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What is a Social challenge, anyways?
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<blockquote data-quote="GMforPowergamers" data-source="post: 8952005" data-attributes="member: 67338"><p>to put this in perspective the 1st game of my spelljammer campaign (this week) had 0 fights...</p><p></p><p>Campaign Hook: they are smugglers with a small nonspelljame capable under a ton 'puddle jumper' saving up to get a bigger ship.</p><p></p><p>they start by walking into a den of thevies... I introduce another smuggler (with a real spell jammer) an assassin and a mercenary as main NPCs and describe 3 other NPCs but they don't know or interact with them (all of them have basic backgrounds and hooks)</p><p>They talk to both the smuggler and the merc and try to figure out what each is hiding... the other smuggler is masking a fear that one of them picks up on, but they don't know why,</p><p>The merc they can't read.</p><p>They go to the assassin who they talk into giving them a lead on a job.</p><p>the job is to take big vials (about the size of 2 milk jugs on top of each other) of hallucinogenic gas to a nearby moon and get it past customs. </p><p>They then go to pick up the cargo, and negotiate pay.</p><p>they then got to teh dock where there ship is and run into a group of goblins with some kind of pot/cauldrens of tar... instead of interacting with them they ask the guy who runs the docs and bribe him for info... the goblins have 3 ships like the PCs (Goblin BLade) and that tar is one of many modifications they made to there puddle jumper...</p><p>THey load up and spend 10 days going to the moon... we use this time tio BS more or less out of character but explaining what each other know about the others to simulate all tallking for days.</p><p></p><p>They get to the moon and need to talk fast to get past an inspection... during that they learn that there is a major food shortage, since pirates are sacking lots of deliveries... and the king of the moon is putting together a fleet to go pirate hunting... and that tells the PCs both what the merc and the other smuggler where hiding, they must have already known both about the pirates and the new fleet.</p><p>they get pasted thse customs agents and head into the capitol of the moon... looking for there delivery contact, when teh autognome PC is stopped by racists cops that don't like constructs... they need to be careful and talk through this. However they find out that there is a warforged/autognome terrorist cell in the area...</p><p>they get to the spot and it is an old orphanage but with few kids... the woman that runs it takes the gas and gives it to two warforged who take it under into the basement... then pays the PCs half in gold half in platinum and now they are worried they are supply Ras Al Gul fear toxin... but they can't get any ill intent form her at all. In fact she hires them to play delivery/messenger to bring a scroll sealed to the place they came from and give it to a bartender she knows...</p><p></p><p>They leave make up a cover for why they were there and head back to the asteroid they were on to start...</p><p></p><p>8 encounters all social... technically 2 exploration i skipped here as well..</p><p></p><p>10 encounter and not quite enough xp to level but real close (we started at 4th level)</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8952005, member: 67338"] to put this in perspective the 1st game of my spelljammer campaign (this week) had 0 fights... Campaign Hook: they are smugglers with a small nonspelljame capable under a ton 'puddle jumper' saving up to get a bigger ship. they start by walking into a den of thevies... I introduce another smuggler (with a real spell jammer) an assassin and a mercenary as main NPCs and describe 3 other NPCs but they don't know or interact with them (all of them have basic backgrounds and hooks) They talk to both the smuggler and the merc and try to figure out what each is hiding... the other smuggler is masking a fear that one of them picks up on, but they don't know why, The merc they can't read. They go to the assassin who they talk into giving them a lead on a job. the job is to take big vials (about the size of 2 milk jugs on top of each other) of hallucinogenic gas to a nearby moon and get it past customs. They then go to pick up the cargo, and negotiate pay. they then got to teh dock where there ship is and run into a group of goblins with some kind of pot/cauldrens of tar... instead of interacting with them they ask the guy who runs the docs and bribe him for info... the goblins have 3 ships like the PCs (Goblin BLade) and that tar is one of many modifications they made to there puddle jumper... THey load up and spend 10 days going to the moon... we use this time tio BS more or less out of character but explaining what each other know about the others to simulate all tallking for days. They get to the moon and need to talk fast to get past an inspection... during that they learn that there is a major food shortage, since pirates are sacking lots of deliveries... and the king of the moon is putting together a fleet to go pirate hunting... and that tells the PCs both what the merc and the other smuggler where hiding, they must have already known both about the pirates and the new fleet. they get pasted thse customs agents and head into the capitol of the moon... looking for there delivery contact, when teh autognome PC is stopped by racists cops that don't like constructs... they need to be careful and talk through this. However they find out that there is a warforged/autognome terrorist cell in the area... they get to the spot and it is an old orphanage but with few kids... the woman that runs it takes the gas and gives it to two warforged who take it under into the basement... then pays the PCs half in gold half in platinum and now they are worried they are supply Ras Al Gul fear toxin... but they can't get any ill intent form her at all. In fact she hires them to play delivery/messenger to bring a scroll sealed to the place they came from and give it to a bartender she knows... They leave make up a cover for why they were there and head back to the asteroid they were on to start... 8 encounters all social... technically 2 exploration i skipped here as well.. 10 encounter and not quite enough xp to level but real close (we started at 4th level) [/QUOTE]
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