GMF's Zeitgeist Campaign

Game Master Fanguar

Current Maps:
City of Flint

Current Combat Map

Date: 3nd day of summer


301 to 350 of 367 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Bryn: I did look those over and at first glance nothing really jumped out.

Looking again now...

Coordinated Attacks may have its use. (ignoring concealment)

Fighting Spirit gives you a combat feat.

Shout of Warning as you have mentioned could be of use. How often are folks flatfooted outside of a surprise round?

Sphere of Influence has possibilities +1 to all checks of one ability score. looking at your skills Int, Wis, or Cha.

Those are what stand out for me. Wanting to help the part is nice... but an extra feat... can be just as helpful.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Take them Alive might be useful for allowing us to fight full-force while still wanting someone not-dead. Messer can do so anyway, and is geared for non-lethal combat, but it could be helpful.

Sphere of Influence on Intelligence, Dexterity or Charmisa could be really useful, yeah.

Those are the two I'd go for, I think.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Thanks for the input. What I didn't want to do was to spend actions trying to provide bonuses for certain action and then have folks not take advantage of them.

Fighting Spirit/combat feat is always a nice default option, but I'd really like to push the support aspect of the class since that's what distinguishes it from a fighter.

However, given what we've seen so far, Take them Alive probably makes the most sense. At least it'll provide the mechanics for what a police force should probably be doing most of the time.

I always have Level 4 to select another anyway...


I'll post the intro to the next adventure shortly. But a couple of things first:

1. As part of your character's job, you'll be submitting reports on you activities during the mission. Please let me know if you are withholding information or want to make any special commendations, complaints, etc.

2. Similarly, the expectation is that the PC's will be returning all requisitioned items to the quartermaster, as well as turning in any 'loot' that was found. If you ever plan on not reporting any items and keeping them instead (taking trophies/souvenirs, as it were) please let me know.

3. The whole of the next adventure takes place within the city of Flint, which is detailed in the player's guide. Totally optional, but if you so wish, you may make up a few NPC contacts in the city that your character is familiar with. It is your home city, so you all should be pretty settled in place there.

4. Lastly, please finish leveling up if you haven't done so yet.


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

This is Millicent.

I figure that she had been transferred to Flint a month or so prior to the group's journey to Axis Island and would have been acclimatizing to the new city and the Royal Homeland Constabulary within.

Millicent's History

Under the history link I have give three other personages for contacts/those helpful to Millicent. (but will include them in the spoiler below)

Contacts:

Hogan (unknown-looks human/male/unknown age)
Hogan is a homeless man who can most often be found in the Central District of Flint. Millicent saved his life with healing magics after finding him in an alleyway. Since that day they have been friends. Millicent will from time to time bring him some food or take him for a meal. She respects Hogan enough to not preach to him about how he chooses to live and has learned that Hogan fought in the last war and has not been right since. He had a wife and daughter, but what happened to them remains unclear. Hogan has become a great source of information as he often sees or hears what is happening or knows who of the homeless community that can.

Jada Dourstone (dwarf/female/43 years old)
Jada is an up and coming reporter of the Risur Review, a respected newspaper within Flit. The pair met on the ship that traveled from Slate to Flint and became fast friends. The pair have actually found a small apartment and live together as roommates.

Constable Eric Wrinick (human/male/26 years old)
In the past months that Millicent has been in Flint and learning the new community, she has run into Constable Wrinick many times. While not friends at this time, they are friendly towards one another. He has helped her find her way and with dealing with the Flint Constabulary.

If there are any questions/concerns/errors please let me know.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Bryn is updated to Level 2 now.

Summary:

+1 previous skills
+1 ref
+1 will
+1 BAB
Take them Alive
Consul (Knowledge Nobility for Diplomacy)

(1) Bryn won't hold anything back in his reports this round.

(2) Bryn will return borrowed equipment as well.

(3) I'll try to take a look at the guide and see what I can come up with. I'd almost prefer some random tables to throw together an NPC personality :)


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

1/ Alsah also will write her reports as accurately as she can

2/ If questioned about it, she will say she disagreed with the disposition of Nathan, but she will not raise the issue

2/All requisitioned equipment is returned

I will have to think about the contacts, but one will be the skyseer who trained her


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Messer's taken a level in Dreamthief Rogue. Lots of extra skills and class skills, +2 to Reflex, and the abilities of a Dedicated Phantom. Primary that's a little boost to some skills and a +2 to Hit and Damage against the last person to attack me.

