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I tried setting up a Numenera play by post game once, and quickly found myself confounded by the options in the face of established examples of what Numenera is capable of. My scenario involved nothing more than a hand-wavey reason to put the players up against a criminal syndicate, which in retrospect seems lame, and a waste of the expanse of what Numenera provides. In fact, I was recently playing the soon-to-be-released Numenera: Tides of Torment on the PC when I realized that I am simply not equipped to do the Numenera world justice.
Case in point: This screenshot.
Click for the horrifying description
If you’ve ever read anything by Clive Barker or China Mieville, then the LEVEL of this kind of weirdness is par for the course. To me, it both makes my skin crawl and gives me gooseflesh because of the sheer level of malevolence and creativity involved in pushing well past the barriers of the kind of thing high fantasy would employ to tackle such a scenario. This is some other-world level stuff right here: one part mystical, one part horror, and one big part psychological. It takes the conceit of the world and employs it in ways that are projecting at an angle that can’t be measured by traditional geometry, and it hurts my head. I am in awe of the creativity in this one panel simply because I know such a system would never have occurred to me. I don’t know if I’m too practiced in the ways of high fantasy, too old to get my mind kick-started to think this far outside the box, or if I’m just nowhere near as creative as I’d always assumed I was. I suspect it’s at least a little from each column, and that makes me sad.
The Cypher System is one of a new breed of “anti-D&D” systems that have been cropping up over the past few years, where the rules call for fewer numbers, less dice, and more free-form roleplaying. For many, it’s difficult to wrap one’s head around, but I continue to really want to try. Problem is, I don’t know that I could ever do the system justice, certainly not on the level that Tides of Torment is offering. That is what makes me sad: it’s a great system with actual, limitless potential, and here’s me…wasting it.
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[Bonus points for whoever can tell me where the title is from. Extra bonus points for admitting this publicly]
I has ragrets. I am not a big screenshot taker. In the days of my youth it never really occurred to me to save pictures of games or to record video, but in my defense back in My Day taking a screenshot was a painful affair. If the game itself didn’t support it, you needed an external app to handle it, and there weren’t that many (FRAPS and…). If a game did support in-game screenshots, it was usually followed by a session of “where the hell does this game store images on my hard drive?” Even when taking screens became a lot easier I still managed to avoid having a record of my gaming history, because at that point, I really just blame old age. You know how when you’re in the middle of something and you’re concentrating on it so when you finally get a breather and look up and, like, hours have passed, you’re hungry, and need to pee? It’s like that, except in addition to all those things, I smacked my forehead for not having taken any screenshots.
A brief discussion on Twitter with Sers Dusty and Belghast made me realize how many screenshots I don’t have. This makes me sad on a personal level because all of the time I’ve spent in-game and what do I have to show for it? About as much as I’d have had I not spent all that time in-game. On the other hand, as a soloist, most of my screenshots would be of mundane things like landscapes and NPC conversations, and not memory provoking images of my time spent doing events with friends. More importantly, though, I’m missing a record of all of the games I’ve played, but which are no longer with us.
I’ve tried to get better at taking screenshots, though. Back when it first launched, Forge’s biggest draw for me was that it could take a screenshot of whatever you were playing. Then they went all Brittany Spears circa 2007 with their streaming to Twitch and dropped that cool feature, only having brought it back in a weaker form just recently. I now use Greenshot, a desktop app which allows for full screen or regional capture but also uploads to Google Photo where I archive all of my pictures.
Last night I went through what images I have from semi-recent forays and organized them into folders because my dumping ground directory was just that — a massive pile of unorganized images. I sorted the images by game, leaving me with a more profound sense of loss in seeing how few folders there are, and how few images per folder there are. Even now, a lot of screenshots in those folders are on-demand captures of funny dialog, attractive landscapes, or regions of the screen that I used to send to other people to explain something about the game, or to use in a blog post.
Th-th-th-that’s all folks!
