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

Ber


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Shot Putter Funkmeister

Angus, Cretien


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

?: 1d6 ⇒ 2

Guys/gals, what city should we get a teleportation assist in? Trekhom, Nalaam, Sid Minos, and Vendricce are the choices. Cretien would coordinate with the others in the party so as to not double up on contingencies in any one town. For instance, he would not choose a town where we already have Docker assistance.


Shot Putter Funkmeister

What about week 6?


I'd suggest Vendricce, as a getaway alternative.


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

vendricce sounds good


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13
GMEDWIN wrote:
What about week 6?

so far Cretien has successfully:

busy work/paper trail
arranged for our passports/visas
put some finishing touches on our aliases
arranged for one teleportation mage

sleight of hand: 1d20 + 14 ⇒ (8) + 14 = 22

Cretien goes about getting further visas and documentation, in particular some teleportation visas.

RE: teleportation town: also it comes to mind that we would want a town somewhere other than the last town to be able to teleport us, to maximize the lost time that we would make up... then again, if the town we can teleport out of is too far away from where we get boondoggled, that would take time to get to... is there a timeline of our trip with a list of stops and whether boats are available at those stops? It would be helpful in decisions.


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

Week 5

Angus goes for the closing on small smuggling ring case in the Cauldron Hill/Nettles Area.

Diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17


Shot Putter Funkmeister

Train Brochure Boats, there are boats out of Beaumont, Cherage, Orithea, Trekhom, Sid Minos and Vendricce. Nalaam is in the mountains. The other point is you can only teleport in Orithea, Trekhom, Sid Minos, Nalaam, and Vendricce because Danor is in the dead magic zone.

GM Sturfff

Spoiler:
: I: 1,1,1,1,1,1,1,1,1 II:1,1,1,1,1,1 III:1,1,1,(2),1

Angus is able to complete the case versus the bandits in the Nettles/Cauldron Hill area, there is a large office party as a result of the big arrest. The staff seem pleased that part of the city wasn't destroyed or the office for that matter, for once.

Johnathan is able to successfully get a low level RHC member on the train. You can choose a class for 3 level member to be on the train so just tell me.

Cretien is able to successfully get the special visas on the identities to enable teleportation. He has checked them thrice and look like they will pass muster.

Falko has a little bit more success this week but a couple of the details seem to not be getting remembered.

Week 7 Last week


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Fighter


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

Week 7

Diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18

Angus will work to hopefully get a fellow HRC agent hired on the security detail of the train

Eyes on the Train. (Diplomacy)


Shot Putter Funkmeister

Everyone except Angus

PLease take a gander at the applicants and tell me what you think we need. I am pretty sure I know but give me an idea that would be great.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

i havent tracked them all, do you have a brief summary of who is putting in what and if theyre complete?


Shot Putter Funkmeister

no... I think there is only one complete...


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Helping with finishing touches.

Kn.Arcana: 1d20 + 8 ⇒ (16) + 8 = 24


Falko, convinced by Cretien's arguments, prefers to have another teleportation arrangement available, this time in Nalaam, as it lies far from the coast. For the week, he makes effort to see it happen.

Know. Arcana: 1d20 + 10 ⇒ (20) + 10 = 30


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

i'll take "Enclaves" for 800, Alex


Shot Putter Funkmeister

Which city?


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

i'm having a hard time following what all we have and where. if someone has an infographic, that would be helpful. Barring that, i would choose a city we have nothing in, if one exists.


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Shot Putter Funkmeister

Nalaam teleportation, Teleportation in Vendricce, Contacts in Cherage, 2 first level character on the train and one 3rd level character on the train, contacts in Sid Minos and Trekhom. You don't have anything in Orithea... somebody please take note of this stuff for me. If you want to use these things you should take responsibility for it.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

i'll put our enclave contingency in orithea then


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GM Stuff

Spoiler:
: I: 1,1,1,1,1,1,1,1,1 II:1,1,1,1,1,1,1 III:1,1,1,(2),1,1,1

Angus has a sinking feeling that there is a delay in getting the documentation out and that the contact won't be able to get the job before you get there.

