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Fuzzybear's Burning Sky
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<blockquote data-quote="Fuzzybear" data-source="post: 8708460" data-attributes="member: 6917259"><p><h3>Episode 2 - Deception in the Depository</h3><p>The flight to the depository tower was really fun. I wanted to keep it high energy and feel a bit frantic, so I tried not to allow them much time to breathe as events were occurring fast and furious. I think they really landed well, even the wyvern was noticed due to the extended dark vision from the shadow cleric Bryn. All of the players agreed afterwards that it was scary, some of the details were terrifying, and they were feeling the panic of the city as they went. I did something of a mix between the narrated journey and individual events, trying to make them really quick hitting.</p><p></p><p>I gave out a few names to NPCs because I knew my players would search for them and want to hear them. It also helps to be able to bring them back up again in the future when we return to Gate Pass! I can see the wounded that Bryn stopped to heal as well as the woman saved from the burning building both making a comeback then.</p><p></p><p>I mentioned this in another thread but I totally forgot to bring back Kiki the giant weasel. The party was interested initially, though not enough to stay around, and I completely forgot to bring it back up at the safe house! This was a sad miss for me because I thought it was really funny.</p><p></p><p>At the tower I had probably the biggest change to the adventure as written - I had to rename Rivereye Badgerface. We use WorldAnvil for our world building and note taking and I made the mistake of posting a page for Rivereye before the first session. I made it private, but the way that our pages were set up then, everyone could see the secrets that I wrote. Oops. So, I hastily changed the name (Funzbar Biteknee) and made the best of it. In the moment, none of them realized it was the same character as they had already forgotten the majority of what it said weeks later, but I wonder if it helped Jack pierce the veil quicker or not.</p><p></p><p>Regardless, Jack (though really everyone) was the quickest to notice that Funzbar called the party the wrong names and seemed to not understand what was going on well enough, and while he wasn't quite right in how it was being done, he was right enough to set off the panic from Lairon and begin the escape portion. We play on Roll20 and the dynamic lighting for this section was both great and awful. It worked really well for keeping people isolated and in the dark of what was going on, but it led to me having to repeat instructions and directions multiple times in the combat. It was still really memorable and again had very little threat to the party, which is a bonus for the first couple of sessions of a new game.</p><p></p><p>One of my players, Rayland, has a real love for improvisation at the table. As such, he wanted to play a thief that was constantly looking to grab things from people. This is one of my favorite things for this adventure path so far - I don't have to come up with random stuff! All the major players have inventories that can be looked at and taken. It really feels rewarding for him to be able to deny spell casters some of their spells, nick a potion from Lairon in this event, or something similar without me having to feel overwhelmed all the time trying to make it interesting. Kudos there for sure.</p><p></p><p>In the end, Lairon escaped with his potion of fly, Rayland having stolen the spider climb one instead, so the chase continues into the streets and towards the school. Overall, I enjoyed this episode a lot and I think it does a great job of setting the tone for the opening of the campaign.</p><p></p><p>Next episode, some fiery butt kicking.</p></blockquote><p></p>
[QUOTE="Fuzzybear, post: 8708460, member: 6917259"] [HEADING=2]Episode 2 - Deception in the Depository[/HEADING] The flight to the depository tower was really fun. I wanted to keep it high energy and feel a bit frantic, so I tried not to allow them much time to breathe as events were occurring fast and furious. I think they really landed well, even the wyvern was noticed due to the extended dark vision from the shadow cleric Bryn. All of the players agreed afterwards that it was scary, some of the details were terrifying, and they were feeling the panic of the city as they went. I did something of a mix between the narrated journey and individual events, trying to make them really quick hitting. I gave out a few names to NPCs because I knew my players would search for them and want to hear them. It also helps to be able to bring them back up again in the future when we return to Gate Pass! I can see the wounded that Bryn stopped to heal as well as the woman saved from the burning building both making a comeback then. I mentioned this in another thread but I totally forgot to bring back Kiki the giant weasel. The party was interested initially, though not enough to stay around, and I completely forgot to bring it back up at the safe house! This was a sad miss for me because I thought it was really funny. At the tower I had probably the biggest change to the adventure as written - I had to rename Rivereye Badgerface. We use WorldAnvil for our world building and note taking and I made the mistake of posting a page for Rivereye before the first session. I made it private, but the way that our pages were set up then, everyone could see the secrets that I wrote. Oops. So, I hastily changed the name (Funzbar Biteknee) and made the best of it. In the moment, none of them realized it was the same character as they had already forgotten the majority of what it said weeks later, but I wonder if it helped Jack pierce the veil quicker or not. Regardless, Jack (though really everyone) was the quickest to notice that Funzbar called the party the wrong names and seemed to not understand what was going on well enough, and while he wasn't quite right in how it was being done, he was right enough to set off the panic from Lairon and begin the escape portion. We play on Roll20 and the dynamic lighting for this section was both great and awful. It worked really well for keeping people isolated and in the dark of what was going on, but it led to me having to repeat instructions and directions multiple times in the combat. It was still really memorable and again had very little threat to the party, which is a bonus for the first couple of sessions of a new game. One of my players, Rayland, has a real love for improvisation at the table. As such, he wanted to play a thief that was constantly looking to grab things from people. This is one of my favorite things for this adventure path so far - I don't have to come up with random stuff! All the major players have inventories that can be looked at and taken. It really feels rewarding for him to be able to deny spell casters some of their spells, nick a potion from Lairon in this event, or something similar without me having to feel overwhelmed all the time trying to make it interesting. Kudos there for sure. In the end, Lairon escaped with his potion of fly, Rayland having stolen the spider climb one instead, so the chase continues into the streets and towards the school. Overall, I enjoyed this episode a lot and I think it does a great job of setting the tone for the opening of the campaign. Next episode, some fiery butt kicking. [/QUOTE]
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