Looking at Greenshot, though, I realized that I should re-work the filename pattern to auto-sort the images into their own folders. This way, I won’t have to remember to sort them all into the appropriate bins and will have everything nicely organized for when I want access to those images. The key, of course, will be to remember to take those screenshots, because no amount of organization will be worthwhile if there’s nothing to organize.
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When we last looked in on our heroes, they were on one side of a door through which they could hear the muted sounds of conversation. Let’s pick up where we left off, shall we?
We shall because that’s the point of this post.
The hunter was concerned that the door might squeak when opened, but it was well made enough that it swung open without a sound. On the other side was a large cavern, half filled with water, half filled with stolen treasure, and half filled with a dragon. The other half was filled with the dragon rider who was apparently trying to hide behind a transparent rock on the off chance that someone opened the non-squeaky door on the other side of the room.
True to her maiden name, Tinda “Jenkins” Spellsinger barreled past the ranger and barbarian and burst into the room, finger-guns blazing. Unfortunately her aim was off and her double Eldrich Blasts only scored the cavern ceiling. Smelling the shit on the fan, the barbarian rushed in and closed the gap between the party and the dragon rider who was really positive that he had been hidden from view, guys! despite the fact that he was so obviously not. Never one to be left behind, the warlock stepped into the cavern and took up a safe but observable position right in the cone of poison breath that the dragon unleashed after patiently awaiting his turn. The warlock was instantly gasping for breath and, finding none, expired like a two-month-old carton of milk, while the bard developed a really nasty case of asthma which guaranteed that she’d not be running any marathons any time soon.
Using his Shit Is Gettin’ Real senses, the ranger asked the monk to hold his beer as he stepped into the cavern. The faint strains of Wild West gunslinger showdown music could be heard from elsewhere in the cavern, despite the fact that the party had killed or freed everyone else in the complex. Maybe it was someone’s alarm clock. Regardless, the timing couldn’t have been better: the ranger unleashed a punishing barrage of physical and magical whupass upon the wounded dragon, felling the beast in a world record breaking six seconds. As the smoke wafted from his bow, the ranger tugged down the brim of the Stetson he mysteriously acquired and leaned up against the wall, arms crossed, while the rest of the party reverted to clean-up.
Seeing his dragon companion fall so quickly, the rider whipped out his own dual Eldrich Blasts at the barbarian, hitting him squarely, before attempting to disengage by diving into the nearby pool. The monk, not wanting to the low-scoring member of the party this round, energized himself and bolted across the cavern to chase the escaping cultist into the murky water. Unsurprisingly, the barbarian decided that swimming was fun, and also jumped in, although being one of the least perceptive members of the crew, he got lost easily as the monk kept close on the heels of the dragon rider. Through a secret tunnel they swam, eventually emerging into the cavern where the initial encounter had taken place. It was there that the monk cornered a severely wounded cultist when the barbarian finally found his way out of the pool. Still under the effects of Rage, the barbarian wasted no time (or words, or, you know, thought) in smashing the cultist’s head into the ground…and when I say “smashing” I mean literally smashing, like with a maul, and, like, with flying brains and stuff.
After an awkward moment standing around the corpse with the January Jack-O-Lantern head for a while, the party opted to take what little they could carry from the dragon’s treasure hoard, adding it to their Chest of Undisclosed Treasure From A Previous Session, and eight bottles of some Seriously Kick Ass Booze that they had found previously, and made their way out of the Misty Forest and back to Waterdeep.
Their arrival at the city was fortuitous, as it seemed that the cult situation had escalated in their absence. The city was on lockdown, and the normal citizen hustle was reduced by several magnitudes of bustle. The party was quickly ushered up to the council chambers where they relayed the news of their encounter with the dragon and its rider to Delaan and Algarthas. At the mention of the rider’s name, however, Algarthas grew pale and quickly left the room. Delaan informed the party that the rider they had encountered — Neronvain — was Algarthas’s half-brother, and the estranged son of the council’s King Melandrach.
