GMF's Zeitgeist Campaign

Game Master Fanguar

Current Maps:
City of Flint

Current Combat Map

Date: 3nd day of summer


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Island at the Center of the World:
   Act 1: The R.N.S. Coaltongue

Risur and Danor have been at war on-and-off for two centuries for control of the lush Yerasol Archipelago that lies between them. The current ruler of Risur, King Aodhan, was just a common soldier during in the Third Yerasol War, which ended forty years ago. He captured territory for Risur, earned the respect of the military and the adulation of the common people, and even seized control of Danor’s first steam-powered warship. People of Flint still talk about the day when he single-handedly steered the ship into Flint’s harbor as a spoil of war.

The king of the time chose Aodhan as his successor, and in the four decades since Risur has gone from owning a single captured steam engine to having an industrial revolution of its own. Today it prepares to launch its first armored warship to solely use steam propulsion: the R.N.S. Coaltongue, named after a mythic warlord said to have breathed smoke and fire.

King Aodhan has come to Flint from Risur’s capitol to witness the ship’s launch.

Feel free to dot the thread, and we'll get started shortly.


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

dot


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12th of Spring, 500 A.O.V, Royal Square

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. Your monarch, King Aodhan, has come to Flint to witness the official launch of this mighty vessel. Wooden-hulled, but with a heart and skin of iron, the Royal Naval Ship Coaltongue will act as a deterrent against future aggression from Risur’s enemy across the sea, the nation of Danor.

The Royal Homeland Constabulary has been called upon to provide security, and you have 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.

Thousands of visitors have poured into the city, hoping to see the king and have been gathering for hours in Royal Square, on the mainland side of a bridge that leads to the Royal Shipyard. The police will be counting off exactly seven hundred people who will be let onto the bridge and into Fleet Square on the shipyard island so that they can cheer as the carriages of the king and other dignitaries arrive.

Working the checkpoint, you must ensure that none in the crowd are there to further their own agenda. Many citizens of Flint would be interested in disrupting the festivities for political gains. Any such disruption would be a great embarrassment to the King and reflect poorly on the competency of the RHC.

In preparation for today’s event, the Royal Homeland Constabulary has determined that four groups in particular are likely to cause trouble:

1. Dockers: Overworked and underpaid, the city's workers are reaching the point of revolt.
2. Primalists (believers in the old druidic faith): Risuri's recent industrial revolution has angered a lot of traditionalists and they've put most of the blame on the king.
3. Agents of the fey terrorist known as “Gale,”: A small local terrorist group has been targeting industrial operations and the Coaltongue would make for a tempting target for sabotage.
4. War veterans: A lot of people still hold resentment towards Danor. High profile Danoran's such as the ship’s tiefling designer, make for tempting targets.

You can’t just question the whole crowd. You need a clear idea of what appearances or mannerisms might be clues that someone’s a threat.

The first order of business is to brief the rest of RHC team and the local police on how to recognize people that fit the threat profile.

The first person to succeed check below, may share the following information with your colleagues and the local police on duty. @Alexandra: As a Yerasol Veteran you get +2 to this check.

DC13 Knowledge (History or Local) - Threat profiles:

Dockers are usually burly working men with eclectic fashion, preferring bright, flashy clothing and gaudy costume jewelry.

Primalists have particularly elaborate braided hairstyles, wear sandals, and adorn themselves with druidic religious icons.

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 workman's clothes.

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. Many wear regimental signet rings on their right hands.

@Alsah:
Last night you had a vision of a crowd, a purple ribbon, the Beran city Seobriga, an empty bed, a broken tin whistle, and a girl with a lisp singing the Risuri royal anthem. You are not sure what significance these portents hold, but you keep them in mind as you go about your actions today.


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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

The orders where clear, his Majesty was to be protected at all costs. From what was much less clear but there was trouble brewing, Preach was as certain of this as anything in his short life. A meeting had been called to discuss strategy with local police and other members of the RHC. A respectable contingent of both had filed into the room but as yet no one had called the meeting to order.

