15mm Historical
Terrain
After making contact with another wargaming group during a convention in October, we were invited to put up a game for their own convention in December. Martin and I decided to attend and reprise the Indian Mutiny game FG and I ran in the previous convention, since we already had the scenario and charts ready.
Once again we managed to run two sessions, and although the British came closer than ever to winning, victory continues to elude them!The convention featured other games, including an A Song of Ice & Fire tournament, many boardgames, and a few RPGs, but the centre-piece of the convention was a giant Bolt Action Bastogne game which ran for some eight hours.
Martin and I made more new friends, and no doubt more gaming will come from these meetings.
Roman counter-attack on the left |
Last week we managed to get together for a mid-week game of grid-based Napoleonics. What's more, we hosted two members from another gaming group whom we got to know at a convention we went to the month before.
The scenario was Battle of Hollanbrunn, a rearguard action in the aftermath of Wagram that saw Massena's Corps catch up with the Austrians.
The opening set-up |
Mid-point of the game, with the French flank attack developing and the Austrians making their countermove |
It was a fun game, and the timing was perfect, with the battle played to a resolution just as the game clock ran out and within the time we allotted for play.
In the discussions after the game one of the players was inspired to start painting 15mm Napoleonics, and Martin was motivated to paint up a few more units for his British-Portuguese army, which will allow us to play some Peninsular Wars scenarios in the future.
Adrian hosted a game of the latest edition of Kill Team, where I pitted my warzone Bauhaus and Shieldwolf Miniatures figures against his Traitor Guard figures commanded by FG.
One peeve I do have with the system is the rather restrictive army lists, but hopefully that means that the lists have been playtested for balance.
I am tempted by the aesthetics of a Genestealer Cult army, so if we continue to play Kill Team, I may need to make another Saving Throw in the future.
Other than my usual home RPG group and my wargaming group, I have been gaming off and on with a public gaming group at a community centre these past few years. The group plays mainly RPGs and boardgames, and some Battletech Alpha Strike; I run the occasional one-shot RPG there, and play the occasional boardgame.
This year, the group was invited to take part in a games convention at a school, and I was invited to put up a historical wargame there.
This was when I realised that, while I do have many paired armies, most of them are sci-fi or fantasy, and the historical armies that I do own both sides of are not painted by me, but cobbled together from various ebay purchases. The only armies which look presentable are my Indian Mutiny forces, which were mostly painted by a single painting service.
Now while I do enjoy The Relief of Luckpore, I thought that a grid-based wargame would not be a good representation of most historical miniature wargame, so I went through to my library and decided on Dan Mersey's The Men Who Would be Kings, which I helped playtest with these same figures in 2015.
I modified the command rules a little to allow for five players - two on the British side and three on the Mutineer side - with three units each. I picked out a scenario from Colonial Conflicts: The Indian Mutiny, adjusted the set-up to fit, and with the help of a few friends tested the scenario, made some adjustments, and we were ready.
The set-up |
The situation at the end of the second game |
Over all the amount of gaming we did out of the session was probably not worth the effort of preparing the charts and cards and traveling down, but I did make friends with some historical wargamers and we might be getting some gaming in in the future, so that made the whole evening worthwhile.
We played another game of Peter Pig's Conqueror and Kings. Despite revising the rules briefly before the session, I still managed to get the multiple combat wrong by confusing the rules with those of an ACW set I am working on (also a grid-based game)
View from the Ayyubid line |
Byzantine counter-attack that ultimately failed |
The game was quick because we did not do the whole pre-game sequence and the 'Piggy Chase', and while the strategic choices seem limited once the army list is made and terrain placed, there are still tactical choices to be made like whether to push forward on a sector where the attack is more successful, or pull back and reorganise the line to prevent outflanking.
This game was a little lopsided due to the list-making - my fault - which in turn was limited by the figures I have at hand. Perhaps in the future I should field a list with Close Order bowmen, using my Norman figures.
