what point does an interrogation cross the line into sadism? Even with the best of intentions it is easy to go too far.

I would start with intent; of our intent is pain for pain's sake, that is clearly Evil. If the intent is solely to solicit information that is both time sensitive and life threatening (i.e. where have they hidden the children they have kidnapped), Then that may be considered good (still a gray area). If the intent is to get information that is not crucial and/or can easily be got elsewhere, that is at best neutral, though it may be considered Evil by some.

I always live by the Maxim, "Never Bluff". Sooner or later, someone will call your bluff and you will have to decide whether your going to go through with it. I say decide beforehand.

As for Jeb, he's chaotic, so he's quite happy breaking the rules, but he's also Good so he's very much an end justifies the means type of guy. He has to be convinced that the ends are worth it, though

I say, let's cross that bridge when we get there. Different characters may have different approaches; a Veteran of the wars might well be willing to do whatever it takes to finish the job. A sheltered civilian not so much; most of us will fall in between these extremes.


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*psst* GM's in the group should check this out.
Humble Bundle


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

Uhm, clarification, please, am I a single move away from Jeb or the Handmaiden?


Jeb's map position


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 throwing the locket counts as a ranged attack for Corynne's telekinesis, does that mean I get an attack of opportunity? (I feel like I'm swamping this thread with my questions, sorry >_> )


Yes, you'll be able to make an AoO. And no need to apologize about your questions. Because of the nature of PbPs, clear communication is incredibly important - even more so than in a live game.


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

I don't even need it to count as an attack, just for her to not be holding it for a second since I can grab any unattended object in my size range.


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

So save DC's is one of the biggest flaws in the SOP system so far in that it's ridiculously vague. Assuming it'll be treated like a 1st level spell it should be 10+1+ my Charisma mod = 14


If you have the book and aren't just using the wiki, it's in the first chapter. 10 + 1/2 CL + casting mod. :-)


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

Ahh ok. Don't have the book.

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