ZEITGEIST Tales of the RHC Irregulars [Zeitgeist spoilers through Always on Time]

Asrabey returns in adventure 5, and gets word that Kasvarina is in the Obscurati's hidden complex located in the Bleak Gate version of Cauldron Hill. With the party's aid he manages to get her to safety, but she's suffering from amnesia and needs to return to key places in her history in order to jog her memory, which ends up being the main plot of adventure 8.

Nathan never plays a key role in the campaign again. Another Jierre, Luc - Lya's actual brother - is an inventor who shows up in adventure 4 with a device the Obscurati want. But of the whole family, only Lya and her uncle the Sovereign Han Jierre are actually members of the conspiracy.

Feel free to do with Nathan as you wish.
 

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Sbodd

First Post
Thanks for the reply. Is there a published section where the PCs enter the Dreaming? I'm considering having a "rescue Nathan" side-bit, and would like to skim over one to get flavor if it's been published yet.

A few other questions, now that I've read over The Dying Skyseer (which reads awesomely, by the way!)
What connection exists between the Vekeshi and the Unseen Court?
Who will be the eventual target shown in the mirror for Gale?
I don't know how my PC Vekeshi will feel about setting up an assassination for an unknown target, so I'd like to have answers for the inevitable questions she'll ask (or at least know what they are myself, even if it's not appropriate to tell her.)

Is there a particular real-world confection you have in mind for Brigadieros? Are they just chocolate truffles, or something else? I'm strongly considering buying/making some for my players. (And anyone who eats more than a couple may get to hallucinate a bit as they check the scene :) )
 

I thought I put in Dying Skyseer that Gale gets an order to take out an industrialist - Guy Goodson or something like that. It's been a while. The point of the thread was to give Gale a link to the Vekeshi Mystics, and to give Vekeshi PCs a mission where they could influence an NPC. Later on (in #5) Gale finally gets her chance to meet a member of the Unseen Court, and it doesn't turn out like she hoped. After that, the next time the Unseen Court plays a role will be in #9, when the PCs end up stuck in the Dreaming. And there's a period in #8 where the party enters the Dreaming and meets with native eladrin in Elfaivar. But there's no established moments where the party goes into the Dreaming in the first few adventures.

For inspiration, imagine a trackless wilderness crossed with Alice in Wonderland, with a dash of Labyrinth.

The Unseen Court are the rulers of their own country, but they don't really worry about the affairs of Risur unless something major comes up. The Vekeshi Mystics draw their inspiration from the eladrin of Elfaivar, not the Unseen Court. Both are fey, but of a very different sort. However, due to how history has played out, the Vekeshi really resent Danor because they're semi-responsible for the fall of the eladrin; and the Unseen Court really resent Danor because they're bringing technology to Risur, messing up the natural world. So their mutual dislike of Danor has made them friendly to each other. And since the Unseen Court is really powerful (just aloof), when they do deign to ask a favor, the Vekeshi are usually quick to agree.

Brigadeiros are real: http://en.wikipedia.org/wiki/Brigadeiro

See if you can find a Brazilian bakery. And I totally did what you suggest, but the things were too sweet for anyone to eat more than one.
 

gideonpepys

Pay no attention to that man behind the curtain.
I used Wolfgang Baur's Wrath of the River King as inspiration for my Dreaming incursion. Lots of weird and wonderful fey encounters.
 

Ajar

Explorer
I thought I put in Dying Skyseer that Gale gets an order to take out an industrialist - Guy Goodson or something like that.

You did put in that she crashes his wedding and either sinks his boat with him on it or gives them a cool gift, depending on the Vekeshi Mystic PC's actions. However, I actually didn't realize that you intended that to be the order she got from the Vekeshi -- I thought it was just part of her usual anti-industrialist activities. I don't think it's explicitly stated in Skyseer that Gale got an order to take out Goodson from the Unseen Court.
 

Sbodd

First Post
Thanks again for the replies!

I just finished preparing the brigadeiros - fairly tasty, though I see what you mean about them being super sweet.

Another set of questions, about Cauldron Hill and the "Ring of Blood" encounter:
-If a PC is afflicted by the curse and fails two saves - does the player no longer need to rest at all, or do they have to try to rest at night, deal with the 5 minutes of sleepwalking, and then sleep to avoid fatigue issues?

