ZEITGEIST: The Gears of Revolution Rangda's Zeitgeist Campaign (SPOILERS)




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    Rangda's Zeitgeist Campaign (SPOILERS)

    My party finally finished WotBS, so we have started in on our heavily rules modified 4e Zeitgeist game.

    The party is as follows:

    • Savannah Lottie, Tiefling Warlord (actually using fire genasi rules but tiefling was a much more friendly reskin for the world)
    • Cyrus Parnell, Human Sentinel reskinned to use technology as a power source instead of primal. His animal companion and summoned creatures (he's using druid summon powers for blacks) are all automatons.
    • M. Ford Corrigan, Human Bladesinger, reskinned to use weird science (combination of magic and technology) as a power source.
    • Laci Yoni, Human Knight
    • Carlie Finley, Human Elementalist
    • Sidde Harther, Elven Monk (not present at the first game)


    Among the many rules modifications I've done, I'm using the background character generation rules from FATE. These rules create backgrounds for the characters where each party member knows some of the other members, which helps the party mesh together. Rather than start right in on Z1, I created a mini-module to run as a prologue. This occurs 6 months before the events of Z1, and is the first mission for the team.

    Geoff Masarde has been kidnapped by members of the Risur Liberation League, a group of insurgants who want to ovethrow the existing government and replace it with the skyseers. They want to extract information from him about the RNS Coaltongue (which at this point is still under construction) so they can figure out how to effectively sabotage the construction. I don't plan on affiliating the RLL with Ethelyn, although the players may erroneously come to that conclusion (which will give me a red herring to send them off on wild goose chases).

    I've set this up as a quickie intro to let them try out their characters and see if they want to make any changes before we start in on Zeitgeist proper. It consisted of a skill challenge (find the terrorists) and two combat encounters, a group outside the hideout and a group inside, and a trap designed as an alarm system to alert the group inside that their security has been breached. All in all a good well rounded module to throw a bit of everything at them.

    They successfully manage the skill challenge, largely leaning on streetwise, dungeoneering, and perception skills to locate the hideout. Note that in my game skill challenges are significantly easier, as I've incorporated a variant of the GUMSHOE (by Pelgrane Press) investigative skills into my game. Points in investigative skills give the players (among other things) auto-successes in skill challenges assuming they can come up with a good way to use the skill. Once they use up their auto-successes, they can then spend investigative skill points to buy more auto successes. So in the 8/3 skill challenge they racked up 6 successes before even having to roll a die. (IMO this is a great way to rework skill challenges so they are not so agonizing, but it's still very much a work in progress as to which skills are active and which are investigative).

    The hideout is in the city slums (of course); they decide to wait until nightfall to make their approach to give them a chance to sneak up on the guards (lounging on the building porch drinking ale). They manage to surprise them successfully and the combat goes fairly well, Ford gets pretty beaten up (he gets a high initiative roll and ends up somewhat isolated as a result). They have some slightly poor tactics which cause Cyrus & his 'animal' companion to be pinned behind Carlie in an alleyway (where they really want that order flipped), but they work through it and manage to defeat the guards without any of the them getting inside the building and tripping the alarm.

    A flurry of very good stealth rolls lets the sneak team scout around the building's outer rooms only to discover they are empty, and that a choke point room has traps on all of the doors leading in. The traps are hinges that have been intentionally rusted to squeak loudly (the easy trap that the terrorists would expect to be found), and ropes tied to the inner doorknobs that lead to the supports of a shelf full of pots & pans (the real trap that they are hoping doesn't get found). If a door is opened they all crash to the ground making a loud nose that alerts the building to the fact that they have intruders (quite possibly leading to a dead Geoff). Despite setting a pretty high DC for the pot & pan trap, the party manages to pull off disabling it w/o setting it off.

