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

gideonpepys

Pay no attention to that man behind the curtain.
You have a lots of plots going on, but I think I'm keeping up.

The confusing part for me and my players is that the session carried on, so we did more stuff - alot of stuff - but kicked the full recap (what they did for the last two weeks) into the long grass until we had time to go into the Kell mission in detail. We were also switching between teams later in the session.

I don't think your Stanfield scenario causes any problems, though I don't think I'll put the 'teleport anywhere in the city' in as canon. Maybe it's a ritual, takes a few minutes, and he can only go to spots that are public or unclaimed (i.e., they belong to Flint, not to any particular person)?

I demand that you make it canon! :rant:

But seriously. I remember the days when if a wizard had a teleport spell then he could teleport. Whatever happened to that? My 4E version for Stanfield would be a daily (or once per day per point of INT or whatever) that allows him to teleport anywhere within the city of Flint that he has seen - which will be alot of places over the last 200 years, but mostly public places. Obviously, locations protected against teleport would be off-limits.

Thanks for the reassurance, though. We DMs can get a bit wobbly when we go off-piste! Which reminds me: I've made quite a few alterations to Cauldron Born. Once I've finished the reports for session 90, I should write them up here so you can advise me of any potential problems (if you have the time and/or inclination that is).
 

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gideonpepys

Pay no attention to that man behind the curtain.
Session 90c - Audience with Aodhan

  • The unit arrived at the newly constructed Hotel Aurum with their police escort.
  • The Hotel was surrounded by a wide security perimeter, its twin tower design allowing the Danorans and Risuri to occupy a discreet area.
  • In the foyer of the Danoran side, the unit was met by Stover Delft. Rumdoom was with him. The decision had been made to reinstate him for duty. Sly Marbo was also there and greeted the others warmly. He had been asked to come and speak to the king as he had been up close at the Obscurati meeting in Vendricci. Delft was horrified at the attempt on their lives, and commiserated with them on Leon’s absence. “Terrible business. No doubt that was the Kell Guild as well. Let’s see if we can organise some payback.” With that, he turned and limped into a large, plush lift, with a uniformed operator, pot plant and violinist.
  • All the way up to 11th floor, where a makeshift court had been arranged. An aide drew the RHC officers into a meeting room, where Aodhan immediately dismissed his officials, except for Harkover Lee. Aodhan was looking trim.
  • First of all, Aodhan expressed his sadness at the death of Hudgens, their driver. Then he thanked the unit for everything they had done, and once again expressed his gratitude for saving his life over a year ago on the Coaltongue. He bid them sit, then said he was charging them with the most vital mission of his reign: to find out if his bride-to-be was trying to destroy Risur.
  • Harkover Lee presented the unit with a dossier containing all known information connected with – even tangential to – the Obscurati. Of primary concern was their installation within the Bleak Gate, and their ability to travel to and from that plane, which even Harkover (the greatest mage in Risur) was unable to explain. A full and lengthy debriefing was not possible due to the time constraints, but the potential threat posed by the Ob was emphasised.
  • Delft took over and repeated what the unit already knew by now: that the key target of their mission was to be Lorcan Kell, whose organisation must also know how the transfer to the Bleak Gate was done. Some work had already been done to weaken the guild, but not enough to spook Lorcan before the Danorans arrived. Now the gloves were off and – thanks to the co-operation of the Governor’s office – fifty police officers were to be placed at the unit’s disposal.
  • Aodhan reminded the unit that Lya Jierre and her uncle, Sovereign Han Jierre, would arrive in Flint in just four days’ time. The Peace Talks would last just eight days and would culminate in his marriage to Lya. Before then he needed to know what, if anything, she was up to. It was clear the King was conflicted and confused. They all were: if Lya were guilty, why was she coming to Flint? Why had no demand for the safe return of Luc been received from the Danorans? It was all very perplexing – and Aodhan’s legacy, the peace he had staked his reputation on was in jeopardy.
  • Before he dismissed the unit, Aodhan presented Korrigan with a brand new, beautifully crafted Danoran pistol. This was an in-joke. It was well known that the Marshall had shown no aptitude or interest in firearms. But even Korrigan conceded that this was a fine looking weapon.
  • “Gentlemen,” said Aodhan. “You have your orders: Find those bastards, and drag them into the light of day.”
 

