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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 6069275" data-attributes="member: 79141"><p><strong>Session 58 **MAJOR CAMPAIGN SPOILERS**</strong></p><p></p><p>Having sent the <em>Roscommon</em> on to Beaumont to await their arrival, the group departed Flint by road, logging a false mission to explain their departure. They then doubled back on themselves, in disguise, and boarded the <em>Khaldundurrin</em> at Saltmarsh, many miles down the coast.</p><p></p><p>Once the journey was underway, they handed fresh orders to the captain which took him through the Yerasol Archipelago to Beaumont.</p><p></p><p>On the morning of the fourth day, while anchored at a station of passage near the island of Rivenstone, two privateer ships were spotted in the distance. They signalled for the <em>Khalundurrin </em>to prepare to be boarded. In response, the captain suggested they make for Colmarr's folly, where the narrow bottle-neck would enable them to deal with one ship at a time.</p><p></p><p>Unfortunately, the <em>Khalundurrin</em> could no longer be steered - the rudder had been disabled. Rumdoom (no longer afraid of water, it transpired) dived into the sea and also discovered a strange metallic device clamped to the underside of the ship.</p><p></p><p>The unit had no choice but to prepare to repel an assault, but they did so surreptitiously, while signalling their intention to allow the privateers to approach.</p><p></p><p>The first, the <em>Canis est Carnes</em> drew up alongside, while the second, the <em>Amicus Selachii</em>, maneuvered into a position where a sudden broadside could severely damage the steam ship.</p><p></p><p>Korrigan gave the signal to attack, and the unit took the fight to the enemy ships, using teleporting and flight powers to best position themselves. Devastating area attacks quickly reduced the enemies numeric advantage. </p><p></p><p>Meanwhile, Rumdoom had simply yanked off the unidentified device, causing it to detonate. While this rendered the dwarf unconscious, it did save the <em>Khalundurrin</em> from a sizable hole in her hull.</p><p></p><p>Suddenly, a huge sheet of ice engulfed the prow of the <em>Khalundurrin</em>, allowing the occupants of small submersibles to clamber out on to the RHC ship, firing carbines as they did so. Their attack was supported by magical spells, courtesy of an elderly ice mage, who could be seen some distance away in the conning tower of a larger submarine vehicle.</p><p></p><p>This caused the battle to swing in favor of the enemy, who in desperation now began to fire at the <em>Khalundurrin </em>with their cannons, no longer confident of capturing the ship.</p><p></p><p>Things might have gone badly for the unit, were it not for the timely arrival of a group of merfolk who leapt out of the sea on to the decks of each privateer and also attempted to assault the submersible (but were repelled by aelectricity) causing the latter to strategically withdraw.</p><p></p><p>Soon, they had turned the tide and helped the unit to capture the privateer ships.</p><p></p><p>Their leader, Loshaldool, explained that the local merfolk would always support a Risuri ship against a Danoran one, but that it had taken some time for them to distinguish the combatants. He explained that they served the local archfey <em>Beshela</em> and requested that the unit take a message to their king:</p><p></p><p>The 'Aqueous Alliance' (formed with the tritons, locathah and lizardfolk) was concerned about the provocation of the Deep Ones and Sea Devils which the planned mercenary incursion into the Cold Claw Sea would cause. They wanted the Risuri government to prevent Black Star Mining and Pemberton Industries from launching their fleet (which was planned for early in the Spring). The unit promised they would do all they could - which in any case coincided with Rumdoom's desire to thwart the machinations of Khaled Valchek.</p><p></p><p>Only Captain Auria of the <em>Amicus</em> was left alive. She explained that both ships were part of a mercenary fleet paid to guard Axis Island. Given that the island had not long ago been subject to an (albeit unsanctioned and rebellious) invasion by Risur, this was not entirely surprising, but the privateers had not been given instructions to attack any and all Risuri ships, as the two nations were at peace.</p><p></p><p>Auria confessed that this was no mere act of opportunism on their part: They had been contacted by the commander of the submersible (who she referred to as Glaz du Sang Magie) and given authorisation to attack this specific target. Whether the submersible was part of the regular Danoran navy was unknown to her. (It was clear that spurious authorisation of any kind would have been more than enough for her, the detail was of no interest.)