In a campaign with 14 players, just rolling initiative can be a laborious process if the players want to make it one. These guys had a rough start this year, but have really come to be champs, managing three to five turns depending on how engaged they are during the topical and workshop time, which has also been really nice. I always love workshop time, and working with elementary age writers is a both a joy an a great responsibility. At this point in the year a lot of kids who were there just to play in the first place have had enough of me pushing them to turn in art and writing, so this kind of exercise helps to exercise those creative muscles before we get going. It always pays off in the focus department.
Our heroes broke into teams to face Goblin King, to negotiate with the alliance nobility, the frost giants, and the minotaurs, before Dr. Bear is overwhelmed the world collapses in around them. Two players managed to make their way past the scattered courtiers and guards left behind as their ‘noble’ hosts teleport away. At the back of the tent they found it was easy to climb into the cage with the statue-gate, but that the inside was another place entirely. An eternity of swirling orange light and Deamon Chord (from the Wednesday game) waiting for them. “You’ve come here earlier than your class was meant to.” I told them, layering metagame over the dialogue. “Impressive. Persistent. What would you have of me?”
You’ll have to wait for next week to find out how they respond.