    Once again they manage to sneak in and get surprise on the bad guys. I've got the terrorists set up as outer guards in a hallway, the leader of the cell & his bodyguard (orc reskinned as a minotaur to look a bit more scary) in an inner office, and a lone guard up in the attic with Geoff in a makeshift cell. They do a pretty good job tactically, splitting the outer hallway guards into two groups and quickly neutralizing one of them. The minotaur worked great; I had him burst through the office door and he gave the party quite a scare even though the didn't do much (although he did soak up some attacks). Probably the best hilight for the PC's was killing the leader (rebel wizard from Z1), before he even got an action. Elementalist hit him with attack + elemental escalation + theme (Infernal Prince) damage add, then action pointed and hit him again. Pretty clean fight with only the bladesinger (again running off unsupported) getting a scare (had him down to 3 or so HP).

    They ended up with 1 casualty (an unconcious terrorist got caught in an Ignition area from Carlie and I ruled that the fire zone killed him), 13 prisoners, and Geoff alive & unharmed. Delf congratulates them on a job well done & they each get 30gp in pay. Everyone seemed to enjoy their characters which was good and I've given them a thread that ties into the beginning of Z1, which we will start next week.

    I always try to go fairly prop heavy for my games (for example we use Campaign Coins for money), so i've given them all magical ID cards that identify them as RHC members. The cards glow when the thumb is placed over the painting of the agent, providing some "proof" that they really are RHC members. Of course they can be forged and/or stolen and modified... I've also made "Top Secret" and "Eyes Only" manilla folders with my RHC logo on them; whenever the players get a mission I give them some notes on persons of interest, maps, etc. to help form a dossier for the mission. For this first mission they got the sketch of Geoff along with some of his background and a map of the city, with the rough area it was suspected where Goeff was being held.

    I've attached the graphics I'm using for my current props in case anyone else wants to take advantage of them.
    Attached Thumbnails Attached Thumbnails b&w seal.png   color seal.png   sample ID badge.jpg  
    Attached Files Attached Files

  2. #2
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    I'm excited to see how your Zeitgeist game goes, but I'm also intensely curious about how the WotBS game turned out.
    Ryan "RangerWickett" Nock
    Director of the ZEITGEIST campaign saga.


    The most cinematic adventure path for 4th Edition and Pathfinder.

    Now available - Admiral o' the High Seas, and ZEITGEIST adventure eight, Diaspora! For Pathfinder and D&D 4e.

  3. #3
    Quote Originally Posted by RangerWickett View Post
    I'm also intensely curious about how the WotBS game turned out.
    Plot thread wise, the party accomplished all of the module (and personal) goals. The last 3 modules were done in-order and they successfully accomplished each of them. Every member of the party worshipped the Raven Queen, so the party had a very strong religious theme and ties to the Raven Queen. WotBS is a high powered D&D game by itslef, but we upped it even more by giving the players boons from the Raven Queen (which by epic were pretty powerful). We also use LFR cards in our game and one player took a bunch of those as "favors of the raven queen" to use at various times; which got used to good effect in the final fight.

    Leading up to the final fight the leader of the party & wielder of the torch (paladin/ardent hybrid) had visions related to the torch and pretty much knew what had to be done. He sacrificed himself in round 1 to make himself the new heart of the world bringing the fight to the surface where Shaaladel & Aurana joined the fight as enemies while Shalosha joined as an ally. The paladin player played one of his divine aid LFR cards which gave him a Greater Aspect of the Raven Queen (custom built) monster to run for the fight.

    At that point one of the biggest cans of whoop-ass I've ever seen got opened; NEVER underestimate the ability of a tuned high level D&D party to churn out damage. Despite all Leska's powers & HP, she died in 1 round. At the end of the first round of combat on the surface, Leska (1449 hp) was dead, Aurana (400 hp) was dead, and Shaaladel (1100 hp) had 27 hp left and surrendered. I think there were 8 crits or so in that 1 round. Three highly tuned strikers all with Crowns of Victory are a truly horrifying sight. Weaken aura didn't help a bit, sorcerer and barbarian had ways to turn off weakened for a round and the 3rd stirker was a ranger /w greatbow 20 squares away. Ability to shut off arcane didn't help, she was dazed after she had gone but before the sorcerer went. Utter domination didn't help as the player she hit with it (barbarian) had a "save immediately vs. dominate" magic item which downgraded utter domination to regular domination; by the time the fight got to the surface the dominate was already gone. Short of being immune to damage, I'm not sure what could have saved her. There was a lot of power at the table and combined with some very high dice rolls the gaming gods just demanded she die.