gideonpepys

Pay no attention to that man behind the curtain.
Session 90d - A Bear in Bosum Strand

I'm including this for completeness' sake, because I wrote it up for the players, but can't take any credit for it whatsoever, as it is pretty much verbatim from the published adventure:

Meanwhile, on the other side of town, down at the docks in Bosum Strand to be precise, Unit B had been assigned a prestigious but somewhat humdrum escort duty, guarding Brakken of Heffinata, the mediator for the forthcoming Peace Talks. They had already been waiting a couple of hours for their charge to arrive. Now his ship the Fuego Duradero was finally in, a surly lizardman bosun had hissed at them that would need to wait a while longer. To make matters worse, it was raining, and their new leader, Professor Ludo Marcione, had not elected to join them. Nor could the team shake the feeling that they were being watched.

A goblin crewman from the Beran ship argued with a docker, and succeeded in gaining control of dockside crane. This was hooked up to a crate so heavy that it caused the cables to strain under the load as it was hoisted upward. At last, the cables snapped, dropped the crate onto the stone dock. It broke on impact and the contents clawed their way out: an enormous dire bear. Dockers ran for cover and the movement startled the creature, causing it to rear up on its hind legs. The officers remained calm, as the crew of the Fuego Duradero did not appear to be concerned.

Booming footsteps on the gangplank presaged the arrival of Brakken of Heffinata – a minotaur in Beran robes with brightly coloured stitching. Short for a minotaur, but enormous compared to everyone else except the bear. “Feroz!” he called out to the creature and it turned and plodded to his side.

Professor Marcione showed up at that very minute, greeting the ambassador on behalf of the RHC – for all the world as if he had been stood on the docks all that time. In a rumbling but low and soothing voice, Brakken thanked the officers, and warned them that his task in Flint would require more legwork than they might otherwise have expected: Brakken was not content to ensconce himself in the Hotel Aurum – he wanted to see Flint and understand its people. First, he would secure Feroz in stables at the Beran Consulate in Stray River, a journey he insisted on making by foot, despite the early Spring drizzle.

Their journey took them past Dawn Square (where Brakken’s mood became pensive), the Royal Shipyards (where he seemed swept up by the majesty and pride of the location) and Hotel Aurum itself, where a sizable demonstration had by now gathered. Brakken grew quiet and contemplative a block before the protestors could be seen or heard. Otherwise, the minotaur was very enjoyable company, and told the officers a lot about himself, while enquiring after their own backgrounds and swapping stories. He told them about the megafauna of Ber – the great thunder-lizards bred by the dragon tyrants that made Feroz seem tiny by comparison; of his time in Slate, where he had lived since his appointment; of his hopes for the talks, and his earlier success in halting the war in Orithea.

At the Beran Consulate – a humble building with rambling grounds – Brakken greeted the orcish consular Gerax like they were old friends (although it later transpired that they had never met before). Brakken stabled Feroz with the Gerax’s worg and many other huge animals. Gerax invited them all to stay for drinks, but Brakken said he had a lunch date before he headed to meet the King…
 

gideonpepys

Pay no attention to that man behind the curtain.
Session 90e - Enter Varal

Forgive the plethora of updates. We got through a lot last session (to try to get the exposition dealt with in a single session and at a pace that avoided any risk of drag). So I thought I'd provide detailed write-ups for the players in order that they don't forget the details, but I have to post each one as and when I finish it in case events (ie. child birth) catch up with me!

Anyway, here's my first medium-sized departure from the adventure as written:

Enter Varal

Leon sat in the lounge of Lilly’s brothel, where he had sat so many times before. Only now, instead of music and laughter, and the heady scent of leaf of Nicodemus, there was silence, and the smell of death. The bodies were a few days old.

