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Noodle's campaign [SPOILERS]
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<blockquote data-quote="Noodle" data-source="post: 5720371" data-attributes="member: 6676731"><p><strong>Noodle's campaign - session 2</strong></p><p></p><p>We had our second session this past weekend, and got through all of Act II.</p><p></p><p>SPOILERS ABOUND</p><p></p><p>My players really got in to the Three Towers puzzle. They spent a few minutes trying different configurations, but they were obviously having fun, so I didn't have Lya rush them. They did eventually declare that it couldn't be solved unless they were allowed to use the z-axis, so points for them.</p><p></p><p>During the mission briefing, I played up the fact that 'RHC Team 2' - i.e., Tanya & company - were in charge.. they were the 'A-Team' and the party was still in the minors, to mix a metaphor. 'Team 2' was renowned as being some of the best troubleshooters the RHC had. Delft ordered the PCs to 'stay out of their way' and 'not screw anything up'. He is definitely coming across as always being concerned what the 'home office' in Slate thinks. </p><p></p><p>After the tragedy in the tunnel, Ash escorted Burton back to the ship while the rest examined the strange nature of the fallen rocks - sheared off and looking polished like glass. When Ash returned, they proceeded cautiously on to explore the sea cave. They were clustered around the icon, and had actually just decided not to take it when a shot rang out from above, and a shadowy hand clobbered Pieter. The party scrambled out of the line of fire towards the edge of the cave. Pieter tarried a moment to grab the icon after all, and suddenly found he could leap after his comrades in a single bound! (Much preferable to the ladder, from which he had already fallen once.) At this point, the party tried to reason with Dupiers. Some good diplomacy rolls, and a act of good faith (placing the Icon of Avilona in a place where the earth elemental could come retrieve it) led to a truce. Dupiers couldn't do much to enlighten them, having been hidden away. He was convinced to let the party carry off the Icons of Avilona and Urim, reserving Nen for himself (so he could continue to hide in darkness in the cave). His condition was that the Icons be returned to Danor when their business was concluded.</p><p></p><p>The party elected to proceed to the fort directly over the mountains, avoiding any roads (and therefore Duchess Patrols). Plenty of weirdness ensued along the way, including the encounter with the golem. The party hid themselves, but as the golem passed by, Sam decided to approach to see if the golem could be controlled in some way. 'How close do you get?' I asked. '10 feet,' was the response. 'The golem stops - and WHAM - knocks you into the nearest tree. It proceeds on its way.' Chuckles around. <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>The party had a thought to enter the fort near the lighthouse, but due to a complete lack of Arcana skill amongst them, they thought it best to try to get through at the weak spot instead. Indeed, they failed the first attempt even there. Once in, they were quite stealthy and raised no alarm of any kind. This is quite a contrast from our last campaign, where the party would be noticed by a blind, drunk moron in the midst of a howling storm.</p><p></p><p>The battle to take the lighthouse went well for the party. The wizard's pet, 'Fluffy', was quite an annoyance to them. They finally thought they had it cornered on the ramp - flanked by Pieter and Sam. It chuckled, turned invisble, and started to move away. I thought I'd risk a couple of OAs at a -5. WHAM! WHAM! Both Sam and Pieter <u>critted</u> on the OA. Fluffy was turned into paste. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /></p><p></p><p>The tower defense was a snap for the party - the air & earth elementals were still hanging around, and they had plenty of time to set their defenses. I threw 2 extra waves, plus the infiltrating drakes at them - they barely got scratched (though they did sacrifice the elementals as cannon fodder).</p><p></p><p><strong>Summary:</strong> What worked well - the puzzle, the ability to cut short the Dupiers encounter through diplomacy</p><p>What didn't - the tower defense, though mainly this was due to a well-prepared party .. the elemental help, plus the stealthiness so the alert wasn't up</p><p></p><p>Another four weeks, then on to Act III! I think I will give them an option to take a (quick) extended rest since they've burned all but one of their daily powers. I'll have Asrabey burst on the scene, and give them the option of trying to track him immediately, or being tended by a bard with <em>Song of Restfulness</em> (4 hour rest). If they sleep, they may not get the opportunity to do much (or any) interrogation of the Danoran prisoners. Thoughts?</p></blockquote><p></p>
