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#1rikutatisJun 15, 2006 10:46:11 | I finally ran Faction War in my campaign, after much reluctance. It was fun. As funny as it may sound, the part I liked the most was Act I. Gotta love a chaositec oriented plot ;) Once I read the review of an adventure module by Monte Cook in which he criticized the fact that the adventure was too rigid, didn't take into account different actions and paths from the part of the players. Although I loved the story and the writing in Faction War, I felt more or less the same way about it. I had to do a lot of tweaking to make it fit my purposes and my campaign (not to mention my quirky PCs). I just felt like sharing the results of Faction War in my campaign. <> My players were both Sinkers. One of them chaotic evil, the other true neutral. From the very beginning they spent their time trying to flare up the war against the Harmonium instead of avoiding it. So in the end the Armory battle happened sooner in my campaign. When all was said and done, my players were both doomlords (I was playing Faction War in higher levels), one of them was acting regent for the faction in Pentar's absence. Of course they only had the ramshackle remains of what was once a faction after the Armory battle. That would be the chaotic evil tiefling assassin, who was also an agent of Shemeshka. The other PC, a neutral druid/mage, was being helped by A'kin as per the adventure module, who appeared to him disguised as a human druid every now and again. But his major hobby was to harass the Harmonium. Near the end of the adventure, Shemeshka and her agent PC had forged a pact with Gifad, they had the Sigil spell and the gem, after killing the other PC who had been weakened by a fight with a powerful Harmonium factor. They were casting the spell, hoping that Gifad would keep his part in the bargain, when the remaining PC turned stag on Shemeshka, killing her with a death blow from her back and running away with the Sigil spell. His intent? Nothing less than the death of the entire population of Sigil without air, food or water, as the portals were closed and the city would run out of air in two days or so. Such a good Sinker boy, he was. ;) The final session involved Gifad teaming up with a blood wizard and chasing the other PC around the Asylum in the last day of the city's air. In the end, afer a good measure of luck and careful planning, the PC had his way. The Sigil spell wasn't cast in time, over 95% of the population died for lack of air, food, water and other more violent means. Including himself and Gifad. The only survivors were undead, the odd races that needed no air or food, and powerful spellcasters that could prolong their life without these mundane needs. As per the adventure, the Lady appeared to the few survivors (still in the thousands tho) after a month or two of despair, raised the ban against the presence of the factions in Sigil and opened the portals afterwards. So what will be of Sigil now? The city became a very desolated and dangerous place. All the portals changed, the traditional merchant routes moved out of the city for lack of security. A ghost city ridden with dead bodies attracts necromancers like the plague, and Sigil was no different. Those who make their way to Sigil constitute basically the ones in despair who want to flee the wrath of the deities, the intrepid explorers who will take the risk to find great treasures, powerful spellcasters and other creatures that are fighting openly for the control of the portals and other facilities in the city and passers-by who need quick access to some specific portal. In the end, fun was had by all. ;) |