Clientele would have found them first, but which of them would go to the police?

Other than the bodies and the blood, all was in order. Nothing was broken, except a wine bottle the waitress must have been holding when she fell. She had been killed first, that much was clear: a thrown knife from the doorway. Two punters had had their throats cut and now sagged, aghast, on the blood-soaked settee, flies crawling in and out of their mouths.

Whether Adele had been out on the porch and dragged inside, or had entered during the massacre, Leon could not tell. A blade was lodged between her shoulder blades. At least her death had been swift. Leon could only hope the little girl had not been made to witness what had befallen Lilly.

He realised at that moment that he was holding her hairpin.

Must have fallen out when she was manhandled onto the bar top. That was where they cut her, again and again and again – in a cruel mockery of her self-inflicted scars (“one a day,” she had often said) – until she bled out and was still.

That he had never really loved Lilly only made this worse, as if he had somehow betrayed her – all mixed up with the guilt of not being here when it happened.

A movement in the doorway was too steady and regular to be a threat. Leon looked up to see an imposing figure blocking out the light:

Asrabey Varal. Leon did not even trouble to ponder the unlikelihood.

Varal helped him clean the place up, cover the bodies. Leon sent a local bayou kid to fetch the police, but he and Varal headed into the swamp before they arrived. They came to a pavilion that may not have been in the Dreaming. Varal entered, sat down around a low table of food and drink and offered Leon to do likewise. Then he said:

“I have come on an urgent mission for the Unseen Court. The Old Stag spoke of you as a loyal servant of the crown and a trusted agent of the Vekeshi and as such I request your aid. One of our ilk has come to this city to act without our blessing. His name is Ekossigan, herald of the four seasons, he who defends stags from arrows, widdershins prophet and liege of changelings. Upon leaving the Court he penned this poem:

“When spring returns to winter, / The cauldron births a spark.
The steel betrays the vintner, / The silver spurns the arc.
The fire-bride’s dissension: / Dismissed by green-adorned.
The wheel-woven dead man / Shall wake the cauldron-born.

“Ekossigan was sympathetic to the Duchess Ethelyn of Shale and despises the stench and clank of coal and metal. He bears no love for the people of Danor, least of all those such as yourself. We believe he has come to Flint to disrupt the Peace Conference.

“I seek your help to search the city for this rebel, for we do not wish him to break our ancient treaties. We offer one war unfought for one season slain, The fey shall not retaliate if you kill that which the Unseen Court’s greatest warrior cannot harm.”
 

gideonpepys

Pay no attention to that man behind the curtain.
Session 90f - A couple of cliffhangers to end the session

A Bunch of Bolts

Shortly after their meeting with Aodhan, Delft had introduced the unit to their police liaison, Sergeant Deb Macon, a laconic woman who came highly recommended for her tactical and organisational skills. She informed the unit that the fifty-strong squad would be too unwieldy to assemble all at once, but that the ten team leaders would meet them at RHC HQ early the following morning. She had already taken the liberty of giving orders that would cover the rest of the day.

When the unit arrived for their meeting with the squad leaders the following morning, they were intercepted by the burly, jovial Justin Rollins, Royal Engineer, who had been working on the mangled golem that Carlao, Serena, et al (the now disbanded former Unit B) had found in a steelworks shortly after the Macbannin incident. Over the last few months, Malthusius had been patiently performing object loresight on each of the fragments, and felt sure that the golem was connected to the Ob. In his visions he had seen that it was the mysterious ‘steelshaper’ who had torn the golem apart.

Uru had worked on the golem himself, using instinct where Justin’s technical know-how had failed, but it transpired that a third, much more methodical party had also been involved: when they headed to the evidence locker, where a makeshift workshop had been set up ever since the golem was brought in, they found Doctor Stanmore of Unit B who – according to the Royal Engineer – had shown ‘great tenacity’ on the project over the last couple of weeks, since Stover Delft had encouraged him to lend a hand. Both of them acknowledged Uru’s contribution, and generously allowed him the privilege of attaching the head to the golem, which now lay on a table with one-and-a-half arms, one leg and one eye, plus a few other bits of casing still detached.

