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Vorne's Zeitgeist campaign
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<blockquote data-quote="Vorne" data-source="post: 6012645" data-attributes="member: 6674673"><p>Picking up from where we left off, the constables were hidden in the jungle, contemplating whether to ambush the Duchess' forces or to keep their presence unknown. In the end, the need for secrecy won out, and the patrol was allowed to leave unmolested. The group proceeded slowly toward the fort, until they found the wagonload of weapons the patrol left behind. The temptation proved too great, and Trip who was investigating ahead of the group tripped the trap. Luckily, they took enough time that the patrol was well out of hearing of the frosty explosion that nearly took him down. The group hid the weapons, hoping to arm Danoran refugees if they came across any during their break in.</p><p></p><p>The constables proceeded to pass wall into the fort and were doing very well with stealthily approaching the sea wall, until Nyx made an excessive amount of noise when a patrol was near. Trip ordered his air elemental ally to rush the group and sent them off chasing the elemental while the party made its escape.</p><p></p><p>Discovery of a heavily guarded warehouse roused the group's suspicions, and a combination of illusions and lies sent the guards running to protect the walls from a Danoran resurgence, the party slipped in and disabled the teleportation circle so it couldn't be used without repairing it. The fort was getting towards alert status at this stage, so the party made their way to the sea wall to try and salvage the mission before it went too far south.</p><p></p><p>The group stealthily approached the sea wall, and did an amazing coordinated assault, with Dorinn blowing up a nearby ship being investigated by soldiers and Wu taking out guards before anyone was the wiser. The battle raged in earnest with the soldier doing a good job of bottle necking the party on the ramp up to the lighthouse, and patrolmen with the lighthouse's wizard peppering the party with ranged attacks...until Trip used the coin to fly up and push the wizard out of the lighthouse and into harm's way. The party quickly mopped up the opposition at this point, and were celebrating their successful opening of the sea wall and signaling of the navy...until the heard the alarm bell ringing inside the fort and saw the epic stream of foes approaching.</p><p></p><p>I decided to run this encounter as kind of a hybrid between a standard combat and a skill challenge. I kept the map and moved masses of figures when they could and had the party narrate what they would do. They decided to barricade as much as possible, then most of the party went to the tower to rain as much hell down on the attackers as they could while the line Swordmage was left to hold the bottom. The party had access to amazing amounts of aoe type attacks, so the beginning wasn't too hard for them, but by the 10th round, the doors were battered in, Trip was getting overwhelmed and the group was seriously thinking about trying to leap out of the tower, but the navy sailed in, guns blazing and the tide of the battle was shifted. Risuri medics patched up the group and we decided to end on that note.</p><p></p><p>I liked the skill challenge approach of that last encounter, but I knew some people in the group wouldn't respond well to the complete abstraction of attacks, especially the aoe specialists. I think the hybrid model I used worked well enough for that. The party would likely have been knocked around a bit more had I used it as written but they still felt threatened and it worked out in the end.</p><p></p><p>Next time, we finish up the island adventure, and I get to see how they deal with Asrabey...I predict much PC pain because I'm definitely using the level 20 version.</p></blockquote><p></p>
[QUOTE="Vorne, post: 6012645, member: 6674673"] Picking up from where we left off, the constables were hidden in the jungle, contemplating whether to ambush the Duchess' forces or to keep their presence unknown. In the end, the need for secrecy won out, and the patrol was allowed to leave unmolested. The group proceeded slowly toward the fort, until they found the wagonload of weapons the patrol left behind. The temptation proved too great, and Trip who was investigating ahead of the group tripped the trap. Luckily, they took enough time that the patrol was well out of hearing of the frosty explosion that nearly took him down. The group hid the weapons, hoping to arm Danoran refugees if they came across any during their break in. The constables proceeded to pass wall into the fort and were doing very well with stealthily approaching the sea wall, until Nyx made an excessive amount of noise when a patrol was near. Trip ordered his air elemental ally to rush the group and sent them off chasing the elemental while the party made its escape. Discovery of a heavily guarded warehouse roused the group's suspicions, and a combination of illusions and lies sent the guards running to protect the walls from a Danoran resurgence, the party slipped in and disabled the teleportation circle so it couldn't be used without repairing it. The fort was getting towards alert status at this stage, so the party made their way to the sea wall to try and salvage the mission before it went too far south. The group stealthily approached the sea wall, and did an amazing coordinated assault, with Dorinn blowing up a nearby ship being investigated by soldiers and Wu taking out guards before anyone was the wiser. The battle raged in earnest with the soldier doing a good job of bottle necking the party on the ramp up to the lighthouse, and patrolmen with the lighthouse's wizard peppering the party with ranged attacks...until Trip used the coin to fly up and push the wizard out of the lighthouse and into harm's way. The party quickly mopped up the opposition at this point, and were celebrating their successful opening of the sea wall and signaling of the navy...until the heard the alarm bell ringing inside the fort and saw the epic stream of foes approaching. I decided to run this encounter as kind of a hybrid between a standard combat and a skill challenge. I kept the map and moved masses of figures when they could and had the party narrate what they would do. They decided to barricade as much as possible, then most of the party went to the tower to rain as much hell down on the attackers as they could while the line Swordmage was left to hold the bottom. The party had access to amazing amounts of aoe type attacks, so the beginning wasn't too hard for them, but by the 10th round, the doors were battered in, Trip was getting overwhelmed and the group was seriously thinking about trying to leap out of the tower, but the navy sailed in, guns blazing and the tide of the battle was shifted. Risuri medics patched up the group and we decided to end on that note. I liked the skill challenge approach of that last encounter, but I knew some people in the group wouldn't respond well to the complete abstraction of attacks, especially the aoe specialists. I think the hybrid model I used worked well enough for that. The party would likely have been knocked around a bit more had I used it as written but they still felt threatened and it worked out in the end. Next time, we finish up the island adventure, and I get to see how they deal with Asrabey...I predict much PC pain because I'm definitely using the level 20 version. [/QUOTE]
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