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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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