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daemonaetea
2012-09-07, 08:52 PM
I'm hoping to start a new game soon for a group of friends. This will be the first time I've DM'ed for this group, and it will also be the first game (since I've joined them, anyway) where things outside of core are explicitly allowed, rather than something that has to be pleaded for on a case by case basis. As such, I have a double incentive to start the campaign off with a bang. One, to show them I can do this - I generally play comic relief characters in the games the others run (half by choice, half by type-cast at this point). Second, to really lay out some of the fun stuff that can be found outside core. To accomplish this, you seemed like the crew to turn to to help fine-tune my current plans.

First, a bit of background:
We'll be playing in a world I have created. This is partly because I enjoy world building, and partly because I want to stay strickly away from established worlds and their fluff. This is a group where many of them have been gaming longer than I've been alive. I think I'll have a much easier time of it if I stay away from stuff they know way better than I do, and it may allow me to actually surprise a group that normally has seen it all before.

For those interested, my house rules can be found here: http://www.giantitp.com/forums/showthread.php?t=246711
(Thanks again to those who helped refine them.)

The background of the campaign is thus: five weeks prior to the start of the campaign, magic began to fade away. The effect was minor at first, but escalated, until finally magic was gone entirely for an hour and a half two weeks prior to the start of the game. After that magic not only returned, it Surged, it's pent up might unleashed in moments. In the aftermath of the Surge the entire world has changed. First, nearly all high level characters are dead. Anyone with 2nd level spells or higher, or anyone that had in their possession +2 weapons or better, simply didn't survive the Surge. Even some weaker spells and items spelled death. The campaign will have multiple apparent paths open for advancement, but even those are only there as obvious attention pulls to make sure the party always has something to do. I'd really like for my players to engage with the world, make their own decisions, and decide for themselves what they want to do now - investigate, try to rebuild civilization, protect it, or something else entirely.

The players will be starting at level 3 (well, 5500 XP), with the caveat that they cannot have access to 2nd level spells. If any of them asks I will tell them they may create characters with access to 2nd level psionic powers, shadow magic, and the like. This will become a plot point, and a minor clue towards the nature of the Surge that they can investigate if they wish. They'll also be asked to be of Good alignment, mostly to help form the initial group bond which would be harder otherwise (with the planned grouping method).

So, on to the actual planned session. The session will open with each of their character's arriving to investigate rumors of a surviving caster in the town of Sand's Edge. They arrive on the rumored street just as dusk has settled over the town, as the torches are still in the process of being lit. They'll have just a few minutes of searching and interacting before a whistle from the town's guard will mark the sudden and unexpected attack from a force of kobolds, orcs, and goblins taking advantage of the recent devastation to invade. The plan is to have several low level standard goblins attack them at this point in the street, with what seems to obviously be a higher level "citizen" suddenly step in and help them mop up the goblins.

Design note:
One of the things I enjoy doing is playing with the expectations of the players. For instance, that last sentence probably made you think "oh boy, super powerful DMPC". I actually want them to think that. I want to teach them, early on, that even when it seems I'm playing within the bound of one trope/story/framework that they shouldn't automatically assume they know what I'm doing.

For the actual fight, I want to immediately draw them into the situation. The goblins won't just be attacking them, they'll also be slaughtering the civilians in the streets. I want to immediately show them something of the tone of the campaign as a whole, and ease them into the level of tactics I hope to use. These goblins will be fully using the terrain to their advantage, and when faced with bad odds will actually retreat rather than face certain death. And, as they retreat, they'll whistle for backup, again showing that these aren't your standard stupid low level fodder.

From there reinforcements for the goblins will arrive in the form of an enemy general, an orc unarmed swordsage, along with another two dozen goblins. It will be made quickly apparent that this is not an enemy they can currently face. The "civilian" will order/ask them to escort the rest of the non-combatants to a safe area while he holds off the general.

I will not force them to flee. If they stay they can, of course, fight. The general will be setup as an obvious returning enemy, which I hope will signal to these staid veterans that this is not a fight they're supposed to enter. If, somehow, they fought and actually won I would accept that, and it could very well alter the course of the rest of the campaign. But, again, not something I expect.

