ZEITGEIST Rangda's Zeitgeist Campaign (SPOILERS)

IMO if there is a problem here it is that the Wolfgang thread has three scenes in a row where the PC's really cannot affect things much. With Kell in the theater they really have no choice but to hand over the cash if they want to find Wolfgang in a timely manner. This is immediately followed up by a scene where stopping Creed from taking either Wolfgang or the papers is all but impossible, followed up by another scene where all they can hope to do is walk away w/o dieing. My group is an old school "kill the bad guys take the loot" group and this really grates for them as they are not used to being helpless.

Dind't feel that way when my players got to Wolfgang, they skipped the meeting with Kell and got to herr Doctor by other means. The fight at the Church was quite brutal and they got heavily injured but managed to repeal Creed and to keep both the doctor and the papers. After that, Leone really impressed them but after his first chat they decided not to pay attention to "magneto" demands and cleverly looked for an exit at the kitchen (smoke has to go somewhere) so they left. Unfortunately after the adventure they discovered that one of the group contacts a young pretty noble was kidnapped. (the main contact was a player who was scared of sleeping at home because of creed, so he stayed a few days at RHC quarters missing the box with a few severed fingers and letter demanding both the doctor and the paper at his home box.). After they took down McBannin they found the noble tortured and mutilated with a message from Leone ("Congratulation for your exit. See you again"), now they are both scared and anxious to met Leone (not that much of Kell because they haven't meet yet)
 

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rangda

First Post
10/20 Session

This session starts with a bang as the conspiracy makes their assassination attempt on Nevard. My players have had a really easy time of it so far so I've raised the difficulty level of this encounter considerably. The “druids” are revealed to be skeletons, some of them head for Nevard while others turn cranks on their carriages (I've got two waves of jaguars, a wave of 6 and a follow up wave of 3). It's about this time the party notices the rusted metal rings on the sides of the carriages which suddenly become active bleak gate portals which spew forth 6 frankenstein jaguars. The Jaguars head straight for the party to engage, the plan being that 3 more will come through as a second wave on round 3-4 to get Nevard while the party is busy. (I figured 9 jaguars would keep the party busy for a while). This was a brutal fight which took about 3 hours with lots of careful strategy. The jaguars were right on the edge of what the players could handle but I rolled 3 critical in the first 2 rounds of combat (including a double crit on poor Laci). In round 3, three of the players were dieing and it was really touch and go. But the absurd level of dice rolling continued as two of the players rolled 20's on their death saves to get right back up. (I think there were around 15 or so 20's rolled on attacks or death saves in this fight, it was insane.) Lots of back and forth swings. The party just barely managed to keep the 3 extra jaguars off Nevard and all he ended up taking was 5 hp of drain from a witch oil zone. Interestingly what saved Nevard wasn't the party (directly anyway) but the 4 bobby's the PC's called in with a favor. Carlie literally threw herself in the way of one of the Jaguars and her heroics inspired the bobby's to do the same. In my game it's 2 hits to kill a minion (first bloodies, second kills) and those 4 extra bodies slowed the jaguars down enough that the party could get to them before they could get to Nevard.

With this fight over the players are at an impasse. They've investigated all of their leads and really don't have anything solid that connects Macbannin to what is going on. This is what I thought was the weakest part of the module; that at the end you have sort of handwave the PC's into “Macbannin did it” (unless there is something I missed, the module is complex enough that is entirely possible). I nudged them with a note from Cippiano which read “Follow xxx, yyy, zzz to the man that lives on the top of the hill.” xxx, yyy, zzz were shell companies that the papers were involved in moving supplies around and with some diligent checking on those companies the players get enough facts to pin down that Macbannin is behind them. It makes for a great NCIS exposition seen but my disappointment was with the fact that it was me explaining it to the players rather than the players explaining it to me. (I do recognize that conspiracy modules can be maddeningly hard to pull off as if you leave enough pieces out there for the PC's to figure it out you run the risk of them figuring it out way too early, but I still wish the players could have put it together themselves somehow.)

Anyway armed with some reasonably hard evidence that Macbannin is involved the party pulls some strings, gets a search warrant for his grounds, pulls in more favors to get an escort of 4 soldiers & 12(!) bobby's, and heads off to the mansion.