Messer's report will be accurate, and he has no interest in trophies. The last one's permanently replaced a limb, after all.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

• Reports everything that happened. Nothing else to add at this time.

• Items returned

• Contacts above or within history of Millicent.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Here's a couple of contacts for Preach.

Johnny:
An orphan like Preach but younger, Johnny works as a runner, sending messages and ferrying items mostly in the docks area but also downtown. This is a hard life, the pay is bad and runners can be territorial and he can ill afford a day off even when ill. Preach tries to look out for the lad, sporting him a proper lunch usually at least once a week. Now and then Johnny passes on rumours usually about violent crime which has become depressingly common.

Claire:
Another orphan Claire is of an age with Preach, she's done well for herself working as secretary for a big industrial firm. They where briefly an item some years back but it didn't work out and they lost contact for a while but about a year ago Claire's boss needed the RHCs help with a series of thefts and Preach was one of the constables who investigated the crime. Claire is a terrible gossip and often has wild stories that often have a grain of truth in them. They meet up about one a month after work for drinks and dinner along with Claire's friends who find the idea of RHC romantic and pester Preach for stories much to his annoyance.


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8
GM Fanguar wrote:
One benefit of success is that you each have had your quartermaster requisition allotment increased from 1000gp to 2500gp for future assignments.

To clarify does that mean a total of 2500gp or + 2500gp of what we have presently?


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

items requisitioned
wand of cure light wounds 100 charges 750gp
Scroll of mage armour x4 100gp
Wand of Sleep 100 charges 750gp
MW Manacles 50gp total 1650gp

She may ask for more later

Contacts:

Mother Alice (druid) guided her into becoming a skyseer. A somewhat crotchety lady, with a good heart. Dislikes technology

Agatha the herbalist (maybe witch, Alsah is not sure) Alsah found her in the market and struck up an odd friendship after she helped her with some stolen items being returned. She knows alchemy (but is not an alchemist)

Roger the quickling. Not actually a quickling. A scamp (likely a rogue) has helped her from time to time. Somewhat mercenary, she has sometimes healed him after misadventures. Alsah is more like his contact, sometimes. He does owe a favour.


Millicent Hargrave wrote:
GM Fanguar wrote:
One benefit of success is that you each have had your quartermaster requisition allotment increased from 1000gp to 2500gp for future assignments.
To clarify does that mean a total of 2500gp or + 2500gp of what we have presently?

2500gp total.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Sorry, still playing catch-up as I lost a few days due to a hot water heater burst. Downtime was replaced with researching prices, options, and scheduling.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Unfortunately the only one of us who had points in Heal was Juliet, I hope we're not going to miss anything important from the body.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Alas you are correct


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Could we bring in one of the local police to perform a medical examination?


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

when we level next, I will devote some skill points to it.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

We can ask the local coroner to help. Can't order it, though.


If I remember correctly, there's a whole prestige and favor mechanic laid out in the player's handbook, but in short, yes, you can call in support to more thoroughly examine the body, it just takes time.


Hey folks,

A good part of this adventure is the investigation into this death and the last time I tried to run this on the boards, it just killed the momentum and the game died.

I don't want to necessarily just spell things out for you all and ruin the fun, but please don't hesitate to just ask if there is anything that the PC's are forgetting to do, or for reminders of what should be done next.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Let's try and keep the tempo up. So far it all seems very intriguing.


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8
Alsah Brightmoon wrote:
Not the most diplomatic question, Millicent, but may give interesting information

Agreed 100%. But we know we are already being handled. Also the question is be the one of the last to ask Braden. Depending on how he was prepared and how emotional he is about the matter, we might get a candid answer. Think of it as asking a line of normal questions you are answering and just then that one question you should not answer but you do because it is after a bunch of normal ones and you answer almost on autopilot.

We shall see.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

I think its potentially a very revealing question, let's see where it goes. I wouldn't be surprised if LeBrix has secrets he doesn't want to share.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

We might want to tail a few of these people of interest once we leave...


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

We will have to go talk with/find Heward Sechim at his alkahest factory or the tavern.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

one then the other? Tavern first, then the factory?


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Once we've done everything we can at the embassy sure!


