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


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M Humanborn

Happy Holidays, denominational or otherwise!


Shot Putter Funkmeister

Sorry running combat from a tablet is difficult when traveling. I'll be back home this afternoon and kick the game forward.


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

Thanks for the heads up!


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

Sorry GM, I completely misread/misunderstood your post...[/ooc]


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

Hello and Happy NY !!

I am back and will catch up the game :)


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

Somewhat away for the weekend. Bot as needed :)


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Dang, Falko, you are KILLING it with your defensive luck.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Dang! That would have been a nice x4 damage!


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

I'll be far from computers from Friday morning until Monday morning. Please bot me as needed.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Hmm, I've never had a character eaten by a shark before.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Cretien, If you've got a dagger or anything you can use to help out John, I'd try. This is looking pretty bad right now


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

Yup...


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

I'll be away on a ski trip (probably no internet connection) for a full week


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

I am back and going trough the new post atm...


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

hello;

Construction is being done on my Street si phone and internet are done until friday

please bot me as needed


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 44/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

wont let me roll in gameplay so i rolled here. it was a 25 in gameplay. took a screenshot anyway.

fort: 1d20 + 6 ⇒ (17) + 6 = 23

odd since i tried from my phone this AM and from paizo this evening, and it acts like i hit preview even though i hit submit. anyone else having this issue? only this specific thread too.


It happens to me sometimes as well.


Shot Putter Funkmeister

It happens to me a lot actually. Or it double posts or some other nonsense.


M Humanborn

Oh omk i dont feel so bad then i guess.

Luckily someone posted after i tried or i'd have forgot i still needed to roll!


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

Hello to all,

Home network is still down but phones network is back up

(so catching up to everything today)


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Welcome back


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

Tks :)


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

Please note I'll be away for Eastern from Thursday to Monday, with little if no posting possible. Feel free to bot me as needed.


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted
Falko Escheus wrote:
Please note I'll be away for Eastern from Thursday to Monday, with little if no posting possible. Feel free to bot me as needed.

And I'm at -2 hp :)


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Bleeh, intimidation checks are never successful.

I'm having difficulties remembering/finding our orders, both from Risur and for the voice of rot. Does anyone remember the specifics?

I'm completely for subduing this lot and taking them back to Risur by force.


Shot Putter Funkmeister

The check was successful because she is willing to talk but she won't come with you because that is against her best interest.

There is one piece of information about her boss that could persuade her...
Your orders were to apprehend Xambria, which you did for the murder of Bergeron and The voice of rot wants you to take down the being from Apet with reason not the mindless ones you have already defeated.


Shot Putter Funkmeister

Ok, here comes the organizational part. You are in control of two ships, the cutter you came with and the captured Il Dracon de Mare. You have Xambria in custody and Finona but you lost a good deal of sailors in your assault on the Il Dracon but at the same time you have a lot of mercenary sailors as prisoner.

You can try to recruit them, hold them prisoner or drop them off in town and hire other sailors and still keep the ship. Or you can drop them off in town and take your ship back home, your ship doesn't have a place to hold prisoners unless you keep Xambria on the deck.

Any other ideas are surely welcome.


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

Thanks for the update!

What about the otherwordly thing we're meant to take care of? Could you give me a short recap of what we know?


Shot Putter Funkmeister

Good question.

You are not sure if Xambria is the otherworldly thing or not but she is definitely implicated in the murder of Bergeron. You know it comes from the Plane of Apet. You are going to bring her back to Flint so that you can thoroughly inspect and or interrogate her, at the very least because she was the head researcher of the Ziggurat.

Feel free to ask more questions, so as to jog my memory a bit.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 44/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

and we think the body-snatcher from Apet is inside of her, right?


Shot Putter Funkmeister

But you have difficulties proving it.


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

Can we not use the VoR's spell to confirm this? Or even take Xambria back to the VoR himself?

I feel like we are going to have to act out of orders to deal with the VoR's demands, guys. I don't think the inspectors will like their constables in debt to a creature like that, but I don't wish to NOT return a favor to the god-being that resurrected me.


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

the spell would only tell us that she is emenating energy from the plane of APET


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

Maybe if the roll is high enough?

Btw, this detect planar energy spell, do we have to use a spell slot for it, or was it a bonus? ;-P


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 44/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

ok, so i get an additional invention at 5th level, and i have narrowed it down to two that i primarily want.