This plays out much as you'd expect. Macbannin makes some small talk but he figures out pretty quickly they've got something on him and he goes into his scripted speech. This fight makes for a classic end of movie James Bond battle as there are 22 minions on one side and 16 on the other. I've got the minions in a giant gun fight while the PC's take the battle to Macbannin & his Kell guards. With Carlie working Kell into her background as the gang she turned stoolie on she's got a big hate-on for Kell, she recognizes the bodyguards as being part of Kell's gang. I hit her with a compulsion, attack the bodyguards to the exclusion of all else (unless some poor victim gets into the areas) until they are dead (not unconscious) and get a damage boost for the fight, or spend an action point to resist the compulsion. (This is something else pulled from FATE.) She gives in to her hate and she and the guards go at it. Macbannin uses his area slow/weaken attack to slow the party down as he backpedals, hoping the bodyguards will take them down. But Ford and Laci manage to engage. Those curses Macbannin had are EVIL, really caught my players off guard and that doesn't happen often. But Carlie went plaid on Kell's goons (20's crawling out of the woodwork again) making this fight a foregone conclusion. By the time it even occurred to Macbannin that he should be retreating he was unconscious in custody.

My group has enough presence of mind to pull Macbannin out of the giant fight, cuff him, and grab some bobbys to guard him to make sure none of his minions carry him away while everyone is distracted fighting. They then head off in search of Creed. This leads them to the tool shed which leads them to the lab. Because they caught Macbannin outside the fights in the lab are all split up so none of them are particularly hard. The jaguars which gave them so much trouble in Dawn Square go down easy in ones or twos. And even Creed when he fades in from the bleak gate doesn't last long. All of this together with Macbannin would have been a classic fight but such was not meant to be. Probably for the best given the very cramped quarters of the lab. With two technologists in the party with unspent tech points shutting down the machine is relatively easy.

The interesting bit here is that my party drained ALL of the witch oil through the down pipe. The module didn't talk about what this would do to the factory on the other side but I'm sure it's not good. That's what the players thought anyway. :) Macbannin is arrested and “kills himself” before trial. I took of vote of how many of my group really believed he killed himself and nobody raised their hand...

We still had a bit of time left so we started in on module 3. They got their cutscenes of paper pushing as Saxby ties them to desk duty. I asked them how they chose to interact with the team assigned to their case and they decided to be as helpful as possible. They offered as much help as they could and made themselves available to the other team could pick their brains. In particular the other team has expressed a lot of frustration on how the powers that be seem to keep stonewalling their investigation. Warrants requests get bogged down in the system, requests for backup are always denied, it's like nobody wants this mystery solved. The only people actually being helpful are the PC's. This has given them some camaraderie with the PC's, which will affect how things player out later...

The party gets their guard duty assignment, meets with Sgt. Lockheart, and spends some time taking in the fair. I gave my players a handout including a list of the exhibitors; I wanted to provide a map of the fair but giving them a copy of the tactical map would have given too much away. I'm sure finances don't allow, but a plot plan map of the fair grounds would have been a great player handout. My group isn't big on the social RP thing so they don't interact much with anybody they just take in the sights. So at this point they haven't gotten a whif of any of the trouble that's bubbling under the surface. They did, however want to check out Nock's booth as well as the steam powered armor. Which gets them to that part of the fair for “the incident”.

The session ends with the party running to investigate the screams from the crowd; stumbling into the weirdest set of creatures they've ever seen, along with someone holding a golden staff. (Note to self: this campaign needs rules for san loss.) Another cliffhanger ending; I'm starting to like these. :)

Player objectives for next session:

  • Kill the weird alien creatures
  • Don't die.
 

rangda

First Post
Thought people might be interested in seeing this. We picked up a 4'x3' whiteboard for Zeitgeist so the players could keep notes in front of them for session to session. This has worked out really well. Here is the board at the conclusion of Z2.
 

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rangda

First Post
11/3 Session

The session starts with the party in combat against weird creatures overrunning part of the arms exposition. I beefed this combat up a bit (officially there are only two combats before the leveling up to level 6, and my group needs more fighting than that), so it's a bit slow. All the insubstantial creatures take a bit to kill. The worm maw doesn't last long, it “eats” someone which makes it 1) scary and 2) substantial which just paints a giant bulls-eye on it.

Once the combat is complete the clean-up beings. The party lets the RHC peons handle most of the clean-up off screen but they decide to confiscate the staff. Simon is reluctant to tell them, but the party leans on him and threatens to arrest him and charge him with all sorts of offenses related to summoning the beasts. Given this threat, he breaks down and confesses he did the steampunk equivalent of buying speakers from the back of a van. He gives them instructions on how to arrange a buy through the souvenir shop and they let him go.

They head back to RHC to examine the staff and the bodies. Players spend Arcana points on each, they learn that the bodies are like nothing known, but they learn enough that if they find other strange aberations they will be able to identify if they come from the same place. They figure out that the Staff is related to the Ancients and that talking to someone at either Pardwight or the Museum is probably a good idea.