    Overall the WotBS experience was a fun one for the players and myself, which is the important thing. There were some bumpy parts but the memories will be good ones.

    I do have to say, however, that you all are outdoing yourselves with Zeitgeist. Now that I've finally got my hands on modules 2-4 and had a chance to look through them these first 4 modules are by far and away the best modules for any game system I've ever read. Ever. Period. I could probably nit pick some of the combats but that can be done with every module ever written. The only real quasi-complaint I've got is that they are so dense with material and complicated plots and timelines that they are a ton of work for the GM; and with our group playing every 2 weeks a lot of it might get lost in the time between sessions as memory fades.

  4. #4
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    D&DZEITGEISTI Defended The Walls!

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    Quote Originally Posted by rangda View Post
    I do have to say, however, that you all are outdoing yourselves with Zeitgeist. Now that I've finally got my hands on modules 2-4 and had a chance to look through them these first 4 modules are by far and away the best modules for any game system I've ever read. Ever. Period.
    Whoelheartedly seconded. Fantastic campaign.

    Quote Originally Posted by rangda View Post
    The only real quasi-complaint I've got is that they are so dense with material and complicated plots and timelines that they are a ton of work for the GM; and with our group playing every 2 weeks a lot of it might get lost in the time between sessions as memory fades.
    I write a bullet-point synopsis of each session which I send out to my players by email shortly before the next. I also have regular meetings with 'Stover Delft' (ie. me) to review evidence, and - using a tip stolen from Chris Perkins - I begin each session with a 'Previously on Zeitgeist' round up of what has gone before (which tends to be a bit more melodramatic and flavourful than the bullet-point summary).

    You really do have to pull out all the stops to ensure the players don't get lost, but it's worth it.

  5. #5
    So today the campaign proper starts as the party gets into The Island at the Axis of the World. The campaign starts with the party in Delf's office, receiving the news that they are going to be in charge of security for the gathering at the launch of the RNS Coaltongue. They receive a dossier that includes fact sheets on the VIP's attending as well as a map of the docks (should have included an itinerary for the event but I forget to make one). They do the basic prep and then dig into the skill challenge. They make short work of the skill challenge thanks to my investigation rules; 5 auto successes due to investigation skills leaves them having to only roll dice 3 times (in actuality 4 as Savanna failed a check). But they still breeze through. I had Thames show up after 2 rounds were completed, Cyrus & Carlie talked to Thames while the rest interrogated the dockers they had already rounded up. Carlie is a docker and had heard of Thames, and as it turned out Thames recognized Carlie (rolled a 19 on a “who is this docker” check). This helped get through what could have been an rough introduction and convinced Thames to help. He mentions Dafton at the same time a captured docker in a fit of defiance mentions “Well, you didn't get all of us!!! Oops, I shouldn't have said that...” This leaves the entire final turn to round up Dafton which they do, and with Thames they convince him to go along quietly.

    The party pulls some strings and lets the dockers go in Thames' care, even though they technically broke the law by bringing weapons with them. This impresses Thames (and unimpresses the Bobby's) enough that he asks them to deliver his message, and after they agree he promises them that he owes a favor. The rest of the christening of the ship is uneventful other than Geoff coming over to greet the party (in my game he was saved from a kidnapping in a small introductory prologue to the campaign). They then meet Harkover and set sail. One bit here, a party member spends a bulls*** detector investigation point (the investigation side of insight) to notice that Sokana is an Eladrin). This draws the attention of the party towards Ethelyn and helps them a bit later on.

