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

Here is the gameplay thread as requested. I figure we will get into the full swing starting Monday Morning. So that people who on the weekend generally don't post get in at the same time.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Dot


Shot Putter Funkmeister

It is spring of the year 500 A.O.V. (After Our Victory). Seven years after the end of the Fourth Yerasol War, the shipyards in Flint have completed the first Risuri warship powered solely by steam engine, not sail. It is rumored that Your monarch, King Aodhan,will be coming to Flint to witness the official launch of this mighty vessel.

Being from Flint and keeping yourselves well-informed through your own string of contacts, it is said that the new vessel is Wooden-hulled but with a heart and skin of iron, the Royal Naval Ship Coaltongue should act
as a deterrent against future aggression from Risur’s enemy across the sea, the nation of Danor.

It is early evening and you all would rather be going home but you know that King's visit has put everyone on edge and the group of you feel left out of the action without an ear to upper workings of RHC. You have worked with each other on and off over the past few weeks and are waiting outside of your direct superior's office, Assistant Chief Inspector Stover
Delft. You have also assisted in the canvassing of a list of people unbeknownst to you why exactly but you assume it has to do with the King's visit.

Basically, RP your characters getting to know each other better before you are called in for a meeting


Male Human Fighter (Pole Arm Master) / 2: HP-25, AC-20/13/17 (+2 Per, +2 Init, F+5 / R+2 / W+0)

Man. I'm getting too old for these double shifts. Merle walks up to the door of the office and pauses for a minute, turning to view the area around the office for any suspicious activity...Old habits die hard.

He sees a couple of other guards he has had some contact with in the past, and nods and makes eye contact with them as they assemble.

1d20 + 1 ⇒ (13) + 1 = 14 Perception (General Area Awareness)


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

There seems to be a breeze that keeps her pale blue hair from ever quite being still, though you can't see any other sign of air moving. She raises her staff in greeting to Merle and walks over to him, her step light even after a long shift patrolling the street.

"You got called in, too?" she says, looking at hte door to the ACI's office. "I hope it's nothing serious."


F Dwarf TN Gunslinger L1 ***INACTIVE***

From the corner of the room, seated on one of the old, battered chairs lining the slightly grimy wall of ACI Stover's office antechamber, Agfritha snorts quietly in a failed attempt to hide her chuckle at Sagosmer's comment.

"I doubt that he-who-must-be-obeyed has summoned us here just for laughs, miss. Not when there's obviously going to be a number of us at this meeting. My guess is that we're all about to get our first real assignment."

Aggie has the grace to look a little embarrassed by her comment, perhaps realizing that she has little idea of just how experienced the others in the room are compared to herself, "Well, I'm hoping it'll be my first assignment with some meat and bones to it, at any rate."


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

A grim looking half-orc stands at ease, his RHC uniform still neat and spotless, even at this late hour.

"They don't call in this many agents on a lark. I'm sure whatever assignment Assistant Chief Inspector Stover has called us in for is of the utmost import."


Shot Putter Funkmeister

Merle

Spoiler:
The guards seem a bit antsy but The King's arrival can do that


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

oh i didnt see we had a gameplay going.

Cretien walks in, and seeing those he is familiar with, gives a courteous greeting. Seeing the grime on the chairs, he takes off his cloak and lays it over a chair before sitting down. He pulls out a little notebook and looks at it for a bit, looking up only when people enter the room or to engage in conversation.


Shot Putter Funkmeister

Elnore, Stover's secretary, comes out of Stover's office with a large note pad and quill in her hand and moves toward her desk in front of Stover's office. She then stuffs her paperwork into one of the drawers, smooths her skirt, sits down on a chair, and crosses her legs and says, "You can go see go in and see the AC."

And she points to the wooden door.


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, perfect timing," says Cretien. He stands up, stuffs his notebook in a pouch at his waist, grabs the cloak and moves toward the door while folding it over his arm.


F Dwarf TN Gunslinger L1 ***INACTIVE***

Aggie gets up and follows the blue-furred tiefling through the doorway. Upon entering she pauses out of long habit and throws a salute at ACI Stover, a half-smile creasing her lips when she realizes that she is doing so, before moving over to one side of his office, positioning herself so that she has a good view of both the doorway and any windows looking out of the office.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Mithas follows the other two into the Assistant Chief Inspector's office.


Male Human Fighter (Pole Arm Master) / 2: HP-25, AC-20/13/17 (+2 Per, +2 Init, F+5 / R+2 / W+0)

Merle lets the eager pups enter first, then follows the group in last in line.


As you walk into the ACI's office you see your Supervisor staring out the window off into the dusk overlooking the train tracks. Without turning he says, Be seated!

Using his cane as an anchor he turns around fairly crisply clicking his heels together with a loud tock as the wooden heels of his riding boots make contact and echo throughout the room, without missing a beat a large wad of tobacco stained spit exits his mouth tinging a very audible bell sound as it rims the bronze spittoon to the left of his desk. He then uses the cane to pull his chair from behind his desk and then leans it to the side where it is noticeable maps of the North Shore and a folder with big letter stating CoalTongue.