They head back to the expo to follow try to setup a sting for the illegal magic items sales, Carlie disguises herself to prevent any chance of being recognized (with a 14 bluff including disguise kit this works). However, after the fight with the aberations security is very high, the contact at the souvenir shop tells them to come back tomorrow. They decide to call it a day at this point and get some sleep. Ford (a marital scientist) gets a letter that night from Harlock requesting some specimens of the aberations; in return for supplying the bodies he is promised a copy of the research paper. He agrees and some of the bodies will be picked up the next morning at RHC.

The next morning they are dragged into Saxby's office to meet Nigel. In my game I've portrayed Saxby as a political bitch; they know she's pissed at them but they are assuming it's because they are becoming politically inconvenient (which they are). Saxby takes great pleasure in pointing out that Nigel is here to “route out corruption” but that of course he won't find anything related to such stellar agents as themselves; as the players start running through their head all of the things that could be used against them.

  • Gave government property to a known criminal (gave 1,000gp in magic items to Kell for info on Wolfgang).
  • Association with a suspected crime lord (Cippiano)
  • Forged arrest papers (to get Cippiano's family members off the hook for the dock fight)

The first two they cannot do much about but for the last Laci spends an Evidence Collection point to review the paperwork and make sure it's as close to perfect as it can be given it's not 100% truthful. Because of the spent IP this will not come up in the review later (but the other things most likely will).

They head back to the expo to follow get the sting going. But when they get there they are sidetracked. Sara Lockheart asks for help with a gang of very organized street urchins operating at the expo. They are very organized and pressure is being put on her to get them under control. I've expanded the “mama” thread a bit to turn them into an arm of Kell's organization with a combat encounter. The party spends Streetwise IP to find and follow some of the urchins back to their lair, which is of course in the sewars. I have my combat setup with a bunch of minions (urchins), a few were-rats, and some Kell bodyguards for mama. Mama is a noncombatant lead from the rear type who hides once the fighting starts. I made this combat a bit too big (think I over-compensated for the easy time they had of it in module 2) and this fight is pretty brutal. Carlie “dies” but when she was killed the gang was in control of the combat so I rule she's disabled not dead, figuring the gang would try to question or ransom her. Losing the area striker early on really hurts the party, as I had a lot of NPC's in the fight assuming there would be constant area attacks that would do a job on the NPC's in a confined space. Without that the party has a very rough time of it.; everyone except Savana ends up contracting Filth Fever. They do end up breaking the gang but mama gets away. Amongst the stolen items they find a rusted amulet which is immediately linked to MacBannin's bleak gate operation; questioning the urchins they get a description of an outrageously dressed man (Isaac). They have some sketches made up of Isaac and give those to Sarah to circulate to see if anyone has seen him (given how he was dressed how could people have not...) At this point I'm leaning towards turning Isaac into a combat encounter to give them another fight before they level up; although I'm not 100% sure I'll do with it.

It's now mid-afternoon; they get themselves cleaned up and continue with the magic item sting. Despite all being down a surge because of Filth Fever, they figure if they don't show up today the contact might get suspicious so they have to do it now. Carlie is told to head to the subrail construction site for the buy.

They head over with the rest of the party hiding. Cyrus and Ford are stealthy so they follow close by taking cover in all of the construction materials. Laci and Savanna can't even spell stealth so they hang farther back. Carlie easily passes the bluff check to convince Kaja she is a legit buyer and is shown the contents of the chest. This is when Ford declares “RHC, nobody move” and the fight music starts. This fight goes pear shaped, it's about as close to a TPK as you can get without actually having a TPK. I increase the number of Kell pistoleers to 6 figuring that Carlie's areas will obliterate them given their very low hit points, especially given her Kell phobia. She gives into her hate and gets +3 damage for the fight but has to focus on the Kell pistoleers; however 23 hp doesn't last long when someone is doing 2d10+15 :p. They break and run but the gun platforms Kaja has are just vicious; concentrated fire from them hurts! (If your party isn't combat tuned don't focus fire the combat turrets.) The party initially pushed Kaja off the station platform down to the rails (20' drop); they were shooting for the extra damage but they ended up pushing her away from the chest of items. I made it a summoned chest (like her guns) but decided she had to be next to it to make it go away; she wasn't (initially anyway) willing to abandon the chest which left her a problem of how to recover the chest before getting away. This forced her to stick around longer than she wanted but also put a lot of damage on the players, at the end of the fight Cyrus, Laci, and Ford were all dieing, Carlie had 2 hp left and Savanna + Cyrus' robots were bloodied. But they did prevail and ended up with the chest including the Blade & Amulet of the Ancients.

