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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Male
Willem Muhnee wrote:
What kind of cover do they have?

Edit in the prior post, but it's called 'Soft Cover' under the section of Cover in the Combat section of the Core Rulebook. +4 to AC, but no reflex save bonus. So it's not ideal by any means.


Female

Cromlich...I get the sense that you are encouraging another constable to shoot Gemma. Is it because I called you Band-aid? Or is it because I'm bossy? That's not very nice:)

It was the only square I could move to without taking an AOO! Sorry Willem!

Maybe the DM can say I ducked down and away or something to give Willem a fair shot?? Maybe??

And my apologies to the DM for not including my header for initiative and round (apparently, or so I've heard, he's a real stickler for that sort of thing)!


Female

Nice shootin' Willem!!


**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
SpaceCat72 wrote:
It was the only square I could move to without taking an AOO! Sorry Willem!

No worries, I saw that and did not want to have the same fate. So I either had three choices that made the most sense, shoot, do nothing like last round, or help Anneca stir them hornets up.


**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
SpaceCat72 wrote:
Nice shootin' Willem!!

Thank you!


Male

I'll get the End Round 2 / Top Round 3 posts done tonight after work, so that Willem and Gemma can take their actions this weekend if they'd like.


Male

Sorry gang - I've had some posting discrepancies with calling some actions in Round 3 as Round 2. We have just ended Round 3, and are now in Round 4 with both Willem and Gemma able to go.


Male

Annnnnnndddddd Ifris is on the Berth Deck! Great entrance (and not a shabby Acrobatics roll either)!

We're going to put Ifris at Initiative 17 with Willem, so that's when she will be able to next act for Round 5. Also, since you burned the hero point for the move action and not standard action, I'm going to say you get 30' speed (instead of normal 20' while armored) for any single round you declare it during this fight on the Coaltongue.

Willem is still up for his Round 4 (Init 17) actions, and then we'll go into the top of Round 5, with updated maps to show the rest of Berth Deck.


Male

I was listening to this Power of Darkness theme music album on YouTube from the posted link, and let it run a while - pretty good background music!


**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

lol, cool, I can't post until tonight because I can't see the map.


Male

Not a problem - officially I don't expect folks posting on the weekends, but we actually got a couple of rounds in, which was pretty cool. I'm the same way for these combat posts as well.

P.S. Please don't let the ship blow up if you all like your characters. Heh. I'm working on a separate skill challenge to supplement the puzzle of how to stop the sabotage, which I'll post when more of you get to the engine deck and the furnace room. Tick-tock!


**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 gotz a plan but I have to check some things on the maps.


Male

@Ifris Just to clarify that Ifris ran to square AL17, as that seems a bit odd since it's adjacent to the capacitor and not next to the door at AI16 that is being covered by marine guard Athel. Confirmed as AL17? Or perhaps meant AI17/AJ17/AI16?

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The grid always makes me think "running in a straight line" means following a N, E, S, W direction. If Ifris could run diagonally to AJ16 (within her movement range) without the support posts getting in the way, that would be ideal.


Male
Robert Brookes wrote:
The grid always makes me think "running in a straight line" means following a N, E, S, W direction. If Ifris could run diagonally to AJ16 (within her movement range) without the support posts getting in the way, that would be ideal.

Looks good to me - even got 5' of spare movement by my count! I'll note the correction later when I post tonight and update the map.


Anyone want to holler at the guard on the other side of the door so she doesn't shoot at you?


Male

I'm going to do a couple of DM corrective adjustments and update the maps for everyone here shortly, then run Ostman's action and move it to where Arthur/Emerson/Anneca can act to end Round 5.


Male

Great stuff...and I'll see about getting in a quick free-action speech blurb from Divianne Athel for you soon.

