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The Exploits of Javelin Company, RHC Flint Chapter [Starting Cauldron Born!]
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<blockquote data-quote="al_fredo" data-source="post: 6107315" data-attributes="member: 81597"><p>Ok....Next session.</p><p></p><p>Defend the Lighthouse. This skill challenge worked really well, and my players loved it. It took a round or 2 to for them to fully grasp the mechanics, but still went pretty smoothly. Every was in the PC's favor, until round 9 when 16 patrolmen showed up. I don't think the party fully understood what might happen...and after 4 of them dealt with a barricade in the Yellow section, 12 advanced, and attacked the party. 3 of them got taken out by traps, but the others attacked (I ruled here that Traps/Wards made the enemies turn end - they didn't get an attack). Still...9 attacked for 6 damage each. 54 HP, between 4 party members. Ouch! On round 10, they retreated to the control room. They attacked enemies (bad move...but they didn't know fighting would immediately cease on round 10. Patrolmen advanced again...but only 4 made it in. 24HP of damage between now 3 living players....and they survive. Two PCs were down to 1 and 2 HP! A cannon shot blows off a piece of the wall...and the remaining patrolmen throw down their weapons. The 2 free surges of healing was very welcome!!</p><p></p><p>Rutger Smith is a smiles...and does his cigar thing. He knows about the the other team (Balista Company)....and they recovered the gnome in the mine. They are now the lead investigators on the scene. Then Varal makes his appearance. PCs are like 'WTF!" Immediately, they know they will have to face this guy...but they don't know if he is trying to help or hurt the duchess. They don't ask around or investigate (that's their job!)...but our Vekeshi Mystic know that it's some Eladrin magic in the air. PCs are confused, but make their way toward the central tower.</p><p></p><p>They walk past the jail en route. Our extremely good-hearted Cleric sees know reason to keep these mostly civilians in jail. She apologies to the Danoran Lt, and says they are here for the duchess. The Lt. is grateful...and tells them about the sewer system and the gives his key to the roof. All smiles. [I actually thought this would end badly, but my players are so into the story...they really feel the conflict with all the different factions here. Great stuff].</p><p></p><p>Varal is back...and the planes shift. Welp...even with the knowledge of the back way in , they charge ahead to the hedge maze. At first I thought they talk to Dhu...but my fighter charges him instantly. Gillie doesn't make it very far. Rolled really poorly, and the striker hit twice for loads of damage. The maze made it tough to fight...and if I had better Fog of War on my software, it could have been very cool. But with only 3 or 4 rounds of battle, the fight only took place in that first corridor. Maybe I need Dhu to duck in and out of the bushes more. Oh Well. Oh yeah...and they have their grunts with them...so 8 PCs on the map where you can only do single file was pretty crazy. No one used fire. </p><p></p><p>We ended the night their...and we have the final scene to come up. I have no idea how this will play out, but I don't see the PCs making it. Though, the grunts with their shots may get Varal down. I 'm going to tell my group up front that he's weak, but his defenses are high...and they need auto-damage or 20s to hit. I might reduce his HP a bit (to account for 4 PCs not 5)...but we'll see. </p><p></p><p>Anyways...time to start reading mission 2!</p></blockquote><p></p>
[QUOTE="al_fredo, post: 6107315, member: 81597"] Ok....Next session. Defend the Lighthouse. This skill challenge worked really well, and my players loved it. It took a round or 2 to for them to fully grasp the mechanics, but still went pretty smoothly. Every was in the PC's favor, until round 9 when 16 patrolmen showed up. I don't think the party fully understood what might happen...and after 4 of them dealt with a barricade in the Yellow section, 12 advanced, and attacked the party. 3 of them got taken out by traps, but the others attacked (I ruled here that Traps/Wards made the enemies turn end - they didn't get an attack). Still...9 attacked for 6 damage each. 54 HP, between 4 party members. Ouch! On round 10, they retreated to the control room. They attacked enemies (bad move...but they didn't know fighting would immediately cease on round 10. Patrolmen advanced again...but only 4 made it in. 24HP of damage between now 3 living players....and they survive. Two PCs were down to 1 and 2 HP! A cannon shot blows off a piece of the wall...and the remaining patrolmen throw down their weapons. The 2 free surges of healing was very welcome!! Rutger Smith is a smiles...and does his cigar thing. He knows about the the other team (Balista Company)....and they recovered the gnome in the mine. They are now the lead investigators on the scene. Then Varal makes his appearance. PCs are like 'WTF!" Immediately, they know they will have to face this guy...but they don't know if he is trying to help or hurt the duchess. They don't ask around or investigate (that's their job!)...but our Vekeshi Mystic know that it's some Eladrin magic in the air. PCs are confused, but make their way toward the central tower. They walk past the jail en route. Our extremely good-hearted Cleric sees know reason to keep these mostly civilians in jail. She apologies to the Danoran Lt, and says they are here for the duchess. The Lt. is grateful...and tells them about the sewer system and the gives his key to the roof. All smiles. [I actually thought this would end badly, but my players are so into the story...they really feel the conflict with all the different factions here. Great stuff]. Varal is back...and the planes shift. Welp...even with the knowledge of the back way in , they charge ahead to the hedge maze. At first I thought they talk to Dhu...but my fighter charges him instantly. Gillie doesn't make it very far. Rolled really poorly, and the striker hit twice for loads of damage. The maze made it tough to fight...and if I had better Fog of War on my software, it could have been very cool. But with only 3 or 4 rounds of battle, the fight only took place in that first corridor. Maybe I need Dhu to duck in and out of the bushes more. Oh Well. Oh yeah...and they have their grunts with them...so 8 PCs on the map where you can only do single file was pretty crazy. No one used fire. We ended the night their...and we have the final scene to come up. I have no idea how this will play out, but I don't see the PCs making it. Though, the grunts with their shots may get Varal down. I 'm going to tell my group up front that he's weak, but his defenses are high...and they need auto-damage or 20s to hit. I might reduce his HP a bit (to account for 4 PCs not 5)...but we'll see. Anyways...time to start reading mission 2! [/QUOTE]
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