They bring Kaja back to RHC and the team splits up. Carlie and Savanna play good cop/bad cop questioning Kaja while Ford, Cyrus, and Laci head back to the expo to see if any progress has been made trying to find the man with very poor fashion sense. Kaja cracks under questioning and they learn of her involvement in MacBannin's operation, her magic item racket, and they confirm Kell involved. They also find out that the staff is linked to MacBannin and that a tiefling visitor was there at the same time he staff arrived, and that MacBannin was not happy about the tiefling being there. Meanwhile at the expo several people reported seeing Isaac, and they even get lucky a carriage driver is found who took him from the faire so they have an area to search for him. They link back up at RHC, then head to a hospital to spend the night getting treatment for Filth Fever.

They arrive at RHC the next morning to find a grim Delf. It appeears that Kaja fell down a set of stairs with a box of steak knives despite there being no stairs and no steak knives in her cell. The scene has been preserved for them to get a look at it, despite Delf telling them that Saxby wanted it cleaned up right away. Carlie spends an Evidence Collection IP at the crime scene and finds the puncture wound being hidden by the marks on Kaja's neck from the hanging. Cyrus detects bleak gate energy on the wound, which links MacBannin's operation to the now non-suicide. This immediately makes them think of rusted metal gates which they don't find. Cyrus wants to cast Detect Planar Energy, but the guards object to a ritual being performed in the prison. The party decides pushing this will potentially create too much pushback from Saxby as they are making waves. They do poke around looking for a circle/rectangle of rusted metal but don't find one. They submit an official report that lists death as suicide but invite Delf or lunch and make an unofficial report indicating it was murder and that whatever MacBannin was involved with on the bleak gate is most likely involved. This is the second prisoner who died under very mysterious circumstances; Delf (and the party) assume this is not a coincidence and Delf tells them to be careful and that perhaps more interesting news should be talked about over lunch rather than in reports.

When they get back they find the RHC team that has taken their place on the MacBannin investigation in their offices. They have a crime scene that they'd like the party to look at to give them their opinions. They head over to the crime scene and take a look. They find most of the clues here but are just about out of IP (of course the next level and the resetting of IP is not far away). They find:

  • The body is a late 50's early 60's male with an old gunshot wound in his leg. He most likely served in the Risuri military, his initials are AG.
  • His hands/arms are tied with steel bars in a way that suggests magic was used for the bending. This links him to Leone.
  • It appears the golem punched him in the skull, killing him. He died around the same time things were coming to a head with MacBannin.
  • He was wearing a necklace which most likely was one of the rusted metal amulets (unless rusted metal is a new fashion trend).
  • Witch oil was poured into him while he was still alive, but the witch oil does not contain a soul. Ergo they soul went somewhere else.
  • He had money and ship schedules, he was planning on leaving the country to head to Elfaivar.
  • The golem was pulled or blasted apart not broken. This also links to Leone (or magneto as my party calls him).
  • The golem was very ornate and complicated and was probably more for show than fighting.
  • They head is still magical and could still be housing something. And right next to this is witch oil with no soul where someone died. Things that make you go hmmmmmmmm.
  • The golem most likely pulled the rested metal amulet off of the man.
  • They find a scrap of exotic cloth; the other team agrees to allow them to take a small sample of it. Whether they will chase this down on their own or not is undecided.
  • The cloth sample is magical and given how long it's been here this means that whatever it came from had some big juju.
  • Iron ingots fell off the shelf when whatever happened here happened.

The session ends with the party pondering how involved they should get with the other team's investigation...

Unresolved issues:

  • Finding the strangely dressed man.
  • Talk to someone at either Pardwight or the Museum about the Ancient's items.
  • Finding the tiefling that visited MacBannin's bleak gate complex. (They missed putting this on their white board but I'll be nice and remind them.)
 

rangda

First Post
11/17 session

This session starts with the party pondering what they've learned. They decide to head to Pardwight University to talk about the Ancients. They meet with Professor Hans Weber who gives them far more trivia than they really want to know about the Ancients. He also tells them about Xambria and her expedition and recommends they talk with her. They don't reveal that they have the Ancients relics yet as they wish to keep them just in case. Chatting with Xambria they learn of her expedition to the Ancient's ziggurat, that Caius Bergeron (who vaguely matches the description of the tiefling Kaja saw in the Bleak Gate) backed and and was interested in a “golden seal”, that the seal was found and tiefling spellcaster (odd that) came to examine it, and that after leaving camp for a few days she returned to find everyone dead. And also that she has a time gap in her memory and that she is still suffering from some sort of mental side effects. I offer the opportunity to spend 2 bull**** detector IP to learn something and the party does, learning that Xambria appears to be suffering from some sort of mental compulsion or control. But exactly what it is cannot be determined. The party determines that a field trip to the country will be in their near future which will change the items they requisition at level 6. Between investigating the golem last session and this trip they've ended the day so the break for some rest.

