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tragicThaumaturge's 4e Zeitgeist Campaign
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<blockquote data-quote="tragicThaumaturge" data-source="post: 7582606" data-attributes="member: 6975610"><p><strong>Session 2</strong></p><p></p><p>I’ll spare you the details of the second attempt since it was pretty much the same except with Jasbeer and Gwen joining the battle sooner, Uzziel not being surprised, Juza not falling to Ilton (since Jasbeer was with her to protect her) and with Beldrum present. They did pretty well! Uzziel fixed the alarm so Geoff and a few engineers joined the battle halfway through. Beldrum stopped the fire sprites from removing the wards in the magazine. And Jasbeer moved across one of Sokana’s fire walls and reached into the furnace to retrieve the amber rod, taking a total of 30 fire damage in a single turn and yet remaining on her feet. In the end all enemies were knocked unconscious except for Sokana, who had been left with 1 HP and cornered. They tried to get her to surrender but failed the intimidate check. As her turn in the initiative came up she locked eyes with the constables and said “I know I have failed. If the only thing I can do now for my cause is be a martyr, so be it”. She raised her hands and began conjuring a fire wall on herself to commit suicide. Realizing what she was doing Gwen and Jasbeer, who were beside her, tried to stop her with their opportunity attacks. They managed to hit her and knocked her out before she could kill herself.</p><p></p><p>During the interrogation the engineers were the first to break, and Sokana tried to kill them with her magic, so the constables decided to take her to another room and interrogate her separately. Juza took it upon herself to do so, expecting to connect with her due to their fey ancestry. However Sokana proved to be more determined than she’d imagined, so the skyseer resorted to violence, smacking her across the face until she talked. I suspect the player herself was somewhat taken aback by her own behavior. Eventually the players learned that the duchess had been behind the attack and they relayed the info to Harkover and the king.</p><p></p><p>King Aodhan was shocked and deeply concerned that his own sister would try to murder him. He asked the PCs their names and about their families, but the only one who had siblings was Jasbeer. Placing his hand on her shoulder he told her he would pray she never found an enemy amongst them, and the player was thoroughly moved by this. The night proceeded without any further problems and the king gave his speech as originally planned. Juza decided to gaze at the night sky, something she could not normally do because of the smog. The vision she received warned her that the duchess would rally allies and prepare for war.</p><p></p><p>Throughout the following week the constables were accosted by reporters who wanted their take on the terrorism attempt and the king’s announcement. I tried to back the PCs into a corner with a bunch of loaded questions, but they did a pretty good job of keeping quiet on the more controversial subjects and giving reasonable answers. I also took the opportunity to introduce Bartholomew Pryce, the editor for the Pryce of Progress (Adventure 5), whom I’m trying to roleplay as a somewhat Jonah Jameson-esque figure, for laughs. Unfortunately my players were all very careful and didn’t give him anything to use against them, but since they considered this a victory I think it payed off.</p><p></p><p>A week went by between stacks of paperwork. Juza told Delft and Saxby about her vision and a few days later the constables were called by Carlao to Delft’s office. Upon arrival they saw their boss was not alone, but in the company of the tiefling Lya Jierre. She presented them with a puzzle and Beldrum instantly realized it was unsolvable without moving into 3D. Lya smiled and congratulated him, and both she and Stover proceeded to give them the details of the situation and their mission. They were handed their stipend and told to get ready, since their ship sailed that very night.</p><p></p><p>The players agreed on buying three consumables as their daily favor (one potion of healing and one of clairvoyance if memory serves, along with a nail of sealing). However they also wanted more stuff, so Juza had to make special arrangements and get on people’s good side (I wasn’t actually sure who was in charge of greenlighting those favors so I just had her make the Diplomacy check to keep things moving). She succeeded and they decided to buy even more healing potions. And they still wanted more stuff. A second Diplomacy check beat the INSANE difficulty class for the second additional favor and they got their hands on some mage-cuffs. So all-in-all I’d say they were pretty well equipped.