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Durn's War of Fire and Ice Campaign Discussion
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<blockquote data-quote="Daern" data-source="post: 5196172" data-attributes="member: 81800"><p><strong>Session 18: Death and Old Friends</strong></p><p></p><p>I have to say that although I was wary of this module, the urban sandbox has been really fun to play with. The players are following multiple plot strands at once I am DMing by the seat of my pants to keep up with it. </p><p>The party started still lost in the aqueducts below Seaquen, and proceeded to sketch a map from memory and get themselves even more lost. (and I was having a hard time keeping straight the map I had drawn) So they slogged through water, swam through water grates, doubled back, realized they'd made a circle, and finally ended up at a dead end with water pouring down a trough (presumably out to sea), a blocked well shaft up, and a door that "bulged outward as if some great weight is behind it." </p><p>Of course they climbed the shaft and dislodged the debris, which fell on them, but revealed an exit to the surface. Scorning such an easy escape, they decided to open the door, which of course exploded on them with all sorts of junk, but when the dust cleared there was a stairs up. They went up this staircase and found a basement room full of debris, broken statuary of the ancient Bael Turath empire and tombstones and old nautical equipment. This of course all coallesced into a "Tombstone Golem" which, even de-leveled to 15 managed to kill the paladin and force the party to flee for their lives.</p><p>Finally returning to town, they met up with an old friend (the paladin player's original character, which he reintroduced), and then proceeded with investigations. These heroes won't rest! They learned a bit about the various Dionems and Tears and evil books they had accumulated and were invited to the upcoming War Council. </p><p>Then they remembered that someone was looking for them. This lead the White Wyrms hideout (I didn't have the heart to run the skill challenge as it was late in the session.) They captured the Storm Mage, but Jezyk stayed out of sight. I think I'll have her team up with Damius for an ambush next session. </p><p>Next we'll run the Council, which I am still planning to run by handing NPCs outlines to each player (ambassadors and local officials, I'll keep some key NPCs to myself.). They will probably go to the Royale as well and look for Nelebekus. I may cut the Wayfarer play to run straight into the tomb. </p><p>Anyways, its been a blast. The players heads are spinning with all the different factions and small plots that keep popping up, and I think when events lead to their natural conclusion they will get a lot of a-ha moments.</p></blockquote><p></p>
[QUOTE="Daern, post: 5196172, member: 81800"] [b]Session 18: Death and Old Friends[/b] I have to say that although I was wary of this module, the urban sandbox has been really fun to play with. The players are following multiple plot strands at once I am DMing by the seat of my pants to keep up with it. The party started still lost in the aqueducts below Seaquen, and proceeded to sketch a map from memory and get themselves even more lost. (and I was having a hard time keeping straight the map I had drawn) So they slogged through water, swam through water grates, doubled back, realized they'd made a circle, and finally ended up at a dead end with water pouring down a trough (presumably out to sea), a blocked well shaft up, and a door that "bulged outward as if some great weight is behind it." Of course they climbed the shaft and dislodged the debris, which fell on them, but revealed an exit to the surface. Scorning such an easy escape, they decided to open the door, which of course exploded on them with all sorts of junk, but when the dust cleared there was a stairs up. They went up this staircase and found a basement room full of debris, broken statuary of the ancient Bael Turath empire and tombstones and old nautical equipment. This of course all coallesced into a "Tombstone Golem" which, even de-leveled to 15 managed to kill the paladin and force the party to flee for their lives. Finally returning to town, they met up with an old friend (the paladin player's original character, which he reintroduced), and then proceeded with investigations. These heroes won't rest! They learned a bit about the various Dionems and Tears and evil books they had accumulated and were invited to the upcoming War Council. Then they remembered that someone was looking for them. This lead the White Wyrms hideout (I didn't have the heart to run the skill challenge as it was late in the session.) They captured the Storm Mage, but Jezyk stayed out of sight. I think I'll have her team up with Damius for an ambush next session. Next we'll run the Council, which I am still planning to run by handing NPCs outlines to each player (ambassadors and local officials, I'll keep some key NPCs to myself.). They will probably go to the Royale as well and look for Nelebekus. I may cut the Wayfarer play to run straight into the tomb. Anyways, its been a blast. The players heads are spinning with all the different factions and small plots that keep popping up, and I think when events lead to their natural conclusion they will get a lot of a-ha moments. [/QUOTE]
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