He sits down sucks a little juice from his teeth and then starts, "Well it's great to see you all here, however we need some extra help with the launch tomorrow, there is a rumor of a potential riot so I need you guys to do a little digging and see if you can gather me a threat profile of potential hazards to our King..."


F Dwarf TN Gunslinger L1 ***INACTIVE***

Is the shipyard in which the RNS Coal Tounge is being constructed in the Bosum Strand or elsewhere?

"This rumored riot, any indications of foreign involvement in orchestrating it, sir?" Aggie remains standing while speaking, "Or do you suspect radical Dockers? If you're sending us out to make further inquiries you must already have some information, however tenuous, that you could share with us?"

Knowledge (local) to see if Aggie has already heard any such rumors?: 1d20 + 5 ⇒ (4) + 5 = 9 Obviously not!

If pre-emptive dice rolling like that is not acceptable, sorry and just let me know to wait until asked in future. :)


Its ok to preemptively roll, The ship was constructed in the central district at the royal shipyard.

Delft looks at Aggi and says lowering his voice a little while closing the window, At about fourish today I wanted to grab a quick danish, anyhow, casually saw an active mark on an old marking spot of mine, but well, I can't remember for the life of me who wrote it because well I haven't run any agents in years, my position is rather overt anywho, I checked the tree where the dead drop would be and got a message about tomorrow's launch. Shoot could be any number of things or people.

He then hocks a nasty lugey into the same spittoon from before making another loud ting.

So, hit up your standard haunts, shake the tree a little and put together a profile or profiles for the fellas on duty tommorrow.


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

"Interesting. I suppose I will have to see what the intellectuals over at Pardwight have to say about it. When do you want this report on your desk?"


Stover scratches his head in frustration and says, " Look, son, you are in the RHC now, the elite, the creme de la creme, once given admitted we trust you, until you throw a monkeywrench in the works..."

He then coughs and then gathers his composure and says softly, "Obviously, I want a copy of the profile er or s for your AAR, but most importantly is for our field officers for tommorrow... Any other questions?"


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

Confused, Cretien replies, "err, Okay."

I'm not sure I will ever really understand what these type A folks say.


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

Biting her lip, amused by Cretien's apparent confusion, Sagosmer leans over and whispers, "He wants it it time to brief the guards for tomorrow."

"I'll see what the scuttlebutt around the barracks is, Sir," she says, speaking to the AC. "See where there's been an unusual amount of trouble, or an unusual lack of it."


F Dwarf TN Gunslinger L1 ***INACTIVE***

"I can make inquiries around the Dockyards and the Bosum Strand. This is urgent, but how much of a ruckus do we risk making at the moment, sir?" Gesturing towards the windows, and by implication at the sprawling city beyond, Aggie frowned. "If we start kicking over too many anthills this close to the King's visit, and haul in all and sundry for interrogation, we could precipitate a riot ourselves. So we have to work fast, but also quietly. Am I wrong?"


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 stands back up after leaning in to hear Sagosmer. "Ah, I see. That makes sense."


Stover says,"We don't want to unduly stress out our populace, talk to your network of informants, former colleagues, childhood friends and the like, have a drink, and plug yourself into the grapevine, obviously if you stumble upon an act in progress bring someone in but, at this point, it is all rumor so don't do anything foolish.


Basically before you turn in for the evening, I want you to do a skill check to gather information, be creative and descriptive. All of these inquiries are informal and I want you to describe in detail what your character will do to get the information.

Delft continues, Gather this information for me and then meet up at the bridge about an hour before the launching kicks off. Any further questions if not, Good Luck!!!


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 leaves the office when the others leave. With that, he takes his spare time tonight to ask around the library and cafeteria at the Pardwight University.

gather info at the university: 1d20 - 1 ⇒ (1) - 1 = 0


F Dwarf TN Gunslinger L1 ***INACTIVE***

Heading back into the Bosum Strand, the area of the city she knows best due to years serving on the local police force, Aggie will spend the rest of the day asking old informants and police contacts what they may have heard about a possible riot being organized for tomorrow. She will be at the bridge tomorrow an hour before the Coaltounge is launched as directed by ACI Stover.

Knowledge (local): 1d20 + 5 ⇒ (17) + 5 = 22
Diplomacy: 1d20 + 0 ⇒ (11) + 0 = 11

I rolled Knowledge (local) in the hope that you might allow a bonus for a successful roll towards the Diplomacy check to gather information?


Male Human Fighter (Pole Arm Master) / 2: HP-25, AC-20/13/17 (+2 Per, +2 Init, F+5 / R+2 / W+0)

Merle heads down to some of the taverns and boarding houses that retired, or decommissioned soldiers tend to hang out. He asks about opinions not only about the launch of the Coaltongue, but general opinions about the King, and his involvement.

