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The chronicles of Team Big-hearted And Determined (B.A.D.)
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<blockquote data-quote="Echolocation" data-source="post: 7854017" data-attributes="member: 7011911"><p>I'll post my first few sessions. I'm not sure if I will always have time to post session notes, but I'll see how I go.</p><p></p><p>Following in the footsteps of giants (gideonpepys and Colmarr), the campaign began with a bit of an unusual <strong>Session 0</strong>. Here's the recap:</p><ul> <li data-xf-list-type="ul">We began by each player introducing their character: appearance, personality, class/archetype, theme feat, pebble word, etc.</li> <li data-xf-list-type="ul">The party begins in the RHC's break room, on a table surrounded covered in cupcakes. Pete, a grizzly war veteran and fellow constable, uses his newfound talent in baking to lure workers into the break room and entertain them with fantastical tales from the war. This time, he tells the party about a goblin assassin who camped a Danorian lavatory for hours, just to have a clear strike at his mark. A strangely furious Delft makes his appearance, and demands the constables meet him in his office in exactly two minutes. Pete suggests bringing him a cupcake (one with icing) to cheer him up.</li> <li data-xf-list-type="ul">Once they make their way into the office, the character are informed of a case colloquially known as <em>The Children of the Hart. </em>Every night since the beginning of spring, a child has been taken from their home (20 total). There is no sign of breaking and entering. The police have been sitting on the case for several weeks, and have only just handed it over to the RHC. Maxwell, a secretary who mans the front desk, has a box of confidential documents pertaining to the case.</li> <li data-xf-list-type="ul">The party meets Maxwell, a Crisillyiri who delights in order, hands over the box and reminds them of the proper protocols.</li> <li data-xf-list-type="ul">Once the party take the box back to their office, I revealed my true agenda for the session---to DM as little as possible. Each player is given an opportunity to describe how their character contributes to the investigation. There are no dice rolled for skill checks or for combat, only initiative. I give the players the last lines of their story, so they know what they are heading towards:<ul> <li data-xf-list-type="ul"><em>The constables find themselves deep in the blooming spring forests of the Cloudwood. With every step, the ground feels softer, the air thicker, and the vegetation less lively. They have good reason to believe Curo Selku---a Fey necromancer---has taken the Children of the Hart to a ritual site in a long-forgotten marsh. All the evidence indicates he is a lone wolf, with no ties to the Unseen Court or Archfey. Although the constables do not expect tight security, they are weary of the trickery of a desperate and lonely fey...</em></li> </ul></li> <li data-xf-list-type="ul">Drift takes the helm, and describes how her character, Ella, contributes to the case. Ella uses her spatial reasoning to quickly deduce that the kidnappings were predominantly from the Nettles. Fortunately, Ella has a contact in the Nettles---her own mother, the local healer. Before departing, Lissandra takes a brief look at the files. The constables eventually arrive to Ella's house, an erratic conjunction of what looks to be several homes. Her mother warns the party of Cauldron Hill, and suspects if there is trouble in the Nettles, it comes from there. Before the constables depart, she thanks Avvakir for helping with the herb patch the other week. After living in Flint for several hundreds of years, Avvakir knows a sizable portion of the population personally.</li> <li data-xf-list-type="ul">Saber takes the wheel, and describes Avvakir's contribution. Avvakir leads the party to Cauldron Hill , where they meet two guards: Bazza and Dazza. <em>At this point, I should disclose both the party and myself are Australian, so somewhat regrettably, Flint is a bastion for horrible, horrible accents. </em>Dazza hasn't seen anything that would kidnap a child. Bazza, a bit more of the reserved type, simply nods. Whilst walking around, a crazed man charges the party, explaining that he has seen a suspicious gentleman in torn but fancy clothes, covered in mud. The crazed man invites the party to throw painted stones with him, but they politely decline.</li> <li data-xf-list-type="ul">Jae demonstrates Lissandra's contribution next. Lissandra tracks down the house of a man whose murder had been connected to the case by the police. Using her spirit medium powers, she pries some useful information from a ghost. He confirms the appearance of Curo.