WotBS MrPereira's WOTBS D&D 3.5 Campaign (SPOILERS IN THE POSTS)

Mrpereira

Explorer
Man, that's thorough. Thanks for the combination story hour and review. :)

With ZEITGEIST, we've tried to get portraits for every NPC with a major speaking role, and in one case had something like 17 NPC portraits in one adventure.

You are welcome :) Comments like that and all the views are what keeps me motivated to keep on going. I will be the first to admit that writing this up takes a lot more time, and takes up a lot more space than I thought it would.

Thorough handouts in a game like these APs are a very good thing, when you play the game "live". I would have loved to have NPC portraits in chapter 3, it would have been around 17 or more in that chapter as well. I am very pleased that you added handouts in Zeitgeist. I am really looking forward to getting my hands on it when we are done with Wotbs.
 

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Mrpereira

Explorer
I have been a Little busy these last days, but I will send them to you on a private message one of these days :) and hopefully find the time to continue the story soon as well
 


Mrpereira

Explorer
Mange tak!

You are welcome :D LEt me know if you can use it for anything

Sorry for the long break in updates, but here is the next installment. Not sure when I will find the time for the next one, but don't worry I will find the time.

Chapter 4

The party
Galion – Elf ranger lvl. 7
Shaith – Fire elf fire domain wizard lvl. 5 / Incantatrix 2
Killian – Human priest of Heironious lvl. 3 / Church Inquisitor 1 / Ordained champion 3

NPC
Faquaniel Fighter 2 / Rogue 3

March 15

After a week of relaxation and recuperation the party was called up to Lyceum for a meeting. In the week that went by, they had recruited Faquaniel to supplement the party. She had a skillset that they were missing.

DM Note: At this point I decided that it was time for them to have a NPC to join the group. I asked them a bit about what they were seeking to add to the group. They wanted a fighter/Rogue, so I decided to level up Faquaniel to level 5 and she became the party NPC.


They knew she was a Shahalesti spy, or used to be, and that she was partial to their views. She did, however, feel abandoned by her people when left to rot in the dungeon. So she decided to quit her spying career

DM note: At least that is what she told the players :cool:

When the party arrived at Lyceum they had to wait 10 minuttes since Simeon already had visitors. The group that left the meeting before the players entered were all extremely good looking and had a haughty demeanor.

DM Note: I have planned at some point to play the bonus adventures. These guys are the party they will play if/when we ever get around to it.

At the meeting the party is introduced to a diplomat called Balan Bastom. He was to travel with the group to Steppengard, the capital of Dassen. Their mission was to plead Seaquen’s case in front of the king and his ruling council to get them to put up a fight against Ragesia. The latest rumors had it that Dassen were partial to plead neutrality and let the Ragesian army march straight through Dassen. After leaving the meeting they are met by a young man who wants them to deliver a letter to his father.

DM Note: Present at the meeting were Simeon, Kiernan, Katrina and Haddin – what I have dubbed The Council.

The party started travelling the next day, and spent a couple of days getting through the swamp, just like when they arrived. In Vidor they hired some dogsleds to help them travel towards Steppengard. It seemed like the best means of travel, considering the amount of snow, despite the time of year

DM note: It should have been april if one chapter was supposed to happen each month, but they were ahead of schedule, and I should have forced a longer break than I did.

March 18
During the travels they suddenly hear screams of panic ahead of them and encounter a running group of fugitives followed by a Behir, which they end up killing and thereby saving several innocent people.

DM Note: Their compassion at this point was very high

The next day went by without incident

March 20

They come by a scene where some kind of fighting had taken place. They find some hanged people in the livery of one of the ruling ladies in Dassen. They decide to follow the trail and soon after happen upon a scene of Dassen soldiers accosting and brutalizing some halflings. They are sure that the trail leads to the soldiers.
They decide that they do not want to make enemies with the king, so decide to leave it all be and ride by, leaving the halflings to their fate

DM Note: And then the compassion was all gone again

The soldiers, however, notice them and decide to inspect them, which in the end results in the death of the soldiers, as they really did not behave nicely to the plauyers.