1d20 + 4 ⇒ (12) + 4 = 16 Profession Soldier

1d20 ⇒ 17 Diplomacy


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Taking his leave, Mithas heads down to the slums of Cauldron Hill. Inquiring politely with those inhabitants he knows to be on the up and up, and twisting the arms or those less savory elements of society, he taps his information network, looking for rumours of trouble regarding the Coaltongue's launch.

Gather information: 1d20 - 1 ⇒ (7) - 1 = 6
Intimidate: 1d20 + 7 ⇒ (12) + 7 = 19


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

Sagosmer makes conversation around the barracks, looking for anything the other guards might have encountered that they wouldn't have immediately noticed was suspicious.

gather info: 1d20 - 2 ⇒ (9) - 2 = 7


Shot Putter Funkmeister

Cretien did not have any luck at the university and assumes that nothing is amiss amongst the students

Sagosmer concentrated primarily on her contacts with veterans still in the military and she is unable to come

Aggie, Merle, and Mithras

Spoiler:
Dockers are usually burly working men with eclectic fashion and are angry about how the city treats them. Primalists have particular hairstyles, wear sandals, and adorn themselves with druidic religious icon, believers in the old druidic faith—angry at all the
new industry.
Fey saboteurs are typically elves or half-elves
with impeccable grooming from their rituals, though they often try to
hide this by dressing in soot-stained clothes can be agents of the fey terrorist known as “Gale,” who might try to
sabotage the ship.
War veterans will usually
be either in the mid- to late-twenties, or late-fifties/early-sixties, usually in better fighting shape than common citizens. who might target the ship’s tiefling designer

You awake after your research and arrive an hour before the event. The Royal Homeland Constabulary has been called upon to provide security,
and has spent the past several weeks working to make sure this event goes off without a hitch—canvassing the docks, performing background checks on the guest list, coordinating with the local police to set up a perimeter around the royal docks, and following various directives of your superiors.

Now, as a warm breeze off the sea mingles the scents of elaborate floral
decorations with the pervasive coal soot that always hovers over Flint, you’re at
the first of two checkpoints, working with Flint police to let in a crowd of local
citizens who just want to line the streets and cheer their king.

You have to look for possible threats out of hundreds of men, women, and scampering children. Work together and with the police to canvas the whole crowd. First someone has to brief the police and then you need to canvas for threats, your characters can be creative with their skill checks. So pick your tactic and which of the four quadrants of the crowd you will be searching for the first ten minutes. The briefing takes place an hour before the launch, and then you can you a skill. Please do not be afraid to rp.


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 wouldn't have anything of note to brief the watch with, considering he found no information of value from his contacts.

perception: 1d20 + 4 ⇒ (17) + 4 = 21

Cretien will stand in the back quadrant on the left as one faces the ship. He will look around through the crowd members looking for hostiles, based on what he hears from the morning brief made by one of the other characters. His mechanus will be still nearby, with a tarp over it and tucked under the corners so that people cant lift the tarp.


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

I'm guessing I was unable to come up with anything helpful, rather than prevented from returning to duty. If I'm mistaken, disregard this.

Being more scholarly than observant, Sagosmer has the police keep an eye out for elves in the crowd, particularly those wearing sooty clothes, and alert her to any groups of such elves, so that she can look them over for any signs of suspicious magical tom-foolery. She appears somewhat distracted throughout the morning, occasionally muttering to herself and then staring into space for long periods of time.

Hoping that the police will add to her Perception rolls, and keeping Detect Magic up (duration of concentration, up to 1 minute, so repeated castings). I assume I will detect a great many magical things throughout the day, so the spellcraft roll may be to identify the one that matters, or to discern a false alarm. Trying to play to my strengths, such as they are.

Perception: 1d20 ⇒ 17
Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20


Male Human Fighter (Pole Arm Master) / 2: HP-25, AC-20/13/17 (+2 Per, +2 Init, F+5 / R+2 / W+0)

Merle picks the quadrant closest to where the King will be appearing, and gets as close to the ship as he can, looking back and surveying the crowd. If possible he will find a stack of crates or barrels to stand on to give him the advantage of height.

Once he has procured his location, he uses his professional soldiering skill to determine where he would lead an attack, if he was planning one...pinch points, ambush spots, advantageous terrain, and pays particular attention to those.

Scannning the crowd he spots one of his old drinking buddies, High Ball Pete, and motions him over.

"Hey Pete". "Exciting day huh"? "Say can you do me a favor and stand over there". Merle says pointing to an area of obscured vision for him. "If you see any troublemakers, you could give me a shout, or throw this scarf up in the air so I can see it". "I'll treat you to a few pints if you can help me out".

He also directs some local police to some of the areas he feels might make good attack grounds, just to be on the safe side. Then he settles back to watch.

