Nope, no new player - where'd you hear that? (Now that he's back in Boston, though, I've extended an invitation to an old player who used to play in my Defenders of Daybreak game before he moved, and who has had a standing invitation to return. Dunno if he wants a regular game or not. I'm a little leery of playing with seven players, but I know he's an awesome low-maintenance gamer who fits very well with the current group, so it could definitely work.)
My Merchant Prince campaign also technically has seven players, but one is in England for the next three months, and four (two couples) are new parents. Heck, under my "we'll play with 5, do a side game with 4, cancel with 3" rule, you need seven players just to make sure you're getting off a game!
The Grey Guard game last week was fascinating and went nothing like I thought. The group assiduously avoided my awesome, crunchy combat in favor of stealth, skill challenges and sneakiness.
As a reminder, the capitol city of Iskaine province - excuse me, the newly rebelled kingdom of Tordon, apparently - just had its navy destroyed by a 250' tall imperial colossus (about half again as big as the Statue of Liberty). The city had a deadline: deliver the rebel "king", his advisers, ministers and generals by nightfall in 12 hours, or lose the city. Either way the citizens are to be conscripted as slaves for their treason. While this was happening, the PCs were trying to break into the palace to find and/or rescue Logan's friend Tara. Tara had been conscripted into the army as a "cook" several weeks before, and the PCs feared the worst after a divinatory ritual showed her real location. What was she doing in the palace?
To find out, the players embraced my new house rule of "ritual times in minutes get reduced by 1/10th." They walked through a tree to get into the walled palace compound, neatly avoiding the mob of people trying to break down the door, and they used a camouflage ritual to give themselves a whopping +10 to stealth when not in combat. They then pretty much sauntered around the palace grounds.
"Denek? Did that garden hedge just move?"
"Don't be absurd, Rollin! Hasn't there always been a flowerbed in the.. exact.. center.. of the path?"
Using bluff, diplomacy and intimidate, the group claimed to be hunting an incorporeal monster and got past the door guard with the second guard coming along as an escort. They then did a fast search of the palace's south wing. I ran this as a series of skill challenges, giving them more information with each success. The group found signs that Tara was now the nanny to the bratty royal princess, but she was nowhere to be found. They also determined that the King and his immediate family (and half-elf adviser) had quickly packed, and arcana checks showed that the teleportation circle in the wizard's lab had just been used for a linked portal spell.
Which means that "King" Tordon and his advisers had already fled the country. Which means that he wouldn't be around to turn over to the colossus. Which means there was no obvious way to save the city.
Scouting showed that Tara was one of many hostages inside the throne room, people apparently left behind to act as distractions and scapegoats when the palace was eventually stormed by angry mobs. The throne room was sealed and guarded by three huge goliaths, all members of Tordon's personal guard. They weren't what you'd call smart, but they made up for that with stubborn, refusing to be tricked out of letting the PCs into the throne room. Boy, I was sorry to have missed this fight! But everyone knows that you can't just attack members of the Grey Guard, so the goliaths didn't initiate hostilities, and the PCs opted for a non-violent route.
So the players figured: all good throne rooms have secret escape hatches. Where should this one's be? Meanwhile, I'm thinking "what the hell?" Of course it had an escape route, but I hadn't planned it all out. So.. complex skill challenge! Some
freakin' amazing skill checks indicated where the exit would come out if the PCs were planning it, a small stable at the edge of the walls. A perception check let them notice a trapdoor; a nature check let them move the hostile stallion standing on top of it. Arcana and Thievery checks to get in, perception and thievery to avoid the trap on the ladder, perception, arcana and thievery to get past the locked door and magical trap that would transmute you to water and drain you away, and bluff/diplomacy/arcana to get the bound spirit at the end of the hall to assist with the throne teleporter. Based on some clues that Stron (the PC warforged wizard) might have crafted this himself hundreds of years ago, a final History check provided the activation phrase (which Stron's player herself provided.) And boom - they were suddenly in the locked throne room.
For me, this was a really satisfying use of an impromptu skill challenge. Players were trying different skills to move things along, with each new obstacle providing different challenges to defeat and new skills to try. I was more than happy to have them fail at any point since I had statted up the throne room guards already, but they rolled beautifully and had great teamwork.
In addition to getting Tara out and fleeing the palace before the mob broke in to try and seize Tordon, they talked a minor noble into declaring herself the new duchess of Iskaine and seizing the throne. They then gave her a patriotic speech (several, really) and escorted her to the docks, where she told the colossus that the old duke/king had fled and she was now the responsible ruler of Iskaine. The colossus reached down, picked her up, and popped her in its mouth. Was she teleported? Swallowed? Instantly killed? Unknown, but it doesn't seem to have changed the time table.
Now, here's the interesting thing. I had another skill challenge prepared where the PCs would need to split up to address the fact that there was chaos in the streets and the military seemed to have sealed the gates shut, trapping everyone inside the city. The players demurred. Instead, they are working on a plan to get their families out, and are headed off next game to find the acting general of the armies; they hope he can order the gates opened, thus allowing more people to flee.
So, even if it went nothing like I'd expected, I think the game was a success. Best kind of game, really.