The next game of C&K is scheduled for November, when we hope to pit Late Romans against Sassanids. Stay tuned.
I own at least three iterations of Lone Wolf RPGs, and have played two long campaigns in the Lone Wolf setting, and they are both memorable ones. There is something about the dualistic cosmology and the heroic narrative of the characters that instantly lend gravitas to the campaigns. Lone Wolf RPG characters can't help but to be heroic because the stakes are so high - all they need are a campaign premise to allow them to shine.
This current iteration is for the Dragonbane rules, which I do not own nor plan to buy; I am backing it chiefly for the fluff, the art, and most importantly the modules. The delivery date for the project is Nov 2025, although with the number of stretch goals being hit I will not be surprised if it will be late. It is too far ahead to plan, but hopefully I will have a stable of players ready to take on the Darklords when it arrives.
I apologise to my readers for the long absence. Recent changes in my living circumstances, work demands, and a dislocated little finger have all eaten into my leisure time, and while I have continued to spend on the hobby and play, it has left me no time to update this blog.
Our Three Worlds RPG campaign has ended, but I have yet to write the AAR for the final two sessions. We have taken a break from RPG due to the attrition in player base, with most of the players for that campaign now in other countries, but we may be cobbling together a group from our old players and getting some gaming in with a new game master.
Wargaming has therefore come to the forefront, with several purchases being made, figures painted (some by me, but most by a professional painter I engaged), and convention game being put up this coming weekend.
I will try to post the AARs for the sessions we had the previous months in the near future; in the meantime here are a couple of photos of 3D printed resin figures painted by me:
15mm Arab Civilians by Red Copper Miniatures, via Proxy Wargaming Aus |
15mm Carthaginian Poeni Cavalry by Cromarty Forge, via The Plastic Soldier Company |
For our August session we played Peter Pig's Conquerors and Kings (2023 edition) for the first time. Wahj brought his Romans and Carthaginians and some hills he build specifically for these rules, and we spend the afternoon working through the rules.
As expected when trying out a new set of rules, we got some stuff wrong, but I think over all we got a sense of how the game plays. I played the Romans, which I did not handle boldly enough, and by game end I had failed to occupy enough grids to win.
I also realised that the Battle Tactics are an important consideration not just during play, but also during army-building (and vice versa I suppose), since some tactics mean you can get more mileage out of cheaper troops.
I like the more abstract way combat and positioning are handled in this game. I hope to get a Roman vs Sassanid game on soon. In the mean time I have ordered some Tribal Germans to be painted (an opponent for yet another Roman army!).
For our second game FG and I played Warmaster. It's an old game which we used to play a lot back in the day (especially the Ancients version) but I am unfamiliar with the Goblins list, which seems to be quite weak. Nevertheless it was a joy playing with the well-painted figures.
Martin was back in town last weekend and six of us managed to get together for a couple of games, beers, pastries, and dinner.
For the second game we played a game of Alpha Strike. Now that we are more familiar with the rules, play is faster and more relaxed.
For the game in August I hope to run a game of Peter Pig's Conquerors and Kings, and maybe a game of Deth Wizards.
Prepping and Running the Game
This was once again a bit of a filler adventure. We have suffered some attrition in our player pool, but Bliss' player, a longtime member of our group, was able to join us for this session.
The session was based mostly on the module, with the main monster swapped. The creature in the story is an ahuizotl, which I thought was an interesting monster.
Much of the session was actually spent roleplaying as I introduced the main NPCs who will appear in this arc of the campaign, chiefly Melin, and Vaclovas from the previous arc. They players also spend some time roleplaying with the two ranch hands, whom they found amusing.
The discovery of the elven dagger sets up the rest of the campaign. It will probably take another two sessions before we are truly into the plot of this arc, but I wonder if I will have enough players to see this through.