I also don't expect most of the players to realize the general is an unarmed swordsage. Mostly core players, I intend to describe everything he does only in terms of fluff, and leave them to assume he's a monk. However, the variety of the moves he uses should give them pause and force them to wonder exactly what they're facing. Again, introducing what I hope to be something genuinely surprising to this group.

The results of this encounter are also intended to encourage them to become a group for the first time. As they flee with the civilians to the safe point it'll force them all together, and cause the beginning of a cohesive whole. Since I'm encouraging them all to have diverse backgrounds this allows me to (hopefully) cause the group to form organically. If necessary, and I'd really rather not, roaming bands of kobolds will force them to stay together during the withdrawal.

Once within the safezone (an extensively stocked warehouse, whose owner will give to them a few specialist items) they will be given a short amount of time to plan before they hear screams. They'll recognize the sound as the helpful "civilian" from before, apparently being tortured. If they seem hesitant about rescuing the man, one of the people they've rescued will mention he saw something, for a brief moment, within the man's cloak earlier - the seal of the Royal Family.

Again, this is meant to help with the forming of a group bond for the characters - a common mission, undertaken together. And, again, it's a common story being played out, with what the players expect to be the common outcome - the heroes save the day.

As they make their way through the dark streets Perception checks will allow them to notice odd things - something moving through the air, weird skittering noises along the high walls, and the sounds of lots of tiny legs scraping through the dust.

The prisoner will be held within the burnt-out remains of a minor noble's house left vacant and devastated by the Surge. Guarding him will be a couple of low level warlocks with the spider climb-esq ability, a low level dragonfire adept, and a number of kobold warriors acting as more mundane lookouts.

Again, the focus is on a couple of different points. First, introducing more things from outside of core with interesting but not overtly powerful abilities (such as might frighten them off of non-core things). Second, setting up some more tactically interesting fights and situations. ("Yes, of course you see the kobolds marching around the building in a fixed pattern, but do you notice the warlock on high, staring at you from the shadows? And if you do, do you distract him in some way, or try to find another path? Or do you feel confident in your ability to handle the situation and charge right in?") Third, it again shows that while standard magic may have been effected, there seems to have been a number of powers that weren't. And doesn't it seem suspicious that the enemy seems to have so many of them?

This last point again goes towards expectations - no I'm not just favoring the enemies by letting their magical stuff work, I'm giving out plot points. And, in the process, encouraging powers and classes from outside core. Yes, everything the enemy has you can have as well (mostly).

The area this takes place in will have a wide variety of terrain, allowing many tactical options to play out. Walls of various sizes, which can act as both cover and weapon - most of them are severely weakened, and it won't take much to cause them to give way. (That hiding warlock? How will he like it when the tower he's on gives way?) There are also a few small items of magic left over, but dangerously unstable - messing with these could cause explosions, either to damage the enemy or distract him.

Once the players have made their way inside they'll find the "civilian" has already undergone significant amounts of pain. Both his eyes are gone, and half the fingers from one hand.

And the payoff - that super powered DMPC? Yeah, not so much. He'll act as an adviser if wanted, but he's definitely not going to be showing anyone out, and he won't be following the party. He won't even be giving orders. He'll be *asking* for their help, not demanding it.

As they get him out they'll hear renewed screams from behind them. They'll see all three of the enemy's generals advancing, slaughtering the town guards that are attempting to take them in an ambush. The man they've rescued, revealed (to no one's surprise) to be a royal agent, will ask them to focus on getting the town's people to safety. They'll be organizing the withdrawal from the warehouse when the ground opens up from underneath the north side of the building, revealing a number of kobolds mining their way into the town, and revealing how the attack started so swiftly. The kobolds will immediately withdrawal while whistling, which by now the party should recognize as a bad sign. They'll make their way to the docks with no more than a token resistance, taking the passengers onto a ship where they'll have the final encounter of the day.

On board they'll find a regiment of goblins looking over the cargo and generally just trying to avoid the fights. One of them will actually be able to speak common, and he'll try to negotiate with the party for their lives. The exchange? Allow them simply to leave the ship, and they won't call for backup.