DM note: I had the soldiers pick a fight based on the party having the letter from the young man. I felt the party really ought to save the halflings :).

The haflings that ended up being saved by the party give them some information about the current state of affairs and that the king has become paranoid after the death of his family.

March 21
The party spent the first day in Bresk gathering information about the council and how to approach the coming audience. They also spent a lot of time discussing what to say and what to point out in their speech

DM Note: Even though it would be Balan doing the talking, I told the players, that one of them would be playing Balan at the presentation, so they had to prepare the speech and highlight the points that were important.

March 22
They witnessed Nina interrogating a prisoner, and were starting to suspect some kind of spell manipulation, when she turned to the king confirming exactly that suspicion.

DM Note: They hated her at first glance, but were surprised by her mentioning the mind affecting spells. They suspected her of being a Ragesian lackey, nothing else.

Balan (played by Galion) delivered a very good speech, clearly moving some of the audience. One that was not moved was the king, who was beside himself in anger and told them to pack up and be out of the city in three days, or their lives would be forfeit. Anyone helping them would also be found guilty in collaborating with potential traitors.

Their first thought is that the King is also under some kind of mental domination, but Shaith shoots down that possibility referencing to the Book. That let them to believe that there were only two real possibilities left, either the King had lost his mind after losing his family, or he was afraid for his own life because of what had happened. They decided to find someone trustworthy to give the king a secret letter, where they told him that they would find the murderers and bring them to justice. They also stressed that they were allies of the king and Dassen, not the enemies.

DM Note: At this point they were sure that the goal of this mission was to solve the murder mystery.

In the evening they are warned by an anonymous man, whom they recall seeing at the audience. He tells them to leave town soon and to go to Lord Gallo. They decide to leave in the morning.

They spend the night, with different people keeping watch. It was not good enough to save Balan, who is gone when they wake in the morning. To make matters worse, they find the inn surrounded and after a few minutes they decide to surrender instead of fighting their way out.

March 24
They wake in some cells, bruised and thoroughly beaten, especially Kilian, as he had some spells that made it quite dangerous to knock him out. The guards took their revenge on him afterwards by beating him within an inch of his life.

In one cell they see the man from the other night, completely and utterly insane. The other cell held the man whom they had a letter for.
They surprise the guards and escape the prison. They find all their items, and despite finding Balan dead and releasing a Morgh the escape goes quite well.

DM Note: They never did question the fact that all their items were handy close by.

Just outside they find a guard tower, with no guards in them. They find some winter clothing and soon after come to a tiny village, where they pay overprice to get some horses. They then ride north towards Gallo’s fend.

March 27
After three long days of travel they arrive late afternoon at Gallos’ Fend and are received with open arms by Duke Gallo. He is very happy that they brought his envoy with them as well. He invites them for dinner and learn about their travels and their dislike for the Ragesians, something he shared with them.

After dinner Duke Gallo asked to be excused as he had some things to handle, but told the party to return in the morning

March 28
The party returned after a good night’s sleep and were greeted by the Duke. He started by awarding them 4.000 Gp as a thank you for their service and for returning his envoy alive.

Duke Gallo then proceeds to tell them about the current situation. The king is mustering an army preparing to march it north towards Gallo’s Fend. The Duke is not intimidated by this, but he is worried about the Ragesians at the other side of the Alydi Gap. If they were to arrive at the same time, then the situation would become dire.

He asks the party to check up on the 6 watch posts along the gap, and give them some wands of cure light wounds so they can ride their horses to the brink of death, and keep them alive still.

DM Note: I had them play through the approach to the first tower as if that was the tower with the encounter. After they had reached the top, I told them that I expected that this would be how they would approach all the towers unless something happened that was different.


