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<blockquote data-quote="BSF" data-source="post: 2092290" data-attributes="member: 13098"><p>No worries.</p><p></p><p>The game didn't go as smooth as I would have liked. There are a few factors in this. Certainly one of the factors was players slowly dribbling in for over an hour. I was tempted to just start with the first three that arrived, but that seemed likely to turn out poorly for the chase.</p><p></p><p>The chase rules in <em>Hot Pursuit</em> are cool and it was nice to get familiar with them. But I erred by having so many individuals involved with the chase. Due to the dynamic nature of distances, it would have been much better to treat the entire group as one "vehicle". Maybe use the ride skill of the best rider with the speed factor of the slowest mount? Not a perfect solution, but if the goal is to keep a dynamic, exciting chase then you don't want to have 8 horse/rider combos. You really need a chase leader to keep the relative distances easy to compute. </p><p></p><p>Unfortunately, my wife had just gone out to spend time with her best friend who is visiting town and we got a little exuberant over a bad die roll. That woke my 6-month old daughter up and we ended up with some downtime while I tried to get her back to sleep. </p><p></p><p>The PCs made it to the city. They could see the zeppelin in the air out near the wizards tower outside the city, but they didn't know what it was. One of their goals had been to locate and recover the corpse of the baron's son who went missing 5 years previous. They had him wrapped in canvas and brought him to the keep. They had to speak with the seneschal and there was some tension when one of the PCs reused to hand over the signet ring to the seneschal. He wanted to insist on handing it over to the baron personally. The rest of the PCs were frustrated by this, but in the end he handed it over. It was nearly a conflict though.</p><p></p><p>Though the Zeppelin was too far away for the seneschal to see, the PCs did ask him about it. He expressed a little distaste at the airship and offered the opinion that the wizard (Kelust from Ronin Arts' Forbidden Arcana PDFs) was probably receiving more materials for his work. After asking about ways to get word downriver about the black sailed ship, some of the PCs decided to visit Kelust's Tower to see if Kelust or his apprentice would have any way to sending word. </p><p></p><p>As they neared the tower, they could see one of the dragonfly ships fly down and then fly back up a short time later. This did pique their interest. They had quite a conversation explaining the situation to the apprentice (Parvis, Kelust's assistant) and learning a bit more of the politics involved. Parvis suggested assort magics to travel that distance, but all are beyond the scope of the PCs right now. Then the fifth delivery from Dola's crew arrived, delivered by two goblins. There was some nice squirming around the table as many of the PCs had just been fighting goblins on worgs a short time earlier. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Parvis assured them that Dola and her crew were not the same as the goblins near the city. While he didn't think they held to the same high moral standards as he and Kelust (both Lawful Good), they had never been able to prove that Dola was of low moral character either. The PCs decided that this was ambiguous enough and Dola might be less concerned about politics. Perhaps they could talk her into taking them downriver on her airship so they could try to catch the black sailed ship. Parvis setup a meeting so negotiations could begin.</p><p></p><p>That's where we left off.</p><p></p><p>One problem I have been trying not to smile too much about is that Macbeth's PC has goblins as a favored enemy. Dealing with these morally vague sky pirate goblins is going to be tough for him. Alas, one of the party members specializes in Diplomacy. Many others have high Cha and a couple of ranks in Diplomacy. I'm sure they will owrk it out without offending too many people. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Besides, the PCs are already planning to point out that this is the best way to get to the black sailed ship with the relic he was trying to recover. </p><p></p><p>Right before everyone left, I told them that all they are really trying to do is make Dola an offer she will accept. The shaman's player smiled and said the only thing they want is the relic and they could offer her everything else of value on the ship. Very interesting! I didn't realize I had made this personal enough that they just want to get the relic out of the hands of the bad guys and are willing to sacrifice greatly to achieve that goal. </p><p></p><p>We didn't get as much done as I hoped, but it was pretty good overall.</p></blockquote><p></p>
[QUOTE="BSF, post: 2092290, member: 13098"] No worries. The game didn't go as smooth as I would have liked. There are a few factors in this. Certainly one of the factors was players slowly dribbling in for over an hour. I was tempted to just start with the first three that arrived, but that seemed likely to turn out poorly for the chase. The chase rules in [i]Hot Pursuit[/i] are cool and it was nice to get familiar with them. But I erred by having so many individuals involved with the chase. Due to the dynamic nature of distances, it would have been much better to treat the entire group as one "vehicle". Maybe use the ride skill of the best rider with the speed factor of the slowest mount? Not a perfect solution, but if the goal is to keep a dynamic, exciting chase then you don't want to have 8 horse/rider combos. You really need a chase leader to keep the relative distances easy to compute. Unfortunately, my wife had just gone out to spend time with her best friend who is visiting town and we got a little exuberant over a bad die roll. That woke my 6-month old daughter up and we ended up with some downtime while I tried to get her back to sleep. The PCs made it to the city. They could see the zeppelin in the air out near the wizards tower outside the city, but they didn't know what it was. One of their goals had been to locate and recover the corpse of the baron's son who went missing 5 years previous. They had him wrapped in canvas and brought him to the keep. They had to speak with the seneschal and there was some tension when one of the PCs reused to hand over the signet ring to the seneschal. He wanted to insist on handing it over to the baron personally. The rest of the PCs were frustrated by this, but in the end he handed it over. It was nearly a conflict though. Though the Zeppelin was too far away for the seneschal to see, the PCs did ask him about it. He expressed a little distaste at the airship and offered the opinion that the wizard (Kelust from Ronin Arts' Forbidden Arcana PDFs) was probably receiving more materials for his work. After asking about ways to get word downriver about the black sailed ship, some of the PCs decided to visit Kelust's Tower to see if Kelust or his apprentice would have any way to sending word. As they neared the tower, they could see one of the dragonfly ships fly down and then fly back up a short time later. This did pique their interest. They had quite a conversation explaining the situation to the apprentice (Parvis, Kelust's assistant) and learning a bit more of the politics involved. Parvis suggested assort magics to travel that distance, but all are beyond the scope of the PCs right now. Then the fifth delivery from Dola's crew arrived, delivered by two goblins. There was some nice squirming around the table as many of the PCs had just been fighting goblins on worgs a short time earlier. :) Parvis assured them that Dola and her crew were not the same as the goblins near the city. While he didn't think they held to the same high moral standards as he and Kelust (both Lawful Good), they had never been able to prove that Dola was of low moral character either. The PCs decided that this was ambiguous enough and Dola might be less concerned about politics. Perhaps they could talk her into taking them downriver on her airship so they could try to catch the black sailed ship. Parvis setup a meeting so negotiations could begin. That's where we left off. One problem I have been trying not to smile too much about is that Macbeth's PC has goblins as a favored enemy. Dealing with these morally vague sky pirate goblins is going to be tough for him. Alas, one of the party members specializes in Diplomacy. Many others have high Cha and a couple of ranks in Diplomacy. I'm sure they will owrk it out without offending too many people. :) Besides, the PCs are already planning to point out that this is the best way to get to the black sailed ship with the relic he was trying to recover. Right before everyone left, I told them that all they are really trying to do is make Dola an offer she will accept. The shaman's player smiled and said the only thing they want is the relic and they could offer her everything else of value on the ship. Very interesting! I didn't realize I had made this personal enough that they just want to get the relic out of the hands of the bad guys and are willing to sacrifice greatly to achieve that goal. We didn't get as much done as I hoped, but it was pretty good overall. [/QUOTE]
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