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Getting close to the end... Thank you folks.
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<blockquote data-quote="Obryn" data-source="post: 7261919" data-attributes="member: 11821"><p>Oh yeah I'll give a complete rundown once it's done.</p><p></p><p>Spoilers follow, for those reading along. </p><p></p><p>We stuck very close to as-written, by and large, but didn't do the full climax helix part at the end because I felt it would kill the momentum at least once. So we've wrapped up 12 completely and we're on 13, and the Flint part is going great.</p><p></p><p>I mean, our deva urban empath did just shut off the whole refinery in 1 turn's worth of actions, but... level 30, you know? </p><p></p><p>(The City Whispers gave him perfect knowledge of the city infrastructure and subrail tunnels, so he found where the main trunk comes off the refinery and branches off, jaunted to the street above there, used his action point to phase down through the street below, then city marches to war to break everything. The next round was spent preventing any massive explosions. </p><p></p><p>I figured the Obscurati rule the world, so the tunnels would be easily accessible for maintenance, and pretty much everything is clearly labeled. And the main junction would definitely have to be, since that would need repairs. It was a solution I definitely didn't see coming, with the downside that the party's warlord is now about 3 miles away from anyone else.) </p><p></p><p>As for the finale, I think they are going to go ahead and complete the ritual themselves, and then down the road we'll have a new D&D campaign world to run a game in. It's also set up correctly so that Miller can take over Nicodemus, so I'm expecting a redemption ending... But I've been surprised before. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>Sent from my Moto G (5) Plus using Tapatalk</p></blockquote><p></p>
[QUOTE="Obryn, post: 7261919, member: 11821"] Oh yeah I'll give a complete rundown once it's done. Spoilers follow, for those reading along. We stuck very close to as-written, by and large, but didn't do the full climax helix part at the end because I felt it would kill the momentum at least once. So we've wrapped up 12 completely and we're on 13, and the Flint part is going great. I mean, our deva urban empath did just shut off the whole refinery in 1 turn's worth of actions, but... level 30, you know? (The City Whispers gave him perfect knowledge of the city infrastructure and subrail tunnels, so he found where the main trunk comes off the refinery and branches off, jaunted to the street above there, used his action point to phase down through the street below, then city marches to war to break everything. The next round was spent preventing any massive explosions. I figured the Obscurati rule the world, so the tunnels would be easily accessible for maintenance, and pretty much everything is clearly labeled. And the main junction would definitely have to be, since that would need repairs. It was a solution I definitely didn't see coming, with the downside that the party's warlord is now about 3 miles away from anyone else.) As for the finale, I think they are going to go ahead and complete the ritual themselves, and then down the road we'll have a new D&D campaign world to run a game in. It's also set up correctly so that Miller can take over Nicodemus, so I'm expecting a redemption ending... But I've been surprised before. :) Sent from my Moto G (5) Plus using Tapatalk [/QUOTE]
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Getting close to the end... Thank you folks.
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