Screaming Malice
Well, it's been a while!
Just a quick update. Lots of roleplaying and tailing suspects. Keeping track of who is where and when it is happening is a bit of a challenge for the DM in this mission, but so far so good. I also threw 2 red herring NPCs in the mix, but it's tough to roleplay and have them interact with: Luc, Ottavia, Bree, Boone, Verzubak, Elanor, Isobel, Malia, Damata, Cardiff...and any other minor characters!
At this point, they hate Elanor...think Bree/Boone are shady, but not working together, and have had limited interaction with Luc (I think he got on last stop). They pretty much know Damata is just sightseeing at this point. They carry or wear gold rings with fake Obscurati messages (that are actually really good, "Opulence Breeds Kings" for example). The last words are either 4 or 5 letters long, so while the 5-letter wearers may get away with it, the 4-letters I feel SHOULD be somewhat known...especially to Lya. I know the Ob is compartmentalized....So I'm guessing Ottavia would be fooled, since she is not Golden Cell - but would certainly think it odd that another cell is on the train. Bree likely will be fooled. Certainly, the party can't pose as Caius, but maybe Finona. It depends if they think of this and how deep cover they want to get. Though...it seems as if Ottavia gets tipped off no matter what. That's fine, they only had a partial success on covers.
Anyways...they are close to tipping their hand they they are actively following them. They were thwarted by the dock barricade in the last town. Then we get to the Malice...and they immediately charge into the fight. This will potentially blow their cover, or at least the non bodyguard types and those that fought in the open. The defeated the Malice...and saw the robbers up ahead. We ended there at about round 14, a few train cars away, and the bandits spot them on the train's roof.
I figure they'll mount up quickly, and bolt, and there will be no battle - but we ended on that cliffhanger.
The Malice was tough...but I'd advice making sure DM's move it as close to the train without the 'order' damage (so 1 sq?). I had it start farther out, but the heads' range is that big, and it turns out it's hard to target multiple PCs. They were REALLY mad when they put a ton of conditions on one head, only to have to explode into spawn, and have those conditions be cleared. In the end, the wizard rolled 34 on Arcana, so he new about how the creature takes damage, and specifically that killing spawn hurt the main creature. Useful! They also intervened quickly, keeping the civilian deaths to around 16.
Well, it's been a while!
Just a quick update. Lots of roleplaying and tailing suspects. Keeping track of who is where and when it is happening is a bit of a challenge for the DM in this mission, but so far so good. I also threw 2 red herring NPCs in the mix, but it's tough to roleplay and have them interact with: Luc, Ottavia, Bree, Boone, Verzubak, Elanor, Isobel, Malia, Damata, Cardiff...and any other minor characters!
At this point, they hate Elanor...think Bree/Boone are shady, but not working together, and have had limited interaction with Luc (I think he got on last stop). They pretty much know Damata is just sightseeing at this point. They carry or wear gold rings with fake Obscurati messages (that are actually really good, "Opulence Breeds Kings" for example). The last words are either 4 or 5 letters long, so while the 5-letter wearers may get away with it, the 4-letters I feel SHOULD be somewhat known...especially to Lya. I know the Ob is compartmentalized....So I'm guessing Ottavia would be fooled, since she is not Golden Cell - but would certainly think it odd that another cell is on the train. Bree likely will be fooled. Certainly, the party can't pose as Caius, but maybe Finona. It depends if they think of this and how deep cover they want to get. Though...it seems as if Ottavia gets tipped off no matter what. That's fine, they only had a partial success on covers.
Anyways...they are close to tipping their hand they they are actively following them. They were thwarted by the dock barricade in the last town. Then we get to the Malice...and they immediately charge into the fight. This will potentially blow their cover, or at least the non bodyguard types and those that fought in the open. The defeated the Malice...and saw the robbers up ahead. We ended there at about round 14, a few train cars away, and the bandits spot them on the train's roof.
I figure they'll mount up quickly, and bolt, and there will be no battle - but we ended on that cliffhanger.
The Malice was tough...but I'd advice making sure DM's move it as close to the train without the 'order' damage (so 1 sq?). I had it start farther out, but the heads' range is that big, and it turns out it's hard to target multiple PCs. They were REALLY mad when they put a ton of conditions on one head, only to have to explode into spawn, and have those conditions be cleared. In the end, the wizard rolled 34 on Arcana, so he new about how the creature takes damage, and specifically that killing spawn hurt the main creature. Useful! They also intervened quickly, keeping the civilian deaths to around 16.