Kn: Local: 1d20 + 7 ⇒ (12) + 7 = 19

Preach's leather duster rustled as he stood up and cleared his throat before addressing the crowd, "Ladies and gentlemen, may I have your attention please!" He waited for hubbub of conversation to die down before continuing, "From the RHC, greetings! Make no mistake we have a difficult challenge ahead, but it's heartening to see so many of Majesty's defenders here. We've already seen a huge influx of people and finding malcontents is going to be like finding a needle in the proverbial haystack. Fortunately we do have a notion of who to look for..."

He went on to outline the details of the four groups from the spoiler above.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet stood, arms clasped behind her, rigid as a fencepost. Her hair was tied behind her in a loose plaited braid that ran down the back of her jacket - a finely tailored light blue short trencher with gold piping. A shiver ran down the Mystic's spine - she often found herself convulsing when ridden by one of her passengers - and the jacket, even though it was too much for the weather, helped conceal that. Plus, it was a smashing look.

Earlier in the day, in her small apartment, Juliet had spread a salt circle on the ground and ran the mantra, bringing her past self forward from beyond the veil. This self appeared as a young woman, not much older than Juliet, though more homely and certainly not as stylish. The young woman's name was Matilde, and had been a weaver roughly a century before. Juliet found her attention to detail to be superb, and for the work they needed to do today, a perceptive passenger would be useful. Matilde stood, stretched and yawned, and Juliet broke the circle, allowing the phantom revenant to roam the apartment while Juliet fixed her morning's breakfast. The phantoms liked to roam, Juliet had learned. As much as possible at least, as they were tethered to the Mystic. They could never articulate what it was like on the other side of the veil, but Juliet sensed it was a place of confinement. And soon, as they left the apartment, Matilde would be confined again, this time in Juliet's consciousness.

Blinking, Juliet brought herself back to the present. They were at a checkpoint, in a meeting, and the man, Adam - another RHC agent - was debriefing them. He seemed to have a handle on the different factions likely to cause any trouble, and so Juliet turned and gazed out the window as he spoke, looking at the crowd at the checkpoint, trying to suss out who, if anyone, was a threat. The mystic stifled a yawn and silently berated herself. She'd had the thought a few times today. No way anyone tries anything today. Too many guards, too many police, too many RHC.

sense motive to gather a hunch DC 20: 1d20 + 7 ⇒ (4) + 7 = 11


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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

The young woman has joined her fellow members of the Royal Homeland Constabulary as well as the members of the local constabulary. Readied for the mission at hand.she is dressed in worn but well cared for leather armor, rapier and dagger are sheathed her side. Her auburn hair was long past her shoulders and her light complexion combined to give off looking younger that she really was, part of her fey heritage.

She stands off to one side, leaning against the against one of of the wooden beams, arms crossed. Alexandra knows what a rousing speech is worth to the rank and file, but at the same time they were mere words. Actions proved ones character. She knew more than most, that she had just as much to prove these first few weeks as a member of the RHC.

Knowledge (local): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19

She nodded at the man's assessments of the possible threats. Break it down simply for what everyone should watch for within the crowd today. New things bought fear, whether warranted or not. Fear led people to do many irrational things. Vigilance would be required by all this day.


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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

Alsah Listens. Not a bad speech, not that she needed the motivation. Thinking about the task, she wondered where this innovation and technology was going to lead. Alsah understood the motivations of the primalists, indeed she shared them. She touched her own braids and the druidic symbol on her Tatoo. They were afraid the old ways would fade, leading to conflict with the fey. But maybe there was a third way, allowing both ways a chance to co-exist.
Well, that wasn't an issue today. And the primalists were only one threat. She was also concerned about her dreams the night before. Interpreting them was hard, and no meaning had come out yet. Best to stay alert.
Alsah absently patted her familiar Selene when she nudged her arm as she focused on the briefing.

know local: 1d20 + 5 ⇒ (13) + 5 = 18

Adam seemed to know what he was talking about, so she stayed quiet.


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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 |

Knowledge (Local): 1d20 + 4 ⇒ (8) + 4 = 12

Messer looked around in mild surprise a Adam started speaking. Honestly, it wasn't hard to understand why so many of the people were angry about the whole situation. The dockers were the ones he had the most sympathy with - he'd lived among them, even if he'd never worked a day on the docks, and understood the pressure they were under.