At Rollin’s insistence, the limbs had been strapped down just in case, but when the skull was joined with the spinal column and nothing happened, everyone was just a little bit crestfallen. Unit A had to be getting on with their primary mission, and Wil promised to carry on fiddling around for a while longer to see if he had got the connections wrong somehow. Then the golem’s finger began to twitch. Rollins gave a throaty laugh, spraying half his sandwich over the table.

“At least you got its finger working! Perhaps it could point the way to the Ob!” he boomed.

“Wait,” said Malthusius, noting a specific, repetitive rhythm. “That’s military code.”

It took the deva just a few moments to spell out P, E, N… P, E, N…


Bombs Away!

And finally…

Brakken of Heffinata takes Unit B to lunch in the Pardwright District, where he seeks out a Yerasol themed restaurant and meets up with Steffan Eberhardt, the Drakren delegate at the peace talks (who happens to bear an unfortunate resemblance to Tortho Chell, causing wry glances between the officers). Brakken and Steffan share jokes as they eat before floor-to-ceiling windows that overlook the new subrail line, which here in the Pardwright District runs overground, with a broad platform visible from the restaurant, where a skywalk crosses the line.

A steam train moves slowly by, slowing to come into the platform, where students and sightseers wait to embark.

Suddenly, Brakken booms “GET DOWN!!” as the skywalk is ripped apart and windows of the restaurant shatter inward in a shower of glass.

Next session we will roll initiative, and see which of the PCs has avoided the blast.
 

gideonpepys

Pay no attention to that man behind the curtain.
Changes to Cauldron Born - An Overview

I’m making a few alterations to Cauldron Born that I thought it best to outline up front – firstly because if I don’t my session reports won’t make sense, unless I explain the changes as I go, which would be much more clumsy; secondly, because it helps to get my disparate thoughts in some sort of order; and thirdly because if I’ve made any major errors, someone out there (RangerWickett?) might be kind enough to point them out.

There are a number of reasons behind these changes. The most important is that I want to personalise the adventure, and weave in at least two PC subplots, which has a knock-on effect and necessitates altering other elements. Another reason is that there are things in the Campaign Guide that I really liked the sound of which ended up not being implemented in the final draft (for practical reasons), so I just went ahead and put them back in. And finally, with this episode more than any other, I had a clear vision of how I wanted things to play out even before the adventure was released. A couple of things jarred with my sensibilities, so I’ve changed them too. (Please note, this isn’t a criticism, any more than saying that my favourite colour is green is a criticism of the colour red.)

Major alterations

  1. The primary foe in the Cauldron Hill installation is an eladrin enchantress called Lavanya, not Lorcan Kell. Lavanya is a figure from Leon’s past. She will be accompanied by Conquo, her fey golem creation (who once adventured with the group before disappearing in the Dreaming).
  2. I have reintroduced the Golem Eye thread, requiring the unit to track down the second eye of the bronze golem that houses Alexander Grappa. The eye contains the second half of a set of codes that enable the golem to pass through Tinker Oddcog’s defences unharmed, and enabled Grappa and Kasvarina to escape in the first place.

These two changes have a lot of ramifications and there are other minor twists in addition.

The players will start out thinking they have until the end of the whole peace conference (20th) to work things out – at least as far as Kell is concerned. The sudden culmination of one thread after another on or around 13th/14th will hopefully come as a surprise, and they should be all the more unsettled by a chain of events that propels them, unprepared, into the Cauldron Hill compound well before they expected any kind of ‘finale’. So a slightly different take on the ‘countdown’ scenario.

