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<blockquote data-quote="Fuzzybear" data-source="post: 8813899" data-attributes="member: 6917259"><p><h3>Episode 10 - Into the Inferno</h3><p>I don't think I have ever unnerved my party as thoroughly as this episode did for them. From the moment they entered the fire forest, they couldn't make heads or tails of what was happening. It was really enjoyable for me to watch them struggle along to figure things out. I have to also commend the couple of flavor text blurbs early on in the adventure for really setting the tone well. Even one of my players commented on it being really well written.</p><p></p><p>The episode starts off though with the party trying to reconcile what took place last episode with kidnapping Crystin and the Inquisitor attack. A lengthy debate later and the party decides to rest and leave Haddin behind, taking Crystin along with partially against her will. I decided not to give them too much guilt over this or have her overly resist for a couple of reasons. First I didn't want that to be the focus of the upcoming bits, but instead wanted the forest itself to be the focus of the section. Second, after they debated on it so long, I didn't want to belabor the point that it was a tough decision that may have future ramifications as I thought they already had gotten the point by then.</p><p></p><p>It was a shock to me though the way that they left. I first did not expect Rayland to be so aggressive in preventing Jack from freeing Haddin (though this totally makes sense to me). Normally the party is much more willing to allow party members to make small bad decisions in the name of roleplay, but this time it was deemed to be too much of a risk. Then I was even more surprised with Myetharia ends up being the one to do it anyway. For the record, there was no bad will about this; in fact I think people really enjoyed the moment. From what is known about Myetharia to this point, it feels very out of her nature, but from the perspective of more time I would say that it fits in with who she truly is inside, not the exterior we've seen until now.</p><p></p><p>From here we head into the forest and we start up the atmosphere straight away. The players really felt the intimidation and alien nature of the lands that they were heading in to and lived it well. They picked up very early on that there was something weird going on, as they should have, but there were numerous ideas as to what it was. Jack was especially paranoid, going so far as to think that the effect might spread to them on touch (foreshadowing?), but everyone was freaked out by it.</p><p></p><p>While both of the encounters of this session are walkovers, I absolutely loved them for what they were. Between the bodies of the travelers and the mephit/fire bats encounter, the party is really exposed to what this place is and how crazy the denizens are as well as the costs of mistakes. I should mention, my party loved the mephit. He was adorable and memorable in his very short cameo. Regardless, they see very clearly from the burned corpse the penalties and they learn about the rekindling effect of the monsters here. The bats themselves are simple with little HP and little threat, but they are creepy and wrong. Perfect set up.</p><p></p><p>Then we get to the bridge. By this point they were very paranoid. Enough that they didn't even consider heading off the path towards the cart as a real option. They took the bridge exceedingly carefully, taking pains to go one at a time on the far side, stealthily, and with a rope for safety. As such, they avoided any further bat encounters or potentially falling bridge sections, though I really did not expect them run into troubles here. As Jack mentioned, this encounter was more to mess with their minds and continue the atmosphere than to provide any real challenge. Sure they could have headed off and gotten a few more supplies if they wanted, but they were too concerned with the cost by that point to take any risks.</p><p></p><p>The final points in the episode is the first sighting of Kazyk. I again played this mysteriously and wanted the party to be more confused than learn anything of substance. Again, I think this episode was almost entirely window dressing, preparing for the future with atmosphere and foreshadowing. It worked perfectly. Winry saw Kazyk momentarily, though I gave no real descriptions of him, before he pops further away. He'll return in the next couple of episodes to continue intriguing the party.</p><p></p><p>Next time, the first encounter with Kazyk, the devil in the forest!</p></blockquote><p></p>
[QUOTE="Fuzzybear, post: 8813899, member: 6917259"] [HEADING=2]Episode 10 - Into the Inferno[/HEADING] I don't think I have ever unnerved my party as thoroughly as this episode did for them. From the moment they entered the fire forest, they couldn't make heads or tails of what was happening. It was really enjoyable for me to watch them struggle along to figure things out. I have to also commend the couple of flavor text blurbs early on in the adventure for really setting the tone well. Even one of my players commented on it being really well written. The episode starts off though with the party trying to reconcile what took place last episode with kidnapping Crystin and the Inquisitor attack. A lengthy debate later and the party decides to rest and leave Haddin behind, taking Crystin along with partially against her will. I decided not to give them too much guilt over this or have her overly resist for a couple of reasons. First I didn't want that to be the focus of the upcoming bits, but instead wanted the forest itself to be the focus of the section. Second, after they debated on it so long, I didn't want to belabor the point that it was a tough decision that may have future ramifications as I thought they already had gotten the point by then. It was a shock to me though the way that they left. I first did not expect Rayland to be so aggressive in preventing Jack from freeing Haddin (though this totally makes sense to me). Normally the party is much more willing to allow party members to make small bad decisions in the name of roleplay, but this time it was deemed to be too much of a risk. Then I was even more surprised with Myetharia ends up being the one to do it anyway. For the record, there was no bad will about this; in fact I think people really enjoyed the moment. From what is known about Myetharia to this point, it feels very out of her nature, but from the perspective of more time I would say that it fits in with who she truly is inside, not the exterior we've seen until now. From here we head into the forest and we start up the atmosphere straight away. The players really felt the intimidation and alien nature of the lands that they were heading in to and lived it well. They picked up very early on that there was something weird going on, as they should have, but there were numerous ideas as to what it was. Jack was especially paranoid, going so far as to think that the effect might spread to them on touch (foreshadowing?), but everyone was freaked out by it. While both of the encounters of this session are walkovers, I absolutely loved them for what they were. Between the bodies of the travelers and the mephit/fire bats encounter, the party is really exposed to what this place is and how crazy the denizens are as well as the costs of mistakes. I should mention, my party loved the mephit. He was adorable and memorable in his very short cameo. Regardless, they see very clearly from the burned corpse the penalties and they learn about the rekindling effect of the monsters here. The bats themselves are simple with little HP and little threat, but they are creepy and wrong. Perfect set up. Then we get to the bridge. By this point they were very paranoid. Enough that they didn't even consider heading off the path towards the cart as a real option. They took the bridge exceedingly carefully, taking pains to go one at a time on the far side, stealthily, and with a rope for safety. As such, they avoided any further bat encounters or potentially falling bridge sections, though I really did not expect them run into troubles here. As Jack mentioned, this encounter was more to mess with their minds and continue the atmosphere than to provide any real challenge. Sure they could have headed off and gotten a few more supplies if they wanted, but they were too concerned with the cost by that point to take any risks. The final points in the episode is the first sighting of Kazyk. I again played this mysteriously and wanted the party to be more confused than learn anything of substance. Again, I think this episode was almost entirely window dressing, preparing for the future with atmosphere and foreshadowing. It worked perfectly. Winry saw Kazyk momentarily, though I gave no real descriptions of him, before he pops further away. He'll return in the next couple of episodes to continue intriguing the party. Next time, the first encounter with Kazyk, the devil in the forest! [/QUOTE]
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