[April] What's up in your campaign?

In my 1e Greyhawk Campaign, the party is just about to discover a link between the smugglers plauging Saltmarsh, and the slavers of A1-4.

I'm running a modified U1. The smugglers in U1 stepped up from smuggling goods, to smuggling slaves. They have been hiring/coercing gnolls and kobolds to kidnap some of the Saltmarsh locals, then pay the humanoids in Sea Princes currency to put the blame on Keoland's long standing enemies, in case they get gaught. However, they are actually pirates who have been hired by the slavers from the modules A1-4. The players have broken up the humanoid raiders which have been doing the snatch and grabs driving them back into the Hool marshes. Tonight, they will explore the basement of the haunted house, and will most likely discover the link to the slavers. As an extra twist in the plot/point in the right direction, an envoy from the Sea Princes has arrived in Saltmarsh, claiming pirates flying the colors of Keoland and the Principality of Ulek have been raiding their shipping and taking captives. Obviously, these are from the same group of pirates.
 

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In one game, the PC's just captured a wizard-on-the-run who had been the teacher of the party necromancer. He had attempted to free an Unseelie Prince and his retinue which would have led to much destruction and bloodshed. There was a trial, where the accused wizard tried to shift blame onto the PC's but it didn't work, and he was sentenced to prison.

In the other game, the PC's just succesfully helped (along with the town militia and a couple of local noble fighters) defend a small village from a horde of goblins (200 goblins, 6 ogres, and a troll). Three out of five PC's were brought to 0 HP or less (two of them by the Troll), but they persevered, largely powered by a Necklace of Fireballs and the sorceror's choice before the game started to choose Burning Hands as her newest first level spell.
 

The party just foiled a demon ambush set up by a possessed druid. They exorcised the possessing demon and are now going to the lair of the possessed fighter and wizard who infected the druid. The cavern lair is full of summoned demons the wizard bound including several sentry ones on the material, ethereal and shadow planes.

There might be some political fallout as they are not waiting for or going to pick up the theocratic empire's law champion who the paladin agreed to have come with them.

Later they are planning on having a ritual done by chaos mages to take essence from the exalted water template druid shifter in the party and restore a holy lake prison before going after a demon stronghold now opened in the currently damaged lake.

The lake was damaged by an epic type salt demon who was bound into a bane dagger form thousands of years ago and currently used to unseal the demon stronghold planar prison waters.

They also have agreed to investigate the extraplanar lead in a dwarven guildmaster's murder.

Meanwhile civil war has begun in the empire and the beginnings of the return of bad times for arcane casters.

Plus something is brewing with the evil dragon god and some of his ancient minions who were bound away for millenia but now were recently freed.

But for now the infectiously contagious possessed brother wizard and fighter are enough for the party to focus on.
 


Sunless Citadel (playing) 1 dead, 1 captured, 2 fled. we hit a BBEG? without our Barbie Tank

Dragonslayers PbP - fighting a dragon (what else) for passage through its territory.

Green Isles campaign. - Exploring the ruins of a magical academy, fighting off regular waves of undead while trying to decipher the runes covering the walls. Even though the buildings have been destroyed for 600 years they are still trying to teach new students. Defending a fixed postion from hordes of undead is very dawn of the dead-ish. Directing the midless hordes indirectly is a melevolent intelligence, arisen form the deaths of the orginal students and faculty. They were burned alive by attacking dragons, after seeking refuge in the cellars of the academy. The party only suspect its presense, but may have formed plans by next session.

The party is also looking for the remaining bones and claws of an undead dragon that was bound to the academy after dying in the above raid. It was destroyed 60 years earlier, and while its scales are gone, the remains would still make valuable weapons.
The barbarian is looking for a wife, because if he returns to his tribe, with the woman (PC) that he went on a quest with the tribe will marry them, assuming that there is no way to young people alone on a long journey would be chaste. The party is divided on the subject of dragons, one has loyalty to an individual, one hates them all, two are torn: the priest of Peace, and the sorcerer who was told if they die then so to does his power. And lastly an indifferent archeologist.
 

New Blood-

Great Moradin took my character's spirit away and I am planning out a new character. From Dwarf Fighter to Human Hexblade will be a change, but hopefully a welcome one. It was disappointing to die, but these things happen.

As far as the rest of the crew goes, they are wrapping up a delivery of a powerful artifact and looking for the next "job".

Now I just need to figure out a way to get the Hexblade involved. I have a few ideas, but we'll see which one I go with.

-Shay
 

Two epic campaigns I'm DMing, and one of those will continue this evening...

