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Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Well my Star Wars campaign is now entering the final adventure. Aptly enough t'was written and designed as a trilogy of adventures with linking elements between them, partly for fun and also because I'm fething pretentious like that.

The first arc saw the players as 2 jedi and a Scout/pilot. They all died, heroically, fighting against the return of a Sith Lord, betrayed at the last as Order 66 was given.

The 2nd arc saw them play as an elite Clone Trooper kill team/special ops, who gradually came to see the horrible truth about the New Order -- not least due to uncovering information on and about their previous characters, including an encounter with the force ghosts of said characters too -- and who in the end turned against it and in fact helped found, fund and train the burgeoning Rebel Alliance.

This 3rd arc has been set during the Rebellion era and has seen the party -- now numbering 4 thanks to the welcome addition of Big Dave's presence -- recruited into the Rebellion and performing a variety of down and dirty missions. During which they've uncovered worrying information that the nigh on mythical "Team 7" of Clone Troopers have more or less gone insane and are pretty much hell bent on destroying everyone and everything. throw in the seemingly returning threat of a certain Sith Lord and, of course the actual Empire... and they've got their hands pretty full.

All in all I've enjoyed the campaign immensely, it's been a blast to run and, thankfully, my players have enjoyed it as well. We've tweaked a few rules here and there, as well as ignored a fair few as well truth be told. Not least as, technically, there's at least 2 -3 different editions of the d20 version we use, all with different rules.

But we've had fun.

I am somewhat burnt out with the setting however I must confess. But we've been playing for over 3 years so that's understandable. And I must confess that at times the urge to actually just be a player is almost overwhelming.

But t'would seem that this is not to be...

.. but , with a bit of luck, a change of setting and system will help...

So, after a good few years, we'll be plunging into the fantasy genre again. I was tempted to run some WFRPG -- and will -- but last year, back when Mr. Tim and his charming, democracy lovin', cornflake milkshake denied other half visited I picked up the Pathfinder rulebook and having been dipping in and out of this ever since.

Since, essentially, my players are quite lazy, but they do have something of a familiarity with the d20 system, it seems logical to use this.

Picked up a few of the other books since then, mainly the first 2 bestiary books and the GM guide. The latter is very good indeed, a very well thought out and useful guide even for hoary old RPG veterans.

I'm not going to use the main/official setting. Partially, as I may have mentioned, as my players are pretty lazy and there's no fething way they'll ever read any background apart from small snippets that I throw at them.

Plus it means that I don't have to buy ( and learn) all the books and supplements. Conversely not doing this does go someway towards putting more work with regards to NPCs and the like on my back, but I am, alas, used to that.

So I dug up some random old RPG maps, which after a bit of research seem to be from the GreyHawk campaign setting, and this will be where we start adventuring soon.

Characters have been generated :

A brick outhouse of a Half Elf Paladin.
A human Cleric , specialising in healing and ... err... The Sun IIRC.
A slightly weedy yet nimble elf ranger.
A incredibly weak yet charismatic and smart gnomish Bard.

Little bit WTF about the apparent # of cantrips the last one there seems to get, but we can work that out and I guess they're not that great either,


They're starting off at L2, each with 1 fairly minor magic item they started off then with x2 the starting money.

So they're quite well equipped, for low level but not over powered.

I like having the characters set in advance, as it makes it easier to fit the plot around them and them into the plot.

... so..

The Elf wound up with loads and loads of money, and a ring of protection +1...

..hmm... so.... he then is an Elven prince. Something like 28th in line to the throne, but royalty nevertheless. He found the intrigues and plotting of the royal court dull and not for him, so he's set off to explore the world and travel. His family aren't happy about it.. but he's young, he'll grow out of it in 30 or 40 years right ? His chosen enemy is orcs.... hmm... So we'll have them have killed his father. This gives the character some motivation, removes a degree of possible "protection" from the character -- dad can't save you ! -- whilst still leaving his (royal) Mother around if I/he does want to play up that angle, it also gives me a route into some elven royal court intrigue or just a link to having adventures with them.

The Cleric has a focus on healing and Sunlight.. hmm... is good aligned and channels positive energy, and has powers versus the Undead. ... hmm.... So, after some discussion and a look at the map, he comes from the far western lands, lands which are now mostly desert. So, building a bit of history into the game, this land was once ruled by a powerful elite of Vampires who were, eventually, overthrown in a conflict that devastated the land. presumably a religiously inspired uprising. This in turn means that his clerics are often honour bound to journey out into foreign lands and, literally, spread the light of their faith. Driving back the darkness and burning the undead. This means he can journey around quite plausibly, explains his powers, goes someway towards explaining how he wound up in the arse end of nowhere, which is where the game starts and provides us with some RP opportunity for some stranger in a strange land type scenarios. Plus I think it would be quite amusing to have the character add garlic to everything he eats !

