ZEITGEIST [ZEITGEIST] The Continuing Adventures of Korrigan & Co.

SanjMerchant

Explorer
I guess I'll cross that bridge when I come to it. But talking of poignancy, there was a great moment in an early draft of adventure #9 when the PCs are racing to save Aodhan (who in that draft had been kidnapped by Stanfield) and come across the body of a dead red dragon (somehow dispatched in the process of capturing the king). I really liked that moment, although I can understand why the campaign director decided to jettison it. Harkover makes a great right hand man and upgrade from Stover once the players hit epic tier.

If I had to guess (and I don't have to because [MENTION=63]RangerWickett[/MENTION] follows this thread, but it's fun to share idle speculation), I'd say it's because there are very good odds that, by the time of the assassination attempt, the player's haven't have figured out Harkover's Big Secret. And there's not much reason for anyone to spill the beans on it if he's dead anyway. So the body loses all punch because the players lack the needed context, and it's just not as impactful if it comes together after the fact because one of the players thought to ask "What was the deal with that dead dragon, anyway?" Especially when it would be easy to assume a chromatic dragon is a Bad Guy and write it off as one more contingency the Ob had up its sleeve.

So they keep him alive until either one of the players is the monarch, or they are so high up in Aodhan's council that they're privy to All the Royal Secrets.

Plus if the players themselves deliver the deathblow, Harkover's death is even more bitter.

[/fansplaining]
 

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SanjMerchant

Explorer
By the way, a re-read reveals my fansplaining is so bad, not only was I presuming to answer for someone who knows the subject better than me, bit I was answering a question that wasn't even asked. I hope I don't get Athlete's Tongue....

Anyway, Cavallo is mentioned as the successor to Shantus on the pages numbered 46 and 51 of the Pathfinder Act II compilation. (55 and 60 in actual pages, including the cover, table of contents, etc.) Definitely blink-and-you'll-miss-it brevity, though.

Sent from my SM-G900V using EN World mobile app
 

Okay, there are a lot of posts here. What am I answering? I took a couple days off to go hiking, and I lost track.

Bracers of Liberty - Glaucia

Pemberton killing Tinker - Yep, but PCs have healing magic and stuff, right? I honestly figure it would take a PC half a round to get into the room holding the real Tinker, and then they blow away Pemberton's duplicant and stabilize Tinker. Tinker's got no free will in this scenario; the duplicant is linked to his body and so Tinker controls it and can use his abilities through it, but it's basically compelled to have to obey Pemberton's orders.

Catherine Romana - She's a politician, very good at arguing for her life, and manages to convince Nicodemus that it's more valuable to have her help thwart Risur than to kill her for ideological purity.

Killing Aodhan - GUN FOR THAT MOTHERF___ER! Kill him with everything you've got. Let one of the PCs become monarch (unless you think they wouldn't enjoy that), and make it feel like the Ob really are trying their best to kill the king.

Why not a 'more direct' method to kill Aodhan? The guy's tough, regularly guarded by high-level allies, and has a vizier who can teleport him to safety. If you want to take him out, you need to trap him somewhere where he won't want to flee. So you imperil his palace and everyone in it, and hope he's honorable enough to stay and fight.

Dead Harkover? - All a dead Harkover does is mean that Benedict Pemberton is in charge come adventure 13. (His presence at the ziggurat of Av is via duplicant, intended to keep tabs in case the PCs return, for the purpose of an assassination. The simultaneous saving of several cities, then, might be via teleportation magic or something.

Kaja - As mentioned, in the revision she was un-assassinated, so the RHC wouldn't seem like a sieve. We didn't want to deter PCs from taking Xambria there at the climax of adventure 3. If you already killed her, well, um, it was a fake job by top level Risuri secret research, to recruit her as a weapon developer. They couldn't even tell the RHC. Very hush hush.