Seeing the Serpent, Rokas had a change of heart, and moved to strike Elze, while the girl summoned up a wall of water to defend herself.
The Serpent breathed a cloud of noxious gas on Agh'hkan and his bodyguards, who succumbed to it, but before the Serpent could do more a shrieking peal was heard from the north - a giant bird swooped down through the canopy of the forest towards the Serpent. Lightning issued forth from its wingtips, striking the Serpent.
On the river bank the melee continued, with both cavalrymen struck down by the orc warriors, but eventually our heroes were able to overcome the orcs. At the same time, the Thunderbird had seized the Serpent in its talons, and plucked it from the river. The two creatures engaged in a whirling struggle in the air, and the Thunderbird was triumphant, tearing the Serpent apart and scattering its remains onto the ground, Then, just as suddenly as it appeared, it flew away.
The wall of water protecting Elze collapsed, and the girl sat on the ground, stunned by what she just witnessed. Our heroes dragged Agh'hkan from the river, and bound him. Then they followed the course of the river westwards, until at last they reached Lake Rodophine, where they were picked up by a fishing boat from Yngley.
When they finally returned to Obanhold with Agh'hkan in tow they were meet with a great cheer. Days later, the cavalrymen would report that the orcs have retreated beyond the river and scattered.
For their parts in the great victory our heroes were rewarded: Mala asked for the island in the middle of Lake Rodophine to be granted to him; Enree asked for the lake itself to be renamed after him, while Melig and Rokas received silver.
Agh'hkan was imprisoned together with Bruthalan, and for now the orc threat on the plains was over...
Prepping and Running the Game
This session ended the second arc of the campaign. I left the session pretty open, giving the players several choices on how to bring about the final confrontation between the orcs and Obanhold. Much of the session was spent debating the best course of action, and while they did eventually agree on a plan, the players and PCs were still not 100% on their allegiance even when the final confrontation happened.
I feel I failed to make the fight between the Thunderbird and the Serpent sound epic enough, and that left the players a little disappointed about the power of both creatures.
Compared to the first arc of the campaign, the plot of this arc was more "sandbox" as one NPC faction (Elze and the Great Horned Serpent) were almost entirely invented in response to what the PCs did during the first session of the game. While there were relatively fewer fights, I believe the players enjoyed the interaction with the various NPC factions. I have yet to get a firm grasp on the next arc of the campaign, but hopefully I can come up with factions for the players to interact with again.
Last month I moved from the place I have lived in for 15 years to a new place some 20km away. While I hired a professional mover to shift the furniture and other items, for my miniatures I enlisted the aid of six of my friends in an operation which I dubbed Dumpkirk (chiefly because in the run-up to the actual move I had to return the mats, terrain, books, and minis which some of them have left at my place over the years). The photo above shows what remained to be moved to my new place.
With three cars, we managed to complete the operation from loading to unloading in about an hour and a half, which gave us some time to play a game of Tiny Towns...
before dinner was delivered.
A week later we had a supplementary session to move some stuff, after which we played a couple of card games at the new dining/gaming table, including Space Pirate Amazon Ninja Catgirls,
As a result of the move I am several reports behind - something which I hope to rectify over the next few days.
(photo from: link) |
The next day our heroes set forth once more to the north, bearing a flag with the sigil given by Bruthalan painted upon it, and after three days they were intercepted by an orc patrol. Our heroes dismounted and gave up their arms, but refused to be bound, and were led northeast, towards a forest. As they traveled north, they noticed that storm clouds gathered on the horizon.
As evening came the party arrived at an orc encampment at the edge of the forest. Their arrival caused a stir, and not long afterwards Chogan appeared. Chogan was at first angry at our heroes for not heeding his advice and leaving the plains, but when he saw the sigil and learned that Bruthalan lived and that our heroes came to offer peace, he agreed to lead them to meet Agh'hkan, the prophet of the Thunderbird and the leader of the orcs.