</p><p></p><p>Before going to the Impossible Gwen decided she wanted a word with Sokana, who was still in the RHC cells, awaiting transfer to Shale. They had a pretty interesting chat. Gwen is a very open-minded woman with a serious problem with expectations and prejudice. She knows she was built to cause strife and does her best to be something different, all the while knowing she’ll never fulfill her true purpose. Because of that she tries to reaffirm her stance by helping others defy their fate and refusing to believe they cannot change. So she asked Sokana about herself and listened, about her life and her suffering at the hands of the Danorans, and about Danor’s treachery. She told Sokana about her mission and the eladrin begged her to expose Danor’s crimes. Gwen agreed.</p><p></p><p>The Impossible set sail that night toward Axis Island. Since it was already late nothing of importance occurred that night. They were scheduled to rendezvous with the other team of constables on the following day. At supper captain Smith asked the PCs about their opinion on the state of affairs and a very interesting discussion ensued. I had the captain ask all sorts of complicated questions to see what the players would say and I was pleasantly surprised by their earnest answers.</p><p></p><p>The main topic of the discussion was the existence of free will and if people could be responsible for their actions if these were the result of a life forged by events outside their control. The captain didn’t take any particular stance, I just had him play devil’s advocate to promote the discussion. Jasbeer and Gwen were the main participants in the debate, having radically different opinions. Jasbeer believed that people were indeed responsible for their actions and that free will existed, while Gwen argued that not everything could be imputed to a person if they had been urged by necessity, such as a crime committed to feed one’s family. Jasbeer countered by saying that there was always another option, even if it was inaction, so that a thief would still be responsible for their actions regardless of motivation. Any other way of thinking would not be functional it people hoped to live in a society. Here the captain intervened and said that functionality didn’t always point toward the truth: the idea of responsibility could be “necessary” because it was useful but it didn’t mean it was accurate. Changing her argument Jasbeer replied that responsibility could have either negative or positive connotations, and that the moral value assigned to a deed was irrelevant - if hailed as a hero by their relatives, the thief would still be responsible for the theft and thus worthy of praise.</p><p></p><p>As to the topic of determinism, the captain asked Juza about her visions and if she believed their existence was proof that free will was a fabrication. She said that, although visions did come true, they did so not by lack of the individual’s own force of will, but in spite of its possible existence. To put it another way, they always came true because they were vague and subject to interpretation, so that it was impossible to tell if fate had been determined from the start or if it had been thwarted and the prophecy merely took on a new meaning from events previously undivined. Uzziel added that the idea of a preordained future was ludicrous, as it was the collective will of mankind that had ushered in the current age. Additionally, people always had a choice on whether to better themselves or be complacent and succumb to circumstances.</p><p></p><p>I also dropped the question of whether people in a country should be allowed to choose despite lacking crucial knowledge (as in democracy) or if those in power, who were more qualified to make choices because of the knowledge they possessed, should act against the wishes of their people to secure the greater good. This all came up because discontent about the upcoming peace summit was evident, yet everyone on board was in favor of pursuing peace. I wanted players to consider what it meant for them to be in favor of peace despite the wishes of some Risuri, and what stance they would take if things were the other way around and the dissidents were the majority. Would they break off and fight for what they believed in, trying to impose their own vision of the world despite going against the consensus? They agreed that although it was important to let people decide for themselves, there were situations in which qualified people should be the ones who made decisions, instead of simply letting a majority decide.</p><p></p><p>Overall I really felt the players gave some thought to what they and their characters believed, and I loved how thoroughly they answered. I especially liked how Gwen’s opinions were evidently influenced by her backstory. That particular player, who was originally on the fence about the campaign, was so damn happy… Seriously, I rarely see him so evidently happy while playing. He couldn’t stop smiling all the way through that conversation. Needless to say, I was incredibly glad they had engaged with the situation so willingly and joyfully, since it is undoubtedly one of the things that sets this campaign apart and might not be within some player’s comfort zone or interests. Anyway, once everyone had had the opportunity to contribute with their own opinion we agreed it was time to move on. The captain ended the conversation by abruptly declaring that despite what had just been said everyone here was still loyal to the king. This was met with a burst of laughter from everyone before they all replied “yes, of course” in the most unconvincing way imaginable.