Campaign #1:
The plot is taken from the AD&D adventure For Duty and Deity (some spoilers below!). The party was banished into the realm of the demon lord Grazz't after disturbing the plans of the Twisted Rune (a group of very powerful undead working in Calimshan and Tethyr). The Rune's curse denies any planning about on how to leave the Abyss, so the party has to find another way to get back home. After some fiights, minor jobs and gathering informations, the group now knows that Grazz't has a beautyful human female "guest" (prisoner). This guest is invited sometimes to banquets in Grazz't's Argent Palace in the city of Zelatar and then brought back to a secret place somewhere in the town of Samora. The voyage is done with a special golden carriage drawn by four jariliths and guarded by balors, vrocks, mariliths and jovocs. The guest's secret place seems to be accessible by a special gate that needs a very special key to operate properly. The party was informed about a fiendish svirfneblin who works for Grazz't as a key maker for the various portals existing in the Abyss. So the adventurers decided to visit the gnome and ask him about portal keys. But the way was not easy. Several bebilths (one gargantuan), vrocks, jarilths and five balors tried to bring those inferior humanoids down. The demons failed after three hard battles, but the party is now low on spells despite good tactics (subdual damage vs. a balor may avoid the death throes, as well as petrification with Cast in Stone). The gnome is willing to help the group if they provide the materials and set him free somewhere on the material plane (preferably Faerûn). The party agreed. The gnome then told them about the materials he needs: the blood of Ssesharim (an old half-fiend red dragon) which must be taken from the living creature by the gnome himself, some scales of Ushmerassi, a half-fiend great wyrm shadow dragon, and the hand of a balor. The blood and the hand must be processed within 24 hours after they were taken from the creatures...

Campaign #2:
A mixture of D&D and d20 future. This Faerûnian party is involved in a long-lasting war between two technological advanced people on a distant planet. A LeShay brought them on his space ship (a battle cruiser that can become invisible, but lacks defensive power) to this world to act as his scouts. His goal is to end the war that lasts over thousand years and has brought the two tribes nearly to extinction. Unfortunately, two other LeShay (also residing on invisible starships) are not interested in peace. Another alien species (mrrshan/cat folk) visits the world as traders to get some rare minerals and ores. They've been neutral in this war. The two tribes on the planet were not really happy about those strangers from Toril, and after some talks, they tried to kill or imprison the group. But not every inhabitant on the planet was hostile. The party rescued some soldiers and freed a mrrshan from imprisonment. Later, they made contact with a secret group of rebels, that tries to escape from the war-torn world with a self-build colony ship. Unfortunately, meanwhile the two hostile LeShay attacked the party and its ally. Although one of the attackers was killed, the group has lost both her LeShay ally and his cruiser, leaving the party with a small but modern gun-boat-type starship and two assault fighters on the planet. The freed mrrshan was able to contact her home planet and asked for help. A few days later, a mrrshan carrier arrived. But the LeShay is not interested in more people sniffing around and disturbing his plans. He teleported an "ambassador" and his guards right into the first meeting of the mrrshan commander and the adventurers. Surprisingly, the ambassador is a powerful cleric of Cyric, ordering a retreat of the mrrshan troups within the next five days, otherwise they would be destroyed....
 

In Netherworld, our tabletop Modern game of contemporary horror, the adventurers escaped an attack by a mummy in a hospital in Berlin - unfortunately the mummy was the doctor they were searching for to find a cure for the sick girl they rescued from the cabal of necromancers. Instead of a cure, they were forced to kill the doctor - in the process, one of the adventurers became infected with mummy rot and is quickly wasting away (took a big hit to Con and is steadily missing Fort saves as a result). The infected character's prognosis doesn't look good as the adventurers have no time to make or find a cure - fleeing south toward Switzerland on the Autobahn, a black Beemer with tinted windows rolled up and a hard-looking mlitary-type with a severe crew cut opened fire on them with a submachine gun from the front passenger window. We left off as the adventurers prepare to return fire...

In Wing and Sword, our PbP Modern game of military adventure, the legionnaires beat back an attack by the ALN fellaghas - the fells regrouped however, and now they are on the attack once again. This time the insurgents are advancing slowly, carefully, using covering fire and making good use of the terrain to close with the legionnaires - they've also brought up a machine gun which they are moving into position, giving them both significant manpower and firepower advantages over the legionnaires. Meanwhile, air support is coming, but the question on everyone's mind is, will it arrive in time...?
 


Shadow Chasers

Shadow Chasers - Shadows' Fall - Season Two

The characters have just discovered that all of the people and creatures popping from other dimensions are symptoms of a plan by the Devil himself!

Satan is "smooshing" all of the alternate dimensions (which the heroes have visited earlier in the season) together, which will cause a cataclysm, resulting in Hell on Earth, that he will of course rule over.

Our Earth is "Earth Prime" (of course), resulting in alternate versions of the PC Heroes showing up to help fight the Devil.

The Devil needs three artifacts to complete his plan: The Bleeding Cup, the Spear of Destiny and the Heart of Osiris. The Heroes know the locations of two of these artifacts already (more or less).

Next game, everyone will get to choose from a "character pool" that includes not only the usual heroes but thier other-dimensional alternates as well. They can divide into "mixed teams" to track down and recover the artifacts (before the Devil does).

This will all culminate in the Battle Royale with Mr Satan himself as the Season Finale.
 

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