The druids he could see the perspective of too. It wasn't like anyone enjoyed being supplanted. But the nation needed to move with the times. There traditions would fare a lot worse if another march marched in with warmachines and rifles while Risur fought back with bronze swords and bows of yew.

Gale was an enigma, but Messer personally suspected they were a more extreme member of the Primalists. Perhaps one under the command of a fey but still someone who wished to go back in time. But the world moved. Unless they had a better plan to protect the nation than iron weapons and powder guns then they had no right or place to judge what the King had done.

The war veterans were another matter. He understood how easy it was to hate Danor. Messer's iron hand clenched at the memories of his own time in the war, and the wounds that had been inflicted on his mind. But, if anything, they had to know that peace was better than living in war. Some of those who came back from the war brought a piece of it in there soul with them, those who couldn't stop hearing the sounds of the fight and the smell of the battlefield. They would be the most dangerous of the veterans. The ones who simply hated could be taught otherwise...maybe.

"Remember, please, that the people here are the King's citizens. Troublemakers should be arrested with a minimum of fuss. Undue use of a force on the nation's people will only make more anger, more spite, and inflame the situation. We cannot afford to give the current emotions a focus, a place to rally, a name to chant. Non-lethal force only except in the defence of your life or another, please."


The local police nod. Though there is the occasional eye roll at being told how to do their jobs.

The crowd of close to seven hundred citizens buzzes with excitement in anticipation of seeing the arriving nobility and dignitaries. Off to one side, you see a group of event organizers going over some last minute preparations. A quick look at the time, shows that you have about a half hour before you have to open the checkpoint, so that the crowd can get into place to welcome the King and his guests.

Profile descriptions in hand, you need to start working through the crowd to identify any potential suspects. You can roughly separate the crowd into four quadrants (north, south, east and west). Together or alone, you need survey the whole crowd. The clock is ticking.

Each of the four quadrants needs to be checked for suspicious people. Each player should RP their actions and make 1 appropriate skill check. Any reasonable action is fine, so feel free to be creative. I'll post some of the AP's suggestions in a spoiler if you need inspiration. There are six of you, so there will be some doubling up of quadrants. This first pass takes 10 minutes of game time. I'll RP the results of your rolls.

Example actions:

1. Mingle with the Crowd. (Sense Motive)
- You could go into the crowd and look for people who match the profiles

2. Recruit the Cops. (Diplomacy or Profession (Soldier))
- You can coordinate a small group of cops to also scan the crowd.

3. Recruit some Rascals. (Diplomacy or Knowledge (local))
- You could try to convince a few kids to be your eyes and ears.

4. Scan the Crowd. (Perception)
- You can watch from afar to spot people who look like they match the profile.


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

Quickly analyzing the situation, Bryn realizes that they'll have to split up to profile such a large crowd in time. "Alsah, why don't you try to find some place high up to get eyes on the area while Messer, Alexandra, Juliet, and Adam split up and each take a quadrant. Your magic should be able to shut down a large group if need be. I'll check with the event organizers to see if there are any last minute changes that we should be concerned about," suggests Bryn, unphased by the fact that he's looking up at most of the group. "Signal if you find something. Otherwise meet up back here when you're done," Bryn adds.

Is the bridge itself and the ship a part of the quadrants? Are we trained on any signaling method to use?

The bridge is a natural choke point... could it have been sabotaged? Or the Coal tongue for that matter?

knowledge local: 1d20 + 5 ⇒ (8) + 5 = 13


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Nodding, Juliet wades into the crowd, working her way north. She scans people as she goes keeping the descriptions of potential conspirators in mind, and stops nearby a group of children playing with a kicksack at the streetside. Kneeling, Juliet smiles her winningnest smile and looks each in the eye. "Oi. Hello, kids. Can I let you in on a secret? Promise you won't tell, until your home tonight? I'm with the Royal Homeland Constabulary."

If Juliet has some sort of identification, she'll pull it from her pocket and discretely show the children.

"And, we need your help. How'd you like to be deputies?"

While she talked, the phantom in her mind buzzed, the sensation not unlike unwinding with a few fine glasses of whisky. Juliet felt loose, and her mind worked ahead of her mouth, aided by the past self rider within her. Casting guidance.