I also wanted to lengthen the amount of time it takes to take down Kell: I want his organisation to feel more resilient, and for the operation to take more effort and time to achieve. So the initiative will be more slow and steady, beginning before the adventure starts, with a sudden push involving more officers from 9th onwards (following the meeting with the King). Unit B will have been nibbling away at the Kell Guild for weeks, and Korrigan’s crew will have been on the case for one or two weeks before In Media Res. I’m simply going to increase the amount of time it takes for them to complete each action. And although they will begin the adventure with an effective head-start, their efforts will be disrupted by not two but three other threads.

Kell is a nasty piece of work, a great villain, and my players hate him, as he already killed their specially assembled strike-force, who they were quite attached to (and for that reason I probably won’t have him go after unit B; haven’t decided yet). But I still don’t want him to be elevated to BBEG status. To my mind he’s a mere hireling, and a thug, and it works out better for my campaign for him to be dealt with ahead of time, perhaps even in an anticlimactic way. If the players don’t get to him in time and he flees, using his gatecrasher charm, then he dies because the Ob don’t provide him with protective magic – a betrayal organised by Stanfield himself. (The players will be warned about this ahead of time, so they will know what has happened to him if/when he vanishes.) Whether he is killed in this manner, or by the party, or surrenders or is captured, both he and Quentin Augst know how to use the canal route to get into the Bleak Gate. That’s the principle route the players will be taking (unless they side with Ekossigan). If they have Augst, he won’t talk until Kell is taken out for fear of reprisals.

Augst is not an initial target of the ‘Get Kell’ initiative as he is ‘only’ his lawyer; but there will be a number of pieces of evidence that point in his direction, until Unit B finally witnesses him implicate himself in Sunset Beach. If they don’t hear what he says to Norm (about getting rid of Kell and taking over the organisation himself) then other evidence will point towards him and lead to his arrest (or to his untimely death at the hands of either the Ob or Kell if the RHC doesn’t move fast enough). Augst knows about the wands needed to fix a target in the Bleak Gate; Kell doesn’t. Augst knows that the Ob’s plan is to let Kell flee using his gatecrasher charm and then leave him to flounder until he dies. (What he doesn’t know is that the Ob also want rid of him as they have no further use for the guild whatsoever, and now they know Kell has trusted him with almost all of their secrets, Augst is a liability too.)

Whether they have Kell or Augst or both, the players will most likely be taking the canal. The number of troops they have with them will depend on how prepared they were and how fast they react to the sudden turn of events; I’m not going to impose a physical limit. There may be an opportunity for them to take a smaller advanced force using the Wayfarer’s Lamp and any functioning amulets they have collected (perhaps using Uru’s garden as a starting point), and this will be the fall-back option if they don’t capture either Augst or Kell. I don’t want Aodhan to hold the key to getting the group into the Bleak Gate. He already has the trump card to play against Borne, and I like to give as much agency to my players as possible. Aodhan will have the means to protect a limited number of his servants in the Bleak Gate (should they need it), but not to get them in there. So his absolute deadline for finding out what the Ob are up to in Flint is the 20th as he wants to keep the Danorans occupied while the unit take down the Ob, hopefully with enough time to establish if Lya Jierre is connected to or aware of the operation in Flint. The unit should have all the pieces in place on the 13th, and be organising their assault when they receive their surprise invite to the opening dinner, meaning they aren’t in position and ready to roll when Asrabey bursts in and blurts out their plan in front of the Jierres.

Speaking of Asrabey, I didn’t want him to burst in to speak to the King twice, so I changed his introduction into the adventure. Instead, I decided that he would come to talk with the Vekeshi at the start of the adventure – specifically, to Leon, thanks to the cachet he recently earned with the Unseen Court. To begin with Asrabey believes that Ekossigan has come to disrupt the peace conference (just to muddy the waters a little) and wants his help to dispose of Ekossigan with the minimum of fuss. Later, when he learns about Kasvarina from Ekossigan, I plan to have him turn against the party and help Ekossigan, thereby winning the Spring Returns to Winter encounter. I have not yet decided whether this will be a choice for Asrabey, or some sort of enchantment by Ekossigan made possible thanks to Asrabey’s distress on learning of Kasvarina’s ‘imprisonment’. This will, of course, be a very dangerous encounter for the party as they may feel compelled to fight to the bitter end to save the children, so I will have to handle this change carefully to avoid a TPK.

