ZEITGEIST: The Gears of Revolution

Game Master GMEDWIN

"The trouble with science is that it can be perverted."
-Number Twelve


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HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn had stuck with the lady for as long as she would have her in her retinue, and quickly rejoined her, so it was no surprise when she noticed the woman's display of emotion.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Lynn tilted her head to the woman, motioning out towards the ships, then pointing at her own frown. She wouldn't be surprised if the lady didn't follow the impromptu pantomime.

She's going for 'why the frown?'


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"Excuse me gentlemen." Allan will want to quickly make his way towards the staircase. He wants to use this position as a bottleneck just to simply keep watch for suspicious persons trying to file below deck as well as those of whom that are carrying or stowing 'hazardous' items.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10

Annnnd crap... Apparently Allan just got kinda lax with his job.


Once aboard Isabel would look around the ship party from her curiosity of the new technology but careful to keep watch on the patrons knowing she was still on guard duty.

Duchess: 1d20 + 4 ⇒ (12) + 4 = 16
Ship: 1d20 + 4 ⇒ (13) + 4 = 17


Shot Putter Funkmeister

The duchess gets put in a special cabin as requested.

So you have an hour before the festivities really kick off. Is anyone going to take a tour of the ship?


Isabel would at least any parts she was allowed in that showed off the new tech would be very interesting to her, the party areas not so much.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn would move around the outside of the Duchess's room, making sure that no one can get in to bother her, whether by window, door, or the like, then will mingle with any sort of party that happens to occur near the duchess, in order to keep an eye on her, while doing her best to appear to just be a normal party guest.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan never really had interest in the inner workings of steam tech or any other machinery for that matter, so he isn't going to be in too much of a rush to gun down to the bottom of the vessel to see the engine room and then bottom back up. But, as you said, we do have an hour... and Allan would get dreadfully bored waiting by the stairs the entire time...
Allan goes down to tour the level of the ship just below the deck, just after his legs started aching him to move about some... which was only a minute or two...


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

After around half an hour of mingling and waiting, Lynn will attempt to bring the Duchess some food, just to make sure she's still comfortable.


Shot Putter Funkmeister

As Minerva tries to give the duchess food, her handmaiden comes out and says, "The duchess is napping, please enjoy the party."

Flynn and Daxton start their tours on the second deck and the magazine which is conducted by a Second Gunner's mate Divianne Athel, she shows you the gundeck and then after that the magazine, paraphrasing Twelve cannons line each side of the gundeck, which is capped on the fore by the ship’s mage’s quarters, and on the aft by observation rooms.
Both of these rooms can be converted to firing platforms when in pursuit or flight.

Feel free to ask any questions


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn frowns, but offers the food to the handmaiden before she has a chance to close the door. She uses the opportunity presented to get a good look inside, if possible.

Perception: 1d20 + 4 ⇒ (1) + 4 = 5 Nope. Not possible. XD


"What defense does the ship have on deck in case of things like being boarded or sabotaged? Isabel was interested in how the rooms turned into firing platforms for curiosity sake but stuck with questions about the safety of the ship for now.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan grins a little bit in saying, "Yes, what Isabel said."


Shot Putter Funkmeister

The woman says, "We have a storage locker where weapons would be handed out to the crew in the case of a melee. Sabotage is a bit of a vague question. We are not going out on a patrol this evening, we will be doing a short cruise out the Ayers and then back to Flint harbor in the morning. The Coaltongue should be 100% combat ready in about a week. So hopefully the Danorans don't start the 5th Yerasol War in the meantime."


"I was more concerned with radicals that may have plans to cause problems among the ship and the like."


Shot Putter Funkmeister

She then says, "Well, the magazines are protected with specially made fire ward charms but that is about all I can think of in my purview. To sabotage the ship you may want to check out the magicky stuff or the engine or something, I know all of the knots on a sailing vessel but this newfangled stuff is beyond my education."


"Hopefully the complexity will be a defense unto itself, thank you for the tour." Isabel gave her the same small bow she'd given others as a greeting. No more questions


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"That answers enough for me as well. Thank you."
Allan goes to enter the observation room, thinking, PERHAPS, there may be something for him to do to question there.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn was rather limited in what she was able to do. While I am suspicious of the Duchess, I don't think my character has any reason to be. She could mingle... Or she could go on a tour. But that would leave her self-selected charge unguarded... save for the handmaiden. Probably best not to.


Shot Putter Funkmeister

You check your pocket watches and feel that any of the most potential threats would be up in the party so you make your way to the top deck for the party.

Near nine o’clock, the Coaltongue sits anchored just within sight of
shore, surrounded by its eight-ship escort. The starry blanket of night
hovers overheard, and a quarter moon peeks above the eastern horizon.
The crew have set up an outdoor kitchen on the aft maindeck, and are using the interior of the capacitor as a banquet room. The ceiling occasionally
flickers with silver arcs of magical energy, which the crowd delights in.

A whistle from the bridge sets off motion as nearly the entire
crew starts to line up around the outer deck, carrying horns, drums,
and woodwinds.

The naval band strikes up the Risuri national anthem as the King and the PM walk down the aisle of the banquet hall toward the place of honor. The king steps behind the podium with almost Brownsian precision the music stops. He gives a mini pre-speech and every time he makes a poignant point about 'increasing the peace through preparation" and "how the new and old must work together" he points to the horn section for a little extra flare. After his speech dinner commences and people seem to be enjoying the whole affair.

