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ZEITGEIST- Taking out Lorcan Kell
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<blockquote data-quote="Sound of Azure" data-source="post: 6019253" data-attributes="member: 40749"><p>Sure, no problem. This all happened a couple of months ago, so my recollection will not be perfect. The party threw nearly every resource they had toward the operation, which was great to see. </p><p></p><p> Firstly, the party requisitioned Valando's <em>Staff of Arson</em>, and called in a favour from some constabulary alchemists under the direction of Geoff Massarde and the party's alchemists. They'd be working overtime using the alchemy supplies they received from Massarde and from Heward Sechim toward making incendiary fire bombs, and less dangerous, but more flashy flash-fire bombs.</p><p></p><p> They also organised through Cippiano to buy off as many of the low level street thugs as possible. The party's sniper used some of his smuggler contacts to hire the services of Isolde, one of Kell's lieutenants I'd established during their previous encounter- as well as some of her crew for the night of the operation and two days after. This was in exchange for a season-long exclusive contract with the Flint constabulary's supply office for fusil parts. </p><p></p><p> Finally, they rallied their available allies - the Cloudwood Brigands and their druid allies, a small detachment of Nevard Sechim's ranger allies, a couple of dozen family bravuras, and a small mob of dockers (courtesy of Thames Grimsley).</p><p></p><p> The party organised for the Cloudwood brigands and Family to spend two days engaging in low-level attacks targeting Kell's gang members in the border regions of the Nettles, thus raising tension in the gang. Using the intelligence they'd gathered regarding Kell's escape method and likely destination, they would go to "warn" Kell of an impending attack by the Family, get Kell to retreat in his ironclad autocarraige, and try to force the carriage to a place of their choosing.</p><p></p><p> The attack and subterfuge went well (the players' dice for the operation set up skill challenge went really in their favour), since the druids, Gale and her operatives made great use of the <em>Staff of Arson</em>, in concert with their military-grade incendiaries meant the Theater of Scoundrels was in trouble.</p><p></p><p> The Monk and alchemist managed to tag along with Kell, his bodyguards and two of his lieutenants as they retreated through secret passages below the Theater to his waiting autocarraige down the road. The cleric had to fend for herself amid the chaos of the firefight in the burning building. She was eventually able to hide amongst the panicking floor staff that were evacuating through the back of the theater and rendezvoused with the assault team across the road, and the repaired carraige belonging to Renard Woodsman.</p><p></p><p> Bravuras lay in wait along several of the possible crossings across the Bosum Strand Canal. Between the bravuras' fusil fire and the alchemist's visually impressive, but mostly harmless incendiaries, Kell and his subordinates were kept tense enough for the carraige to go where they wanted. Upon seeing the mob of Dockers clashing with the Bosum Strand police department (blocking several streets), Kell made the autocarriage come to a halt and disarmbarked, preparing to weave through the alleys around the riot and toward the last of his escape routes.</p><p></p><p> It wasn't long before the net of Bravuras closed in (thanks to the party's good planning), and the monk and alchemist revealed their intention to bring Kell to justice. A fierce battle ensued, with Kell dealing bucketloads of damage in combination with the two deputies he brought with him. Back up in the form of the Cloudwood brigands (with the cleric and rogue) arrived 5 rounds into the combat, allowing the party to rally and finish Kell and one of the lieutenants. The remaining deputy managed to slip away across the rooftops. </p><p> </p><p> Their plan had gone well, but they'd lost half a dozen Family men, and used a lot of resources and favours. They'd also managed to barely use any 'official' methods, though they did confide in ACI Delft, who agreed to keep it under wraps. For the Dockers' sacrifice, The party then went home for a well-deserved rest.</p><p></p><p> I was quite proud of my players' ingenuity, though in hindsight I would have made Kell tougher and more brutal (I used stats for a level 7 Elite Brute), and introduced a few more complications along the way. The party couldn't really relax afterward though, since they now had clearance from ACI Delft to move on the MacBannin arrest. </p><p></p><p> The party owe a lot of people favours now, and it will be interesting the see the repercussions during <em>Digging for Lies</em>. In the conclusion to the adventure, the party's leader (the monk) met with Lady Inspectress Saxby to reveal her plan for Gale. </p><p></p><p> The party would publicly "arrest" Gale, and she would then go into "protective custody", becoming a resource in service to Risur. In reality, Gale would go free and into hiding. Remaining in custody would be a disguised (via a requisitioned Hat of Disguise) elf ally (in fact, an Unseen Court operative- this was not revealed to Saxby). Saxby could then satisfy the city leaders calling for Gale's arrest, it would satisfy the monk's Unseen Court allies (who wanted Gale's allegiance), and Gale could remain free, satisfying her as well. The monk is hoping to get Saxby as on side as Delft is, by appealing to what seems to be important to her (politics).