Ok, so as planned we finished the campaign last week.
All in all we met 66 times, for about 4-5 hours of gameplay, with many sessions running longer. 5 of those times we met to discuss character creation, making them unrelated to the campaign, but may give you an idea about the time needed to discuss everything with this particular group of players.
Also, 3 sessions were to create the initial characters, with 2 more around mid-campaign to create new characters because of a near TPK.
In case you are interested, the original party contained:
- Lotana Mentalist, distant relative to Yaalc Muul, who ended up finding the crown and the Horn Sword. This is the only character that survived the TPK by shadowing and stalking out of the scene. From level 1 to 10 by the final adventure.
- Mah-Ilari Ranger, shapeshifter warden of the forests, slain at level 6 by a nasty crossbow critical from a Quaidu figther. We are using fate points, but all were burned trying to escape from the shards of Dir in the session previous to this one.
- Mah-Ilari Magician, living in the Ginh Tarn monastery after running away from the Iron Wind town she was raised in. Head severed at level 5 by a Messenger (sent by Valaan) that had come to clean the scene where the party was fighting the previously mentioned Quaidus.
- Laan Mana Molder, from the land of Haalkitaine, following rumors of the Isle of Lost Magic. Fell at level 5 by failing a spell during the encounter with the Messengers, was taken prisoner and never seen again.
- Lotana Layman, specialized in wood-crafts, creator of the Dir wagon that carried the first and second parties. Downed by a Messenger with the rest, captured and lost at level 5.
Then by spending 2 more sessions they came up with a SWAT team to take on all quaidus and messengers they could find:
- Jameri Warrior Monk, master of the Bow, also Beastmaster by means of training package. Ended the campaign at level 9 accompanied by a battle boar and an ovir!
- Duranaki Essence Monk, provider of the magics. Using the "self to touch" talent, she was constantly buffing the party with incredible powers, and both the Iron Wind and Ulor armies were trying to capture her for her abilities. Completed the final adventure and ended up at level 11.
- Umli Priest of Reann, almost a fighter in disguise. Armed with spear and polearm, and making extensive use of the stunning spell and the Shadow Mastery spell list, he reached level 9 at the final session.
- Ky'taari Shao-Lin Monk, a strict follower of Ginh, although the greatest damage dealer in the group. Obtained level 10 after the final battle.
Keep in mind that because of the TPK, and the inherent slow progress of the adventure because of the 5 players and 2 mascots, and lots of haste/adrenal speed users, I had to cut the Orb plotline out in order to stop the campaign from lasting forever. It took almost 2 years of RL to finish.
In the final adventure, after reaching the summit of the tower with the Wand of Light, the Wand of Earth, the Lotana Helm, lots of Bracers of Uniting, crystals to spare, and more magic items than they could remember, they chose to call an Essaence storm that enveloped Ulor to the south completely, and also went as far as the city of Nirima to the east.
Then, almost ready to leave, they found a super buffed Valaan reclaiming the items (and the magic monk) claiming that HE had set things up all along so they could be victorious. After some threats the battle began, but...
in the first round, before Valaan's action, the mentalist spend TWO fate points and some lucky dice, and got to Valaan's mind, enough to make sure he was no danger to anyone.
Despite that, the demigod cried for help to mom, who sent 2 Dancers to help in battle.
I toned them down a little bit to make it even, but in the end, with just some minor cuts, the party survived.
After Valaan confessed he knew where the captive party members were, they decided to kill him and start planning their next move, to march against the Iron Wind and rescue their friends, but that is another story.
This post is long enough as it is... of course there are lots of things to comment on related to the campaign, so if Terry or any of the GM's running it want to ask about something in particular, just do and I'll write some more.