Hej everyone!
As I'm writing these lines, I am VERY glad, for the magnum opus of Nick Logue, thanks in much parts to Lou Agresta, will finally see the light of day, including a companion book of modules by industry-veterans and all-out awesome authors, ship-combat rules by Lou and so much more. As I'm typing these lines, the module still has 30 hours to go for some awesome deals, so if you haven't check the project out here.
That out of the way, here's a review that took me forever, the second part of the steampunk AP,
Zeitgeist II - The Dying Skyseer
The second
module in EN Publishing's steampunk AP ZEITGEIST is 95 pages long, 1 page front
cover, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving
us with 90 pages of module, so let's check this out!
This being
an adventure-review, the following contains SPOILERS. Potential players may
wish to jump to the conclusion.
All right, still here?
In the last
adventure of the AP, the new constables of the RHC have not only foiled a
dastardly assassination/sabotage-plot and even prevent a war - but in the
process of doing so, have helped the hereditary enemy of their nation. Now if
one of the PCs is aligned with the mysterious Vekeshi, they will have a gift
for a specific individual they'll meet during the module, setting up a
component of the AP's massively complex meta-plot: Speaking of complex: The
complexity of this module's investigation is rather refreshing and has some
neat guidelines for DMs - the RHC Protocol. In the absence of phones and similar
means of communication, the office and fellow constables can deliver clues,
hints etc., people can be questioned and gleaned information consolidated. To
help the DM, a roster of NPC-table is provided. When field work comes around,
it does so in the form of a woman jumping from the fourth floor window of the
Danoran consulate, crashing on the fence. When they arrive at the scene, Julian
LeBrix, security chief of the Danorans gives them the run-down: The woman is
question was known by the name of Nilasa Hume, supposedly stealing some
valuables and making off to escape and subsequently shot by Julian - he makes
clear that he wants this resolved ASAP. But do the PCs resolve this mystery -
it turns out the lady in question has actually managed to smuggle fey peppers in
and in the resorting lull that still affects the staff. Moreso, the woman, with
her dying breath, entrusted a couple of things to a man who subsequently
vanished - and there are A LOT of other clues that slowly start to tie together
- via the clues gathered and the criminal record of the deceased, the PCs will
hopefully have a lead towards the Thinking Man's Tavern.
And even if
the PCs both/mess up, you still have the newspaper, the fellow constables and
even the PC's very own background and associates - a masterful entwinement of
storythreads. While researching contacts at the tavern, a minor quake
foreshadows the things to come and may
even partake in a philosophical discussion about the validity of the very
authority they represent. If the RHC's agents do their job well, they may learn
about the smugglers Nilasa was in league with - they are currently incarcerated
in the Goodson Esturial Reformatory - a glorified prison barge. There, they can
negotiate a deal with one or both incarcerated burglars. Both know about
Nilasa's association with newcomers to town, a shadowy organization dubbing
itself "The Family". They also know about her having a whole cache of
magic wands and that the delivery would happen on the 4th of Summer by someone
called "The House Elf". So who is this strange "House Elf"?
Via the fey pepper or clues gained from the smugglers, the constables can track
the conspiracy to a weird couple of gnomes - who actually have a valid escape
plan and some precautions that make sense and should make arresting them or
getting meaningful information from them rather difficult. Now if they manage
to interrogate one of the gnomes and find out more details about the planned
smuggling.
There are
multiple ways the PCs can plan to take up the accomplices of the late Nilasa
and find more clues about this mysterious "Family" - the trail leads
them to the Family's wharf and an exchange of goods between strange ships which
will culminate a nice chase of ships that will be resolved via a skill challenge.
Or, if the PCs miscalculate the boldness of their foes, they may actually get a
fight on their hands - anyways, they can get the wands. Or be captured. Whether
they are defeated and captured or not, on the next day, they will get the
infamous offer:
Morgan Cippiano,
head of the local Family, invites them to coffee and cakes to talk about a
business proposal of common interests, allowing the RHC constables to get
prestige and an understanding with the family - and offering yet another help
for stumped investigators. With the family's involvement cleared for now, the
PCs might wish to check out Heward Alkahest's Factory, where Nilasa once worked
- here, they can also stock up on acids and alchemical compounds, should they
so desire. He also drops the name of the famous Skyseer Nevard. On their way to
seeing him, they can foil a kidnapping attempt, save a life and generally do
their job while on the way to seeing the ancient titular skyseer - who is dying
and knows about Gale, the mysterious individual that put Nilasa on the tangent
that led to her doom. His dying wish to the PCs is to be escorted to the top of
the restricted area on Cauldron Hill - which the PCs can arrange with mayor
Mcbannin. If they oblige, they may even perform a rather strange ritual that,
while stemming from a dark magical tradition, may grant the old man the
strength temporarily to not be as much a burden for the PCs. The meeting with
Macbannin is also rather cool in that it foreshadows not only the things to
come, but also sets up some interesting complications as well as driving home
one point: The Hill is dangerous - goat's blood circles to ward off evil
spirits and amulets to stave off the cursing effects of Cauldron Hill's
peculiar brand of magical saturation due to a thin veil between the real world
and the shadowy realm to which it's tied. After all this investigation, let's
start the trek up this inhospitable place while hopefully keeping the dying
prophet alive - by any means necessary!
