Re: Running Weatherstone
Posted: Thu 17 Dec 2020, 10:51
by pytheas
When I ran it the encounter with King Algarod went poorly but the players managed to flee from the bed-chamber after getting a few harpies involved in the fight. They rushed down the stairs and barricaded themselves on the balcony from where they descended with the crane. The orc in the party held the door until everyone was safely on the ground and then jumped into the moat. It was very dramatic.
As far as the map is concerned, I don't think it really matters how many zones there are as long as you establish them clearly on the way in. Then use the movement/combat rules as applicable. I added some detail to the main building near the entrance. I felt like there should be more rooms there when the PCs went exploring (a kitchen some sleeping quarters and the like).
Re: Running Weatherstone
Posted: Thu 17 Dec 2020, 11:22
by Tywyll
It might. Still struggling with how to run a fighting escape. I mean, assuming they can't kill all the undead (which is fine), how do they cut their way out?
How did your party do? Any tips on what went well and what not so well (in your opinion?)
My party has just met Rolk in his camp one hex away, and are about to head to Weatherstone themselves. I'd be interested to hear how you played it.
The players heard the plot hook and promptly ignored it so they could continue looking for teachers for the sorcerer.

Re: Running Weatherstone
Posted: Thu 17 Dec 2020, 11:24
by Tywyll
I'm going to be running Weatherstone on Saturday. This post got me thinking.
For a fighting escape, what I'll probably do: The exit to each zone/room is blocked by X number of undead. But behind them, X number of undead enter the zone each round. So they've got to kill the undead in front of them before the room gets so filled with undead that can't fight off. I doubt I'd do that for every room though, maybe just 3 of them. Would get tedious for every room/zone.
Yeah, the other issue with that is the action economy of FL. Without specific talents, especially if you defend yourself, most of the time you are rooted in place as you wack away at a group of foes.
Re: Running Weatherstone
Posted: Thu 17 Dec 2020, 11:55
by Mr Oldtimer
It might. Still struggling with how to run a fighting escape. I mean, assuming they can't kill all the undead (which is fine), how do they cut their way out?
How did your party do? Any tips on what went well and what not so well (in your opinion?)
My party has just met Rolk in his camp one hex away, and are about to head to Weatherstone themselves. I'd be interested to hear how you played it.
The players heard the plot hook and promptly ignored it so they could continue looking for teachers for the sorcerer.
Ok. So, let them hear a legend about an ancient tome, which ”might” function as a teacher. The mage might want that tome. It just happens to be Algarods personal advisor who also happened to be a mage, who used to own the tome. The tome will of course help with the exact path of magic your mage want to practice but maybe just one more step? Or a path you want him to take... And then you can use some similar in the next site? ”So, you’re looking for a mage to teach you? Well, I heard of one in the old ruined tower a days journey to the north. He was a really nice old coot I heard. Too bad the goblins took him to their stronghold over at...xxx.”
If all the players want is a teacher, have the teacher agree to take an apprentice. ”There’s just this one ancient artifact you need to fetch me and then I’ll teach you... It’s rumored to be kept at...” ”Oh, you want to train even more? Naturally! Have you ever heard to legend about X? Bring it to me and I’ll teach you the next level...”
I don’t see this as a problem. Use what they want and make the campaign about that. That’s one of the pros with as loosly written sites as in this game, as opposed to a more traditionally, linear adventure. If they really, really want a teacher, good for you! You have a group of players with a clear goal and the drive to go after it. It’s much more troublesome If you have a group with no clear goals, no drive and won’t take initiative by themself. Embrace it, I say!
Re: Running Weatherstone
Posted: Sun 20 Dec 2020, 08:51
by currentpattern
Post-session report:
LOL. My party just began Weatherstone. They encountered it in the evening, and talked to Dalb. Heard screams coming from within. Dalb tells them, "oh yes, Esgar Farthing and his gang are in there," etc. My party decides to wait a quarter day while the Sorcerer uses Stonesmith to build a bridge across the moat, and also wait for Esgar's group to just go ahead and die.
Hmm. Well, what happens to Esgar's group? They make it to Algarod's chambers, grab the sword and...
While most of the party sleeps, and the Sorcerer works on building the bridge, they hear and unholy scream from the stronghold, and things begin moving within. A torch-bearing person appears high up near the crane, fighting something off. He attempts to use the crane, fails, and the party witness this nameless individual plummet to his death. The Sorcerer spots shambling undead soldiers appearing in the main gateway...
So yeah, basically, my party decided to just wait around, now Weatherstone is 10 times harder. Can't wait to TPK them next session. Probably gonna have the undead just wade through the moat and come after them. The only way for them to get their treasure (the Nekhaka scepter) will probably just be for them to rope over to the crane from the nearby rock face, fight their way up to Algarod's tower, and destroy Therania's painting, and then beg Algarod to call off his men... I doubt it's going to go so well.
TLDR: sometimes it's possible for a party to be TOO cautious, and make everything worse.
Re: Running Weatherstone
Posted: Wed 23 Dec 2020, 23:36
by Emperyan
Post-session report:
...So yeah, basically, my party decided to just wait around, now Weatherstone is 10 times harder...
TLDR: sometimes it's possible for a party to be TOO cautious, and make everything worse.
This was 100% my group too. Only they got smoked by the moat monster while they tried to cross a plank bridge and the sorcerer mishapped (disease with MAX virulence). Spent a day with him in iso and the rest just trying to heal. The Knighthall was active by the time they tried again the next day...