1d20 + 4 ⇒ (6) + 4 = 10 Profession Soldier

1d20 + 1 ⇒ (8) + 1 = 9 Perception


F Dwarf TN Gunslinger L1 ***INACTIVE***

Since she's more comfortable with the local police, Aggie will step up to do the briefing. "Shut up, settle down and listen in. RHC brass has gotten a tip-off that provocateurs may try to instigate a riot at the launch of the Coaltongue today. Although we haven't been able to confirm the rumor, the RHC is taking this possible threat seriously, and with the King present today, that means you're going to take it seriously as well."

"Pay close attention to the crowd out there this morning. You're looking for anyone acting out of the ordinary, trying to conceal weapons or other objects like alchemist's gimmicks, potions or whatever. Focus on the usual suspects, radical Dockers, fey-sympathizers, or disgruntled veterans. If you see anything suspicious, let one of the RHC agents here..." Aggie points out her follow constables to the police being briefed, "... know about it as soon as possible."

"That being said, try not to go overboard if you have to confront a suspect yourself. With the King present, a riot is the last thing we want, so don't start one yourselves by being too heavy-handed or clumsy with the public, at least not until it's obvious that some sort of crap is about to go down. We want to prevent any incident before it starts."

Pausing to catch her breath, Aggie spares a tight smile for the small audience of police officers at the briefing. "Apart from that, you're all experienced officers, or you wouldn't have been assigned for this detail. Get out there, do your best, and if you spot potential trouble, let us monkeys in the RHC know about it immediately so we can do the heavy lifting. Thanks for your attention. Dismissed!"

Seeing that Cretien has positioned himself to watch the left-hand, rear quadrant, and that Merle is handling the quadrant closest to where the King will be appearing, Aggie will concentrate her own efforts on the right-hand rear quadrant.

Perception to notice anything suspicious or out of the ordinary in that area: 1d20 + 6 ⇒ (4) + 6 = 10

Sense Motive to realize that anyone in the crowd is behaving oddly: 1d20 + 7 ⇒ (8) + 7 = 15

With Sagosmer occupied with searching for magical threats, that should leave the last quadrant for Mithas to cover?


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Mithas covers whatever quadrant is left.

He co-ordinates with the other officers in the area and circulates through the crowd. He keep an eye out for anything out of the ordinary and glares fiercely at anyone who makes eye contact, hoping to flush out anyone with a guilty conscience. He pays special attention to anyone that might fit the description of the troublemaker groups their evening canvassing uncovered.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Intimidate: 1d20 + 7 ⇒ (7) + 7 = 14
Sense motive: 1d20 + 7 ⇒ (18) + 7 = 25


Shot Putter Funkmeister

@ Sagosmer, part of my text got chopped off, sorry... I had written "Sagosmer concentrated primarily on her contacts with veterans still in the military and she is unable to come up with any dissenters among those veterans still in the military

You’ve picked out about twenty people of interest, but you need to separate the innocent parade-goers from actual threats. So how do sift through the 20 to find the right ones?

At this point, there are about twenty minutes left until the checkpoint is scheduled to be opened, and the crowd allowed onto the bridge. Messengers bedecked in the heraldry of the king have begun distributing lyric sheets for the royal anthem, and anticipation of the citizens continues to build.

Damn my text got chopped off a lot. Each skill takes 10 minutes and you only get 3 skill checks, Ok I need one more skill check from Sagosmer, Aggie and Merle and 2 from Chretien @Mithras, I am going to incorporate the checks in the best order for the party


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

having little else in the way of useful skills when it came to this sort of situation, Cretien relied on his keen eyes to pick out any possible threats.

perception: 1d20 + 4 ⇒ (3) + 4 = 7
perception: 1d20 + 4 ⇒ (12) + 4 = 16


F Dwarf TN Gunslinger L1 ***INACTIVE***

Aggie continues to examine the people in her area for any sign od potential trouble:

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Sense Motive: 1d20 + 7 ⇒ (16) + 7 = 23

Calling over a nearby police officer, she asks "Do you know if the bridge itself has been thoroughly searched?" If she doesn't get a satisfactory answer, she will call over another two officers and start a quick search of the bridge herself, just in case.


Male Human Fighter (Pole Arm Master) / 2: HP-25, AC-20/13/17 (+2 Per, +2 Init, F+5 / R+2 / W+0)

Merle surveys the suspicious groups, and tries to determine which might be the most dangerous. He then moves towards that group, in an attempt to circumvent any trouble.

1d20 ⇒ 12 Sense Motive


Shot Putter Funkmeister

Cretien

Spoiler:
You are able to scan the crowd and discern a suspect and her name is Coulton, she seems to fit the bill. How do you go about talking to her and seeing if she is a real threat or not?

Aggie

Spoiler:
Being at home in the crowd of dockers, you mingle with them like they are your own people, walking the beat like a champion. The child of a good friend of yours heard you discuss the kind of behavior that looks suspicious and points out two men, one named Mercliffe and the other named Iscalio, how do you separate him from the crowd and see if he has ill intent?

