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

Later that night one or two of you go into Boone's room. You see a suite similar to yours. A large bed that hasn't been used. A vanity, a book case, a desk two oil lamps. On a hanger on the door with the next day's suit and cravat. You see a trunk and a grip as well as a garment bag. There is a waste paper basket.


Cast Heroism before setting out.

The RHC agents share the work and examine the room with caution, looking for something missing, something out of place.

Falko focuses his attention first on the whole room...

Detect magic.

Then concentrates on the trunk.

Perception: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33

If I find a trap: taking 10 for 28 on disable device.


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Isaac follows the others into the room and begins searching it starting with the waste paper basket.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Meera follows the other into the room , then stands looking about. She strides over to the vanity and checks the draws and cubbies for anything of interest...

Perception, plus inspiration: 1d20 + 13 + 1d6 ⇒ (19) + 13 + (5) = 37

Then spying the hanging suit, checks it's pockets...

Perception, plus inspiration: 1d20 + 13 + 1d6 ⇒ (1) + 13 + (6) = 20


As I read this, my brain just read: Perception, plus inspiration = Perspiration...


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

perception: 1d20 + 9 ⇒ (15) + 9 = 24

Cretien focuses on the bookshelf to search.


Shot Putter Funkmeister

GM Rolls

Spoiler:
Heroism 1d20 ⇒ 6, Detect Magic 1d20 ⇒ 7,

Falko

Spoiler:
You do not detect any magic in the room whatsoever, which makes sense considering that Boone was a tiefling from the Dead Magic Zone of Danor.

Cretien

Spoiler:
What you find on the bookshelf is one of Miller's philosophical treatises, a book on the life of Heid Eschatol and varying brochures of local restaurants and bars.

Meera

Spoiler:
You are able to find Boone's passport which looks relatively unused. Having about 5 stamps coming and going from Danor and the Malice Lands. You also find 30 Danoran gold pieces, some loose Malice change mostly silver and electrum.

Isaac

Spoiler:
You search the wastepaper basket and what you find a couple of little bottles of Danoran Wheat Whiskey but nothing else.

Falko

Spoiler:
You unlock the trunk and on the inside you see enough dapper clothing for two weeks of travel and you find some loose ammunition for the pistol as well a notebook.

Winter Job Journal Fall AOV 500 day 27

+ Principal boards train Beaumont: Winter day 11
+ Meet Dwarf board train in Keskay
+ Monitor and protect Principal on train to Cherage
+ Buy ticket for Keskay to Vendricce
+ Bree direct supervisor but not principal, principal older tiefling
+Cherage get further instructions

=== Winter 11 ===
+ New principal tomorrow, tiefling and elf..
+ Old principal is dead in Flint?
+ Await instructions in hotel in Orithea for evening.


"Sh!t..." comments Falko as he takes in the information found in the journal. He pockets the journal for now.

GM:
Silly question: what does Winter 11 mean?


Shot Putter Funkmeister

11th day of Winter, Which is when the train left Beaumont. In game it is the 12th/13th of winter.


Shot Putter Funkmeister

You guys make it back to your hotel rooms safely and begin to discuss what you had found.


Falko puts the journal on the table and opens it to the important pages.

Winter Job Journal Fall AOV 500 day 27

+ Principal boards train Beaumont: Winter day 11
+ Meet Dwarf board train in Keskay
+ Monitor and protect Principal on train to Cherage
+ Buy ticket for Keskay to Vendricce
+ Bree direct supervisor but not principal, principal older tiefling
+Cherage get further instructions

=== Winter 11 ===
+ New principal tomorrow, tiefling and elf..
+ Old principal is dead in Flint?
+ Await instructions in hotel in Orithea for evening.

Falko speaks out loud, thinking as he speaks, his mind and tongue racing: "Lots of agents on this train... Now, who's the Dwarf from Kersay? And who's the older Tiefling? Sounds like Boon was not from the sect, but a hired hand of sorts. Who uses those words: principal, supervisor? And here he mentions a new principal, saying the old principal is dead. Does it mean the first part refers to a pas event? Is the old principal Bergeron? Who did he meet in Orithea? Did you see someone Isaac?"