List of edits - If you *really* want, I could share with you the 8 annotated PDFs of the remaining adventures. I think I still have them on Google Drive. There's a lot more spot revisions than major changes, though. Actually, looking through we didn't really add anything. Maybe a paragraph here or there to clarify stuff like how the Voice of Rot gets involved on Axis Island, or that Spirit Mediums should sense the presence of a duplicant at the Ob conclave but that all the ghosts make it impossible to pinpoint who it is. I think in adventure 6 the main change was to mention 'goblin pickles' because one of the Kickstarter backers had a goblin PC and wanted there to be spiked pickles. *shrug*

Oh, and I made sure to name-drop El Extrano in adv 6, which would have made sense, instead of waiting until 7.

"Price-Hill explains that unfortunately there's no formal relationship between the RHC and any similar security apparatus in Ber. It's unclear even if Ber has a formal intelligence organization. In the past, interrogated orc and goblin spies have claimed they work for 'El Extraño,' but were always recruited second hand, and never formally worked for the Beran government."

And later...

"A sixth park has an empty stand for a statue, which is dedicated to El Extraño, who united the kobolds. Glaucia mirthlessly explains the cultural joke that kobolds don't actually exist. If asked if she's ever seen one, she chuckles, like she just heard a clever punchline."

We also added a map for the summer court.

We tweaked the Skyseer vision of Avilona. Not sure if that will apply to you: “The stars that surround you stood here over two centuries ago, so this is a vision of the past. You float, the constellation Draco beside you, and beneath you the planet Avilona is balanced on a pin of white stone. Dense, swift clouds cover its face, and where they part you see glimpses of a majestic eagle the size of a village.
“Unseen waves batter you, and a woman's fire-clad hand grasps at the white pin, which shatters. Its head plunges into a hungry black gyre below, and with no noise, no grand cataclysm, the clouds of Avilona slow, thin, and vanish. The eagle falls to the surface of the lifeless world, and its feathers turn to stone. To your side, the stars of Draco plummet, and then you too are falling, with no wind to hold you aloft.”

Adventure 6 was the last one where we had to change even that much. After this it's pretty much the same, occasionally clarifying some corner case (like what happens to Dame Jillian the Green Knight if there's a new king -- she loses her powers for a while, so you don't have to add a new NPC to the party if you don't want).
 

gideonpepys

Pay no attention to that man behind the curtain.
Okay, there are a lot of posts here. What am I answering? I took a couple days off to go hiking, and I lost track.

How dare you?

Pemberton killing Tinker - Yep, but PCs have healing magic and stuff, right? I honestly figure it would take a PC half a round to get into the room holding the real Tinker, and then they blow away Pemberton's duplicant and stabilize Tinker. Tinker's got no free will in this scenario; the duplicant is linked to his body and so Tinker controls it and can use his abilities through it, but it's basically compelled to have to obey Pemberton's orders.

Thanks for clarifying that. I didn't factor in Pemberton's control of his duplicants.

Catherine Romana - She's a politician, very good at arguing for her life, and manages to convince Nicodemus that it's more valuable to have her help thwart Risur than to kill her for ideological purity.

I thought as much. Thanks, again.

Killing Aodhan - GUN FOR THAT MUDDYFUNSTER! Kill him with everything you've got. Let one of the PCs become monarch (unless you think they wouldn't enjoy that), and make it feel like the Ob really are trying their best to kill the king.

Aye, aye, sir! And the lanterns stop teleportation in extremis? (I'm thinking if the PCs can save Tinker, they can save Aodhan and I really want him dead so we have a PC king. Trying to have my cake and eat it with that dead dragon thing. The idea I'm toying with is having Harkover rescue Aodhan at the last minute, only to find treachery at the other end of the teleport - or some sort of reroute put in place by Stanfield.)

Why not a 'more direct' method to kill Aodhan? The guy's tough, regularly guarded by high-level allies, and has a vizier who can teleport him to safety. If you want to take him out, you need to trap him somewhere where he won't want to flee. So you imperil his palace and everyone in it, and hope he's honorable enough to stay and fight.