A whole
encounter is devoted to getting up the hill and making camp - and should be
used to drive home the tension and dread of the place - at the top, though,
something goes wrong - horribly. Even with the strange visions and
foreshadowing, the PCs should be rather on their heels when their defenses are sabotaged
and the spectral creatures of Cauldron Hill start assaulting the PCs. It's a
hold-the-line-scenario of the finest caliber. And the scenario does not end
here - Alkahest factory is ablaze in the vision they receive and the PCs will
have to hurry down the hill - only to meet Macbannin, who is trying to cover
his tracks, which could come off as suspicious, but should not lead to more -
at least for now. The PCs are also contacted by the mysterious Gale via a bird
whispering to them. And she has important tidings: In the Bleak Gate, the
strange mirror image of the city of Flint is bustling with a strange activity -
there is something being built on the other side. And the PC's trials and
tribulations on Cauldron Hill make them attuned to the strange energies of the
Bleak Gate, enabling them to potentially trek the conspiracy, which seems to be
linked with the Danorans. If there's the aforementioned Vekesh, s/he can also
hand over the package and sway Gale in either a violent or non-violent
direction. Unearthing the clue of the Danorans means that the story seems to be
starting to come full circle - perhaps, with some of the clues unearthed over
the course of the module, they'll now have a good chance of tracking down the
mysterious fugitive person - after all, he seems to not have been in league
with Gale.
The man in
question is one Dr. Wolfgang von Recklinghausen, who, via his contacts, has
managed to go underground and seeks to escape - unfortunately, the thugs are on
the payroll of Cillian Creed, who turns out to be the shadowy hunter that has
been the source of their troubles on Cauldron Hill. He and an elite-squad of
operatives try to take the Dr into custody/silence him. That is, the PCs could
sneak out, deal with yet another hostage situation etc. - the stakes are set
against them in this encounter and they better be smart or they'll also have to
deal with the telekietic master of steelshaping Leon Qital. Whether they can or
cannot save the Dr. or make off with his documents (which provide incriminating
evidence linking the Danorans with a SMART, SUBTLE smuggling operation) - the
ties come together slowly and the factory, as foreshadowed by the prophecy,
will burn.
Whether the
constables have done their job and stopped the arsonists, Nevard is now gathering
favors, while Gale is expecting an attack on the skyseer - to prevent
that/following up on the arsony-attempt, they may find a creepy warehouse,
containing a witchoil-infused golem (witchoil is made from souls, btw.!) and
may question further technicians, though they fade back to the Bleak Gate. The
speech of the skyseer will be attacked anyways, though the PCs can hopefully
prevent the assassination attempt on Nevard, who imparts his visions to the
crowd, warning them with a vision that is rather clear and providing a
tantalizingly cryptic prophecy as well. Whether by a final warning/appeal sent
by Creed or not - by now the PCs should have pieced together that mayor
Macbannin is partial to what is going on and in fact the pupetteer. Taking down
the mayor, though, is not as easy as it seems - he has allies, after all. Plus:
A geyser of witchoil erupting from the ground turns out to be the result of the
latest quake hitting his underground lab - thus a flood of witchoil is heading
towards the nettles: Unless the PCs (with or without Macbannini) can stem the
flow of the substance in his underground laboratory, resulting in a highly
complex and imaginative climax. When he's off to court, though, he dies under
mysterious circumstances - the conspiracy will not be thwarted that easily!
The pdf
also provides a quick reference list of NPCs and investigation-running for DMs
to help them in juggling this complex scenario, a page of dramatis personae, 3
pages of ship rules, 2 pages handouts,3 new feats and new magic items and 11
pages of player-friendly maps sans keys - all in gorgeous full color.
Editing and
formatting are top-notch, I didn't notice any significant glitches. Layout
adheres to a beautiful, paizo-level quality full-color 2-column standard and
the artworks range from awesome to mediocre comic-style to unnecessary public
domain art. The pdf comes fully bookmarked (with nested bookmarks) and with
layers that let you strip it down to become printer-friendly. The second
installment of the Zeitgeist AP is highly complex, intelligent and HARD to run.
Even with all the help provided for the Dm, the amount of ways in which the
players can solve this complex mystery, the module still remains delightfully
complex. A DM has to be up to his a-game and some experience under his/her belt
to pull this off, but OH BOY! This investigation is actually better than most
CoC-adventures I've recently read - it's complex, daunting and assumes
thankfully that the players are intelligent and not some bumbling idiots. The
NPCs react logically to PCs, have plans and believable motivations that don't
make them look like lobotomized jerks and the writing is top-notch. this is one
of the best investigation modules out there for PFRPG and actually imho a step
up from the already excellent first offering of the AP. Congratulations and
kudos to EN Publishing for a final verdict of 5 stars + endzeitgeist seal of
approval!
By the way: EnWorld has been hacked and they have currently a kickstarter running, so if you have some spare bucks and want to get these modules, check them out here.
Endzeitgeist
out.
3 comments:
I'm not a Steampunk fan at all however, reading the reviews of the AP makes me want to run them and I'm considering running them as a "Lacepulp" cape & epee type setting along the lines of the last Three Musketeers Movie. You know them more intimately then I. So in your opinion do you think I could re-skin them in this way?
Hej Eponymous:
It would require work, yes, and getting rid of constructs is probably not feasible, but getting rid of gun-powder? Yes, no problem. It depends on what you consider "Steampunk" vs. "Lacepulp" - Printing press? Steam-powered ships?
Reskinning this into conventional medieval fantasy wouldn't work due to mindsets/organisations/etc., but intrigue-ladden early Renaissance? With limited gunpowder perhaps? Absolutely.
Thanks for asking!
From what you have indicated it looks like it would be a fine fix. Mainly cosmetic and a little of the tech here and there.
Full Steel construction maybe a little bit too far. So the Kings ship and and the constructs I'll describe slightly differently. I'm aiming for a mid 17thC feel "Pike and Shote". I guess I'm fine with Castle Falkenstein type Steampunk its the faux-goth-top-hat-and-gogles-emo shcool of steampunk I have trouble with. I'm more or less good with the gun powder as thats not a game breaker for me. So yeah like you say a little bit of extra work but possible. Thanks for your input its much appreciated.
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