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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: 6355222" data-attributes="member: 81597"><p>We started the battle of the RHC HQ.</p><p></p><p>I had the Ob kill squad enter the front door of RHC. The PCs could see above them they were on the ground floor. I place two knife-fighters coming in through the morgue area (My PC team is only 4, so want to be careful). I had a few implanters appear in the basement, and start going after the guards and prisoners. </p><p></p><p>So combat started...they took care of the implanters, and my Cleric wanted to heal the guards...I said they didn't look like they were able to fight - the vertigo was too strong. Ok..they lay dying. Rock Rockus was able to shake it off...and he demanded release. They didn't acknowledge him.</p><p></p><p>The kill squad comes down the stairs...and they do a pretty good job of not getting bottlenecked. Most PCs are right in the middle of the 5ft wide hallway. The nethermancer comes down, lays down his area attack...and that is bad news. The party was in a bad way at this point...DC21 escape is not a joke, and the cleric basically said to the group "Welp, I'll be here for awhile!". But our wizard laid some smack down, using three of his dailies (uh oh!!!) , and that turned the tide pretty quickly. They pinned and forced surrendered on the last knife guy...who said 2 more entered in the back of the building. The nethermancer's Burst 2 auto-hit for 9 dmg is brutal!</p><p></p><p>Anyways...we got a late start, so that was it...we're in round 11 - but this was a great first taste of the battle. Happy that they get Encounters back...and with Second Winds, they should have enough healing - but worried about the Thing if it gets out!!</p><p></p><p>One of the PCs contacts is a fellow constable, and he'll be with Saxby. I don't want to make this an easy convert...and then have the PCs immediately have 4 pretty strong allies...maybe they'll come as reinforcements. We'll see.</p></blockquote><p></p>
[QUOTE="al_fredo, post: 6355222, member: 81597"] We started the battle of the RHC HQ. I had the Ob kill squad enter the front door of RHC. The PCs could see above them they were on the ground floor. I place two knife-fighters coming in through the morgue area (My PC team is only 4, so want to be careful). I had a few implanters appear in the basement, and start going after the guards and prisoners. So combat started...they took care of the implanters, and my Cleric wanted to heal the guards...I said they didn't look like they were able to fight - the vertigo was too strong. Ok..they lay dying. Rock Rockus was able to shake it off...and he demanded release. They didn't acknowledge him. The kill squad comes down the stairs...and they do a pretty good job of not getting bottlenecked. Most PCs are right in the middle of the 5ft wide hallway. The nethermancer comes down, lays down his area attack...and that is bad news. The party was in a bad way at this point...DC21 escape is not a joke, and the cleric basically said to the group "Welp, I'll be here for awhile!". But our wizard laid some smack down, using three of his dailies (uh oh!!!) , and that turned the tide pretty quickly. They pinned and forced surrendered on the last knife guy...who said 2 more entered in the back of the building. The nethermancer's Burst 2 auto-hit for 9 dmg is brutal! Anyways...we got a late start, so that was it...we're in round 11 - but this was a great first taste of the battle. Happy that they get Encounters back...and with Second Winds, they should have enough healing - but worried about the Thing if it gets out!! One of the PCs contacts is a fellow constable, and he'll be with Saxby. I don't want to make this an easy convert...and then have the PCs immediately have 4 pretty strong allies...maybe they'll come as reinforcements. We'll see. [/QUOTE]
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