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Ambushing Kaja
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<blockquote data-quote="efreund" data-source="post: 7031089" data-attributes="member: 6799797"><p>My players had a similar idea to begin with (although ultimately chickened out, and went through with things normally). Here was my thought process and execution:</p><p></p><p>Kaja is a cautious, smart operator, and has probably been ambushed before by some punk looking to steal her wares, and has taken steps to correct.</p><p></p><p>The autoturrets are preinstalled at three different sites, and Kaja rotates between them. The subrail station isn't her "main" one or anything: it's just next in rotation. Pointedly: Langfield bought the staff from her in a different location. (Though I made sure to emphasize that that location was just two blocks away from the subrail station, so that the PCs could start to get an idea of her operating area.) (Actually, they never did this, but I had a backup plan that if the PCs ever rescheduled the meeting, and thus Kaja rotated to a new meetup point, they could plot the three points on a map to triangulate where her hideout was.)</p><p></p><p>Anyway, the hired thugs show up about an hour early to the meeting site, and case the joint. In my games, I've always taken strain to differentiate the morale and motives of hired thugs from true believers, so unlike Kaja, *they* don't actually expect an ambush, and their guard is down. They're just doing a job. So I described them walking around the site, casually checking behind and under various hiding places on the north side of the site, and otherwise "taking 5" on a Perception check. (It's like "taking 10", but for lazy people!) Point of order: one of thugs openly checks on one of the autoturrets and makes sure it still looks good. Then he says some line about "this one's good, I bet the rest are fine too" and doesn't bother to check them. This lets the PCs know that other guns are hidden, but not where they are.</p><p></p><p>Then Kaja shows up slightly late on purpose (only about 10 minutes late; since the guards are there, the PCs should know to stick around). She is cautious and paranoid, and will require the guards to "give the signal" before she'll approach. I ruled the Kaja started off too far away for the PCs to notice, but they were able to notice the guards signalling, so they knew when something was about to happen.</p><p></p><p>Anyway, hope some of that helps!</p></blockquote><p></p>
[QUOTE="efreund, post: 7031089, member: 6799797"] My players had a similar idea to begin with (although ultimately chickened out, and went through with things normally). Here was my thought process and execution: Kaja is a cautious, smart operator, and has probably been ambushed before by some punk looking to steal her wares, and has taken steps to correct. The autoturrets are preinstalled at three different sites, and Kaja rotates between them. The subrail station isn't her "main" one or anything: it's just next in rotation. Pointedly: Langfield bought the staff from her in a different location. (Though I made sure to emphasize that that location was just two blocks away from the subrail station, so that the PCs could start to get an idea of her operating area.) (Actually, they never did this, but I had a backup plan that if the PCs ever rescheduled the meeting, and thus Kaja rotated to a new meetup point, they could plot the three points on a map to triangulate where her hideout was.) Anyway, the hired thugs show up about an hour early to the meeting site, and case the joint. In my games, I've always taken strain to differentiate the morale and motives of hired thugs from true believers, so unlike Kaja, *they* don't actually expect an ambush, and their guard is down. They're just doing a job. So I described them walking around the site, casually checking behind and under various hiding places on the north side of the site, and otherwise "taking 5" on a Perception check. (It's like "taking 10", but for lazy people!) Point of order: one of thugs openly checks on one of the autoturrets and makes sure it still looks good. Then he says some line about "this one's good, I bet the rest are fine too" and doesn't bother to check them. This lets the PCs know that other guns are hidden, but not where they are. Then Kaja shows up slightly late on purpose (only about 10 minutes late; since the guards are there, the PCs should know to stick around). She is cautious and paranoid, and will require the guards to "give the signal" before she'll approach. I ruled the Kaja started off too far away for the PCs to notice, but they were able to notice the guards signalling, so they knew when something was about to happen. Anyway, hope some of that helps! [/QUOTE]
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