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Flint's Finest Entry-level Field Agents
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<blockquote data-quote="Samuel Cole" data-source="post: 6397411" data-attributes="member: 6668319"><p><strong>Session 1: The RNS Coaltongue</strong></p><p></p><p>The first session started a bit slowly - with a group new to roleplaying, the players were much more comfortable with the “gamier” aspects of the game than they were with embodying their characters. I think that their inhibitions stunted their acting chops, but I suspect they’ll grow into it as they become more comfortable with roleplaying (and become more comfortable with each other).</p><p></p><ul> <li data-xf-list-type="ul">The group managed to find three of the docker instigators, spending a few too many actions investigating a group of nearby primalists and a group of grumpy-looking veterans. I don’t count those as wasted actions, though, because it allowed us to explore political realities of the Zeitgeist world.<br /> </li> <li data-xf-list-type="ul">Afterward, Delft brought the party to meet with Harkover Lee, who looked Ulharaja over, smirked, and said something to the effect of “A dragon in the King’s service? Now I’ve seen everything.” Ha ha, I’m so good at foreshadowing. (Also, apparently people from Ber have some sort of weird Israeli/Turkish accent in my game.)<br /> </li> <li data-xf-list-type="ul">Once on board the Coaltongue, Zahn introduced himself to Pemberton and impressed him. Seeing the usefulness of an ally within the RHC, Pemberton invited him to come to the factory sometime.<br /> </li> <li data-xf-list-type="ul">Eliza stuck up a conversation with a more-than-tipsy Masarde, asking all about the construction and design of the ship. She actually asked, unprompted, about the energy transfer efficiency of the steam engine, allowing Masarde to explain (at length) how the Brand worked and how brilliant he was for designing it. Score one for the party.<br /> </li> <li data-xf-list-type="ul">I gave Eogan three opportunities to notice that the Duchess’s handmaiden was an Eladrin, and he failed all three times.<br /> </li> <li data-xf-list-type="ul">Later that day, on deck, Delft asked the PCs to go retrieve the Duchess. Two of them go below while the other four stayed on deck. When they got to the Duchess’s room, there was no answer to their knocking, they heard a splash in the water, and they spend a few moments debating the merits of picking the lock vs breaking down the door.<br /> </li> <li data-xf-list-type="ul">They end up picking the lock just as the band starts playing, initiating the combat. I gave the PCs on deck a Perception DC 18 check to notice either the sounds of fighting below them or the fact that the smoke had stopped, but they all fail. I reduced the DC by 2 every turn thereafter.<br /> </li> <li data-xf-list-type="ul">The Eladrin handmaid teleported past the party and started sending her Fire Sprites toward the magazine. Fighting ensues. A few rounds later, Eliza notices that the smoke has stopped and decides to go check on the engine room, but doesn’t mention to anyone else that she’s leaving.<br /> </li> <li data-xf-list-type="ul">The rest of the fight is a bit of a fiasco, with the PCs spread out over at least three different decks at all times with fights happening simultaneously in the engine room, the magazine, and the gun deck. It takes the rest of the PCs about six rounds to get involved in the combat. Eventually, the Fire Sprites and Engineers are killed.<br /> </li> <li data-xf-list-type="ul">When the “explosion count” got down to 10, I told the PCs that they should probably switch their plan to “save as many people as possible before we all die.” Their response was, “No, we can still pull this off!” #confidence<br /> </li> <li data-xf-list-type="ul">With 6 rounds left on the clock, the Eladrin Handmaid decided to peace out and teleported out a porthole, confident in the success of her task. Zahn, the gunsmith, suddenly thought to divert all the extra energy in the boiler out through the Brand, and the remainder of the countdown was used trying to pass the arcane, nature, and religion checks.</li> </ul><p></p><p>Given that the handmaid survived and escaped, I think I’m going to have her come back as Gale in adventure 2.</p></blockquote><p></p>
[QUOTE="Samuel Cole, post: 6397411, member: 6668319"] [b]Session 1: The RNS Coaltongue[/b] The first session started a bit slowly - with a group new to roleplaying, the players were much more comfortable with the “gamier” aspects of the game than they were with embodying their characters. I think that their inhibitions stunted their acting chops, but I suspect they’ll grow into it as they become more comfortable with roleplaying (and become more comfortable with each other). [LIST] [*]The group managed to find three of the docker instigators, spending a few too many actions investigating a group of nearby primalists and a group of grumpy-looking veterans. I don’t count those as wasted actions, though, because it allowed us to explore political realities of the Zeitgeist world. [*]Afterward, Delft brought the party to meet with Harkover Lee, who looked Ulharaja over, smirked, and said something to the effect of “A dragon in the King’s service? Now I’ve seen everything.” Ha ha, I’m so good at foreshadowing. (Also, apparently people from Ber have some sort of weird Israeli/Turkish accent in my game.) [*]Once on board the Coaltongue, Zahn introduced himself to Pemberton and impressed him. Seeing the usefulness of an ally within the RHC, Pemberton invited him to come to the factory sometime. [*]Eliza stuck up a conversation with a more-than-tipsy Masarde, asking all about the construction and design of the ship. She actually asked, unprompted, about the energy transfer efficiency of the steam engine, allowing Masarde to explain (at length) how the Brand worked and how brilliant he was for designing it. Score one for the party. [*]I gave Eogan three opportunities to notice that the Duchess’s handmaiden was an Eladrin, and he failed all three times. [*]Later that day, on deck, Delft asked the PCs to go retrieve the Duchess. Two of them go below while the other four stayed on deck. When they got to the Duchess’s room, there was no answer to their knocking, they heard a splash in the water, and they spend a few moments debating the merits of picking the lock vs breaking down the door. [*]They end up picking the lock just as the band starts playing, initiating the combat. I gave the PCs on deck a Perception DC 18 check to notice either the sounds of fighting below them or the fact that the smoke had stopped, but they all fail. I reduced the DC by 2 every turn thereafter. [*]The Eladrin handmaid teleported past the party and started sending her Fire Sprites toward the magazine. Fighting ensues. A few rounds later, Eliza notices that the smoke has stopped and decides to go check on the engine room, but doesn’t mention to anyone else that she’s leaving. [*]The rest of the fight is a bit of a fiasco, with the PCs spread out over at least three different decks at all times with fights happening simultaneously in the engine room, the magazine, and the gun deck. It takes the rest of the PCs about six rounds to get involved in the combat. Eventually, the Fire Sprites and Engineers are killed. [*]When the “explosion count” got down to 10, I told the PCs that they should probably switch their plan to “save as many people as possible before we all die.” Their response was, “No, we can still pull this off!” #confidence [*]With 6 rounds left on the clock, the Eladrin Handmaid decided to peace out and teleported out a porthole, confident in the success of her task. Zahn, the gunsmith, suddenly thought to divert all the extra energy in the boiler out through the Brand, and the remainder of the countdown was used trying to pass the arcane, nature, and religion checks. [/LIST] Given that the handmaid survived and escaped, I think I’m going to have her come back as Gale in adventure 2. [/QUOTE]
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