This also means that I can throw in some skeletons/similar as low level opponents, the extra punch that the cleric and paladin provide will help here. In fact the plan will, of course, involve and old tomb that has been opened.

.. There's no rogue so I have to be careful of the trap issue..

.. Got it ! A map in a supplement I was going to steal from shows an excavation on an island. The island is large enough that they can have a few scrapes and mishaps on it before they move on, yet also be small and safe enough that they shouldn't get killed straight away. In fact our erstwhile runaway prince can have acted as a guide/guard for said expedition, which gets him onto the Island... and pits him in the tavern where the others will, of course, have wound up staying in.

The expedition is out of the town, so ... if ... they dig up or discover something best left alone no one else will know. Which means, as experienced archaeologists, they could well have disabled .... most of the traps in the site. There's also an added motivation for the ranger to check up on them : not only is he of good alignment, but he's wise enough to know that dead patrons don't hire you again or recommend your services...

.... and what if his mom hears about this !



The Gnomish Bard's reason for being where we start is that he has left his homeland to both visit his Uncle, who lives on the Northern end of the Island and to, hopefully, gather a few new tales, songs and so on as he does so. With him being pretty frail and not really all that capable in a fight -- Str score of 6 IIRC, bless that weapon finesse feat eh ! -- it makes sense that he wouldn't want to go off on his own anywhere too dangerous and when he does trek about it's likely that he'd seek out some muscle for protection. Thankfully his high Cha score justifies why the others have, thus far anyway, been cool with this. Their alignments help as well of course.

The Paladin I was a bit more unsure of what to do with. I didn't want to have him just a wanderin' seeking a quest or something, as that's pretty much what the Cleric's origin is -- being a Sun God follower they're required to undergo the " Raa-path" ( that's what it's labelled in the notes anyway, might change later if we come up with something better) when they must spend a year and a day journeying east, until they come across a sign or a message from their God. So given the distances involved our Cleric must have been travelling for quite a while then.. which is good as it provides further impetus for him to get involved with whatever adventure unfolds. -- and I'm keen to help give each character their own origin.

.. so.... after a bit of thought and contemplation, I do find staring at the map and idly plotting out places they might go and what they might encounter there, I decided that he should come from "The Great Kingdom". I decided that this, more or less, have a kind of Roman Empire feel to it, with the once great Kingdom now in a slow decline, the various smaller kingdoms and states around it on the map having once been part of it, now some are vassals and others and wholly independent. This helps with the character's name, so he is now "Titus".

So the Great Kingdom, whilst not a Theocracy, will be heavily religiously influenced. Which means that people like Paladins can be sent on missions for the Church/state, which leaves me the opportunity to perhaps throw in some intrigue and scheming between these factions if I so choose at a later date. In fact I'm somewhat considering the idea of a plotline involving the death of the current King, with his heir being young, a young boy perhaps, who is then being influenced or pushed by someoneorother to forcibly reclaim the land now controlled by the now independent states.

I decided that Titus is the 2nd oldest of 4 sons. His older brother is also a Paladin, who is off questing/doing Paladin "stuff", his other two brothers being a humble guard ( not divinely touched or inspired it seems ) and a newly invested cleric. Gives me some NPCs/contacts in the capital as/when I need them later. And, of course, also throws up some other potential plotlines.

So with this decided then... The Paladin has been sent bearing an icon, a symbolic representation of the links between the Great Kingdom and Angler's Island.

.. Which, handily enough, puts all the party together, somewhere fairly remote, and staying in an Inn.

This message was edited 4 times. Last update was at 2012/02/13 13:48:01


The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Well we've had 2 sessions now, and the PCs are alive ( just about in 1 or 2 cases ) and have finished the opening adventure.

We started on a wet and miserable morning, with them arriving for breakfast in the inn they were staying at. The gnome bard tried to perform song to inspire and impress his hosts, new colleagues and other patrons. And with the very first dice roll of the game rolled a 1. Good start.

This saw them kicked out of the inn. They decided to accompany the Paladin as he went to the mayor's office to present the seal, and discovered the mayor wasn't really too bothered and would, maybe, see them later.

Increasingly cold and wet they returned to the harbour to try and buy breakfast/seek shelter... and that's when the screams started ! Surprising I know !

They raced into action... well, IIRC their initiative rolls were so bad it was more ambled into action I guess.