The next day Chogan and a party of orc warriors led our heroes north, through the Sword Belt Forest and crossing the Rhodophine River. As they emerged from the forest they found that they were at the foot of a ridge, where a path led further northwards; the storm clouds that they had seen the day before now loomed larger and nearer above them. As they trekked north they noticed dozens of clusters of tents on either side of the path - hundreds, if not thousands of orcs were gathering. When they neared the crest of the ridge they saw that the path led into a large crater a mile across in the side of the ridge: Maut'hgar, the Thunderbird's Nest; above it was the centre of the whirling storm cloud.
Inside the crater there were hundreds of orc warriors. The sound of drums could be heard as everywhere clusters of warriors danced in circles as they cut symmetrical wounds in their faces and limbs. Chogan led our heroes to near the centre of the crater, where he approached a large orc warrior: Agh'khan, Prophet of the Thunderbird.
Agh'hkan spoke to our heroes haltingly in the Northern Tongue, demanding to know why they had come. Our heroes presented the Castellan's terms: the Plains Orcs would quit the lands they now held, and be given land south of Obandhold, where Men would not enter. But Agh'hkan knew that the lands promised them were too small to house his peoples, and that the beasts there would not be enough to feed them. He dismissed the Castellan's terms, and asked our heroes to bring a message to the Castellan instead: send all the women and children away from these lands, and let the battle be that between only warriors. They were then escorted out of Maut'hgar.
Our heroes knew that their quest was unsuccessful, but they had learned much: that the orcs were more numerous than they had expected, and that among them were warriors from the other tribes: Coastal Orcs, Canyon Orcs, and Woodlands Orcs - Agh'khan's message had been brought to the other lands, and many had joined his cause.
Prepping and Running the Game
This was another combat-less session, and one with the most number of players yet, with all five active players present.
While there were plenty of role-playing between me and the players, probably about half of the session had them discussing what to do between themselves. The players are divided at first in whether to work with the villagers and their serpent patron, and later in their support of the orcs and the humans, and the events unfolded with them not having a clear common objective between them.
While the session ended in what seemed like failure (or at least a lack of success), I believe that the players left with food for thought.
On my part I have to decide how the Castellan will respond to the rejection of the peace offer -I do not envy the man's position.
The Castellan tried to learn more about the Thunderbird from Bruthalan, but the latter would not reveal more. Frustrated, he left our heroes to interrogate the prisoner instead. Our heroes tried to threaten, then cajole the former emissary, but met with no success, until Melig (see PC profiles here) promised to try to broker peace between the two peoples. Bruthalan then scratched an orc sigil in Melig's forearm, and bade him to go to Maut'hgar - the Thunderbird's Nest, the gathering place of the Plains Orcs, north beyond the Rhodophine River.
Our heroes plotted to travel to Maut'hgar, but to keep their purpose hidden from the Castellan, but before they could depart news arrived from Yngley that some twenty orcs were found dead in the woods on the north shore of Lake Rhodophine by a patrol. There were no wounds on the bodies, and fearing that it was from the plague, the soldiers burned the bodies.
The Castellan ordered Enree, Mala, Malkam (a dwarven warrior recently recruited), Melig, and Rokas to travel to Yngley to learn more.
The next day saw the party arrive at Gatton, the lumber village south of Yngley. Our heroes were welcomed by the villagers, but even as they gathered for dinner that evening, they noticed two villagers leaving. Mala and Melig followed the duo, and found that they seemed to be heading to Yngley, but decided to return to Gatton before their presence was missed.
The day after saw our heroes arrive once more at Yngley, where they were likewise welcomed by Remunas the headman, as if they did not last part on bad terms, although Elze avoided being near Enree. Remunas seemed confident that the orc threat had been eliminated, and the soldier garrisoned there asked them to recommend to the Castellan to recall them.
