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<blockquote data-quote="Fuzzybear" data-source="post: 8807697" data-attributes="member: 6917259"><p><h3>Episode 9 - Snatch and Scourge</h3><p>Sorry that it has been a few weeks. I normally listen to our episodes while mowing and I just haven't had to do as much of that recently. I'll have to figure out another time to listen since that very soon won't be a task and I'm already another episode behind.</p><p></p><p>This episodes featured a bit of player frustration actually, though I don't know that is necessarily a bad thing. The players spent a lot of time on the side chatting about what they were going to do with Haddin, specifically whether they were going to kill him, leave without him, or try to take him with. In the end, the decision was made to try to just take Crystin if possible... at least until night fell and Winry with Rayland decided to take things into their own hands.</p><p></p><p>Normally I try to discourage players from acting independent from the group's decisions, but every now and then it can be fine. I don't like to create animosity that can quickly fester towards the sneakier members of the group if they consistently disobey group direction, but as long as it is infrequent and everyone knows it is in the name of fun, I won't stop it. In this case, both of them had some ideas about knocking Crystin out and carrying her away in the night, abandoning Haddin. </p><p></p><p>I felt a little bad because of how efficiently they did this - infiltrating the manor house, locating the correct room, knocking her out swiftly, and extracting her through the window - but I knew that their efforts were mostly a way for me to figure out how the coming battle would play out. I was not going to skip the battle as I think it is very necessary to keep the knowledge in their heads that they are being hunted and Ragesia's arm is long. It also is the first encounter with an Inquisitor, so seeing him up close was important. In particular, this frustrated Rayland as it felt like no matter how well things went, it wasn't going to matter. I would say it did matter as it got them a jump and options they may not have had previously. I will also say, as I did to them afterwards, it was always an option to just ignore the Scourge and head into the forest, abandoning Haddin to his fate instead. </p><p></p><p>Instead, the party fought tooth and nail against the Inquisitior (and especially Smiley) in an effort to keep anything they could from Ragesia's grasp. I will say that I really thought it was funny how the goblin rogue walked right into them. I did roll for their stealth and happened to roll a 1. So I had a really sheepish looking goblin freeze as they all swung around to stare right at him after stepping on a stick. The Inquisitor bellows, Haddin scrambles away nearly dead instantly from the skeletons inside (since they got the full jump, they had the door ready to go before anyone was noticed) and falls out the window towards the party. I did like that he tried to Command Bryn as well just to rub it in to the player's a bit that he's a jerk who will use anything and anyone he can to save his own skin.</p><p></p><p>They were very worried about how they were going to spin events to the Ja-Laffa's, but I thought their story was actually very reasonable. As far as Haddin knew, the Scourge arrived and nearly killed him. Crystin saw nothing, so it is very reasonable that was also party of Ragesian ploy. I wasn't going to have that be a sticking point unless they really flubbed things. I also really enjoyed the scrambled aspect of the fight. While my group has very little problems with dark-vision, the limited points of view did provide differences in opinions as the party split up a bit. Rayland went guerilla fighting in the home, which was really nice, while Winry and Myetharia tried to hold the line against Smiley. He carved them up (he's a killing machine at that level), but the party responded just well enough to outlast the Inquisitor and force them away. A roll here or there, Smiley surviving for one more turn or Bryn not stabilizing Haddin, could have seen the outcome changed dramatically.</p><p></p><p>As it was, they now have to collect themselves, bloody and downed, before deciding what their new course of action will be regarding the pain in the neck Haddin and his poor daughter.</p><p></p><p>Next time, into the inferno!</p><p></p><h4>Post-adventure thoughts:</h4><p>As this was the end of the first adventure (effectively, though there's some clean-up in the next session regarding the Ja-Laffas) I thought that I would give my overall thoughts a moment before moving on.</p><p></p><p>I really enjoyed this adventure as an opener. I will admit while reading it through initially that I was worried about the lull between the first night and the ending, but I think it played out better than it read for me. Parts 3 and 4 felt bare in the book, but playing them out was required to really appreciate that the breather was needed and allowed the characters a moment to settle in and find their footing in the world before it is pulled away. There were a number of times so far where the players have had to learn lessons; first with Shealis and now here in this last session as well. Sometimes, discretion is the better play, and be ready to pay to choose the goodie path. Coming from the previous campaign we played, which was much more black and white, 4e dungeon crawling, these were excellent lessons and a proper start to the campaign. They learned their lessons well in my opinion and we have been really enjoying our time.</p><p></p><p>Hopefully you've enjoyed listening to our first arc as we head into the fire forest and beyond. Let me know if you have any thoughts as well for us!</p></blockquote><p></p>