They found that Grindylow's ( kind of mergoblins, with squid/octopus like lower body halves) were attacking/searching the ships in the harbour. The cleric and the paladin soon got stuck in, with the latter being especially lethal and killing with each and every hit. The ranger spotted/saw a lot and winged one or two with some arrows, but mainly stayed out of the way. The gnome bard used both song and crossbow and even wound up in melee.. whereupon he scored a critical with his first ever melee attack, meaning that despite his -2 str penalty he actually did some damage and nearly killed something !

Despite reinforcements in the shape of a "Reefclaw" the Pcs were victorious, rallying the town guards and driving off the attackers. This earnt them gratitude from the townsfolk, the various ships' captains and the mayor as he arrived as well.

They captured one of the grindylow and managed to interrogate it, discovering they had been sent by "Big Fish" to search for the "elf gift". The elven ranger was able to clarify this by pointing out that the word he was using for gift is actually also the word that Elves sometimes use for "child" as well....

Further mystery was provided by the discovery that some of the beasties were carrying ( as payment...? ) freshwater pearls.

Worried over the archaeological dig that the ranger had guided to the island the party set off to check up on them. It was only a few miles out of town, cross country, and whilst the weather was bad it wasn't dangerous.....

But, being a canny bunch of players, they stocked up on a few extra supplies and gathered all their gear before leaving.

The weather got worse and worse, howling gales and driving rain.

Thankfully the elven ranger guided them well, making use of what scant terrain there was.

This was handy as soon they detected movement heading their way and all too soon encountered what they initially thought were wolves but in fact turned out to be a small pack of war dogs. A handy sleep spell and some ranger animal interaction got them through this. Examination determined the dogs appeared to be Norsemen war dogs from their collars and breeding, but at least one of them showed signs of some form of rope harness around him -- perhaps to help get them up a cliff face ? -- but the rope was new and of elven make.

The dogs showed some signs of having been in a fight already, so the party pressed on following their trail whilst they could. This led them to an encounter with an Ogre ! He also looked somewhat the worse for wear, was wearing what appeared to be a slave collar and was wielding/chained to a large oar. He also had dog bites and blood on him...

He too fell but he went down swinging putting some hurt on the cleric especially. The Paladin came through and smited the evil beast in the name of his God.

They pushed on but soon found themselves at the site of a previous battle between the Ogre and the hounds. They were ambushed by a Norseman and went into combat. Diplomacy further thrown out of the metaphorical window as he went into a berserker rage and fought onto the death. The party, although wounded and weary, helped put his axe back into his hand before he died and then buried the body as best as they could.

.. after some minor looting of course :lol:

They pushed onto the dig site, as the weather worsened. The frail Gnome suffering immensely, forcing the Paladin to carry him . The campsite was almost destroyed, showing signs of an attack. 2 odd kindoffishmen like skeletons were stood outside the now collapsed tunnel/excavation. These proved little challenge , but the 3 slain dig members ( with 3 still missing) returning as Zombies proved more of a challenge, but they too eventually fell.

The camp was scouted out and a few odds and sods "borrowed", before the party set camp for the night exhausted after their days efforts.

The party rested up, with various members taking it in turns to keep watch.

During the night the dog that the ranger had befriended returned and "played" with the watchman, who was happy for the company given the storm.

However it later emerged that this was a distraction, as whilst this occurred someone climbed down into the dig area and sneaked into the campsite. However the intruder did not do them any harm, he/she taking all the first aid supplies, but leaving behind some fresh sea fish, some hunted rabbits and a few gold coins. The rope and knife he also left behind seemed to again indicate the presence of Norsemen...

After they'd healed up, rested and prepped spells etc etc the big strong Paladin got on with moving the obstructions from the dig site/cave/tunnel. They heard tapping indicating there were people alive inside.. perhaps the missing dig site members ...?

As they opened the cave 2 survivors fled out, pursued by 2 more of the fishmen skeletons. The cleric turned these, causing them to flee back into the complex. The survivors were questioned and sent back to the town, for both safety and to fetch help.

Inside the tomb they battled and defeated the skeletons and, just managed to defeat a giant centipede and it's offspring. Avoided a few traps and puzzled at the annoyingly ruined and vague artwork that seemed to hint about the Elves and various sea beasties a long, long, LONG time ago.

The final challenge was an undead champion of chieftan from said times, who was considerably more dangerous than the other undead they'd fought. The poor professor it seems had been tortured and then raised as a zombie. To make matters worse it seemed there was also a "colony" of water elementals under his control as well.

