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MrPereira's WOTBS D&D 3.5 Campaign (SPOILERS IN THE POSTS)
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<blockquote data-quote="Mrpereira" data-source="post: 6755883" data-attributes="member: 6781484"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Mrpereira, post: 6755883, member: 6781484"] 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. [/QUOTE]
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