Just remember that we're in combat-round action, so while you can say what you're going to do or where you're going to go, don't actually do it yet :)


**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 understand that and why he or they are still on the Berthing deck and not the engine room ... :-)


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Male
Robert Brookes wrote:
The grid always makes me think "running in a straight line" means following a N, E, S, W direction. If Ifris could run diagonally to AJ16 (within her movement range) without the support posts getting in the way, that would be ideal.

As a follow-up to this Robert, I didn't realize myself that the RAW statement of full-round 'Run' action was so limiting, so I see what you mean. I also think RAW is a tad unreasonable in this case - unlike a 'Charge' action I think as long as you have clear line-of-sight to where you are running, that's good enough for me in this game.

So no running blindly downstairs to where you've never seen before, but if you want to curve your runs or use some diagonals, that's perfectly fine with me.


Male
Willem Muhnee wrote:
I understand that and why he or they are still on the Berthing deck and not the engine room ... :-)

Hehe -- yeah yeah okay I'm just being paranoid ;)


Male

We are about one round away from my posting a separate (optional) skill encounter challenge in-game, but I'm previewing it here for you to get familiar with the concepts and ask any questions here. I will post this as soon as the first character reaches the furnace room on the engine deck, with all the six check areas described and spoilered for use.

(Optional) Skill Encounter Challenge – Saving the Coaltongue!
(Scene: Puzzle, Tactical)
Tick-Tock…11!?

Why Optional?
Because succeeding in these checks do not slow or stop the sabotage of the ship in any way whatsoever. Instead, they provide you clues on what to do and where to do it. As a player, you may have your character try a specific action at a particular place of the ship to stop the sabotage that is in progress, but may waste valuable time doing so. The skill encounter gives you the necessary information to make more informed decisions, with a special benefit to Technologist-themed characters, noted below.

Tick-Tock Clock
The amount of rounds left until the ship blows up and you all are killed, for player’s information only. If you have noticed in previous rounds, it has dropped significantly on two occasions. However, actions to stop or slow the sabotage can make the clock count rise. The Technologist-themed character can actually use this clock to give an in-game sense of time left and how they’re doing, while all other characters may just have an impending sense of dread.

Rules of the Challenge
* There are six skill check areas possible, in three separate sections of the ship.
* Each check is either Kn: Engineering or Kn: Arcane, and is stated with its DC.
* Each Player Character may try a check if trained (have ranks) in that Knowledge skill. One check per PC only for each area, for a maximum of six total for each PC.
* The PC must be in the section of the ship to try the area checks in that section, and each check takes a standard action to attempt.
* If the check is made, the associated spoiler may be read and acted upon. Honor rules regarding spoilers, please.

Special Circumstances for Technologists (story theme)
* The technologist may make a Kn check untrained as an INT check instead if they lack the skill. As with the others, they may only make a single check for each area, six in total.
* Every area success made by the technologist allows for one direct DM question (spoiler tags please) on sorting out the sabotage and/or ways to solve it, for up to six questions possible. General questions will be met with bland general answers, whereas specific directed questions will be met with more detailed answers.
* Similarly, if a PC makes an area check AND communicates it to the technologist, it counts towards the allowed questions that may be asked (so the technologist does not have to make every area check directly).
* Finally, the technologist has a general sense of the sabotage – the “tick-tock” countdown may be used to convey concepts of time in-game, as well as how changes to the countdown convey status to the overall sabotage condition.

The Six Check Areas (by location)

Engine Deck Aft – Boiler Engine Room
* Boiler Engine Relief Valves/Pipes: Kn: Engineering DC15
* Boiler Engine Alarm Panel: Kn: Engineering DC15

Engine Deck Mid – Furnace Room
* Furnace: Kn: Engineering DC15
* Fuel (firegem) Bins: Kn: Engineering DC12
* Capacitor Control Panel: Kn: Arcane DC15

Berth Deck Fwd – Magazine Rooms
* Fire Wards: Kn: Arcane DC12


Male

Hi Anderlorn!

