
GMEDWIN |

The party collected intelligence regarding a secret organization called the Obscurati and they have a big meeting happenning in Vendricce. The letter was from an NPC to another stating he would be on this train and that he had associates he would meet here. That NPC is dead. The party's job is to figure out who on this train is part of that organization and tail them to their meeting and get as much info as possible, so the RHC can put together a plan of action later.

GMEDWIN |

At this point you are in Cherage, I would suggest you might want to follow one or more of the suspects.
As it stands, there are:
Damata Grietos
Bree
Elanor Yanette
Boone
Verzubalak
I haven't heard from Hux in two and a half weeks, although I messaged him twice. Who would you like to tail?

Falko Escheus |
3 people marked this as a favorite. |
Ok, I've made a summary based on excerpts from the last posts. Perhaps we can keep it updated by copying and pasting it in this thread with additional information as needed?
Train Staff
Xorin Marchand: Train’s conductor
Kov Marik: First class chef
Doris Gavagne: Piano player
Malia Baccarin: Head of security, a beautiful, dark-skinned woman wearing an Avery Coast uniform
Ten guards. Two are responsible for freight and the rest are for the guests
Boarded in Beaumont
Damata Grietos (meeting in Nalaam, then going to Vendricce): Engineer, family of four half-orcs, Ejeka Griento, wife, Tarro, 7 year old boy, Dabo, 13 year old daughter. The father of the orc family seems a bit distraught but doesn't seem to be a trained person. His wife is very earnest in her demeanor. “Interested getting Le Roye Shantus in having one built in Ber, so I was sent here to do some research.” “I have a meeting in Nalaam to talk about how to keep the fey happy while we industrialize and become more connected.” "One of my partners has proven to be less than trustworthy but I do think I will be able to still pull it off. We should be continuing on to Vendricce although I have a very important meeting in Nalaam during the layover for the evening."
Bree Kaldeckis (goes to Elfaiver): Woman with scars waiting for someone in Beaumont; late 40s; scars all over her body. She has a peg-leg (right side) and her right arm looks … reattached? She walks like a soldier. But she has no trace of a Danor accent. In a bad mood, but carried herself well and with a certain nobility. “Elfaiver, I need to go to the elven lands and this is the safest and quickest way to get there. Privateers are on the water in Elfaiver and the border lands.” "A lucrative contract, I am supposed to lead some people into Elfaiver and to see what is out there.” “My employer was a bit vague but he was supposed to meet me in Beaumont but he also said his plans might change and that he would meet me tonight."
Sergeant Kairon: A drunk tiefling travelling in second or third class has dropped his bottle of firewater and is fighting with a train guard, swearing loudly. He’s dressed in an overly large military coat, misshapen from old bottles stuffed in his pockets. But he’s strong – he pushes two guards aside effortlessly. As he boards the lower class cabins, a scarf would around his face falls away and some of you get a glance at a fearsome visage: horrible scars across his face and horns splintered. Hux recognized him. His nemesis from the War.
Boarded in Keskay
Elanor Yanette with masked ward (going to Nalaam, car 18): Large lady in company of her ‘ward’ who remained masked. Travellers joined at the wrists by ornate bracelets of gold. One of them is a broad woman, well-dressed in a flowing silken gown, with a constant expression of disdain on her jowls. She escorts a figure wrapped from head to toe in black fabrics, such that it’s impossible to tell if it’s a man or a woman. Even the eyes are hidden by dark gauze. "I am her stewardess and chaperone, her family requested I bring the teenager to Nalaam, to visit an uncle there."
Boone: A tall, refined-looking tiefling, dressed in a long leather coat, wearing an ostentatious red-velvet vest. His horns sprout through a rough hat that he wears to shield his eyes from the sun. He smiles charmingly at the two lovely, high-class looking women who have draped themselves around his shoulders. He boards the second class cars. “un sazerac, mais avec du whisky de seigle pas d'orge?"
Menya Zobut Verzubulak Krantovich Tantalovich (goes to Nalaam) A third character is a bleary-eyed and richly dressed dwarf. He wouldn’t normally attract your attention, except for something that happens just as he boards: a man on the platform behind him jostles him and he looks angry for a moment, then the man chokes and collapses, seemingly dead. The dwarf shrugs, and carries on boarding the economy class car as other passengers mill around confused and frightened. “To try my luck at the tables there. Gambling isn't really about luck when magic isn't in play but rather on the statistics of probability.” “My first love would have to be Faro followed by Chemin de fer. I also love dice like Craps.” “I have an appointment in First Class, please excuse me."
The Train
* Car 1—Locomotive: This is where Engineer Steeg runs the train.
Conductor Xorin explains this is also where he stays for the majority of the train’s trip. It is usually guarded by two militia members.
* Car 2—Fuel Car: The fuel car carries enough fuel for two days
worth of travel, but it is re-filled at each nightly stop. Because
Danorans cannot refine firegems themselves, and because the
Malice Lands do odd things to the crystallized fire, the train runs
on actual coal between Beaumont and Trekhom, he explains. From Trekhom to Vendricce, the train uses firegems instead, as they are cheaper than coal. A single militia member here helps shovel fuel for the engine.
* Cars 3–9—Freight Cars: There are five freight cars. At each stop he explains, various pieces of freight are loaded and unloaded by teamsters in each town. The front most car is loaded with heavy industrial equipment for a steelworks, bound for Vendricce. That car has a contingent of five militia members, who occasionally check on the other freight cars whenever the train stops.
* Cars 10–12—Common Cars: Also known as the “sardine cars,”
these cars have seating for 36 people, but are usually crammed
above capacity. Each car has two lavatories at the rear.
* Car 13—Common Food Car: A car serving nuts, dried fruits, and
jerkies, with six tables set up in it. A militia man and two attendants work here, and a small private room often hosts train staff for brief breaks. The common food car is a frequent destination for families from the common and second class cars, as well as anyone who just needs to stand up and stretch.
* Cars 14–16—Second-Class Cars: These cars have five rooms
with seating for six apiece, slightly more spacious leg-room, and
minor furniture. Each car has a restroom at front and back. A
militia member named Grason stands guard between the second class
cars and the first-class cars.
You see Bree has her seat in Car 16,
* Cars 17–18—First-Class Personal Cars: These luxurious cars
have two suites, each of which has beds for five people, a small
common room, and a private restroom with standing shower.
The party has one suite rented for them in Car 17. The
Grientos have the other suite in Car 17.
* Car 19—First-Class Lounge: The “caboose” of the train, the
First Class Lounge is a richly-appointed bar. There are plush
seats, wide windows, and a piano for entertainment. Portraits of
the magnates of the Avery Coast line adorning the walls. A server
and chef named Kov staffs the bar here, and cooks most meals. An
old woman named Doris performs cheerfully on the piano, but has
a good read of the crowd’s mood and is never a bother. The children ask a myriad of questions about famous people and how the trains work.

