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Mad King's Banquet 4e: To Bresk via water?
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<blockquote data-quote="EugeneZ" data-source="post: 5086790" data-attributes="member: 83605"><p>We completed Act 1 of <em>The Mad King's Banquet</em> last session, and during the final "trip planning" scene one of the players expressed an interest in travelling by boat. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> Once he explained the route (across the bay and up the Nasham), all the other players agreed this was a good plan. Luckily, they didn't do this in Balan's presence, so I have until next session to either decide not to do it, or modify the trip up to fit.</p><p></p><p><span style="font-size: 15px">Saying No</span></p><p></p><p>I don't really want to say no unless someone here can suggest a *really* compelling reason why not. The adventure suggests that the weather has become terribly cold and the river has frozen. Ignoring what I feel is a radical and sudden change in temperature, I think this is a good opportunity to spice things up. So, given no other compelling reason, I think I'll allow them to make the trip and have it be a race against time as the river freezes up.</p><p></p><p><span style="font-size: 15px">Refitting</span></p><p></p><p><strong>Vidor:</strong> The PCs will miss the meeting in Vidor to hunt for the mysterious creatures, but actually, I think that's a good thing. I have a strong suspicion the PCs would chase this thread, and I didn't really want to get sidetracked on a wild goose chase. I think this information can be delivered via rumor aboard the boat, on the trip up.</p><p></p><p><strong>From Vidor to Bresk:</strong> They meet Aregal on the trip up. I wonder if it would work to refashion this skill challenge to hire the boat, if they decide to go by water -- I think it would work just as well. Anyone foresee any problems?</p><p></p><p><strong>Journey:</strong> Hmm... tougher. I have to remake a whole new skill challenge, presumably for sailing a boat. On one hand, it's nice because these travel skill challenges occur quite frequently in WotBS (rightfully so, though I think some of them could use some work) and it'd be nice to throw in a water one. Any ideas? If you're thinking pirates, see Refugees:</p><p></p><p><strong>Refugees:</strong> Well, the obvious battle on a boat is pirates. This battle carries some semi-important political information: Lord Rego is banishing refugees, and success here earns the PCs more reknown in Seaquen (do they need any?). Now, is there an easy way to work this into the pirate battle? Also, is there anything else I should add to such a battle? I'm looking at you, people-who-played-or-wrote-the-whole-campaign. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> The pirates are probably desperate at this point, sailing over the dangerously cold water because there are so many refugees to rob. For that matter, written down, this sounds kind of crazier: is this battle a good idea at all?</p><p></p><p><strong>Bodies in the Water/Grim Tidings:</strong> And here's the real problem. I can't think of any satisfying way to recreate these encounters. The beginning of Bodies is simple enough: the ship runs into a small ice formation and Balan flies forward into the railing and goes unconcious. Then the PCs have to repair the damage and calm the crew, who want to turn around. But how to include the bodies and have it make sense? Furthermore, how to include the Grim Tidings encounter? I suppose the PCs could spot the soldiers that are messing around with the halfling wagon, but it seems kind of weird... they'd have to somehow stop the boat and get off quickly. I'm considering just having the ice become impossible to traverse at this point. I don't know enough about sailing to know if that would work. For example, would any captain risk their vessel by going up a river that might be frozen half way up? Do rivers even freeze half-way up? Does the boat get stuck in the ice at this point or is it possible for the crew to save it?</p><p></p><p>As I type this out, it's starting to sound like it might not be possible. Thoughts and/or help appreciated.</p></blockquote><p></p>
[QUOTE="EugeneZ, post: 5086790, member: 83605"] We completed Act 1 of [I]The Mad King's Banquet[/I] last session, and during the final "trip planning" scene one of the players expressed an interest in travelling by boat. :hmm: Once he explained the route (across the bay and up the Nasham), all the other players agreed this was a good plan. Luckily, they didn't do this in Balan's presence, so I have until next session to either decide not to do it, or modify the trip up to fit. [SIZE="4"]Saying No[/SIZE] I don't really want to say no unless someone here can suggest a *really* compelling reason why not. The adventure suggests that the weather has become terribly cold and the river has frozen. Ignoring what I feel is a radical and sudden change in temperature, I think this is a good opportunity to spice things up. So, given no other compelling reason, I think I'll allow them to make the trip and have it be a race against time as the river freezes up. [SIZE="4"]Refitting[/SIZE] [B]Vidor:[/B] The PCs will miss the meeting in Vidor to hunt for the mysterious creatures, but actually, I think that's a good thing. I have a strong suspicion the PCs would chase this thread, and I didn't really want to get sidetracked on a wild goose chase. I think this information can be delivered via rumor aboard the boat, on the trip up. [B]From Vidor to Bresk:[/B] They meet Aregal on the trip up. I wonder if it would work to refashion this skill challenge to hire the boat, if they decide to go by water -- I think it would work just as well. Anyone foresee any problems? [b]Journey:[/b] Hmm... tougher. I have to remake a whole new skill challenge, presumably for sailing a boat. On one hand, it's nice because these travel skill challenges occur quite frequently in WotBS (rightfully so, though I think some of them could use some work) and it'd be nice to throw in a water one. Any ideas? If you're thinking pirates, see Refugees: [b]Refugees:[/b] Well, the obvious battle on a boat is pirates. This battle carries some semi-important political information: Lord Rego is banishing refugees, and success here earns the PCs more reknown in Seaquen (do they need any?). Now, is there an easy way to work this into the pirate battle? Also, is there anything else I should add to such a battle? I'm looking at you, people-who-played-or-wrote-the-whole-campaign. ;) The pirates are probably desperate at this point, sailing over the dangerously cold water because there are so many refugees to rob. For that matter, written down, this sounds kind of crazier: is this battle a good idea at all? [b]Bodies in the Water/Grim Tidings:[/b] And here's the real problem. I can't think of any satisfying way to recreate these encounters. The beginning of Bodies is simple enough: the ship runs into a small ice formation and Balan flies forward into the railing and goes unconcious. Then the PCs have to repair the damage and calm the crew, who want to turn around. But how to include the bodies and have it make sense? Furthermore, how to include the Grim Tidings encounter? I suppose the PCs could spot the soldiers that are messing around with the halfling wagon, but it seems kind of weird... they'd have to somehow stop the boat and get off quickly. I'm considering just having the ice become impossible to traverse at this point. I don't know enough about sailing to know if that would work. For example, would any captain risk their vessel by going up a river that might be frozen half way up? Do rivers even freeze half-way up? Does the boat get stuck in the ice at this point or is it possible for the crew to save it? As I type this out, it's starting to sound like it might not be possible. Thoughts and/or help appreciated. [/QUOTE]
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