In your Round 6 post tonight I'm needing to sort out a couple things in order to better understand what Willem is doing, as I don't believe he can make the action he's trying to make. I know that you were speculating earlier in free action speech what he was going to do (i.e. go to the starboard-side stairwell (AO25) and not the forward ladderwell (AL-AM 29), but in either case they are pretty far from where he was at in his Round 5 action (AI16).

He's got 20' speed (due to armored coat) only, and stealth would drop him to 10' speed, so I don't think you want to do that, correct?

Assuming you move Willem towards the (AO25) starboard-side stairwell from where he is now (AI16), he can do a FRA 'double-move' of 40' and get to either AN20 or AO20, as he can't move through the glassteel Capacitor chamber in the middle of the deck.

Another FRA 'double-move' 40' option is to follow Ifris and get adjacent to the port-side stairwell at AJ24.

Alternatively, I would allow him to do an all-out FRA "Run" up to 80' and get on the stairs at AO25, as has line-of-sight through the Capacitor to know where he's running, BUT he'd lose his Dex bonus until he can act again in Round 7.

So let me know what you want to do as I think you're beyond the edit post time, and I'll make the correction as I cover mid-round actions for Guard Athel and saboteur Ostman.

Thanks!
Vord


**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:
Alternatively, I would allow him to do an all-out FRA "Run" up to 80' and get on the stairs at AO25, as has line-of-sight through the Capacitor to know where he's running, BUT he'd lose his Dex bonus until he can act again in Round 7.

The above option with pistol holstered and gladius in his scabbard.

Thanks!

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About the glassteel capacitor, where is that on the map? I was kind of relieved that I failed the perception check because the coordinate called out where the "paper" is floating in the air was a hammock. Could you circle it on one of the maps? I'm probably just misinterpreting map symbols.


Female

Message for Issac! I had planned to have Gemma go forward and make her way around to Jenner. Do u think maybe Anneca could move around though the furnace room to come at Jenner from the other direction? He'll need three move actions to get to the valve and turn it twice. At full move it should allow us to get to him before he can open and rust the valve. What do u think? (If we did that, Anneca would end up at DB14, I think, and then have a chance to move again and get to the valve before Jenner does). That would then allow Emerson a chance to get down the stairs and do some engineering checks.


Male
Willem Muhnee wrote:
DM Vord wrote:
Alternatively, I would allow him to do an all-out FRA "Run" up to 80' and get on the stairs at AO25, as has line-of-sight through the Capacitor to know where he's running, BUT he'd lose his Dex bonus until he can act again in Round 7.

The above option with pistol holstered and gladius in his scabbard.

Thanks!

Got ya covered, posting shortly!


Male
Robert Brookes wrote:
About the glassteel capacitor, where is that on the map? I was kind of relieved that I failed the perception check because the coordinate called out where the "paper" is floating in the air was a hammock. Could you circle it on one of the maps? I'm probably just misinterpreting map symbols.

Yeah it's a bit unique with this ship and not clearly spelled out on the overall "all decks" map, but it's the center cross-hatched rectangular mass that's showing in the middle of both the Gun Deck and Berth Deck. On the Berth Deck Tactical Map, it occupies the spaces of AL-AM/18-27.

Basically think of it as a big ol' glassteel "box" that stores arcane energy and runs through the middle of the ship through two decks, and connects up to the open "dome" up top on the main deck. Up on the main deck it's all beautiful arches and domed glass with easy access to walk underneath it, but on the two decks below it's a solid boxed wall with no access, drawing up energy off of the furnace from the bottom engine deck.

So on the Berth Deck and Gun Deck you can see through it and it has illumination, but you can't go through it.


Kris.

Gemma and Anneca have much higher scores to pass the skill checks than Emerson. You could just yell at him to go after the other saboteur and he could run around to do so. That would leave two of you to try to buy us more time.

Each character's skill rating is:

Anneca: Arcana +8
Gemma: Engineering +6
Emerson: Engineering +2


Male
Cromlich wrote:

Kris.

