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Warriors of the Waste take on Zeitgeist!
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<blockquote data-quote="Elfshire" data-source="post: 6177027" data-attributes="member: 77291"><p>Adventure 1 took us about two and a half sessions to complete, and it went over pretty well - I'd had my eye on running Zeitgeist for a while before I was actually able to get a group together for it, and I was pleased that it ran just as well, if not even better than I'd hoped. Session 1 was easily the best game I've ever ran in my ~10 years of being a DM.</p><p></p><p>It started out a little iffy, with the players needing a bit of prompting to figure out how to successfully canvass a crowd. I had Stover Delft on-site, giving the constables a brief refresher on standard procedure before excusing himself to go hobnob with the bigwigs. Darsys was the only one who jumped on the chance to roleplay this, chatting up one of the dockers in order to get the names of the others - from there it was just a manner of mucking through a few skill checks. They fell a bit short, so I had two of the constables running to stop the men as they were crossing the bridge... then the fun really started.</p><p></p><p>Eager to test out their new characters, my players threw themselves into the fight. Arthur's battlemind power selections were largely focused around pushing, so he alone was responsible for taking out half the combatants by hurling them into the water. Hugo's player surprised me, getting around the problem of his simulacrum's lack of a movement speed by summoning it on top of a flower cart and then pushing it around himself, while using it as mobile cover.</p><p></p><p>Moving onto the boat, my players were settling into the game, and it seemed like everyone had one or two NPCs they wanted to chat with during the opening ceremonies of the shindig. I played up Massarde as slightly drunk, and miffed that the crowning jewel of his battleship was being used as a dining hall, loudly complaining to Hugo, who just drunk in all the technical specs of the vessel, which would serve him well later. Qiyet and Drew spent some time talking to Cpt. Smith, but focused more on his qualifications and his normal position within the RHC, since they'd heard his command on the Coaltongue was only temporary. Darsys and Arthur stuck with Delft, who gave them the order to go belowdecks and find the Duchess once the King's speech started to draw near.</p><p></p><p>Hugo decided to tag along as they went below, and knocking on the door yielded no answer. Arthur took out his hammer and busted down the door, but Darsys was the first into the room - empty, except for a halfling hiding behind the doorframe that jumped out and brought her down past bloodied in one hit! The battle was on; the party used the 'speaking tubes' to call their allies down, starting to chase Sokana down through the ship after she crawled in one of the portholes on the gun deck. She made a break for the magazine, and Hugo went down to the engine room to secure it, not expecting to find two saboteurs already messing with it. He took a hit or two from those wrenches, but luckily they were too busy using their rust wands on the steam valves to seriously try to drop the lone technologist.</p><p></p><p>Arthur's player straight-up panicked when the fire sprites showed up next to the barrels full of gunpowder; I practically had to talk the guy down from tearing up his character sheet amid shouts of "game over, man! Game over!" I knew that the wards were still in place, and that Sokana was out to blow the engine up first... but he didn't. It didn't help that he spent 3-4 rounds fighting those minions and missing about six attack rolls, between free attacks from Drew and burning his action point.</p><p></p><p>Qiyet did a good deal of damage to the eladrin, and then got totally screwed from her immobilizing spell. The handmaiden managed to get allllll the way down to the engine level, just one move action away from tossing in the amber rod and dropping the countdown from 15 rounds to 7. Then Darsys popped up in the hatchway above and sizzled the woman's brain with a daily power, Curse of the Dark Dream. </p><p></p><p>Of course, the engine was still going critical. When Hugo got a turn to assess their options, I told him that since he'd spent his time during the party talking to Massarde about the capacitor and the Brand, he could try to channel the heat out through that... but it'd require three checks to figure out the controls and the incantations. Nature was one of them, and our ranger, Qiyet, had picked Dungeoneering at first level, instead. She rolled anyway... 19!</p><p></p><p>End of the night, it was a VERY close call, but the ship was saved with no casualties. I could not stop smiling; I'm so proud of my players <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Elfshire, post: 6177027, member: 77291"] Adventure 1 took us about two and a half sessions to complete, and it went over pretty well - I'd had my eye on running Zeitgeist for a while before I was actually able to get a group together for it, and I was pleased that it ran just as well, if not even better than I'd hoped. Session 1 was easily the best game I've ever ran in my ~10 years of being a DM. It started out a little iffy, with the players needing a bit of prompting to figure out how to successfully canvass a crowd. I had Stover Delft on-site, giving the constables a brief refresher on standard procedure before excusing himself to go hobnob with the bigwigs. Darsys was the only one who jumped on the chance to roleplay this, chatting up one of the dockers in order to get the names of the others - from there it was just a manner of mucking through a few skill checks. They fell a bit short, so I had two of the constables running to stop the men as they were crossing the bridge... then the fun really started. Eager to test out their new characters, my players threw themselves into the fight. Arthur's battlemind power selections were largely focused around pushing, so he alone was responsible for taking out half the combatants by hurling them into the water. Hugo's player surprised me, getting around the problem of his simulacrum's lack of a movement speed by summoning it on top of a flower cart and then pushing it around himself, while using it as mobile cover. Moving onto the boat, my players were settling into the game, and it seemed like everyone had one or two NPCs they wanted to chat with during the opening ceremonies of the shindig. I played up Massarde as slightly drunk, and miffed that the crowning jewel of his battleship was being used as a dining hall, loudly complaining to Hugo, who just drunk in all the technical specs of the vessel, which would serve him well later. Qiyet and Drew spent some time talking to Cpt. Smith, but focused more on his qualifications and his normal position within the RHC, since they'd heard his command on the Coaltongue was only temporary. Darsys and Arthur stuck with Delft, who gave them the order to go belowdecks and find the Duchess once the King's speech started to draw near. Hugo decided to tag along as they went below, and knocking on the door yielded no answer. Arthur took out his hammer and busted down the door, but Darsys was the first into the room - empty, except for a halfling hiding behind the doorframe that jumped out and brought her down past bloodied in one hit! The battle was on; the party used the 'speaking tubes' to call their allies down, starting to chase Sokana down through the ship after she crawled in one of the portholes on the gun deck. She made a break for the magazine, and Hugo went down to the engine room to secure it, not expecting to find two saboteurs already messing with it. He took a hit or two from those wrenches, but luckily they were too busy using their rust wands on the steam valves to seriously try to drop the lone technologist. Arthur's player straight-up panicked when the fire sprites showed up next to the barrels full of gunpowder; I practically had to talk the guy down from tearing up his character sheet amid shouts of "game over, man! Game over!" I knew that the wards were still in place, and that Sokana was out to blow the engine up first... but he didn't. It didn't help that he spent 3-4 rounds fighting those minions and missing about six attack rolls, between free attacks from Drew and burning his action point. Qiyet did a good deal of damage to the eladrin, and then got totally screwed from her immobilizing spell. The handmaiden managed to get allllll the way down to the engine level, just one move action away from tossing in the amber rod and dropping the countdown from 15 rounds to 7. Then Darsys popped up in the hatchway above and sizzled the woman's brain with a daily power, Curse of the Dark Dream. Of course, the engine was still going critical. When Hugo got a turn to assess their options, I told him that since he'd spent his time during the party talking to Massarde about the capacitor and the Brand, he could try to channel the heat out through that... but it'd require three checks to figure out the controls and the incantations. Nature was one of them, and our ranger, Qiyet, had picked Dungeoneering at first level, instead. She rolled anyway... 19! End of the night, it was a VERY close call, but the ship was saved with no casualties. I could not stop smiling; I'm so proud of my players :P [/QUOTE]
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