I also like moral choices. Do they kill the goblins? They seem pretty evil - part of an attacking force and all - but these are not actively threatening them. Do they trust them to keep their word? If they do fight, how do they prevent the signal going out? (If they fight they will get away, but the boat will be mostly ruined and they'll have to journey overland. If, however, they leave in peace the boat will be fight, allowing at the very least the civilians to travel in a quicker, easier, safer way.)

The players, now well out of Sand's Edge, will be thanked by the Fist of the Crown (a first level Rogue/fourth level Crusader named Jurin) for their assistance. Since he has been terribly injured by his interogaters (in addition to the blindness and hand injury he's also suffered a great deal of STR/CON/DEX injury) he will no longer be able to carry out his assignment, which was, basically, checking the status of the region and offering assistance where needed. He asks that the players take up the task in his stead. He will entrust in their decisions, giving them the freedom to make their own choices, and to prove their assignment he offers each of them a piece of the shattered Royal Seal he carried, broken by the torturers. Most conveniently there's exactly one shard a piece, and by travelling together (and showing the completed seal) they can prove their Royal appointment.

Again, helping to bind the group into one whole, offering them in-character reason to stay together, and conferring upon them special status within the world, as befits what (will be by the end of the session) one of the very, very few 4th level parties left in existence.

And that's the planned end of the session. It's opening up with a lot of combat, which isn't necessarily a bad thing for this group, but it still has lots of opportunities for role play. It also establishes some of the ideas and themes of the planned campaign - expectations versus reality, forgiveness vs justice, the types of magic and what each means, and the aspects of combat beyond the merely defined.

I think it mostly accomplishes what I want (short, simple introduction to some things beyond core, while not overwhelming them with nothing but the unfamiliar at first; new combat; roleplay opportunities with no clear defined answers, left wide open to see what they can come up with - or simply ignore, if that's what they really want). Still, I'd value you're opinion.

And for those hearty fellows (and gals) that actually made it to the bottom of this enormous post: Thanks, from me and (hopefully) my players.


If you'd like any other information, either on the players, the campaign as a whole, the background, the rules, or, well, anything, don't hesitate to ask.

Kol Korran
2012-09-07, 11:37 PM
ok, some thoughts



They'll also be asked to be of Good alignment, mostly to help form the initial group bond which would be harder otherwise
Thi is unnecessery and could be quite a turn off for the players. some might prefer neutral, some evil, and it's their choice. I'd only suggest my 2 rules to be "be able to work with the others", and "don't be a jerk". if you are going to limit alignments, at least allow neutral as well, for the players who don't fell like playing good doers.


So, on to the actual planned session. The session will open with each of their character's arriving to investigate rumors of a surviving caster in the town of Sand's Edge. Never in the session recap did you mention what happened to this caster, what is up with him/ her. some players might prefer much more to focus on this piece of information (which might be quite crucial to the world) then the saving of the town and the agent. I suggest some explenation is due. (perhaps the invading forces kidnap it?)



One of the things I enjoy doing is playing with the expectations of the players. For instance, that last sentence probably made you think "oh boy, super powerful DMPC". I actually want them to think that. I want to teach them, early on, that even when it seems I'm playing within the bound of one trope/story/framework that they shouldn't automatically assume they know what I'm doing.
If you want to teach players about playing expectations, i suggest to do this In Game, not to try and "set them up". This might garner quite a bit of antagonism towards you.


I will not force them to flee. If they stay they can, of course, fight. The general will be setup as an obvious returning enemy, which I hope will signal to these staid veterans that this is not a fight they're supposed to enter. If, somehow, they fought and actually won I would accept that, and it could very well alter the course of the rest of the campaign. But, again, not something I expect.
They are "supposed" to flee at the first/ second battle? I think this kind of battle is too soon. This is the beginning ofthe campaign, the players still need to feel the strength of their characters, and this is new material. it is most likely there will be great confusion here.
Also- on one hand you expect them NOT to expect tropes and the like, and on the other you "signal a returning enemy"? don't signal him, don't make him more unique than any war leader (general is used for entire armies, not war bands) and let them find out fighting him. It might be more interestign that way.