The fight was long and hard, with the cleric falling, only to be revived by the Bard, but, eventually, he was slain. The bard, despite his physical limitations proved key as he was able to block/disrupt the controlling song the monster was using to control the elementals. This did have the unfortunate side affect of causing the tomb to start to collapse, a situation made worse as their way out was blocked off very quickly.

The nimble and sharp eyed Ranger managed to plunder a few treasures from the tomb, ancient elven artifacts, treasure and some potions. These proved key as the party were able to match the symbols on these vials to those they saw on the walls earlier, leading them to think/hope that these were in fact potions of water breathing ! So they followed the freed and feeling elementals back to their home plane, where the freed creatures returned them to the material plane as thanks for their freedom.

The party, literally, surfaced in a lake on the island, battered and weary but alive. On the shores of the lake however they discovered a camp... which contained a Norseman and a very pregnant looking Norse woman too....

and that's where we're at now. No game for the next 2 weeks due to people being away/unavailable, but it's a handy enough point to leave it.

Been good so far, the odd slow or sticky moment as we get used to this rules system and as the party gets used to what they can do individually and together. A promising start though IMO.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in gb
[SWAP SHOP MOD]
Yvan eht nioj






In my Austin Ambassador Y Reg

Questions from a novice but this intrigues me and I have had zero exposure to RPGs or D&D - do you use a board and miniatures or is it all in one's head? Do you rely on players taking the initiative and saying 'I want to do x,y,z'? What about players who have never played before and don't realise that it isn't linear and they can do anything? Who drives the story?

The reason I ask is because something like this might be an interesting way to tempt the wife into it - she quite likes board games but is not adept at remembering loads of rules but a sort of story based game might be of interest to her.


Automatically Appended Next Post:
I should add I have this languishing in a cupboard somewhere:



(bought it from a bargain bin of a shop years ago)

Is something like that a good starting point? Or is there a better 'beginner's kit' these days?

This message was edited 2 times. Last update was at 2012/03/07 15:10:22


=====Begin Dakka Geek Code=====
DC:80-S--G+MB+I+Pw40k95+D++A+++/sWD144R+T(S)DM+
======End Dakka Geek Code======

Click here for retro Nintendo reviews

My Project Logs:
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Completed Armies so far (click to view Army Profile):
 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

We don't use any minis or models.

I steal maps from a myriad of fantasy worlds -- I believe the one I'm using for this campaign world is originally an old Greyhawk map I acquired god-knows-where and when -- and have a few links to sites and places that I can print others off of.

So the players get those -- you'll be amazed how many campaigns have been set in a city called or looking exactly like Marienburg ! -- or, at best a quickly sketched out draft with pen and paper.

I will also be using this site too : http://donjon.bin.sh/dungeon/index.cgi

.... bless workplace printers eh ?!

My players, much to the astonishment of at least one of them, have been playing for a fair while now, and we're kind of free and easy with the rules depending how we.. well, me really here I guess -- feel.

whilst risking crass stereotyping I've found in the past that women often actually really enjoy playing if they give it a go.

I'll point you here : http://www.amazon.co.uk/Confessions-Part-time-Sorceress-Dungeons-Dragons/dp/0786947268 -- I've bought it in Waterstones in the UK

buy her that and see what she thinks perhaps ? I thought it was quiet a good read, certainly provided some perspective.

http://shellymazzanoble.com/?page_id=187

and then, if she seems up for it ...

the set you've got should be alright it is a good few years OOD now -- currently 1 soon to be 2 editions behind IIRC

but if you want to go current then : http://paizo.com/beginnerbox

and has good reviews : http://www.rpg.net/reviews/archive/15/15448.phtml

I would suggest that it would depend really only upon your good ladies personal preferences. I would doubt that she would have much interest in playing as, say, a Blood Angel assault marine.... but she might be interested in playing as a vampire slayer, or a werewolf or a runaway elven princess etc etc

As for the rules thing..like much in married life as long as one of you knows , more or less, what you're doing then you'll be fine.

" roll high" is all you really need to know/remember in essence.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in gb
[SWAP SHOP MOD]
Yvan eht nioj






In my Austin Ambassador Y Reg

That's some food for though, cheers for digging the links out. and yes, the crux of it is not so much an unwillingness to play (she has played board games with me before) but rather the fact that the 40K universe doesn't seem to inspire her much. Maybe a fantasy RPG setting is the way to go.

=====Begin Dakka Geek Code=====
DC:80-S--G+MB+I+Pw40k95+D++A+++/sWD144R+T(S)DM+
======End Dakka Geek Code======

Click here for retro Nintendo reviews

My Project Logs:
30K Death Guard, 30K Imperial Fists

Completed Armies so far (click to view Army Profile):
 
   
 
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