That night, as our heroes laid asleep in the hall of Remunas' home, Enree and Mala were awakened by the sound of four men entering the hall. Possessing darksight by their magic, they saw the four men pounced on Rokas and gagged and bound his limbs. The two raised the alarm. Confusion reigned as the others awoke but stumbled in the darkness. Melig rushed to a window and called for help.
Eventually the villagers arrived with torches. One of the assailants lay dead, slain by Mala's magic, while the other three were incapacitated. But our heroes' troubles were not over, as it soon became clear that the villagers were all complicit, and that they intended to capture Rokas to be sacrificed to the Great Horned Water Serpent, whom they claim slew the other orcs and now protect them. Elze it seemed was the Serpent's emissary, and she now promised the others their freedom if they handed Rokas over.
For a while our heroes were at a loss. Malkam threatened to kill Rokas if the villagers attacked and deny them their sacrificial victim, but Elze called his bluff, and our heroes had no choice but to surrender, on the terms that Mala and Melig be allowed to leave the village before Rokas was handed over.
At the edge of the village, out of sight of the other villagers, Mala and Melig turned on their escorts and slew them, and then entered the woods off the road to double back to the village.
Meanwhile, Rokas was once more bound, and led to the edge of the lake, where he was set upon a boat. As most of the villagers began to gather at the shore of the lake, Enree and Malkam also overcame their guards, recovered their gear, and left the hall.
Melig entered the hall briefly to recover his gear, and once more entered the woods, skirting the village to arrive at the edge of the lake, where he joined up with Mala and Malkam.
Meanwhile, Enree appeared before the villagers and taunted Elze and challenged her. As the two exchanged heated words Melig loosed an arrow at Elze, which struck her down, causing great alarm among the villagers. While the villagers were distracted, Enree made his exit, while Malkam tied a rope to his axe, and threw it at the boat. The axe whirled through the air and the blade embedded itself into the boat, and the trio began to pull the boat back with all their might. At the same time, a strange glow appeared in the lake near the boat, and the water began to roll and bubble. Moments later, the head of a giant snake bearing antlers broke through the surface of the water. Melig once more drew his bow, and his arrow once more found its mark, striking the serpent. The serpent's head recoiled, and it released a cloud of green gas from its mouth as it did so. But Rokas was now already beyond the serpent's reach; our heroes cut the bonds on his limbs, and together they fled into the darkness.
Prepping and Running the Game
This session saw the addition of yet another new PC - probably the last one for this arc of the campaign.
In this session I introduced the character of an imprisoned orc emissary, an element in the module, to give the players more of the orcs' side of the story.
The second part of the session was planned to introduce the "cult" of the Great Horned Water Serpent. Rokas' player had to drop out of the session at the last minute, but as an "orc sacrifice" was an important element of the plot, I decided to play his character for this session.
The final confrontation I ran unplanned, with no idea on how the PCs would get out of the predicament, and I was surprised at how they pulled it off. Their hasty departure did mean that they suffer some equipment loss, but they were well-rewarded in XPs.
Scheduling difficulties meant only Adrian and I were at this month's session, which was held at his place.
Once more our heroes are summoned to the great hall, where they were met by the Castellan and six women. The Castellan informed them that the women were the wives of trappers, and had traveled from Belton to Obanhold when their husbands had not returned as expected when the trapping season ended. The Castellan charged our hero to find the missing trappers, and gave orders for the women to be given lodgings. When the women had left, the Castellan confessed to our heroes that he though the chances that the trappers were still alive was slim, but he nevertheless wanted our heroes to try, and to also travel to East Hall Tower to see if the orcs had occupied it.
Enree, Mala, and Rokas (see PC profiles here) sought out Clovas, the leader of the band of trappers whom they have met at West Hall Tower earlier, but learned that he and the trappers had left Obanhold. Enree attempted to contact him psychically, but it only caused the man to panic. They then sought information from Barrick the trader, but learned nothing to aid their search.