Assuming Asrabey and Ekossigan win, unless the players accompany the fey (which I doubt they will, but you never know) the fey army will be destroyed (thanks to the extremely effective defences of the Cauldron Hill facility), leaving Asrabey to stagger back to the peace conference, and burst in at just the wrong moment, demanding aid from the King under terms which the King cannot refuse, despite his outrage at Asrabey’s actions. Hopefully the slaughter of the fey will leave the players feeling properly unnerved at the prospect of assailing the Ob stronghold, and the death of the orphan children will leave them conflicted about accepting Asrabey’s help.

Just how worried they are will depend upon whether they have managed to get hold of the golem eye. Without saying so directly (as it would break the terms of his geas), Alexander Grappa will ask them to locate it. I may even decide that he can actually see through the detached eye, giving them a clue as to where to start looking. Grappa wants the eye because it makes a set that enables the golem to bypass all of the tricky defences Quital had Tinker Oddcog install. (Tinker might have been hoping that Grappa would take him along when he escaped, who knows?) I have beefed these defences up somewhat, anticipating that they will be bypassed by one of various means; even if the unit don’t get the eye, they can always send Uru in through the ventilation system (which he discovered during his solo adventure into the Bleak Gate).

After the bits and pieces of the golem (minus the eye) were collected by Carlao, Serena et al, the remaining eye was scooped up by intelligent fey spiders that work for the Trash Heap, and comb the city for interesting bits and pieces. She gave/sold/traded the eye with a being known as The Clockwork King, knowing his abiding interest in all things technological. The Clockwork King is an artificial intelligence created prior to his involvement with the Ob by none other than Tinker Oddcog. Having been abandoned by its creator (who does not even know that his invention survives), the creature has created a body for itself, and a small network of influence throughout the backstreets, sewers and warehouses of Flint. Knowing that Tinker used the Godmind Urn to give it life, it now seeks Tinker and the Urn, and immediately recognises the provenance and function of the golem eye. The Clockwork King is clever and will try to find out where the second eye is to be found, and how to get to Tinker. He can reprogram other machines to do his bidding, and has sent his cohorts out to alter the coded instructions of a number of constructs, golems and gearmen throughout the city. Exactly how this will all pan out remains to be seen, as does whether The Clockwork King will emerge as a foe or an ally (or first one, then the other). But diplomacy is the likely outcome of this additional thread.

With or without the eye, and with or without back-up, the unit will eventually arrive at the Cauldron Hill facility, where they will encounter Tinker before he flees, tangle with Leone (whose powers will be used in the first few rounds of combat to frightening effect before he is removed from play by whatever means is expedient, most likely Alexander Grappa), and come face-to-face with Leon’s beloved Lavanya and her bodyguard Conquo.

I have kept the details of Leon’s past and the precise nature of his relationship with Lavanya sketchy up to this point, partly because I hadn’t decided exactly who she was, aside from being a dreamlike female archetype – the beautiful nursemaid who restored the dying Leon to health, and convinced him through her kindness that the fey are not as wicked and beneath contempt as he has been brought up to believe. For the first few levels of the campaign Leon did not even know if Lavanya was still alive (and nor did I).

Another reason for keeping Lavanya on the back-burner, even when I did decide to weave her into the main plot, was because I learned a long time ago that it is a mistake to make the backstory of a single player central to the campaign from the very beginning. If that player leaves or his character dies, that element of the story is of much less interest to the rest of the group. Now, fingers crossed, we are close enough to the finale of heroic tier for me to take the risk!