</p><p></p><p>After supper they rendezvoused with the other group of constables and began discussing the infiltration plan. Tanya took out a map of the island and showed the PCs the route they would take, explained the layout of the fortress and showed them the ritual scrolls they had been given for the mission. Seven-foot Dan made quite an impression and Gwen took him up on his offer to teach her how to “break stuff” (by the way, Gwen fights unarmed and unarmored. I think she multiclassed into monk just to gain access to ki foci. The player really embraced the idea that she was a weapon unto herself). Beldrum also really liked Seven-foot Dan, but they all knew these guys weren’t going to make it out alive. Jokes ensued, mainly about how everyone would be wiped out and Dan would probably sacrifice himself to save the PCs at the adventure’s climax, screaming “be good” to Beldrum like the giant gingerbread man in Shrek 2.</p><p></p><p>As they discussed the plan Burton, the goblin surgeon, took out his surgical kit and placed it on the table, thinking of telling the group he would treat their wounds if necessary. But Beldrum was right next to him and decided to one-up him by taking out his own, fancier surgical kit and placing it right next to the goblin’s (think Mr. Bean taking an exam). The poor goblin didn’t say anything else for the rest of the meeting.</p><p>Letmas escaped to the kitchen with the aid of his illusion powers, but Uzziel noticed. He told Tanya about it and she told him to go get him, evidently annoyed by her companion’s behavior. Uzziel followed him into the kitchen and confronted him, and Letmas accused him of “ratting him out”. However he convinced Uzziel to help him make tea by offering to tell him Burton’s latrine adventure.</p><p></p><p>At 9 pm the constables put their plan into motion. They used the ritual scrolls to cast water breathing on both parties, and the NPCs set out to secure the mine. After a few minutes the rope they had taken went slack and then began to move furiously, so they dived in after their fellow constables. Midway through the submerged tunnel they found a cave in had occurred and Burton’s leg had become clamped by the rocks. He desperately urged them to cut off his leg and Beldrum freaking agreed and sawed off the goblin’s leg. He took him back to the ship while the others deliberated on wheter they should go back or explore further, since they had limited water breathing rituals. Eventually they decided to push onward until they reached the mine, just to check if it was safe. Jasbeer was not happy with that decision, but the mine seemed to be empty (they were seen by Nicolas Dupiers, but since they went away he did not attack).</p><p></p><p>Beldrum took the bleeding goblin back to the Impossible and treated his wound. It took him about and hour, during which the goblin told him about the strange things he had seen when the cave-in occurred. Meanwhile the others dedicated themselves to the task of removing the rocks to see if the other constables had indeed perished, and found this to be the case. They were all pretty shocked, and told me that although they suspected they were going to die, they thought it would be gradual, and definitely not something that would happen before their mission even began. At 10 p.m. Beldrum finished treating Burton and I had him make a Heal check to instruct the rest of the crew on how to take care of him. He failed to beat the DC and I told him he could stay for another hour to thoroughly show the crew what they should do, but they didn’t want to waste more time and decided to leave the goblin to his fate.</p><p></p><p>They swam through the tunnel and emerged into the mine, where they were immediately assaulted by Nicolas and his elementals. They quickly realized he was just a scared survivor of the duchess’s attack, and convinced him they were here to help. He explained what had happened, how he’d gotten here, and what the iron spikes were. Jasbeer explained their mission and convinced him to guide them to the fortress, to which the miner agreed. Juza examined both of his amulets and the one on the white column and identified the symbols in them as representations of different planes. Suspecting they might have something to do with the fluctuations in reality she made an Arcana check to determine if they were somehow linked to the island and rolled a natural 20, for a total of 25. So I told her that she felt a connection between the amulets and Axis Island, and immediately explained the special powers they possessed while worn by someone on the island. I was hoping she would think this was the connection she had felt, but she just turned to the others and said “they’re probably a seal of some sort”. I was sweating bullets.</p></blockquote><p></p>