Johnathan completes the work on the passports and gets the visas properly organized for the entire group.

Falko was able to telepathically set up a meeting with a mage in Nalaam and has been able to set up a contingency plan with him if the party needs to get there quickly.

Cretien is able to get some contacts set up in the Danoran enclave in Orithea.

85th of Autumn 500 AOV: RSS Roscommon
On the night of the night of the 85th of Autumn, Delft wishes the party luck, and then they set out aboard their ship.

Delft starts and says, "Gentlemen, I have seen you have done a great job keeping this mission secret and you have plugged some security gaps and Angus has snuffed out a smuggling ring. Some of our agents have gotten their hands on some interesting info about the train as well as those people who should be on staff for your trip."

TRAIN PLAN

Johnathan

Spoiler:
you note that one of the golden
motes of Urim has disappeared, likely devoured by Nem. This heralds a change in fortune, and promises secrets will be revealed.


Delft continues and says, "First, I know you have been wondering but Asher has decided to take a position back with the RRN at the behest of Lord Viscount Chief Inspector Nigel Price-Hill, so he will be going to Slate for some further training and get on with his naval career. Secondly, I would like to introduce you to Constable Ashweather Huxley. He is a Flinter and had been sent on a mission to Sid Minos and has recently returned to Flint and I thought his knowledge of Chryssilir would be an asset to your team. Plus, he is not known to the Ob like you are so he has been doing his own preparations for the mission. Is there anything else you need from me before you shove off?"


Asher Holmes Hp 48/48 AC 18 (+12 Perc; +7 Init; Fort +5, Ref +12, Will +4)

Huxley nods his head as Delft introduces him, "Thanks sir. No questions on my end" He pauses and looks to his new companions and decides, They look like they can handle themselves. Best start with introductions. Aloud he continues with a small wave of his hand, "You can call me Hux. It will be a pleasure to work with you all on this assignment. I've heard a lot of good things." With a slight grin and a raised eyebrow he asks, "It will probably help me if you tell me your names."


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

"You can call me Cretien. Professor of Arcanomechanical Theory over at Pardwight."


Asher Holmes Hp 48/48 AC 18 (+12 Perc; +7 Init; Fort +5, Ref +12, Will +4)
Cretien Dufrene wrote:
"You can call me Cretien. Professor of Arcanomechanical Theory over at Pardwight."

Hux nodded his head in greeting at the tiefling while he wondered, A real professor or is that just his cover?


Falko extends a hand and says: "Be welcome Hux, I am Falko. You probably know it already, but it's worth repeating: We've lost a fair share of colleagues over the last few months; most of them friends... So yeah, Hux, glad to have you with us. Just don't take stupid risks."


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

Indeed Welcome Constable. You can call me Angus McCormick says the heavily armed elf Have you been up to things on our mission ?


Asher Holmes Hp 48/48 AC 18 (+12 Perc; +7 Init; Fort +5, Ref +12, Will +4)
Falko Escheus wrote:
Falko extends a hand and says: "Be welcome Hux, I am Falko. You probably know it already, but it's worth repeating: We've lost a fair share of colleagues over the last few months; most of them friends... So yeah, Hux, glad to have you with us. Just don't take stupid risks."

Hux returned the man's firm handshake, "No worries, I plan on living."

Angus McCormick wrote:
Indeed Welcome Constable. You can call me Angus McCormick says the heavily armed elf Have you been up to things on our mission ?

"Thanks Angus and Yes, I've been briefed. It seems I'm to be working with the Kings newest heros," Hux responded.


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Constable Holbrook is a young man with messy dark hair, and a messy RHC uniform. Not tall, and very skinny. His eyes are brown and unremarkable. He has a vulnerable, sad smile. Something seems odd about him, his mannerisms, the way he speaks. Seems shy, but genuinely nice. Something about him makes you want to help him. Even with an RHC crossbow he doesn't look threatening at all.

He offers a thin, weak hand--and a matching smile. "Johnathan."

If Hux shakes his hand, he'll wipe it on his shirt after and avoid eye-contact.