Gemma and Anneca have much higher scores to pass the skill checks than Emerson. You could just yell at him to go after the other saboteur and he could run around to do so. That would leave two of you to try to buy us more time.

Each character's skill rating is:

Anneca: Arcana +8
Gemma: Engineering +6
Emerson: Engineering +2

Just to point out that the separate skill encounter is not out yet, as no one has reached the furnace room with any character. So no checks should be in lieu of actions to take down threats in Round 6.

What I will say is that you have clear knowledge that what Jenner is doing is "bad" and you should probably do all you can to prevent him from repeating it.

EDIT: With Ostman down you must come off the stairwell AY13-14 to either square AY12 or AX12 before moving wherever you need to...unless you're trying some acrobatics to parkour off the staircase railing. I will allow a FRA Run (x4 move, lose Dex) action from the stairs to get to the far starboard side door at BE15 as you know it's there and you know you can get to it from the furnace room from your tour, but you can't go through that door on a run action.

Ask any clarifying questions here or PM if you need to.

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DM Vord wrote:
Robert Brookes wrote:
About the glassteel capacitor, where is that on the map? I was kind of relieved that I failed the perception check because the coordinate called out where the "paper" is floating in the air was a hammock. Could you circle it on one of the maps? I'm probably just misinterpreting map symbols.

Yeah it's a bit unique with this ship and not clearly spelled out on the overall "all decks" map, but it's the center cross-hatched rectangular mass that's showing in the middle of both the Gun Deck and Berth Deck. On the Berth Deck Tactical Map, it occupies the spaces of AL-AM/18-27.

Basically think of it as a big ol' glassteel "box" that stores arcane energy and runs through the middle of the ship through two decks, and connects up to the open "dome" up top on the main deck. Up on the main deck it's all beautiful arches and domed glass with easy access to walk underneath it, but on the two decks below it's a solid boxed wall with no access, drawing up energy off of the furnace from the bottom engine deck.

So on the Berth Deck and Gun Deck you can see through it and it has illumination, but you can't go through it.

OH.

My god.

I thought that was just metal lattice grating on the floor. That explains a lot!


**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

Oops, I forgot Willem does not have engineering, no matter, better than being held up on the stairs and coming from all directions to break up the fight and distract more saboteurs from their devious actions so the real engineers can do their handy work.


Male

Well don't fret none there Willem and Ifris, as things are about to get "fun" up in your part of the ship in Round 7!

Lantern Lodge RPG Superstar 2014 Top 4

You can't spell funeral without "fun!"


**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
Robert Brookes wrote:
You can't spell funeral without "fun!"

LOL ... too funny, marked as favorite until clean up ... :-)


**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

LOL, Arthur wants more pieces of that halfling.


Yes, I figured he would take that backstab personally.


Male

I'll make a minor correction note in-game for Gemma, but for her post that should be FRA: Run 70' to BE15, and not listed as a SA: Move / MA: Move type of action.

The way it's listed right now appears to be a double-move action where Gemma retains her Dex bonus, which she could then only get 40'. In this case, the Run action means she loses Dex bonus until she can act in Round 7, so there is a difference. She will still be at the door however.


**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 guys, I am being delayed because of the IT. I will post as soon as I can. Hopefully tonight at the latest.


Male
Willem Muhnee wrote:
Sorry guys, I am being delayed because of the IT. I will post as soon as I can. Hopefully tonight at the latest.

Not a problem Anderlorn -- weekends aren't required anyway, and I didn't do any writing this weekend myself. I should be ready though with my part of Round 7 later tonight once Willem acts, and then I also will be introducing my optional skill encounter challenge this round for everyone's potential actions once the obvious threats are dealt with.


Male

As an option that some of you may like for player coordination - this was something excellent that Isaac introduced to those of us in his Kingmaker game a while ago...

Messaging Option:
I have created a Facebook standing conversation group (which I've called 'Back at the RHC Briefing Room), which can be accessed by the free Facebook Messenger App, or from group conversations on the Facebook web portal.

