GMing The Courting of Fire
I ran this one on the spot when another GM failed to turn up, so started late with no prep, and with table half full of new/younger players, and I had to end early; so fitting a 4 hr module into 2 hrs.
The investigations worked fairly well and the players go on their way, although I would probably try and limit the time spent here.
It was good to have an outdoor long range combat, although in my case the players actually had the advantage as they had longer range weapons!
The interaction with Spernik didn't really make sense, or does it make sense why he would have stopped pursuing his goal.
Maybe a sense of urgency could be generated by describing the sounds of the first room when the players enter; then the sounds of the second room when they finish the first underground encounter. If they delay, progress to the third, fourth, and fifth; and have the players encounter what is left.
It still doesn't make sense with the guards left at the top and how long it would take him to finish.
I'm also not sure about his reaction if he does encounter the characters, as it seems all over the place -- maybe he is just chaotic. Maybe a "team up for now, I only want one thing, you can have the rest" is a better approach. (And for real; if he gets what he wants, it would be silly to betray the agreement.)
In the end, we ran out of time, so I cut the last encounter. It was largely unconnected to the rest of the plot, so the players felt like it still had a conclusion.
Still, if I had more time, I think it would have been nice to see Spernik team up with the players for the final encounter (his minions giving 'help' actions). If he leaves with the one thing he wants, and the players get the rest, I think it would be a nice grey ending for a change.
Needs a bit of work, but passable. Maybe it could have rated higher if I had time to prepare; if I ever run again I will update.
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