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Digging for Lies, some thougths about it.
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<blockquote data-quote="Hitomi Camacho" data-source="post: 6046538" data-attributes="member: 6673222"><p>This weekend I have finished running “Digging for Lies” and I would like to share some thoughts about it:</p><p></p><p> The group really enjoyed the first part of the adventure, the arms fair is a great environment and a big opportunity to run buffer adventures or develop some extra cool side stories. Capturing Kaja Steward didn’t gone as planned, the group followed a suspect who arranged for a meeting with Kaja instead of arranging the meeting on their own and after the deal they followed Kaja until she went inside the most dangerous part of parity lake.</p><p></p><p>They used the new Vekeshi power to track her; it seemed way too powerful for an investigation campaign like this. Not sure if I have to change it a bit.</p><p></p><p> So after that, they tracked the buyer and arranged a meeting capturing Kaja. My group is also a bit paranoid about prisoners dying before they can talk with them so instead of killing Kaja I had Saxby ordering she was moved to Slate where she would be interrogated by experts in Planar physics. This way makes more sense with the group being pushed away of McBannin investigation. Of course the transferral is a lie, Kaja was handled to Lorcan Kell men and delivered to the Obscurati but the players won’t discover it until the end of the adventure. </p><p></p><p>Kvarty Gorbaty part didn’t played well also, the group put Rock Rackus under house arrest and there wasn’t much interaction with the killer.</p><p> </p><p>After that the group moved to the ziggurat. They really liked some good-old fashioned dungeon crawl. Lucky for me with all the mess about the rainbow puzzle they took the other way. The Hallucinatory Room particularly was amazing fun to play. During the course of the exploration two players who were exposed to Distant Madness on the Fair encounter moved to the final stage of the sickness. I don’t like the way the sickness affect the players so instead of applying it as “combat hindering” I used a more role-playing approach. They both gained a mind scar, with the group ranger having the urge to play with his pet at inadequate moments and the rogue discovering that there was a conspiracy of Alien-body snatchers working for Danor!. They played their craziness all over the adventure and the result was really fun. The voice of the rot part also plays quite well. </p><p></p><p>Back to Flint, they quickly followed the Apet energies; find Doctor Xambria missing and Bergeron’s death. At this point they were almost 99% sure Doctor was possessed by an evil alien entity but they are not sure why Bergeron’s people are looking after Golden Seals or what does the gold ring of Caius mean.</p><p></p><p> I played the promotion part (which surprised my Yerasol veteran player, a Deva swordmage) and I also have the Vekeshi letter delivered but the Vekeshi mystic didn’t paid much attention, only having an interview with Rock Rackus to alert him about a risk on his life. </p><p></p><p>Rock Rackus is a nice character to play and my group moved from the impression that he was a buffoon and a liar with all his travelling stuff to realize that maybe he is telling the truth. </p><p></p><p> I will have a report of the second part of the adventure soon.</p></blockquote><p></p>
[QUOTE="Hitomi Camacho, post: 6046538, member: 6673222"] This weekend I have finished running “Digging for Lies” and I would like to share some thoughts about it: The group really enjoyed the first part of the adventure, the arms fair is a great environment and a big opportunity to run buffer adventures or develop some extra cool side stories. Capturing Kaja Steward didn’t gone as planned, the group followed a suspect who arranged for a meeting with Kaja instead of arranging the meeting on their own and after the deal they followed Kaja until she went inside the most dangerous part of parity lake. They used the new Vekeshi power to track her; it seemed way too powerful for an investigation campaign like this. Not sure if I have to change it a bit. So after that, they tracked the buyer and arranged a meeting capturing Kaja. My group is also a bit paranoid about prisoners dying before they can talk with them so instead of killing Kaja I had Saxby ordering she was moved to Slate where she would be interrogated by experts in Planar physics. This way makes more sense with the group being pushed away of McBannin investigation. Of course the transferral is a lie, Kaja was handled to Lorcan Kell men and delivered to the Obscurati but the players won’t discover it until the end of the adventure. Kvarty Gorbaty part didn’t played well also, the group put Rock Rackus under house arrest and there wasn’t much interaction with the killer. After that the group moved to the ziggurat. They really liked some good-old fashioned dungeon crawl. Lucky for me with all the mess about the rainbow puzzle they took the other way. The Hallucinatory Room particularly was amazing fun to play. During the course of the exploration two players who were exposed to Distant Madness on the Fair encounter moved to the final stage of the sickness. I don’t like the way the sickness affect the players so instead of applying it as “combat hindering” I used a more role-playing approach. They both gained a mind scar, with the group ranger having the urge to play with his pet at inadequate moments and the rogue discovering that there was a conspiracy of Alien-body snatchers working for Danor!. They played their craziness all over the adventure and the result was really fun. The voice of the rot part also plays quite well. Back to Flint, they quickly followed the Apet energies; find Doctor Xambria missing and Bergeron’s death. At this point they were almost 99% sure Doctor was possessed by an evil alien entity but they are not sure why Bergeron’s people are looking after Golden Seals or what does the gold ring of Caius mean. I played the promotion part (which surprised my Yerasol veteran player, a Deva swordmage) and I also have the Vekeshi letter delivered but the Vekeshi mystic didn’t paid much attention, only having an interview with Rock Rackus to alert him about a risk on his life. Rock Rackus is a nice character to play and my group moved from the impression that he was a buffoon and a liar with all his travelling stuff to realize that maybe he is telling the truth. I will have a report of the second part of the adventure soon. [/QUOTE]
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