The next day they decide to use Cippianto to try to learn about the cloth sample; Cyrus heads over to the Coffee Shop to drop the sample off. They then head off in search of the “strangely dressed man” (Isaac). Some IP are spent which allows them to locate a carriage driver that recalls someone wearing outrageous clothes. They backtrack to where he was picked up and start canvassing. Their luck holds and they find a cheap boarding house where Isaac is staying. He's not there so they settle in a nearby bar to wait for him.

A few hours later some obvious thugs wander into the bar and start watching the same building. All are in for a long wait as Isaac doesn't come back until 11:30pm (rolled 2d6 for # of hours and rolled a 12). The party waits to see what the thugs do and sure enough they head over to the boarding house. (The thugs are in the service of Kell and are being sent to tie up the loose end of Isaac.) Most hide while one talks to the old woman running the boarding house, once he convinces her to let him in he promptly clamps a hand over her mouth and drags her inside, at which point half of the thugs enter leaving the other half as guards outside. At this point the party intervenes and violence ensues. The fights inside and outside the building go as expected, challenging but not really life threatening. The important things to come out of this are 1) the PC's keep Isaac alive, 2) the PC's keep the women running the boarding house alive, 3) moderate fire damage is done to the building from Carlie casting some area fire zones, and 4) 3 thugs die in said fire zones (knocked out but then left in zones to burn before PC's could get to them). The deaths certainly won't look good on their report (and the 15 or so prisoners give them more publicity than Delf would like). Laci heads towards the local police precinct to call in a favor some Bobby's and a paddy wagon (probably 2) for the prisoners.

The party then questions Isaac about his rusted amulet. He's of course reluctant to talk about it. But sufficient threats (high intimidate roll) plus assurances of safety (that they know they can't really provide) convince him to open up once in the “safety” of RCH headquarters. He fills them in on his job as a research assistant and that he left when the earthquake hit the factory taking some odds and ends including the Ancients artifacts with him.
It's not a lot but the party can now connect the ancients items to the Bleak Gate facility and a tiefling who at least vaguely matches Caius Bergeron's description (of course it could have been some other tiefling, for example the 'advisors' that went to the dig site are also prime candidates). This in turn ties into Kaja's illegal arms sales which appeared to be at least somewhat backed by Kell. Caius is linked to an expedition that recovered the Ancients items which coincidentally just happened to show up at the Bleak Gate facility (making him or one of his advisors prime suspects).

They level up and put in requisitions, items will take 2 days to arrive. This gives them a couple of days to try to chase Caius down who is surprisingly hard to find. With the upcoming field trip nobody is willing to spend IP which means they are not successful in finding Caius before they leave, but they do end up with a short list of leads so they will probably be able to find him when they get back. They do get some information from Cippiano about the cloth though; Cyrus receives an invite for himself + 4 guests to a formal brunch party being thrown for the city's rich elite. Their Cyrus meets a Crysilliri countess who engages him in a fascinating talk of fashion, including the subject of ancient Eladrin female attire. It turns out that before the Great Malice Eladrin women would sometimes wear lovely dresses of a mixed cotton and silk fabric (just like the sample the party found, what an amazing coincidence!), and that sometimes this fabric would be enchanted with extremely powerful magics which could cause faint residue to be left behind on even the tiniest scraps. After giving this fascinating chat, the countess wanders off to mingle leaving Cyrus and the rest of the party to be ignored by the other attendees (even having sprung for the 30gp fine clothes in the PHB they are short at least one zero from what everybody else is wearing). Once again I am having far too much fun with Cippiano. :)

With all of the immediate local threads tied up and their requisitions finally in, it's time to head out to the dig site. Delft provides some tickets and expense money and puts them on the train (thankful to be rid of them for a few days so all of their publicity can die down to get Saxby off his back). The train ride to Bole and then trek to Agate are uneventful. In Agate they do some investigation and manage to cooberate some of Xambria's story, and pin down that her gap in memory occurs between her leaving to head back to the dig site (where she remembers showing up with everyone dead) and her coming back to Agate on her way to Flint. They also spent a Streetwise IP and find out that two weeks ago another group of outsiders came through and came back with a cloth covered object that appears to match the description that Xambria provides of the seal.

I have two players that have Arcana + History IP, that is enough for them to be recall legends of the Voice of Rot and that giving a sacrifice to him might appease him on their journey through the swamps. The party makes the appropriate sacrifice and sure enough their trip to the dig site is uneventful. They investigate the site and the bodies, learning that there is no obvious cause of death (an autopsy on one of them reveals internal tumors). They also learn that the bodies have been already searched (and premably the campsight has been as well as Xambria's journal is nowhere to be found).