    The party gets the tour of the ship; I have two technologists in the party so lots of questions are asked of the ships crew. My party is totally paranoid, they ask many (fairly specific) questions about what they should do if someone were to sabotage the boiler or try to use fire gems as explosives, etc. This gives them some good data which helps greatly solving the boiler puzzle as they had a rough idea what to do before that even started. They take the duchess for her nap, the hour rolls by and they go to summon her. Heading straight for the cabin they get there while Sokana is packing up the ritual supplies. After a couple of “just a minute” responses they start to get suspicious; just as they go to break the door down it opens. Sokana tries to stall them a bit to give Ethelyn time to get away, but Lacy has the bulls*** detector investigation skill and realizes she's stalling, Cyrus & Carlie get a high result on a secret perception check I roll and hear Ethelyn exiting the ship. Cyrus has his mechanical bear break the door down, observes her riding away with the faerie and that starts the fight music. Just before fight starts Cyrus is quick on his mental feet and tells the crewman who escorted them below decks “There is a fire in the engine room get help!”. It takes a round or two to sink in but he runs off to get people to help.

    Sokana gets a good head start towards the engine room, and Ilton sneaks out of the room w/o a bed and gets the drop on Ford, bloodying him. But Cyrus uses his combination attack (both hit, so 2d12 + double stat) and that make short work of Ilton. (Ilton dropping so fast really hurt the saboteurs cause.) This forces Sokana to burn one set of fire sprites to try to slow the party down on the gun deck. Despite Sokana's head start and Fey Step, Carlie is right on her heels as Lacy missed a fire sprite and used her Docker encounter power to give Carlie about 8 free squares of movement. Sokana then manages to get a second batch of fire sprites off to go play in the fire dust storage (I had the engineers remove the fire wards). And she gets the fire wand into the boiler and the door rusted shut, but at heavy cost as Carlie catches her and two engineers in two Ignition areas (action point) using her Elemental Escalation as well. (That kills those engineers as they are unconscious in 2 fire zones /w fire gems on the floor.) This leaves 2 of the 3 (I added one) Engineers dead and Sokana bloodied and teetering. (Carlie hit all 3 2x, think it was about 40 damage to all 3 of the NPC's; ouch.) Reinforcements arrive and drop Sokana before she can rust the pressure relief valves shut. Meanwhile upstairs 3 fire sprites come out of the fire dust storage with casks and make a rush at Lacy, but two of the 3 attacks miss and Lacy is only bloodied.

    This leads to the party trying to defuse the overloading boiler. Cyrus and Ford both spend Technology investigation points to fix the valves in one turn instead of two letting them open those quickly. Ford and Lacy carry two of the fire wards back to the fire dust storage while Savanna keeps one to give her resist 20 fire while she pries the rusted furnace door open. A 20+ STR check plus a shovel as a lever gives her an open door and broken shovel. With her resist 20 fire she is able to get the fire rod out without much difficulty, and Cyrus then takes the fire ward (Savanna is a Tiefling) and the two of them proceed to shovel enough gems out onto the floor before the boiler explodes. While all this is going on Carlie drags the prisoners out of the vicinity of the boiler so they don't die in all the fire gems.

    The saboteurs are stopped without even interrupting the king's speech which goes on w/o a hitch. As the party comes up looking disheveled, Delf comes over to ask what is going on (having already noticed some crewman scurrying about because of Cyrus' fire alarm). The party explains, Delf's eyes go wide, and that ends the scene. I ruled that they were quick enough that the boiler was still semi-functional so the Coaltongue is able to limp back into port at greatly reduced speed (which is pawned off as intentional “to take in the sights” to the dignitaries on board.

    As a reward for being so quick on their feet; the party gets to spend an all nighter with Harkover as he gores over what happened again and again, magically recording it all for later analysis. In the morning they get a bath, suitable attire from the palace staff, and breakfast with the king. A week goes by and the party is summoned to Delf's office...

    There they meet Lya (whom Ford being a martial scientist knows by name), and get the puzzle. My group fiddles with it for 2 minutes or so before they figure out that you cannot do it unless you lift one of the colors in the air. They want to make a good impression so they spend an Arcana investigation point to figure out quickly that there is no solution. The meeting goes pretty much as scripted, for props I give them a map of the island with the cave entrance, exit, and fort marked, cards for the scrolls, and a vial of residium (salt in a test tube), and what they know of Lya (some of her bio).