At the sixth tower the party was a little more than half way up the path when they were attacked by a wyvern rider. They found that the tower had been taken by Ragesian forces and after a tough fight, where the environment was on the side of the defenders, they are finally victorious.

They spend the night at the tower.

March 29
They return along the same route and with the same usage of spells to keep the horses alive. At each tower they send the guards one tower further along, so that only the nearest tower needs reinforcements when they arrive at Gallo’s Fend.

The Duke is obviously upset about the Ragesian attack. He asks the party to travel to his two closest allies, Lord Dashgoban and Lady Timor to ask for their aid in the defense against the king. With the new information and proof of the Ragesian’s plans they ought to be willing to help.

The party agrees to help the Duke

DM Note: Despite having a lot of go there and do this mission’s the players had a lot of fun. It was a nice change after the city adventure in chapter 3.

March 30 – april 3
The next days they spend with travelling around and getting allies. The Pitchlings were quite easy to convince. They loved fire and archery, which meant the Shaith got to show off his fire spells and Galion got to show off how good an archer he was.

Both Lord Dashgoban and Lady Timor agreed to help and would both arrive in good time for them battle

DM Note: I Had read the victory points a little wrong, meaning that I ended up costing them a decisive victory later in the chapter. I decided to let most of the catapults arrive at the battle to give the night mission a lot more urgency. I am should have been more attentive to the victory points table.

End of the session

DM note: The session took just as long real time as the other session did, but they really didn’t get as far as I had thought they would. I had expected us to end after the big battle, but that would have to be on the schedule for the next session.
 

StreamOfTheSky

Adventurer
Thanks for continuing with updates.

So, did the party ditch or try to hide the letter after the incident w/ the halfling scene before being searched again at the gates of Bresk, or did you let them through w/o being searched? I'm surprised, especially after trying to avoid fighting the soldiers and angering the king, their killing of the soldiers didn't come up.

I see you addressed one of the inconsistencies of the chapter by having the assassin drag Balan off and avoided the fight w/ the party entirely. (late Chapter 4 spoilers below?)
[sblock]It mentions the assassin killing Balan, but...when the party goes through the jail...possibly not until near the end of the chapter, they're supposed to find his dead body tortured to death on the table.

In my game, I decided the assassin used a poison that knocked him out and stopped his pulse so he appeared dead. With troops coming for them, the party just left him, but not before the druid cut off one of his fingers to reincarnate him later -- ouch.[/sblock]

I did also enjoy in this chapter how totally wrong the players' metagame theories about the plot were, and how they never questioned how easy their prison-break was.

Good idea establishing a SOP for approaching the towers. I was so hung up on trying to not make it too obvious in the metagame that the last tower would be the one where there's a fight... I ended up having them play out their approach to each and every tower, just to keep up the suspense. Ugh...

Was the party satisfied with the missions and victory points approach to mass combat? I ended up making up my own army vs. army combat rules instead.
 

Mrpereira

Explorer
They had looted the soldiers and dumped them in the river (a fireball had melted some of the ice) so there were no bodies. The loot went into a bag of holding. Still, I had managed to establish a feeling of paranoia with a secret police, so I felt that there was no need to really play it out at the gates. Instead I had Balan have some official diplomatic documents that he waved around and combined with his +26 diplomacy he talked his way into the town, without standing in line and get an Escort to the inn.

I had of course prepared the inn in advanceand only given them a four room suite - Faquaniel was not part of the Group when Seaquen arranged the details, so that gave them some roleplaying and discussing who had to sleep in an inferior room close by.

I didn't have the assasin kill Balan or even have him lying around. I just had the assassin incapacitate him and abduct him. The Next morning when they woke Balan was gone, only to be found dead later on.

I feel that they actually enjoyed the many smaller missions and having the plot change all the time. I had a special jaw dropping moment at the banquet that was quite nice. The VP as such they liked well enough. It reminded a bit about the way that Red hand of doom functioned, which we had played just before starting wotbs. The error I made with the siege Towers basically meant that they could not win decisively - a bit annoying, but as it had no real influence on the adventure it was easy to live with.