But again, I think the party deserves a few more fights to test their characters before such a battle.


The results of this encounter are also intended to encourage them to become a group for the first time. As they flee with the civilians to the safe point it'll force them all together, and cause the beginning of a cohesive whole. that does not force a group together. they are just individuals running together towards the safest points. If you want to make them a group give them a common GOAL, something they will all be MOTIVATED towards and interested in.


they hear screams. They'll recognize the sound as the helpful "civilian" from before, apparently being tortured. If they seem hesitant about rescuing the man, one of the people they've rescued will mention he saw something, for a brief moment, within the man's cloak earlier - the seal of the Royal Family. many groups i know won't go to rescue him- first, most likely he is dead. second- what of the citizens they are to protect, and thirdly- wasn't there that unbeatable orc leader there? many won't care at all of the royal seal... what is it to them?

Also, if they think this guy is a DMPC, they might go out of their way NOT to save him.

an important point here: Many groups will at this safe zone start to strategize how to fight the marauders. some will decide on socuting missions, some on kidnapping goblins or kobolds and such an interogate, some will look for the caster that survived, and some will look for ways to evacuate the people. don't be set in your plans. know what might happen and let the group try out their missions. it's much more satisfying.

if you want then to rescue the royal agent pepper clues in these missions about it's importance. they hear goblinoids talking "Did you hear scrago? he asid one of the royal agent was captured! we might get the info from him!", a captured kobold "please don't hurt me! we didn't hurt the royal man much! Buka says he knows things! important things! i don't!" or the only boat left is the royal boat, that needs some sort of a royal charm to activate.


Again, this is meant to help with the forming of a group bond for the characters - a common mission, undertaken together. This still isn't a common goal, unless all in the party have an interest in it. be prepared for some people to persuade others to have to do it.

As they make their way through the dark streets Perception checks will allow them to notice odd things - something moving through the air, weird skittering noises along the high walls, and the sounds of lots of tiny legs scraping through the dust.


Guarding him will be a couple of low level warlocks with the spider climb-esq ability, a low level dragonfire adept, and a number of kobold warriors acting as more mundane lookouts.
this sounds like an interesting fight, but... be sure it's not an overly tough one- the party might be partially depleted from previous missions, or try to conserve resources for further on.

one point of note: you didn't specify a fight that is going to be "the big fight" for this opening session- a thrilling action scene. is this it? it sounds like it's prepared to be so. if not, then prepare one.

Once the players have made their way inside they'll find the "civilian" has already undergone significant amounts of pain. Both his eyes are gone, and half the fingers from one hand.

And the payoff - that super powered DMPC? Yeah, not so much. He'll act as an adviser if wanted, but he's definitely not going to be showing anyone out, and he won't be following the party. He won't even be giving orders. He'll be *asking* for their help, not demanding it.


They'll see all three of the enemy's generals advancing, slaughtering the town guards that are attempting to take them in an ambush. This is problematic. the party might have uncocnious characters at this point, plus a heavily crippled guy. and they are rying to run from highly powerful and fast opponents, who value their prisoner. unrealistic... I'd suggest instead 1-3 terrified scared human figures who come screaming something like "their leaders! they're coming! run! ruuuunnn!" or something of these same cliche lines.

They'll make their way to the docks with no more than a token resistance, taking the passengers onto a ship where they'll have the final encounter of the day.


On board they'll find a regiment of goblins looking over the cargo and generally just trying to avoid the fights. One of them will actually be able to speak common, and he'll try to negotiate with the party for their lives. The exchange? Allow them simply to leave the ship, and they won't call for backup.

I also like moral choices.
This is not a moral choice, but a tactical choice. the goblinoids are at this point marauding murdering enemies. they are fair game. I actually suggest to FORCE a battle here, as some goblins try to set the ship on fire. the party needs and end fight, a fight to close up the session. this seems to perfectly fit, and it gains them some fame in the eyes of the citizens. if they are deply wounded/ out of resources, have the warehouse holder supply them with some "pick me ups".