"Go, move about the crowd. Keep your eyes and ears open, and come back in seven minutes. Tell me what you see and hear. Anything suspicious. Anyone making threats, or acting strangely. Go now. Go!"

Juliet will work the north quadrant.

diplomacy, shared consciousness, guidance: 1d20 + 9 + 3 + 1 ⇒ (6) + 9 + 3 + 1 = 19


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

Alsah tries to get some altitude and scans the crowd. It was amazing how many people were here. Very unlike her old home in the yersol islands. Thinking that brought back bad memories, of her mother (a cruel teacher) and the war.

Alsah was of two minds on the war. It was horrible, and she suffered a lot, but it also freed her from the virtual slavery of her mother and led to her coming here. She wasn't certain if her mother was killed when her old home exploded, but she hoped so. Even so, Alsah still had bad dreams about her and worried that her mother or one of her mother's sisters was hunting her.

Still, there has been no sign for nearly eight years. She quickly casts a cantrip under her breath, to aid her search.

Casts guidance
perception: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18

Alsah steps up on a window sill and gets a good view of the crowd


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

Kn: Local: 1d20 + 7 ⇒ (10) + 7 = 17

Preach had met all sorts in his time at the orphanage, drifters, future business men, current and future criminals most of them petty. He had one lad in particular in mind, Micha. Like many orphans hunger occasionally drove Micha to petty theft but unlike most Micha mixed with an older crowd down by the docks best described as malcontents. If something was going down with the dockworkers there was a chance Micha would hear of it.

Armed with a paper bag full of iced buns which he knew Micha liked, Preach set off to talk to him. He didn't have to look far. Smiling, Preach approached the kid and said "Hello Micha, been a while... No you're not in trouble with the RHC. I'm sorry about last time, just doing my job. Anyway look I brought a peace offering." He handed him the buns.

Conversation turned to old times at the orphanage but after couple of minutes Preach got to the point. "Today's a big day Micha and if a citizen had reason to believe something bad might happen it would be their duty to report it. Hopefully nothing bad will happen, but if it does no stone would be left unturned in our investigation. If it turned out someone failed to report something they knew, it would go badly for them. If you hear anything pal, you know where to find me."

Intimidate: 1d20 + 6 ⇒ (15) + 6 = 21


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

Alex gives a nod to her fellow Constables and is off to one side where the others have not checked yet (the western side) of the checkpoint looking for any sign of rouble. She moves slowly put with purpose as she moves about all the people who want to watch today's big events.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

As she moves about she has a small notebook and pencil where she is writing, in her own shorthand, down details of the possibilities that she manages to spot from several individuals. Alex is aware not everyone is out to do something wrong, but she attempts to keep track of those that fit the profiles mentioned at the briefing.

As she passing by a few of the local constables she whispers to them pointing out possibilities for them keep an eye on as well. She lets the local constables take on the task of questioning the the persons of interest right now as she continues through the crowd.


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 |

Working on his own wasn't Messer's ideal situation. His magic wasn't nearly as strong as some of the other constables - he was really quite pathetic, as magi went - and most of his strength lay more in investigation an, of course, punching stuff in the head with a metal hand.

Still, it made sense to use what magic they had on hand if they needed it, so Messer headed to the east quadrant. Not eaxctly confident in his ability to confront an opponent, Messer decided to blend in with the crowd as much as he could, try and pick up on the ebb and the flow of there moods to lead him to those intending wrong doing without being noticed in return.

Stealth: 1d20 + 4 ⇒ (6) + 4 = 10


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 heads over to the event organizers as his peers disperse into the crowd. Stoic, he waits a few moments, scanning the papers and the materials for anything that might cause complications, before addressing them, "Greetings everyone. RHC here. What preparations are left for the event? Are there any last minute changes or complications that we should know about?"


@Bryn: No, the ship isn't part of the screening.

Bryn:
The organizers look up from their last minute planning. "Greetings Constable. No changes that I'm aware of. We've got some lyric sheets for the royal anthem to hand out, so everyone gets the later verses about King Aodhan correct, but other than that I think we're on schedule. We do need to let the crowd in soon, so we can get them into position before the dignitaries arrive."