I find this helps the players communicate much easier than posting to each other in Discussion Tab - at least on some of the coordination items/questions/tactics/etc. that are generally easier to manage in a tabletop setting, but not so easy in a PbP setting. Discussion Tab certainly has its place, but this other method can be extremely useful and a bit of fun for the players to chat about combat rounds and such with much greater frequency.

So if you'd like, simply create a Facebook account (free) if you don't already have one, download the Facebook Messenger App (also free) to your smart phone or tablet, find/friend me, and I'll add you to the standing conversation group. PM me for my info or details so as to not post it openly in discussion. You can join or leave the message group at any time.

This is optional of course, so any players who do not wish to do so, Discussion Tab still needs to be the place for formal out-of-game posts and discussions.


Female

Let me make a quick correction...on the valve that Gemma is trying to fix...both player and PC know that the valve needs to be opened and not closed. I believe my post makes it seem as if Gemma is trying to close it, but she is, instead, attempting to open it back up. Make sense?

So the main correction would be to Emerson..."I'm going to open it back up!"


Female Human (Risur) Soulknife (Armored Blade/Shielded Blade/Gifted Blade) 1, Aegis 2 ; AC 22/13/19 / HP 24 / F +4 R +5 W +6 / Init. +5 / Perc. +7 / Sense Motive +4

Just a heads up that I will be out of touch until Tuesday while filming.if you have to NPC Ifris she will continue to relentlessly fight Sorkana and distract her from the wounded marine. If it comes down to Ifris taking a risk to save the marine's life she will.

See you guys Tuesday!


Male

Sorry about that Anderlorn - that was a nasty shot with Sorkana's final scorching ray, and unfortunately Willem was to her the most susceptible target.

Not the most fun for a round's action, but if you'd like you can use Round 8 to roll your check to stabilize - d20 +1 (CON) -2 (neg hp total) versus a DC10 to stabilize.


**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 see how you are GM Vord, sure treat the NPCs all nice and destroy the player characters ... lol ... :)

Oops, I will repost my stabilize post for Round 8 unless you want to carry it over.


Male
Willem Muhnee wrote:

I see how you are GM Vord, sure treat the NPCs all nice and destroy the player characters ... lol ... :)

Oops, I will repost my stabilize post for Round 8 unless you want to carry it over.

Heh, yeah that's all I need is to crit a scorching ray for max damage or something right...FUN!!???

Your stabilize roll is perfectly fine as it is - implied that you rolled it on your "next" turn taken, so that works 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

Yeah, a crit would or could be nasty! ... :-)

Thanks!


Male

Everyone!

I would like to introduce all of you to the player WesternWolf777, who also goes by the alias of DM Jelani. DM Jelani is a longtime PbP'er on these boards (both as a player and as a DM), and currently runs a long-standing Carrion Crown game that Robert Brookes is part of. Both Isaac and Celeador have also played with Jelani in the past, and he and I have spent a fair bit of time talking about the Zeitgeist game and his character ideas for joining us as a sixth player to it.

Welcome aboard!

Unfortunately Jelani's character, Johnathan Jackson, has his origins in R.H.C. Shale Branch, and will be waiting a bit to join the rest of the group in Act II, after the events of 1 Spring. Assuming of course that the Coaltongue doesn't blow up (please don't let the ship blow up, as that would be awkward). In the meantime, I will be providing something of a smaller intro & narrative for Johnathan that starts in Shale on the same night as the sabotage on the Coaltongue outside of Flint Harbor - I think you will all find it interesting.

So in the meantime say hello, defeat the traitorous rebels and keep these next several rounds moving quickly for a proper end to Act I!


HP:18/18
Stats:
AC 19, touch 13, flat-footed 16 // Fort +3, Ref +6, Will +0 // CMD 18 // Perception +5

Hello everyone!


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

Heya!

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