[QUOTE="tragicThaumaturge, post: 7582606, member: 6975610"] [b]Session 2[/b] I’ll spare you the details of the second attempt since it was pretty much the same except with Jasbeer and Gwen joining the battle sooner, Uzziel not being surprised, Juza not falling to Ilton (since Jasbeer was with her to protect her) and with Beldrum present. They did pretty well! Uzziel fixed the alarm so Geoff and a few engineers joined the battle halfway through. Beldrum stopped the fire sprites from removing the wards in the magazine. And Jasbeer moved across one of Sokana’s fire walls and reached into the furnace to retrieve the amber rod, taking a total of 30 fire damage in a single turn and yet remaining on her feet. In the end all enemies were knocked unconscious except for Sokana, who had been left with 1 HP and cornered. They tried to get her to surrender but failed the intimidate check. As her turn in the initiative came up she locked eyes with the constables and said “I know I have failed. If the only thing I can do now for my cause is be a martyr, so be it”. She raised her hands and began conjuring a fire wall on herself to commit suicide. Realizing what she was doing Gwen and Jasbeer, who were beside her, tried to stop her with their opportunity attacks. They managed to hit her and knocked her out before she could kill herself. During the interrogation the engineers were the first to break, and Sokana tried to kill them with her magic, so the constables decided to take her to another room and interrogate her separately. Juza took it upon herself to do so, expecting to connect with her due to their fey ancestry. However Sokana proved to be more determined than she’d imagined, so the skyseer resorted to violence, smacking her across the face until she talked. I suspect the player herself was somewhat taken aback by her own behavior. Eventually the players learned that the duchess had been behind the attack and they relayed the info to Harkover and the king. King Aodhan was shocked and deeply concerned that his own sister would try to murder him. He asked the PCs their names and about their families, but the only one who had siblings was Jasbeer. Placing his hand on her shoulder he told her he would pray she never found an enemy amongst them, and the player was thoroughly moved by this. The night proceeded without any further problems and the king gave his speech as originally planned. Juza decided to gaze at the night sky, something she could not normally do because of the smog. The vision she received warned her that the duchess would rally allies and prepare for war. Throughout the following week the constables were accosted by reporters who wanted their take on the terrorism attempt and the king’s announcement. I tried to back the PCs into a corner with a bunch of loaded questions, but they did a pretty good job of keeping quiet on the more controversial subjects and giving reasonable answers. I also took the opportunity to introduce Bartholomew Pryce, the editor for the Pryce of Progress (Adventure 5), whom I’m trying to roleplay as a somewhat Jonah Jameson-esque figure, for laughs. Unfortunately my players were all very careful and didn’t give him anything to use against them, but since they considered this a victory I think it payed off. A week went by between stacks of paperwork. Juza told Delft and Saxby about her vision and a few days later the constables were called by Carlao to Delft’s office. Upon arrival they saw their boss was not alone, but in the company of the tiefling Lya Jierre. She presented them with a puzzle and Beldrum instantly realized it was unsolvable without moving into 3D. Lya smiled and congratulated him, and both she and Stover proceeded to give them the details of the situation and their mission. They were handed their stipend and told to get ready, since their ship sailed that very night. The players agreed on buying three consumables as their daily favor (one potion of healing and one of clairvoyance if memory serves, along with a nail of sealing). However they also wanted more stuff, so Juza had to make special arrangements and get on people’s good side (I wasn’t actually sure who was in charge of greenlighting those favors so I just had her make the Diplomacy check to keep things moving). She succeeded and they decided to buy even more healing potions. And they still wanted more stuff. A second Diplomacy check beat the INSANE difficulty class for the second additional favor and they got their hands on some mage-cuffs. So all-in-all I’d say they were pretty well equipped. Before going to the Impossible Gwen decided she wanted a word with Sokana, who was still in the RHC cells, awaiting transfer to Shale. They had a pretty interesting chat. Gwen is a very open-minded woman with a serious problem with expectations and prejudice. She knows she