ZEITGEIST Rangda's Zeitgeist Campaign (SPOILERS)

rangda

First Post
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.
 

log in or register to remove this ad

Remove ads

Top