-The encounter description says "The main threats are four powerful monsters" - but the module only lists three (Serpent-Maned Lion, Vestige of Death, Cackling Crawler). Is the fourth one the collection of Shadow Mites, Cillian Creed, or a typo?
-The encounter description says to liberally scatter Cauldron Hill Spooks - are these the Cauldron Hill Shadow Mites, or something else?
-All the monsters in this encounter are incorporeal - which seems like overkill for a group of level 2 PCs (since RAW incorporeal creatures are totally immune to nonmagical attacks in Pathfinder). Was that intentional / factored in to the encounter design, or should I think about relaxing/working around that rule, or warning the PCs?
 

There was another monster in the 4e version -- a sort of hag that grabs a PC and rides him around, dominating him.

I think the spooks are the 4e version of the mites.

The PF conversion of #2 happened before I had a good sense of the PF rules, so I couldn't speak to Thurston's thought process regarding incorporeal foes. What have other PF GMs found for that encounter?
 


Sbodd

First Post
Okay - don't have time for a full report right now, but we just finished our first session of The Dying Skyseer, and it was awesome. The group really got into the "CSI: Risur" spirit of things - they were taking and comparing notes, cross-referencing items, spinning wild hypotheses ("You know, from reading her file with the Flint PD - Nilasa would be the perfect victim if you wanted to fake someone breaking in to the consulate!").

Comedy moment of the night: Party splits up, and two PCs head over to the Estuarial Reformatory. There's a canoe ferrying them out to the flotilla with a guard and a prisoner rowing. One of the PCs asks the prisoner if he knows any good songs (just making conversation), and I start in with "row, row, row your boat" in a low dirge. The rest of the table (the players whose characters weren't present) joins in, at appropriate points in the round. I then put on my "guard" persona and say: "Great. What'd you do that for? Now the whole lot of 'em are singing that, and they'll do this for HOURS." For the rest of the encounter/interrogation, the non-present players kept up the song in a low voice, echoing the hundreds of prisoners in the Reformatory carrying on the tune. It was hilarious.
 

Sbodd

First Post
So, yeah - first session went quite well.

For my prep, I'd drawn up most of the module's battle maps. I also made some brigadeiros, found the logo for the real-life Thinking Man's Tavern, printed out the logo and stuck it in the bottom of a box from the local candy shop, and then served the chocolates at the appropriate point in the module.

Delft gave them their marching orders, and they dutifully headed off to the consulate. Officer Bellastair got some grief from the PCs ("what do you mean, you didn't detain any witnesses?!") ; Pearce immediately started canvassing the crowd while Luthor started to track Wolfgang - they both declared those actions before I was able to get LeBrix out to see them :p The players immediately picked up on the discrepancy in the gunshot timing as soon as LeBrix gave his version, though they didn't say anying in-character. While LeBrix was saying his piece, I set out the chocolates; everyone took one, Felix took one and set it aside (declaring this as an in-character action), and Hannah, Doc, and Vallax each took more than one.

While checking the body, they grilled Braden a little bit (politely), and found most of the available information - they didn't make any spellcraft checks related to her head wound (which I described as looking a bit odd, but mostly healed over), and they never looked into or asked aloud about the flight magic, but they got everything else. As they were wrapping up here, I told the three who took multiple chocolates about the effects - Doc I gave a saving throw for the Dwarven poison resistance (which he made), while Vallax and Hannah both figured out what had happened (and grabbed an additional chocolate when they went back upstairs).

At this point, they had the consul staff take the body out to George the coroner, and badgered LeBrix into taking them upstairs. Doc started dusting the display case for the egg for prints, Felix and Hannah were checking for signs of a struggle. Felix picked up on the carpet having been moved, and asked LeBrix about it; LeBrix lied (in hindsight, probably a mistake), but Felix went and checked under it anyway. While he was doing that, Pearce picked the lock on LeBrix's office (ignoring the consular's door); LeBrix promptly stopped stammering about the blood Felix had just uncovered, and had his guards escort Pearce downstairs. Felix and Hannah identified the blood spatter from a slashing wound they hadn't seen on the body, and Doc lifted several sets of prints from the display case (and checked the lock on the case as well, observing that it had clearly not been picked.)

The party prepared to leave, at which point I glanced into the box of brigadeiros and noticed the "Thinking Man Tavern" note I'd stuck in there was gone; I asked aloud about it OOC, and Pearce's player had spotted it previously and lifted the printout out of the box. Note to self: next time, tape it down (I hadn't wanted to use glue in a food container). The table got a pretty good chuckle out of it.