The others are able to pull of to the side a varied group of individuals but it becomes apparent that "The Gale" and the non-docker groups have nothing planned or at least their leadership is not present in the crowd.

The Government sends out half a dozen messengers to hand out lyric
sheets of the royal anthem, to make sure people get the later verses correct. The excitement begins to build in anticipation.


Male Human Fighter (Pole Arm Master) / 2: HP-25, AC-20/13/17 (+2 Per, +2 Init, F+5 / R+2 / W+0)

Merle confiscates one of the lyric sheets and reviews it for anything unusual.

1d20 + 1 ⇒ (10) + 1 = 11 Perception


F Dwarf TN Gunslinger L1 ***INACTIVE***

Again calling over a police officer to accompany her, and to act as a possible backup and witness, Aggie approaches the two men in the crowd. Smiling as she walks over towards Mercliffe and Iscalio, but with one hand resting on the top of the warhammer tucked in her belt, her first action is to assess their behaviour for herself.

Perception to notice any objects they are trying to hide: 1d20 + 6 ⇒ (4) + 6 = 10
Sense Motive to judge their behavior and intentions: 1d20 + 7 ⇒ (5) + 7 = 12
Bugger. Not a good moment to get some crappy dice rolls. :p

Waving to the police officer with her to remain just behind the pair, Aggie steps around in front of them, her fixed smile still in place. "Good morning gents. Royal Homeland Constabulary. Please come with me for a moment, we're conducting random spot checks in the crowd. Part of the security measures today, as with the King making an appearance, we can't be too careful. Your co-operation will ensure that this will only take a minute, then we can have you back here so that you don't miss out on hearing his majesty's speech. This way, please."

Aggie's next actions depend entirely upon how Mercliffe and Iscalio react to her attempt to separate them from the crowd.


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 get a few police to accompany him to get Coulton.

what exactly about her made me suspect her?

Cretien will approach the suspect. "Good Morning, Miss. RHC Constable Dufrene. We've got some information that places you in harm's way for some shady goings-down this morning. If you would like to accompany me to the checkpoint for a few questions, that would be great."


Shot Putter Funkmeister

Could you both give me diplomacy checks please? She was passing out altered lyric sheets with anti-royal slogans


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

diplomacy HAHA: 1d20 - 1 ⇒ (3) - 1 = 2


F Dwarf TN Gunslinger L1 ***INACTIVE***

Diplomacy: 1d20 ⇒ 5

To quote Cretien... "HAHA"! Diplomacy, not Aggie's strong point.


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

initiate Bad Cop/Bad Cop!! haha


Shot Putter Funkmeister

I would gather less Bad Cop/Bad Cop but more incompetent cop

Aggie is able to discern that there is two people to be concerned with before she steps forward to speak with Mercliffe and Iscalio, they notice her and upon ineffectual diplomacy they wink at each other and run off.

Cretien walks over to Coulton and pulls out his pencil and paper to write down things for the interview and drops his pencil on the ground and Coulton shrugs, gives a hearty laugh and runs.

Aggie and Cretien chase their suspects through the crowd where the impatient crowd is starting to go through the checkpoint. The crowd notices the police chasing suspects and then opens wide on the bridge becoming an immoveable force that stops the three suspects and Aggie and Chretien on the bridge. Mercliffe and Iscalio get further along the bridge and realize that they cannot move further and shrug with despair and the fists come out. Coulton sees her compatriots and stops short to face Chretien fists also out. The crowd seems even more excited by the new entertainment.

GM rolls

Spoiler:
Aggie Initiative 1d20 + 5 ⇒ (15) + 5 = 20, Chretien 1d20 + 3 ⇒ (15) + 3 = 18, Longshoremen(Coulton, Mercliffe, Iscalio 1d20 + 4 ⇒ (9) + 4 = 13

map

The rest, you here the excitement, you can either help out your comrades or continue your search

Round 1

Aggie, Chretien, Longshoremen


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

free action "Mechanus, defensive protocol, activate!" basically, telling it to follow me over there. if i had to give chase, i would have the mechanus with me (helps thin the crowd out) but i would understand if you had it use a move action or something this round to get over here.

here is an image of the closest thing i can find to my mechanus

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Background
Steam and soot darken the skies above the city
of Flint, and winds sweeping across its majestic
harbor blow the choking products of industrial
forges into the fey rainforests that dot its knifetoothed
mountains. Since the earliest ages when the
people of Risur founded this city, they feared the capricious
beings that hid in those fog-shrouded peaks,
but now, as the march of progress and the demands of
national defense turn Flint into a garden for artifice
and technology, the old faiths and rituals that kept
the lurkers of the woods at bay are being abandoned.
The Unseen Court, the Great Hunt, and the many
spirits of the land long ago conquered by Risur’s
kings no longer receive tribute, but they cannot
enter these new cities of steam and steel to demand
their tithe. The impoverished workers who huddle
in factory slums fear monsters of a different breed,
shadowy children of this new urban labyrinth. Even
their modern religions have no defenses against
these fiends.
Times are turning. The skyseers — Risur’s folk
prophets since their homeland’s birth — witness
omens in the starry wheels of heaven, and they warn
that a new age is nigh. But what they cannot foresee,
hidden beyond the steam and soot of the night sky, is
the face of this coming era, the spirit of the new age.
The zeitgeist.