So here’s the deal: Lavanya is now a member of the Obscurati. Haven’t decided yet whether she was all along, and that doesn’t really matter right now. What matters is that, during the period she spent nursing Leon back to health, she used her mastery of memory and mind magic to remove certain memories that he wanted to lose. When the Ob forces that were sent to silence Leon finally tracked him down to Lavanya’s hideout on Axis Island, he escaped and she was captured (a fact Leon has felt guilty about ever since). Unbeknownst to Leon, Lavanya then came to work for the Obscurati in Flint, though her methods and talents only became vital once Kasvarina and Borne were disabled by Alexander Grappa. Leone has had her working on the golem’s mind, and on controlling it, though with little real success. Since Grappa’s escape, security has been much tighter. Before then she was able to leave to do research, which is how the unit heard rumours of her passing through the Dreaming from the dragon Tatzel (who also helped Conquo to reunite with her).

During the final encounter, Lavanya will try to encourage Leon to switch sides, and offer to return his missing memories to him: they are stored in a memento he left in her possession: his Obscurati Golden Cell ring! When Leon gets his ring back, the restored memories will reveal that Han Jierre is a member of the Obscurati and that Leon once was too! He wanted these memories gone so that the Ob would not be intent on pursuing him. Effectively, Lavanya has removed every piece of his mind that is connected to the Obscurati geas, along with the geas itself. (This links in to another change – that Brakken of Heffinata cannot mind-read Han. He will be able to tell the players only that Lya knew nothing of the Cauldron Hill facility and that a messenger has been sent from the Danoran suite with an urgent message for the Ob hidden there.) If Leon regains these memories, unless he handles it very carefully, he will be subject to the geas again and unable to reveal what he knows. Also, Han Jierre will learn exactly who Leon really is.

When Borne is activated, Lavanya will scramble aboard and attempt to control him. So his actions will be focused and therefore much more dangerous until the unit clambers onto the golem too (possibly with Gale’s help) and succeeds in dispatching Lavanya.

So there you have it: a few personal twists to the published adventure. Some other minor additions worth mentioning are: Uru has already been approached by Ellik, on behalf of Ekossigan, and is very angry at having had to abandon his membership of the Unseen Court as a result. He has also witnessed the Ob’s activities in the Bleak Gate first hand, and made it possible for Justin Rollins to put the bronze golem back together. Several members of the Rumschatology sect (including Azon, Thered, Thangir and Kvarti) have defected to the cause of Grundon Zubov, taking 10000gp and murdering the sect’s treasurer in the process, so Rumdoom will encounter some old friends as they pursue that thread. Also, with Kvarti being so much more familiar to the party (and having a lot more to answer for) I may have him approach the party ahead of time, rather than waiting for them to follow up the first lead. Korrigan will be rewarded for helping Asrabey with the means to free his wife from her fey bargain. And Malthusius’ ongoing friendship with Governor Stanfield is going to make it very hard indeed for the unit to take the Obscurati by surprise…
 


gideonpepys

Pay no attention to that man behind the curtain.
Session 91 - Bombs Away!