GMEDWIN |

Tailing a Suspect
Variable Level Skill Challenge.
Key Skills: Bluff, Diplomacy, Knowledge (Local), Perception, Stealth,
Sense Motive
Difficulty: Skill DCs are based on the level of the person being tailed.
When a PC tries to tail a suspect, try to think of the target’s movements
in three stages. For instance, in Flint JImmy might head to the
apothecary’s district, shop innocuously for a bit, then head to a shop that
sells illegal love potions. In Slate, Rhonda goes to a bar near the enclave,
then her guards look for signs of pursuit, and finally she heads to the firehouse where guards stop anyone who isn’t an approved visitor.
For each stage, narrate what the target is doing, then the PC has to make
two checks, one to keep up, the other to stay hidden. Based on the result of
the PC’s checks and the target’s plans, narrate the next stage of the pursuit.
After the third stage, the target reaches his or her destination, and the PC
should be able to witness something noteworthy and important (or simply
innocuous if the suspect is not actually up to anything).
If a PC fails a “keep up” check, increase the DC of further “keep up”
checks by one step to the ‘Hard’ DC, regardless of what skill is used.
This represents the PC falling behind and having trouble seeing where
the target is going. A second failed “keep up” check means the PC has
lost his target.
Likewise, if the PC fails a “stay hidden” check, increase the DC of
further “stay hidden” checks. The target has gotten suspicious and is
more on guard. A second failed “stay hidden” check means the target
has made the PC. The target’s reaction will vary based on situation and
personality—flight, confrontation, attack, calling the guards—but he or
she almost certainly won’t let the PC see anything incriminating.
It might help to remind the players that if they think they might fail, it
could be smarter to give up and try again when the train reaches another
station on the next day, instead of tipping off a potential enemy.
Keeping Up.
In each stage, have the PC make a check, typically Perception. If the target
goes through a crowded district, perhaps Knowledge (Local) would
be more appropriate. If the target asks the town guards to be on the lookout
for the PC, Diplomacy or Bluff might allay the guards’ suspicions.
Let the PCs come up with suggestions, but feel free to adjust the DC
based on how likely the skill would actually help the situation.
Stay Hidden.
Each stage have the PC make a check, typically Stealth. Climb might
let a character stalk along rooftops, if the terrain is appropriate. Bluff might let a PC blend into the patrons at a coffee shop. Perhaps a character might even hold his breath and hide underwater with a Constitution check when following a target near the docks.
Any creative way you can think of could help.... so please pick a suspect. I would also like to see more posts, I don't want to see this slump behind.