    They then get their requisition money. My game is heavily modified as far as item costs go (A L30 item costs L10 RAW); they each get 400gp requisition money. This lets them get 4 L2-L3 items and 1 L4-L6 item (so everyone gets one item). From memory Carlie takes Shimmering Robes; Ford takes armbands adding damage to basic attacks, Cyrus takes a tattoo (forget what it does), Lacy takes Plate that gives temp HP as a daily, Savanna takes a shield that gives temp HP as a daily. I'm also using inherent bonus rules (weapon/neck/armor pluses are based on character level and have nothing to do with magic items, which just give powers and properties) so the magic plate is +0 plate @L1 (but the temp HP is very useful for a defender).

    They set sail on the RNS Coaltongue, pick up the primary team, and reach Axis Island. The scripted accident happens (everyone was expecting it; this part sort of annoyed my party a bit as it was so obvious that it was coming), they free Burton and head into the cavern. They manage to get in a bit of exploring the cavern before Nicolas spots them, starts raving, and the fight music starts. Yet again the dice gods hate Ford, as the Shadow Stalker picks him for its chew toy, but its attacks all miss. The fight ends up being pretty lopsided for the party, Nicolas gets a couple of good shots in with his pistol but the elementals don't do much other than die. Highlights for the party are Cyrus holding two earth elementals at bay with his pet mechanical bear (I added a 2nd earth elemental), and Carlie taking poor Nicolas from full hp to almost dead in one shot (Elemental Escalation on a fire bolt did 34 damage and his full hp + his bloodied value is 36). Had she managed the 36 in one shot I've have ruled that they wouldn't have been able to knock him out. But they did knock him and and once they woke him up they convinced him they weren't actually with Ethelyn's rebels; he tells them what he knows has happened and leads them to the surface. Burton stays behind with Nicolas, as much for Nicolas' benefit as Burton's. The party makes the trek to the fortress, detecting and skipping the trap, bypassing the patrol, and having their other-wordly experience.

    The game session ends with the party at the keep...

    Next game is 3 weeks out giving us all plenty of time to forget what happened (and a chance to take some of gideonpepys' advice).

  6. #6
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    I'm now imagining sprinkling residuum on some French Fries.

    I apparently need to look at the elementalist sorcerer. Seriously, 34 damage at 1st level?
    Ryan "RangerWickett" Nock
    Director of the ZEITGEIST campaign saga.


    The most cinematic adventure path for 4th Edition and Pathfinder.

    Now available - Admiral o' the High Seas, and ZEITGEIST adventure eight, Diaspora! For Pathfinder and D&D 4e.

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    I thought we handled Speak with Dead being a total game ruiner by making it so geas applies even after death. The party might figure out that a horrible tentacle-faced thing ate Caius's brain, but nothing that's one of the big conspiracy reveals later on. What issue were you concerned about?
    Ryan "RangerWickett" Nock
    Director of the ZEITGEIST campaign saga.


    The most cinematic adventure path for 4th Edition and Pathfinder.

    Now available - Admiral o' the High Seas, and ZEITGEIST adventure eight, Diaspora! For Pathfinder and D&D 4e.

  8. #8
    Quote Originally Posted by RangerWickett View Post
    I thought we handled Speak with Dead being a total game ruiner by making it so geas applies even after death.
    You did and I missed it.

  9. #9

    12/29 session

    Short session today, started a bit late and a snow storm ended it early.

