Thursday, December 3, 2015

DM Thoughts on Grayshore

Grayshore was one of our best sessions, and the closest we’ve come (I think) to a stereotypical D&D session.
Being grown-ass men, the party is typically genre savvy, and they are conditioned to explore all the things, lest they miss something. I’m not a fan of having good gear hidden in plain sight like that, but I did want to oblige their usual wanderlust with more RP opportunities. They would be heading south, wandering further and further into the area most effected by the disappearances, with 5 shipping companies; and at least a pair each of shops, bars, and inns; and then even a Lovecraft-inspired discovery to be made should the players catch on to the clues references and RP well.

Well, none of that happened. We made it to two shipping companies when the usually exhaustive inquisitors decided they had enough, and hatched a solid plan. I made them do one more company, and then let it succeed. All that other DM prep work, gone…

Their Gnofulk as bait stratagem was golden, mostly because the player WAS a bit drunk, and so RPed as drunk bait amazingly. Following 100 feet back was also a golden moment, as combat started and they realized just how far back they were, even with dashes at their disposal…

My original plans definitely would NOT have fit into one session, so I was really, really pleased with how this unfolded. Plus, now the party has this cool plot hook of someone hiding in Sharn, commanding a small army on undead and just biding their time…

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