Spreading out, you screen the crowd, making note of anybody that fits the description of a potential threat. Juliet's gaggle of kids point out a couple of likely suspects. Alsah and Alexandra pick out a few more suspicious characters as well. Micha throws up his hand defensively at Adam's threats, "Hey, I'm just here to get a gander at all the fancy ladies. If you're looking for troublemakers, why do you do go bother that fellow, or how about those two scary orcs over there." Messer and Bryn come across a number of colourful characters, but none that might represent a real threat to the event.

Through keen observation and clever marshaling of resources, you've managed survey the crowd and have identified about twenty people of interest. Now you need to separate the innocent parade-goers from actual threats. Just because someone is an elf, or a veteran, doesn't mean that they are here for a nefarious reason.

As you coordinate your next move, messengers begin to work through the crowd handing out lyric sheets containing the current version of the royal anthem in preparation for letting everyone in. The crowd begins to buzz with excitement.

There is a lot of flexibility as to what to do here, but again, this a skill challenge. I'll post some suggestions from the AP in a spoiler, but feel free to try your own thing. The goal is to identify and isolate any real threats while the crowd is still contained. Alsah, as a skyseer, you get +2 on your skill check here.

Example actions:

1. Confrontation (Sense Motive): You could go to people of interest and ask questions.

2. Deception (Bluff ): You might feign camaraderie with the different people of interest in an effort to draw out an admission.

3. Observation (Perception): You could watch the various people of interest to see how they react to all the law enforcement activity.

4. Yank them All (Stealth): A PC might just grab as many people of interest as he can, but he has to do so discreetly so that no actual threats get tipped off and try to hide in the crowd.


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

Alsah carefully looks at the suspects she has spotted as the crowd gets more excited. She recasts guidance to aid herself

perception: 1d20 + 8 ⇒ (4) + 8 = 12

Alas the crush of the crowd blocks her view somewhat


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 |

This was getting interesting, but awkward. Messer decided that the first thing to do would be to eliminate any possibility of spell-controlled trouble makers. Gale's faction seemed like they would have the magecraft for such a venture, either outright controlling someone's mind or manipulating the emotions to run hotter and create more chances of a 'spontaneous' riot. Pointing out those people would be a priority, since getting them to stop on there own without help might be impossible.

Spellcraft + Detect Magic: 1d20 + 7 ⇒ (4) + 7 = 11


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

"Good job, deputies," Juliet smiles, giving the nearest kid a bump of her fist. "One day you'll make fine RHC agents. Now, go enjoy the rest of your day."

Standing again, Juliet makes note of the suspects the deputies managed to identify, and then wades into the crowd. She forcefully bumps into each one, giving each suspect a powerful shove, and then apologizes in turn, trying to take get a read on their mannerisms at the intrusion. Are they upset? Nervous? Do they make an effort to hide or shift anything on their person? Each time, Matilde buzzes in Juliet's head, the phantom increasing Juliet's senses. Everything is brighter, sharper, more real, and Juliet's attention is focused like a sniper on each potential terrorist.

sense motive, guidance: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28


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

Moving through the crowd of excited people, made it easier to move noticed through the mass of people. The lithe woman motions to the young constable she had to the right of her and whispers, "That gentleman right there, with the red sash. I will distract and you and your colleagues take him for questioning. Be quick and do not hesitate, just get him out of here."

The young man nods and looks to the man next to him and passes along message.

Alexandra moves first behind the man, than next too him placing a foot behind his. She taps him on the opposite shoulder and as he looks in that direction she nods to the constable and pushes her small frame into the man. "Sir... are you alright." she calls out as he start to fall backwards and he might have regained his balance if it here not for the two plain clothed constables grabbing each of his arms and pulling him back. He lets out a startled cry wish is just as soon muffled as a handkerchief is stuffed into his mouth. Alex continues on a different course as he is dragged away into the back of the crowd, few around her the wiser of what happened.

The half-fey woman continues with her fellow constables as there were other possible suspects to round up for questioning.

Stealth: 1d20 + 7 ⇒ (20) + 7 = 27


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

Preach nodded to Micha as he left, "Of course you are. Stay out of trouble friend..."

Assuming he marked the individual Micha first indicated.