Actually, I do think that since there was no clear Winner it meant that the PCs approach to the final chapter was more cautious and apprehensive, than I think it would have been if they had won. So in retrospect it turned out fine with no decisive Winner.
 

Mrpereira

Explorer
The party
Galion – Elf ranger lvl. 8
Shaith – Fire elf fire domain wizard lvl. 5 / Incantatrix 3
Killian – Human priest of Heironious lvl. 3 / Church Inquisitor 1 / Ordained champion 4

NPC
Faquaniel

April 5

After a couple of days of building defenses and fortifying positions, the enemy army arrives. During this time the party has time to think about things that has happened.

DM Note: The many days with travelling and talking was to me a good point to have them think about some of the conclusions they had drawn, especially regarding Lee and their conclusion of him being a Ragesian agent. I had them think back towards all encounters with Ragesians they had seen or heard of. In every one of them the inquisitor had been in charge, but in Seaquen he wasn’t according to Faquaniel, or at least only partly. Second of all, when Lee died he shouted out to his master, but if he was a Ragesian, wouldn’t it have been his mistress? I gave them some hints pointing in the direction that Ragesia were not the only bad guy in chapter 3.

The evening of April 5 Duke Gallo calls for a meeting of the commanders. He tells them the battle plans for the following day. He then says that he will call the commander up for individual orders, and recommends that they afterwards discuss how to handle situations that cross over their individual charges on the battlefield. The players having had quite a skillful hand in getting the reinforcements are called up among the first. They are rewarded by being given a choice, would they prefer a cavalry unit or a heavy infantry. They chose the latter.

DM note: The campaign gives these two options, and I thought it would be more fun for the players if they were the ones choosing. I also made Duke Gallos speech include the fact that even though each commander is given an area to hold, there would naturally be instances, where enemies would cross over the “borders” (at least in a more realistic world), so they would need to discuss how to handle these issues.

After having gone over the battle plans, Duke Gallo dismisses most of the commanders, asking only the best of the Special Forces to stay, including the players. He tells them that standard army policy in Dassen is to attack at dawn, and it would be a good idea to get some sleep to be ready for the morning. However, it would also be a good idea to deal a blow to the enemy during the night. Any group undertaking one of the two missions he had in mind might not be able to get enough sleep to be ready for the coming morning. If their attack was successful, it might postpone the attack for some hours, but only time would tell.

Also, any team volunteering to take on both tasks would surely not be able to regain all spells for the coming conflict.

DM note: This is related to the mistake with the siege engines. By setting it up this way I basically made sure that they couldn’t get a major victory. It was not my intention, and in retrospect I should have found a way to give them more victory points – but in the heat of the coming battle, which took a long time to resolve, I did not have that focus. It annoys me a bit, even if it worked out quite well in the end.

Anyway, back to the forced choice I gave them. The party is pretty strong, so by forcing them to either let the enemies be stronger in the coming fight, or not having a full complement of spells, it would even the odds a bit. They did not like it very much  I gave them a 1 in 4 (actually a 4, symbolizing a 4 hour delay) chance for the army to be delayed enough in case of their success for them to regain spells. The dice were with them – they got to make the roll, and the roll was a 4.

The party volunteered to take out the siege engines, based on a knowledge history on war related efforts. In Shaith’s opinion based on history, it would potentially be a lot more devastating blow to the army to lose the siege engines, than the wizard.

DM Note: They were torn between the options, leaning mostly towards the wizard. I had consulted the VP list, and based on that, there were more points to gain from the destruction of the siege engines. I let them have a knowledge check and told them, that based on history siege engines killed more soldiers than wizards, based on the numbers they faced. I also allowed Shaith to calculate that they would have to take out at least 4 engines to match the value of the wizard.