Lady Silverhand was quick to bring the party up to speed on what had transpired. The draakhorn had been sounding almost continuously for the past few days, and streams of chromatic dragons could be seen heading to the Well of Dragons from every corner of the region. To make matters worse, scouts from all over report that cult forces had broken off their raids and were returning to the Well with haste. The council has no choice but to consider the cult’s plans to be entering their final phase, which meant that the council was out of time: they had to begin deploying their forces to meet the threat of the Dragon Cult.
She had one more task for the party: infiltrate the Well of Dragons and do whatever they could to disrupt the plans of the cult in any way possible to weaken their offensive and stop their ritual. The party had proven themselves capable time after time, having won over the various personalities that made up the Council of Waterdeep. They didn’t agree on much very often, but the council had come to the unanimous agreement that the Adventure Co. Brand Adventure Company was the Sword Coast’s best and only hope at stopping this threat (because of course they are…it’s their story).
There was one loose end: informing Melandrach of the death of his wayward son Neronvain. The warlock, bard, and ranger tactfully explained the situation to an incredulous Elven king, offered their condolences, and watched as the trembling elder was lead from the room by his surviving son.
+ + +
It’s been a few weeks since we have been able to convene, due to holidays and various Mishaps of Real Life. Thankfully we weren’t in a really complex story because apparently I need to work on my note-taking skills.
This was a notable session for a few reasons:
First, the fucking hunter one-shotted a dragon. A seriously wounded dragon, but still a core threat to the people of the Sword Coast. What surprised me was the fact that the ranger had apparently been holding out on this Skill Chain of Badassery. Obviously not something to use against rank and file minions, but the “firepower” had traditionally been concentrated in the hands of the multi-strike monk and the berserker barbarian, so who knew we had devastating artillery in the group?
Second, the dogged persistence of the monk in chasing down Neronvain. I see the reasoning behind it — this guy might have a dragon mask, so there’s no way they were going to let him get away — but there was always a chance. Neronvain ducked into a concealed tunnel while under water, but the monk was able to keep his eyes on him. Liberal use of Ki points to initiate Dash, coupled with several Attacks of Opportunity and a blistering string of critical rolls decimated the cultist as he tried to run. I admit that my hope was that Neronvain would escape because having him alive and bringing this news to Melandrach would have severely different consequences than what we’re dealing with now. Of course, Neronvain’s death, I think, was a surprise to everyone since it was handled as an in-character situation involving a raging barbarian who could only see killing his enemies as the way to end the encounter, regardless of how incapacitated his enemies were.
Third, the score sheet. I’m not going to say much else about it right now, but I had thought the council affinity tracking would vary far more than it is. I am interested in completing this module mainly so I can write the whole post-mortem about it.
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Despite not being a multiplayer shooter aficionado, I really enjoyed Titanfall. It has the mix of infantry and mechs, and even if you’re not good at shooting at other players, you can contribute to the overall score by taking out the NPC enemies.
Titanfall didn’t seem to really last, though. I know it had a steep incline shortly after launch, and then seemed to nose-dive at least in terms of how much people were talking about it (in my circle, which admittedly isn’t a good bellwether for how multiplayer shooters are doing). I heard there was a lot of cheating and hacking which drove a lot of folks from the game, and when your game is nothing but multiplayer, getting a reputation for being the refuge of pathetic children who need to cheat to feel good about themselves is certainly not going to do your franchise any favors.
I knew I’d pick up Titanfall 2 (Xbox One) mainly because it now has a single player campaign. You get to play a pilot who has a Titan gifted to him when your mentor dies in combat, turning the game into a kind of weird buddy movie that plays out more like Short Circuit than Lethal Weapon. Your first task is to escape an area infested with…I’m not exactly sure what the relationship is. I think you might be the spacefaring faction, and the enemies might be the local rebels you’re sent to deal with? Your side seems to have it’s act together in terms of rank and appearance, and your enemies tend to be more loose cannons and eclectic in appearance, which is usually video game industry shorthand allowing you to tell friend from foe. But for the intro, you are separated from your Titan and have to rendezvous with it on the other side of the facility you’re stuck in.
