The PC’s travel to Grimfeast, and make a bee-line for the Fiery Grog Tap Room. There they meet several other adventurers including “The Hands of the Gods,” and Uabai, an accomplished Crasher. Xander charms Uabai into guiding them down the underground passage into the tower located in the basement of the Tap Room. Uabai wasn’t the best of guides, leading them into a kobold ambush, a run-in with a Otyugh, and finally a bizarre theatre complete with a ghostly actor (who was driven off by Willow). Play ends with them getting deeper into the tower.
CK’s Notes:
All participants receive 720 XP for this session. Willow gets a 300 XP, although the kudos seemed to be across the board.
I’ve been thinking about some logistical problems I’m having with gaming sessions. First, there’s the unfortnate combination of a large group and small rooms. Most rooms are 20′x20′, 20′x30′, or 30′x30′, because those were the sizes in the Descent board game. I understand that you want to be able to lay out several rooms in a board game, but for my game of C&C, things are getting too crowded, and very often a good half of the PC’s aren’t able to affect play in a scenario because they are in the back of the queue. Since I don’t want to limit the size of the group, I need to “air out” my dungeons with larger rooms, perhaps even going to a less “tinker toy” layout (rooms attached by long, thin corridors) to a “house” layout where the rooms are more adjacent. Rather than cast loads of Hirst Arts bricks, I may just consider investing in a WorldWorksGames cardstock set and using it.
Second, I’ve changed gears in this campaign. For a while I was going lightning-fast through the different relics that needed to be found, which the PC’s finding one after one or two sessions, then moving on. I liked the roleplaying in this adventure and the corresponding greater depth of the backstory, but I could tell that the players were expecting to find the Lantern this adventure, and were getting antsy that it didn’t seem like they were getting close. Truthfully, I wouldn’t mind setting aside the whole “quest” structure and instead get a chance to work a few Grimfeast-related subplots (and of course some good ol’ fashioned crashing) instead.