Cretien Dufrene |

Cretien doesn't have much of a way to aid in this venture, but will go along if needed

GMEDWIN |

You cannot know. Remember you don't know if the suspects are targets or not.
I want everyone to post me a keep up check, and a stay hidden check for round 1. Who wants to use the contacts? There are three guys that can help you out tonight. Isaac wants one, who else wants one?

Cretien Dufrene |

I think it is fine as far as pace and content and such. We just happen to be at a period of the campaign where my character isnt as useful (diplomacy and such) but in my opinion that just gives others a time to shine which is good.

Dreaming Warforged |

First, the Zeitgeist AP: I think it is quite fantastic, really, yet, perhaps overly complex, in particular for PbP. You really have to follow and invest time to go back and put pieces together. I think it's a strength, but it is certainly challenging when you feel less like doing the extra homework. That being said, I prefer the style of the AP over the approach used in so many APs where a protagonist feeds you the plot and sends you on your next mission. This I have come to find tedious, though it does save me from having to follow too closely. The NPCs will surely lead me to the next fight... I am glad Zeitgeist offers another approach.
As for your GMing, I have mostly praises and perhaps comments, but no criticism. Given that the AP is so complex, you've done an excellent job of keeping us on our toes for the whole story. In particular, I found most handling of bad guys really well done (in other words, I hate them). When we're lost and we need recaps, you're there, which is great. Sometimes, I find you a bit impatient with our posting rate, but I can understand. I've been there, and keeping the rate up is often the best way to keep a PbP alive. That being said, some parts of the AP are quite complex and daunting. I'm thinking of the underwater fight, where I got completely lost, the rules for preparing for the train, the many many people on the train and the rules for tailing them. I love the complexity, but I need to go back and reread rules quite often, which slows me down some.
Overall, I'm having a blast. Great work! Thanks!!!

GMEDWIN |

It saddens me to write this but Johnathan has told me that he has decided to leave the Zeitgeist group. I wish him luck in his further endeavors and hope to see him again.
That been said, continuing on is how I do and I love this AP. If any of you have any friends that are looking for a game, I would be interested in a new addition to the group.

