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ZEITGEIST- Taking out Lorcan Kell
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<blockquote data-quote="Sound of Azure" data-source="post: 5860600" data-attributes="member: 40749"><p>I've been impressed by my groups good sense of when to fight and when to work with others, even in when dealing with people the law of the land disagrees with. After an action-packed night, my group's loyal constables are now calling in all the favours they've earned to try and take out Lorcan Kell. </p><p></p><p> They met him at the start of the session, managing to get him at least partly on side by not visibly objecting to his "entertainment" (I altered the entertainment to to "prize fighters" taking turns beating a Nettles resident for protection money). This especially annoyed the party's cleric.</p><p></p><p> The party's team leader, an elf vakeshi monk fought a prize fight against the two brawlers in exchange for information on Dr Recklinghausen, as well as some art objects given to the party to win him over by Renard Woodsman, from the <em>Fog of War </em>encounter. </p><p></p><p> Kell, of course, betrayed them to the Ob when they came knocking, the party just picking that up from one of Quital's off-hand remarks in the <em>Weight of Crumbling Stone</em> encounter.</p><p></p><p> Having got on the good side of Gale, Morgan Cippiano, and the remnants of the the Cloudwood and Nettles brigands, the party wants to use their allies to assault Kell's theatre with firebombs, druids to help the fire along, and fusil fire from the brigands.</p><p></p><p> The party will be inside meeting with Kell again, having promised to return after going to the Nettles Church, warning of an impending attack. They plan to force Kell into his armoured carraige with them and a couple of his bodyguards on board, drawing him away from the bulk of his men (who are concentrating on repelling the attack). Family Bravuras will be lying in wait further along the nettles roads and funnel the carriage to a set location in Parity lake, where the party can take Kell out and some of his top men.</p><p></p><p> The hope is that Morgan Cippiano will bring a more stable presence to the townward part of the Nettles, and the druids will ensure the hill side and forested parts will get the quiet they wish and have as little to do with town as possible.</p><p></p><p> I want to make these scenes as exciting as possible, and reward the party for their planning and thoughtful approach. Should I create some sort of chase scene, or just narrate the parts in between the initial attack and the big fight at the end? Does anyone have any ideas on how to complicate things, or help bring out the team's tactics? I'm also interested in people's ideas on framing each encounter. Is this even feasible? </p><p></p><p> As an added note, the party has only just rescued Dr Recklinghausen, and is under Gale's protection. Quital knows the party got away with him.</p><p></p><p> The party consists of:</p><p>Elf Vakeshi mystic Monk (Jaded, tough team leader)</p><p>Human Spirit Medium pacifist cleric (Idealist, but getting more cynical by the day)</p><p>Half-Orc Hybrid Artificer/Barbarian, alchemist theme (worried about how dangerous his job is getting lately, and implications of witchoil)</p><p>Elf Gunsmith Rogue (Quiet sniper type, loves conflict)</p><p></p><p>Yep, a Striker/Leader party. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Thanks in advance.</p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 5860600, member: 40749"] I've been impressed by my groups good sense of when to fight and when to work with others, even in when dealing with people the law of the land disagrees with. After an action-packed night, my group's loyal constables are now calling in all the favours they've earned to try and take out Lorcan Kell. They met him at the start of the session, managing to get him at least partly on side by not visibly objecting to his "entertainment" (I altered the entertainment to to "prize fighters" taking turns beating a Nettles resident for protection money). This especially annoyed the party's cleric. The party's team leader, an elf vakeshi monk fought a prize fight against the two brawlers in exchange for information on Dr Recklinghausen, as well as some art objects given to the party to win him over by Renard Woodsman, from the [I]Fog of War [/I]encounter. Kell, of course, betrayed them to the Ob when they came knocking, the party just picking that up from one of Quital's off-hand remarks in the [I]Weight of Crumbling Stone[/I] encounter. Having got on the good side of Gale, Morgan Cippiano, and the remnants of the the Cloudwood and Nettles brigands, the party wants to use their allies to assault Kell's theatre with firebombs, druids to help the fire along, and fusil fire from the brigands. The party will be inside meeting with Kell again, having promised to return after going to the Nettles Church, warning of an impending attack. They plan to force Kell into his armoured carraige with them and a couple of his bodyguards on board, drawing him away from the bulk of his men (who are concentrating on repelling the attack). Family Bravuras will be lying in wait further along the nettles roads and funnel the carriage to a set location in Parity lake, where the party can take Kell out and some of his top men. The hope is that Morgan Cippiano will bring a more stable presence to the townward part of the Nettles, and the druids will ensure the hill side and forested parts will get the quiet they wish and have as little to do with town as possible. I want to make these scenes as exciting as possible, and reward the party for their planning and thoughtful approach. Should I create some sort of chase scene, or just narrate the parts in between the initial attack and the big fight at the end? Does anyone have any ideas on how to complicate things, or help bring out the team's tactics? I'm also interested in people's ideas on framing each encounter. Is this even feasible? As an added note, the party has only just rescued Dr Recklinghausen, and is under Gale's protection. Quital knows the party got away with him. The party consists of: Elf Vakeshi mystic Monk (Jaded, tough team leader) Human Spirit Medium pacifist cleric (Idealist, but getting more cynical by the day) Half-Orc Hybrid Artificer/Barbarian, alchemist theme (worried about how dangerous his job is getting lately, and implications of witchoil) Elf Gunsmith Rogue (Quiet sniper type, loves conflict) Yep, a Striker/Leader party. :) Thanks in advance. [/QUOTE]
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