</p><p></p><p>Auria and her fellow privateer had countermanded Glaz' order to simply sink the <em>Khalundurrin</em>, however. They had wanted to capture the ship intact - hence the somewhat uncoordinated nature of their assault (which had obviously saved the unit from a much worse fate and given the merfolk time to intervene).</p><p></p><p>All of which begged serious questions about how the Obscurati (for surely it was they) knew who was on board. And left the unit with the secondary issue of what to do with their captives and their ships...<strong></strong></p><p><strong></strong></p><p><strong>Session notes:</strong></p><p><strong></strong></p><p><strong></strong>Despite the very clever plans that the unit made, and the fact that they aced their secrecy checks, they were nonetheless set upon by the Obscurati. Unbeknownst to the majority of the unit, Malthusius is in secret contact with none other than Governor Roland Stanfield<em>, </em>and has freely admitted that the unit are still investigating the Ob.</p><p></p><p>This came about because, when he generated his character, Malthusius' player asked if Stanfield could be one of his contacts. Figuring it might be interesting, I said yes - at the very least I would only have to play this game out throughout heroic tier, with Stanfield being revealed in adventure #5. Well, the AP has developed, as all readers of <em>Cauldron Born</em> will now know, and Stanfield is no longer exposed as leader of the Bronze Cell - not until late paragon in fact.</p><p></p><p>Obviously, if Malthusius had fed complete information to Stanfield, the entire plot of <em>Always on Time</em> would be ruined. But at the last minute he decided not to tell the Governor the whole plan, or that they knew of Caius' intended rendezvous. But the Ob would be watching the party set out anyway, and see to it that they did not get far. Now I'm thinking that they will second-guess the unit's destination as Axis Island (especially since Beshela's merfolk have got involved).</p><p></p><p>Later they will perform divinations and establish the truth.</p><p></p><p>Watch this space to see how all of this added complexity plays out.</p><p></p><p>One final note:</p><p></p><p>I threw the entire Colmarr's Folly encounter at my PC, and substantially beefed up the opposition. The players still won. (The merfolk got involved anyway because I wanted to link up my subplots, and because it sometimes makes sense for third parties to intervene when the party <em>isn't </em>desperate.) I really do think that the encounters in <em>Zeitgeist </em>err on the easy side, even when they are intended to be tough. </p><p></p><p>But my players loved the sea battle, and the opportunity for swashbuckling heroics.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6069275, member: 79141"] [b]Session 58 **MAJOR CAMPAIGN SPOILERS**[/b] Having sent the [I]Roscommon[/I] on to Beaumont to await their arrival, the group departed Flint by road, logging a false mission to explain their departure. They then doubled back on themselves, in disguise, and boarded the [I]Khaldundurrin[/I] at Saltmarsh, many miles down the coast. Once the journey was underway, they handed fresh orders to the captain which took him through the Yerasol Archipelago to Beaumont. On the morning of the fourth day, while anchored at a station of passage near the island of Rivenstone, two privateer ships were spotted in the distance. They signalled for the [I]Khalundurrin [/I]to prepare to be boarded. In response, the captain suggested they make for Colmarr's folly, where the narrow bottle-neck would enable them to deal with one ship at a time. Unfortunately, the [I]Khalundurrin[/I] could no longer be steered - the rudder had been disabled. Rumdoom (no longer afraid of water, it transpired) dived into the sea and also discovered a strange metallic device clamped to the underside of the ship. The unit had no choice but to prepare to repel an assault, but they did so surreptitiously, while signalling their intention to allow the privateers to approach. The first, the [I]Canis est Carnes[/I] drew up alongside, while the second, the [I]Amicus Selachii[/I], maneuvered into a position where a sudden broadside could severely damage the steam ship. Korrigan gave the signal to attack, and the unit took the fight to the enemy ships, using teleporting and flight powers to best position themselves. Devastating area attacks quickly reduced the enemies numeric advantage. Meanwhile, Rumdoom had simply yanked off the unidentified device, causing it to detonate. While this rendered the dwarf unconscious, it did save the [I]Khalundurrin[/I] from a sizable hole in her hull. Suddenly, a huge sheet of ice engulfed the prow of the [I]Khalundurrin[/I], allowing the occupants of small submersibles to clamber out on to the RHC ship, firing carbines as they did so. Their attack was supported by magical spells, courtesy of an elderly ice