The session ends with the party contemplating the questions to ask with a Speak With Dead ritual.

Things do do next session:

  • Investigate the ziggurat
  • Don't die in the ziggurat
  • Find Caius when they get back to civilization
 

rangda

First Post
12/1 session

Session starts out with the party building a list of some questions to ask the bodies outside the ziggurat using Speak With Dead. Unfortunately they don't know much, just that their heads hurt a lot then they died. The party does confirm that Xambria did leave to get supplies and that (as far as the spirits knew anyway) she was not present when they died. They enter the ziggurat, ponder the 3 mummies in the entrance way a bit, noticing the fact that they appear to be missing a staff, sword, and amulet. Now they know where the ancients magic items came from.

They then decide to go left which takes them to the (hideous) puzzle room. But first things first, before the puzzle there has to be a fight with the resident monsters. This took a bit longer and was a bit more challenging than I expected (my house rule of two hits to kill a minion making minions a lot tougher but the party prevails with some clever tactics (and meta-gaming the 4E combat system a bit but I'm OK with that).

With the monsters dispatched it's time to deal with the puzzle. Sadly I have a group of players that by and large doesn't care for puzzles (FWIW I don't care for them either). One player does enjoy them and she coaxed them through it. I will say the description of the puzzle as written is horribly vague, but that 's been covered in its own thread already (although even reading that thread I'm still not sure I got it right). I ran it as:

  • All colors start on (so all platforms/walls active).
  • Buttons toggle colors on and off.
  • Turning a color off turns that color off and does nothing else.
  • Turning a color on turns that color on and turns its opposite color off if it is on.
  • Hitting the button behind the 6 colored walls shuts the puzzle off by turning all of the walls off but leaving all of the platforms on.
Run like this the solution is pretty easy once you figure out how the buttons work and overcome the natural cautiousness of players (my party was initially reluctant to split up for example). The buttons only acting on their opposite color when they turn a color on also really threw them and bogged them down a bit. But they get through it and proceed into the map room. Carlie is the one that “solves” the puzzle by pushing the final button so she is the one that gets the vision (and the ability to solidify the war beasts). In the map room I then somehow totally miss the paragraph on page 30 that talks about how to read the map (despite having read the module twice) so they flail for it a bit and move on. I catch it later on and they suddenly have an epiphany to come back and play with it again for the location it reveals.

From the map room they proceed into the “seal” storage room. They notice the constellation on the floor with Mavisha marked, Ford decides to pour a water skin of water on it. I rule that this is close enough to “place both of water” that it disables the flooding trap which will make their life a bit easier on the way out. They then play with a fire pillar trap and Ford gets fried, but for essentially nothing as his resist 5 fire negates all the damage. They then think to hit the constellation in the floor with Jiese marked with fire (easy when you have a fire sorcerer handy) which shuts this trap off.

They then head down the corridor with all of the spear traps; which I've made worse by putting pit traps next to the spear traps (figuring what you to do bypass one of them makes you trip the other one off making the traps more in the spirit of Indiana Jones which the ziggurat seems inspired by). This has the expected effect; Laci sets off the spear trap, gets restrained, but makes her save. Cyrus pushes her forward to get her out of the spear trap but promptly dumps her on the pit trap and into the pit she goes. This convinces them to try the other way which takes them to the seal room.

They are cautious here and look around a bit (and move the welcome mat) before going in. However they don't do anything to the constellation with Nem marked (honestly there is no way they would ever figure out how to disable this) which triggers all of the undead. But for now they get to examine the map room. An arcana IP point is spent and they notice the magic of the pillars and the rituals. They know they are probably triggers for something but do not know what. This causes extreme caution. They decide to drag one of the tieflings outside and cast Speak With Dead (several times as it ends up). They don't learn as much as they might like but they do learn a lot.

  • The tieflings came here to cast a ritual to unlock the seal so it could be taken away.
  • How the tieflings died. As luck (d20 roll) would have it the particular caster they chose didn't see their circle being broken so all he knows is that something broke their circle and when the portal was unlocked the warbeasts poured out and killed them. The module is unclear about whether the tieflings were expecting the warbeasts, on the one hand they did have a circle up but on the other I don't see anything that would make them expect them. So I ruled they weren't expecting them and were just being cautious with the warding circle (for all the good it did them).
  • The tieflings worked for Caius.
  • They are part of a group that calls themselves the Obsurati or Ob.
  • Other members of the Ob can be recognized by rings with inscriptions that abbreviate to O.B.
Once done with Speak With Dead they take open the seal to see what is behind it and find the void. Oddly nobody decides they want to play with the void that looks suspiciously like outer space (minus all the stars). They do notice the body though, and the fact that the seal opens to nothing rather than Apet is unusual.

