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Deathwyrm's Zeitgeist Campaign - Clockwork Eclipse
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<blockquote data-quote="Deathwyrm" data-source="post: 7265855" data-attributes="member: 56957"><p>Haha, yeah the curtains was impromptu. Though the module says that the curtains appear inside the circle, I chose to put it just outside as a tantalizing option to leave the safety of their protected area. Which, given how claustrophobic they felt inside... I just knew SOMEONE was going to leave. And so, the swashbuckler Const. Threm did. As the creatures began to take notice of him after the vision though, he was remarkably quick to get back inside. </p><p></p><p>The Ongoing Investigation: Though the visions of a factory aflame haunt the mind of Cysgod, the group receives an unorthodox message from Gale willing to meet at the Bridal Veil. After reassuring that they are not there to bring her in as a person of interest, she tells them a story about strange activity happening in the Bleak Gate (which has been also interchangeably referred to as the Shadowfell by some players, or even recently as the Upside-Down for obvious reasons). Before separating to rest, the party stopped at their usual hangout the Broken Oar (a rougher environment frequented by sailors) to discuss possibilities. Which includes that the Man in Black is probably an agent from the other side who may have killed and replaced Julian LeBrix at the consulate, possibly also impersonating any number of higher ranking government officials. </p><p></p><p>But first, there were other leads that needed to be searched such as this "House Elf", calling as many contacts as necessary to determine his identity... and with that a trip to his establishment began. In an attempt to suss out any nefarious dealings, Dr Brinolt and Det. Goodwyne donned disguises and seemed as interested patrons looking for "less than legal" ingredients for their scientific studies. While the two gnomes were distracted at the front desk, the Cysgod sneakily crept in from the roof and through a series of remarkable high rolls began rendering guards unconscious and disarming traps, in the search of illegal materials that would give them sufficient cause for a raid. </p><p></p><p>At the front desk, Dansica was quick to see through the terrible lies of a law enforcement agent. With them quickly found out, the pair requested for cooperation in searching the premises. Their brutish methods of "suggestion" (repeated Intimidation checks) was sufficient for Dansica to guide them to the back in the hopes of her dreaming dust trap taking care of the problem. Except... it was already disarmed. </p><p></p><p>After a quick scuffle, the pair was placed under arrest and put in separate rooms as the party attempted to turn one against the other with hackneyed "good cop, bad but somewhat incompetent cop" techniques. Still, a plea deal was struck offering directions to the general area where a man named Deorn Feldman would be making a delivery. In exchange, the gnomes would have their charges dropped and told to clean up their place as the group made further plans to go meet some smugglers at the docks. </p><p></p><p>The original plan was for the party to take no back up, in order to remain undetected for greater ambush. Yet for some reason, they felt the best way to do so was to dock further away from the exchange location, and come from the boardwalk itself on foot. Being quickly detected, the party chose to quickly change their tactings from "<em>Get them!</em>" to "<em>We're just here to talk, there's bigger fish about, if you help us with some stuff we saw nothing.</em>" </p><p></p><p>[ATTACH]90412[/ATTACH]</p><p></p><p>This originally wasn't going to be mapped out, but I had the extra time off and spare materials. It wound up being a good reinforcement that the PCs should plan this out carefully. </p><p></p><p>So, the brave members of the task force requested to speak with the captain regarding unfortunate events in the city. They spoke their case about Nilasa's death, some kind of cover up, increased gang warring and a lot of smuggling happening which is gaining attention from their superiors not just in the city but in Slate (a Bluff), and that if they didn't want to be incriminated or brought down with any of that... then they should either vacate the city, or do something to be helpful in bringing information to light. Deorn said he'd have to talk to some people about it, but expect a reply in short time tomorrow. </p><p></p><p>The group left the wharf kicking themselves in the butt for not really thinking too clearly about what they were getting into, but were satisfied that maybe they can get some underworld insight that they've been missing the whole time. This left them all discussing for a while about the ethics of what they're doing. The Lawful Neutral characters were intent that negotiations with criminal elements is a stupid thing and a better effort should have been put in order to bring the Family in for their smuggling. The Neutral Good characters cautioned that the investigations involve a myriad of criminal elements, and taking a "no negotiations" stance is only going to harm their efforts, especially when there's the possibility of political corruption. </p><p></p><p>More happened, as it was a really long session. But so far, things went in directions I didn't expect them to. I do applaud their creativity in how they want to do things. One of the players has a career in law enforcement, so he's been enjoying having the ability to "do the stuff my agency would never think of or even be able to get away with".</p></blockquote><p></p>
