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Redbadge's Campaign (there will be spoilers)
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<blockquote data-quote="Isklexi" data-source="post: 5749492" data-attributes="member: 6684948"><p>Whew, with the college semester and a bunch of projects finishing up, I completely forgot to update this thread. Unfortunately, my memory of some of the past sessions is a little fuzzy at this point, so I'll just stick to highlights I remember.</p><p></p><p>With the party still split, half the party investigated the Waryeye Apothecary in Pine island. The constables accepted Danisca's offer of drinks, giving her the chance to chug a potion of glibness. Danisca completely pulled the wool over their eyes and they left none the wiser. As fortune would have it, the constables will be visiting the Waryeye's again thanks to a tip about smuggling from the convicts in the Goodson Estuarial Reformatory.</p><p></p><p>The constables also contacted Dr. Kindleton. They first went to her office above the butcher shop, but she had already left for the morgue with her class. Kirk (the party thief) broke into her office through an outside window and found a letter to her from Dr. Recklinghausen. Once they caught up with Dr. Kindleton they see through her poor bluff skill and use the letter back at RHC headquarters as leverage to get her to confess. She agrees to arrange a meeting with Wolfgang but insisted on seeing him alone. After some arguing, the team convince her to allow Irony (Female Eladrin Bard) to accompany her on the trip.</p><p></p><p>The biggest highlight was the trip up Cauldron Hill with Nevard. The midnight fracas grew quite desperate at times, but the constables were able to successfully fend off the frightful spirits. It helped that they had set up a false camp complete with campfire and its own (much smaller) ring of goats blood; this made the start of the fight a little easier as many of the spirits had to take several turns to get to the constables once the fight broke out. </p><p></p><p>After Cauldron Hill, the constables rushed to the factory district to foil the arson plot backed by a full squad of Risuri soldiers. The dramatic fight involved exploding carts of fire dust, knocking over water towers, and spilling into the alleyways. The fight concluded with Bellicose (Tiefling Gunsmith) having to choose between pursuing the badly wounded Valando and Eberardo or pulling his dying squad leader Kirk (Human Yearosal Vet) out of a fire (everyone else was trapped on the other side of the flaming wall). Bellicose saved Kirk and the arsonist brothers escaped.</p><p></p><p>Operating at the bare minimum rest at odd hours, the RHC constables have managed to cover a lot of ground quickly. Danger has become prevalent, and the party won't be able to risk splitting up for much longer.</p><p></p><p>For other DMs: I strongly suggest you encourage players to follow one investigation thread at a time. With the party splitting up and following whatever leads they found, I had a very tough time keeping track of everything. It also made preparing sessions very difficult, and I spent a lot of time flipping pages (I printed out the adventure). This also lead to an unfortunate confluence of events: during our games next day the players have appointments with Gale, Wolfgang, smugglers, and Nevard's speech. The party is pretty tough though, and I'm interested to see how they'll handle the pressure.</p></blockquote><p></p>
[QUOTE="Isklexi, post: 5749492, member: 6684948"] Whew, with the college semester and a bunch of projects finishing up, I completely forgot to update this thread. Unfortunately, my memory of some of the past sessions is a little fuzzy at this point, so I'll just stick to highlights I remember. With the party still split, half the party investigated the Waryeye Apothecary in Pine island. The constables accepted Danisca's offer of drinks, giving her the chance to chug a potion of glibness. Danisca completely pulled the wool over their eyes and they left none the wiser. As fortune would have it, the constables will be visiting the Waryeye's again thanks to a tip about smuggling from the convicts in the Goodson Estuarial Reformatory. The constables also contacted Dr. Kindleton. They first went to her office above the butcher shop, but she had already left for the morgue with her class. Kirk (the party thief) broke into her office through an outside window and found a letter to her from Dr. Recklinghausen. Once they caught up with Dr. Kindleton they see through her poor bluff skill and use the letter back at RHC headquarters as leverage to get her to confess. She agrees to arrange a meeting with Wolfgang but insisted on seeing him alone. After some arguing, the team convince her to allow Irony (Female Eladrin Bard) to accompany her on the trip. The biggest highlight was the trip up Cauldron Hill with Nevard. The midnight fracas grew quite desperate at times, but the constables were able to successfully fend off the frightful spirits. It helped that they had set up a false camp complete with campfire and its own (much smaller) ring of goats blood; this made the start of the fight a little easier as many of the spirits had to take several turns to get to the constables once the fight broke out. After Cauldron Hill, the constables rushed to the factory district to foil the arson plot backed by a full squad of Risuri soldiers. The dramatic fight involved exploding carts of fire dust, knocking over water towers, and spilling into the alleyways. The fight concluded with Bellicose (Tiefling Gunsmith) having to choose between pursuing the badly wounded Valando and Eberardo or pulling his dying squad leader Kirk (Human Yearosal Vet) out of a fire (everyone else was trapped on the other side of the flaming wall). Bellicose saved Kirk and the arsonist brothers escaped. Operating at the bare minimum rest at odd hours, the RHC constables have managed to cover a lot of ground quickly. Danger has become prevalent, and the party won't be able to risk splitting up for much longer. For other DMs: I strongly suggest you encourage players to follow one investigation thread at a time. With the party splitting up and following whatever leads they found, I had a very tough time keeping track of everything. It also made preparing sessions very difficult, and I spent a lot of time flipping pages (I printed out the adventure). This also lead to an unfortunate confluence of events: during our games next day the players have appointments with Gale, Wolfgang, smugglers, and Nevard's speech. The party is pretty tough though, and I'm interested to see how they'll handle the pressure. [/QUOTE]
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