    The session starts with the partyarriving off the coast of Ber to discover three boats anchored at thelocations on Caius' map; The Dagger flying Risuri colors & LaInspiración flying Ber colors, lashed together, and Il Dracon DeMir flying the colors of a Crisillyiri privateer. The De Mirimmediately signals the PC's to keep their distance or they will befired upon. After pondering this a bit, the party decides to head tothe other vessels to talk with the captains. Jack Glassmaker,captain of The Dagger is reasonably cooperative, explaining he washired by a woman named Xambria to bring her here and that shecurrently spends most of her time on the other ship. He's being paidto wait so he's happy to wait for her. The captain of LaInspiración, Diego Dolorosa is a bit less cooperative, but withsome diplomacy the party is able to get him to open up a bit andconvinces him to let them talk to Paco and Xambria. Paco de LosLoros, a goblin archeologist, is very uncooperative and it takes thespending of a diplomacy point + some encouragement from Xambria toconvince him that the visitors are not “foreign spies” (eventhough at some level they are). He was hired by Caius to investigatethe ruins below the surface, after months of site prep he discovereda large golden disk and was immediately told by Caius to wait whilehe sent “specialists”. The specialists arrived on the De Mir andpromptly kicked him off the site; he's livid that they are stealingall of his discoveries. He reveals that a team has been goingunderwater to the dig site daily since the De Mir arrived (severaldays ago). Xambria claims that Caius told her he had found anotherseal she tried (and failed) to convince him to not open it. Furthershe was attacked by some creature, all she remembers is tentacles. She fled & came to her senses at the docks, and chartered TheDagger to both get away from the creature and to try to stop Caius'team from opening the seal. But the presence of a war ship hasstymied her.


    She offers to cast water breathing onthe party and Paco offers the use of his diving globes if they wishto try to take care of the other team. The party decides to wait forthe next day to attack the boat an hour or so after the team leaves. They manage to sneak on board and have little difficulty securing theship. The crew is locked in the bilge and the party searches theship, finding a ritual book, a map of the dig site, and a note fromCaius to a Fiona Duvall. The note reveals many things not known tothe party; there have been several dig sites, the seals have trappedextra-planar creatures, the ancients fought some sort of war withextra-planar creatures, there were multiple factions of thesecreatures, and the seals were to prevent them from conquering thisplane. Further Caius (and by extension whoever he works for) areaware of the party's investigations, also he was planning on taking arail trip in the near future to Vendrici for a meeting.


    The party now ventures to the oceanbottom to try to sneak up on whoever is at the dig site. Unfortunately for them their stealth is not quite up to the task andthey are instead the ones that are surprised. They have no problemsquickly dispatching the on-site team, however, and have moreprisoners to deal with. [My party took the Paco's globes with them and also had a water breathing spell, the air pockets created by the globes took the sharks out of the fight and greatly mitigated the effectiveness of the octopi. This left just the humans, the combat was over by the first action of round 3. I probably should have had the dig team just leave but they outnumbered the PC's, with the fight being over in just over 12 seconds by the time they figured they were in over their heads it was too late.]


    While rounding up the prisoners, one ofthe now berserk sharks (controlled by the felled druid) breaks theprotection circle around the seal, letting whatever is behind intothis plane.


    The session ends with the hordes ofMavisha pouring into this world.

  10. #10

    1/12/13 session notes

    The session starts with the party fighting off the hordes of Mavisha. They make short work of the fish men, but the elemental is a bit tougher (almost drowns Ford). But they manage to dispatch the elementals without losing any prisoners. They return to the De Mir and question their prisoners. A timely high intimidate check from Savanna gets Finona to tell what (very little) she knows. Caius has hired her to recover seals from various ancient's ruins (including the trip with Rock Rackus). She has an Ob ring, but explains that this was given to her by Caius. She believes that Caius is in turn working for someone else who is attempting to somehow enhance planer magic using the seals. A bulls*** detector point is spent to verify her story and as far as they can tell, she is telling the truth.

