I just started my Pathfinder Zeitgeist campaign last night! Well, planning and chargen was last week, but last night is when the Coaltongue set sail!
We have:
A Dwarven Oracle (Apocalypse) Eschatologist
An "Eladrin" Sorcerer (Fey-Blooded) Vekeshi
A Human Investigator (Steel Hound) Technologist
The initial investigation was a little bumpy, as they had a bit of trouble with the overly structured format (the party not being familiar with 4e-style skill challenges), but we made it work, and got the four rabble-rousers before the crowd was let through.
The montage roleplay fell on its face a bit. Lots of just me talking, and the PCs didn't know when they were "supposed" to step up, versus just observing the dignitaries. I think I played Delft a little too strongly when I told them not to bother anyone important.
The sabotage scene was amazing. It was a tough-fought combat for only 3 PCs (all level 1) going up against 2 NPCs (both level 3), followed up by the (level 2) engineers. Also, an aside, the HP on the engineers seems incorrect: it's printed as 19, but then it shows that it's derived from 2d6+7. I guess they rolled max? I dropped it to 15, the only mercy I showed in an otherwise merciless run-and-gun fight. My group loved it, and said it was the best first-level combat they had ever played.
My favorite moment: the investigator is chasing the last saboteur as he's running into the release-valve room. The investigator has his gun out, the saboteur has his rusting antenna out. Saboteur spends his first move to move up to the value, second move to close it. The investigator double-moves to be adjacent to the saboteur, points the gun at his head, and tells him to stand down, or die. The saboteur takes the rusting antenna and attacks the investigator's gun with it! (I treated as a CMB attack with a non-proficient weapon; rolled in the open and succeeded.) The investigator's gun corrodes into rust, and I quickly explain the rules for broken firearms in Pathfinder: -2 to hit, and if you roll a nat 1-5, it explodes. The investigator PC indicates he understands, then declares that he's shooting the saboteur. Nat 4. The gun explodes for 7 points of damage. (Both attempt & fail the associated Reflex save.) This drops the already-wounded saboteur, and PC, who hadn't been hit yet this combat, soaks the damage and remains standing.
Having dealt with all of the threats, the investigator runs up to the deck, two rounds before the national anthem is due to end (not knowing that his party members had actually finished shoveling out enough firegems in the meantime so that there wasn't actually any more imminent danger), and begins shouting, waving his blackened hand in the air, and plucking shrapnel out of his trenchcoat with the other.
Great session, ready for the next!
We have:
A Dwarven Oracle (Apocalypse) Eschatologist
An "Eladrin" Sorcerer (Fey-Blooded) Vekeshi
A Human Investigator (Steel Hound) Technologist
The initial investigation was a little bumpy, as they had a bit of trouble with the overly structured format (the party not being familiar with 4e-style skill challenges), but we made it work, and got the four rabble-rousers before the crowd was let through.
The montage roleplay fell on its face a bit. Lots of just me talking, and the PCs didn't know when they were "supposed" to step up, versus just observing the dignitaries. I think I played Delft a little too strongly when I told them not to bother anyone important.
The sabotage scene was amazing. It was a tough-fought combat for only 3 PCs (all level 1) going up against 2 NPCs (both level 3), followed up by the (level 2) engineers. Also, an aside, the HP on the engineers seems incorrect: it's printed as 19, but then it shows that it's derived from 2d6+7. I guess they rolled max? I dropped it to 15, the only mercy I showed in an otherwise merciless run-and-gun fight. My group loved it, and said it was the best first-level combat they had ever played.
My favorite moment: the investigator is chasing the last saboteur as he's running into the release-valve room. The investigator has his gun out, the saboteur has his rusting antenna out. Saboteur spends his first move to move up to the value, second move to close it. The investigator double-moves to be adjacent to the saboteur, points the gun at his head, and tells him to stand down, or die. The saboteur takes the rusting antenna and attacks the investigator's gun with it! (I treated as a CMB attack with a non-proficient weapon; rolled in the open and succeeded.) The investigator's gun corrodes into rust, and I quickly explain the rules for broken firearms in Pathfinder: -2 to hit, and if you roll a nat 1-5, it explodes. The investigator PC indicates he understands, then declares that he's shooting the saboteur. Nat 4. The gun explodes for 7 points of damage. (Both attempt & fail the associated Reflex save.) This drops the already-wounded saboteur, and PC, who hadn't been hit yet this combat, soaks the damage and remains standing.
Having dealt with all of the threats, the investigator runs up to the deck, two rounds before the national anthem is due to end (not knowing that his party members had actually finished shoveling out enough firegems in the meantime so that there wasn't actually any more imminent danger), and begins shouting, waving his blackened hand in the air, and plucking shrapnel out of his trenchcoat with the other.
Great session, ready for the next!