The mission went quite straight forward. They snuck out of the tunnel, and noticed how the engines were arrayed. Shaith then led the assault with walls of fire, through 5 engines. The party quickly felt overwhelmed, especially with flying dragon, and soon retreated down the tunnel. The mission was still a success, despite the hasty retreat. The walls of fire burned down the engines to cinders, and eliminated 5 engines for the coming battle.

The chaos following the assault, and the logistical problems that the army faced, ended up delaying Steppengard’s army by 4 hours. It also meant that by the time the battle commenced, the party was ready and prepared.

April 6
The day of the battle of Gallo’s Fend. The first big battle the players have participated in, in this campaign. The party set up their soldiers and got ready to receive the attacking forces.

DM note: I had scripted the movement of the enemy army beforehand to smoothen out the flow of the beginning of the battle.

As I have mentioned before, we play at a table that is a little over 2 meters long (about 7 feet for those of you disliking the metric system), with a wax table cloth with squares. We cleared the table and set up the battlefield. The entire table gave us an area that resembles 550 feet long and 170 feet wide, not quite enough for the entire battlefield, but enough for handling the action. It also gave the battle a different feel from the normal combats as we all had to stand up moving around the table.


The first many rounds were preparation as the enemy came running closer. When they were within range the wizards from Lady Timor and Shaith fired off fireballs, basically eliminating the first wave 500 feet out.

DM note: I don’t know if it was the idea in the campaign, or if it was an oversight, but the enemies of the first wave basically could not survive the fireball barrage – except for the priest and the minotaur. They of course went to ground behind cover and waited for the second wave, which I started earlier than scripted.

The second wave came running towards them. When they were within 400 feet the enemy wizard rode by some 800 feet out. He threw a fireball at the party and moved on. Like the player’s fireballs, this fireball also killed quite a few soldiers. As the party was getting ready to receive the enemies, still some 200 feet out, they were suddenly blasted by the roar of an invisible androsphinx. The androsphinx blasted them from behind, forcing the soldiers to run in fear towards the enemy. This messed up the entire line and their battle plans. A messy skirmish followed with soldiers running all over the place.

Killian, being a war priest, was in his element and he strode confidently through the battle field dealing death wherever he went. Having had time to buff himself up during the assault the enemies could hardly touch him. The minotaur got in a good swing or two, but it was more a matter of time than anything else before the battle was over. The party did suffer one casualty. Faquaniel missed her will safe and ran all she could. She managed to all but one enemy on the battlefield, but the priest managed to incapacitate her and killed her with a Coup de Grace. He then fled the battlefield as he clearly saw that the battle was lost.

DM Note: Poor Faquaniel – she had a tough and short adventuring life :]

Steppengard’s army retreats from the battle and the next day is spent waiting. Duke Gallo calls in his commanders and brief them that he is sure that battle is over, and that they have achieved a minor victory, but not a decisive one.

April 8
Duke Gallo is approached by an envoy that confirms his assessment of the situation. He is invited to the capital for peace talks. He accepts, as he feels he has no other choice. He does not expect much to come of these talks, and fears attempts on his life. For that reason he asks the players to join him as part of his entourage and his bodyguards. If they accept he will knight them naming them Knights of Gallo’s Fend. He offers this both as a reward and to ensure that they are welcome at the castle among the other entourages.

The party accepts. Galion is very pleased and Shaith is pleased as well. Killian is more reserved as he feels that there might be a catch to the offer later on.

April 9 – 12
Steppengard’s army departs the area, and Duke Gallos entourage follows half a day behind. The journey towards Bresk is uneventful.

April 13
The party arrived in Bresk late afternoon and was part of the military parade through the town. The parade had a somewhat strangely muted feel to it, as no one really knew who or what to really cheer.

The parade ended at the castle, where King Steppengard stood in the courtyard ready to receive Duke Gallo. The remaining Lords and Ladies of the land were present as well, as was the ambassador and inquisitor from Ragesia. The latter two however were not given an honorable placing, but were situated in a corner observing the proceedings.