Fair enough. But Harkover might step in, right?

Dead Harkover? - All a dead Harkover does is mean that Benedict Pemberton is in charge come adventure 13. (His presence at the ziggurat of Av is via duplicant, intended to keep tabs in case the PCs return, for the purpose of an assassination. The simultaneous saving of several cities, then, might be via teleportation magic or something.

I'll see how the PCs respond to Pemberton and play it by ear.

Kaja - As mentioned, in the revision she was un-assassinated, so the RHC wouldn't seem like a sieve. We didn't want to deter PCs from taking Xambria there at the climax of adventure 3. If you already killed her, well, um, it was a fake job by top level Risuri secret research, to recruit her as a weapon developer. They couldn't even tell the RHC. Very hush hush.

This all makes complete sense. I thought the offing of Kaja was a bit much but went ahead and did it anyway, to avoid the PCs wasting too much time interrogating her.

List of edits - If you *really* want, I could share with you the 8 annotated PDFs of the remaining adventures. I think I still have them on Google Drive. There's a lot more spot revisions than major changes, though. Actually, looking through we didn't really add anything. Maybe a paragraph here or there to clarify stuff like how the Voice of Rot gets involved on Axis Island, or that Spirit Mediums should sense the presence of a duplicant at the Ob conclave but that all the ghosts make it impossible to pinpoint who it is. I think in adventure 6 the main change was to mention 'goblin pickles' because one of the Kickstarter backers had a goblin PC and wanted there to be spiked pickles. *shrug*

Missed the goblin pickles reference. That makes this whole thing worth while. I'll manage without the pdfs, thanks (if, as you say, the changes were only very minor).

Oh, and I made sure to name-drop El Extrano in adv 6, which would have made sense, instead of waiting until 7.

"Price-Hill explains that unfortunately there's no formal relationship between the RHC and any similar security apparatus in Ber. It's unclear even if Ber has a formal intelligence organization. In the past, interrogated orc and goblin spies have claimed they work for 'El Extraño,' but were always recruited second hand, and never formally worked for the Beran government."

And later...

"A sixth park has an empty stand for a statue, which is dedicated to El Extraño, who united the kobolds. Glaucia mirthlessly explains the cultural joke that kobolds don't actually exist. If asked if she's ever seen one, she chuckles, like she just heard a clever punchline."

Now this really does make me glad I asked. I missed those references and would have kicked myself later. Love a bit of foreshadowing, me. I'll have to see if I can work them back in.

We also added a map for the summer court.

This I spotted. Trained in perception, but not specialised.

We tweaked the Skyseer vision of Avilona. Not sure if that will apply to you: “The stars that surround you stood here over two centuries ago, so this is a vision of the past. You float, the constellation Draco beside you, and beneath you the planet Avilona is balanced on a pin of white stone. Dense, swift clouds cover its face, and where they part you see glimpses of a majestic eagle the size of a village.
“Unseen waves batter you, and a woman's fire-clad hand grasps at the white pin, which shatters. Its head plunges into a hungry black gyre below, and with no noise, no grand cataclysm, the clouds of Avilona slow, thin, and vanish. The eagle falls to the surface of the lifeless world, and its feathers turn to stone. To your side, the stars of Draco plummet, and then you too are falling, with no wind to hold you aloft.”

It will apply, thanks. I'll give the vision to Korrigan because of his connection with the planes (but omit the specifics about constellations, etc). I'm also granting the sense of 'stretched spirits' to Uru because of his connection with the Bleak Gate. We lost our spirit medium and our skyseer when Malthusius bought the farm.

Adventure 6 was the last one where we had to change even that much. After this it's pretty much the same, occasionally clarifying some corner case (like what happens to Dame Jillian the Green Knight if there's a new king -- she loses her powers for a while, so you don't have to add a new NPC to the party if you don't want).

Good to know. Thank you very much for your detailed answer. It is much appreciated. (And thanks to everyone else who contributed too.)
 