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Meera peers at the list of items on the pages, "Hmmm, 'Bree direct supervisor'...sounds like the Bree was in charge. Could they be part of an organization such as ours, the language here suggests so. He discusses a principle that he was monitoring and protecting...this older tiefling. Then he was to get another principle...tomorrow. "


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Isaac thinks for a moment and then says, "I think he was following someone. He picked up a lady in the bar here and then went to The Effervescent Cup after stopping on the bridge over the tracks for a while. He then left the and headed toward the night market but stopped and made out with the lady for a bit while Luc and Ottavia passed. Then he headed to a hourly inn, slipped out and found a lady of the evening and that's when I had to step in."

Does anyone have a list of the people on the train somewhere. I'm getting a bit confused about who is who."


Shot Putter Funkmeister

Bree, Elanor, The Grientos, Verbulak, Boone(RIP), Cardiff, Luc, Ottavia,


"Hmm... Recal the note: Leave after me, wait at the bridge until principal passes, make way to bar, Efferfescent Cup. Wait, have round, leave first... meander on road to Night Market, stay, once principals pass, monitor, afterwards you are free... meet on train tomorrow. Seems to fit what Boone did. Leave after me... Who's me?"

"And who did Boone meet with in Cherage? Who was tracking him then" Falko asks out loud, his mind spinning and fuming.


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 tries to recall the answer to that question as best he can.


Shot Putter Funkmeister

It was a botted Angus


Did he see with whom Boone met?


Shot Putter Funkmeister

Angus followed Boone to the bar and got drunk with the dwarf because the dwarf insisted.


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

yes indeed in order to maintain "character" of course :)


"So, Angus, you ended up drinking with Tantalovich that night, right? Does that mean the Dwarf is related to all of this, or did Boone only find a new friend? Angus, I suggest you speak with Tantalovich once the news that Boone is missing or dead reaches us."

"Ok, now, who left before Boone. The note says Leave after me..."


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

I don't think that he is in truth. But i'll do so


Shot Putter Funkmeister

Meera

Spoiler:
You know that the Grientos(ork family), Cardiff Hedgehill(Risuri guy), Bree, Elanor and her Ward all left before Boone.


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Meera thinks back to the previous evening's event, "As I was watching our Dwarf Tantalovich, I saw the following 'principles' depart the tavern, " she says, tallying each on a long , slender , finger, "The Ork family, Cardiff Hedgehill of Risur, Bree, Eleanor and her ward...."


"Ok, that's a lot of people... So who does that rule out? Luc and Ottavia? Ok, we know they were going out to meet Bree and some architect. Now, I'm guessing Bree is the author of the note. Anything I forgot? Any way to confirm this? If it's the case, then Bree is likely the person we are meant to track, the person Finona Duval was meant to meet..."


Shot Putter Funkmeister

You can continue this convo, too, I will push it forward.

You all make your way to breakfast at the Inn early and then you board the train. The next morning the train leaves Orithea at 7:30 am. Up until the last minute you see Bree on the platform, eyeballing the street and looking at her pocket watch. The complement of first-class suites stays the same, and no one of consequence boards in second class. As soon as the train’s out of Orithea, Malia invites interested parties back up onto the roof of the lounge car for another round of shooting at helpless malice beasts. The same group as before shoots—Bree, Cardiff, Damata and Tarro Griento (Cardiff again attaches his briefcase strap to his ankle instead of his wrist)—plus six of the train’s guards. Of course excluding Boone. Also Jierre, Ottavia and also Elanor and her ward do not partake. The terrain changes rapidly, and creatures obediently show up and die.

Who wants to participate in the shooting and if not, who would you prefer to talk to and where will you be?


Shot Putter Funkmeister

Who wants to talk with whom?


Is Jierre on the roof and just not shooting, or is he down in the wagon?


Shot Putter Funkmeister

Jierre, Ottavia, The two female orcs, Elanor and her ward as well as the dwarf are inside the train. Jierre and Ottavia are in the 1st class restaurant car. Elanor as well.