</li> <li data-xf-list-type="ul">Unsure of where to go next, the constables look towards Angharad (played by Alf). Angharad uses his mystic insight to literally light a path towards their suspect. He runs throughout the Nettles and into the Cloudwood with his eyes closed, and a party of intrigued constables following suit. Angharad stumbles into a grove of children playing in trees. On closer inspection, the children appear to be hung. The party quickly spots a man hanging a child, fitting the description of the suspect. Avvakir charges at him, only to find the illusion of the grove dissipating and revealing a sickly Cloudwood forest.</li> <li data-xf-list-type="ul">The party continue through the marsh, guided by a psychic tug pulling on Lissandra's soul. They encounter a Dwarven druid who warns the party not to venture any further, for their own safety. After urging her to stand down, the druid attacks, summoning skeletal crocodiles and zombified piranhas in nearby pools of water. The party knocks her unconscious and moves on.</li> <li data-xf-list-type="ul">The constables find a child, long passed, hung upside down from a nearby tree. As they progress further, they find even more deceased. Their inspection is cut short by the scream of an infant. The party rush in to find Curo pinning a newborn to a makeshift grotto altar, surrounded by strange wooden jars with magical carvings. He calls each constable not by their name, but by their pebble word; ultimately introducing a mystery that will continue throughout the campaign (<em>and one I've not yet fully thought through</em>). Curo begins combat by pointing at Angharad and decries him as tainted by age and experience. A curse Curo intends to free Angharad of.</li> <li data-xf-list-type="ul">Smoking shadow pours out of the jars, providing Curo with temproary invulnerability. The party destroy the jars, each releasing blood and a piercing psychic scream within Lissandra's mind. After suffering a few blows, Curo retrieves papers revealing his diplomatic immunity and shows them to the group. Angharad, the fire kineticist, sets them alight with his fingertips. The party spare Curo's life, and take him and the dwarf back to the RHC.</li> <li data-xf-list-type="ul">The session ends with the constables reporting to Delft, who is drinking at a new tavern: The Fatal Footstep. Avvakir, the first to enter the establishment, stumbles flat face onto the floor. He looks back to find the floor of the bar is a few feet below the road outside. Together, the party approach Delft who opens a tab (this is an official and therefore reimbursable meeting, right?). They talk long into the night about their first case together, <em>The Children of the Hart.</em></li> </ul><p><strong>Post-game comments</strong></p><p></p><p>This session was a gentle introduction into the world of Zeitgeist. The players enjoyed all of the NPCs, and adapted quickly to the cooperative DMing element. Given thinking-on-your-feet is a huge part of Zeitgeist, I'm optimistic that they'll enjoy the campaign. They are all exciting to begin the adventure and board the Coaltongue.</p></blockquote><p></p>
[QUOTE="Echolocation, post: 7854017, member: 7011911"] I'll post my first few sessions. I'm not sure if I will always have time to post session notes, but I'll see how I go. Following in the footsteps of giants (gideonpepys and Colmarr), the campaign began with a bit of an unusual [B]Session 0[/B]. Here's the recap: [LIST] [*]We began by each player introducing their character: appearance, personality, class/archetype, theme feat, pebble word, etc. [*]The party begins in the RHC's break room, on a table surrounded covered in cupcakes. Pete, a grizzly war veteran and fellow constable, uses his newfound talent in baking to lure workers into the break room and entertain them with fantastical tales from the war. This time, he tells the party about a goblin assassin who camped a Danorian lavatory for hours, just to have a clear strike at his mark. A strangely furious Delft makes his appearance, and demands the constables meet him in his office in exactly two minutes. Pete suggests bringing him a cupcake (one with icing) to cheer him up. [*]Once they make their way into the office, the character are informed of a case colloquially known as [I]The Children of the Hart. [/I]Every night since the beginning of spring, a child has been taken from their home (20 total). There is no sign of breaking and entering. The police have been sitting on the case for several weeks, and have only just handed it over to the RHC. Maxwell, a secretary who mans the front desk, has a box of confidential documents pertaining to the case. [*]The party meets Maxwell, a Crisillyiri who delights in order, hands over the box and reminds them of the proper protocols. [*]Once the party take the box back to their office, I revealed my true agenda for the session---to DM as little as possible. Each player is given an opportunity to describe how their character contributes to the investigation. There are no dice rolled for skill checks or for combat, only initiative. I give the players the last lines of their story, so they know what they are heading towards: [LIST] [*][I]The constables find themselves deep in the blooming spring forests of the Cloudwood. With every step, the ground feels softer, the air thicker, and the vegetation less lively. They have good reason to believe Curo Selku---a Fey necromancer---has taken the Children of the Hart to a ritual site in a long-forgotten marsh. All the evidence indicates he is a lone wolf, with no ties to the Unseen Court or Archfey. Although the constables do not expect tight security, they are weary of the trickery of a desperate and lonely fey...