Extrapolation

I found the Zeitgeist AP fascinating and thought it would be fun to run. It is a fantasy/steam punk setting, which can be challenging and that's why I think it will be awesome. In the Zeitgeist campaign, your charactersserve in the Royal Homeland Constabulary
of the nation of Risur, protecting the country
and its citizens from foreign threats lurking
within its borders. During missions of espionage
and assassination, your duty will be to root
out hostile spies and pursue international conspiracies.
As you learn more of your homeland’s
own secrets, however, your loyalties may be tested,
may even be turned, and you may find that
it is you whose hand controls the gears of the
turning age. Please check out the Players Guide and primer for information on the setting and things.

To keep things simpler, the pantheon of gods will be that of Golarion although this setting is not on Golarion. All Paizo accepted and interesting 3pp will be allowed if I can get my hands on the information. I am looking for 5 gumshoes...

Character Creation: 20 pt buy system, 2 traits, and 1 Theme, which should assist in articulating a backstory from the Zeitgeist Player's guide.

Since the RHC is an elite Police/Spy Agency/Militia Hybrid, answer me which police officer/soldier or spy from fiction your character would be closest to and why/how?


Here is a character I made up for a Zeitgeist game that never got off the ground. He's been in Cryogenic storage since then.

Dark Archive

Expressing interest. I've not partaken of a zeitgeist game. I need to draw up a character.


I'm interested, but would this be a PbP game or real-time using a VTT?


i am also interested! i tried to run this AP via maptools ages ago and it didnt get very far (not even halfway through the first book)

as for which character he is closest to, i'd have to say sherlock holmes! although i dont imagine my character will be half as good as he.


It would be a PBP game...


good, i dont like maptools.


Hi GMEDWYN,

I was looking at your JR campaign. How do you run combat? I can post regularly (every day), but not necessarily at any time, because of work and other commitments. Would that be a problem?


I will draw up a Technologist.

If using pathfinder classes: i will draw up a Rogue, either the Chameleon or Investigator archetype. most likely Human.

Dark Archive

I am very interested in this game, but I would like to play some 3pp classes. Do you allow some or any of the following: Spell-less Ranger by Kobold Press, Talented Fighter and Talented Rogue by SSG?


Dotting for interest.


After having browsed through the Zeitgeist Player's Guide, I'm dotting for interest. Steampunk is a favorite of mine, although I've never before heard of this setting. Will ponder a character and post under an alias soonish.


might go Machinesmith (3PP) if allowed.


I think it would be very interesting to play a Skyseer druid.

Will need to look into it more, but the character as he stands right now... the closest spy character is Frank Martin, the Transporter.


Combat, I do by turn... if i have the time or better said if there is a map available I use it and I wait 24 hours before botting a character in combat to keep the game moving.

I understand that people have different time schedules and I would gather that most are at least 4 time zones away from where I am. I also think its fine if a character retroactively responds to something to keep rp going. Hitting the pavement talking to sources and finding informants are very important pieces to this game.

Remember to look at the themes in the player's guide and check out the setting. Themes are mega traits which I think flesh out your character and link you to the setting. btw, everyone should have one.

Technologist sounds cool,

Nightflier, which one do you want?


Very fascinating.
Must investigate in more detail, but I think a Yerasol Veteran Magus.

And without question, Nick Charles.

Dark Archive

I would prefer Spell-less Ranger.


Then do it my friend... Make the backstory good.

I would like to keep the game going briskly and have a post rate of about once per day more is definitely ok.

Dark Archive

I will have the character ready tomorrow.


Interested. :)

I'm looking at a Rogue with Gunsmith (Multi to Gunslinger at 2nd or 3rd level...)


Stat block for Aggie is complete. Background will follow shortly; I need to go over the Zeitgeist Player's Guide again for details and links.


settled on a Danoran Tiefling Machinesmith. I've got the beginnings of a backstory swirling in my head. just making sure he fits in with RHC as somewhat of an outside consultant (after having lived near Flint for a good amount of years).


what kind of wealth are we starting with? i am thinking of buying a modest carriage if i can afford it.


and would Rich Parents be allowed?


Background:
Sagosmer's mother lived in one of the many valleys of the Cloudwood, hiding from powers she never spoke of. She told Sagosmer when the girl was still a child that her father was a refugee from Avilona, and that he had gone on his way not long after the child was conceived. The girl grew up fascinated by the high mountains and by magic, and had an unremarkable childhood.