Falko/Gauthier stays with his wards, as is his duty. He keeps an eye on everyone on the roof, making sure no one gets in danger or puts the others in danger. If someone offers for him to shoot, he just reminds them he is working.

All the while, he studies Bree. Something tells him they'll be facing her in deadly circumstances soon enough, and he wants to know how she fights.

Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19

Once this is over, he will stay near Malia as they go back in the wagon and say: "Things were quiet on my side, no sight of the madman. You think he's still on the train?"


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 aid others but has no idea as far as i know with whom he might be able to actually get anywhere. actually i could talk to Jierre, but i honestly feel like with Cretien's skills he would just end up blowing his cover doing so if Jeirre is high up in this thing


Shot Putter Funkmeister

Meera, Angus and Isaac who do you want to speak with? or do you want to shoot?


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Sorry , back from visiting family...

Meera joins the others up on the roof of the lounge car, waving away any offer of a rifle and taking up shots with her own pistols.

She exhibits quite a lot of braggadocio, as befits one Sabine deMontigny, calling out small wagers with the other shooters, cheering good-naturedly with those that best her.

In short, she's trying to create a favourable impression on those up top, in hopes of allowing her to get them to reveal something unawares... not sure what to roll....Diplomacy ?


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Isaac heads up to the roof to shoot at the beasts again but with less enthusiasm this time.

Isaac turns to Bree, "I don't seem to be able to hit the broadside of a barn today. You have any suggestions?"

Musket: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4


Shot Putter Funkmeister

Meera, diplomacy is good

Bree says, "The key is to relax. I am not a great shot either. I am more of a swordswoman. That is what I was tasked to do in the last war."


Shot Putter Funkmeister

The assumption is that Angus stays inside watching Elanor

Then suddenly, at 9am, as the train is passing through a fog-filled swampy region, the train lurches and its brakes begin to screech. Falko, Isaac, and Meera who are on the roof must make an Acrobatics check (DC 14) or fall off the side of the train (NPCs make the check).

The train travels 40 squares before stopping. Just as the train screeches to a stop, a deafening chorus of roars sounds from the fog.

Everyone roll me initiative, please.


Reflex: 1d20 + 8 ⇒ (12) + 8 = 20

Falko keeps his footing. He frowns at the roars: "Sh!t." he comments, looking at the grey wall of fog, and draws his sword.

Initiative: 1d20 + 4 ⇒ (9) + 4 = 13


Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23

Meera overhears Bree's suggestion to Issac, "She speaks true, a tense arm and hand mars the aim." she says, turing to Bree, extending a hand, "Sabine deVentigny, adventurer."

--Later --

Peering out into the dense fog, Meera is jolted as the train brakes suddenly...

Acrobatics, DC 14, : 1d20 + 0 ⇒ (8) + 0 = 8

... so suddenly, she finds herself on the otherside of the railing, sliding down the side of the lounge car.

"Wha....Ahhhh... Dammit! "

Initiative: 1d20 + 3 ⇒ (7) + 3 = 10


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

init: 1d20 + 3 ⇒ (4) + 3 = 7


Male Half Giant Hilary Bray Machinesmith 6 | AC 19 T 12 FF 17 | HP 45/45 | F +8 R +7 W +4 | Init +1 | Perc +10

Isaac manages to keep to his feet at the sudden lurch of the train and tries to grab for Meera as she goes over. "Woah! Look out!"

Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16

Init: 1d20 + 1 ⇒ (6) + 1 = 7


Should have rolled Acrobatics... Result is 23 then.
Site doesn't show new posts on my Campaign tab...


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

angus is indeed going to keep an eye on Elanor


Shot Putter Funkmeister

Bree says, "I am glad you agree. I am Bree I am a veteran trying to stay afloat." as she scratches one of her scars.

Meera, Falko and Isaac Please give me a perception check DC 25

Spoiler:
You see a lump rising in the black, swampy water below the
bridge, between cars 9 and 10. The tumescent growth rises, brackish water cascading
off of it, revealing something slick, black, and tarry reflecting the
dim sunlight. Something like a tentacle shoots suddenly out of it,
smashing through the windows of Car 10.

