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SoF - The Returned - The Plan

Page history last edited by Jon Goranson 7 years, 8 months ago

The Plan

 

August 18, 2016

 

Thus speaks Iomedae:  
The disfigured one walks in Magnimar again; 
woe if the Insane Guardian wakes.
If the Crypt of the Chaos Demon opens, 
Magnimar will be flooded in the blood innocents.
The Knight seeks to bring the Abyss to Hell;
Go forward my knight and save Magnimar.

 

Thru Ioemdae, and Shane, the group finds out that their old friend, Nualia is back.  They find out people are missing and go looking into it.  

 

Find a powerful follower of Lamashtu and fight.  Tougher fight than they thought.  Revealed that something is happening near to the Arvensoar, the main guard complex.  

 

Find the base of Lamashtu near the Arvensoar and attack.  They are trying to create a portal of some kind.  Nualia's acolytes try and keep the group busy while she finishes the ritual.  However, before she can finish it, the group take her down.  

 

5 points

 

GM Notes

  • I originally was going to have Nualia finish what she wanted to do as she died but that was pushed on and I'm fine with that.  
  • Having someone with a Divine source makes it easier to send the party out to fight evil.  Or, Evil, as the case may be.  Anything less than that and it could be subjective.   
  • I did realize that John's character Zendryl knows magic as elements but I was describing the magic he felt in terms of PF schools.  I switched and need to figure those out so I can be consistent.   
  • In talking about this session with my wife, she had a good point.  It feels as if we have all had to build up trust, in me as the GM and as players, to really make Fate work.  I was disappointed in how long that took.  Then during play, I made the statement "you can do that but it just gives me a reason to fuck with you."  My wife felt that was going against the trust I had been trying to create.  While I see that point, I'm curious if the players felt the same.  To me, it felt like me being honest that I didn't think that character could do what they were asking and wasn't worth it.  
    • I think we are still learning Fate, well Strands of Fate, but the system does allow me to say something won't work.  
    • It's only if I allow a roll that I'm telling the player that the character has a chance.  I might describe what happens if they decide to do something or let them describe how they see their character's success or failure.  
    • 'They can push but can't push against an impossible situation, as decided by me as the GM.   
  • I think we are focused and that works for me.  I like the idea of campaigns leaving heroes in a particular place and moving onto the next place.   

 

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