Outside, they climbed into their carriage to discuss the next steps. Vallax suggested that he could speak with Nilasa's spirit, but the party decided to wait on that until they better knew what questions to ask. Luthor tried to pick up Wolfgang's trail, but failed (badly botched the skill check).

I'd ad-libbed a tavern a few blocks from the consulate where Braden used to hang out, as well as a number of the other Danoran staff; Pearce and Felix went to poke around there, while the rest of the party headed back to RHC headquarters. The tavern had an out-of-place patron from the Strand, who I used to throw in some of the background on the lockins/strikes going on, and the tavern keeper who didn't provide a whole lot of useful information.

Back at the lab, the rest of the party identified the vial from Nilasa's body (potion of vanish), and the drugged chocolates (fey pepper was sprinkled on, not baked in; exhaustive comparison with previously-siezed evidence matched a sample taken in Pine Island, distributor unknown). They checked Nilasa's stomach contents (only the one potion, no chocolates). (While I was rereading the "what really happened" bit to make sure there wasn't anything else, one of the players asked, 'Wait a minute. The module lists her stomach contents in case we tried to check that?!') They asked about comparing the blood samples from the consulate hallway with Nilasa's blood; I ruled that they couldn't do it themselves, but they could call in a favor for it. They nailed the Diplomacy check, so Dima (the cleric from the second RHC party mentioned in the intro) was just back from her assignment for the day, and was able to confirm the match. Dima also told them about the post-mortem healing applied to Nilasa's head wound, but failed her own check to notice the necrotic nature of the wound.

On their way back to the RHC, Felix and Pearce stopped by the Thinking Man, but didn't get much - they confirmed that the tavern sells the chocolates, but the day-shift barkeep didn't know if or when Nilasa had bought them. They stopped by Parity Lake PD and picked up a copy of Nilasa's file, and headed back to HQ. (Felix added that he stopped by a yarn shop - picking up supplies for a murder board.)

At HQ, the party stopped and compared notes. They brought Delft up to speed, and asked him about their ability to detain/interrogate/grill consulate staff (the answer: "If you find something concrete, we can; I don't see any reason we would do so from what you've said so far, though it sounds like LeBrix was definitely hiding something.") A messenger delivered the carriage driver's report on Wolfgang; they called in another favor to get a sketch artist sent out to interview the driver, but failed this check. At this point, it was early evening.

The party split up again, with Vallax and Luthor heading to the Estuarial Reformatory and the rest of the group heading to Heward's. (I really appreciated that Felix's PC took the effort to guide Vallax and Luthor out from the rest of the party at this point; the two players can let themselves be dominated by the rest of the table, and splitting them off gave those two a chance to have their own scene. Of course, IC, Vallax is the absolute last member of the party you'd want interrogating anyone...) The conversation with Heward went pretty much as presented, and that group was going to head back to Thinking Man's next. The bit at the reformatory was more involved.

Vallax did most of the talking - after the previously-mentioned bit with "Row, Row, Row Your Boat", they had Derek bring Travis to a separate cabin to talk to him. Once he got him to stop singing, Travis basically said "What do you want to know, and what's in it for me?" Vallax asked what he'd like, and Travis asked for himself and Ford to be freed. Vallax said he could arrange that, and when Travis insisted on being let go first, Vallax landed a really nice Intimidate check and said he could either talk and get out early, or be left in a much less pleasant place to rot. At this point, Travis started talking. He clammed up when Vallax interrupted him at one point, and then said something like "if you get your sentence reduced" - at which point Travis decided he couldn't really trust Vallax, and reverted to "let us both out before I say another word".

Vallax and Luthor left the room, let him stew for a bit, and asked Goodson about getting the two released; Goodson said it could be done, but that there's a fair amount of paperwork involved and it'd take a while. (I tried to imply here that some palm-greasing could accelerate that process, and while a couple of other players picked up on it based on post-game chatter, these two didn't.)

Vallax and Luthor went back in to the interrogation room; they tried a couple of other tactics without success (threatening to tell Ford that Travis had ratted him out for fey pepper posession, repeating previous threats about extended sentences in less-pleasant prisons). What worked was when Vallax turned to Luthor and said "You know, he already said that Nilasa was working with Gale. Gale's a terrorist. If he's witholding information about a case related to Gale...doesn't that make him a terrorist?" At that point, Travis couldn't finish his story fast enough.

This was deemed to be a good ending point, so we called it a night there. In general, good times were had by all.
 

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