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Durn's War of Fire and Ice Campaign Discussion
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<blockquote data-quote="Daern" data-source="post: 5021626" data-attributes="member: 81800"><p><strong>Session 2</strong></p><p></p><p>We played on Sunday after missing a few weeks due to the holidays. Session 2 of the Scouring of Gate Pass. It was exciting! The session began with a negotiation with the captured Kathor. I presented the players with two handouts, letters that they found in his effects: a letter of diplomatic immunity, and an incriminating letter from Guthwulf directing him to work with the Black Horse. The players decided that they would use Kathor as their ticket out of the city instead of working their merchant contacts. They played upon Kathor's honor to get him to agree. They think they can trust him and so let him go free while keeping the evidence. I played up, again, a mysterious understanding between the fighter who is wearing trilla aspected armor, and Kathor.</p><p>The trek through the city went well. I didn't do a full skill challenge. I used the scenes mostly as window dressing, allowing the players to develope their characters a bit.</p><p>At the Depository, a player immediately caught on to Larion's "Peppin" slip. They immediately assumed an ambush and only went up the stairs when they realized the "gnome" was escaping. Once they gave chase however, I discovered that my players have all invested in powers that knock people prone, so Larion didn't get far, was reduced to a handful of hp and intimidated into surrender before he or the Solon could do much damage.</p><p>The Flagus Mortus encounter was fun. I spiced it up by adding the wounded wyvern (warwing drake stats) and a bunch of precarious stone walls (one use terrain). And they wrecked the encounter. </p><p>Overall they have walked through the encounters. And this session only had three 2nd level characters (Seeker, Fighter, Sorcerer, Torrent). That's alright for the opening gambit, but I'd like to scare them next session. Perhaps they will pick a fight with Shealis.</p><p>The best part was that when the party made it to the safe house they wanted to spend some of their loot on magic weapons so I sent them down to a shrine of the Aquiline Heart where they prayed and received blessings. They then went out and used their heal skills on the refugees. I thought this was a poignant and somewhat unexpected direction on the part of the players. They have now taken two prisoners and shown mercy upon the weak. A good start for a heroic campaign!</p><p>Anyways, click on my sig to see a full write-up.</p></blockquote><p></p>
[QUOTE="Daern, post: 5021626, member: 81800"] [b]Session 2[/b] We played on Sunday after missing a few weeks due to the holidays. Session 2 of the Scouring of Gate Pass. It was exciting! The session began with a negotiation with the captured Kathor. I presented the players with two handouts, letters that they found in his effects: a letter of diplomatic immunity, and an incriminating letter from Guthwulf directing him to work with the Black Horse. The players decided that they would use Kathor as their ticket out of the city instead of working their merchant contacts. They played upon Kathor's honor to get him to agree. They think they can trust him and so let him go free while keeping the evidence. I played up, again, a mysterious understanding between the fighter who is wearing trilla aspected armor, and Kathor. The trek through the city went well. I didn't do a full skill challenge. I used the scenes mostly as window dressing, allowing the players to develope their characters a bit. At the Depository, a player immediately caught on to Larion's "Peppin" slip. They immediately assumed an ambush and only went up the stairs when they realized the "gnome" was escaping. Once they gave chase however, I discovered that my players have all invested in powers that knock people prone, so Larion didn't get far, was reduced to a handful of hp and intimidated into surrender before he or the Solon could do much damage. The Flagus Mortus encounter was fun. I spiced it up by adding the wounded wyvern (warwing drake stats) and a bunch of precarious stone walls (one use terrain). And they wrecked the encounter. Overall they have walked through the encounters. And this session only had three 2nd level characters (Seeker, Fighter, Sorcerer, Torrent). That's alright for the opening gambit, but I'd like to scare them next session. Perhaps they will pick a fight with Shealis. The best part was that when the party made it to the safe house they wanted to spend some of their loot on magic weapons so I sent them down to a shrine of the Aquiline Heart where they prayed and received blessings. They then went out and used their heal skills on the refugees. I thought this was a poignant and somewhat unexpected direction on the part of the players. They have now taken two prisoners and shown mercy upon the weak. A good start for a heroic campaign! Anyways, click on my sig to see a full write-up. [/QUOTE]
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