SanjMerchant

Explorer
Aye, aye, sir! And the lanterns stop teleportation in extremis? (I'm thinking if the PCs can save Tinker, they can save Aodhan and I really want him dead so we have a PC king. Trying to have my cake and eat it with that dead dragon thing. The idea I'm toying with is having Harkover rescue Aodhan at the last minute, only to find treachery at the other end of the teleport - or some sort of reroute put in place by Stanfield.)

Various spitball ideas on messing with teleportation:

  • They simply replicate Duchess Ethelyn's trick, causing Aodhan to get left behind if Harkover tries to teleport him out of dodge.
  • They lock Aodhan into the Bleak Gate. As a result, if he manages to flee, he's still trapped in the Bleak Gate.* They'd prefer the certainty of him verifiably dead (hence the "no kill like overkill" approach), but they'll accept "trapped in the Bleak Gate," where there's good odds he won't be able to get back to the mortal world in time, and not terrible odds "he'll die of something or other in there anyway."
  • They block teleportation into or out of the kill zone outright. Agents have spent months laying in a golden ring into the ground around the palace, leaving a small opening. When the trap is sprung, somebody drops a small piece of gold into place, closing the circle.
  • As you said, some super fancy trick involving a redirect. The king teleports out and finds himself in an even nastier kill box.

And, as @RangerWickett said, remember that Aodhan is the primary target, not the PCs. So the Ob just throws speedbumps in front of the players (especially anyone who can heal) while concentrating the rest of their fire on Aodhan. Absolute worst case for the Ob, they just go for depleting HP faster than the PCs can restore it.

Of course, all of this is assuming Aodhan even decides to abandon the civilians, but it's worth preparing for, in case a PC persuades him that, by leaving, he'll draw fire away from said civilians. But as a first resort, just don't have that idea occur to him without prompting.

*If that happens, you could even pay it off by having him turn up again in Adventure 12.

(OK, I'll shut up now.)
 
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The lanterns don't block teleportation, I don't think. I'm pretty sure I have Cyneburg teleporting in to provide assistance later in the battle.

As for Aodhan fleeing at Harkover's insistence, there's a difference between fleeing an assassination attempt on a ship where he cannot do anything to stop it, and fleeing an assault on his palace where he can fight back. I really wouldn't have Aodhan flee - at most he'd withdraw and regroup.

Good luck.
 


gideonpepys

Pay no attention to that man behind the curtain.
Session 8 (131) - The Keepers of Cheshimox

Leon investigated the strange behaviour of Thrag Vidalia and discovered that he had been the victim of an enchantment. The body of the woman he claimed had tried to assassinate him has also been magically affected by some sort of transmutation. Nevertheless, Cavallo de Guerra stripped him of his command, and would have kicked every foreigner out of his citadel had Alonsa Frolian not intervened.

For her part, the half-giant was keen to help the effort to deal with the Dragon Worm infestation in any way she could, and did not want to alienate those who were making the attempt, whatever their motives. Doctor von Recklinghausen and Gupta worked closely together for many days, and after Leon and Melissa Amerie left for Seobrega on Day 5, they spent their evenings on the terrace, joined occasionally by Captain Rutger Smith, who turned out to be an erudite and entertaining companion. Gupta and Wolfgang also dined aboard his ship, the breathtaking RNS Impossible. They discussed matters philosophical, tending toward the Captain’s fervent advocacy of Millerism.

The Fuego goblins were repatriated. Their attacks ceased.
Almost a week went by. On the Cantabrilla railway, the workers of Surtan Liss were making good progress. Rumdoom and Uru kept up their vigil in and around Aigotsura in case bandits returned. Conquo/Xambria lent their strength and intelligence to the practical matter of railroad building.

