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Messing up Shelter From The Storm
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<blockquote data-quote="Fredrik Svanberg" data-source="post: 3898281" data-attributes="member: 12996"><p><strong>The War Council</strong></p><p></p><p>After defeating the witches the party buys a house in the south harbor with the reward Lee gave them. They find out that academy mages have captured a devil based on their report about the thugs who attacked them when they first came to Seaquen. They talked to her and Khelic tried to trick her to reveal her secrets. She was not impressed and was later executed in front of a large crowd outside of town, just before the war council gathered.</p><p></p><p>I had expected the council to be much more difficult to run than it actually was. It went surprisingly fast, and the players seemed to grasp the various positions held by the npcs, at least well enough to decide that they are all selfish idiots only looking out to protect themselves. The only problem was that the party immediately decided that the only logical thing to do now is to immediately go look for the Torch of the Burning Sky which was dangled in front of them by Xavious and the gnomish diplomat. </p><p></p><p>Obviously not an option since they are still level 5 and I haven't even bought that part of the adventure yet... but perhaps understandable. Why would they want to stay in a town ruled by what seems like ineffective jerks, surrounded by nazi elves who won't let them gather any troops to the aid of the resistance, when they could be heading for the real adventure to become heroes? Did anyone else have a problem keeping the party from leaving town at first opportunity?</p><p></p><p>I now have to figure out a way to keep them in Seaquen long enough to make sure that they don't miss the remaining plot there, so that they can earn enough xp to survive the rest of the campaign. To this end I've fleshed out a few of the city encounters which will be introduced in the next session. Desperate cries for a dungeon have also been heard from one player for the last three adventures so I've tried to fix that as well. The horrible plot hook I've got lined up to make them take this bait will have to be described later.</p><p></p><p>Next: side quests!</p></blockquote><p></p>
[QUOTE="Fredrik Svanberg, post: 3898281, member: 12996"] [b]The War Council[/b] After defeating the witches the party buys a house in the south harbor with the reward Lee gave them. They find out that academy mages have captured a devil based on their report about the thugs who attacked them when they first came to Seaquen. They talked to her and Khelic tried to trick her to reveal her secrets. She was not impressed and was later executed in front of a large crowd outside of town, just before the war council gathered. I had expected the council to be much more difficult to run than it actually was. It went surprisingly fast, and the players seemed to grasp the various positions held by the npcs, at least well enough to decide that they are all selfish idiots only looking out to protect themselves. The only problem was that the party immediately decided that the only logical thing to do now is to immediately go look for the Torch of the Burning Sky which was dangled in front of them by Xavious and the gnomish diplomat. Obviously not an option since they are still level 5 and I haven't even bought that part of the adventure yet... but perhaps understandable. Why would they want to stay in a town ruled by what seems like ineffective jerks, surrounded by nazi elves who won't let them gather any troops to the aid of the resistance, when they could be heading for the real adventure to become heroes? Did anyone else have a problem keeping the party from leaving town at first opportunity? I now have to figure out a way to keep them in Seaquen long enough to make sure that they don't miss the remaining plot there, so that they can earn enough xp to survive the rest of the campaign. To this end I've fleshed out a few of the city encounters which will be introduced in the next session. Desperate cries for a dungeon have also been heard from one player for the last three adventures so I've tried to fix that as well. The horrible plot hook I've got lined up to make them take this bait will have to be described later. Next: side quests! [/QUOTE]
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