was built to cause strife and does her best to be something different, all the while knowing she’ll never fulfill her true purpose. Because of that she tries to reaffirm her stance by helping others defy their fate and refusing to believe they cannot change. So she asked Sokana about herself and listened, about her life and her suffering at the hands of the Danorans, and about Danor’s treachery. She told Sokana about her mission and the eladrin begged her to expose Danor’s crimes. Gwen agreed. The Impossible set sail that night toward Axis Island. Since it was already late nothing of importance occurred that night. They were scheduled to rendezvous with the other team of constables on the following day. At supper captain Smith asked the PCs about their opinion on the state of affairs and a very interesting discussion ensued. I had the captain ask all sorts of complicated questions to see what the players would say and I was pleasantly surprised by their earnest answers. The main topic of the discussion was the existence of free will and if people could be responsible for their actions if these were the result of a life forged by events outside their control. The captain didn’t take any particular stance, I just had him play devil’s advocate to promote the discussion. Jasbeer and Gwen were the main participants in the debate, having radically different opinions. Jasbeer believed that people were indeed responsible for their actions and that free will existed, while Gwen argued that not everything could be imputed to a person if they had been urged by necessity, such as a crime committed to feed one’s family. Jasbeer countered by saying that there was always another option, even if it was inaction, so that a thief would still be responsible for their actions regardless of motivation. Any other way of thinking would not be functional it people hoped to live in a society. Here the captain intervened and said that functionality didn’t always point toward the truth: the idea of responsibility could be “necessary” because it was useful but it didn’t mean it was accurate. Changing her argument Jasbeer replied that responsibility could have either negative or positive connotations, and that the moral value assigned to a deed was irrelevant - if hailed as a hero by their relatives, the thief would still be responsible for the theft and thus worthy of praise. As to the topic of determinism, the captain asked Juza about her visions and if she believed their existence was proof that free will was a fabrication. She said that, although visions did come true, they did so not by lack of the individual’s own force of will, but in spite of its possible existence. To put it another way, they always came true because they were vague and subject to interpretation, so that it was impossible to tell if fate had been determined from the start or if it had been thwarted and the prophecy merely took on a new meaning from events previously undivined. Uzziel added that the idea of a preordained future was ludicrous, as it was the collective will of mankind that had ushered in the current age. Additionally, people always had a choice on whether to better themselves or be complacent and succumb to circumstances. I also dropped the question of whether people in a country should be allowed to choose despite lacking crucial knowledge (as in democracy) or if those in power, who were more qualified to make choices because of the knowledge they possessed, should act against the wishes of their people to secure the greater good. This all came up because discontent about the upcoming peace summit was evident, yet everyone on board was in favor of pursuing peace. I wanted players to consider what it meant for them to be in favor of peace despite the wishes of some Risuri, and what stance they would take if things were the other way around and the dissidents were the majority. Would they break off and fight for what they believed in, trying to impose their own vision of the world despite going against the consensus? They agreed that although it was important to let people decide for themselves, there were situations in which qualified people should be the ones who made decisions, instead of simply letting a majority decide. Overall I really felt the players gave some thought to what they and their characters believed, and I loved how thoroughly they answered. I especially liked how Gwen’s opinions were evidently influenced by her backstory. That particular player, who was originally on the fence about the campaign, was so damn happy… Seriously, I rarely see him so evidently happy while playing. He couldn’t stop smiling all the way through that conversation. Needless to say, I was incredibly glad they had engaged with the situation so willingly and joyfully, since it is undoubtedly one of the things that sets this campaign apart and might not be within some player’s comfort zone or interests. Anyway, once everyone had had the opportunity to contribute with their own opinion we agreed it was time to move