Perception DC 5

Spoiler:

You overhear this conversation between the king and Premier Minister “One of the local archfey is upset I parked my ship here,” he guesses,
laughing it off. “One of the burdens of kingship; the fey can really let me
know when they’ve got an opinion. I always get burps that taste like fish
when I sail these days.”


perception: 1d20 + 4 ⇒ (4) + 4 = 8

Isabel watched over the crowd trying not to be over bearing as to prevent enjoyment but ready in case a problem arises, the king's conversation catch's her ear but unless she spotted fey she did nothing about it.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

As Lynn overhears, having moved up to the party, she frowns. The Duchess was tied to the Fey... she was pretty sure she read that in her reports. But one happenstance statement from one man was hardly reason enough to jump to conclusions. There had also been the frown as she looked over the ship.

But still two and two: If anyone was going to cause problems here, the Duchess seemed to not be unlikely.

She tried to get Isabel's attention, before signing, 'The duchess is tied to the fey, and unhappy with the ship; we should get someone to sit with her, should I? Tell the others what I think?' She did her best to not draw attention with her quick hand motions.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

"Hm", Allan grunts, hearing what the king had said. 'He should not be so unwise to underappreciate other's feelings, neither the meaning behind them', Allan thinks to himself. Allan sighs and motions to move to the central area of the deck.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Motions to who?


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

To himself. He's going through the motions to move to the center


The party is in full swing and you can see the different principals mingling amongst the crowd. At about 2230, the king gives a glare towards Delft and then he detaches himself from a trio of military veterans arguing about small-unit tactics and comes to your group. He points out, "The duchess hasn’t gotten back yet from the nap she went to a couple hours ago. The king is concerned about his sister trying to make him look bad."

Delft then spits a large wad of chaw on the ground and says, "Look fellas, the king is a bit concerned about his sister being not punctual for the big speech, they have had some disagreements in the past regarding feyishness and modernity, frankly that is nonsense way above my paygrade and yours of course anyway, get your asses to her berth and drag her up her kicking and screaming if you have to... Any questions???"


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn nodded, and quickly signed out 'Are you sure 'kicking and screaming' is wise? Causing a scene is probably worse than not at all..'


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

"No sir, the task seems pretty simplistic."


"I doubt any force will be needed." Isabel gave a bow and took her leave towards the duchess quarters.


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Is it safe to say that Isabel will translate for Lynn..?


if you want


Shot Putter Funkmeister

What?


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn is mute, and uses something called 'Docker's Sign' in order to communicate with others. At the moment, that's mostly just Isabel.


Shot Putter Funkmeister

Lynn leads the way to the room on the gun deck where he left the Duchess about two hours earlier. Standing nonchalantly in front of the door is Sokana Rell, the Duchess' hand maiden looking in her handbag.

She perks up at hearing the footsteps of the group and says, "That helpful woman from the RHC and the lingerer, how may I assist you?"


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Lynn gave a loose wave, then tapped her wrist and pointed towards the party. Isabel was always going to be much better at conversing with others.


Shot Putter Funkmeister

The elfen woman tilts her head confused and says, "Who are you and what do you want?"


Isabel sighed at the elfen's apparent confusion."The party has started and the king requests the duchess attendance."

diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9


Shot Putter Funkmeister

GM Rolls

Spoiler:

Bluff 1d20 + 5 ⇒ (9) + 5 = 14

Sokana Rell says "The Duchess is sleeping, she is an old woman and needs her rest"


Sense Motive: 1d20 ⇒ 6

"She's been resting and now she is request, please wake her."


Shot Putter Funkmeister

The elfen woman says, "If you would like to wake her feel free"

She then gets out of your way and walks away towards to bow of the ship.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17

"We see that it must be inconvenient for you to rouse your Lady from her rest, but it is an order from the King himself. So, please, can you get her out here in due time?"


Shot Putter Funkmeister

You are left standing in front of the door to the duchess' cabin.

She looks back at you and says, "Good luck!" and continues walking away.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Ah, sorry about that. In the time I took to write mine you already posted. Whoops!

"Thank you", Allan calls after her.
"So, shall we."


Allans going to let her walk knowing she lied?


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Objectives come first to Allan. Small details like that he feels can come up later if they need to be


HP 0/11 | AC 16, T 13, FF 13 | CMD 13 | F +4, R+5, W +0 | Init +3 | Senses DV 60 ft | Percep +4 Acrobatics +3, Alchemy +8, Disable Device +6, Heal +1, Linguistics +4, Perception +4, Stealth +5

Sense Motive: 1d20 ⇒ 17

Lynn stays with the handmaiden, as she starts to walk away. She didn't trust what was going on. She pointed her back towards the room as she attempted to cut her off.


Then Isabel would continue into the room to get the duchess.


HP 9/9 | AC 16, T 16, FF 13 | CMB +2 CMD 17 | F +3 R +4 W+5 | Init +2 | Senses: Perc +7 +6 Acrobatics, +6 Climb, +7 Perception, +7 Sense Motive, +6 Steath

Allan follows Isabel...


Shot Putter Funkmeister

Do you knock, open the door or shout through the door or something else?


She would just walk in


Shot Putter Funkmeister

Isabel tries to walk in and finds that the door is locked.

Disable Device DC 20 or Break Door DC 13

The elfen woman has continued walking toward the bow and she looks like she is going towards the stairs but you aren't sure if she is heading towards the party or further below decks.

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