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[Eberron] The Mark of Revolution, or: Not Quite Disco Heaven
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<blockquote data-quote="TFL" data-source="post: 9255219" data-attributes="member: 7040259"><p>A year on, and the campaign still goes strong. We're down to three people as unfortunately Rhys's player simply became too busy to continue, but the rest of the Royal Eyes still work to best the organization they have come to know as the Obscurati. I suppose I shall share the highlights of what they have accomplished so far.</p><p></p><p><strong>Sessions 3-11: The Plot of Mayor McBastard</strong></p><p></p><p>Most of <em>The Dying Skyseer</em> went about as to be expected. They met with Nevard and made arrangements to lead him to Cauldron Hill. Knowing the risks they would face, they made the wise decision to load themselves up with ghost bombs and light charges should the spirits of Dolurrh break their way through and harrass them. Mayor MacBannin made a nice impression on them, seeming to be a knowledgeable politician who leaned a little heavily on the 'Let the important people know how much I helped the Royal Eyes' pressure, but nothing too out of the ordinary.</p><p></p><p>The attack on the hill was simply enough defeated with their defenses and a Counter Performance set up by Dewey the bard, but the strange ghastly figure did sneak away in the crowd. However, after the fight and Nevard's quest was the first unexpected part of the adventure. As Nevard told them of the visions of fire he foresaw at Heward's factory and his wish for them to go stop it, their response was to effectively blow him off. The party didn't really buy into the skyseers, seeing them as little more than druids past their prime and vestiges of the Eldeen Rebellion that still stuck around. So when Nevard iterated that they needed to help <em>tonight, </em>they said little more than placating comments that they would send out some constables in the morning.</p><p></p><p>Naturally, news of the fire came in the morning, and Alchemy Row burned for the rest of the adventure as Lyrandar raincallers worked to contain it. The Passage Post reported that a positive energy plasma factory next door was caught in the blaze, and had infused the fire with minor healing magics, though not enough to completely offset the burn. So if someone were to be caught, they would die a very slow, very painful death. They suspected Gale, who was their next interrogation.</p><p></p><p>Gale, hovering just outside of punching range, told the party that she didn't set the fire, but she had sent Nilasa in as a spy to Journey's Home. She also gave the party a short tale of the history of the Eladrin and their plight. The Eladrin used to be true fey, bound to Thelanis, but during the War of the Mark 1500 years ago, they sided with the Aberrant Marks against the dragonmarked houses, and in the process lost something integral to themselves, becoming mortal, yet ageless. The recent Mourning and the destruction of Cyre had locked the Thelanis feyspires to Eberron, and a millenium and a half of simmering anger was released all at once. Gale believes that the dragonmarked houses are to blame for these events and works to burn them down.</p><p></p><p>The rest of the adventure went fairly straightforward. They worked with Lorcan Kell to stop the wandsmugglers and find Wolfgang von Recklinghausen (who one of my players said is the most fantasy name generator name so far), and investigated the Dolurrh energies with Gale's ritual. They almost got wiped by the golem in what came to be known as the 'Bad Vibes Warehouse', but survived, though with all the researchers escaping.</p><p></p><p>They found Wolfgang, and Leone did his thing outside, his aberrant mark flaring as he manipulated metal. Radros made a comment about how at some point there was naturally going to be a fight where they side with druids against him, as that hits both themes and the druids would be immune to his powers. They managed to carry an unconscious Wolfgang out the chimney, but when Leone revealed that he had kidnapped Vail d'Jorasco, their headquarters doctor, they were forced to give Wolfgang and the papers up. But Leone is a liar, and sent a spike of metal through Vail anyway. Luckily, with a great roll on a medical check (and a bit of help from a fey), Vail lived. Additionally, Dewey had managed to spend the time during the negotiation copying down the notes in shorthand so they could investigate later.</p><p></p><p>Later, at the headquarters, they went through what Dewey copied. They managed to make the right connections with incoming shipments and payments to tie everything back to Mayor Macbannin, but here I had to pull a bit too much of a course correction. While the adventure seems to assume that Macbannin is confronted about the knowledge found, leading into the lab, instead the party focused more on the periphery of what they still had left. They were aware of the Dragonborn arsonists taking payment from Cillian Creed to burn factories down and the House Orien shipments being faked and rerouted to Cauldron Hull, but wanted to follow that through and set up stings to try and come to the head of that. I knew this would just circle them back around to information they already knew, so when they informed Delift, I had him not-so-subtly request they look at the root of things.</p><p></p><p>In retrospect I definitely pushed a little too hard, and afterwards my players informed me that even with the information they had about the Mayor, it wasn't a satisfying conclusion to the investigation. Oh well.</p><p></p><p>For the Mayor fight, I basically played his power as Senator Armstrong from Metal Gear Rising. <s>Nanomachines</s> Witch Magics, son. At least until he ran out of housestaff and he got blasted with a wand.</p><p></p><p>The lab was a fun exploration, and the players enjoyed the fight versus Cillian Creed over the roiling pit of Khyber's Blood. They also got to use their wits trying to figure out all the levers on the machines and pumps to shut it down. In the end, they killed Creed and shut the place down, though they did wonder what this strange machine was about that seems to combust oil to run a series of pistons to provide power. Ancient Dhakaani Goblin tech it seems was a little more dieselpunk than anyone expected.</p><p></p><p>Taking the Mayor into custody, we ended things out with what seemed to be a setup for the court session, as I asked them what they would say. Who would take the blame for this? House Orien for faking papers and shipping things off? Gale for her terroristic acts and sending Nilasa in as a spy? All on the Mayor, who was clearly up to something?</p><p></p><p>Alas, it wasn't to be. The Mayor was found dead in his cell from suicide, and it would be a long time before they got any answers.</p><p></p><p><strong>Player's Review</strong>: Pretty Good/10. A little slow at the beginning, and the end felt somewhat disjointed. But the setpieces and characters were amazing.</p></blockquote><p></p>