They then proceed to head further down the hallway which puts them next to some spear traps except that thanks to the Nem trap they've now been upgraded to mummy monsters. It's almost midnight so the session ends with mummy's coming out of the walls (literally).

Goals for next session:

  • Explore the rest of the ziggurat
  • Don't die of mummy poisoning
  • Find Caius when they get back to civilization
  • Prepare an expedition to the coast of Ber.
 

rangda

First Post
12/15 session

The session starts with the party trying to leave the ziggurat, surrounded by undead. These are quickliy dispatched (the flooding trap was disabled and without the time limit none of the combat encounters on the way out are all that dangerous). They next encounter the room with the illusionary floor trap, the gidim war beasts are quickly dispatched although they do give Ford a scare as the is at stage two of Distant Madness, and their attacks can advance the disease. There are more traps after this, none of which give the party any difficulty, nor do the mummy's at the entrance. However, things are less rosy upon leaving the ziggurat.

Exiting the ziggurat the party is surrounded by undead. Their choices are stand (and die?), go back into the ziggurat, or go up. They decide they like up and up they go. Once at the top of the ziggurat, they are addressed by the Voice Of Rot:

“My slumber is disturbed. You, agents of King Kelland, shall redress this offense. Most that fled your mortal trap were mute beasts. One had reason. It can be judged. Follow the scent of its homeland’s blood. Find it. Cut its flesh, then do as you please. Kill it, and it will rot. Send it home, and it will despair. Either, and I shall be appeased.”

And suddenly everyone can perform Detect Planar Energy (and has a palette of two energy types to pick from, Apet and the Bleak Gate). Before leaving the party tries to detect both Apet and Bleak Gate energy, finding trails of both heading back towards Agate. Arriving at Agate they try both again, discovering a boat that took some tieflings and a very large shipping crate to Bole. At Bole they spend a Streetwise IP and discover that a rail car was used by a secretive group of people including some tieflings to transport a very large shipping container, they find the car and detect both energy forms on it. This trial is lost in Flint. On the return trip Savanna and Laci recover from Distant Madness but Ford struggles to avoid succombing to the disease and is at stage two when they get back to flint. (And gets 2 days R&R to recover from the disease with psychic treatment. Fortunately their was some good reading waiting for him when he got back, the treatise on the war beasts and martial scientist techniques to fight them was finished.)

That night Cyrus notices that something isn't quite right at his apartment. He spends an Evidence Collection IP and notices that some of his furniture and belongings have been moved. He makes a thorough search and finds a dagger with dried blood, a pouch /w 1,000gp, and a note presumably from Kell congratulating him on picking up Kaja's smuggling operation. He recalls that this very distinctive and rare dagger (or one very similar) was used to kill a merchant's servant in a robbery that occurred just before they left for the ziggurat. At this point he looks out the window and notices a squad of bobby's headed towards his apartment building. He's on a tight clock, and decides to destroy the note using chemicals from his lab and toss the bag/dagger on the roof of a nearby building. Some stealth and acrobatics checks get this done with just enough time for him to make himself look “casual” before the bobby's arrive with a warrant to search his apartment. They don't find anything but he doesn't do so good on a bluff check and appears nervous, so gets to spend the night at the local police station repeating his story over and over. Savanna discovers a similar note and some artwork that was stolen from the aforementioned noble in her apartment, she has a bit more time to get rid of the evidence but is equally bad at bluff and spends the night in a precinct herself. Delf politely ignores their lack of sleep the next morning. :)

After meeting with Delf, Cyrus find a letter at his desk smelling of coffee stating “haven't seen you in a while.” He and Savanna start for Cippiano's coffee shop but notice they are being followed and divert to a different coffee shop and spend a few hours drinking coffee.

