
Alistair Goswick |

Hello, all! GM Edwin was just kind enough to invite me to this game. I'm very excited to join, and can't wait to get into it.
I'm not sure how much you folks talk OOC (there are a LOT of posts after 4 years), but I'm happy to introduce myself, answer any questions about my background/gaming history, etc.

Isaac Kgmetrepersecondsquared |

To all my games:
My wife had an emergency c-section at 6 am EST this morning at 35 weeks and 45 years old. Robbie is 3 lb 11 oz and in the NICU. Both are ok.
I don't know what kind of access to here I will have for the next while. I don't have a smart phone or laptop currently. Please bot me as needed and if you feel the need to remove me, I won't be offended. Things are going to be hectic the next few weeks but I do intend to return to my games.
Thank you.
L.R. Stewart

Dreaming Warforged |

To all my games:
My wife had an emergency c-section at 6 am EST this morning at 35 weeks and 45 years old. Robbie is 3 lb 11 oz and in the NICU. Both are ok.
I don't know what kind of access to here I will have for the next while. I don't have a smart phone or laptop currently. Please bot me as needed and if you feel the need to remove me, I won't be offended. Things are going to be hectic the next few weeks but I do intend to return to my games.
Thank you.
L.R. Stewart
Amazing! All the best for your new life!

Falko Escheus |
Reposting to find more easily. Feel free to add to it.
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Train Staff
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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
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Boarded in Beaumont
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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.
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Boarded in Keskay
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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."
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Boarded in Cherage
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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.
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The Train
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* 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.

Alistair Goswick |

Hey folks, I want to thank you for letting me into this game. It's certainly been a new and fascinating experience that has shown me a lot of cool new tricks and ideas for my own games.
That being said, I just accepted a new job that starts next week, and will give me a LOT less free time than my current employment does. So I need to stop a couple of games so I don't overdo it and burn out.
I'd like to bow out of this, and I wish you all well in your adventures. Thank you again.

Falko Escheus |
It's under the Intimidate skill: demoralize.
Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Falko Escheus |
Catching on Fire
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, since the heat and flame from these come and go in a flash.Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he’s no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
If I read this correctly, everyone who caught on fire got another 1d6 ⇒ 1 damage, then 1d6 ⇒ 4 if they have not extinguished themselves. Sorry for the confusion. I'll add more info next time I use the spell.

Angus McCormick |

Posting this to all my game:
My Internet Account / computer has been hacked (randsomeware) about two weeks ago. i had to change phone number / IP /reinstall computed etc..
Just got back online. give me two /3 days to get everyone up and running and backlog of game thread

Cretien Dufrene |

stealth: 1d20 + 3 ⇒ (15) + 3 = 18
Cretien tries to keep a low profile.
board acting crappy and getting an error in the gameplay thread that treats my posts as if i previewed them rather than posting them

Euphemia 'Femi' Ferka |

Greetings! I look forward to joining you all and hope I'm at least helpful. ;)

Falko Escheus |
Welcome back Tenro!
Executive summary:
They were on to us. They lured us with illusions to this island of no return, but Ottavia, which led the luring, seems swayed by our plea and our arguments that Luc Jierre might be doing something useful, but that giving it to the Obscurati is the best way to turn it to evil.
So she's leading us through the underground prison of the island to drink potions and find our way back to the train.
Oh, and we have two new recruit. RHC agents that were brought to the island.
GM, does that sound about right, more or less?

GMEDWIN |

Just want to mention that the infernal bleeding takes -2 from your HP every round. Until the wounds are staunched. There are also at least six more legionnaires that you have passed on your way here that your characters have seen.
Belcamp has not taken much damage at all and he is lethal.