Again, helping to bind the group into one whole, offering them in-character reason to stay together, and conferring upon them special status within the world, as befits what (will be by the end of the session) one of the very, very few 4th level parties left in existence.

This might work for some players, but not all. Prepare to build more on a common goal the next session. I suggest the citizens might have different hooks and leads as to where to explore next (and where to lead them to safety?) for the party to pursue. let THEM find a common goal.

good luck to you. it seems like you are a DM who invest greatly in the group and campaign, your players should feel fortunate.

daemonaetea
2012-09-08, 08:38 AM
First I'd like to thank you for your input. I know this is a ton to read, and I appreciate it.

And for the replies below, they're a mixture of things I already had planned and things that occurred to me as I read your reply. So even the ones where I half-disagree with you are greatly more fleshed out now than they would have been if you hadn't pointed them out.


Thi is unnecessery and could be quite a turn off for the players. some might prefer neutral, some evil, and it's their choice. I'd only suggest my 2 rules to be "be able to work with the others", and "don't be a jerk". if you are going to limit alignments, at least allow neutral as well, for the players who don't fell like playing good doers.

In general I want to allow a great deal of freedom for my players. However, I do not believe this is a campaign that will work well with evil characters. Neutral might possibly work, but only with a strong motivation to help. For those that wish to play evil characters my group is also currently involved in a specifically evil game so I think they currently have an outlet for that.


Never in the session recap did you mention what happened to this caster, what is up with him/ her. some players might prefer much more to focus on this piece of information (which might be quite crucial to the world) then the saving of the town and the agent. I suggest some explenation is due. (perhaps the invading forces kidnap it?)

Sorry, there was a lot to summarize, and I knew I was gonna miss stuff. What happened to the caster was another hook to go find the royal agent - the civilians would tell the party they saw him speaking to a hooded figure which had a glow coming from beneath his/her hood. The figure escaped a few minutes before they arrived, though, but the royal agent has more info on who this person might be, as well as information on where they seemed to be heading - further into the region.


If you want to teach players about playing expectations, i suggest to do this In Game, not to try and "set them up". This might garner quite a bit of antagonism towards you.

I understand where you're coming from there, I just hoped that this particular "lesson" wouldn't come off as mean spirited or harsh. In general I dislike when someone uses the game to try to teach "lessons" to individuals, especially when it does seem critical of them. I hoped this instead could simply be a place where I could surprise them, while at the same time building up a certain level of trust. "Ok, what he's doing looks dumb/cliche, but he's done that before and it actually turned out to be something completely different. I'll trust that this is going to go somewhere interesting."

For instance, several sessions in they're going to meet another figure who seems to be getting special treatment. They'll find this person during a battle and, if they pay attention, they might notice this person never misses. Again, some might assume this is DM favoritism for a particular NPC. What it instead signals is that this person is a high level character who's only pretending to be low level. Without that level of trust they may simply assume I'm hand waving it. I'd like to earn that trust in game, rather than sitting them down and saying explicitly "If I'm doing something that seems unfair or cliche I ask you to please trust that it's setting something up specifically, rather than me just DMing bad".


They are "supposed" to flee at the first/ second battle? I think this kind of battle is too soon. This is the beginning ofthe campaign, the players still need to feel the strength of their characters, and this is new material. it is most likely there will be great confusion here.
Also- on one hand you expect them NOT to expect tropes and the like, and on the other you "signal a returning enemy"? don't signal him, don't make him more unique than any war leader (general is used for entire armies, not war bands) and let them find out fighting him. It might be more interestign that way.

But again, I think the party deserves a few more fights to test their characters before such a battle.

I'm not trying to teach them not to expect tropes, specifically. Rather, I'm hoping to show them that I might like to play within them. In some cases they may be used, but in others they might be subverted, skimmed, or merely alluded to. It's all about trying to add some element of surprise and discovery to a group that, through years of experience, doesn't have a lot of that left.