mage, who could be seen some distance away in the conning tower of a larger submarine vehicle. This caused the battle to swing in favor of the enemy, who in desperation now began to fire at the [I]Khalundurrin [/I]with their cannons, no longer confident of capturing the ship. Things might have gone badly for the unit, were it not for the timely arrival of a group of merfolk who leapt out of the sea on to the decks of each privateer and also attempted to assault the submersible (but were repelled by aelectricity) causing the latter to strategically withdraw. Soon, they had turned the tide and helped the unit to capture the privateer ships. Their leader, Loshaldool, explained that the local merfolk would always support a Risuri ship against a Danoran one, but that it had taken some time for them to distinguish the combatants. He explained that they served the local archfey [I]Beshela[/I] and requested that the unit take a message to their king: The 'Aqueous Alliance' (formed with the tritons, locathah and lizardfolk) was concerned about the provocation of the Deep Ones and Sea Devils which the planned mercenary incursion into the Cold Claw Sea would cause. They wanted the Risuri government to prevent Black Star Mining and Pemberton Industries from launching their fleet (which was planned for early in the Spring). The unit promised they would do all they could - which in any case coincided with Rumdoom's desire to thwart the machinations of Khaled Valchek. Only Captain Auria of the [I]Amicus[/I] was left alive. She explained that both ships were part of a mercenary fleet paid to guard Axis Island. Given that the island had not long ago been subject to an (albeit unsanctioned and rebellious) invasion by Risur, this was not entirely surprising, but the privateers had not been given instructions to attack any and all Risuri ships, as the two nations were at peace. Auria confessed that this was no mere act of opportunism on their part: They had been contacted by the commander of the submersible (who she referred to as Glaz du Sang Magie) and given authorisation to attack this specific target. Whether the submersible was part of the regular Danoran navy was unknown to her. (It was clear that spurious authorisation of any kind would have been more than enough for her, the detail was of no interest.) Auria and her fellow privateer had countermanded Glaz' order to simply sink the [I]Khalundurrin[/I], however. They had wanted to capture the ship intact - hence the somewhat uncoordinated nature of their assault (which had obviously saved the unit from a much worse fate and given the merfolk time to intervene). All of which begged serious questions about how the Obscurati (for surely it was they) knew who was on board. And left the unit with the secondary issue of what to do with their captives and their ships...[B] Session notes: [/B]Despite the very clever plans that the unit made, and the fact that they aced their secrecy checks, they were nonetheless set upon by the Obscurati. Unbeknownst to the majority of the unit, Malthusius is in secret contact with none other than Governor Roland Stanfield[I], [/I]and has freely admitted that the unit are still investigating the Ob. This came about because, when he generated his character, Malthusius' player asked if Stanfield could be one of his contacts. Figuring it might be interesting, I said yes - at the very least I would only have to play this game out throughout heroic tier, with Stanfield being revealed in adventure #5. Well, the AP has developed, as all readers of [I]Cauldron Born[/I] will now know, and Stanfield is no longer exposed as leader of the Bronze Cell - not until late paragon in fact. Obviously, if Malthusius had fed complete information to Stanfield, the entire plot of [I]Always on Time[/I] would be ruined. But at the last minute he decided not to tell the Governor the whole plan, or that they knew of Caius' intended rendezvous. But the Ob would be watching the party set out anyway, and see to it that they did not get far. Now I'm thinking that they will second-guess the unit's destination as Axis Island (especially since Beshela's merfolk have got involved). Later they will perform divinations and establish the truth. Watch this space to see how all of this added complexity plays out. One final note: I threw the entire Colmarr's Folly encounter at my PC, and substantially beefed up the opposition. The players still won. (The merfolk got involved anyway because I wanted to link up my subplots, and because it sometimes makes sense for third parties to intervene when the party [I]isn't [/I]desperate.) I really do think that the encounters in [I]Zeitgeist [/I]err on the easy side, even when they are intended to be tough. But my players loved the sea battle, and the opportunity for swashbuckling heroics. [/QUOTE]
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