Delft says, "Ok, I am glad you have all met but you should really use your cover IDs, you don't want to get figured out by the Ob or even the Danorans, Drakrans or Chryssiliri. Is there anything else I can answer for you before you set off."

He then spits a wad of his chaw off the side.


Asher Holmes Hp 48/48 AC 18 (+12 Perc; +7 Init; Fort +5, Ref +12, Will +4)

Hux returns Constable Holbrook's handshake, "Nice to meet you. He raises an eyebrow as Johnathan wipes his hand on his shirt but otherwise make no comment.

ACI Stover Delft AKA GM wrote:

Delft says, "Ok, I am glad you have all met but you should really use your cover IDs, you don't want to get figured out by the Ob or even the Danorans, Drakrans or Chryssiliri. Is there anything else I can answer for you before you set off."

He then spits a wad of his chaw off the side.

"Of course best we get used to our cover IDs, from here on out I'm Asher Holmes."

Just going to use this alias


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

"Ah, and I am Cephas Mulheer."


The ship sets out on a seven-day voyage west into the Yerasol Archipelago, then north to Beaumont. It’s a well-trafficked merchant route, and though your ship flies Risuri colors, Danor’s navy is not supposed
to attack.

Aboard the Roscommon in the Yerasol Archipeligo. 89th Autumn 500aov, 7pm. Unbearably humid and sticky.
The evening sun is low on the horizon on the fourth day of your journey when the captain points across the bow at an island up ahead and to the left. ‘ that is Axis Island?’ he says.

The memories of Joseph, Wintry, Mithas and Merle come back to Cretien, Johnathan, and Angus as you pass the island

The route through the Yerasol Archipelago gets a bit dicey in a few spots, and every captain has his favored stations of passage. Captain Rutger Smith is still glum about having to captain this slow merchant ship instead of the RNS Impossible, but he steers the small craft fatalistically, puffing on his cigar, and swearing at his skeleton crew.

‘There’s a small but significant chance we’ll sink on the coral here’ he shares brightly. ‘A gnome ranger named Colmarr died here many years ago when he sailed too close to the reef and cracked his keel. The wreck lies split on either side of the cove over there on that steep wooded island called Rivenstone’. Talking about death always cheers the captain up. 'We'll stop in the cove to berth for the night. It's called Colmarr’s Folly’.

Falko

Spoiler:
Meredith has been excited during the whole of the preparations for this spy mission but seeing Axis Island, she perks up and says, "Falko, we should really get the captain to stop at Axis Island, I mean there is so much archaeological finds being made there."


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Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan stares at Axis Island the whole way past.

When the captain makes grim predictions, Johnathan speaks up plainly, "We won't sink on the coral."


Shot Putter Funkmeister

Captain Smith says, "Don't worry constable Holbrook. I got you to Axis last time and I got you fellas to that underwater thing a couple months back. I should be able to pilot this baby through this stuff."


Asher Holmes Hp 48/48 AC 18 (+12 Perc; +7 Init; Fort +5, Ref +12, Will +4)

I hate traveling by sea, Hux thinks as the ship rises and fall in the open sea. It doesn't help matters when people start talking about shipwrecks and reefs. Feeling sick he asks the captain, "How much longer before we make land fall."


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Angus McCormick wrote:


As for secret identity and since we heading for the Archeological identity here is my idea. As you know Since the Great Malice adherent of the Clergy conquered part of Elfaivar. Ever since there has been expeditions into was is left in these land in order to recover magical artifacts, tomes of knowledge etc. And the clergy, i am sure keeps a watchful eyes for things connected with their ancient victimes. Vendricce is the major city where many expeditions leave from. We recovered some real artifact and during the Arms Fair we uncovered a black market deals for ancient weapons and items. So maby we can use that as well. So my idea is for me to mingle in that aspect and create that false identity. An Black Market Dealer with an a secret interest in things from the former elven land. That has joined the Archeologist's expedition How does that sound?

That was Angus summarizing things neatly a few pages back.