But for the fleeing, I think you may be right. How does the following change sound:

Instead of fleeing the advance of the general, they hear screams from some of the town guards a few streets up. The agent will say he'll go help the guards, and instead ask that the players help the civilians retreat. He could flash his seal at this time, to encourage the players to do as he says. This gives them a reason to follow his words, and avoids having to have an NPC say they saw the seal at a later time.


that does not force a group together. they are just individuals running together towards the safest points. If you want to make them a group give them a common GOAL, something they will all be MOTIVATED towards and interested in.

The movement towards the warehouse, no. But once they're actually in there together, as the only people present of any power, they should naturally come together to discuss the next step of action. And that is what I'm hoping will bind them. As for the goal, I'm hoping that will soon coalesce as the rescue of the agent.


many groups i know won't go to rescue him- first, most likely he is dead. second- what of the citizens they are to protect, and thirdly- wasn't there that unbeatable orc leader there? many won't care at all of the royal seal... what is it to them?

Also, if they think this guy is a DMPC, they might go out of their way NOT to save him.

Oh, they'll know he's not dead. The dude will not be having a good night. His torture will last many hours if he's not rescued, and they'll hear the whole thing.

Side note - the royal agent has several mysteries either in his person or as knowledge carried, and the characters will be aware of this. First, he seems to be a mid-low level character - how did he survive the Surge? With the Royal Family being a family of Casters, did they somehow have knowledge that allowed them to survive? Or was it something else? Second, why is he here? And why was he hiding his mark of status? Third, his information on the Caster. The idea is that the sum of these things will make him too juicy a target not to rescue.

The citizens will be hiding inside the warehouse, who's owner has a few... extra legal spaces. You know, for storing goods that he may, say, wish to avoid paying taxes on. This, combined with the fact that the enemy troops have stopped their advance into the town to consolidate their holdings, should convince the players they'll be safe enough for a short time.

As for the fact they may ignore the DMPC because he appears to be as such - I dunno, already letting him get captured seems to be showing way more weakness than the worst of the horror stories. It definitely shows he doesn't have any sort of status as untouchable.


an important point here: Many groups will at this safe zone start to strategize how to fight the marauders. some will decide on socuting missions, some on kidnapping goblins or kobolds and such an interogate, some will look for the caster that survived, and some will look for ways to evacuate the people. don't be set in your plans. know what might happen and let the group try out their missions. it's much more satisfying.

Fighting the attackers will be an impossibility on any grand scale, and this is something they'll recognize. The town is of a very good size - 5 to 10 thousand people - and they hear the sounds of battle spread across the whole thing.

As for different plans on how to go about things, I'm hoping for it! I assume that they'll try different things, and discuss the situation. Even if they decide not to rescue the agent that'd be fine. It's a great deal of information they'll miss, but nothing they won't have an opportunity to pick up later. I'll have stats setup for other things they might encounter if they choose to move through the city, and if they choose not to rescue the agent I'll instead move the fight they would have had their to some other point on their escape route.

However, the group as a whole isn't the sort that usually ignores the obvious plot points. After this session I won't be quite so obvious on what they're "supposed" to do, but for the goals I wanted to accomplish with the first session it seemed easier to do with a slightly specific set of goals.


if you want then to rescue the royal agent pepper clues in these missions about it's importance. they hear goblinoids talking "Did you hear scrago? he asid one of the royal agent was captured! we might get the info from him!", a captured kobold "please don't hurt me! we didn't hurt the royal man much! Buka says he knows things! important things! i don't!" or the only boat left is the royal boat, that needs some sort of a royal charm to activate.

I'm hoping that all the things I've already added above will be a good enough motivation. As for hearing the goblins talking, one of the other things I want to play with is the tension of otherness. Attackers that speak common will be rare. Most will speak their own racial tongue, or draconic. This will help, I hope, to stress their differences and strangeness. Only to be subverted later on when they begin to converse with them, and find them to utterly familiar after all.


This still isn't a common goal, unless all in the party have an interest in it. be prepared for some people to persuade others to have to do it.

