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Vorne's Zeitgeist campaign
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<blockquote data-quote="Vorne" data-source="post: 6019309" data-attributes="member: 6674673"><p>The group, freshly saved from an army of the Duchess' supporters, rested and prepared to let the Risur forces take over the fort. They chatted with the captain of The Impossible, feeling good about their accomplishments, when tragedy struck. A fiery figure demolished a Risuri ship, leapt to the sea wall and disappeared from view. The Eladrin Trip immediately recognized him and quaking my refused to do anything in opposition to "The Dreadnaught". Ross also advocated that the party sit this one out, since anything that would bother the normally unflappable Trip must be something to be wary of (those 2 players couldn't make this session). The rest of the party, undaunted, set out to track down the figure.</p><p></p><p>Before going too far, the party was approached by a runner appraising them of a makeshift jail holding Danorans. Since they were looking for a tiefling and wanted to free the Danorans anyway (the party at this point is pretty pro-Danoran, despite understanding that their nation was recently at war with them), they were eager to visit the jail. Their political leanings worked well for them here, since they were ready to free and arm the jailed Danorans after only a cursory chat with the Danoran officer. The party was exploring their options, and finally settled on the plan of going through the sewer to get into the keep, worried that the Duchess may do something rash locked up with Lya's cousin when the Risuri forces broke through. This planning was interrupted by the return of Asrabey, the Dreadnaught. </p><p></p><p>Asrabey's arrival, cleaving through both forces confused the party, who had assumed until now he was there to rescue the duchess. He then used an immurement, ripping open the barrier between worlds and sprinting through towards the keep. The party immediately abandoned their previous plans, charging ahead in Asrabey's wake. They were stopped momentarily by the duchess' gardening guardian, but what followed was the speediest, most one sided battle I've ever run, where after 2 rounds of combat the party had cleared through the solo. Whether this is a highlight of why solos should never be solo, or if I might need to beef up future encounters to account for them I'm unsure yet, but it was surprising.</p><p></p><p>The party continued on into the breached keep, seeing further examples of the eladrin's handiwork in the charred and slashed corpses lying inside. They snuck up to the door and began to listen, but I only got one line out before they couldn't contain themselves and burst into the room to stop Asrabey from killing the Duchess. Asrabey explained how the Duchess' actions were not sanctioned by the Unseen Court and she needed to pay for her crimes. He also indicated he was taking the cowering tiefling Nathan and would kill them all if they interfered. Through some very skillful conversation, with bits of both diplomacy and intimidation, the party convinced Asrabey to leave empty handed. They promised they would tell the Risuri government that the Unseen Court needed to question Nathan, but that it was not in Asrabey's best interests to press the issue right then given his current state of affairs.</p><p></p><p>With the threats mostly neutralized, Risur packed up and left the island. The party handed the island back to Danor, meeting Lya's bodyguards for the first time, and sailed back to Risur for some nice downtime sprinkled with lots of reports...and periodic earthquakes...</p><p></p><p>---</p><p></p><p>My party surprised me a bit during this mission. Their pro-Danoran stance is interesting and I'll have occasions to bring that into conversations during the next adventure. Their dealings with Asrabey were very interesting, since it was obvious he was picking a fight, and they would fold a bit, then work a different angle. In the end, I allowed them a peaceful conclusion, both because of their work at accommodating it, and to illustrate that combat isn't always the inevitable conclusion.</p><p></p><p>I'm going to be taking a hard look at upcoming combats to see if I need to tweak the challenge a bit. However, I think the beginning of the 2nd adventure will delight them, as 2 of the players indicated they were interested in playing somewhat Sherlock-like characters.</p></blockquote><p></p>
[QUOTE="Vorne, post: 6019309, member: 6674673"] The group, freshly saved from an army of the Duchess' supporters, rested and prepared to let the Risur forces take over the fort. They chatted with the captain of The Impossible, feeling good about their accomplishments, when tragedy struck. A fiery figure demolished a Risuri ship, leapt to the sea wall and disappeared from view. The Eladrin Trip immediately recognized him and quaking my refused to do anything in opposition to "The Dreadnaught". Ross also advocated that the party sit this one out, since anything that would bother the normally unflappable Trip must be something to be wary of (those 2 players couldn't make this session). The rest of the party, undaunted, set out to track down the figure. Before going too far, the party was approached by a runner appraising them of a makeshift jail holding Danorans. Since they were looking for a tiefling and wanted to free the Danorans anyway (the party at this point is pretty pro-Danoran, despite understanding that their nation was recently at war with them), they were eager to visit the jail. Their political leanings worked well for them here, since they were ready to free and arm the jailed Danorans after only a cursory chat with the Danoran officer. The party was exploring their options, and finally settled on the plan of going through the sewer to get into the keep, worried that the Duchess may do something rash locked up with Lya's cousin when the Risuri forces broke through. This planning was interrupted by the return of Asrabey, the Dreadnaught. Asrabey's arrival, cleaving through both forces confused the party, who had assumed until now he was there to rescue the duchess. He then used an immurement, ripping open the barrier between worlds and sprinting through towards the keep. The party immediately abandoned their previous plans, charging ahead in Asrabey's wake. They were stopped momentarily by the duchess' gardening guardian, but what followed was the speediest, most one sided battle I've ever run, where after 2 rounds of combat the party had cleared through the solo. Whether this is a highlight of why solos should never be solo, or if I might need to beef up future encounters to account for them I'm unsure yet, but it was surprising. The party continued on into the breached keep, seeing further examples of the eladrin's handiwork in the charred and slashed corpses lying inside. They snuck up to the door and began to listen, but I only got one line out before they couldn't contain themselves and burst into the room to stop Asrabey from killing the Duchess. Asrabey explained how the Duchess' actions were not sanctioned by the Unseen Court and she needed to pay for her crimes. He also indicated he was taking the cowering tiefling Nathan and would kill them all if they interfered. Through some very skillful conversation, with bits of both diplomacy and intimidation, the party convinced Asrabey to leave empty handed. They promised they would tell the Risuri government that the Unseen Court needed to question Nathan, but that it was not in Asrabey's best interests to press the issue right then given his current state of affairs. With the threats mostly neutralized, Risur packed up and left the island. The party handed the island back to Danor, meeting Lya's bodyguards for the first time, and sailed back to Risur for some nice downtime sprinkled with lots of reports...and periodic earthquakes... --- My party surprised me a bit during this mission. Their pro-Danoran stance is interesting and I'll have occasions to bring that into conversations during the next adventure. Their dealings with Asrabey were very interesting, since it was obvious he was picking a fight, and they would fold a bit, then work a different angle. In the end, I allowed them a peaceful conclusion, both because of their work at accommodating it, and to illustrate that combat isn't always the inevitable conclusion. I'm going to be taking a hard look at upcoming combats to see if I need to tweak the challenge a bit. However, I think the beginning of the 2nd adventure will delight them, as 2 of the players indicated they were interested in playing somewhat Sherlock-like characters. [/QUOTE]
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