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Session 19 of an originally planned 10 and things are going well. The runecaster, who wasn't there last session and was very unhappy that the rest of the party had had to negotiate with the ghost princes to leave most of the treasure behind, managed to come to an agreement to borrow the ancestral relic she'd found in the treasury (the player just needed a reminder that he was not negotiating with adults; in the end the runecaster had a Lesser Geas variant put on her so that'll be fun, especially since her quest to find her father has nothing to do with the main plot.) Using a variant of Critical Role's resurrection rules, they then managed to bring back one of their allies, the runecaster's boyfriend, and she of course was very happy. The artificer, who acquired a pet baby white dragon, wants to take it as a familiar and spent quite some time bonding with it, including polymorphing into a baby white dragon himself, that was nice. Another character, the druid who already has a wolf animal companion, can now have a familiar too, and instead of just letting her pick for herself I offered her three options: a thrush, a hummingbird, and a sheep. She's still deciding (I kind of hope she'll pick the hummingbird because due to a prank she now has pink hair and a jewel-green hummingbird would look really cool with that.) And the fourth character, the scout/bard/rogue, went to a temple and prayed to Olidammara for a different blessing than the "Bees?" one she'd drawn from his magical deck of cards the last time, so she drew another card but she got "Unfathomable Stupidity," oops. (She's down to INT 14 from 18, not crippling but still, ouch.) Then she got drunk.
Also, one of the best decisions I made was clearly to include the card for "Inappropriate yodeling" in the deck of cards, because every once in a while I can just start a youtube clip with someone yodeling and it's hilarious every time.
The players are more familiar with their characters now and there's more roleplaying, which I love. I finally gave them a stronger hint where to look for the kidnapped professor because they're really starting to get frustrated by this quest. (It started in session 10, but there were two sidequests in the middle.)
And then… I don't actually have any other quests prepared, this was supposed to be the last one before the search for the final boss and then the battle. But all of them are really enjoying this campaign right now, and there are some things I originally wanted to set up that I haven't yet, so I'm thinking of adding at least a few complications. But plotting is haaaard. (And most of the things that would be easy to arrange would involve some kind of detective element which my party is sick of. Although, maybe if I add an NPC detective and they just have to follow their directions… Hmm.)
Also, one of the best decisions I made was clearly to include the card for "Inappropriate yodeling" in the deck of cards, because every once in a while I can just start a youtube clip with someone yodeling and it's hilarious every time.
The players are more familiar with their characters now and there's more roleplaying, which I love. I finally gave them a stronger hint where to look for the kidnapped professor because they're really starting to get frustrated by this quest. (It started in session 10, but there were two sidequests in the middle.)
And then… I don't actually have any other quests prepared, this was supposed to be the last one before the search for the final boss and then the battle. But all of them are really enjoying this campaign right now, and there are some things I originally wanted to set up that I haven't yet, so I'm thinking of adding at least a few complications. But plotting is haaaard. (And most of the things that would be easy to arrange would involve some kind of detective element which my party is sick of. Although, maybe if I add an NPC detective and they just have to follow their directions… Hmm.)