The next day the trio traveled north towards West Hall Tower, which had since been re-garrisoned. As they passed the Plains Camp site they detected the smell of carrion, which led them to a small copse of wood. There they found that a few plains hyenas had dug up a shallow grave and were eating the corpses of a few men. Our heroes drove the hyenas away, and fighting back the urge to retch, examined the corpses. The bodies numbered six, buried in threes in two separate shallow graves, and were dressed in the manner of trappers. The bones bore the marks of violence from blades. Nothing of value was found of them. With no way to identify the corpses, our heroes decided to take one boot from each of the bodies, hoping that that would be enough. They then continued to West Hall Tower, where they purposed to learn more about the way ahead while they rested their horses.
At West Hall Tower they learned from Tugh and the garrison that there had not been sighting of orcs. After learning where water could be found in the way ahead, our heroes set off once more.
At noon that day they dismounted at a stream near the East Hall Tower, where they planned to water their horses and take lunch. However, they were ambushed by four orc warriors. After a quick fight, two of the orc warriors laid dead, while two had been captured. Our heroes then noticed that the orcs were juveniles. Attempts to interrogate them were unsuccessful as they did not speak the Northern Tongue. Fearful of further attacks, our heroes decided to return to West Hall Tower will their prisoners in tow.
At the West Hall Tower, the sight of the orcs and the wounded Mala and Rokas caused a stir, as the soldiers called for the prisoners to be beheaded and their heads set on pikes on the tower's ramparts as a warning to the orcs, but Enree cited the Castellan's authority and ordered them to be held inside the tower until they could be brought back to Obanhold for questioning with the relief party, which was expected in two days.
That night, sentries reported sighting of orc scouts, which caused fears that the orcs would launch an attack to try to free their comrades. In an attempt to allay their fears, Enree used his magic to conjure an illusion of the decapitated heads of the two prisoners on a pike, and set it upon the tower's rampart.
The next day, three orc warriors approached the tower. Unlike the juveniles, these were adult warriors who bore symmetrical scars upon their faces and arms. Their leader was Chogan, one of the orc mercenaries whom our heroes had met at Fort Davelmag. Chogan swore vengeance for the slain orc warriors, and told the garrison that they and all the humans would be swept away from the plains when the Thunderbird came. When he saw our heroes, he bade them to flee the place while they still could, or they would be killed when they next met upon the field of battle.
Our heroes now decided to free the orc prisoners, which caused unhappiness in the soldiers, who feared it might be taken as a sign of weakness to the orcs. The two orcs were cut loose and sent out of the gate of the palisade wall, and in a misguided attempt to placate the soldiers, ordered them to shoot arrows near them to drive them on. By design or accident, one of the arrows struck one of the orcs, who was fortunately not killed by it. Chogan and his men quickly got to the prisoners, and left.
The mood in the tower was decidedly cold thereafter, as the soldiers shunned our heroes for the next two days and the return to Obanhold.
Prepping and Running the Game
The 'plot' for the session was a continuation of the development of the events that had taken place in the earlier sessions. I had sent the PCs to the northwest part of the map partly to divert them from the northeast part, where Gatton and Yngley are, so I could have some time to think about how events would unfold there. The next session will see them attending to events there.
I had expected the PCs to make it further to East Hall Tower, where they would gain an idea of the true size of the orc threat, but they had decided to take prisoners at the first encounter and cut short their trip - in their minds their mission objectives had been achieved, and little could be gained by further endangering themselves.
I did manage to introduce the Thunderbird as an antagonist, and give the players some inkling of the mystical forces they are up against.
(picture from exarc.net) |
With Arwin and Mala still recuperating from their injuries, Enree, Melig, and Rokas (see PC profiles here) were sent with Tugh, a soldier formerly at the West Hall Tower, to travel with the relief party to the Valley Tower (a watchtower between the West Hall Tower and Obanhold itself) and thence to the West Hall Tower to see if the orcs had occupied it.
