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Demon Queens Enclave - Session Reports
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<blockquote data-quote="Mathew_Freeman" data-source="post: 4940377" data-attributes="member: 1846"><p>Next game on Thursday, so let's bring the discussion back on again.</p><p></p><p>I'm going to open with a quick recap of last week, hand out some minor magic items (from the Eye of Flame's hoard) and then launch into the 3-way fight with the Drider & Drow vs the Undead.</p><p></p><p>I've realised that this fight introduces a lot of valuable information:</p><p></p><p>1. There are Undead down here (although it's noted that a new Exarch of Orcus is around, this is the first encounter that actually features Undead).</p><p>2. The Drow are the Undead are in the middle of an invasion.</p><p>3. The Drow need help to survive.</p><p>4. Radiant powers (eg the Avenger and the Paladin) work really well against Undead (one player has never used a Divine character in 4e before).</p><p>5. Diplomatic solutions are going to work well.</p><p></p><p>As noted above, I've got a Drow Bard in the group, who has decided that his affiliation (when he left Phaervorul) was to Matron Urlvrain. As such, the Drider is going to flat-out ask him for help during the combat, as soon as he sees him. It's important to ensure that the party get the idea that the Drow need help, are asking for it, and will take it if offered.</p><p></p><p>Assuming the party win, ha, the Drider can then give directions to the city (neatly forgetting about the spiders guarding the bridge) and "remind" the Drow Bard about how to find Matron Urlvrain in the main Temple. If we get time I can run the Bridge encounter, too before the next session. I'll certainly be giving the first impressions of Phaervorul (it's a Drow settlement, bits of it are on fire, there are Demons and Undead rampaging around, etc).</p><p></p><p>According to this plan, the players will then be looking for Matron Urlvrain in order to lend assistance. She, being haughty, confident and a schemer, will ask them a favour before she tells them where the portal is. Take out the Drow Necromancer, and quell the Slave Rebellion.</p><p></p><p>I think introducing a complication (letting one of her subservient types letting slip about the Mage of Saruun in the area, plus some of the other areas) would make it fun. Give the party plenty to do and see if they get bogged down in trying to save Phaervorul, or if they go straight for the Orcus Exarch plot-line. We'll see.</p><p></p><p>Anyone spot any terrible flaws in my plans?</p></blockquote><p></p>
[QUOTE="Mathew_Freeman, post: 4940377, member: 1846"] Next game on Thursday, so let's bring the discussion back on again. I'm going to open with a quick recap of last week, hand out some minor magic items (from the Eye of Flame's hoard) and then launch into the 3-way fight with the Drider & Drow vs the Undead. I've realised that this fight introduces a lot of valuable information: 1. There are Undead down here (although it's noted that a new Exarch of Orcus is around, this is the first encounter that actually features Undead). 2. The Drow are the Undead are in the middle of an invasion. 3. The Drow need help to survive. 4. Radiant powers (eg the Avenger and the Paladin) work really well against Undead (one player has never used a Divine character in 4e before). 5. Diplomatic solutions are going to work well. As noted above, I've got a Drow Bard in the group, who has decided that his affiliation (when he left Phaervorul) was to Matron Urlvrain. As such, the Drider is going to flat-out ask him for help during the combat, as soon as he sees him. It's important to ensure that the party get the idea that the Drow need help, are asking for it, and will take it if offered. Assuming the party win, ha, the Drider can then give directions to the city (neatly forgetting about the spiders guarding the bridge) and "remind" the Drow Bard about how to find Matron Urlvrain in the main Temple. If we get time I can run the Bridge encounter, too before the next session. I'll certainly be giving the first impressions of Phaervorul (it's a Drow settlement, bits of it are on fire, there are Demons and Undead rampaging around, etc). According to this plan, the players will then be looking for Matron Urlvrain in order to lend assistance. She, being haughty, confident and a schemer, will ask them a favour before she tells them where the portal is. Take out the Drow Necromancer, and quell the Slave Rebellion. I think introducing a complication (letting one of her subservient types letting slip about the Mage of Saruun in the area, plus some of the other areas) would make it fun. Give the party plenty to do and see if they get bogged down in trying to save Phaervorul, or if they go straight for the Orcus Exarch plot-line. We'll see. Anyone spot any terrible flaws in my plans? [/QUOTE]
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