Falko Escheus |
1 person marked this as a favorite. |
Updated with Cardiff and Luc Jierre...
Train Staff
Xorin Marchand: Train’s conductor
Kov Marik: First class chef
Doris Gavagne: Piano player
Malia Baccarin: Head of security, a beautiful, dark-skinned woman wearing an Avery Coast uniform
Ten guards. Two are responsible for freight and the rest are for the guests
Boarded in Beaumont
Damata Grietos (meeting in Nalaam, then going to Vendricce): Engineer, family of four half-orcs, Ejeka Griento, wife, Tarro, 7 year old boy, Dabo, 13 year old daughter. The father of the orc family seems a bit distraught but doesn't seem to be a trained person. His wife is very earnest in her demeanor. “Interested getting Le Roye Shantus in having one built in Ber, so I was sent here to do some research.” “I have a meeting in Nalaam to talk about how to keep the fey happy while we industrialize and become more connected.” "One of my partners has proven to be less than trustworthy but I do think I will be able to still pull it off. We should be continuing on to Vendricce although I have a very important meeting in Nalaam during the layover for the evening."
Bree Kaldeckis (goes to Elfaiver): Woman with scars waiting for someone in Beaumont; late 40s; scars all over her body. She has a peg-leg (right side) and her right arm looks … reattached? She walks like a soldier. But she has no trace of a Danor accent. In a bad mood, but carried herself well and with a certain nobility. “Elfaiver, I need to go to the elven lands and this is the safest and quickest way to get there. Privateers are on the water in Elfaiver and the border lands.” "A lucrative contract, I am supposed to lead some people into Elfaiver and to see what is out there.” “My employer was a bit vague but he was supposed to meet me in Beaumont but he also said his plans might change and that he would meet me tonight."
Sergeant Kairon: A drunk tiefling travelling in second or third class has dropped his bottle of firewater and is fighting with a train guard, swearing loudly. He’s dressed in an overly large military coat, misshapen from old bottles stuffed in his pockets. But he’s strong – he pushes two guards aside effortlessly. As he boards the lower class cabins, a scarf would around his face falls away and some of you get a glance at a fearsome visage: horrible scars across his face and horns splintered. Hux recognized him. His nemesis from the War.
Boarded in Keskay
Elanor Yanette with masked ward (going to Nalaam, car 18): Large lady in company of her ‘ward’ who remained masked. Travellers joined at the wrists by ornate bracelets of gold. One of them is a broad woman, well-dressed in a flowing silken gown, with a constant expression of disdain on her jowls. She escorts a figure wrapped from head to toe in black fabrics, such that it’s impossible to tell if it’s a man or a woman. Even the eyes are hidden by dark gauze. "I am her stewardess and chaperone, her family requested I bring the teenager to Nalaam, to visit an uncle there." In fact, she is transporting an Elven slave to be sold at an auction.
Boone: A tall, refined-looking tiefling, dressed in a long leather coat, wearing an ostentatious red-velvet vest. His horns sprout through a rough hat that he wears to shield his eyes from the sun. He smiles charmingly at the two lovely, high-class looking women who have draped themselves around his shoulders. He boards the second class cars. “un sazerac, mais avec du whisky de seigle pas d'orge?"
Menya Zobut Verzubulak Krantovich Tantalovich (goes to Nalaam) A third character is a bleary-eyed and richly dressed dwarf. He wouldn’t normally attract your attention, except for something that happens just as he boards: a man on the platform behind him jostles him and he looks angry for a moment, then the man chokes and collapses, seemingly dead. The dwarf shrugs, and carries on boarding the economy class car as other passengers mill around confused and frightened. “To try my luck at the tables there. Gambling isn't really about luck when magic isn't in play but rather on the statistics of probability.” “My first love would have to be Faro followed by Chemin de fer. I also love dice like Craps.” “I have an appointment in First Class, please excuse me."
Boarded in Cherage
Cardiff: a tall handsome man with a briefcase strapped to his wrist by a leather cord pushes through the crowd, grabs
Malia by the arm, and drags her aside for a private conversation. She shakes free of his grasp, but remains professional as she quietly tells him something. He then walks off to Car 14 without a word.
Luc Jierre and Elven Wife?: Part of the powerful Jierre family. More introvert, stutter. Wife seems to be deaf and/or mute.
The Train
* Car 1—Locomotive: This is where Engineer Steeg runs the train.
Conductor Xorin explains this is also where he stays for the majority of the train’s trip. It is usually guarded by two militia members.
* Car 2—Fuel Car: The fuel car carries enough fuel for two days
worth of travel, but it is re-filled at each nightly stop. Because
Danorans cannot refine firegems themselves, and because the
Malice Lands do odd things to the crystallized fire, the train runs
on actual coal between Beaumont and Trekhom, he explains. From Trekhom to Vendricce, the train uses firegems instead, as they are cheaper than coal. A single militia member here helps shovel fuel for the engine.
* Cars 3–9—Freight Cars: There are five freight cars. At each stop he explains, various pieces of freight are loaded and unloaded by teamsters in each town. The front most car is loaded with heavy industrial equipment for a steelworks, bound for Vendricce. That car has a contingent of five militia members, who occasionally check on the other freight cars whenever the train stops.
* Cars 10–12—Common Cars: Also known as the “sardine cars,”
these cars have seating for 36 people, but are usually crammed
above capacity. Each car has two lavatories at the rear.
* Car 13—Common Food Car: A car serving nuts, dried fruits, and
jerkies, with six tables set up in it. A militia man and two attendants work here, and a small private room often hosts train staff for brief breaks. The common food car is a frequent destination for families from the common and second class cars, as well as anyone who just needs to stand up and stretch.
* Cars 14–16—Second-Class Cars: These cars have five rooms
with seating for six apiece, slightly more spacious leg-room, and
minor furniture. Each car has a restroom at front and back. A
militia member named Grason stands guard between the second class
cars and the first-class cars.
You see Bree has her seat in Car 16,
* Cars 17–18—First-Class Personal Cars: These luxurious cars
have two suites, each of which has beds for five people, a small
common room, and a private restroom with standing shower.
The party has one suite rented for them in Car 17. The
Grientos have the other suite in Car 17.
* Car 19—First-Class Lounge: The “caboose” of the train, the
First Class Lounge is a richly-appointed bar. There are plush
seats, wide windows, and a piano for entertainment. Portraits of
the magnates of the Avery Coast line adorning the walls. A server
and chef named Kov staffs the bar here, and cooks most meals. An
old woman named Doris performs cheerfully on the piano, but has
a good read of the crowd’s mood and is never a bother. The children ask a myriad of questions about famous people and how the trains work.