After two days' ride, the party neared West Hall Tower. They waited until nightfall, and then Melig stealthily approached the tower on foot. The West Hall Tower was almost identical to the Valley tower: a log tower three storeys tall, surrounded by a wooden palisade reinforced at the base with earth and rocks. He could see light coming from the windows of the tower, hear sounds of carousing, and see a single guard atop the tower's top. Creeping even closer, he saw that part of the palisade wall had burnt down, as Tugh had related, saw (and smelled) horses within the palisade, and learned from the voices within the tower that the men were trappers, and that they were discussing when to return to Obanhold.
Melig returned to his companions and reported his findings. Out of caution, the party decided that Melig and Rokas would remain hidden, while Enree and Tugh would approach the tower. When they came within sight of the tower, the duo were challenged by the sentry, and Enree informed him that he was a traveling minstrel who had gotten lost on his way to Obanhold. Enree and Tugh were disarmed before they were allowed to enter the tower, and given food and shelter for the night, while Melig and Rokas spent the night out in the cold.
The next morning, the trappers informed Enree that they had decided to return to Obanhold that very day, and invited Enree and Tugh to ride with them. Using his magic, Enree informed Rokas of their plans, and the party decided to travel ahead of the trappers and arrive at Valley Tower before them.
The two parties joined at Valley Tower, where Melig and Rokas was able to inform the garrison of Enree's cover story, and the next day our heroes arrived back at Obanhold with the trappers, to the joy of the fur merchant there.
When they went to the Great Hall to report to the Castellan, however, Enree was confronted by Remunas, the headman of Yngley, who accused him of seducing his daughter Elze, who had run away from home two days earlier.
Now Enree had indeed used his magic to communicate with Elze through a spell of sending when he was at Yngley, encouraging her to take up the life of an adventurer, but now he denied the charges vehemently, but at the same time sought the Castellan's permission to find the missing girl to defend his and the Castellan's honour.
The next morning, the party traveled northeast towards Yngley, but when they arrived at the lumbering village of Gatton, midway between Obanhold and Yngley, Remunas was informed by the villagers that his daughter was there. A tearful Elze told her father that she had gotten the idea that she would become an adventurer like our heroes, and had left home to go to Obanhold to seek service with the Castellan, but had gotten lost on the way.
Saulinus, headman of Gatton, declared a feast to celebrate the reunion of father and daughter, and food and ale were had in his hall. Enree, ever suspicious, sought to communicate with Elze with his magic again, but found that he could not do so, nor could he sense her mind. He sought to speak with Elze, but Remunas, despite the efforts of Melig, would not leave his daughter's side. Eventually Enree decided to use the bone flute he had taken off the Skinwalker to play a tune for the party, which put everyone to sleep... with the exception of Elze. Enree then confronted Elze, demanding to know why he could not sense her mind. Elze replied that she had no clue what Enree was talking about, and roused her father and Saulinis, who declared the celebration at an end, and offered father and daughter his chambers for the night.
The next morning, Remunas set off to Yngley, but not before asking Melig to send his apologies and thanks to the Castellan, and promising to visit him in person to do so again after he had brought his daughter home.
Prepping and Running the Game
This session saw the addition of a new player to the campaign. Melig is the first thief class character in the party, which will hopefully give them more capabilities.
The session was a short one, with lots of roleplaying and zero combat. As you may be able to tell from the report above, the roleplaying was done mainly by Enree's player. While the other two players may have enjoyed watching the story develop, I think they may have felt left out. I had in fact planned for some exploration and combat in the first part of the session, but the players bypassed them.
In the second part it was difficult to shift the spotlight, as the situation concerned Elze, and the two other characters had not previously met her, and their players had little to go on. I will have to make sure to put the spotlight on the two players the next session. This should not be difficult as I plan to shift focus from the Elze story arc for the next couple of sessions at least.