Meera takes 1d4 ⇒ 3 of damage from falling off the train because of the soft swamp below.

Initiative: Angus 1d20 + 1 ⇒ (14) + 1 = 15, Damata Griento and son 1d20 ⇒ 2, Bree 1d20 + 1 ⇒ (19) + 1 = 20, Elanor and Ward 1d20 + 3 ⇒ (10) + 3 = 13, Cardiff 1d20 + 4 ⇒ (18) + 4 = 22, Luc 1d20 + 2 ⇒ (7) + 2 = 9, Ottavia 1d20 + 6 ⇒ (2) + 6 = 8, Malia 1d20 + 3 ⇒ (16) + 3 = 19 Guards 1d20 + 1 ⇒ (20) + 1 = 21

Cardiff, Guards, Bree, Malia, Angus, Falko, Elanor and Ward, Meera, Luc, Ottavia, Cretien, Isaac, Damata

[ooc]Terrain Elements of the Train: Terrain Elements of the Train.
A few combats may happen on board the train itself. In these combats,
there are benches, chairs, pianos, bars, and other bits of furniture the party may interact with.
* Taking Cover. Most of the cover on the train is not large enough
to fill an entire five-foot area. However a creature can spend a move
action to take cover behind an adjacent object, such as by ducking
down behind a bench, leaping behind a bar, or scurrying under
the piano. They gain the benefits of cover against ranged attacks
coming from the other side of the object.

* Travel Between Cars. To pass between cars one must open a first
door, step across a 5-ft. platform with just a knee-high railing, then
open a second door to enter the next car. In combat a character
would have to spend a move action, and a standard action.
The doors remain open unless someone closes them by hand.
* Outside the Train. Moving along the top of a train car while it
is in motion requires an Acrobatics check (DC 10), or else the
character falls prone at the start of the movement. A character
must make the same check if it takes damage while standing atop
the train.
The windows and decorations of the sides of the train provide
plenty of handholds. Climbing along the side of the train requires
a Climb check (DC 12).
It’s quite safe to sit atop the train’s roof, since a sturdy lip
provides a good foot rest. A creature counts as prone, but can
use crossbows and firearms without penalty. Militia members
typically sit on the roofs while in the Malice Lands, the better to
shoot any malice beasts that attempt to attack the train.

Round 1
Cardiff sees what is coming to a degree and thinks about clasping the briefcase to his hands or feet and decides on cuffing them to a guardrail on the train.

The guards are dumbfounded not understanding what is going on.

Bree cups her hands around her eyes to see what is going on.

Malia screams in terror
Sense Motive for those on the top of the train DC 25

Spoiler:
You can discern that her scream was faked.

Angus, Falko

TRAIN MAP


Perception: 1d20 + 14 ⇒ (17) + 14 = 31

Lore Master to take 20 on my knowledge roll (28) to identify that thing.

Sense Motive: 1d20 + 8 ⇒ (19) + 8 = 27

"Something BAD is coming out of the swamp. It's attacking the train!" shouts Falko/Gauthier.

"Take cover! I'll see what I can do..." and he makes for wagon 10.

Double move.

Acrobatics: 1d20 + 11 ⇒ (5) + 11 = 16
Acrobatics: 1d20 + 11 ⇒ (19) + 11 = 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

requested permission to the map


Shot Putter Funkmeister

Sorry about that, I just opened it up. I thought I did that yesterday. Hopefully they fix the notification of new posts today.

Angus


Wagon 10 is the middle one? I'm guessing I haven't double-moved yet.


Shot Putter Funkmeister

I will do that after work.


Shot Putter Funkmeister

Falko

Spoiler:
By what you can see of the monster you think it is what is called a Malice Spawn and it feeds on terror and flesh but terror is what it really craves.


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

Round 1

Casting a divine Favor and draw a weapon he points to luc

go trough the next wagon find the chief of security and go get help !!! he tels him

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