DM Note: The first thing they asked about was where the Ragesians were. I made sure to underline that they were there, but clearly out of favor. That much had definitely changed.
The king held a very good speech that had the players feeling that things were taking a turn for the right course. They were still wary about the Ragesians and what they would be plotting now.


After the speech, the Duke and his entourage retired to a mansion in town where they spent the evening and night. They were joined in the by Lord Dashgoban and Lady Timor and together they celebrated their victory and the change of the political scene.

The players were told a bit about what to expect the following day during the festivities and that they would be required to purchase fitting suits of clothes for the evening banquet.

April 14
This is the day of the festival celebrating the new peace.

The party spent most of the day wandering around town, watching the spectacles and the different games. Spell casting duels is not their thing and neither is jousting. Galion signed up for the archery contest later in the day.

DM Note: I had planned it so that they would spend the day walking around the town, encountering most of the different persons and things mentioned in the campaign. Some of it was paraphrased and some of it was more interactive, based on what they wanted to dwell on.

The first noteworthy encounter, according to the party, was the food stand with the King’s chef. They witnessed him shouting at a customer and decided to try the food. They were amazed at how good it was and told the chef. He instantly liked the party and they talked a bit. They moved on, feeling a bit suspicious based on what he had told them. Shortly after their conversation ends, the party sees some city guards shutting down his stand. Before they can move in to help, they are contacted by a dwarf who informs them of another suspicious thing, this time related to the sewer entrance to the prison. The dwarf is clearly scared and moves away quickly after a short conversation.

After this they wander around for a while, a bit more wary than before. They pass a horseshoe throwing competition that Shaith decides to try his hand in. Not with much luck. A short while later they pass a group of people standing around a pole with a bell on top. The current strong man champion is one of Lady Namin’s lackeys and he taunts the players into taking up the challenge. Galion decides to give it a go, but is decisively beaten, much to the enjoyment of the lackey. He tells the gathering crowd that this is the stuff that Duke Gallo’s men are made of.

With that defeat fresh in mind it is time for the archery contest. Galion felt quite confident and started of strongly. In the semifinal he went up against the elven archer hired by Lord Megadon. The gods were not with Galion and much to his own chagrin; he lost the bout in the first round of extra arrows.

The winner of the archery contest was the contestant representing Lady Namin

DM Note: Of course it was her contestant that won; they hated her, and saw her as part of the conspiracy of bad guy’s in this adventure. :]

The jousting was not something that really held their interest despite being the highpoint of the festival. The best thing according to the players was that Lady Namin’s champion did not win this contest; the winner was the contestant representing Lord Megadon.

As the festivities come to an end the party and Duke Gallo have a short meeting, where the party tells him what they have learned. Duke Gallo promises to be as well prepared as possible. He tells them of an old tradition where people would exchange plates and glasses to ensure that no one was poisoned. He ought to be safe from the poison because of the Book of the Eight lands, but his chaplain will provide him with a slow poison and protect him as well during the dinner. The party received slow poison spells as well.

Duke Gallo and the party agree that the strange situation around the sewer entrance warranted more examination, so the party would try to find out what happened there. The plan is for them to meet up with Duke Gallo at the banquet.

They hurry to the secret entrance, and after fighting a couple of tragedies they found tracks outside the entrance and decide to enter the prison through the sewer. Knowing that it would be full of zombies, they protected themselves with invisibility to undead and entered the prison without any problems.

Something must have alerted the people in the guard room, according to Galion it was Killian and his big rusty metal bucket of an armor, because he was shot with four crossbow bolts as he opened the door.
Inside they found four soldies, the Ragesian ambassador and the inquisitor. The fight was a tough one, as both parties used walls of fire, and the inquisitor managed to pull off a tactically well placed silence spell. Galion manged to miss a save versus the ambassador’s charm person, was dispelled of it, and missed once more.