Preach plotted a corse through the crowd and jostled the man Micha indicated, but acted as if it was the crowd's fault. Fake apologising, Preach muttered,"Sorry friend, just look at all this! Maddening! All here to feed one man's ego... His royal highness, lording it about while ordinary folk people can barely make ends meet, makes me so angry. I just wish there was something I could do..."

Bluff: 1d20 + 6 ⇒ (18) + 6 = 24


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
Event Planners wrote:
The organizers look up from their last minute planning. "Greetings Constable. No changes that I'm aware of. We've got some lyric sheets for the royal anthem to hand out, so everyone gets the later verses about King Aodhan correct, but other than that I think we're on schedule. We do need to let the crowd in soon, so we can get them into position before the dignitaries arrive."

"That sounds good. Who is handing out the verses? We have some groups of concern that we'd like to keep tabs on, and it would be great if they could assist as they move about." Bryn proceeds to describe the profiles.

Are they the ones that will be letting the crowd in?

After following up with the event coordinators, Bryn returns to see how the others are doing.

If there is a quadrant that has a greater distribution of suspects, Bryn can assist to follow up (or contribute to provide an assist check?)


@Bryn: No, they are just some of the party planners. They inform you that other members of the organization team are handing out the leaflets. Based on the party's rolls, there's no need for another roll at the moment, but your fellow constables may need help in a second here.

Keen eyed officers watch Alexandra skillfully abduct a garishly dressed docker from near a tree with a purple ribbon wrapped around it. One minute he was sipping from a flask, the next, gone.

Adam sidles up to another docker, standing outside a mapmaker’s shop, passing time reading a map of Ber in the window. He looks up a Adam's comment. "I hear you mate. I tell you, the King has no love for the common people. These nobles just exist to oppress the working man. Grinding them down in the gears of industry all to turn a profit." He gives you a sly glance, "Still, might be something today that'll put a smile on a working man's face."

One of the men that Juliet begins to approach, another docker by his clothes, had been glowering at a young girl's attempt to sing the royal anthem. He looks up towards where Alexandra disappearing act just took place and his glower shifts to a look of concern. You see him look over to where Adam converses with the other docker, and watch as sweat begins to bead on his forehead.

Other constables can move in to support, but remember that ideally, the RHC would rather things be kept discrete, if possible.


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

Alsah starts when she sees Alexandra intercept the docker.

A purple ribbon! Just as in my vision. I should focus on the other elements of it.

With that, she tries to refocus on the elements of her vision.

vision recap:
The Beran city Seobriga, an empty bed, a broken tin whistle, and a girl with a lisp singing the Risuri royal anthem.

casting guidance
perception: 1d20 + 8 ⇒ (11) + 8 = 19


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Catching the docker's looking towards Adam - and another docker - Juliet frowns. They wouldn't be dumb enough to try something here... would they?

Pushing through the crowd, the deva sidles up near to the docker, still unnoticed. Mathilde, working class from her birth to her death, buzzes in Juliet's mind, and waves of sympathy crash over the Mystic, another life's memories of bare cupboards and hungry children dredged up like flotsom on a beach. Juliet sighs, truly remorseful. Still, she had a job to do.

She looked the man over, first trying to get an idea if he carried any weapons. Was there a bulge in his clothing somewhere it shouldn't be? Did he stand as if protecting something from the crowd?

Next, she made note of the man, making a mental sketch of his appearance, and slowly circled around until she stood just behind him, and to the man's left.

perception, guidance: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
stealth if needed, ACP, guidance: 1d20 + 2 - 2 + 1 ⇒ (4) + 2 - 2 + 1 = 5


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

As the dockhand was speaking, Preach thought 'Need to keep him talking, hopefully the team'll notice and take him off the streets for questioning.'

The ghost of unbidden smile came to his lips, "Oh aye? I like the sound of that!" Leaning in closer he whispered conspiratorially "Brother, if you need an able bodied man..."

Bluff: 1d20 + 6 ⇒ (15) + 6 = 21


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

A trio of individuals move through the crowd on the the lead woman's command. She motions each towards her fellow Constables D'Artangen and Buchannon. She whispers to them on her right, "Just like last time boys."

