Friday, January 7, 2011

Things That Happened Last Session & What They Imply I Should Figure Out Before Next Session

(Due to events that occurred when I temporarily turned the Los Angeles leg of the campaign over to you people, a chunk of the gameworld has now been flooded by a sea of unknown goo, in the midst of which the characters were marooned.)

-Chris Weller's very cool idea of an ettin was defeated (at least temporarily) by a "soft power" approach--the boys took him drinking (probability-warping luck on the charisma rolls) and then dosed him with some sort of forgetting potion the girls found in a dungeon. Since one of the heads is a very angry wizard, I will have to decide what the ettin will do once he wakes up.

-...Which is maybe not much for a while since the players stole his boat and are now sailing the plasmic sea. Must finish up and edit the trouble-at-sea table.

-Incidentally they seem to have chosen to sail rather than stay on the fortress and fight the ettin or go down into the dungeon attached to the fortress, or find the things that will stop the skeleton plague on account of sailing seems like fun. My players do not appear to choose what to do based on any consistent criteria. I'm ok with that. However, since they're ignoring the undead this does mean I need to decide what spooky skeleton-thing will happen next back in civilization.

-Ok, they're not entirely ignoring the undead. They defeated a ghost ship full of skeleton pirates--ably assisted by Miss Charlie, visiting from NYC on her first RPG go-round. Now that they've got the ship (and got it in better shape than the boat they were on) I have to figure out exactly what's on the ghost ship.

-Since there are (or were) a hell of a lot of inhabited areas between the Fortress of Crows and the Sea of Ignorance and Pain to which it is now joined by a viscid umbilicus, I have to invent post-goopocalyptic versions of various places on the map that the crew might manage to wavecrawl to over the course of the next session, as well as identify landmarks or other situations that would give them some non-arbitrary reasons to decide one course over another.

-It'd also probably be a good idea to nail down just what, mechanically, the goo is, since no-one's fallen in it yet so I haven't had to decide.

-It also would be fun if I could seed a few ideas that have to do with who the players' characters are around the map, since they're sailing far from home.