Spoilers Galore! (Recent Plot Development Thread) [Archive] - Wizards Community

Post/Author/DateTimePost
lseelba

07-30-07, 02:34 PM
Now that we are officially into the blackout period, I was curious what people thought of the last set of modules.

1) What was your favorite plot development?

2) Was there an encounter that stuck out as particularly fun or unique?

For me, I find it funny that the Blackwheel Company lost an airship in both the recent mods that actually featured an airship. At this rate there will be no more MAADs!

I really liked the chaotic nature of Covenant 6, and fighting the chaos beast was lots of fun.

-Lou
heirodule

07-30-07, 02:52 PM
1) What was your favorite plot development?

2) Was there an encounter that stuck out as particularly fun or unique?

1& 2) I liked that the codex got to actually get involved in politics, even in Stromreach. It was hard to Gm smoothly, but still lots of fun. I had to turn some hack-and-slashers away from my codex table though (I told them they wouldn't have too much fun)

2) The whole virulence puzzle dungeon was lots of fun.

2) I had a blast fighting withdrawl from the cabal (THE Cabal? That's why I'm asking how on earth I'm ever teaming up with them in a expedition again) in blackwheel 6.
Harliquinn

07-30-07, 03:20 PM
I enjoyed the recent tying together of many plot hooks in the Codex modules. Meeting certain powerful NPC's that your characters should hate and working with them was fun. Puzzles were good as always.

Blackwheel Company had a lot going on, losing airships, recruits, and even some intra-company conflicts. I do hope to see what happened to Sgt. Tragar (if anything). I think the pirate infiltration was one of the better adventures and the fighting withdrawal was nail-biting quality. I think it's been said that when factions have conflicts it's usually only a small subset of the faction and not the 'leadership' giving the orders.

Cabal honestly had me reconsidering playing it a few times. While I know it's 'evil' oriented, I've always thought of it more scheming / evil than slaughter / evil. Night of Shadows turned me off in general, but Rough Beast redeemed itself some so I'm going to continue to give it a try.

Covenant of Light had several adventures that had me very confused in terms of continuity and story lines. I am glad that some past story objects came back around with tie ins to the new adventures (The Blessings and Gratitudes) and its nice to see the Covenant gaining respect in the town. I still felt 'somewhat' led along in some modules, particularly in the latest one where your return path to town couldn't be the path you had already traveled. There also seemed to be some random encounters that never got explained. I really liked Glitch and hope he stays around. Out of all the factions, Covenant seems to have had the least number of returning/recognizable NPC's (other than Grave).

Both the expeditions were well done and enjoyable.

Overall though, I'm quite pleased with the latest campaign and I'm looking forward to seeing what comes next.

John
Timlagor

07-30-07, 09:48 PM
I'm definitely expecting Brigette to turn out to be some sort of infiltrator.. possibly a a House Thuranni spy ..she is jsut far too well informed.

I really liked the rocking ship.

Fighting withdrawal.. we messed up royally. D&D isn't really designed for that sort of thing if you aren't a wizard and our spellcasters just didn't have the right sort of spells. (I felt slightly cheated that we only got to go in 2 of the directions before the withdrawal in that one ..but that's just me being greedy. Would have been nice to get some clue what would be in each direction when you make the choice.)

How would you know that the people in your Expedition Adventure were Cabal members? (Fred certainly wouldn't tell you he was!) ..and I did like the Night of Shadows though it could have done without the party conflict issue (which actually wasn't really due to conflicting Obscura at our table; I just thought there was likely to be more loot in the Tower and wasn't about to be told not to go after it).
lseelba

07-30-07, 10:11 PM
Fighting withdrawal.. we messed up royally. D&D isn't really designed for that sort of thing if you aren't a wizard and our spellcasters just didn't have the right sort of spells. (I felt slightly cheated that we only got to go in 2 of the directions before the withdrawal in that one ..but that's just me being greedy. Would have been nice to get some clue what would be in each direction when you make the choice.)


Yeah whoever wrote that mod went beyond the call of duty to have six encounters (the MAAD, the puzzle fountain, the burning building, the Cabal elites, the pirates, and the escape). Running all six could easily make that mod a two slot mod. I agree it would have been nice for there to be hints which ecounter you would get for each direction.

I'll let you in on a secret. I hadn't statted out the Cabal elites or the pirates, so I was really happy when you guys (randomly) chose the burning building.

-Lou
JJeff

07-30-07, 10:46 PM
My guys actually decided based on the fact that one of the corporals was female and saving the damsel on distress was cool. Another group actually asked me which had the most combat OOC and asked if they could just happen down that path instead of randomly choosing. Which I then proceeded to let them face the stomping Gnome Gninja (yes, GNINJA... Which also happened to be similar to one of the player's CoS build except he had to use rogue instead of ninja for obvious reasons)

I like CoL 5 and I wish August would write more of stuff like that. My players felt CoL 4 and 6 just didn't feel like it was part of a bigger plot. I know CoL 4 was forced due to the need for the wings, but it just seemed seperate from everything else. CoL 6 too.

BWC seemed, rather mindless. Go, do this, do that, act like you're Orlando Bloom with Johnny Depp at your side, run from plants that appear from the ground, run around picking things up, saving Private XXX, etc

CoS was great, though CoS 4 was rather bad as it seemed to be the only CoS mod that could be completed with no deaths (Be good at research and tailing and you won't meet the Slayer of Domiel, you can thus through good intel skip the Ball and go to the house direct, and you can diplo the last encounter if you have no CoX). Night of Shadows and Beast was fun, esp when I can get back at the Psion in the party with the riedran encounter

CC was .... well.... CC5 was wierd plot wise, but fun RP wise. CC 4 and CC 6 actually fun puzzle wise (I now torture my players by talking like I did in CC4 at the fish store). Every CC game though, I have seen a table TPK. CC4, a table got completely grappled by the Grells and died. CC5, a table actually got everyone pushed off the ship by the Air Elemental and TPK-ed. CC6, the last puzzle got people dying due to trial and error.

It was fun, this season, but it just seems wierd that CoL and BWC always meet up with the CoS, or have them behind the strings of the trouble, in their adventures (CoL4, 5 and 6, BWC 5 and 6). The CoS face everyone except BWC (CoL in CoS4 and CC in CoS 6) and CC just deal with Virulence....

I would love to have more interaction (like BWC 1-3), but not lead to open conflict to better help RP helping each other during EXP adventures.

Now... the DM's Mark Expedition... that would take me some thinking to write due to potential party conflict.... sheesh....