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[DL] Ind. Day



Almost finished running Ind. Day. The posse will be battlin the fearmonger 
next session. It's been a great adventure so far. I've played up the tension 
between the sides and it's worked out wonderful. One of the players have a 
mysterious background and ended up being wanted in the south for terror 
attacks while they were in the army. Two members are from Georgia and Texas, 
so it's divided the party a bit. Anyway, so the mystery happens in the 
adventure, and the party is all over it, figuring clues, talkin to the town, 
basically acting as one and doing great. Well, the final night comes and the 
final clue to put it all together and the group overlooks it... Even Earp 
tells them, "you should go do this" my way of telling the group, 'hey you 
missed something, no chips for you'. The posse decides they don't want to do 
what Earp says cause they think it won't pan out. So great, they did 
wonderful then fall apart at the last minute, so I had no choice but to take 
them out while they were seperated. Live n learn. Good adventure though.

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