(Edit: The Campaign is complete! No more long waiting between sessions needed)
Hi there play grounders. I have seen several Campaign logs on this site, and most have been an interesting read. I thought I'd share with you as well.
Most of this first post deals with general Campaign issues. If you're interested just in the story, read about the characters, and then flip over to the next post.
Links to the session entries:
SpoilerSession 1: warehouse investigations
Session 2: The Fury, the argument, the party
Between sessions 2 & 3
Session 3: New members, Skull Reave Trials, Into Dur Martop
Session 4: Second floor of Dur Martop, the Medusa and the Husk, Debate over reward
Session 5: Fighting lost battles, Guerrilla Ipix, Red's tricks
Session 6: Wyvern hunt, Wyvern negotiations, Welcome Tuulikki!
Session 7: plans and improvisation, butchering a villain, the map
Session 8:The Road to Obsidian City- Stormreach, Harpy negotiation, undead, drow and riddles
Session 9:Besieged, Bridge Battle, Webs and constructs
Between Sessions 9 & 10
Session 10: New arrivals, the Betrayal, "Bring it on!"
Session 11: Showdown with the Keeper!
Session 12: decisions, preparations, the shadow marches, the Dark Waters
Session 13: Google's bad luck, deeper into the Silent Halls, lightning rail ambush
Session 14: Into the Mournland, 6 ft. under
Session 15A: twisted beauty, hateful metal, the organ seller, god in the machine
Session 15B: The mines of Eston, raising it up a notch
Session 16: Memories, personalities, confusion and laughter
Session 17: events unfold, Flamekeep
Session 18: besieged, first two waves
Session 19: Battle of the Silver Flame, Desperate fight
Session 20A: Obsidian City and Stormreach. gearing up, research and allies
Session 20B: continued
Session 21: The Vault of Imasil Kumam, dungeon crawl
Session 22: Escaping the Vault, The Crimson ship
Session 23: the new Captain/s, Mines of Eston (again)
Last level up updates
Session 24A: End Game, Battle at Thronehold
Session 24B: End Game, Battle at Thronehold
We are all in our 30's, but between work, kids and RL we usually manage to meet every 2-3 weeks for several hours of game. Due to our last DM needing a break, and myself wanting to get back to the DM seat (after a looooong time :smallwink:) with many ideas brewing, we made a change and started a brand new campaign!
A bit about the campaign: The initial inspiration came from SilverClawShift archives, the second campaign they ran with the hive mind (If you aren't familiar with SCS works, go to the stickies thread at the top of the forum's page. It's a worthy read. just please don't forget about me :smallfrown:). You do not need to be familiar with her campaign to read this log. I have however altered some concepts and added to them to create what I feel is my campaign.
I am a fan of Eberron, and as such have placed the campaign there. The players however barely know of it. Some read a little, some more. I hope to hook them in. However, as we aim to enjoy, I did not force down the history, customs and so on down their throats. A sort of "Eberron for beginners".
What to expect? the characters begin at 2nd level (or level 1 and LA +1 for some) 32 point but, 900 gp equipment. the campaign is supposed to reach abut 12th level. There are quite a few house rules, most of them minor, and you need not know them to read the log (A brief summary is below under a spoiler for the interested) this is not a sandbox, as there are villains with plans in motion, but it's not a railroad either. Player's action matters, and they can (and have, see session 2) changed the game significantly. I believe in choices- some that i give the players, and some that they create on their own. It doesn't mean that all choices are easy however...
As you may have noticed, I tend to be "wordy"... :smallconfused: I hope the quality won't be deterred by the quantity. Mostly the log will be written as a story, but from time to time I'll insert design notes or thoughts in spoilers.
My request of you: Read and enjoy, ask questions, whatever. I'm enjoying discussing the campaign and brainstorming. Any ideas to contribute are welcomed!
Players and Characters:Spoiler
KashanaSpoilerKashana (Red) (Better known as Red due to her long red hair): This Kalashtar sorceress (level 2)is an ex cyrian that was sent away (through diplomatic means) to Aundair during the last war, with several of her kind. As the mourning struck she became grief stricken and sought to learn more of what happened. Together With Layla her companion and her sister she has spent years trying to gather information and hypothesize about what happened. On an excursion to the border of the Mournland, the sister stepped in and disappeared.
Kashana admires beauty and seeks to embody it. This is mostly physical beauty, not internal. She practices the dance of shadows.
Older pic (The one she started the campaign with
Newer pics (From about session 3, been adding up each session)
Spoiler
Crunch: very high charisma and social skills. She is the face of the party (due to house rules all social skills are the same skill- influence), but prefers not to kill. i've worked with the player an adaptation to the Heartwarder PRC of the FR books, which will mainly allow him to increase the charisma even further.
spell choices for level 1: sleep and Mage armor. he also carries A LOT of scrolls.
Layla DonloSpoilerLayla Donlo: An elf cleric level 2 of her own belief between life and death. The player seeks to become a necromancer, but kept the turning option. This player worried me- he is a pure power player, and for some unexplained reason decided to choose this path. I felt some discontent from him, but he decided to try and play it.
Layla is also an ex cyrian, but she was captured by Darguun Goblinoids, where she saw harsh realities, and learned the importance of keeping every option open, no matter how objectionable. after escaping she sought some relatives that might be in Aundair, and hooked up with Red. The two are friends.
pic
SpoilerGoogle: This half giant Psy War (level 1) wakes up in a prison cell in Aundair, with no memory whatsoever.
the player played the last campaign as an ineffective rogue, whose back story was much invested, and didn't come to light at all. So in this campaign the player wanted "to hit things, and hit them hard".