If you’ve played TF1, then you’ll know the drill for the most part. You have two weapons and some grenades. You get a jump-pack that allows you to perform a double-jump. And there’s the wall-running. Wall-running gets my vote for the most overused but stupid mechanic in a video game (long form). Naturally, when a developer believes they have a Good Thing in a mechanic — aka the hammer — they have to use it all the damn time — aka the nail. Sometimes it makes sense, but other times it’s a mechanic that dictates the map layout, and it shows when there’s only one way through an area, and that’s to bounce between several walls like a spastic rubber ball.
Of course, I generally despise platformers, which is what this wall-running crap makes Titanfall in the end, but that’s all forgiven once you get back to the Titan, because there’s really nothing like being all squishy and getting shot at only to round the corner and see your mech waiting to scoop you into its innards. When the doors close and the HUD activates, now it’s time to bring the hammer down on those peons. Hyperbole aside, the squishy game plays out more or less like any FPS (albeit with wall-running), but the addition of the mech combat changes things up here and there. You have shields that collect bullets and fire them back or missiles that lock onto multiple targets like some kind of Iron Man ass-kickery. Fighting another Titan is usually the frosting on the cupcake because it’s more of a duel than just a series of pre-corpses like what you have to deal with in the FPS portion.
I’ve not ventured into the multiplayer aspect of TF2, and I’m not sure I will. I know other people just jumped into multiplayer after install and are leaving the campaign until later, and that’s probably the way to go because by the time I get around to being ready for multiplayer, either everyone will have left, or everyone will be so good that I won’t even be able to get out the door of the dropship. That’s OK, though, because I’ve got the single player campaign to tide me over, and I’m enjoying it, even if it does stress me out.
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The party wasted little time getting the act together, and none too soon: Turns out Lady Elia had a trick up her sleeve, and that trick was turning into a silver dragon in the fortress courtyard, freaking out the animals and making uninformed citizens panic at the sight of a dragon suddenly in their midst.
Elia — her real name being Otaaryliakkarnos, in WotC’s typical alphabet soup fashion — flew the party to the meeting place high in the mountains, and along the way provided them with a dossier on each of the dragons they would be meeting with.
Protanthur: proud and distrustful of humanoids. He’d be the party’s greatest opponent.
Ileuthra: A wise dragon who spends his time walking the planes of existence and consorting with gods. He would be judging the party’s arguments most strongly.
Nymmurh: Already given over to the humanoid cause because of his relationship with Lady Dala Silmerhelve of Waterdeep, so at least the effort was starting at absolute zero.
Tazmikella: A dragon who has spent a good part of her life in human form, living among humanoids, and has gotten burned by the younger races more times than she could count.
And herself, of course, but no one asked her about her position on all of this Cult business.
True to her word, Protanthur turned out to be a tough nut to crack. By and large, the dragons were all on the same page that something needed to be done, but the dragon clans weren’t sure that there was any benefit to entering into a formal alliance with the humanoids. If their paths crossed in pursuit of some mutual goal, then so be it, but there was no point to a formal alliance. To the long-lived dragons, this subtle distinction apparently meant something.
The party presented their case to the best of their ability. A united force of humanoids and dragons could only be stronger than if either group went it alone, and the party attempted to enumerate the ways in which their contributions could benefit the dragons. They walked a fine line between obsequiousness and a show of over-confidence in the abilities they were touting, but the dragons weren’t entirely on board. The party spoke of the benefits of humanoid knowledge to a dragon who moves through the planes of existence with ease. They described war to creatures who had fought in battles than humanoids knew only as legends. Most of all, they tried to sell the “triumph of the human(oid) spirit” as their greatest asset, but that turned out to be the dragon’s — or at least Protanthur’s — sorest spot.
Each dragon had some beef with the humanoids. Taz had first-hand experience with the two-faced nature of humans, elves, and dwarves. Otaaryliakkarnos clan sought restitution from the dwarven kingdoms for their careless hunting of her ancestors (and from having made a suite of armor from the skin of one in particular). Protanthur’s ire was reserved for elves and tieflings specifically, each of which were represented in the party, but his greater issue was that humanoids, with their short lifespans, couldn’t amass the wisdom that leads them to make good decisions. Humanoids were corruptible and weak, and prone to infighting over transient elements that they’d never live long enough to enjoy. He stated the it was humanoid frailty — of life, of character — as an excuse for a “get as much as you can, while you can” attitude that had wreaked havoc across the realm for centuries. In short, humanoids were why Faerun couldn’t have nice things.
