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

gideonpepys

Pay no attention to that man behind the curtain.
You game way too fast, man.
"We're not playing chess!" That's my motto.

Thirty second limit for a combat turn. That's our house rule. You get a fortune card if you stick to it, but your turn ends abruptly if you don't. Means 4E combat moves at a fair old lick, and sometimes feels like a real fight. I have to stick to the same rule.

... the visual concept is excellent.
I was thinking of something like Scanners, but didn't know if you-know-who could pull that off! I was worried about the 'rationale' too , but figured the players wouldn't even consider the ins and outs of it at this point. The impact would be lasting, though!

Oh, and I forgot one crucial detail in my report:

Leon's tiefling girlfriend, Lilly (a self-harming prostitute who runs a brothel in the bayou) treated Leon to an early morning session of fellatio which she said was in thanks for 'last night'.

Leon had no idea what she was talking about, but through delicate questioning (so as not to betray his ignorance) discovered that he had pleasured Lilly with his hand in the middle of the night (when he was in fact fast asleep). This, of course, was the hand that Doctor von Recklingjhausen stitched back on...

My idea is that the hand (as well as getting up to nocturnal naughtiness) has become sentient as a result of the proximity of so much witchoil when it was severed and then healed. It now embodies the ruthlessness that once drove Leon when he was General Dax Corbeau, leader of the infamous Straw Dogs during Yerasol IV.
 
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Cheezmo Miner

80's DungeonMaster
What a cooinky-dink I was planning on running the U-series of modules as well, as part of a greater unfolding subplot.
 



gideonpepys

Pay no attention to that man behind the curtain.
Sent you three PMs with the whole thing laid out. Subject to change, though.
Wow. That's enough material for a seperate adventure path! I got quite excited reading it, but don't have the time or the energy for such a major diversion. Sounds as if your planning that the 'subplot' will actually form the campaign finale, am I right?

Funnily enough, though I don't plan to take the three adventures much further than 'buffers', there are some similarities between the alterations I have made and the adventures you have outlined, but I guess that's inevitable, given the aquatic flavour.

My very simple change is that the sahuagin are pursuing a man who stole maps and details of their underwater realm, and is now captive of the lizardmen (after his ship foundered during his flight from the Deep Ones).

He is a spy worker for a rich dwarven industrialist (and contact of one of the PCs) and informs the players that the sahuagin are planning an invasion. In fact, they just want their secrets back, and the 'invasion' story is a pretext for Black Star Mining to gain access to the sahuagin's deep sea mineral deposits (following a preemptive strike by Risur).

Later, when they have thwarted the dwarf's greedy plans by making peace with the sahuagin, the players will discover that the mineral deposits weren't all he was after. The sahuagin hold a powerful magical artifact that one of the players needs to prevent the 'Icy End of the Earth' from coming to pass.

At this point, the players discover that the sahuagin are ruled by aboleth left behind when the Axis Seal closed the path to their world. My players have tangled with aboleth before, in a previous campaign, and rather than have a rematch, I'm hoping they will opt for diplomacy and actually negotiate with the aliens.

The artifact is a prophesied object called the Stone of Not. The player came up with it, and neither he nor I know what it is at this stage. It connects with his Eschatology theme. I'm thinking maybe a meteorite from the planet Nem. But I haven't got a clue what it's actual import will be.

Any ideas?
 

I think none of what you have planned will conflict with anything we have planned. While a lot of naval encounters occur throughout the campaign (and it'd be easy and great, I think, to add in attacks by sahuagin or aboleth or whatever), I think the only actual underwater encounter is in adventure 3.

The party will have to deal with She Who Writhes, the fey titan of the seas around Risur, but not until epic tier. Otherwise, what's under the sea is open game.
 

Cheezmo Miner

80's DungeonMaster
Wow. That's enough material for a separate adventure path! I got quite excited reading it, but don't have the time or the energy for such a major diversion. Sounds as if your planning that the 'subplot' will actually form the campaign finale, am I right?
Yes, but only because I like the idea of giving the PCs a good take-no-prisoners shoot-em-up once they've gotten their capstone powers.

I'm glad you liked it--your subplot seems a lot less intrusive than mine and still looks fun. I love aquatic stuff. My Dread Island plot is admittedly ambitious, but we game fast--7-8 hour sessions every two weeks and I needed a lot of material to fill out the path's 2 year release schedule. Plus I wanted a lot of giant monsters.
 
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Cheezmo Miner

80's DungeonMaster
The artifact is a prophesied object called the Stone of Not. The player came up with it, and neither he nor I know what it is at this stage. It connects with his Eschatology theme. I'm thinking maybe a meteorite from the planet Nem. But I haven't got a clue what it's actual import will be.