[/I] [/LIST] [*]Drift takes the helm, and describes how her character, Ella, contributes to the case. Ella uses her spatial reasoning to quickly deduce that the kidnappings were predominantly from the Nettles. Fortunately, Ella has a contact in the Nettles---her own mother, the local healer. Before departing, Lissandra takes a brief look at the files. The constables eventually arrive to Ella's house, an erratic conjunction of what looks to be several homes. Her mother warns the party of Cauldron Hill, and suspects if there is trouble in the Nettles, it comes from there. Before the constables depart, she thanks Avvakir for helping with the herb patch the other week. After living in Flint for several hundreds of years, Avvakir knows a sizable portion of the population personally. [*]Saber takes the wheel, and describes Avvakir's contribution. Avvakir leads the party to Cauldron Hill , where they meet two guards: Bazza and Dazza. [I]At this point, I should disclose both the party and myself are Australian, so somewhat regrettably, Flint is a bastion for horrible, horrible accents. [/I]Dazza hasn't seen anything that would kidnap a child. Bazza, a bit more of the reserved type, simply nods. Whilst walking around, a crazed man charges the party, explaining that he has seen a suspicious gentleman in torn but fancy clothes, covered in mud. The crazed man invites the party to throw painted stones with him, but they politely decline. [*]Jae demonstrates Lissandra's contribution next. Lissandra tracks down the house of a man whose murder had been connected to the case by the police. Using her spirit medium powers, she pries some useful information from a ghost. He confirms the appearance of Curo. [*]Unsure of where to go next, the constables look towards Angharad (played by Alf). Angharad uses his mystic insight to literally light a path towards their suspect. He runs throughout the Nettles and into the Cloudwood with his eyes closed, and a party of intrigued constables following suit. Angharad stumbles into a grove of children playing in trees. On closer inspection, the children appear to be hung. The party quickly spots a man hanging a child, fitting the description of the suspect. Avvakir charges at him, only to find the illusion of the grove dissipating and revealing a sickly Cloudwood forest. [*]The party continue through the marsh, guided by a psychic tug pulling on Lissandra's soul. They encounter a Dwarven druid who warns the party not to venture any further, for their own safety. After urging her to stand down, the druid attacks, summoning skeletal crocodiles and zombified piranhas in nearby pools of water. The party knocks her unconscious and moves on. [*]The constables find a child, long passed, hung upside down from a nearby tree. As they progress further, they find even more deceased. Their inspection is cut short by the scream of an infant. The party rush in to find Curo pinning a newborn to a makeshift grotto altar, surrounded by strange wooden jars with magical carvings. He calls each constable not by their name, but by their pebble word; ultimately introducing a mystery that will continue throughout the campaign ([I]and one I've not yet fully thought through[/I]). Curo begins combat by pointing at Angharad and decries him as tainted by age and experience. A curse Curo intends to free Angharad of. [*]Smoking shadow pours out of the jars, providing Curo with temproary invulnerability. The party destroy the jars, each releasing blood and a piercing psychic scream within Lissandra's mind. After suffering a few blows, Curo retrieves papers revealing his diplomatic immunity and shows them to the group. Angharad, the fire kineticist, sets them alight with his fingertips. The party spare Curo's life, and take him and the dwarf back to the RHC. [*]The session ends with the constables reporting to Delft, who is drinking at a new tavern: The Fatal Footstep. Avvakir, the first to enter the establishment, stumbles flat face onto the floor. He looks back to find the floor of the bar is a few feet below the road outside. Together, the party approach Delft who opens a tab (this is an official and therefore reimbursable meeting, right?). They talk long into the night about their first case together, [I]The Children of the Hart.[/I] [/LIST] [B]Post-game comments[/B] This session was a gentle introduction into the world of Zeitgeist. The players enjoyed all of the NPCs, and adapted quickly to the cooperative DMing element. Given thinking-on-your-feet is a huge part of Zeitgeist, I'm optimistic that they'll enjoy the campaign. They are all exciting to begin the adventure and board the Coaltongue. [/QUOTE]
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