For the first time, the PCs deliver a major blow to a faction in the city, and they do it on purpose. ‘Till now, the group has been reacting to things happening to them and around them. Things were different this time. They had a goal, made a plan and executed it as a team. […]
Continue reading“If he has a cape, run!” A player exclaimed that as part joke, part new operating procedure, after the group nearly suffered a TPK early in the campaign at the hands of a cape-wearing villain. In session 21, the party meets this villain for the first time since that desperate alley battle, but this time, […]
Continue readingThis session ended up being a multi-wave combat with a bit of great roleplaying. The PCs caught up with their enemy Scab, a renegade gang member who screwed them out of a lot of money last session, and tried to tie up this nasty loose end. Session 19 finished on a cliffhanger with the PCs […]
Continue readingThis ended up being a tricky session to GM. Just four of six players were present. In addition, instead of continuing further into the cavern complex discovered last session, the PCs unexpectedly decided to return to town and take care of some business. Finally, the PCs triggered an investigation-pursuit mini-plot, and it was interesting playing […]
Continue readingSoon after my Riddleport campaign started it became apparent we needed an in-game device to make communication fast and simple. With allies, contacts and leads to follow-up on, the PCs had lots to communicate. However, the city was too dangerous to allow casual movement. With NPCs averaging 8th level, the 1st level PCs did not […]
Continue readingMy campaign went on an unintentional hiatus but we finally got a game in this week. We stopped for Christmas, then work schedules conflicted, then I was out of town. Feb. 25 saw Session 18 kick-off with a terrific battle against devils. Bearded in Their Lair The PCs had just returned to their inn after […]
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