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On the Wayfarer's Lantern
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<blockquote data-quote="Empirate" data-source="post: 7474154" data-attributes="member: 78958"><p>My group planned to use the lantern for a raid on the Cauldron Hill complex in Bleak Gate, as well. Also before the adventure called on them to go.</p><p></p><p>However, since I moved the Kell investigation up to take place in between Always on Time and Cauldron Born (playing it out in the form of a months-long investigation à la The Wire – with Kell just a powerful puppet, the guild being masterminded by The Lawyer instead... Quentin Augst was the secret, dangerous, highly-intelligent boss in my game), they came into possession of the guild's trinkets earlier than Cauldron Born assumed, so they didn't actually need the lantern to pursue their plan.</p><p></p><p>They still took the lantern with them as a way to quickly get back (and possibly bring prisoners) from Bleak Gate, something I hadn't even thought about, but that I found quite smart.</p><p></p><p>In the end, their first foray ended in a skirmish with some patrolling Ob guards, after which the group quickly withdrew. They started another information-gathering expedition, were discovered again and had to fight their way out of the complex this time. After this, Quital put all of his troops on the highest alert and installed additional security measures. But when the constables returned (this time, by way of the portal opened by King Aodhan after the formal dinner), they brought some of Captain Dale's crack troopers with them, and a huge James Bond-esque fight broke out on and around the construction decks. Hugely cool scene ending in Borne's awakening and clawing his way free of the hill.</p><p></p><p>The Wayfarer's Lantern, it turned out, never once got used in all of these trials and tribulations, even though my players wracked their brains for a way to make good use of its powers. I had the feeling my group was slightly underwhelmed by its role and function in the adventure all in all... <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p></blockquote><p></p>
[QUOTE="Empirate, post: 7474154, member: 78958"] My group planned to use the lantern for a raid on the Cauldron Hill complex in Bleak Gate, as well. Also before the adventure called on them to go. However, since I moved the Kell investigation up to take place in between Always on Time and Cauldron Born (playing it out in the form of a months-long investigation à la The Wire – with Kell just a powerful puppet, the guild being masterminded by The Lawyer instead... Quentin Augst was the secret, dangerous, highly-intelligent boss in my game), they came into possession of the guild's trinkets earlier than Cauldron Born assumed, so they didn't actually need the lantern to pursue their plan. They still took the lantern with them as a way to quickly get back (and possibly bring prisoners) from Bleak Gate, something I hadn't even thought about, but that I found quite smart. In the end, their first foray ended in a skirmish with some patrolling Ob guards, after which the group quickly withdrew. They started another information-gathering expedition, were discovered again and had to fight their way out of the complex this time. After this, Quital put all of his troops on the highest alert and installed additional security measures. But when the constables returned (this time, by way of the portal opened by King Aodhan after the formal dinner), they brought some of Captain Dale's crack troopers with them, and a huge James Bond-esque fight broke out on and around the construction decks. Hugely cool scene ending in Borne's awakening and clawing his way free of the hill. The Wayfarer's Lantern, it turned out, never once got used in all of these trials and tribulations, even though my players wracked their brains for a way to make good use of its powers. I had the feeling my group was slightly underwhelmed by its role and function in the adventure all in all... :erm: [/QUOTE]
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