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<blockquote data-quote="Fuzzybear" data-source="post: 8734125" data-attributes="member: 6917259"><p><h3>Episode 5 - Leaving Town</h3><p>While the title was a bit presumptuous, the party set the ground work for leaving town in this episode. A fair amount of this episode is devoted to following up on backstory characters and items. It was actually quite useful for me though as it allowed me to sprinkle in the various options for escaping Gate Pass without having them feel forced. </p><p></p><p>Jack's backstory was with Eralore Hall, which we built up to be a more Hogwarts-style secret academy for mages less blaster inclined. We gave it a front of a bar with illusory patrons that would actually serve patrons if they came in. Behind the bar was a staircase that leads down into the true academy. While we didn't get much into the rest of the academy due to not needing to, we did get to meet a more with it Gratanus Helicomb. I tried to model him a bit more after Dumbledore than perhaps the text would have been inclined towards, so he was secretive and a bit strange, but also strangely gregarious and likeable. While he seemed to have a lot of strings to pull and knowledge you wouldn't expect, you felt almost as though you could trust him anyway. </p><p></p><p>We also got a bit of a glimpse into Myetharia's pre-game session with Krach and Petra. This fleshed out the One-To-Go Tavern as a bit less seedy, still rundown though, and more as a haven for the Resistance and Thieves' Guild. Krach was Myetharia's contact, Petra a co-worker, so there was some pre-existing trust there. They were able to discuss options, going to the mage guilds for distraction or charm help, making a stealth escape attempt, or talking to a councilmember for help. In the end, the group chose Councilman Menash, perhaps because I found him fun, but also because it felt the least committed to start.</p><p></p><p>Meeting with Menash and Helicomb briefly, we got to have some fun showing off some ridiculous wares. Winry loves this sort of knick-knack, both the player and the character, so I didn't have much doubt that it would land with the players. I struggled a bit in the moment to come up with more ideas than the 3 or 4 that I had pre-written, a bit of a disappointment to not have more variety, but I think they enjoyed the mix of technically useful but crazy that his goods were. Beyond that, Winry got her paws on a thieves' tool kit that she so desperately wanted after attempting to break into the lockers in the Depository tower.</p><p></p><p>Leaving with a couple of letters to meet with Captain Herreman, the group finds themselves being followed. While they tried to get away, I really wanted to have the encounter happen and Rantle to be introduced here. Rayland gave it a solid effort to elude pursuit (humorously this just happened again live some 40 episodes later), but the group was drawn into combat.</p><p></p><p>Next session, a back alley brawl!</p></blockquote><p></p>
[QUOTE="Fuzzybear, post: 8734125, member: 6917259"] [HEADING=2]Episode 5 - Leaving Town[/HEADING] While the title was a bit presumptuous, the party set the ground work for leaving town in this episode. A fair amount of this episode is devoted to following up on backstory characters and items. It was actually quite useful for me though as it allowed me to sprinkle in the various options for escaping Gate Pass without having them feel forced. Jack's backstory was with Eralore Hall, which we built up to be a more Hogwarts-style secret academy for mages less blaster inclined. We gave it a front of a bar with illusory patrons that would actually serve patrons if they came in. Behind the bar was a staircase that leads down into the true academy. While we didn't get much into the rest of the academy due to not needing to, we did get to meet a more with it Gratanus Helicomb. I tried to model him a bit more after Dumbledore than perhaps the text would have been inclined towards, so he was secretive and a bit strange, but also strangely gregarious and likeable. While he seemed to have a lot of strings to pull and knowledge you wouldn't expect, you felt almost as though you could trust him anyway. We also got a bit of a glimpse into Myetharia's pre-game session with Krach and Petra. This fleshed out the One-To-Go Tavern as a bit less seedy, still rundown though, and more as a haven for the Resistance and Thieves' Guild. Krach was Myetharia's contact, Petra a co-worker, so there was some pre-existing trust there. They were able to discuss options, going to the mage guilds for distraction or charm help, making a stealth escape attempt, or talking to a councilmember for help. In the end, the group chose Councilman Menash, perhaps because I found him fun, but also because it felt the least committed to start. Meeting with Menash and Helicomb briefly, we got to have some fun showing off some ridiculous wares. Winry loves this sort of knick-knack, both the player and the character, so I didn't have much doubt that it would land with the players. I struggled a bit in the moment to come up with more ideas than the 3 or 4 that I had pre-written, a bit of a disappointment to not have more variety, but I think they enjoyed the mix of technically useful but crazy that his goods were. Beyond that, Winry got her paws on a thieves' tool kit that she so desperately wanted after attempting to break into the lockers in the Depository tower. Leaving with a couple of letters to meet with Captain Herreman, the group finds themselves being followed. While they tried to get away, I really wanted to have the encounter happen and Rantle to be introduced here. Rayland gave it a solid effort to elude pursuit (humorously this just happened again live some 40 episodes later), but the group was drawn into combat. Next session, a back alley brawl! [/QUOTE]
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