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Zeitgeist: Some Record and Resources
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<blockquote data-quote="whoever" data-source="post: 8870857" data-attributes="member: 7038514"><p><h2>Session 1 (Zeitgeist 1-A, Axis, part 1)</h2><p>We started out strong with Antoine and Itschka gearing up for the day ahead of the Coaltongue launch. They had coffee in a nearby cafe, read through the articles and briefings of the launch, stopped by the RHC to pick up a healing potion each and gear up if needed, and then made it to the landing around 7:00. (DMs Note: this allowed me to give a sense of setting and establish a character rapport, mention some of the "in the news" stuff and give some preliminary exposition about the Coaltongue and how it worked).</p><h2><span style="font-size: 10px">Resources</span></h2><p>Encounter Pre-Notes, attached (I printed these to reference along my session)</p><p>Statblocks, attached</p><p><a href="https://spiritoftheage.obsidianportal.com/wikis/rns-coaltongue" target="_blank">Corrected Coaltongue Map</a></p><p><a href="https://www.patreon.com/posts/zeitgeist-1-part-13316696" target="_blank">Provided Maps (The Square)</a> (links to EN's patreon download)</p><p>Player Handouts (People of Interest and Ship Layout) are also included in the module</p><p><a href="https://www.enworld.org/threads/question-about-starting-zeitgeist.334549/#post-6095133" target="_blank">Bridge Map</a></p><h3><span style="font-size: 10px">Find the Dockers</span></h3><p>(Duo Tuning: Instead of having the characters make a check to remember who to look for, since I thought it would be obvious, I gave them a performance check to relay that info to some assembled regular police. If they'd done well, the police could help turn up a dissenter, but they failed in this case).</p><p></p><p>Antoine found one of the dockers and, after a bad charisma check, took a punch to the face that turned into a brief, successful encounter. In the meantime, Itschka started up a conversation with some of the troublemakers and (with the aid of some excellent charisma rolls) managed to convince them to bring their friends over for a game of cards during which they complained about the harsh treatment they were receiving. After losing gracefully, they thought he was alright and he convinced them to stand down for tonight. Afterwards Thames Grimsley approached Itschka with his request.</p><h3><span style="font-size: 10px"><strong>Investigate the Ship</strong></span></h3><p>I found the ordering of some of the interactions confusing (I think there's a party on the landing, but then Delft says you have a party to attend?). To cut through this, I had the players board the ship first to get familiar with it after Harkover Lee gets off. Then the important figures board, the duchess makes her request, the king boards, the ship takes off, and before the national anthem, Delft asks to check on the duchess. Perhaps not the most intuitive ordering but a little easier to balance, and hopefully allows the players to feel more ownership over the ship's working.</p><p></p><p><em>Details to Mention</em></p><p><strong>Main deck: </strong>The brand and capacitator (ie weapons system)</p><p><strong>Gun deck: </strong>guns and cargo</p><p><strong>Third deck: </strong>Bunks (this is where they put the duchess), grating to allow air flow, and the firedust casks and one ward per room (might want to make players aware that they're hanging wards, not something in the walls)</p><p><strong>Bottom deck: </strong>Fuel bins (ie bin full of firegems), cargo, and engine/boiler. There are alarms if the boiler room gets too hot, and the heat leaves the engine via relief valves.</p><p></p><ul> <li data-xf-list-type="ul">You can also mention the gold wire around the windows and ship preventing teleportation outside the boat.</li> <li data-xf-list-type="ul">An important note is that (counter to the corrected map) the floor is made of <em>metal</em>, ie, the firegems will warp it but not set the deck alight if taken out of the boiler. This will also block the Message cantrip (oops <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</li> </ul><h2><span style="font-size: 10px">Launch Party</span></h2><p>After the investigation, the characters had some interactions with the people on the ship, then went downstairs to check on the duchess, ending our first session.</p></blockquote><p></p>
[QUOTE="whoever, post: 8870857, member: 7038514"] [HEADING=1]Session 1 (Zeitgeist 1-A, Axis, part 1)[/HEADING] We started out strong with Antoine and Itschka gearing up for the day ahead of the Coaltongue launch. They had coffee in a nearby cafe, read through the articles and briefings of the launch, stopped by the RHC to pick up a healing potion each and gear up if needed, and then made it to the landing around 7:00. (DMs Note: this allowed me to give a sense of setting and establish a character rapport, mention some of the "in the news" stuff and give some preliminary exposition about the Coaltongue and how it worked). [HEADING=1][SIZE=2]Resources[/SIZE][/HEADING] Encounter Pre-Notes, attached (I printed these to reference along my session) Statblocks, attached [URL='https://spiritoftheage.obsidianportal.com/wikis/rns-coaltongue']Corrected Coaltongue Map[/URL] [URL='https://www.patreon.com/posts/zeitgeist-1-part-13316696']Provided Maps (The Square)[/URL] (links to EN's patreon download) Player Handouts (People of Interest and Ship Layout) are also included in the module [URL='https://www.enworld.org/threads/question-about-starting-zeitgeist.334549/#post-6095133']Bridge Map[/URL] [HEADING=2][SIZE=2]Find the Dockers[/SIZE][/HEADING] (Duo Tuning: Instead of having the characters make a check to remember who to look for, since I thought it would be obvious, I gave them a performance check to relay that info to some assembled regular police. If they'd done well, the police could help turn up a dissenter, but they failed in this case). Antoine found one of the dockers and, after a bad charisma check, took a punch to the face that turned into a brief, successful encounter. In the meantime, Itschka started up a conversation with some of the troublemakers and (with the aid of some excellent charisma rolls) managed to convince them to bring their friends over for a game of cards during which they complained about the harsh treatment they were receiving. After losing gracefully, they thought he was alright and he convinced them to stand down for tonight. Afterwards Thames Grimsley approached Itschka with his request. [HEADING=2][SIZE=2][B]Investigate the Ship[/B][/SIZE][/HEADING] I found the ordering of some of the interactions confusing (I think there's a party on the landing, but then Delft says you have a party to attend?). To cut through this, I had the players board the ship first to get familiar with it after Harkover Lee gets off. Then the important figures board, the duchess makes her request, the king boards, the ship takes off, and before the national anthem, Delft asks to check on the duchess. Perhaps not the most intuitive ordering but a little easier to balance, and hopefully allows the players to feel more ownership over the ship's working. [I]Details to Mention[/I] [B]Main deck: [/B]The brand and capacitator (ie weapons system) [B]Gun deck: [/B]guns and cargo [B]Third deck: [/B]Bunks (this is where they put the duchess), grating to allow air flow, and the firedust casks and one ward per room (might want to make players aware that they're hanging wards, not something in the walls) [B]Bottom deck: [/B]Fuel bins (ie bin full of firegems), cargo, and engine/boiler. There are alarms if the boiler room gets too hot, and the heat leaves the engine via relief valves. [LIST] [*]You can also mention the gold wire around the windows and ship preventing teleportation outside the boat. [*]An important note is that (counter to the corrected map) the floor is made of [I]metal[/I], ie, the firegems will warp it but not set the deck alight if taken out of the boiler. This will also block the Message cantrip (oops :)) [/LIST] [HEADING=1][SIZE=2]Launch Party[/SIZE][/HEADING] After the investigation, the characters had some interactions with the people on the ship, then went downstairs to check on the duchess, ending our first session. [/QUOTE]
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