![]() While I love giving control of the narrative over to the PCs for a good chunk of this adventure, it does make it tricky for the DM. It’s a very video game way of measuring social standing, and it works perfectly fine here. These points are then compared to a chart when the PCs begin Part 3, and determine how much help (or hindrance) the PCs receive from their neighbors. The goal is to improve the PCs’ reputation in the region, tracked by Loyalty Points. It’s a much needed section in the campaign and the Meratt overland map is fantastic, with lots of GM-Layer names and notations. After the linearity of Crownfall and being railroaded to the Jubilee, the campaign finally opens up, letting the PCs freely explore the county of Meratt. Part 2: Scion refers to the PCs’ taking up the mantle of local nobles in the area. I wonder if every adventure in this campaign will start with a lengthy social sequence to drive home the political importance of each area. It’s a fun, mostly combat-free two-day event. Like the Senate meeting from Crownfall, a number of scripted events occur during the jubilee, as well as giving the PCs several chances to socially influence any of the people there. There’s supposed to be around 40 NPCs at the party, and like Crownfall the lack of generic tokens makes the map feel overly empty. Yet none of the guests described in Part 1 are included, not even on the GM Layer. The Palace map depicts all the pieces described in the Palace proper, such as guards and the Lotheed family. The primary problem is that the Palace map is used both in Part 1 and Part 3, when the PCs later return to confront Bartelby (most likely violently assaulting the palace). Part 1 doesn’t seem as difficult to run as the Senate meeting in Crownfall, but once again the included Roll20 map isn’t quite ready for action. Thus major NPCs like Bartelby can really shine, with multiple paragraphs of history, personality, possible influences, and their specific roles during the campaign. The Dramatis Personae is much shorter than in the first adventure. When the PCs arrive in Meratt they get a chance to meet most of the major players in the area via the Tanager Jubilee, hosted by Lady Martella’s half-brother Bartelby Lotheed. Like Crownfall, this adventure also starts with a major social situation: The Palace of Birdsong. It’s a much more esoteric, open-ended plot than the linear, blood-soaked action from Crownfall. Part 1: Songbird opens with the PCs’ acceptance of their next task from Lady Martella and Princess Eutropia: pose as the long-lost nobles from the Betony noble house and win the hearts and minds of both the neighboring nobles and the surrounding commonfolk. ![]() Rollable tables for optional random encounters and rumors around Meratt.Detailed notes on the locations and history of Meratt.Journal organized into three parts, each containing DM notes, maps and player handouts.Available as an add-on to the existing War for the Crown Adventure, allowing a seamless transition from Crownfall.Alphabetized token page of all NPCs and creatures.68 Magic Item player handouts (22w/ pics).46 NPC monster sheets with draggable tokens, vision, and separate player handouts.44 named NPC character sheets with matching tokens and GM descriptions (16 w/ pics & player handouts).1 non-gridded overland map (County of Meratt).4 5-ft battle map with Dynamic Lighting (for Roll20 subscribers).The following content is included in the $24.99 Songbird, Scion, Saboteur (War for the Crown 2 of 6) module: ![]() The adventure hits all the right beats, though running many areas, particularly the mini open-world section of Part 2, could prove tricky to run in Roll20. In Songbird, Scion, Saboteur, the PCs travel north to the county of Meratt, assuming the role of long-lost nobles, hob-nobbing at posh parties, helping the local populace with various odd-jobs and missions, and culminating in the PCs’ invasion of the ruling noble. ![]() It’s designed to run directly after Crownfall, with PCs beginning at 4th level and advancing to 7th at the conclusion. The sophomore adventure in the War for the Crown Adventure Path follows more of the political intrigue and social maneuvering from the first.
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