Nymmurh was Protanthur’s foil, however. The younger dragon had spent much time on both sides of the current argument, some among his clan debating the situation, and some among his confidants in Waterdeep. As the one who felt most at ease in both camps, he could only remind Protanthur that while everything he said about the humanoid races was accurate, the fact that they were still around despite centuries of strife and fallen empires spoke volumes as to their tenacity and will to survive. No, they didn’t need an alliance with them, he agreed, but that being the case, there was no good reason not to ally, and the only reason Protanthur was holding out was due to his bias against the younger races.
As the dragons disengaged from the party to discuss the matter amongst themselves, the party regrouped to consider their options at this point. It was mentioned that maybe they could sweeten the pot a bit if they offered the dragons a part of the Cult’s treasure hoard in exchange for an alliance. If the dragons returned and Protanthur’s position remained unchanged, there might be no other option. The party seemed hesitant to stoop to common tit-for-tat, though, possibly believing that doing so would offend the ancients and ruin whatever logical arguments they had spent the past hour and a half making for their case.
As the dragons reentered the grotto, most still had reservations, but were in a better mood to bargain. Although Otaaryliakkarnos figured that the suit of armor made from her ancestor was lost to history, she requested a formal apology from a representitive of the dwarves for their centuries of drunken revelry that they called the dragonmoots that usually ended with the slaughter of her kin. The party stated that they couldn’t speak for the entire dwarven nation, but Otaary seemed to be very insistent that they try in exchange for her support. Ileuthra had one contingent request: that once the dragon masks were recovered, they be given to the metallic clans for safekeeping. While he was cool on the idea of an alliance himself, he was concerned that the masks left in the well meaning but relatively weak hands of the humanoids would eventually be too much of a temptation, and if an alliance was the price they had to pay for the humanoids to agree to hand over such powerful artifacts, then so be it. In a more casual conversation with Taz, the mention of a cut of the treasure got her attention, and she suggested that Protanthur’s current internal struggle might be swayed by a promise of a portion of the spoils. Because, dragons.
In the end, Protanthur begrudgingly agreed to the alliance in exchange for 1/3 of the Cult’s hoard. It would no doubt be an uneasy alliance, with one side desperate for the help of the other side which appeared to be unengaged in the process, but the party requested that the dragons sign a written agreement that they could take to the Council as a formal declaration of the alliance.
+ + +
I was both excited and terrified of this session going in. It’s difficult enough to RP a single character; it’s very difficult to have to RP several characters over the course of an adventure; it’s stupidly daunting to have to RP several characters simultaneously during the same session. Not only that, but to have to RP dragons, and to give them some air of ancient wisdom, aloofness, and hubris and self-centeredness, all while trying to not agree with the logical, very humanly relatable points that the players were putting forth, in the name of playing the characters.
Each of the dragons had three traits: desire, attitude, and concession, as well as a bearing such as angry, unfavorable, neutral, and favorable. Their desire is what they wanted in the context of the module, which was the cessation of the Cult’s rituals. They differed from the Council’s approach in that their dragon pride made them believe that they could and should go it alone, not because it was “a dragon problem”, but because they’ve got the “long view” of life in Faerun, and have collectively decided that the pattern of humanoid races is one of general dumbassery. They were quick to remind the party that it was a human’s perchance for corruption that started the whole Cult business in the first place.
During the negotiations, it was basically two against one: the bard and (oddly) the tiefling warlock took the initiative to argue the case. Their positions were very Star Trekish: yes, humanoids can be selfish and dickish, but there’s so much potential there…swap the party for Jean Luc Picard and the dragons for Q and I think I’d seen that episode before. But as a person I couldn’t find any fault in their argument; as dragons, I had to.