He became a sort of a conscience for the group.
pic
Crunch: Google uses a large Great Sword. low dexterity, quite vulnerable, but high damage dealer. to compensate he took "force screen" as his known power". his psionic feat (forgot the name) enables him to expend the psionic focus for 2d6 extra damage.
We have never played with psionics before. I decided I'll allow it, and see how it goes. I've already incorporated some Psionic elements into the campaign...
DanvesSpoilerDanves: A half elf who started his life as a rogue, but wanted to be something more. He joined the Arcane Swords of Aundair and became a Duskblade. In actual combat however he ran away, revealing the coward in him. He was captured by Thrane Forces and spent some time in jail, until Jaela Daarn (Keeper of the flame, a religious leader of great import. Also a child of 11 years old) called for him and told him that he has a role in great events to come. then she cursed/ Quested/ Enchanted him with a sort of a curse that demands he find Google (he didn't know his name then, just description), and then follow him on his cause, always proving to be just as Brave.
The player played the tank at the last campaign, and wanted to try something that will challenge him roleplay wise- the charming scoundrel who tries to avoid fights, but can be effective when he needs to be.
pic
Crunch: Rogue 1/ Duskblade 1 (intending to go on mostly with duskblade), skills are just all over the place with his high intelligence. Spells: Color Spray, Ray of enfeeblement.
I have played with a duskblade once before and it was a bad experience. but i think this player won't abuse it.
I've created a special mechanic (with the player) to represent the curse. In each dangerous situation, every round Danves is measured to see how brave he is compared to Google. Then he get some sort of modifier. At the end of the battle, he rolls 2d10, and add the modifier. Low results means the curse punishes him for being a coward, (mainly limitations to action points, but also a general "bad" aura) high results do the opposite. These last until the end of the next encounter.
The mechanic is mainly there to add flavor, in a measured and realistic way.
IpiksSpoilerIpiks: Poison dusk lizardfolk from Q'barra, where he was recruited by house Deneith. Due to his talent he is recruited to a special unit where he learns a unique way of fighting- Swordsage. he doesn't get to fight much before the war is over, and that frustrates him. He also develops his knack for poisons, and his ability to craft them. He dislikes the company of "warm bloods" , but he likes the opportunity for war.
In terms of character i can say one word- Belkar. he is very much like him, only he works better within the group.
pic (think axe and Kukris instead of bow)
Crunch: we have never used tome of battle before as well, so decided to try it. Going over it I realized that making most melee types against the party martial adepts would be insane in terms of planning. I don't have much time for that. Instead I decided that the 3 new classes are relatively new and rare to Eberron. Most enemies with class levels will still be from the other books, but a few select ones will present a greater challenge.
Ipiks focuses on the tiger claw discipline, with some maneuvers from the shadow hand (forgot the names. sorry, i'm bad at this). We're still learning how these go.
also, the players like poisons and crafting them. I changed the crafting rules to make this option more viable. I still think plain magic items are better, but the player loves his poisons...
The following sections aren't really necessary for the log, but are here in case you're wondering:
DMing style:
SpoilerMy first concern comes to seeing people having a good time. in order to do so i follow some basic guidelines:
- Know what makes it fun for the players, and try and incorporate something for everyone. especially try to combine several elements into the same encounter.
- Choices choices choices... plan some ahead, but also prepare to react.
- change of pace: Different types of encounters (roleplay, planning, battle, and more), use of monsters, terrain, traps, limitations and so on. Changing difficulty level, changing, type of adventure (site based, event based, and so on)
- Preparation is key. this is mostly due to my mediocre (ore less) improvisation skills. One of my weak points.
- Roll with the punches: When the unexpected will happen. (and it will), don't fight it- incorporate it into a new opportunity.
- The game must flow- learn and prepare what rules you know are necessary, but make a quick judgment on the go if you can't find it.
- Monsters, situations and more- I adjust/ tweak/ alter things. not too much as to make them unrecognizable (to keep player and character knowledge relevant), but enough to keep players on edge.
- CRs: I usually Eyeball a lot of these. i don't find them fitting.
- Treasure distribution: I go by a sort of a wealth by-level. a character is supposed to have a total gain worth her experience points. I try and make all kind of unique and quaint new magical items. Purchasing items is (usually) not problematic in big cities.
Main House rules:
SpoilerThere are quite a few, but here are the major ones:
- Players throw most of the dice. instead of a monster attacking, the player rolls a defensive roll. instead the monster rolling a saving throw, the player rolls a "Spell roll". the result is similar except for two effects- i can't fudge for players, and they can use action points on monster's actions
- Many skills have been grouped together (similar to 4E and PF), to have Thievery, stealth, perception, athletics, acrobatics, and influence to start with. the players can do more.
- I don't grant XP for defeating monsters, but for making accomplishments. each adventure has some goals, and some side goals (some not known to the players). also, if someone does something impressive, the party may get extra XP
- No XP cost for spells, rather an expensive component. No XP for crafting magic items, rather a spellcraft check of 15+ CL of item (however no character seem to want to craft)
- Potions can reach 4th level
Ok, time to start writing the session itself.:smallsmile:
(Search word: Tomer)