[QUOTE="Fuzzybear, post: 8807697, member: 6917259"] [HEADING=2]Episode 9 - Snatch and Scourge[/HEADING] Sorry that it has been a few weeks. I normally listen to our episodes while mowing and I just haven't had to do as much of that recently. I'll have to figure out another time to listen since that very soon won't be a task and I'm already another episode behind. This episodes featured a bit of player frustration actually, though I don't know that is necessarily a bad thing. The players spent a lot of time on the side chatting about what they were going to do with Haddin, specifically whether they were going to kill him, leave without him, or try to take him with. In the end, the decision was made to try to just take Crystin if possible... at least until night fell and Winry with Rayland decided to take things into their own hands. Normally I try to discourage players from acting independent from the group's decisions, but every now and then it can be fine. I don't like to create animosity that can quickly fester towards the sneakier members of the group if they consistently disobey group direction, but as long as it is infrequent and everyone knows it is in the name of fun, I won't stop it. In this case, both of them had some ideas about knocking Crystin out and carrying her away in the night, abandoning Haddin. I felt a little bad because of how efficiently they did this - infiltrating the manor house, locating the correct room, knocking her out swiftly, and extracting her through the window - but I knew that their efforts were mostly a way for me to figure out how the coming battle would play out. I was not going to skip the battle as I think it is very necessary to keep the knowledge in their heads that they are being hunted and Ragesia's arm is long. It also is the first encounter with an Inquisitor, so seeing him up close was important. In particular, this frustrated Rayland as it felt like no matter how well things went, it wasn't going to matter. I would say it did matter as it got them a jump and options they may not have had previously. I will also say, as I did to them afterwards, it was always an option to just ignore the Scourge and head into the forest, abandoning Haddin to his fate instead. Instead, the party fought tooth and nail against the Inquisitior (and especially Smiley) in an effort to keep anything they could from Ragesia's grasp. I will say that I really thought it was funny how the goblin rogue walked right into them. I did roll for their stealth and happened to roll a 1. So I had a really sheepish looking goblin freeze as they all swung around to stare right at him after stepping on a stick. The Inquisitor bellows, Haddin scrambles away nearly dead instantly from the skeletons inside (since they got the full jump, they had the door ready to go before anyone was noticed) and falls out the window towards the party. I did like that he tried to Command Bryn as well just to rub it in to the player's a bit that he's a jerk who will use anything and anyone he can to save his own skin. They were very worried about how they were going to spin events to the Ja-Laffa's, but I thought their story was actually very reasonable. As far as Haddin knew, the Scourge arrived and nearly killed him. Crystin saw nothing, so it is very reasonable that was also party of Ragesian ploy. I wasn't going to have that be a sticking point unless they really flubbed things. I also really enjoyed the scrambled aspect of the fight. While my group has very little problems with dark-vision, the limited points of view did provide differences in opinions as the party split up a bit. Rayland went guerilla fighting in the home, which was really nice, while Winry and Myetharia tried to hold the line against Smiley. He carved them up (he's a killing machine at that level), but the party responded just well enough to outlast the Inquisitor and force them away. A roll here or there, Smiley surviving for one more turn or Bryn not stabilizing Haddin, could have seen the outcome changed dramatically. As it was, they now have to collect themselves, bloody and downed, before deciding what their new course of action will be regarding the pain in the neck Haddin and his poor daughter. Next time, into the inferno! [HEADING=3]Post-adventure thoughts:[/HEADING] As this was the end of the first adventure (effectively, though there's some clean-up in the next session regarding the Ja-Laffas) I thought that I would give my overall thoughts a moment before moving on. I really enjoyed this adventure as an opener. I will admit while reading it through initially that I was worried about the lull between the first night and the ending, but I think it played out better than it read for me. Parts 3 and 4 felt bare in the book, but playing them out was required to really appreciate that the breather was needed and allowed the characters a moment to settle in and find their footing in the world before it is pulled away. There were a number of times so far where the players have had to learn lessons; first with Shealis and now here in this last session as well. Sometimes, discretion is the better play, and be ready to pay to choose the goodie path. Coming from the previous campaign we played, which was much more black and white, 4e dungeon crawling, these were excellent lessons and a proper start to the campaign. They learned their lessons well in my opinion and we have been really enjoying our time. Hopefully you've enjoyed listening to our first arc as we head into the fire forest and beyond. Let me know if you have any thoughts as well for us! [/QUOTE]
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