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The Exploits of Flint's Hot Fuzz, or how I never should have taken a party of 6 with 3 alpha strikers
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<blockquote data-quote="Aleithilithos" data-source="post: 6994595" data-attributes="member: 6822701"><p><strong>Module 1</strong></p><p></p><p>I'd like to say the campaign started off with a bang but the sabotage of the <em>Coaltongue</em> never made it off the ground. I had the crowd skill challenge require a couple of extra successes and threw an extra docker in there because there was 6 of them, but they managed to find all of them just before they ran out of time.</p><p></p><p>On the <em>Coaltongue</em> itself, Ernst, our Technologist, decided he'd rather be bored watching the engine than dealing with politicians and nobles, and the engineers didn't have any time to start their sabotage under his watchful eye. The combat basically started with him holding off the 2 engineers from himself and the 'normal' engineer while the others dealt with Sokana and the halflings. One of the halflings was one of the few NPCs the PCs have killed so far, and Delft gave Zane a bit of a talk about that. Gerald, the ranger, didn't hear the commotion for a couple of rounds, but when he did, he decided the fastest way to get down a couple of desks was to roll off the sides of the stairs a few times. Made him roll Acrobatics and he ended up landing prone with a few damage, but he still managed to peg Sokana with at least one shot from his shotgun.</p><p></p><p>The infiltration of Axis Island went pretty well for them after that: They tied up the foreman after subduing him (and eventually came back to free him after liberating the island), avoided the damaged golem, and managed their party stealth checks fine to get to the lighthouse. They didn't have much problems taking it or defending it, even with the larger group sizes. Most of them had ranged options so that helped (both the Ranger and the Artificer are maining shotguns for one thing).</p><p></p><p>They didn't really talk to Lt. Marseine, but they did manage to talk down Gillie Dhu. I ended up using the Lv2 Solo version of Asrabey since they didn't have much in the way of auto-damage (the Wizard is an Illusionist and didn't take Magic Missile. With three strikers in the party, they opt for more controller-y options, including some abilities with no direct damage but large area effects). They ended up giving back all three of the icons to Lya at the end, too.</p></blockquote><p></p>
[QUOTE="Aleithilithos, post: 6994595, member: 6822701"] [b]Module 1[/b] I'd like to say the campaign started off with a bang but the sabotage of the [I]Coaltongue[/I] never made it off the ground. I had the crowd skill challenge require a couple of extra successes and threw an extra docker in there because there was 6 of them, but they managed to find all of them just before they ran out of time. On the [I]Coaltongue[/I] itself, Ernst, our Technologist, decided he'd rather be bored watching the engine than dealing with politicians and nobles, and the engineers didn't have any time to start their sabotage under his watchful eye. The combat basically started with him holding off the 2 engineers from himself and the 'normal' engineer while the others dealt with Sokana and the halflings. One of the halflings was one of the few NPCs the PCs have killed so far, and Delft gave Zane a bit of a talk about that. Gerald, the ranger, didn't hear the commotion for a couple of rounds, but when he did, he decided the fastest way to get down a couple of desks was to roll off the sides of the stairs a few times. Made him roll Acrobatics and he ended up landing prone with a few damage, but he still managed to peg Sokana with at least one shot from his shotgun. The infiltration of Axis Island went pretty well for them after that: They tied up the foreman after subduing him (and eventually came back to free him after liberating the island), avoided the damaged golem, and managed their party stealth checks fine to get to the lighthouse. They didn't have much problems taking it or defending it, even with the larger group sizes. Most of them had ranged options so that helped (both the Ranger and the Artificer are maining shotguns for one thing). They didn't really talk to Lt. Marseine, but they did manage to talk down Gillie Dhu. I ended up using the Lv2 Solo version of Asrabey since they didn't have much in the way of auto-damage (the Wizard is an Illusionist and didn't take Magic Missile. With three strikers in the party, they opt for more controller-y options, including some abilities with no direct damage but large area effects). They ended up giving back all three of the icons to Lya at the end, too. [/QUOTE]
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