DM Note: I had not improved either the ambassador or the inquisitor, Galion just rolled poorly. In the last campaign we played, Killian had played a necromancer. He absolutely loved the detail with the soldiers with black pearls in their mouths.

After the combat was over they searched the bodies and found two drafts for letters, detailing how the Ragesians knew of the poisoning about to happen. It also told of a new venue into the country, since the fiery forest had stopped burning.

DM note: one has to love the faces of PC’s that know they have done a good deed by saving the forest, and then having it hit them in their faces later on. Yeah, I know… I am evil… it comes with the job :]

The party was now left with the dilemma of what to do; examine the book or hurry to the banquet. They decide to go check on the book, but on the way realizing that they had a tiny challenge ahead of them. The only human or dwarf in the party was Killian and he did not speak a word of Dwarf. Shaith tried teaching him the ceremonial words on the way and they managed to talk their way into the vault ,

DM note: It was a small thing, but it was quite fun, as Killian took the challenge to heart and made a quite funny scene out of trying to speak a language he had no clue about.

Everything seems to be in order, but just as they are about to leave, Shaith decides to touch the book just to be certain, and realizes that it is an illusion. They hurry out and run towards the banquet.

DM Note: I took a short break here asking them if they would run into the banquet in full gear, or if they would change and arrive in their noble’s outfit. I also told them that it would decide when they would arrive, as the next part would be run as a cinematic/cut scene. They decided to arrive in full gear, which meant that they would arrive late to the banquet. They had obviously spent a lot more time getting there than they planned on.

I had prepared it so that if the players arrived dressed for dinner, then they would be present for dinner; otherwise they would arrive later just as the King was giving his speech. Either way they would experience the cut scene, either from their own perspective or from a third-person perspective. The banquet plays out more or less as the book stated, I just filled in some more details a few more about the food and about the old tradition. I left a few questions for the players as to who exchanged plates with who and when.

I had also made the entourages of equal size for all lords, three for each, except for Gallo and the king. The king only had his bodyguard and Gallo had his chaplain as his bodyguard. This meant that I made the room a little larger and it was extremely crowded for the ensuing fight.


The party arrived at the banquet hall while the king was speaking. The king was noticeably upset about being interrupted.

DM note: The party did not notice that the door closed behind them.

Just as they are about to explain why they arrived late chaos erupted. Lady Timor started giggling poking her fork into the eye of Lord Dashgoban while similar things happened all around them stealing their attention for a short while. The King then got their attention again with his short speech about treason and that he would now bury the land, blaming Gallo for his treason and killing his family. And blaming Lady Namin for thinking she could take the place of his wife so soon after her death, that her body was hardly cold. He finished his speech by bashing in Lady Namin’s head with his flail.

DM Note: Another jaw dropping moment  Lady Namin was a bad guy in their eyes, and part of the big conspiracy. To have her head smashed in like that was something they never saw coming. I can only recommend adding that little twist to the banquet.


Madness then revealed herself and a big fight broke out. The fight was not as bad as it could have been, as Shaith managed to capture King Steppengard in a Resilient sphere effectively taking him out of the equation.

During the fight both Lady Timor and Lord Dashgoban are killed, Dashgoban by the confused Lady Timor and she is in turn killed by the bodyguard. In the Madness is put down as well, but without the song of forms she just fades away and is gone for now.

DM Note: I let them know that Madness was not dead, since they did not receive a boon, and that she got away because no one was singing song of forms.
After this chapter they would be level 9. I allowed them to take extra song as a feat, based on the suggestions here on this forum, even if they were not bards. They could only use this feat to sing song of forms, when they needed it. Shaith ended up using his 9th level feat on just that.


With Madness gone, the King regains his own mind, free of madness, but full of sadness and very conscious of what he has done. He steps down from the throne, and the party does not stop him. Duke Gallo and the rest of the surviving lords decided to appoint Lord Iz as the new King, much to the surprise of the party who had expected Duke Gallo as the new king.
The new King and his lords decide to join the fight on the side of Seaquen as they learn that Ragesia had a hand in planning the poisoning.

