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Campaign Diary: Converting "The Enemy Within" to 5E
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<blockquote data-quote="Urriak Uruk" data-source="post: 8510450" data-attributes="member: 7015558"><p>All right, with session 2 under my belt, let's go through with the recap!</p><p></p><ul> <li data-xf-list-type="ul">The road wardens promptly showed up now that the mutants were defeated. Knud had fled, so I'll bring him back in the next mutant encounter (a long way off). The party easily concealed the inheritance letter they found from the watch, although the module makes that very easy (the wardens don't care even if they notice the resemblance, which they didn't).</li> <li data-xf-list-type="ul">Essentially fast-tracked to Altdorf, as the party weren't interested in anything in the next inn. The pickpocket successfully swipes gold from the richest party member (who when she later realizes, stuffs her gems into her bra, good solution).</li> <li data-xf-list-type="ul">Josef shows up, I had him know our skaven (again, Josef thinks he's a dumb mutant). Everyone heads to the bar.</li> <li data-xf-list-type="ul">Here I had our cultists introduce themselves with their signals; when our fake "Kastelle Lieberung" tried to walk over, they fled the bar.</li> <li data-xf-list-type="ul">Then, our snotty nobles show up. They kick off the bar fight, where Max picks fights with the party. The party wisely did not mess with the nobles and their bodyguards; this is also hilariously when one party member realizes she's missing her coin purse, so she decides to call for the watch.</li> <li data-xf-list-type="ul">By the end of the fight, the nobles had left (convinced by their guards, who had been convinced by the party, that this wasn't safe and they should leave), Max was knocked out (though he had knocked down a couple PCs himself, if only briefly), and the watch cleaned it up. One party member pretends to be a noble, so the watch was very helpful, though they can't retrieve the lost coin purse.</li> <li data-xf-list-type="ul">Finally, on the walk to Josef's boat, the cultists try to follow them; but when the PCs try to talk to them, they are both killed by a hidden crossbowmen. No one was able to see the assassin (as the module wants) though the skaven was smart enough to do a thorough enough check to find the Purple Hand tattoo (no one knows what this sign means).</li> </ul><p></p><p>A very fun session over all! I don't think anyone, despite being long D&D players, had actually done a bar fight before, so they all loved it. This session requires a lot of notes, as a lot of things happen all at once; the pickpocket, then Josef, then the cultists, then the nobles/Max, then the cultists again... it's a lot to keep track of, so make a checklist beforehand. Other than that, used bandit captain for Max, thugs for the guards, nobles for the nobles, commoners for the cultists (they're meant to die!).</p></blockquote><p></p>
[QUOTE="Urriak Uruk, post: 8510450, member: 7015558"] All right, with session 2 under my belt, let's go through with the recap! [LIST] [*]The road wardens promptly showed up now that the mutants were defeated. Knud had fled, so I'll bring him back in the next mutant encounter (a long way off). The party easily concealed the inheritance letter they found from the watch, although the module makes that very easy (the wardens don't care even if they notice the resemblance, which they didn't). [*]Essentially fast-tracked to Altdorf, as the party weren't interested in anything in the next inn. The pickpocket successfully swipes gold from the richest party member (who when she later realizes, stuffs her gems into her bra, good solution). [*]Josef shows up, I had him know our skaven (again, Josef thinks he's a dumb mutant). Everyone heads to the bar. [*]Here I had our cultists introduce themselves with their signals; when our fake "Kastelle Lieberung" tried to walk over, they fled the bar. [*]Then, our snotty nobles show up. They kick off the bar fight, where Max picks fights with the party. The party wisely did not mess with the nobles and their bodyguards; this is also hilariously when one party member realizes she's missing her coin purse, so she decides to call for the watch. [*]By the end of the fight, the nobles had left (convinced by their guards, who had been convinced by the party, that this wasn't safe and they should leave), Max was knocked out (though he had knocked down a couple PCs himself, if only briefly), and the watch cleaned it up. One party member pretends to be a noble, so the watch was very helpful, though they can't retrieve the lost coin purse. [*]Finally, on the walk to Josef's boat, the cultists try to follow them; but when the PCs try to talk to them, they are both killed by a hidden crossbowmen. No one was able to see the assassin (as the module wants) though the skaven was smart enough to do a thorough enough check to find the Purple Hand tattoo (no one knows what this sign means). [/LIST] A very fun session over all! I don't think anyone, despite being long D&D players, had actually done a bar fight before, so they all loved it. This session requires a lot of notes, as a lot of things happen all at once; the pickpocket, then Josef, then the cultists, then the nobles/Max, then the cultists again... it's a lot to keep track of, so make a checklist beforehand. Other than that, used bandit captain for Max, thugs for the guards, nobles for the nobles, commoners for the cultists (they're meant to die!). [/QUOTE]
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