Describe your NEXT game session!

Jezmund the Gnome Paladin (and Villebon his faithful steed), Alec the Swashbuckler, T'tank the Dwarven Fighter, (?) the Elven Druid and (??) the Transmuter will try to help save a city that's being attacked from underground by what seems to be Umber Hulks, digging their way up.

I predict a TPK, and I'm the Paladin.

AR
 

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I'm running a 3.5 version of Necropolis.

Tonight the characters (Avg party level 11) will meet thier contact in Aartuat, and head out to the Gorge of Osiris, and probably be ambushed by bandits, and probably try and kill "Anubis" (CR 20) instead of negotiating, and he will probably lay into them like nothing else. Very good chance of PC death against "Osiris", but the bandits should be cake.

Love ya Gary!
 


My players, out!

[sblock]A number of people who want to question or arrest the PCs have been put in the local halfling jail. The group was in the wrong place at the wrong time and is believed to have somehow eradicated the modron race. People want answers, and the PCs might give it to them when they visit the trespassers in a very low-ceilinged jail.

Then the group is going to retreat to a demiplane called the Citadel of Kodali's Retreat. Time flows very quickly there (336 times faster), one month of perceived time equalling 2 hours back in the real world. The group intends to train and research spells for about six months, returning half a day later.
Of course it's a plot conveniance to allow me to speed up training, but it's also a fun source of plot hooks; right on the edge of entropy, the plane is used by a refuge by creatures across the multiverse. The PCs must cast legend lore first before gating or plane shifting in. Fictionally this is because it targets the exact location of the demiplane at that time. . . balance-wise, it's to stop the group retreating mid-combat and then gating back to a fight after having rested for a day.​

Then they have a choice. They can track a possibly fallen angel to its home and try to convince it to take the moral high road (or attack it), they can track down a fiendish fly lord who has it in from them, they can figure out what's wrong with one of the party members, they can go help relieve a siege of an ally's fortress, or they can follow a plot hook into Hell to look for an item that may be able to help them.[/sblock]
 


We had a visit from one of the players who moved south. He was here for a week. Despite vacations, concerted efforts, etc, we never did get one game in. So we decided to move to PbP. So, currently, with no "What do we play this week?" schedule, we can play it all. :)

Aelfshire: The group has completed the Dread Fall arc. The group is about to ascend the mountain, searching for the way back to their own time, assuming they haven't already altered history enough to erase it. The campaign is named Aelfshire: Brave New World.

I'm also starting three additional PbP games for them.

Mutants & Masterminds: Team Freedom will chronicle the Doom Patrol/Mystery Men type adventures of a PL10 group of "Neighbourhood Watch" level supers in Freedom City. The first adventure will involve Sewer Ninjas.

Eberron: Double Indemnity will follow the Creation Schema path and adventures in Dungeon. The characters are Insurance Investigators for House Kundarak.

And a Star Trek game, as yet unnamed, set between the end of TOS and STTMP where the characters will be the first ship into the Beta Quadrant.

I'll probably add more. This PbP thing has advantages. I still miss my face to face, but, what can you do? Life nearing 40 sucks for free time.
 

Piratecat said:
Or they can follow a plot hook into Hell
Every DM, every game, every time. :D

Dunno what's next for Barsoom. Our heroes have managed to restore a millenia-dead race of undead dragon-fighters in the hopes of forestalling the impending resurrection of the sorcerer-king of said dragon-fighters, and have been told that they need to venture down into the Buried Sea, the afterlife of Barsoom, in order to retrieve the magic dagger of a deceased party member. A meteorite has struck the Inner Sea and destroyed a couple of major cities, and an insane goddess is apparently intent on wiping out the entire world for reasons best known to herself.

So it looks like they're planning to drink themselves insensible in an innocuous border town and hope it all blows over. Heh.

I want a chase. More chases in games is what I want. Possibly a "Follow That Carriage" kind of thing, through the maze of streets that is Highpass.

Great thread!
 

Following a TPK a few sessions ago, the party were mysteriously reincarnated into monsters they'd recently defeated and kept pieces of (yes, it's a preposition, so sue me). One player's an obsessive collector, which I suppose worked to our advantage this time. The party, now consisting of an ursoid, a sylph, an imp, a grell, and a summoning ooze (yours truly), discovered the bodies that used to be, well, them, at the end of the last session. After rekilling some of them, we found that they still had our old gear.

The goal now, after divvying our loot back amongst ourselves, is to find out more specifically where we are, and how to get back to some semblance of normality. It'll be sort of sad to leave a couple of suits of magic armor laying around, but who's going to carry them? Looks like I'll get to advance as an ooze this session... and probably get to eat our old bodies, too. Yummy! And it keeps them from coming back as undead again, too.

NRG
 

With me as DM, we're moving into the 2nd of 10 modules in Season Three of these characters' FR campaign. [Backstory...if anyone gives a damn...Orcus is soon to rain death on the world via meteors hurled from Selune's Tears. After the death's of the bulk of the populace, Orcus' minions teleport great towers from the last destroyed planet. In these towers are collected the vast numbers of corpses for reanimation into the Undead Prince's army. PCs have learned this and the chance to stop Orcus comes from Toril's "Liferoot" which keeps all things natural in harmony (not Realms lore, but something I made up). The Liferoot can also be reattuned given the correct components. The PCs researched the Liferoot and decided to attune the planet's Liferoot field to deflect the teleporting towers so that they wind up in the Plane of Fire. This module sees the PCs traveling to Damara via druidic crossroads to find the first of three needed components to attune the Liferoot for this purpose. For unknown reasons, the Liferoot's power cannot stop the meteors themselves...]

PCs arrive in Damara near the home village of the monk PC. News reached the monk earlier in the campaign that his father was slain by a wyvern attack on his farm. For those unfamiliar with Realms' history, this village--Helmsdale--was the HQ of an evil occupying force from Vaasa, the country to the north. Turns out, the wyvern attack was not an accident and the assassin organization from the former occupiers wishes to find something that was left before their army's retreat. While folk of Helmsdale will welcome the monk (and his friends) back to his home, they warn that his old homestead is haunted (assassins keep a squad at the farm...I honestly haven't figured out what they're up to yet, but I've got a few days to figure it out).

At the same time, the PCs will come under attack by Orcus' minions in an attempt to stop the PCs from finding the first component. The PCs have noted (from the previous module) that the attackers seem to know where the group is at all times. Turns out that they are being magically tracked--another PC (half-vampire using a template from FFG's Necromantic Lore) carries an amulet given to him after birth. It belonged to a vampire group from Kara-Tur which has been attempting to retrieve it ever since. Minions of Orcus are allied with this vampiric group, which now assists in hunting the troublesome adventurers not only to help Orcus bring total undeath to Toril but to recapture the amulet (again, for reasons I haven't decided on yet).

The neat part is that this module, called "Ghosts from the Past", will use material that the above two players wrote into their backgrounds. It's nice to draw from PC backgrounds if only to validate their writing in the first place. But it also gives the players themselves that little exta investment in the adventure.

And now you know more about my campaign then you ever wanted to. ;)
 

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