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EN5ider Magazine for D&D
EN5ider Magazine for D&D

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ZEITGEIST #1 (Part 2): Island at the Axis of the World

The critically acclaimed adventure path continues! In this Act, the heroes will open the way for Risur's navy to take down the treacherous duchess by infiltrating Axis Island. Espionage and skullduggery abound!


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ZEITGEIST #1 (Part 2): Island at the Axis of the World ZEITGEIST #1 (Part 2): Island at the Axis of the World

Comments

Thank you for the map link. very helpful indeed

Chris Jensen

*and* helped me quickly find out what this map yinz are talking about is! I've uploaded it as a downloadable file for this article so other folks don't need to go rooting about to find it. Thank you for commenting! I probably never would have realized that needed fixed without your comment. :)

Mike Myler

I have no idea! This was before my time. I have however tracked down that map and added it as a downloadable file on this article. Sorry about that and thank you for commenting!

Mike Myler

There aren't any *immediate* consequences for it but Lya Jierre comes up many, many, many times throughout the adventure path so as far as first impressions go it has its place. And hey—a little bribery never hurts ;)

Mike Myler

That was quite annoying... I could not picture the cave in my mind at all. Luckily I have Zeitgeist for 4e and Pathfinder and found it there.

Manuel Kopp

Was the cave battle map left out intentionally?

Shane Larkin

I like the idea of the tower puzzle at the beginning of this adventure, but I'm having a hard time seeing how it ties into the overall story, especially since there are no consequences for failing it. Any ideas for how to make it more relevant?

Charles Riffenburg

We've been releasing a part each month.

DnD EN5ider

Is there an estimated release schedule for the 5e Zeitgeist adventure path? I'mean wanting to run the 5end version for my group sine they enjoyed the 4e version a lot and it has been a few years since we played it.

Lee Smith

IatAotW is about 45 pages, and by far the shortest of the 13 adventures, some of which are over 100 pages.

DnD EN5ider

In the Pathfinder and 4e versions, which were released one entire Part at a time, the subdivisions within each of the 13 Parts were not consistently named -- some Parts have Chapters, some have Acts.

Evil Midnight Lurker

The naming convention for adventure parts is starting to get a bit confusing to keep track of. In the campaign guide, it refers to 3 Acts, of which have several Adventures within them. However the first adventure was released as #1 Act 1, and within the PDF it referred to itself as Part 1: The Coaltongue. Now this adventure is #1 Act 2 Part 2: Three Towers. Personally, it would make more sense to me to name them as: Act 1: The Adventure Begins, Adventure 1: Island at the Axis of the World , Part 1: The Coaltongue. And then continue with Part 2: Three Towers. This inconsistent naming is partly why I was so concerned when "The Coaltongue" first came out. Because it appeared, based on the naming of the PDF, than Adventure 1 (The Island at the Axis of the World) was only 19 pages long. It is now about 30 pages long, and assuming that Adventure 1 is going to be 3 "Parts" long, it will be about 45 pages, which is far more reasonable a length for the first out of 13 Adventures.

Andrew Bahls


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