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[Zeitgeist] Chronicles of Unit 42
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<blockquote data-quote="gideonpepys" data-source="post: 6070593" data-attributes="member: 79141"><p>Tip 1 - Make sure you understand the rainbow bridge puzzle room. I thought I did, but it turned out I didn't...</p><p></p><p>Tip 2 - Make the final poison flood trap as dangerous as you can. There's a lovely <em>deus ex machina</em> moment that will hand any dead players' asses back to them at the end of the encounter and make them feel all creepy and conflicted about being indebted to a rotting serpent.</p><p></p><p>Tip 3 - While a bit of confusion can add to the fun, Stover Delft is always a useful tool to get the players back on track if they go awry. He was able to steer my players right on two occasions during <em>Digging for Lies</em>:</p><p></p><p>First of all, they were obsessed with trailing Apet energy, to the exclusion of all else and for some bizarre reason did not think the lead to the second sunken ziggurat was strong enough. Their intention was to focus their efforts in Flint, looking for more obvious trails, until Delft intervened and pointed out that a second ziggurat might unleash yet more aliens!</p><p></p><p>Secondly, they completely missed the clue at the bottom of Caius Bergeron's letter to Finona Duvall. It took a debriefing session at the end of the adventure to draw their collective attention to that one. (It was actually quite gratifying. They could see that the best lead was in front of them the whole time.)</p><p></p><p>Tip 4 - Pretend that the <em>Gala of the Ancients </em>encounter is the final encounter of the adventure. (I metagamed here, and referred to it as 'the final encounter' by 'accident'. So sue me.) If the players believe that clever play has helped Xambria to shake off her possession, even better. (This goes some way to explain why the battle is much easier than they expected.) Also, you can beef up the fight with more thoughtforms, only to have them fly/scuttle away when Xambria 'defeats' Sijhen. The reason for all this, is of course that you want them to be off their guard and bring Xambria to RHC HQ without thinking. (Doesn't help that at least one NPC has died in those cells already; my players wanted to take Xambria elsewhere, until one of them suggested that quarantining the alien was a priority.)</p><p></p><p>Tip 5 - The Thing from Beyond is nasty! Your players will likely have exhausted their resources by this point. Mine almost suffered a TPK - one character died, two were unconscious and swallowed and the remaining two were bloodied. A lucky crit from the party warlock saved the day, but just a couple of rounds more and things would have been very different. (This warning is particularly important if you follow the suggestion to beef up the Gala fight. Felt a bit bad about that dead player for a couple of seconds...)</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6070593, member: 79141"] Tip 1 - Make sure you understand the rainbow bridge puzzle room. I thought I did, but it turned out I didn't... Tip 2 - Make the final poison flood trap as dangerous as you can. There's a lovely [I]deus ex machina[/I] moment that will hand any dead players' asses back to them at the end of the encounter and make them feel all creepy and conflicted about being indebted to a rotting serpent. Tip 3 - While a bit of confusion can add to the fun, Stover Delft is always a useful tool to get the players back on track if they go awry. He was able to steer my players right on two occasions during [I]Digging for Lies[/I]: First of all, they were obsessed with trailing Apet energy, to the exclusion of all else and for some bizarre reason did not think the lead to the second sunken ziggurat was strong enough. Their intention was to focus their efforts in Flint, looking for more obvious trails, until Delft intervened and pointed out that a second ziggurat might unleash yet more aliens! Secondly, they completely missed the clue at the bottom of Caius Bergeron's letter to Finona Duvall. It took a debriefing session at the end of the adventure to draw their collective attention to that one. (It was actually quite gratifying. They could see that the best lead was in front of them the whole time.) Tip 4 - Pretend that the [I]Gala of the Ancients [/I]encounter is the final encounter of the adventure. (I metagamed here, and referred to it as 'the final encounter' by 'accident'. So sue me.) If the players believe that clever play has helped Xambria to shake off her possession, even better. (This goes some way to explain why the battle is much easier than they expected.) Also, you can beef up the fight with more thoughtforms, only to have them fly/scuttle away when Xambria 'defeats' Sijhen. The reason for all this, is of course that you want them to be off their guard and bring Xambria to RHC HQ without thinking. (Doesn't help that at least one NPC has died in those cells already; my players wanted to take Xambria elsewhere, until one of them suggested that quarantining the alien was a priority.) Tip 5 - The Thing from Beyond is nasty! Your players will likely have exhausted their resources by this point. Mine almost suffered a TPK - one character died, two were unconscious and swallowed and the remaining two were bloodied. A lucky crit from the party warlock saved the day, but just a couple of rounds more and things would have been very different. (This warning is particularly important if you follow the suggestion to beef up the Gala fight. Felt a bit bad about that dead player for a couple of seconds...) [/QUOTE]
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