Meanwhile Laci and Carlie head to the canals to check for Apet energy where they had previously found the Bleak Gate energy trail. They find nothing there but do find a trail of Apet energy leading to a warehouse. They also disover that they too are being followed. The lower windows of the warehouse are blacked out so they cannot easily peek in and the door is locked with a rather large and impressive lock. Carlie takes them to the busiest town square in the district, waits until the peak lunch hour traffic, and spends a Streetwise point to lose their tail. If they can get back to the square in 15 minutes or so they can pick up their tail without him realizing they left the square. They make a beeline for the warehouse. The lock looks too hard for them to pick so Laci climbs the wall and checks the upper windows (3 floors up). They are also locked but the lock is not nearly as impressive and she is able to pick it. She quickly drops down, sheds her plate armor (5 minutes), climbs back up, enters and drops down. She finds signs of a struggle and a fair amount of blood, at least 3 people died here, and that the bodies were dragged away by someone small and light. Xambria is the immediate person that comes to mind, and she does fit the general size description. She also finds an empty shipping container that had held a vaguely 6' diameter disc. Later that night they follow the paper trail through the shell companies to discover the warehouse is owned by Bergeron. She quickly exits, after a few tries manages to re-lock the window, drops down and gets back into her armor. She & Carlie get back to the square with a minute or two to spare, and re-pick up their tail.

That night Savanna attends a formal ball upon invitation from Viscount Nigel Price Hill, with Cyrus as an escort. They have a fine night socializing and drinking, and Savanna spends some quality time with Nigel. She is asked about any aspirations to higher office, but much to Nigel's disappointment she has none.

The next morning they get the good news that Bergeron has been found and the bad news that he's dead. They head over to his suite at the Silver Swan Inn to investigate. Several things are discovered:


  • Door & windows are locked and teleportation is blocked.
  • The map with the marks over Xambria's ziggurat and the (presumably) other ziggurat location. This also has latitude/longitude coordinates.
  • Journals from Xambria's dig site.
  • A chest that appears to have a false bottom. They cannot figure out how to open it so break it open to discover it is empty.
  • Bergeron's jaw has been unhinged and his brain has been removed through a hole in his upper palate. This happened while he was still alive.
  • Bergeron is wearing a ring with the inscription “Old Bergeron Gold”, marking him as a member of the Obsurati (but what Gold means, if anything, is unknown).
  • They cast speak with dead and it doesn't work. This means either Bergeron's soul is trapped or it's gone. (Aside to module authors Speak With Dead here can really break the module!)
  • Bergeron's body has bleak gate energy traces, he had been there a lot.

Next they visit Xambria, but find she has disappeared. They convince the apartment super to let them into her apartment “in the interest of her safety”. They find signs of a struggle and energy from Apet. The visit the arms fair and detect energy of Apet on one of Rock Rakus' stage props which looks like it could be an Ancient's sacrificial dagger, and decide a conversation with R.R. Is in order.

At R.R.'s jail they encounter the docker protest, Laci and Carlie have prestige 3 with the dockers and are recognized. The dockers are sure that they will get R.R. released. R.R. is only too happy to tell his story, the adventures, the scrolls, the trip to the feywild, the fame, the parties, the sex, etc. The important bits are that he helped Bergeron recover a seal attuned to Jiese, and that he has a scroll that will (most likely) take them someplace “interesting” (what exactly interesting will mean is TBD). They discern that long term he's not a good thing for the docker movement; they decide to get him released (not much work since this was basically going to be done anyway) and then Laci and Carlie will have a talk with some leaders of the Docker movement and let them know that R.R. isn't really what people think he is and that some distance from him before he crashes and burns is probably a good idea.

It's now the morning of the 17th of Autumn, Ford is back feeling much better. They are all set to head to Ber with their steam ship and temporary crew. One of the dockers loading the ship bumps into Cyrus who discovers he has a note in is pocket. He makes for a privy to read it without the ever-present tails seeing him do so. The note has an address and the words “Kell” and “burn” written on it. Shortly after this an RHC escort arrives and requests their presence back at RHC. It appears that an anonymous tip for a drug operation run by Kell has been delivered and that someone important has specifically requested that the PC's handle the search & seizure. The entire area is very combustable and Carlie (a fire elementalist) has some serious issues regarding Kell, this is not exactly a good combination. But off they go. Savanna serves the warrant and violence ensues, the violence is complicated by the fact that the entire facility is filled with combustable dust in the atmosphere. The combat is fast and bloody, Laci almost dies twice and Cyrus also gets pretty beat up, but the only real question here is how many of Kell's men die in bonfires and explosions caused by Carlie's fire attacks. She spends an action point to resist her compel to kill everyone there and as a result only 3 die and only part of the building burns down. They end up with 10 prisoners and 50-75k in illegal narcotics and supplies. Kell will NOT be pleased (which of course pleases Cippiano).

The session ends with the party on a boat sailing for Ber.

Goals for next session:


  • Explore whatever is at these coordinates.
  • Don't drown (there are several grumblings about heading to a possibly underwater site without the ability to breathe underwater).
  • Find Xambria.
  • WTF ripped Bergeron's brain out of his head.
  • Find the Apet seal and whoever took it. (Xambria?)
 

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?
 


rangda

First Post
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.
 

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