When the fourth Yerasol war began, she lied about her age and joined the fight. Her mother was heartbroken, but to Sagosmer, it was an opportunity to escape a dreary life in a dull village. It was also a chance for her to learn magic. Shortly after arrival in the archipelago, she found out that war was not a grand adventure, but a desperate struggle for survival against horrors of magic and technology.

The armies suffered defeat after defeat, and Sagosmer survived, but saw her friends and comrades die by the dozens. In the final battles, she dropped her sword and shield, picking up a staff and fighting with magic, and managed to save the lives of several members of her company. Though the battle - and the war - were ultimately lost, the girl from Cloudwood had found a sort of heroism in herself.

On returning to Flint, she found a Magus who understood what she had discovered, and used her pay from the war to apprentice herself to him. Now, she has completed her training, and has found a place in the Royal Homeland Constabulary.


stats:
Sylph Magus
Sylph Magus (Hexcrafter, Staff Magus) 1
NG Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d8+4)
Fort +2, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 35 ft.
Melee Quarterstaff +3 (1d6+4/x2)
Magus (Hexcrafter, Staff Magus) Spells Prepared (CL 1):
1 (2/day) Shield, Ray of Enfeeblement (DC 14)
0 (at will) Detect Magic, Prestidigitation (DC 13), Brand (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 10, Int 17, Wis 10, Cha 7
Base Atk +0; CMB +3; CMD 16
Feats Quarterstaff Master, Toughness +3
Traits Magical Lineage (Shocking Grasp), Reactionary
Skills Acrobatics +2, Climb +1, Escape Artist +1, Fly +5, Knowledge (arcana) +7, Knowledge (planes) +7, Ride +1, Spellcraft +7, Stealth +5, Swim +1; Racial Modifiers +4 Stealth
Languages Aquan, Auran, Common, Elven, Ignan
SQ air insight, arcane pool (+1) (4/day), hex arcana, spell combat
Other Gear Chain shirt, Quarterstaff, 150 GP
--------------------
Special Abilities
--------------------
Air Insight +2 rounds duration when summoning air subtype creature.
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hex Arcana You can substitute Hexes for Magus Arcana.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Quarterstaff Master Use a quarterstaff one-handed
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.


Tenro's character, checking in.

Appearance and Background:

Cretien Dufrene looks like most tieflings, save he is considerably more savage looking. He is covered in short, coarse blue fur and sports horns on his head that are larger and more numerous than many of his race. Furthermore, his mouth is lined with teeth that are considerably sharper and than his brethren, and the bottom row often protrudes thanks to a significant underbite. Even more unique are his stunted wings, which although small, are covered in well-kept feathers ranging from black to violet to dark blue. In contrast to his extremely bestial appearance, Cretien prefers to dress in finer clothes to help put people at ease, and speaks with a soft, even tone.

Cretien is one of several scions of House Dufrene, a prominent seat of power in his native Cherage. His family was one of several that began the push for industrialization in Danor, and they rode that train to prosperity. Having hit somewhat of a plateau, Cretien decided that the only way to further improve upon the industrial foundation already laid out was to find a way to combine the magic that his nation sorely lacked (however little they lamented such) with the industrial machines that were slowly becoming more complex.

Having a firm grasp on mechanics, Cretien cast his lot outside the nation of Danor and towards Risur, a nation that yet had the magic he sought to study. There he took on a position in somewhat of an exchange program at Pardwight University, wherein he tought the fundamentals of advanced engineering and sat in on a variety of subjects regarding arcana. It was here that he toiled in the small hours, eking out minor prototypes of arcana-infused machinery. Finally, he achieved what he originally set out to do: to make a complex machine animated by magical energies. Envigorated by his newfound success, he took what he considered to be the apotheosis of his studies here and sought oppotunities to test it in the field.

It was while seeking these opportunities that he was signed on by the Royal Homeland Constabulary (RHC) to work for the nation of Risur. He didn't mind working for another nation, he held no plans to return to Danor soon nor did the background check on him reveal any nefarious dealings that would suggest him to be an enemy of Risur. Indeed, his loyalties were to his work first, family second, all else last. Even so, it wouldn't surprise him to discover that the RHC still has him under close observation. His work for the RHC consisted primarily of consulting work regarding engines, devices, and arcana.

Although people aren't quick to trust Cretien, likewise no one would suspect that he works for RHC, save those "in the know".

all that i need to have this complete is:

a.) a yes/no on the Rich Parents trait
b.) if Rich Parents is a no, then guidelines on wealth (Average? max? etc.)


Tenro the rich parents trait is ok.

Sagosmer, what is your theme is it Veteran?


Finally came up with a brief background story for Aggie which gives her a reason for wanting to join the RHC in Flint. I hope it's suitable.

GMEdwin asked for applicants to say which detective or spy from fiction our characters most resembled, but to be honest Aggie doesn't really resemble any of the ones I'm familiar with. Personality wise she's probably closest to the portrayal of Detective Deborah Morgan from the Dexter TV series (no, I haven't read the books)... maybe.