On day ten, all parties were alerted to dark clouds on the horizon by a sending from Surtan Liss. “It is as my father warned: the Keepers of Cheshimox are coming.” Kithilrak was able to get Rumdoom and Uru to Seobrega. Meanwhile, Conquo pounded a rail cart back to the workers’ camp from the railhead. The workers were frightened. The storm clouds had thickened to the north, and temperature had dropped alarmingly. Before he fled, Liss told Xambria of the legends: cannibal dragon worshippers. When a worker found the severed head of lizardman ghoul in a ditch near the camp (still wearing some elaborate head dress that might indicate high status) the reality was confirmed. By now, Xambria had brought Leon, Uru and Rumdoom through a reverse portal. (Korrigan could not be spared, as he was speaking at a hugely important meeting of Panoply supporters that after noon, prior to the Rock Rackus concert in a few days’ time.)

Unfortunately, having taken over to cast the ritual, Xambria would now be in charge of Conquo’s physical form in the event of a combat: trading ‘states’ was difficult and could not be frequently accomplished.

Leon sent Rahu Ketu, his spirit familiar, into the air, and surveyed the landscape through her eyes. Then he created an illusion of the terrain which the cunning and perceptive Uru could study for an ideal spot to intercept the raiders. Sadly, no such spot existed. The plains were almost featureless, save for cacti and lechuguilla. Having taken almost an hour just to reach the camp, they now needed to move fast to intercept the Keepers. Xambria loped off at a relentless pace, carrying Uru on her back. Rumdoom leapt into his mechanical carriage. Leon teleported.

The tribe of Cheshimox was fifty strong. At the heart of their warband was a spectral sled, ridden by four priests, and bearing a six-foot dragon skull. Hoping that it would give the lizardfolk pause, Xambria threw the head of their chieftain onto the ground before the sled, but they ignored it and kept on coming. Leon had set up the illusion of a unit of warriors and these took the brunt of the first salvo from the dragon skull – a beam of intense cold that hung in the air before dissipating.

Xambria/Conquo charged into the midst of the tribe and grabbed one of the priests off the sled. Uru took pot-shots from Conquo’s back. Another priest turned the skull towards them and they felt the full force of the dragon’s breath. Leon stayed mobile and took out clusters of ghouls with witchfire. Rumdoom drew as many upon him as he could before throwing grenades at his own feet, convinced (rightly or wrongly) of his immortality. When he ran out of bombs, he set about them with the Hammer of Lost Riders. At last, the others witnessed exactly why Kvarty Gorbatiy had told him to leave that evil hammer well alone. Unbidden, a terrible storm – worse even than those conjured by the Icy End – swirled around the dwarf and when he finally emerged his fine moustache and tall bowler were coated with snow and ice.

Besides the terrible power of the skull, their most dangerous foes were a pair of terrormasks who could disappear from view and reappear to beset the unit with ululating moans and blows so deep they froze the bloodstream. But, eventually, the Keepers were beaten. It had been long, hard fight, especially for Xambria.

When he took a closer look at the skull of Cheshimox, Rumdoom could see why Kithilrak had been so excited when he heard the legends: he could see eschatological runes carved into the skull. When translated later, one section read, “Cry Out, for at the End of Time I Rise” – a legend Rumdoom recognised as having been carved on Kvarty’s rifle. They avoided touching the freezing artefact when dragging it home, but later that night Rumdoom felt compelled to lay hands on it. When he did so, he was subjected to visions of a dead northern city, long buried in ice. But this vision was cut short by the searing pain of contact, and he cried out and fell back. He felt cold. When he went to bed, he was shivering. He asked Hildegaard to unpack his bearskin coat and lay it over him. The next day, he was still cold and wore the coat all day, in the hot Beran sun. Fog could be seen curling between his lips.

The next day, one of their trains was derailed. This was a disaster. Xambria made hasty calculations and realised that this would bring work to a halt every two days unless something could be done. Surtan Liss suggested they follow the trail of the Keepers and see if any of Cheshimox’s hoard still remained. They did so, and the treasure they found got them back on track.