The only thing the dragons had in their favor (aside from their racism) was their long view of the world. They had seen some shit, and have noticed the patterns. They don’t feel that they could trust that humanoids were doing this for any other reason than selfishness which would eventually devolve into the usual squabbles between their nations. While humanoids were certainly good at war, one dragon asked, point blank, “how can we be sure you’re not just going to turn on one another once the Cult is defeated and go to war over the spoils?” Hopefully, no one could really answer that — they could speak on behalf of the Council, but they couldn’t really speak for the Council, after all. It wasn’t so much that the dragons were trying to be right, but they had to seem entirely uninterested and unconvinced that there was a benefit to them doing something they really didn’t want to do with people they’d rather not do it with.
That’s where the concessions were supposed to come in. Before the party left Waterdeep, Sliverhand attempted to impress upon the party that for the purpose of these negotiations, they were the Council. Part of the point of the scenario was (minor spoiler for the party members who read this, but probably not really) to put the party in a difficult position: yeah, they had the authority to wheel and deal, but after they made promises to the dragons, they would then have to convince the Council to actually make good on those promises. In this, the dragons can only be proven to be correct in their fears: humanoids aren’t as unified in their support for one another as the dragons are, no matter how dire the circumstances are that they’re staring down. I didn’t use all the concessions, because by the time all of the speechifying was done we were abutting our quitting time, and there was still the final go-ahead that needed to be nailed down. After 1.5 hours of talk, throwing in the towel because the dragons lined up to make demands would seem really stupid. Plus, the broaching of the subject of concessions was supposed to be part of the empowerment of the party. They could have outright asked “what can we do to win your support?” and I think the scenario could have been over in about 15 minutes.
But we got some good RP out of it, and hopefully everyone enjoyed themselves. True to form, though, the party’s wildcard Dimsdale Butterstick the Perpetually Scintillating — the barbarian who’s convinced he’s a wizard — almost derailed the negotiations with his unique brand of outbursts, but someone produced a whole bunch of crumpets from their adventuring rations which kept him busy throughout most of the proceedings. At the end, though, once the crumpets had been consumed, the warlock summoned some pretty lights to amuse the barbarian, which actually worked because he failed his Wisdom saving throw.
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The party was summoned before the Council of Waterdeep upon their return to…eh…Waterdeep. They had turned Varrum the White over the Council’s “Hospitality Ambassadors”, and were on their way to their debriefing.
The Council had redecorated since last the players were there, most notably that Lord Neverember was apparently no longer in charge of the quorum. Lady Silverhand now occupied the Big Chair, but no one at the table offered to elaborate. It was obvious that Neverember was displeased and detached from the proceedings.
Lady Silverhand congratulated the party on returning with Varrum in tow, a sentiment that was echoed by Lord Brawnanvil of Mithril Hall. Brawnanvil was eager to put Varrum on trial for a laundry list of transgressions against the dwarven races. On the other side of the coin was Delaan Winterhound of the Emerald Enclave who saw Varrum’s presence as an unnecessary distraction. He cautioned the Council and the Party against Varrum’s well-known duplicity, and warned that his presence in Waterdeep could be putting the city and the Council’s operations at risk.
Still, Lady Silverhand would not overlook this opportunity to wring valuable intelligence from their prisoner, and sent the party down to Varrum’s interrogation in an act of “good faith”. Perhaps the party — having just rescued Varrum and providing him with asylum — would put the dwarf more at ease.
Varrum was eager to talk. He told the party about the goals of the Cult, the purpose of the Wyrmspeakers and the masks their carried, and about the Thayan’s involvement in the Cult’s proceedings. By and large he was cooperative, which put the party immediately on the defensive.
Once back in the council chamber, a new face had appeared, but before introductions could be made, the warlock had a request: he wanted just two minutes to question Varrum without anyone else in the room, a request that had been denied by the chief interrogator Lady Maquette. Mithril Hall was supportive, but the Emerald Enclave pointed to this diversion as proof of Varrum’s disruptive nature. Lady Silverhand granted the warlock’s request, interested in wringing any and all information from their captive before they had to resort to more painful methods.