  • A bomb ripped through the Pardwright District, shattering the windows of the restaurant where Unit B were lunching with Brakken of Heffinata and Steffan Eberhardt.
  • Brakken's warning allowed them all to duck out of the path of shattered glass, but the carnage elsewhere was horrifying.
  • The Professor and Sevitar spotted an elderly, beardless dwarf walking calmly along the station platform, seemingly oblivious to or unaffected by the chaos around him: a newspaper tucked under his arm, consulting a pocket watch.
  • He exchanged glances with the pair and there was something significant about his gaze. Before they could challenge him, he glanced upward in time to see an ornamental stone gargoyle, shaken from its moorings by the blast, a split second before it struck him squarely and sent him sprawling.
  • Moments later, the unit was all activity - some dealing with the old dwarf, others with the casualties in the restaurant, while Brajham sought to discern exactly what had happened, sending his firebird familiar wheeling over the crumpled train carriages and collapsed skywalk.
  • The old dwarf was coaxed back to consciousness by Niniel, only to choke down on a poison capsule that caused his blood to freeze. He died with a curse on his lips: "Zubov will bring your world to an end". The newspaper was tomorrow's edition, fresh from the printing press at the Tribune building; the watch was now broken and radiated magic - Wil thought it must have been used to send a signal of some sort - another bomb? The old dwarf also had a crumpled work order for repairs to the now devastated skywalk made out to 'Soknik's Repairs'.
  • Unit B debated what to do next. Professor Ludo gave Captain Theren the order to escort Brakken and Steffan from the scene. While the rest of the unit continued to provide assistance to the injured, look for clues, and attempt to herd onlookers away for fear of a second blast.
  • Fifteen minutes later, their fears were confirmed as an explosion ripped through the Tribune building sending rubble into the street and crushing the druidic temple across the way. Throughout the Pardwright district, panicked office workers fled into the streets for fear their building could be targetted next. That's when the shooting started - innocent civilians cut down at a rate of five or six per minute. It didn't seem to matter where they fled, their hidden assailants had a bead on them.
  • Brajham's firebird spotted the first nest of snipers in a bell tower in the distance. He ran toward it, bravely attracting attention to himself, but was cut down and almost killed.
  • Moments later a second, closer nest was spotted. The Professor divided his unit into two teams, each accompanied by police officers he and Niniel had rounded up.
  • Each team made great haste toward one of the sniper nests and dashed up the stairs to the rooftop. Niniel, Sevitar and their allies arrived first, and were attacked by an ice serpent that prevented them from getting to the snipers. Sevitar was pinned and only barely managed to escape having the life squeezed out of him. Having dealt with this summoned guardian, they reached the roof and found a group of crazed dwarves - some beardless - who fought back fanatically.
  • Meanwhile, the other team reached the more distant bell tower and were forced to clamber up ladders from the 'shoulders' of the building. They too encountered a summoned ice serpent guardian and a team of lunatic dwarven gunmen - thought this bunch were altogether more jolly, revelling in the carnage they had caused. With more RHC officers in this team, they were able to put the snipers on the belltower down more quickly than Niniel and Sevitar, who were struggling against superior firepower.
  • For the second time in a month, Sevitar was killed, leaving Niniel to retreat and wait for backup. The remaining dwarf had killed himself by the time assistance arrived.
 
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gideonpepys

Pay no attention to that man behind the curtain.
Session 91 - DM's Notes

The Bomb's Away encounter is presented in a slightly strange way. First of all, there is a huge area map, with lots of details on the nearby buildings, but a lot of that information is extraneous - half a page of material on 16 buildings, only 5 or 6 of which are involved in the encounter. Possibly useful if players start running in and out of buildings at random (and quite some distance away), but distracting at first blush because there is usually so little extra/unnecessary detail in a Zeitgeist adventure, so I assumed the details would be vital to the encounter. Not so!

Then we have the dwarf, Takbar Rhozenko. He bears a number of clues as the location of the next bomb, and a magical watch that can be used to trace its exact location, but only if the players stop him from being crushed, which is the incident that draws their attention to him in the first place (and therefore pretty much impossible). Moreover, if the players do work out that the bomb is in the Flint Tribune building, there is no indication of what it takes to find the bomb within the building, or disable it, or how quickly they can organize an evacuation of the building (or what skills they could use to do so). I can only assume that the writer did not intend for the players to be able to prevent the second explosion, but if so that isn't explicit.

I decided that the bomb would be hard to find but easy to disable, hoping for a tense bomb disposal scenario before combat kicked off. Sadly, the fact that Rhozenko had an early edition newspaper tucked under his arm was lost on my players - and reasonably so, given the carnage all around them, the magical (but broken) watch, and their primary objective of guarding Brakken (which almost caused them to leave the scene entirely).

If I were to run the scene again, I would make it possible for the players to use the watch to find the bomb.

Once the snipers get started, we have another fine example of a very original Zeitgeist combat encounter (which requires some forward thinking from the DM but is actually fairly simple to run): two sets of opponents in two different buildings hundreds of feet away from each other, both of which need to be taken out urgently in order to spare civilian casualties. Great stuff.
 


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