She comes up behind the distracted man and motions for the twomen to grab his arms and she is the one to cover his mouth, with another handkerchief

Stealth: 1d20 + 7 ⇒ (16) + 7 = 23

Alex looks to Adam, "I believe this man has taken ill... we will get him some help." She then nods to the two constables and starts away.


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

perception: 1d20 + 4 ⇒ (14) + 4 = 18

Seeing that no one else has returned to the location yet, Bryn grabs a leaflet and feigns interest as he scans the quadrants for people of interest as well as his peers.


@Alsah: Some of the elements had to do with the 3 suspects the team has identified. Other elements may make more sense as the rest of the day's events play out.

@Alexandra: Juliet and Adam are engaging with two different suspects, so you can't nab them both at the same time.

At Adam's comment, the docker smiles, but shakes his head. "Dafton wouldn't like us changing plans on the fly." Anything more the man might have said gets lost as an handkerchief is stuffed in his mouth by Alexandra's abduction team.

@Juliet: As far as you can tell, the man doesn't appear to concealing anything, weapons or otherwise.

As Juliet circles in closer, the man watches his fellow docker's apprehension. Noticing Juliet's approach, he begins to move away from her, into the crowd.

@Bryn: You step up on a railing to survey the crowd and manage to pick out your fellow team members in the sea of faces.


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

Alsah move over to support Juliet


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Scowling - busted! - Juliet moves towards the docker, trying to keep pace. She pulls her whistle to her mouth as she goes, ready to blow it if she runs into trouble. The Mystic's heart pounds with adrenaline, but she doesn't try to overtake the docker, instead looking to keep tabs on him and follow him through the crowd.

perception to keep track of the docker: 1d20 + 9 ⇒ (17) + 9 = 26

If it looks like he's going to slip away:
"Oi!" Juliet yells to nearby bystanders, pointing to the docker blowing her whistle. "Stop that man! RHC needs to talk with him!"

diplomacy: 1d20 + 12 ⇒ (15) + 12 = 27


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

It all happened so fast with the snatch squad that Preach was left blinking dumbfounded for a moment, he knew the shakes would start soon as the adrenaline wore off. Still he had a name! Preach could scarcely believe it, but who was this Dafton...

Kn: Local: 1d20 + 7 ⇒ (15) + 7 = 22


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 |

Well, if anyone was addled by magic Messer wasn't spotting them. That was...something. Hearing a whistle, he perked up and headed to go see what was needed.

Perception: 1d20 + 1 ⇒ (10) + 1 = 11


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

Alsah picks up her speed to a run, closing on Juliet. She blows her whistle to let her know she is on her way.


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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

Assuming Bryn is aware of Juliet giving chase...:
Bryn's muscles tense up, anticipating the need to spring into action. He'll ready a battle tactic - deployment if it looks like Juliet needs help pursuing.


@Preacher: The name is not an uncommon one in Flint and there's not any specific Daftons that immediately come to mind. Further discussion with the suspect might be in order.

At the sounds of the whistle, the man increases his speed, though in the press of humanity makes running impossible. Juliet's call to action doesn't exact spur the citizenry to action. Confusion as to who 'that man' might be impedes any real action from those who might be so inclined, but those nearby, recognizing an officer of the law, do their best to get out of your way. With a relatively clear path ahead of you, you gain on the suspect. His escape seeming unlikely, he turns back towards Juliet, holding out his hands in front of him, gesturing for her to keep back.

"Stay away from me. I haven't done anything."

Anyone coming to help arrives at about this moment, or is at least close enough to see what is going on.


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

Alsah slows. If the man acts violently, she readies a daze cantrip (DC 14 will save or lose next action)


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet slows her approach, moving towards the man with her own hands down at her sides, palms up and plainly visible. She smiles and talks, allt he while moving cautiously towards the docker, closing the distance. "Since you're sure you've not done anything, no harm in talking with me then, eh? Just a friendly chat, and I'll be happy to buy you and your mates a round of drinks and laugh over this later. Perhaps, even, we can be friends? I know plenty of dockers, and I've got no interest in causing anyone any misery don't deserve it..." Hells, I was a docker once.

Juliet's tone is measured, her advance measured but determined.

