on Thu 18 of Apr., 2013 13:26 BST, by Adam
posts: 137
Session 2: Featuring the skull of a triceratops, a cavern-based ambush, and some muskets.
The air in the cavern is acrid from the musket fire, and you can almost taste the sulphur. Your ears are still ringing a little from the shots and the echoes, but as the smoke continues to dissipate, you can see that the Inquisitor's 'Defenders of the Faith' are dead, injured, or fled. You hold the field, though a couple of brutes and the so-called research assistant have fled down the side passageways. The Knight Inquisitor herself took no active part in the combat and appears to be long gone, and a few others of the surviving host have fled back into the canyon. You have an unconscious henchman (the crossbowman, and most likely a number of brutes too) on the field of battle. There is no sign of Professor Rios or his family, but you've not had time to explore fully - or at all.
We'll restart from that point next time, flesh wounds and dramatic wounds still very much in place. We'll drop out of combat rounds (for now) but you might want to think about who will do what next.
I thought our heroes did really well this session. Your caution/paranoia/bravery in splitting the party and leaving two people near the cave entrance made things easier, and could have paid off further with better wits rolls to hear the ambush being set, and perhaps springing a surprise of your own. It also felt to me as if you're all starting to inhabit and own your characters, which is excellent, and I thought good use was made of your respective special skills. Happy to discuss or explain those further next time if that's helpful. You all also seem to be picking up the system (or my version of it) pretty quickly, which makes my job a lot easier.
7th sea game: "For Science!"
Session 2: Featuring the skull of a triceratops, a cavern-based ambush, and some muskets.
The air in the cavern is acrid from the musket fire, and you can almost taste the sulphur. Your ears are still ringing a little from the shots and the echoes, but as the smoke continues to dissipate, you can see that the Inquisitor's 'Defenders of the Faith' are dead, injured, or fled. You hold the field, though a couple of brutes and the so-called research assistant have fled down the side passageways. The Knight Inquisitor herself took no active part in the combat and appears to be long gone, and a few others of the surviving host have fled back into the canyon. You have an unconscious henchman (the crossbowman, and most likely a number of brutes too) on the field of battle. There is no sign of Professor Rios or his family, but you've not had time to explore fully - or at all.
We'll restart from that point next time, flesh wounds and dramatic wounds still very much in place. We'll drop out of combat rounds (for now) but you might want to think about who will do what next.
I thought our heroes did really well this session. Your caution/paranoia/bravery in splitting the party and leaving two people near the cave entrance made things easier, and could have paid off further with better wits rolls to hear the ambush being set, and perhaps springing a surprise of your own. It also felt to me as if you're all starting to inhabit and own your characters, which is excellent, and I thought good use was made of your respective special skills. Happy to discuss or explain those further next time if that's helpful. You all also seem to be picking up the system (or my version of it) pretty quickly, which makes my job a lot easier.