I can either get a grenade launcher with a range of 60ft, the grenade has a 2x2 square AoE (so not a super big blast) and does 1d10+4 damage to all in the area (half fire half piercing)

or

i could make a personal vehicle. on one hand it is the same kind of idea as a mount, but on the other hand this could be a unique opportunity to make it since it requires a lot more time than the other inventions. most of them i can swap around with the hour spent "maintaining" inventions, but this one takes 40hrs of work the first time you create it. the ones available to me are either a motorcycle-type thing, a mechanical wagon (similar to the carriage I already have but slower and less fancy, but also doesnt need to be drawn by a creature), or there is a 10x15 boat.

the cycle is cool and all but has little real utility. its main draw is the 60ft speed, but that does little when i can only carry one passenger.

the wagon seems like the best idea, but it has one drawback, and that is that in difficult terrain i have a 50/50 shot at it being immobilized (gets worse with each turn thereafter) and if it is immobilized we would have to haul it out of there manually. i can use a mod to get rid of this aspect, but that would be a mod otherwise spent on making something better instead of making something break even. it is 15x20ft though, and can carry 1,380 lbs of cargo. it has a speed of 40, but going faster than 20ft per move imposes penalties to attacks emanating from those riding.

now, if this adventure is going to go back out on the water after we return to Risur, then i could do the boat option.

if i don't do the vehicle now, i probably will at some point in the future. especially if we get to level 15, then i can use the next better tier of vehicles.

**************

So, what does everyone think? And GM, are we headed towards a portion of the game where a vehicle would be pointless?


Shot Putter Funkmeister

Hmm, every adventure in the series seems to have a small naval aspect. This isn't going to be too spoilery because of the letter you found the next adventure is kind of like a spy train one.

Those are hard choices.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 44/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

I mean, i don't HAVE to make the choice, I could actually do both, but that would cost me a feat (to get another invention slot).

And I was planning on taking that feat for something more shooting-related.

or i could just build the vehicle anyway and use one of my other slots for it, instead of the water breather i am currently using.

are you saying the next part is spy-type stuff on a train?

I could make the boat and give it the Amphibious mod, though it would only haul 690 lbs instead, but the tradeoff is that it comes with a 3d6 dmg ballista on it (though sadly that takes 4 move actions to load, but multiple people can contribute). And it would also have its speed halved on land (so a swim of 40, land speed 20). Or i could make an amphibious wagon but i'd have to leave the "crippled on difficult terrain" thing on until level 7 (when i can have two mods on a secondary invention), or use that feat to make it a primary invention (but then i'd have to take some modes off of my other stuff).


Shot Putter Funkmeister

Yes I did. But we still have to complete this one, which is still kicking. :)


Shot Putter Funkmeister

More pressing is what are you going to do with the two ships? trying to recruit the sailors or what do you want to do?


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 44/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Tough choice. From what i understood, one was of dubious ownership and might be taken from us by the cryssiliri? Or would that be after it is released from evidence impound? Do we even have authority to impound it? If we can get non-criminal sailors to move them on RHC's dime (AKA not out of our stipend) then so much the better.


Shot Putter Funkmeister

Well, you would need to hire say 15 sailors at the questionable danger level which is a week's sail to Flint, 15x6spx7days unless you muff the diplomacy roll and then it would 15x1gpx7days


Shot Putter Funkmeister

If you want to bring her to the Voice of Rot, you would still have to travel back to Flint(quickest way) the other way would take at a bare minimum between around 4-5 weeks there. You could be down to Bole in 9 or 10 days.


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

Another way to look at this is asking whether we need to keep the second ship or ransom its freedom one way or another.

Or sink it...


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 44/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

So 63-105 gold is doable if we have it.

But what do we really need that ship for? I suppose we need people to investigate every inch of it for secret compartments, maybe go over it ourselves slowly with detect planar energy...


Shot Putter Funkmeister

Can you guys vote on what to do next? I don't want the game to stall :)


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted
Cretien Dufrene wrote:

So 63-105 gold is doable if we have it.

But what do we really need that ship for? I suppose we need people to investigate every inch of it for secret compartments, maybe go over it ourselves slowly with detect planar energy...

Good points. I say we try to bring the ship back. We can sort it out with RHC later :)


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 44/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Ok so two in favor of bringing the ship back, with neutral sailors


HP: 17/34, |AC: 20; T: 15, FF: 15(+2 against non-magic ranged)| Fort: 4, Ref: 8, Will: 3| Resist 5 elec| Init: +6*| Perc: +9 (DV 60), Se Mo: +3| Grit 3/4

3 in favor


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

I would say bring back the 2nd ship....


Dossier HP 45/45; AC 21/15/16; Saves 2/10/5; Init +5; Perc +22; Luck 6/11(33) used; Lore Master 0/1 used; Images 2; Buffs: Heroism, Mirror Image, Re-Hasted

Please note I'll be away from Friday to Wednesday, with little chances for posting. Bot me if needed.

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