End of chapter

End of chapter musings
This chapter was my personal least favorite of the first four chapters. It wasn’t a bad chapter, but the roleplaying elements were reduced in the second act, which was a bit sad and made it less enjoyable for me. Especially the part where they were just riding around and basically told where to go and just more or less had to arrive were a bit subpar. I probably ought to have made more out of it, maybe burrowing the idea of skill challenges from 4th edition or something, just to make it a bit more challenging.

The big battle was a nice change of scenery, but in effect it didn’t end up being quite as fun as I had hoped – the players enjoyed it well enough, though. I am not sure what “went wrong” with it, I just think it was a bit too static, and that might just as easily have been my way of handling it. Also, the mistake I made with the VP calculation was another annoyance, even if the game effect was negligible.

One of the good things about the chapter is that the players once again stumble around trying to figure out what is going on, and constantly realize that they have missed something or were just plainly wrong.
The first and last acts were quite fun. Both the setup with getting to the audience, realizing something is wrong and then being caught all worked well. Their focus on the problem was quite fun, but the second act forced it into the background. The third act brought it out again, and the final part with the fight in the prison, finding that the book was an illusion and the banquet itself was quite good. My cinematic approach to the Kings speech and the build up to the final fight worked well, and it made it possible to set the players up for another jaw dropping moment, which is always a hit.

My players know me by now, and they expect to face Madness again at some future point in the story, since she got away. And they will :] I still haven’t decided where yet, either chapter 9 or 11.

Anyway they are off towards Seaquen and then the Monastary of the two winds, and we are catching up on real life. We just finished chapter 5 (almost that is – they decided to wait until the orb is done to confront the brothers, and we left it at that. Maybe I will get to use Stream’s little encounter after all)
 
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StreamOfTheSky

Adventurer
Huh. I'm mid-chapter 6 now and Chapter 4 remains by far my favorite one we've gone through so far, and the players felt the same way. Odd that it's your least favorite. I do in general (veering too far in either direction still being bad, of course) favor "railroading" over "sandbox", maybe that's why our views differ so much.

As for turning the fire forest heroics sour, I still had the letter but actually had Lady Timor (politely) bring it up when they met her (since it's her lands they left wide open to attack), with her basically telling them to bear in mind there might be unforeseen consequences for their actions, even if it is the right thing to do. Added a bit of philosophical/ethical discussion to what is otherwise a rather bland travel quest. Riding out to her and Dashgoban is easily the dullest part of the chapter, though it's at least brief.

Anyway they are off towards Seaquen and then the Monastary of the two winds, and we are catching up on real life. We just finished chapter 5 (almost that is – they decided to wait until the orb is done to confront the brothers, and we left it at that. Maybe I will get to use Stream’s little encounter after all)[/I]

Oooh! I hope you get to use it. :)
 

Mrpereira

Explorer
It is not the railroading/sandbox part that made like the chapter less. I have been thinking about it for a while, and my conclusion is that the second act took a lot of time to play, but did not do much to further the story - chapter three had a bit of the same problem, but since it took a lot less time it felt like less of a problem to me at that time.

In chapter three the players spend a lot of time doing small chores, which help bringing Seaquen to life. It didn't further the story as such, but helped making Seaquen a place they knew and cared for.

In chapter four the second act also had a lot of smaller chores. The one with the Towers was fine, as it helped proving the Ragesian threat. The Next ones, where they run around gathering Allies, did not bring anything to the story - basically Duke Gallo could just as easily have sent some envoys. The big battle was a nice change of scene, but timewise it took too long - at least when we played it.

To be fair my verdict is based on how Things played out in my campaign, not on the written story. And just to be clear, I liked chapter four, the first and last acts were very good - it was just the chapter I liked least so far :)
 

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