Unbeknownst to them, despite an accidental derailment for Griento Constructions on exactly the same day, the situation was now such that they couldn’t hope to win. But then word came through that Cavallo de Guerra had agreed to pay for his part of the Selestala railway. This would have meant nothing, were it not for Damata’s promise to Rumdoom: he had the bonus for reaching the true midway point, and now had all the excuse he needed to coast at one mile a day. His decision to send workers off at such a late stage infuriated Rush Munchausen who, despite protestations from Merton Goncala, struck Damata a sound blow to the nose. This caused the loyal Griento workforce to rise up as a man and drive the Ob out of their camp.

The end result was that Liss Railways won the Cantabrilla Railroad challenge by just half a day.

Dignitaries awaited them at the halfway point. The message was that, ordinarily they would have to return to the Summer Palace at once, but given the extraordinary circumstances, they would be given leave to remain and witness the connection of the railroad if they wished.

There was a grand celebration. A drum-heavy mariachi band kept the workers entertained and when the time came for the last few feet to be laid, Damata and Surtan Liss themselves took up sledgehammers and engaged in a mock ‘race’ for the finish. They began good-naturedly jostling for the opportunity to hammer home the final spike, ending in overly polite back-and-forth insistence that the other go ahead and do it. In the end, to the cheers of the crowd, Damata’s wife sighed in feigned impatience, pushed them both aside and did the job herself.

With the party still in full swing, the unit bade farewell to Surtan and Damata, and teleported back to the RNS Impossible, which was now just off the coast close to the Summer Court.
 
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gideonpepys

Pay no attention to that man behind the curtain.
Having been informed in advance that my group intended not to screw with the Ob, in order to retain the moral high ground and appease Zarkava, I was able to run the railroad mini-game on my own in advance of our session. I knew exactly when the Ob would reach the Key points: the bonus money at mile 150, and the finish line (if they won the money, and if they didn't).

They suffered an accidental derailment on day 10, exactly the same day they deliberately derailed the players' train. But they still got to the bonus money first because the original 4e version of the adventure only lists the money as being on Griento's side. Same for the Pathfinder on-screen version. Only the 4e print-on-demand version, of the versions in my possession, lists the bonus cash as appearing on both sides.

Realising this (only just now) made me feel better about some fudging I did when the contest was in its final stages. In part, I wanted to make the race to the finish more tight; in part, make up for the fact that players often don't think like their characters would naturally do; in part, roleplay Surtan Liss. So I had him suggest checking out Cheshmox's lair, and handwaved the whole thing. That money was vital to the players' eventual win:

When we crunched the final numbers that brought the players into mile 146 half a day ahead of Griento railways (once Damata had slowed his crews). I was in two minds as to whether that was the right move, until I found that, had I got the updated version of the text, they'd have won by a country mile* (assuming they had been able to persuade Liss to use some of the money to speed up).

This has been a confusing couple of weeks. Korrigan's player was on holiday for a fortnight; Gupta's player was out last week. Both were engaged in key aspects of the unit's strategy - curing the Dragon Worm; setting up a Rock Rackus concert/political rally (which they already did in Flint with some success); having Beshela open up the shipping lanes. Instead of having their absence hamper these efforts, I instead decided to let them run smoothly. This meant Cavallo agreed to begin work on his half of the Selestala rail route, and gave Damata the excuse he needed to slow down. (I really wanted to make Rumdoom's friendship with Damata count.)

With the score 1-1 on challenges, I now have to decide which way the votes will go:

Zarkava is a no-brainer. Her vote goes to the unit.
Kenna would cast her vote for whoever Pemberton most wants to kill. (They'll be closest to the bomb, right?) That could go either way, but right now, I'm thinking the unit are the greater threat, so she will vote for them. (On the pretence of peferring Leon's long-term financial incentives.)

The Bruse is more difficult, because they haven't been particularly entertaining (no dirty tricks), and the political rally would be more likely to annoy him than please him. But I'm thinking he might change his mind at the last minute so he isn't casting a pointless vote for the losing team!

*actually, they won by a exactly a country mile anyway.
 
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