Once aboard the ship, Falko will let a slim goatee grow on his chin. Once the beard has built some sustainability, he will curse loudly at everyone on board as he walks to Angus and asks him to assist him in shaving his head. Now bald and with a goatee, he looks quite meaner as he produces a whole new set of clothes and what looks like a new rapier. Moving away from the usual white silk vest and crimson vest, he has selected light grey-blue shirts and a learher jerkin he got drom a Danoran tailor and his wide hat has disapeared.

With a convincing Danoran accent, he bows and presents himself: "Gauthier de Nevereth, scholar-assassin for hire, may you always offer the best deal!"

Xambria:
"A fantastic idea! But it will have to wait after we complete this mission I'm afraid..."


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Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien is solemn on their pass of Axis Island, looking to the few remaining members of their initial group and then looking to the members added later, as if making a comparison for which there is no answer.


Shot Putter Funkmeister

The Captain says, "Well, we should land in Beaumont in three days time on the 1st of Winter. For you magic types, be aware tomorrow in the evening we will be entering the dead magic zone. Constable Dufrene would probably have better ideas on the subject than I."

Falko

Spoiler:
Dr. Meredith seems to pout in your head.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

1d20 + 13 ⇒ (13) + 13 = 26
that 13 is for planes, but if arcana is more appropriate it is +14 instead of 13


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

Indeed the dead magic zone he says looking vaguely in the distance. Most of the party can see that he is a little bit shaken at that prospect or at memory of what happened to make it so


Shot Putter Funkmeister

Cretien

Spoiler:
Within Danor’s borders, magic quickly seeps away. Spells with a casting time
of more than 1 round cannot be cast within Danor. Static benefits of magic
items function normally over the short term (i.e., you won’t have to recalculate
the stats on your character sheet). However, most activated powers of items
don’t function, and after a number of weeks equal to the item’s level, its magic
will be drained away entirely.
A creature’s own innate magical powers still function, such as any spell-like
ability granted as a racial ability.


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

"The innate powers of creatues function still, though I don't think any of us have those. Anything taking more than a few seconds to cast won't work. Items that have a constant magical function work still, but if the item's function only comes about when you use it directly, it probably won't. And let's not tarry more than we need, as all items will eventually have their magic fully fade."


Asher Holmes Hp 48/48 AC 18 (+12 Perc; +7 Init; Fort +5, Ref +12, Will +4)

Hux listens to the talk about the dead magic zone and is excited, That evens the playing field a bit.

Aloud he utters hopefully, "The quicker we get through this dead magic zone the sooner we arrive at out destination."


Shot Putter Funkmeister

Could you guys tell me basically what you will be doing one the ship during the trip. A sentence or so would be satisfactory. If you want to elaborate that is also cool


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

Cretien will mostly be worrying the entire trip. Checking and double-checking his gear, performing inventories, looking over the railing into the water, staring at any nearby landmasses or ships with a telescope.


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

Enjoy the rid as much as possible the last 8 weeks were hard. Help the crew if possible


Claude Waithe M Human Sorcerer (6) AC 15+2/14t/13+2ff, HP 53/53, Fort+6, Ref+5, Will+6, Init+7, Perc+4

Johnathan hides during the day, and sleeps on the deck under the stars at night. He particularly avoids Hux (for whatever reason).

The only person he talks to is Cretien, and only in whispers.

Cretien:
"I hate this place. I feel so helpless without my power...I feel like a normal person," he confesses at one point. "The magic comes from my blood, why doesn't it work here..."


During the sojourn, Falko works on his beard and new attire, making sure he remains as dashing despite the extreme makeover he's going through, but that takes but a few hours every day.

Otherwise, he tests a spell every day to see how it fizzles and pops, both curious and worried, and checks his magical gear as well.

Finally, he spends time with the crew, curious about their story, their tales, legends, and pieces of seafaring lore, but also their craft, wondering if he won't one day retire on a ship...


Tiefling map Armiger (Machinehead) 9/ Aristocrat 1 // AC 26/22/15 / HP 62/84 / F +10 R +11 W +9 / Init. +3 / Perc. +15 / Sense Motive +13

jonathan:
i'd answer Jonathan but GM says we arent actually in the dead magic zone yet. ask me again when we are, i've got an answer

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