The Council was engaged in a run-down of status reports from their kingdoms, but the stories were all the same: villagers and small cities were being emptied of their populations as people fled ahead of impending Cult attacks. Houses, barns, inns, and other personal properties were being razed by dragon fire, and precious possessions were being stolen from the wreckage. The massive movements of people along the Sword Coast was projected to overwhelm the strongholds of Waterdeep, Neverwinter, Baldur’s Gate, Luskin, and others. The Council’s reports echoed Varrum’s statements that the Cult’s attacks had two purposes: to acquire as much treasure as possible for the return of Tiamat, and to overwhelm the Council member’s resources and sow confusion in a bid to keep them occupied.
Winterhound seemed particularly vociferous after the unusually glowing report from King Melandrach of the Misty Forest. Melandrach claimed that Cult raiders had been repelled once he ordered the forest kingdom’s defenses increased, and boasted of confidence that his people were safe. Prince Alagarthas, Melandrach’s youngest son, countered the King’s claim with evidence gathered by his people in league with the Emerald Enclave. They felt that the Cult had merely been repelled but not defeated, and that they were surely biding their time until they could discern the weak points in Melandrach’s new defenses. A stern rebuke from his father through the invocation of his missing brother and rightful successor Neronvain, silenced Alagarthas, driving him from the room.
With the bickering complete, Lady Silverhand introduced their newest visitor as Lady Elia, a representitive of the metallic dragons of Faerun. The Council had been insistant with the metallics, begging for an audience in which they would plead their case for assistance in their fight against the Cult. Their diplomatic missives had been received, but no word had been received regarding their reception. Silverhand was quick to remind the Council that it was foolish to try and appeal the dragon’s sense of decency, since what was life and death for those at the table was merely a blink of a eye for dragonkind; instead, they needed to state their case to the draconic council as diplomats and, if necessary, to make concessions that would win the metallics over to their cause. Lady Elia was the first response the Council had received, and they were eager to take it. It was the Council’s decision that since the party had the most experience with the dealings of the Cult, they would be best suited to provide the dragons with answers to whatever questions they might demand answers to before making their decision. Lady Elia mentioned that she needed to return to her council as quickly as possible, as their deliberations were still ongoing in her absence. The party agreed to leave that evening.
As the Council adjourned, the party was stopped in the hallway by Alagarthas. He pleaded with the party to come to the Misty Forest to stop the impending Cult assault, warning the players that it might be a matter of hours, or a matter of days before their defenses were compromised and his people slaughtered. Winterhound supported Alagarthas’ request, but the party felt that treating with the dragons was far more important to the needs of the council. Angry beyond words, Alagarthas left the party with a confused Winterhound in tow.
+ + +
I ended up spending more time preparing this scenario than any other, I think, and I believe it paid off. I got to cover all of the bases that I felt were needed at this point in the module, although I was worried about halfway through that it was turning into an exposition dump.
Varrum’s presence is supposed to be a boon for the Council; he fucked up, pissed off Severin, and believes his life in the Cult to be over. But Silverhand’s warnings were accurate in that Varrum is an opportunist. He knows that he has nothing to gain from lying to the Council, but his life no doubt depends on being as truthful as he feels he needs to be, for as long as possible.
Since Varrum was a member of Severin’s inner circle, he’s got a lot of information — but not ALL the information. The Cult’s structure in our version of the module has the power concentrated with Severin. He has advisors who handle the military aspects, so the current job of the Wyrmspeakers is to corral chromatic dragons of their mask’s color who might be resisting the call of the draakhorn, but also to go where Severin deems necessary, quickly, and without question. This isolates Varrum from Severin’s details, but also keeps him apart from other Wyrmspeakers. He mentioned to the party that this was a potential weakness in the cult: since the Wyrmspeakers operated independently at Severin’s sole command, cornering any one of them could lead to the Council gaining possession of one of the masks.
And if you notice that I’m ending abruptly at this point, you’re right.
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