Again, I left something out. The one common thing I'm asking for as far as characters go, other than being Good, is that they should have some interest in investigating the Surge. That's why their characters are in this town in the first place. And their first and most obvious step along that path is the agent.


this sounds like an interesting fight, but... be sure it's not an overly tough one- the party might be partially depleted from previous missions, or try to conserve resources for further on.

one point of note: you didn't specify a fight that is going to be "the big fight" for this opening session- a thrilling action scene. is this it? it sounds like it's prepared to be so. if not, then prepare one.

Yes, this should definitely be the centerpiece of this session. As for being depleted - they will have been healed by a civilian at the warehouse. One of my houserules is to allow the Heal skill to restore HP in a limited way, using Healing Kits. The warehouse will have a good supply, as well as a couple of civilians trained in their use. Spells/equivalents may be an issue, but the opening fight should be short and easy enough that they don't waste too much of that. However, given the other games the group has played in, I will probably need to explicitly state at the beginning of the game that they will encounter more than a single battle in a day in this game, so they shouldn't just use everything they have as soon as an enemy shows up.


This is problematic. the party might have uncocnious characters at this point, plus a heavily crippled guy. and they are rying to run from highly powerful and fast opponents, who value their prisoner. unrealistic... I'd suggest instead 1-3 terrified scared human figures who come screaming something like "their leaders! they're coming! run! ruuuunnn!" or something of these same cliche lines.

The idea is that the attacking town guards should give them the opening they need to get away. Another forgotten thing - catapults will have been pelting the town for a while at this point. If necessary, a building between the generals and them will collapse, blocking their advance. At least, momentarily. If they dawdle they'll hear the generals hacking apart masonry and timber, forcing their way through.


This is not a moral choice, but a tactical choice. the goblinoids are at this point marauding murdering enemies. they are fair game. I actually suggest to FORCE a battle here, as some goblins try to set the ship on fire. the party needs and end fight, a fight to close up the session. this seems to perfectly fit, and it gains them some fame in the eyes of the citizens. if they are deply wounded/ out of resources, have the warehouse holder supply them with some "pick me ups".

The goblins in general are invaders. These specific goblins have decided that, rather than fight, they'd hide out of the way and enjoy a quiet smoke. They don't have their weapons drawn, they're hopelessly outmatched, and they know it. They'll be quaking in their boots, literally. Would I say it's evil to attack them? No, I can't say that. But it's definitely not good.

In case it's not obvious, this is setting up later plot points again. The "Monstrous" races, as their known in this setting, are not simple marauding bad guys. They are a group that has been badly wronged in the past, and this is their chance to take their revenge. They're lashing out, and now the innocents must suffer for the transgressions of their ancestors, things they don't even remember. This is the first chance to add a sympathetic note to the enemy. A certain contrast will be drawn between the cringing goblins and the cowering civilians, both of which know/knew they were about to die, and could only plead to stop it.


This might work for some players, but not all. Prepare to build more on a common goal the next session. I suggest the citizens might have different hooks and leads as to where to explore next (and where to lead them to safety?) for the party to pursue. let THEM find a common goal.

Oh, definitely. At this point I'm sorta giving things over completely to them. I've given them a thoroughly plausible reason to stay together, they've got definite goals they can push for, and my role as active force is complete. From this point on they'll decide what happens next. They can deal with the civilians as they wish (or if they wish to) and beyond that the game is now open to them. I'll tell them about the major places in the area, as well as the rumors surrounding them. They'll also have the information from the agent. From this point on the game will be moved forward based on their choices.

Do they try to rally the army against the invaders? They've been having their own problems since the Surge, but if they could be brought back in line they'd be a powerful force.

Do they decide to investigate the Surge itself? They have two possibilities for where the caster could have been heading. Which should they go for first?

Or do they decide that specific problems are more important? Based on the rumors they've heard, certain situations are spiraling out of control. They could probably fix those, but should they be their priority, with so much else going on?

My idea from this point out is not to force them on any one path, or even to encourage a specific one, but to make sure that there are several distinct goals open for them. Their not even forced to take those - they could immediately decide to leave this region as a bust, and head out to an entirely different area - but I want to give just enough of a framework that they're not left totally unsure of what to do next and have to just blunder about, unsure of what's happening.