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Echoes (Spoilers)

 
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Savage_Doswelk

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PostPosted: Wed Apr 03, 2013 6:51 pm    Post subject: Echoes (Spoilers) Reply with quote

Quick question about Echoes was running this last night and the encounter with the Strike Team occurred, they are all armed with numerous grenades but do not have the throwing skill?

Also how does the party find Pete Moulton's address?

The rap sheet only shows the last known address as a Church Correction Facility?

Thanks in advance
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TAG Wiggy

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PostPosted: Thu Apr 04, 2013 9:55 am    Post subject: Re: Echoes (Spoilers) Reply with quote

Savage_Doswelk wrote:
Quick question about Echoes was running this last night and the encounter with the Strike Team occurred, they are all armed with numerous grenades but do not have the throwing skill?


You can give them Throwing d6, or just assume they chuck them wildly. Smile

Quote:
Also how does the party find Pete Moulton's address?

The rap sheet only shows the last known address as a Church Correction Facility?


It's handled as an ad hoc scene, rather than a specific scene. Flow of play requires that Pete's address not be found immediately.

"Aside from combing known haunts, the Knights are on a dead end chase. Only perseverance, a little luck, and roughing up a few of the local street punks will lead them to their man. The WM should ensure this information is found only after the scene A Friend in Need has played out. Once that is done, a lead takes them to Last Known Address."
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Savage_Doswelk

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Joined: 20 Jul 2010
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Location: London, UK

PostPosted: Sat Apr 06, 2013 1:39 pm    Post subject: Reply with quote

Thanks for that

I have to admit I had them failing to kill anyone (except for their own men with awful throwing rolls).

I am porting the adventure to FGII do I add the throwing skill in or leave as is?
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Hellfrost, Shaintar, Slipstream, Sundered Skies & Necessary Evil Rule sets builder for Fantasy Grounds.

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TAG Wiggy

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PostPosted: Sat Apr 06, 2013 2:22 pm    Post subject: Reply with quote

Savage_Doswelk wrote:
Thanks for that

I have to admit I had them failing to kill anyone (except for their own men with awful throwing rolls).

I am porting the adventure to FGII do I add the throwing skill in or leave as is?


Stick it in, mate.
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