ZEITGEIST Q's About Running the Zeitgeist AP [my players keep out!]

Len

Prodigal Member
(@Woundweaver that means you!)

I'm getting ready to run the Zeitgeist adventure path in 5e on Roll20. I have a couple of questions (and I'm sure I'll have more as I go along), and I'd appreciate some help/feedback.

First question: Is there an NPC named Wickett anywhere in the AP or do I have to add one myself? Which 5e race should I use?
 

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Thanks @RangerWickett. I'm looking forward to running this campaign. :)

I have another question (for anyone who has run this AP).

It seems like the PCs will outgrow their positions as RHC constables after a while. I know that they may switch sides eventually, but even before that it seems like they'll be more powerful than the whole rest of the Flint RHC (excepting perhaps the Lady Inspectress). But they're clearly not on the usual promotion track. So, what is their place in the organization at, say, levels 6-10?

(Sorry if this is explained in the later adventures, I've only skimmed them so far. I'm asking because I'm trying to figure out when to promote the PCs from Constable to Sergeant.)

Do they become a sort of elite RHC flying squad, so they're not part of the usual chain of command?
 

At the end of adventure 3, the lady inspectress leaves, resulting in Stover Delft getting her position. It is not explicitly stated, but you could is this to promote the players to a position similar to Stovers. And in adventure 5 they basically get command over the full Flint police force.
 

At the end of adventure 3, the lady inspectress leaves, resulting in Stover Delft getting her position. It is not explicitly stated, but you could is this to promote the players to a position similar to Stovers. And in adventure 5 they basically get command over the full Flint police force.
well, it's not quite the full police force, but it is a sizeable (50 strong) task force.
 

The PCs slowly transition from being FBI agents to CIA agents. The RHC-side of their careers hits its climax at the end of adventure 3. Then they're off being CIA for adventure 4. And adventure 5 is the last time they'll even feel tied to the city of Flint as a home base (and, aartvb mentioned above, they're operating at a level far above "constable" by that point in time).

Starting from adventure 6 onwards, the PCs start to see Slate (the capital) as their center of gravity, and the King as their direct manager.

And of course, starting from adventure 10 onwards (really, the backhalf of 9), they are the King.
 

To accommodate the scope escalation of the missions, I created a separate agency within the RHC/Risuri government. Kind of like a Section 31/MI6 that allows the players to go international while understanding they can be completely denied by Risur for any botches that occur. My group went from constables and one detective in book 1, and by book 4 they were "candidates" for the Spyglass Guild (name stolen from Midgard) where they pretty much remained until book 10 where they're likely to just be "the royal court" or "Entourage but it's the monarch".
 


To accommodate the scope escalation of the missions, I created a separate agency within the RHC/Risuri government. Kind of like a Section 31/MI6 that allows the players to go international while understanding they can be completely denied by Risur for any botches that occur.
the SCP is a thing that already exists within risur. there isn't really any detail about it but i believe the NPC that gets you to slate at the start of adventure 6 is part of it. that could work - just give the acronym a meaning, give the organization some detail, and there you go.
 

Thanks for the helpful replies. I have another question. :D

This one's about how the PCs requisition equipment. I was confused by the "stipend" and "requisitioning" rules in the 5e Player's Guide, but comparing to the Pathfinder version it looks like the stipend is supposed to be a fund for the PC to buy all the equipment they need, except in 5e you can't really buy magic items so they're dispensed separately. Is that right?

Given that, I'd like to keep things simple and do it the Pathfinder way - PCs pay for magic items out of their stipend. I haven't GM'd 5e before but I don't see a problem with purchasing magic items given that I control the PCs' budget and also the supply of magic items. I can set prices based on the broad guidelines in the DMG.

Is that reasonable?
 

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