Yeah, I pretty much had to do that title. Sorry.
On Friday, we had our first post-Scales of War session of the 4E campaign that I’ve retitled Post Tenebras Lux*.
We spent the first little while cleaning up some housekeeping, tying up some loose ends, divvying up the treasure, etc. That let people do a little light roleplaying, getting into their characters a little more than the previous adventure really encouraged.
After that, I had set up a skill challenge to let the party interact with the town, link into the world, and each have a moment or two of spotlight as they tried to hunt down either a job or a thread that hinted at some easy cash and adventure. I had prepped eight separate adventure hooks, along with a few generic encounters to throw at the party during travel.
They turned up six of the hooks, and opted to pursue the rumour that there was a barrow in the Witchwood that only appears during the full moon. After that, they plan to try and track down the true tomb of Azarr Kul, the half-dragon hobgoblin leader of the Army of the Red Hand**. They passed up caravan duty, hunting goblins, checking out the rumours of the Ghostlord down near the Thornwaste, and searching for the Fane of Tiamat.
Once they had decided which thread they were going to chase down, they went into research mode. Which was kind of interesting for me, because I had only minimal background created for the adventure.
Fortunately, I had read the original adventure recently, putting together the hooks for this session and filling in the wiki over at Obsidian Portal. I knew that the barrow was related to the ancient druidic people that had inhabited the vale before “civilization” arrived. So, based on those ideas, when they managed a co-operative History check somewhere north of 30, I went to town.
So, now they know that the Witchwood is home to shifters, fey, and werewolves, collectively called the Old People. They know that the Old People claim to be remnants of the ancient druidic folk, and that they have ties both to the magic of the Feywild and the primal spirits of the Elemental Chaos. They also know that the Witchwood is heavily sprinkled with barrows, menhirs, and stone circles, many of which exist in the normal world during certain times of the year or under certain astrological conditions, such as this barrow they’ve heard of.
Yeah, I took the cheap way out – tying things to the seasonal and lunar cycles of standard paganism. I stole the idea of seasonal rulers of the druidic people changing as the seasons change, and I decided that the barrow, with its obvious associations with death, would link to winter.
I worked all this out as I told them what they had discovered with their astronomically high History roll, improvising my ass off. But now I know what sort of framework to use for the adventure.
Well, they set out on the two-day walk to Witchcross, the village nearest the barrow site, and I threw in a little bit of travel roleplay, with an inn stay and such, but their attention was starting to waver by that time. So I threw a fight at them.
Nothing big – just a few hobgoblins and wolves, but it pulled people’s attention back to the game, and got everyone focused again. Unfortunately, that was right at the time we had to end the session for the evening.
Now I’ve got three weeks to put together the adventure they’ve picked. I’ve got a rough outline, drawn from a few different sources, that I think is gonna work pretty well. It’s gonna have opportunities for exploration, diplomacy, combat, and perhaps even one or two creepy moments.
All-in-all, it went pretty well, though I think it’s going to take a few sessions for people to get into the right mindset for this game, after the whole beer-and-pretzels dungeon crawl that we’ve been running up to now.
It’ll happen, though, and I think the game will be better for it.
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*For those who care, the title means roughly, “After darkness, light.” It’s a phrase generally associated with the Book of Job, and has been used as a motto for a wide variety of societies and groups since the middle ages.
**I’m using a bunch of the background for the Elsir Vale, based on the Red Hand of Doom 3.5 adventure. I decided that there were tons of fake tombs for the hobgoblin leader floating around, and a thriving underground business in selling maps to these fake tombs.