</p><p></p><p> Whew, that was long!</p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 6019253, member: 40749"] Sure, no problem. This all happened a couple of months ago, so my recollection will not be perfect. The party threw nearly every resource they had toward the operation, which was great to see. Firstly, the party requisitioned Valando's [I]Staff of Arson[/I], and called in a favour from some constabulary alchemists under the direction of Geoff Massarde and the party's alchemists. They'd be working overtime using the alchemy supplies they received from Massarde and from Heward Sechim toward making incendiary fire bombs, and less dangerous, but more flashy flash-fire bombs. They also organised through Cippiano to buy off as many of the low level street thugs as possible. The party's sniper used some of his smuggler contacts to hire the services of Isolde, one of Kell's lieutenants I'd established during their previous encounter- as well as some of her crew for the night of the operation and two days after. This was in exchange for a season-long exclusive contract with the Flint constabulary's supply office for fusil parts. Finally, they rallied their available allies - the Cloudwood Brigands and their druid allies, a small detachment of Nevard Sechim's ranger allies, a couple of dozen family bravuras, and a small mob of dockers (courtesy of Thames Grimsley). The party organised for the Cloudwood brigands and Family to spend two days engaging in low-level attacks targeting Kell's gang members in the border regions of the Nettles, thus raising tension in the gang. Using the intelligence they'd gathered regarding Kell's escape method and likely destination, they would go to "warn" Kell of an impending attack by the Family, get Kell to retreat in his ironclad autocarraige, and try to force the carriage to a place of their choosing. The attack and subterfuge went well (the players' dice for the operation set up skill challenge went really in their favour), since the druids, Gale and her operatives made great use of the [I]Staff of Arson[/I], in concert with their military-grade incendiaries meant the Theater of Scoundrels was in trouble. The Monk and alchemist managed to tag along with Kell, his bodyguards and two of his lieutenants as they retreated through secret passages below the Theater to his waiting autocarraige down the road. The cleric had to fend for herself amid the chaos of the firefight in the burning building. She was eventually able to hide amongst the panicking floor staff that were evacuating through the back of the theater and rendezvoused with the assault team across the road, and the repaired carraige belonging to Renard Woodsman. Bravuras lay in wait along several of the possible crossings across the Bosum Strand Canal. Between the bravuras' fusil fire and the alchemist's visually impressive, but mostly harmless incendiaries, Kell and his subordinates were kept tense enough for the carraige to go where they wanted. Upon seeing the mob of Dockers clashing with the Bosum Strand police department (blocking several streets), Kell made the autocarriage come to a halt and disarmbarked, preparing to weave through the alleys around the riot and toward the last of his escape routes. It wasn't long before the net of Bravuras closed in (thanks to the party's good planning), and the monk and alchemist revealed their intention to bring Kell to justice. A fierce battle ensued, with Kell dealing bucketloads of damage in combination with the two deputies he brought with him. Back up in the form of the Cloudwood brigands (with the cleric and rogue) arrived 5 rounds into the combat, allowing the party to rally and finish Kell and one of the lieutenants. The remaining deputy managed to slip away across the rooftops. Their plan had gone well, but they'd lost half a dozen Family men, and used a lot of resources and favours. They'd also managed to barely use any 'official' methods, though they did confide in ACI Delft, who agreed to keep it under wraps. For the Dockers' sacrifice, The party then went home for a well-deserved rest. I was quite proud of my players' ingenuity, though in hindsight I would have made Kell tougher and more brutal (I used stats for a level 7 Elite Brute), and introduced a few more complications along the way. The party couldn't really relax afterward though, since they now had clearance from ACI Delft to move on the MacBannin arrest. The party owe a lot of people favours now, and it will be interesting the see the repercussions during [I]Digging for Lies[/I]. In the conclusion to the adventure, the party's leader (the monk) met with Lady Inspectress Saxby to reveal her plan for Gale. The party would publicly "arrest" Gale, and she would then go into "protective custody", becoming a resource in service to Risur. In reality, Gale would go free and into hiding. Remaining in custody would be a disguised (via a requisitioned Hat of Disguise) elf ally (in fact, an Unseen Court operative- this was not revealed to Saxby). Saxby could then satisfy the city leaders calling for Gale's arrest, it would satisfy the monk's Unseen Court allies (who wanted Gale's allegiance), and Gale could remain free, satisfying her as well. The monk is hoping to get Saxby as on side as Delft is, by appealing to what seems to be important to her (politics). Whew, that was long! [/QUOTE]
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