on. The captain ended the conversation by abruptly declaring that despite what had just been said everyone here was still loyal to the king. This was met with a burst of laughter from everyone before they all replied “yes, of course” in the most unconvincing way imaginable. After supper they rendezvoused with the other group of constables and began discussing the infiltration plan. Tanya took out a map of the island and showed the PCs the route they would take, explained the layout of the fortress and showed them the ritual scrolls they had been given for the mission. Seven-foot Dan made quite an impression and Gwen took him up on his offer to teach her how to “break stuff” (by the way, Gwen fights unarmed and unarmored. I think she multiclassed into monk just to gain access to ki foci. The player really embraced the idea that she was a weapon unto herself). Beldrum also really liked Seven-foot Dan, but they all knew these guys weren’t going to make it out alive. Jokes ensued, mainly about how everyone would be wiped out and Dan would probably sacrifice himself to save the PCs at the adventure’s climax, screaming “be good” to Beldrum like the giant gingerbread man in Shrek 2. As they discussed the plan Burton, the goblin surgeon, took out his surgical kit and placed it on the table, thinking of telling the group he would treat their wounds if necessary. But Beldrum was right next to him and decided to one-up him by taking out his own, fancier surgical kit and placing it right next to the goblin’s (think Mr. Bean taking an exam). The poor goblin didn’t say anything else for the rest of the meeting. Letmas escaped to the kitchen with the aid of his illusion powers, but Uzziel noticed. He told Tanya about it and she told him to go get him, evidently annoyed by her companion’s behavior. Uzziel followed him into the kitchen and confronted him, and Letmas accused him of “ratting him out”. However he convinced Uzziel to help him make tea by offering to tell him Burton’s latrine adventure. At 9 pm the constables put their plan into motion. They used the ritual scrolls to cast water breathing on both parties, and the NPCs set out to secure the mine. After a few minutes the rope they had taken went slack and then began to move furiously, so they dived in after their fellow constables. Midway through the submerged tunnel they found a cave in had occurred and Burton’s leg had become clamped by the rocks. He desperately urged them to cut off his leg and Beldrum freaking agreed and sawed off the goblin’s leg. He took him back to the ship while the others deliberated on wheter they should go back or explore further, since they had limited water breathing rituals. Eventually they decided to push onward until they reached the mine, just to check if it was safe. Jasbeer was not happy with that decision, but the mine seemed to be empty (they were seen by Nicolas Dupiers, but since they went away he did not attack). Beldrum took the bleeding goblin back to the Impossible and treated his wound. It took him about and hour, during which the goblin told him about the strange things he had seen when the cave-in occurred. Meanwhile the others dedicated themselves to the task of removing the rocks to see if the other constables had indeed perished, and found this to be the case. They were all pretty shocked, and told me that although they suspected they were going to die, they thought it would be gradual, and definitely not something that would happen before their mission even began. At 10 p.m. Beldrum finished treating Burton and I had him make a Heal check to instruct the rest of the crew on how to take care of him. He failed to beat the DC and I told him he could stay for another hour to thoroughly show the crew what they should do, but they didn’t want to waste more time and decided to leave the goblin to his fate. They swam through the tunnel and emerged into the mine, where they were immediately assaulted by Nicolas and his elementals. They quickly realized he was just a scared survivor of the duchess’s attack, and convinced him they were here to help. He explained what had happened, how he’d gotten here, and what the iron spikes were. Jasbeer explained their mission and convinced him to guide them to the fortress, to which the miner agreed. Juza examined both of his amulets and the one on the white column and identified the symbols in them as representations of different planes. Suspecting they might have something to do with the fluctuations in reality she made an Arcana check to determine if they were somehow linked to the island and rolled a natural 20, for a total of 25. So I told her that she felt a connection between the amulets and Axis Island, and immediately explained the special powers they possessed while worn by someone on the island. I was hoping she would think this was the connection she had felt, but she just turned to the others and said “they’re probably a seal of some sort”. I was sweating bullets. [/QUOTE]
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