[QUOTE="Noodle, post: 5720371, member: 6676731"] [b]Noodle's campaign - session 2[/b] We had our second session this past weekend, and got through all of Act II. SPOILERS ABOUND My players really got in to the Three Towers puzzle. They spent a few minutes trying different configurations, but they were obviously having fun, so I didn't have Lya rush them. They did eventually declare that it couldn't be solved unless they were allowed to use the z-axis, so points for them. During the mission briefing, I played up the fact that 'RHC Team 2' - i.e., Tanya & company - were in charge.. they were the 'A-Team' and the party was still in the minors, to mix a metaphor. 'Team 2' was renowned as being some of the best troubleshooters the RHC had. Delft ordered the PCs to 'stay out of their way' and 'not screw anything up'. He is definitely coming across as always being concerned what the 'home office' in Slate thinks. After the tragedy in the tunnel, Ash escorted Burton back to the ship while the rest examined the strange nature of the fallen rocks - sheared off and looking polished like glass. When Ash returned, they proceeded cautiously on to explore the sea cave. They were clustered around the icon, and had actually just decided not to take it when a shot rang out from above, and a shadowy hand clobbered Pieter. The party scrambled out of the line of fire towards the edge of the cave. Pieter tarried a moment to grab the icon after all, and suddenly found he could leap after his comrades in a single bound! (Much preferable to the ladder, from which he had already fallen once.) At this point, the party tried to reason with Dupiers. Some good diplomacy rolls, and a act of good faith (placing the Icon of Avilona in a place where the earth elemental could come retrieve it) led to a truce. Dupiers couldn't do much to enlighten them, having been hidden away. He was convinced to let the party carry off the Icons of Avilona and Urim, reserving Nen for himself (so he could continue to hide in darkness in the cave). His condition was that the Icons be returned to Danor when their business was concluded. The party elected to proceed to the fort directly over the mountains, avoiding any roads (and therefore Duchess Patrols). Plenty of weirdness ensued along the way, including the encounter with the golem. The party hid themselves, but as the golem passed by, Sam decided to approach to see if the golem could be controlled in some way. 'How close do you get?' I asked. '10 feet,' was the response. 'The golem stops - and WHAM - knocks you into the nearest tree. It proceeds on its way.' Chuckles around. :) The party had a thought to enter the fort near the lighthouse, but due to a complete lack of Arcana skill amongst them, they thought it best to try to get through at the weak spot instead. Indeed, they failed the first attempt even there. Once in, they were quite stealthy and raised no alarm of any kind. This is quite a contrast from our last campaign, where the party would be noticed by a blind, drunk moron in the midst of a howling storm. The battle to take the lighthouse went well for the party. The wizard's pet, 'Fluffy', was quite an annoyance to them. They finally thought they had it cornered on the ramp - flanked by Pieter and Sam. It chuckled, turned invisble, and started to move away. I thought I'd risk a couple of OAs at a -5. WHAM! WHAM! Both Sam and Pieter [U]critted[/U] on the OA. Fluffy was turned into paste. :eek: The tower defense was a snap for the party - the air & earth elementals were still hanging around, and they had plenty of time to set their defenses. I threw 2 extra waves, plus the infiltrating drakes at them - they barely got scratched (though they did sacrifice the elementals as cannon fodder). [B]Summary:[/B] What worked well - the puzzle, the ability to cut short the Dupiers encounter through diplomacy What didn't - the tower defense, though mainly this was due to a well-prepared party .. the elemental help, plus the stealthiness so the alert wasn't up Another four weeks, then on to Act III! I think I will give them an option to take a (quick) extended rest since they've burned all but one of their daily powers. I'll have Asrabey burst on the scene, and give them the option of trying to track him immediately, or being tended by a bard with [I]Song of Restfulness[/I] (4 hour rest). If they sleep, they may not get the opportunity to do much (or any) interrogation of the Danoran prisoners. Thoughts? [/QUOTE]
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