[QUOTE="Deathwyrm, post: 7265855, member: 56957"] Haha, yeah the curtains was impromptu. Though the module says that the curtains appear inside the circle, I chose to put it just outside as a tantalizing option to leave the safety of their protected area. Which, given how claustrophobic they felt inside... I just knew SOMEONE was going to leave. And so, the swashbuckler Const. Threm did. As the creatures began to take notice of him after the vision though, he was remarkably quick to get back inside. The Ongoing Investigation: Though the visions of a factory aflame haunt the mind of Cysgod, the group receives an unorthodox message from Gale willing to meet at the Bridal Veil. After reassuring that they are not there to bring her in as a person of interest, she tells them a story about strange activity happening in the Bleak Gate (which has been also interchangeably referred to as the Shadowfell by some players, or even recently as the Upside-Down for obvious reasons). Before separating to rest, the party stopped at their usual hangout the Broken Oar (a rougher environment frequented by sailors) to discuss possibilities. Which includes that the Man in Black is probably an agent from the other side who may have killed and replaced Julian LeBrix at the consulate, possibly also impersonating any number of higher ranking government officials. But first, there were other leads that needed to be searched such as this "House Elf", calling as many contacts as necessary to determine his identity... and with that a trip to his establishment began. In an attempt to suss out any nefarious dealings, Dr Brinolt and Det. Goodwyne donned disguises and seemed as interested patrons looking for "less than legal" ingredients for their scientific studies. While the two gnomes were distracted at the front desk, the Cysgod sneakily crept in from the roof and through a series of remarkable high rolls began rendering guards unconscious and disarming traps, in the search of illegal materials that would give them sufficient cause for a raid. At the front desk, Dansica was quick to see through the terrible lies of a law enforcement agent. With them quickly found out, the pair requested for cooperation in searching the premises. Their brutish methods of "suggestion" (repeated Intimidation checks) was sufficient for Dansica to guide them to the back in the hopes of her dreaming dust trap taking care of the problem. Except... it was already disarmed. After a quick scuffle, the pair was placed under arrest and put in separate rooms as the party attempted to turn one against the other with hackneyed "good cop, bad but somewhat incompetent cop" techniques. Still, a plea deal was struck offering directions to the general area where a man named Deorn Feldman would be making a delivery. In exchange, the gnomes would have their charges dropped and told to clean up their place as the group made further plans to go meet some smugglers at the docks. The original plan was for the party to take no back up, in order to remain undetected for greater ambush. Yet for some reason, they felt the best way to do so was to dock further away from the exchange location, and come from the boardwalk itself on foot. Being quickly detected, the party chose to quickly change their tactings from "[I]Get them![/I]" to "[I]We're just here to talk, there's bigger fish about, if you help us with some stuff we saw nothing.[/I]" [ATTACH=CONFIG]90412._xfImport[/ATTACH] This originally wasn't going to be mapped out, but I had the extra time off and spare materials. It wound up being a good reinforcement that the PCs should plan this out carefully. So, the brave members of the task force requested to speak with the captain regarding unfortunate events in the city. They spoke their case about Nilasa's death, some kind of cover up, increased gang warring and a lot of smuggling happening which is gaining attention from their superiors not just in the city but in Slate (a Bluff), and that if they didn't want to be incriminated or brought down with any of that... then they should either vacate the city, or do something to be helpful in bringing information to light. Deorn said he'd have to talk to some people about it, but expect a reply in short time tomorrow. The group left the wharf kicking themselves in the butt for not really thinking too clearly about what they were getting into, but were satisfied that maybe they can get some underworld insight that they've been missing the whole time. This left them all discussing for a while about the ethics of what they're doing. The Lawful Neutral characters were intent that negotiations with criminal elements is a stupid thing and a better effort should have been put in order to bring the Family in for their smuggling. The Neutral Good characters cautioned that the investigations involve a myriad of criminal elements, and taking a "no negotiations" stance is only going to harm their efforts, especially when there's the possibility of political corruption. More happened, as it was a really long session. But so far, things went in directions I didn't expect them to. I do applaud their creativity in how they want to do things. One of the players has a career in law enforcement, so he's been enjoying having the ability to "do the stuff my agency would never think of or even be able to get away with". [/QUOTE]
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