[QUOTE="TFL, post: 9255219, member: 7040259"] A year on, and the campaign still goes strong. We're down to three people as unfortunately Rhys's player simply became too busy to continue, but the rest of the Royal Eyes still work to best the organization they have come to know as the Obscurati. I suppose I shall share the highlights of what they have accomplished so far. [B]Sessions 3-11: The Plot of Mayor McBastard[/B] Most of [I]The Dying Skyseer[/I] went about as to be expected. They met with Nevard and made arrangements to lead him to Cauldron Hill. Knowing the risks they would face, they made the wise decision to load themselves up with ghost bombs and light charges should the spirits of Dolurrh break their way through and harrass them. Mayor MacBannin made a nice impression on them, seeming to be a knowledgeable politician who leaned a little heavily on the 'Let the important people know how much I helped the Royal Eyes' pressure, but nothing too out of the ordinary. The attack on the hill was simply enough defeated with their defenses and a Counter Performance set up by Dewey the bard, but the strange ghastly figure did sneak away in the crowd. However, after the fight and Nevard's quest was the first unexpected part of the adventure. As Nevard told them of the visions of fire he foresaw at Heward's factory and his wish for them to go stop it, their response was to effectively blow him off. The party didn't really buy into the skyseers, seeing them as little more than druids past their prime and vestiges of the Eldeen Rebellion that still stuck around. So when Nevard iterated that they needed to help [I]tonight, [/I]they said little more than placating comments that they would send out some constables in the morning. Naturally, news of the fire came in the morning, and Alchemy Row burned for the rest of the adventure as Lyrandar raincallers worked to contain it. The Passage Post reported that a positive energy plasma factory next door was caught in the blaze, and had infused the fire with minor healing magics, though not enough to completely offset the burn. So if someone were to be caught, they would die a very slow, very painful death. They suspected Gale, who was their next interrogation. Gale, hovering just outside of punching range, told the party that she didn't set the fire, but she had sent Nilasa in as a spy to Journey's Home. She also gave the party a short tale of the history of the Eladrin and their plight. The Eladrin used to be true fey, bound to Thelanis, but during the War of the Mark 1500 years ago, they sided with the Aberrant Marks against the dragonmarked houses, and in the process lost something integral to themselves, becoming mortal, yet ageless. The recent Mourning and the destruction of Cyre had locked the Thelanis feyspires to Eberron, and a millenium and a half of simmering anger was released all at once. Gale believes that the dragonmarked houses are to blame for these events and works to burn them down. The rest of the adventure went fairly straightforward. They worked with Lorcan Kell to stop the wandsmugglers and find Wolfgang von Recklinghausen (who one of my players said is the most fantasy name generator name so far), and investigated the Dolurrh energies with Gale's ritual. They almost got wiped by the golem in what came to be known as the 'Bad Vibes Warehouse', but survived, though with all the researchers escaping. They found Wolfgang, and Leone did his thing outside, his aberrant mark flaring as he manipulated metal. Radros made a comment about how at some point there was naturally going to be a fight where they side with druids against him, as that hits both themes and the druids would be immune to his powers. They managed to carry an unconscious Wolfgang out the chimney, but when Leone revealed that he had kidnapped Vail d'Jorasco, their headquarters doctor, they were forced to give Wolfgang and the papers up. But Leone is a liar, and sent a spike of metal through Vail anyway. Luckily, with a great roll on a medical check (and a bit of help from a fey), Vail lived. Additionally, Dewey had managed to spend the time during the negotiation copying down the notes in shorthand so they could investigate later. Later, at the headquarters, they went through what Dewey copied. They managed to make the right connections with incoming shipments and payments to tie everything back to Mayor Macbannin, but here I had to pull a bit too much of a course correction. While the adventure seems to assume that Macbannin is confronted about the knowledge found, leading into the lab, instead the party focused more on the periphery of what they still had left. They were aware of the Dragonborn arsonists taking payment from Cillian Creed to burn factories down and the House Orien shipments being faked and rerouted to Cauldron Hull, but wanted to follow that through and set up stings to try and come to the head of that. I knew this would just circle them back around to information they already knew, so when they informed Delift, I had him not-so-subtly request they look at the root of things. In retrospect I definitely pushed a little too hard, and afterwards my players informed me that even with the information they had about the Mayor, it wasn't a satisfying conclusion to the investigation. Oh well. For the Mayor fight, I basically played his power as Senator Armstrong from Metal Gear Rising. [S]Nanomachines[/S] Witch Magics, son. At least until he ran out of housestaff and he got blasted with a wand. The lab was a fun exploration, and the players enjoyed the fight versus Cillian Creed over the roiling pit of Khyber's Blood. They also got to use their wits trying to figure out all the levers on the machines and pumps to shut it down. In the end, they killed Creed and shut the place down, though they did wonder what this strange machine was about that seems to combust oil to run a series of pistons to provide power. Ancient Dhakaani Goblin tech it seems was a little more dieselpunk than anyone expected. Taking the Mayor into custody, we ended things out with what seemed to be a setup for the court session, as I asked them what they would say. Who would take the blame for this? House Orien for faking papers and shipping things off? Gale for her terroristic acts and sending Nilasa in as a spy? All on the Mayor, who was clearly up to something? Alas, it wasn't to be. The Mayor was found dead in his cell from suicide, and it would be a long time before they got any answers. [B]Player's Review[/B]: Pretty Good/10. A little slow at the beginning, and the end felt somewhat disjointed. But the setpieces and characters were amazing. [/QUOTE]
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