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[Zeitgeist] The daring adventures of Sec9
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<blockquote data-quote="mumford" data-source="post: 6061941" data-attributes="member: 29722"><p>Bungled Bluff check here.</p><p></p><p></p><p></p><p>The group shrugged off the planar shift pretty quickly. It was disappointing that nobody was dumped into a pit when they shifted, lucky day I suppose.</p><p></p><p></p><p></p><p>They were so close to poking the weapons I could taste it.</p><p></p><p></p><p></p><p>Lorenzo doesn’t speak, but we never really thought about this until now. We’re all used to his player being vocal about everything, so we never thought it was odd that he was able to convey this information to us. After this point we all started to urge Lorenzo to not talk, I’m not sure it’s been super effective yet, though there have been a few occasions that it would have helped if he could have spoken. I expect this will be much more interesting soon.</p><p></p><p></p><p></p><p>Erik has been reluctant to take charge of the group and let the majority decide to infiltrate the building. They took out the guards at the back, but they’re not stealthy so the guards in the front made their Perception check and investigated the noise. I was trying to figure out what I should do about this and figured I’ve give them a couple of turns before things started going crazy in the fort. They were able to take out most of the guards, but a couple of them ran off. With guards escaping, they took off running and I bumped the alert level of the base up to max so they’d have no breathing room at the light house.</p><p></p><p>I’ve got plans to push Erik a bit more so he steps up into the leadership role. I’m working on building a short adventure that’ll take place between The Dying Skyseer and Digging for Lies that will give the players an opportunity to focus on their characters a bit more. I’m trying to come up with some reason for the group to be in charge of another unit, or some scenario where they will have to lead another group of people. I want that situation to reward quick decisive leadership, rather than the slow plodding committee run decision making they’re going with right now.</p><p></p><p></p><p></p><p>The fight to take the lighthouse was pretty cool. Erik is a Battlerager Fighter, so he’s generally able to withstand tons of damage without trouble. Having the wizard blast him off and into the water was a good reminder that enemies can do more than just damage. He was out of the fight for several turns while he swam back and climbed back up to the light house. It did seem like some of the enemies were a bit weak, and they were dispatched fairly easily.</p><p></p><p>It was a pretty exciting adventure and the players kept me on my toes. Coming up with an encounter on the fly was fairly easy, and nobody suspected that I was just making things up. Up next would be the lighthouse defense challenge which would be an interesting change of pace.</p></blockquote><p></p>
[QUOTE="mumford, post: 6061941, member: 29722"] Bungled Bluff check here. The group shrugged off the planar shift pretty quickly. It was disappointing that nobody was dumped into a pit when they shifted, lucky day I suppose. They were so close to poking the weapons I could taste it. Lorenzo doesn’t speak, but we never really thought about this until now. We’re all used to his player being vocal about everything, so we never thought it was odd that he was able to convey this information to us. After this point we all started to urge Lorenzo to not talk, I’m not sure it’s been super effective yet, though there have been a few occasions that it would have helped if he could have spoken. I expect this will be much more interesting soon. Erik has been reluctant to take charge of the group and let the majority decide to infiltrate the building. They took out the guards at the back, but they’re not stealthy so the guards in the front made their Perception check and investigated the noise. I was trying to figure out what I should do about this and figured I’ve give them a couple of turns before things started going crazy in the fort. They were able to take out most of the guards, but a couple of them ran off. With guards escaping, they took off running and I bumped the alert level of the base up to max so they’d have no breathing room at the light house. I’ve got plans to push Erik a bit more so he steps up into the leadership role. I’m working on building a short adventure that’ll take place between The Dying Skyseer and Digging for Lies that will give the players an opportunity to focus on their characters a bit more. I’m trying to come up with some reason for the group to be in charge of another unit, or some scenario where they will have to lead another group of people. I want that situation to reward quick decisive leadership, rather than the slow plodding committee run decision making they’re going with right now. The fight to take the lighthouse was pretty cool. Erik is a Battlerager Fighter, so he’s generally able to withstand tons of damage without trouble. Having the wizard blast him off and into the water was a good reminder that enemies can do more than just damage. He was out of the fight for several turns while he swam back and climbed back up to the light house. It did seem like some of the enemies were a bit weak, and they were dispatched fairly easily. It was a pretty exciting adventure and the players kept me on my toes. Coming up with an encounter on the fly was fairly easy, and nobody suspected that I was just making things up. Up next would be the lighthouse defense challenge which would be an interesting change of pace. [/QUOTE]
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