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

Just waiting to see the place that Nilassa went through a window and to her death… and then perhaps moving on Sechim as he is at another location (a factory or at the tavern he spends time at)


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

In case anyone is interested I'm recruiting for War For The Crown.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Cool
I will have a look


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

@ Adam: Regarding your question, we are kind of already plain clothes.

Per GM Fanguar's reply from way back:

GM Fanguar' wrote:
The RHC does not have a uniform. They are effectively a spy agency so going incognito is kind of their thing. You do have a badge and ID, so you can flash your credentials when you need to.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Ah I'd forgotten that, thanks!


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

GM Fanguar

3 locations per day, unless there are other factors, sounds reasonable.

I went through the prestige in the player's guide as well as what we would gain through character themes.

This also does not account for any prestige/disfavor we may have gotten from other factions.

Prestige

+2 * Flint. The citizens of Flint.
+0 * Risur. The RHC, the police, and the greater Risuri government and military.
+0 * The Unseen Court. The lords of the fey who rule in the Dreaming
+0 * Criminal. A criminal group, the identity of which is secret at the start of the campaign.
+0 * Philosophical. An ideological group, the identity of which is secret at the start of the campaign.


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

A question: Have we lost Messer? (last post here was Aug 5, 2022)


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

I assume so, it's been some time.


Thanks Millicent. I poked around and maybe I messed something up in a post, but looks like at the star of the second adventure, all the prestige should be 1, except for Flint which is two because we have a Docker. I'll put it in the campaign tab.

Re: Messer. Looks like it. Four PCs is fine, so I don't want to bother with a recruitment at the moment. Though, if any of you know any good players that would be interested, feel free to invite them. The nature of the early adventures makes it pretty easy to drop in new PCs as needed.


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

Would the Flint be at +3 as a docker starts out at +2 plus the +1 to all of them?


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Sounds like it might, of course GM Fanguar gets to decide :)


M Drakr Dwarf Alchemist (Chirurgeon) (Eschatologist) L2 | AC 16 (T12FF14) CMD 15 | hp 16/16 | F3 R5 W0 | Init +2 | Perc +5 (Dkvsn 60') | Bombs 5/5 | Inspiration 3/3 | Status: OK

Dr. Kortemir Runemace here, possible reserve member.


@Millicent: is the docker reputation bonus +2? Apparently, the second adventure reputation starts at +1 for all, plus theme bonuses. If I gave out any in the previous adventure, I was in error. Turns out you could only lose rep for messing up, not gain any.

@all: Say hi to Dr. Runemace. Their player reached out to me asking if we needed another warm body. They will be attached to the party the next in game day back at HQ, which makes sense considering all the alchemical samples you've picked up recently.


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

@ GM Fanguar: It does indeed start at 2

"... If you choose Docker’s Jank as your character’s theme feat, the party’s Prestige with Flint starts at 2 instead of 1. ..."

The others that have prestige are Vekeshi Mystic starts at +2 with Unseen Courtand Yerasol Veteran Risur starts at +2 (which we had, but characters that have since departed)

@Dr. Kortemir Runemace Welcome!

I have added you to the Skill Tracker google doc to see who has what.


M Drakr Dwarf Alchemist (Chirurgeon) (Eschatologist) L2 | AC 16 (T12FF14) CMD 15 | hp 16/16 | F3 R5 W0 | Init +2 | Perc +5 (Dkvsn 60') | Bombs 5/5 | Inspiration 3/3 | Status: OK

*waves*
You will have seen me in the background at HQ, a background nobody wearing a lab coat and delivering lab reports and autopsy results to you.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

hi. I feel your skills will be useful


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Welcome!


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

Apologies for going a little deep into social order. Went down a small rabbit hole with that one and all that followed it. :)


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

The same here. Deep philosophical stuff


Human Bard Lvl 2 AC 14/12/12 / HP 21/21 / F+1, R+5, W+3 / Init. +2 / Perc. +5 / Sense Motive +8

Happy Holidays to all!


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Merry Christmas


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Happy holidays everyone! The season has been keeping me busy, so sorry about the lack of posts. Also, I will be traveling the first week of the New Year, so please feel free to bot Bryn as needed.

Otherwise stay safe, enjoy the time with the friends and family, and best wishes for next year!

301 to 350 of 367 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GMF's Zeitgeist Campaign Discussion All Messageboards

Want to post a reply? Sign in.