Any ideas?
A miniature dormant sun, just needs to be bonded with an atom or two. It can be ignited and replace the dying star at the center of the solar system. "Icy End of the Earth" actually refers to the death of the current sun. Perhaps the aboleth/sahuagin once used the Stone of Not as a power source, not having access to the sun in the deep trenches.
 

gideonpepys

Pay no attention to that man behind the curtain.
My idea was that the aboleth and the sahuagin are servants of She Who Writhes, but I might shake all of that up further down the line. (The aboleth don't strike me as the type who worship fey entities.)
 

gideonpepys

Pay no attention to that man behind the curtain.
A miniature dormant sun, just needs to be bonded with an atom or two. It can be ignited and replace the dying star at the center of the solar system. "Icy End of the Earth" actually refers to the death of the current sun. Perhaps the aboleth/sahuagin once used the Stone of Not as a power source, not having access to the sun in the deep trenches.
Great idea. Consider it purloined. Thanks!
 



Bearing in mind that this is something over a year away, the idea is:

[sblock]When the Ob open the Axis Seal, things don't go quite as they'd hoped, so they don't get to finish their movement of the multiverse. In particular, the planet ends up without a sun, lit only by a hazy nebula. Something like this: Starry Night Photography - Gum Nebula

I might tweak it so the sun just ends up dramatically dimmer, enough to keep the world from dying immediately, but rapidly plunging the world into an icy doom.[/sblock]
 

gideonpepys

Pay no attention to that man behind the curtain.
So would this 'portable sun' would be of use! But, presumably, it might cause my party to sidestep whatever challenges you intend?

I guess I'll let the story develop and decide on the possible ramifications close to the time.
 

Cheezmo Miner

80's DungeonMaster
I'm glad you liked the idea, and slightly giddy that something off the top of my head unveiled something Ryan had planned. :D
 

Depends on if you want to have the 'stone of not' to be fragment of a lost sun, which was drawn into the gyre at the center of a planar maelstrom, where worlds are ground to dust.

The plan of the penultimate adventure (#12) is to have the party travel there to find worlds of various elements. Since in #13 they're supposed to go back to Axis Island, finagle with the ritual, and link this world to a system of other worlds. The Ob do it in #9, and thus alter reality in their own favor; in #13, the PCs can switch it back or change it to something new, but to do that they have to explore the graveyard of the planes in #12.
 


gideonpepys

Pay no attention to that man behind the curtain.
Session 23

Got a bit behind with my session reports, but then I figure folks will be slightly less interested in our 'buffer sessions' than they are accounts of the Zeitgeist adventures proper. (And this thread got very productively hijacked by a funky three-way ideas ‘jam’ which has given me all kinds of material for subplots and character development later in the campaign.)

Just to quickly recap: the unit (now consisting of Marshal Baldrey Korrigan; deep faen assassin Uru Scathaig Ciotog; dwarven fruit loop Rumdoom Kagan; and tiefling renegade Leon Vailleux) have been assigned to investigate a troublesome tribe of lizardmen to the east of Saltmarsh (a small fishing village near Flint). Assisting them in this task is the druid Oolsholeel, an aquatic elf, who petitioned for their aid; and a belligerent emissary of the Unseen Court – the arrogant pixie Azure Lord Blackthorn. The Saltmarsh town council have also lent them a boat and two marines (brothers Tom and Will Stoutly).

At the end of our last session, the unit were debating how to approach the lizardman lair. There were three potential entrances: one heavily guarded main entrance; a rear cave filled with mud and crocodiles; and an underwater cavern.

The unit talked for so long that Blackthorn got fed up and set off down the beach to ‘talk to these savages’ (at full tilt, with his war pick drawn). Reluctantly, the unit ran after him, drawing fire from the musket-wielding lizardmen.

Uru reappeared, having ‘gone feral’ in the swamp and took out some of the lizardfolk riflemen. His recent brush with death meant he had decided to undertake a tribal ritual whereby he had hunted down and killed various inhabitants of the swamp, severed and dried certain parts of their anatomy and affixed them to his blowpipe. (He calls them his ‘tadpoles’.) Korrigan was annoyed that he has disappeared without communicating, but glad to see Uru unharmed.

Blackthorn liked the cut of Uru’s jib, having never met a real deep fey before. (Uru’s player and I have decided that deep fey inhabit a part of the world where the Dreaming and the Bleak Gate meet. The Dreaming Bleak Gate if you will. So they are very rare and elusive.) He kept referring to him as ‘my jungle friend’.

The initial battle went well for the unit, and they slew all of the lizardfolk guards, but Blackthorn proved an even greater liability then first feared, by plunging straight into the lair without waiting for them to regroup. A second fight ensued with more lizard men, this one turning out to be a little more difficult.

The session ended with the unit securing the entrance, while Korrigan gave Blackthorn a futile dressing down and warned him to be more careful. (He had been dropped three times, and required all of the unit’s healing resources.) But Blackthorn was revelling in the glory of it all and did not appear to pay much heed.

More to follow shortly...
 
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