She'll keep talking as long the docker will let her, stopping about ten feet away if it seems he's going to run again. She's trying to shift his attitude, and will use memories of the past (swift action guidance) to help.

diplomacy, shared consciousness, guidance: 1d20 + 9 + 3 + 1 ⇒ (12) + 9 + 3 + 1 = 25


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 listened as Juliet attempted to talk the man down, and added a second approach. "Sir," Messer murmured to the man as he approached, "It's a big crowd. A lot of people could be hurt. Innocent people. Kids. You know the ones, the ones that look up at you with awe in there eye and trying to be a man just like you. There here too. And so are a lot of guards. The ship is going to launch today. And tomorrow the Newspapers can say, 'Risur sees off newest defender,' or 'Dockers commit treason, attack the king.' How about we step over here and talk about which you think will help the Dockers more?"

Diplomacy (Aid Another): 1d20 + 5 ⇒ (16) + 5 = 21


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

It looks like they've got this one under control... but he can't be working alone, can he? Where are the others?

Bryn scans the crowd to see if there's anyone that's particularly interested in the detained docker.

perception: 1d20 + 4 ⇒ (12) + 4 = 16


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

Noting Juliet talking to the docker, Preach sidles closer but not too close, thinking 'Don't want to spook him, don't want to be too far in case she needs back up...'

Knowing there could be other accomplices, he scans the crowd but nobody stands out.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8


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

Alsah keeps quiet, and watches the man, ready to cast if needed

as mentioned above, readied action, daze spell DC 14 will save to negate


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

Alexandra was returning from detaining a possible suspect when she heard the loud whistle and thought to herself "What the...? Someone is in danger!"

She motive through the crowd not with the more gentle touch she had before but hurried to help one of her fellow RHC members. A hand was on her rapier when she arrived, but there was not danger. She had a confused look across her face as she watched as Juliet was attempting to talk a man down. She could see several other Constables and that the matter was being taken care of.

Like Adam, she turned and started to scan the crowd for any other possibilities of trouble.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11


Out numbered and with little chance of escape, the man drops his hands in defeat. "No ones got a gripe with the King. Aodhan's done the best he can."

He'll go peacefully with you.

The excitement continues to build in the crowd as people press toward the checkpoint, and various unsynchronized groups start singing the anthem. As you lead your suspect out of the mass of humanity, you see that the checkpoint has been opened and people are slowly being allowed to pass through.

Nearing entrance to the bridge, you notice another grizzled docker arguing with a couple of the police officers manning the checkpoint.


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 situation calmed down. Taking a breath, Alsah sees the commotion at the nearby checkpoint. and moves over to see the issue.

is there a problem officers?


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

Preach was glad the man decided to go peacefully, there was no telling what they'd had in mind, for all he knew it might have been civil disobedience rather than anything really serious.

Noting another disgruntled docker arguing with the police he cautiously approached, trying to determine if this was RHC business or not.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

"Well then, glad you've got no gripe. Come with me, let's chat, and I'm sure you'll be on your way in time to see the Coaltounge." Nodding to Messer, Juliet mouths the words thank you! a points towards the checkpoint, where on the other side, she and man could talk.

"What's your name? Where in Flint are you from?"

Assuming that there's some sort of private area near by, Juliet will accompany the man there.


Alsah and Preach go to investigate the commotion, while Juliet leads the Docker out of the crowd.

@Juliet: There's no private holding or anything. Basically, you can hand off the suspects to the police and be done, but it is definitely possible to interview them before you do so.

At the checkpoint, the older man, distinct in his bright Docker's clothes, settles down at the approach of possible higher authority. The police officer nods politely to the approaching party members. "This gentlemen claims to have some information regarding a possible threat, but refuses to say what it is, unless we promise to carry a message to the Governor Stanfield."

Meanwhile, the Docker with Juliet clamps up, sullenly. "I don't have to tell you anything. You're just an agent of oppression, helping to keep the working man under the boot of the Nobility."


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 sighed in relief, and nodded back to the Juliet. Unsure of whether to follow, or go do something else. But Juliet seemed confident she could handle the man, and there seemed to be something else over with the officers, so Messer headed that way too.

Perception: 1d20 + 1 ⇒ (20) + 1 = 21

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