Meera Chedwik |

hi guys, sorry for the delay.
Rolling hp
1d8 ⇒ 1
1d8 ⇒ 1
1d8 ⇒ 8
1d8 ⇒ 6
1d8 ⇒ 7
Need to fix the profile layout , it's just the dump from Hero Lab.
Fluff to come.
Zeitgiest feat is Gunsmith.

Angus McCormick |

Hello to all
I am once again in the market for replacing a player:
Campaign:(Started in 2013 and still playing)
Red Hand of Doom Recruitment tab
Rule Set: ADD 3.5
Books allowed: Phb, Phb2, DMG, All complete, All Race of, DragonMagic, Spellcompendium, All Environmental, No psionics, No Race of Ebberon+Faerun
32 point Buy,
Alignment: All except, CE, NE, LE
Race: Elf or 1/2 Elf
Class: No dragon shaman /(on the top of my head)
Level: 6th, 5000 gp
Hp / level: 1/2HD +1hp (round down)
Looking for 1 or 2 Characters
DM Note: Enemy are intelligent,organized and ruthless, if you fall they WILL try to finish you off. NO NPC has resurrection spell available in Elsir Vale. If you die you might be able to play a NPC(as is) if unlocked in the story.
(you will be a upcoming member of an elven camp/town and therefore should be a class that is somewhat integrated in the community

Isaac Kgmetrepersecondsquared |

There is a website bug that is preventing new posts from being listed in your campaign tab. They are working on it. I don't think it will be fixed until tomorrow. They have a fix but didn't want to launch it right before going home.
Here is the thread I have been reading regarding this.

Meera Chedwik |

hey Gents,
As I informed our esteemed GM, I'll be stepping away from this campaign for various reasons...all personal and none a reflection on yourselves or GM Edwin.
GM Edwin has graciously extended to me the opportunity to return at a future date, so I won't close that door.
Happy Zeitgiest-ing!
A parting post coming to gameplay...

Dreaming Warforged |

hey Gents,
As I informed our esteemed GM, I'll be stepping away from this campaign for various reasons...all personal and none a reflection on yourselves or GM Edwin.
GM Edwin has graciously extended to me the opportunity to return at a future date, so I won't close that door.
Happy Zeitgiest-ing!
A parting post coming to gameplay...
Sorry to hear...
Hope you can make it back soon.