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The Dark Squad in the Secrets of Saltmarsh #159: Goblins! Goblins! Sponsored by Enya & in COLOUR.
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<blockquote data-quote="Goonalan" data-source="post: 8187463" data-attributes="member: 16069"><p>True enough, but keep in mind Garumn was a PC for a very short time (Sessions 1-3), then an NPC for a very long while (4-22)- he got a lot of lines/action in the write up because he was the front line, and also I liked doing the accent.</p><p></p><p>But... and whisper this, after the first night drinking Schlapp with Daktari then, well... Garumn got replaced- official. Ram even went out of his way to spend all of his money tracking down a set of Goggles of the Night so the barbarian could be fully-pledged Dark Squad.</p><p></p><p>Also, we're relaxing into this bit- the Dark Squad have had their fill of Neverwinter and the region (ask Newt) and are also concerned that they have unleashed something (Ashardalon) and are being stalked (perhaps) by an ancient Red Dragon (Ashardalon?).</p><p></p><p>So, to Saltmarsh, and keep in mind we're mangling stories here to fit with what's next.</p><p></p><p>We'll be back for Garumn, promise.</p><p></p><p>At the start of each session we're going through the prophecies/wise words- two at the start of each new session, with the players trying to figure out what fits where, and what they need to be asking about or finding out about next.</p><p></p><p>This is Act Two of the film- all the exposition, inciting incident, set-up etc. is done, now begins the journey to the climax, and like all good films there'll be chatter followed by incident, more chatter to make sense of what's going on (maybe), then more incident. Ramping up until...</p><p></p><p>Well, hang in for about 100 sessions and... we'll be nearer to the truth/end.</p><p></p><p>From a DM POV I have a plan, as in a series of events- not many of them actually statted out you understand, just ideas. I DO have some incidents sorted out, a vague pathway with enemies and plot, but the Dark Squad are just getting to this.</p><p></p><p>Shhh... I've not actually done a lot of this however, because...</p><p></p><p>Last bit I gave myself a list of twenty jobs that I needed to do in Fantasy Grounds before I could effectively release the PCs on the Saltmarsh region- design/map towns and settlements, do random encounter tables- build encounters for each region, design key NPCs, find maps and pictures etc. I'm on task 16 on the list, but keep in mind one of those tasks (the last one I did) took me maybe eight hours to figure out, and I'm still really not happy with it. I think I'm going to scrap it and go again. Mostly they only take an hour or two to do, but this is an important bit/place I'm stuck on atm. Once this stuff is built in FG, and I have a good schedule then... they can go where they like, do what they like and I'll be mostly ready for them. At least that's the aim.</p><p></p><p>So, the Dark Squad are humouring me for now, we had a big chat before the start of this section of the story, and the key word was- 'collusion', I needed time to build and plot, so here are a few easy-ish scenarios and schemes to keep the Dark Squad busy.</p><p></p><p>Oddly enough the players seem to be enjoying this kind of thing as much as some of the previous stuff, which was high octane around the table at times.</p><p></p><p>We're not playing tonight because Jim is unwell and also I'm a little under the weather, although I'm actually feeling much better now- for the first time today, most odd.</p><p></p><p>Thanks for asking- it makes me think about stuff, and how I'm going to play it.</p><p></p><p>Garumn was great, he'll be back but he got missed for maybe three sessions- he gets mentioned every now and then, but right now in game time the Dark Squad have been in the Saltmarsh region for... four days. Their time here has only just begun, they get Manistrad onside and then... unleashed, they can do what they want from then.</p><p></p><p>So, stay aboard for the quiet times, there'll be terror and slaughter around the corner, and weirdness- promise.</p><p></p><p>Stay safe and well.</p><p></p><p>Goonalan, wishing right now he was DMing.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8187463, member: 16069"] True enough, but keep in mind Garumn was a PC for a very short time (Sessions 1-3), then an NPC for a very long while (4-22)- he got a lot of lines/action in the write up because he was the front line, and also I liked doing the accent. But... and whisper this, after the first night drinking Schlapp with Daktari then, well... Garumn got replaced- official. Ram even went out of his way to spend all of his money tracking down a set of Goggles of the Night so the barbarian could be fully-pledged Dark Squad. Also, we're relaxing into this bit- the Dark Squad have had their fill of Neverwinter and the region (ask Newt) and are also concerned that they have unleashed something (Ashardalon) and are being stalked (perhaps) by an ancient Red Dragon (Ashardalon?). So, to Saltmarsh, and keep in mind we're mangling stories here to fit with what's next. We'll be back for Garumn, promise. At the start of each session we're going through the prophecies/wise words- two at the start of each new session, with the players trying to figure out what fits where, and what they need to be asking about or finding out about next. This is Act Two of the film- all the exposition, inciting incident, set-up etc. is done, now begins the journey to the climax, and like all good films there'll be chatter followed by incident, more chatter to make sense of what's going on (maybe), then more incident. Ramping up until... Well, hang in for about 100 sessions and... we'll be nearer to the truth/end. From a DM POV I have a plan, as in a series of events- not many of them actually statted out you understand, just ideas. I DO have some incidents sorted out, a vague pathway with enemies and plot, but the Dark Squad are just getting to this. Shhh... I've not actually done a lot of this however, because... Last bit I gave myself a list of twenty jobs that I needed to do in Fantasy Grounds before I could effectively release the PCs on the Saltmarsh region- design/map towns and settlements, do random encounter tables- build encounters for each region, design key NPCs, find maps and pictures etc. I'm on task 16 on the list, but keep in mind one of those tasks (the last one I did) took me maybe eight hours to figure out, and I'm still really not happy with it. I think I'm going to scrap it and go again. Mostly they only take an hour or two to do, but this is an important bit/place I'm stuck on atm. Once this stuff is built in FG, and I have a good schedule then... they can go where they like, do what they like and I'll be mostly ready for them. At least that's the aim. So, the Dark Squad are humouring me for now, we had a big chat before the start of this section of the story, and the key word was- 'collusion', I needed time to build and plot, so here are a few easy-ish scenarios and schemes to keep the Dark Squad busy. Oddly enough the players seem to be enjoying this kind of thing as much as some of the previous stuff, which was high octane around the table at times. We're not playing tonight because Jim is unwell and also I'm a little under the weather, although I'm actually feeling much better now- for the first time today, most odd. Thanks for asking- it makes me think about stuff, and how I'm going to play it. Garumn was great, he'll be back but he got missed for maybe three sessions- he gets mentioned every now and then, but right now in game time the Dark Squad have been in the Saltmarsh region for... four days. Their time here has only just begun, they get Manistrad onside and then... unleashed, they can do what they want from then. So, stay aboard for the quiet times, there'll be terror and slaughter around the corner, and weirdness- promise. Stay safe and well. Goonalan, wishing right now he was DMing. [/QUOTE]
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