If I'd styled the character after my favorite fictional detectives, it would have ended up either as a Sherlockian clone, a parasol-wielding, sassy egyptologist (Amelia Peabody/Elizabeth Peters), or a cynical, anti-authoritarian private informer (Marcus Didus Falco/Lindsey Davis).


Hmmm sounds interesting

Think I'll work up a inquisitor with the spirit medium trait. Should have it up in the next day or so.


Agfriti, I like your story so far, some info about your character in Flint would be great.


GMEDWIN wrote:
Agfriti, I like your story so far, some info about your character in Flint would be great.

If you mean I should extend the background to expand a little on what Aggie has done since arriving in Flint, what district she's living in, how she is trying to behave herself... no problem, I'll expand on it shortly.

If that isn't what you meant...? :P


Yup and how the RHC became aware of her.


Cretien's sheet is complete.

His role has become more of a "Dr. Watson" than a "Sherlock" as he is more of a focused expert and less of an investigator.


GMEDWIN wrote:
Agfriti, I like your story so far, some info about your character in Flint would be great.

I've now expanded the background a little to explain what Aggie has been doing in Flint since arriving there and why the RHC may have recruited her. It's still brief but I can build on it later if you like the foundations of the story.


Though not a detective I would put Merle in the "Jack Reacher" role.


GMEDWIN wrote:

Tenro the rich parents trait is ok.

Sagosmer, what is your theme is it Veteran?

Oops, sorry.

Yes, Veteran, and my detective is likely to be the Continental Op (Red Harvest)


Merle what is your theme?

We got a Ranger, Fighter, Machinesmith, and Magus, so far...


Sounds interesting....any race restrictions?


nope, but read the player's guide for help...


Just for the record, although I sent a PM to GMEdwin about changing my build to urban ranger, Agfritha will be starting as a Gunslinger (pistolero), then multi-classing with Ranger (urban/skirmisher). I hope that's acceptable.

Dark Archive

I am still working on my character, but I should be done soon.


I would like to throw Mithas Aran into the running. He's a half-orc inquisitor with the Spirit medium theme. As is, he'll focus on intimidation and using non-lethal damage so as to bring his targets in alive.

As for inspiration, I'll go with Sam Steele of the Royal Northwest Mounted Police.

@GMEDWIN: What's the starting wealth? Also, out of curiosity, how gun heavy is this AP? From reading the player's guide they seem pretty commonplace. Can we expect most of our enemies to have them?


Zeitgeist Player's Guide pg 5 wrote:

While the city of Flint sits under a haze of coal soot, its streets illuminated

at night by gaslight lanterns and its ferries powered by steam
boilers, the majority of Risur remains at roughly a Renaissance level of
technology. Soldiers carry alchemical pistols as back-up weapons, and
elite fusilier units carry muskets and carbines, but aside from the occasional
new rail line splitting the countryside, most citizens of Risur never
see any of the new technology that is changing the world around them.
To be clear, though, there are no automobiles, electric lights, or flying
vehicles. Most firearms still are muzzle-loaders, and rifles only exist as
custom creations of innovative gunsmiths.


Sorry. Yerasol Veteran. It was worked into his background...but I didn't list it in the profile.


Just for the record in this campaign all damage will be nonlethal unless the player states he or she is out for the kill, with no penalties for doing nonlethal damage as long as your character is part of the RHC, however if you choose to be a consultant damage will be normal and enemies will die at 0hp its due to the special law enforcement training of the RHC.

The themes part are very important and add an extra level to your character and have important story elements later.

I would equate firearms in this setting with Europe during the 30 years war, if Wallenstein or his enemies were in town you would see guns but most people wouldnt have them. Metagaming, a few encounters will have them.

Average wealth would be fine to start out, the RHC pays well with stipends and the like.


Ah i meant for my character to be part of the RHC, i just used consultant to describe what it is he does, as he isn't a good investigator. i wasnt trying to avoid being part of the RHC (dont want to be the one outside the group in that respect)


Understood, this game should be real fun, good combat, intrigue, mystery and some good politicking later on. I want to keep it open until Saturday, I want to give it the grit of the Wire with the spycraft of Smiley(see either The Honorable Schoolboy or Smiley's people) and the action of The Unit all in a fantastical steam punk setting.. I am pumped!


GMEDWIN, what's your opinion on artificer


Sounds interesting to me... make a character, give me a backstory...


Still intrigued and lurking.

Thinking of a scoundrel type (Magnus Pym from A Perfect Spy), or a low-profile/high-thinking type (Smiley from Tinker, Taylor, Soldier, Spy).

For the operative type, I was thinking bard, Sorcerer (Rakshasa bloodline) or inquisitor/monk, among other things...

For the "Brain", perhaps wizard or cleric, but I'm still thinking!

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