    The party places about ½ of the De Mir's crew (as prisoners) on their boat. Important prisoners and a few crew are placed in the brig; they then “hire” some of the crew to help them sail the De Mir back to Flint (to fill out their crew of 4). On the first night (before they can complete a long rest) they are attacked by numerous acidic slime creatures and two multi-headed snake like creatures. This is a very tough fight, largely because they go into it almost out of surges and down a few blacks. But damage to the party isn't the biggest problem. The slime creatures somehow suck life essence out of their victims and grow; when they die they explode covering a large area with acid. The larger they get the larger the explosion, and by the time they are all dispatched the entire half of the ship is covered in acid (multiple overlapping areas all over). Two sails are lost, the deck all around the middle mast is no longer safe to walk on, and they narrowly escape losing the middle mast. Worse once they check the ship they discover 4 people have been killed, one of their crew guarding the prisoners, Finona, the De Mir's captain, and the orc druid. They have holes in their upper palates and their brains are missing. At this point the party notices through a porthole that the Dagger is on fire. They rush over to find the crew dead (and burned). They manage to put out the fire before the ship sinks, and discover that Xambria's body is not here and the remains of a ritual circle.

    They return to the De Mir and cast Speak With Dead on Finona asking:


    • Describe What Killed You: “I didn't see it.”
    • Describe the events leading up to your death: S”omething stunned me, as I was blacking out I felt tentacles in my mouth and I died.”


    The De Mir manages to limp back to flint over the course of 10 days. The party make arrangements to deliver what is left of their prisoners and the seal to RHC HQ. They are also informed that Delf wishes to talk to them. Delf tells them that many strange things have been going on over the past 10 days. There have been several cases of the ailment that was affecting Ford; and every day a body has been found with a hole in its upper palate and its brain missing. The party immediately makes the connection of 10 days and the ritual circle; whatever was on the Dagger (Xambria?) most likely used a ritual to teleport to Flint. They give their report to Delf and after this exchange they are informed that 1) Hans Weber at the museum would like to speak with them and 2) Ms. Saxby has requested their presence as soon as he is done with them. They get to cool their heels for an hour or so in Saxby's waiting area before Nigel Price-Hill arrives. After another 15 minutes or so they are escorted into Saxby's office.

    The audit is complete and she has a copy of their report. This includes such heinous acts as associating with a suspected crime lord (Cippiano) and bribing (and not arresting) a wanted crime lord (giving Kell 1,000gp of magic items). Fortunately for them, they discovered their attempted frame-ups before the authorities did. Saxby is ripping into them hard, and it is obvious that while Nigel isn't exactly thrilled with them, he thinks the response is a bit over the top. A Diplomacy IP is spent to try to wiggle out from under Saxby, and with the spent point Nigel comes to their defense and declares he thinks she is being a bit harsh. The end result of this is:


    • Loss of 2 months pay.
    • Probation for 2 months. If no further problems arise then this will be removed from their record. Further incidents over the next two months will be on their permanent record and they will risk a loss of employment or prosecution.


    As part of their defense they mention that they have commandeered the De Mir and that it is being handed over to RHC for use, which Nigel thinks is splendid. They neglect to mention, however, the acid damage and the fact that the top deck will require extensive repair.

    At this point they are dismissed; on the way out Delf hands them their requisition money as well as a bit of extra spending cash. Ding level 7! Before leaving to meet with Hans, they put in some requisition requests.

    They meet with Hans; he has received a note that appears to be from a (very demented) Xambria; he doesn't understand it at all. Perhaps the party can make something out of it.

    Hans -
    Help Me
    It followed me from the dig
    It has me
    I only have a moment
    It wants the three relics
    Warn the constables
    It talks in my mind
    I know things I shouldn't
    It's name is Sijhen
    I hear the word Gidim
    Gidim Gidim? Gidim
    A people? A world?
    Another name, a name it's curious about
    Obscurati
    Obscurati
    OBSCURATI

    The party, of course is able to make much more sense of this than poor Hans. They ask about the relics and he mentions that they are going on exhibition and that there will be a VIP party for them tomorrow. And that many important people have been invited and that the party ABSOLUTELY will happen.

    They return to RHC to talk to Delf to see if they can be assigned to security, to find a packet waiting for them from Delf with security passes to the party, along with a warning that if they screw this up Saxby will have their heads. At this point they have about 24 hours before the party starts. The session ends with the party pondering how to spend these precious 24 hours.

    Goals for the next session:


    • Find Xambria
    • Find Sijhen
    • Find the seal of Apet
    • Stop the (likely) theft attempt on the relics.

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