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[Zeitgeist] Chronicles of Unit 42
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<blockquote data-quote="d2OKC" data-source="post: 6076179" data-attributes="member: 97351"><p>I've gotten a bit behind here...</p><p></p><p>So, we finished session two of Digging for Lies yesterday. About halfway through the session, things were still quite by-the-book, an then a few things happened that I want to share. Here are a few notes from the first two sessions.</p><p></p><p>- They enjoy the exposition a great deal. I think the new assignment is supposed to feel a bit like a chore, but for whatever reason, my group ran with it and really decided to make the best of being given this task, and have tried to really get to know a lot of the different tent operators and what their business is really all about. It's led to some really good role playing (maybe the best this group has had all campaign!). I'll mention a specific instance a bit later, I'm trying to kind of go chonologically here.</p><p></p><p>- They love Rock Rackus as well. Our wizard's player decided on the spot that his character has always been a huge Rock Rackus fan, and so he played the whole first combat like he was completely star-struck. It was pretty great.</p><p></p><p>- The first combat encounter was surprisingly difficult for my group, and it literally required an entire round of natural 20's for them to not get TPK'd. Like, two of them were unconscious and the remaining to were down to single digit HP when they scored two critical hits, a natural 20 on a death save and a natural 20 on an ongoing damage save (each of the four players rolled one, and each one ended up being a huge swing for the players) and the combat completely turned in their favor. It was pretty incredible, and they were still kind of running off the high from that encounter to start yesterday's session.</p><p></p><p>- When we left off last week, I was afraid I had given my players the wrong impression. They seemed to think that freeing Rock Rackus from jail would be their primary task for this part of the campaign. However, when they arrived yesterday they were all prepared to figure out where the staff came from. Whatever.</p><p></p><p>- First very interesting thing from yesterday. They decided to take a big interest in the pick-pockets. So, I let them. They set up a whole, complicated sting operation and when they captured one of the kids they set up a job for him with Heward Sechim (kind of a replacement for Nilasa, I guess), and then had a fun idea: they wanted to start a school for these orphans to teach them to use technology, but in a way that doesn't disrupt the natural world. Kind of a way to bridge the gap between the nations of Danor and Risur. I told them they'd have to find a very wealthy backer, but that it wouldn't be impossible. I'm thinking Governor Stanfield might volunteer, making adventure 5 rather awkward...</p><p></p><p>- The next thing that was interesting was that they decided they wanted to lower the hammer on Swords of Tomorrow for selling shoddy goods. One of my players is a swordmage, and he noticed instantly how poorly made their swords were. So, they decided to challenge the owner of the shop to a duel to "accidentally" out his wares. The shop owner was smarter than that, though, and he took the swordmage to the back room and offered him a magic weapon (at half price) if he promised to leave his store alone. The swordmage (very much to my surprise) took him up on the offer. So, when he grabbed the hilt of the sword for the first time (it was a +2 thundering rapier), he felt a shiver up his arm and a voice in his head that just said <em>"...name me..</em>." He thinks he's found something really special. It all kind of happened on the spur of the moment, so I'll have to give it some thought to see what's really up with this sword.</p><p></p><p>- We finished with them taking out Kaja and her crew. They very much tipped her off that they were looking for her, but the extra pistoleers didn't help any. My group easily overpowered her and she surrendered before she even got a chance to act...</p></blockquote><p></p>
[QUOTE="d2OKC, post: 6076179, member: 97351"] I've gotten a bit behind here... So, we finished session two of Digging for Lies yesterday. About halfway through the session, things were still quite by-the-book, an then a few things happened that I want to share. Here are a few notes from the first two sessions. - They enjoy the exposition a great deal. I think the new assignment is supposed to feel a bit like a chore, but for whatever reason, my group ran with it and really decided to make the best of being given this task, and have tried to really get to know a lot of the different tent operators and what their business is really all about. It's led to some really good role playing (maybe the best this group has had all campaign!). I'll mention a specific instance a bit later, I'm trying to kind of go chonologically here. - They love Rock Rackus as well. Our wizard's player decided on the spot that his character has always been a huge Rock Rackus fan, and so he played the whole first combat like he was completely star-struck. It was pretty great. - The first combat encounter was surprisingly difficult for my group, and it literally required an entire round of natural 20's for them to not get TPK'd. Like, two of them were unconscious and the remaining to were down to single digit HP when they scored two critical hits, a natural 20 on a death save and a natural 20 on an ongoing damage save (each of the four players rolled one, and each one ended up being a huge swing for the players) and the combat completely turned in their favor. It was pretty incredible, and they were still kind of running off the high from that encounter to start yesterday's session. - When we left off last week, I was afraid I had given my players the wrong impression. They seemed to think that freeing Rock Rackus from jail would be their primary task for this part of the campaign. However, when they arrived yesterday they were all prepared to figure out where the staff came from. Whatever. - First very interesting thing from yesterday. They decided to take a big interest in the pick-pockets. So, I let them. They set up a whole, complicated sting operation and when they captured one of the kids they set up a job for him with Heward Sechim (kind of a replacement for Nilasa, I guess), and then had a fun idea: they wanted to start a school for these orphans to teach them to use technology, but in a way that doesn't disrupt the natural world. Kind of a way to bridge the gap between the nations of Danor and Risur. I told them they'd have to find a very wealthy backer, but that it wouldn't be impossible. I'm thinking Governor Stanfield might volunteer, making adventure 5 rather awkward... - The next thing that was interesting was that they decided they wanted to lower the hammer on Swords of Tomorrow for selling shoddy goods. One of my players is a swordmage, and he noticed instantly how poorly made their swords were. So, they decided to challenge the owner of the shop to a duel to "accidentally" out his wares. The shop owner was smarter than that, though, and he took the swordmage to the back room and offered him a magic weapon (at half price) if he promised to leave his store alone. The swordmage (very much to my surprise) took him up on the offer. So, when he grabbed the hilt of the sword for the first time (it was a +2 thundering rapier), he felt a shiver up his arm and a voice in his head that just said [I]"...name me..[/I]." He thinks he's found something really special. It all kind of happened on the spur of the moment, so I'll have to give it some thought to see what's really up with this sword. - We finished with them taking out Kaja and her crew. They very much tipped her off that they were looking for her, but the extra pistoleers didn't help any. My group easily overpowered her and she surrendered before she even got a chance to act... [/QUOTE]
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