[May] Campaign updates?

Where to begin...

In Planespotting, my Planescape game, the group has decided to name themselves the Most Wanted, after the gnome artificer Fubar ended up the subject of a 30,000 gold bounty by the Arch-Lector of Blight. In order to get out of town for a while, they visited Xanxost's Expositio-Con-o-Rama, where Xanxost revealed his desire for the destruction of the Apotheosis Device, an ancient and fortunately lost artifact capable of elevating larva to higher fiends without having to wait thousands of years and for proper promotional cycles. Xanxost wants it found, but only to destroy it, and is unwilling to do the work himself. Properly bribed by the offer of a staff of the planes, the Most Wanted set of to Agythys, lowest layer of Carceri, to track a rumor that the petitioner Dreschm, the ward of the Library of Ignorance, is in fact a member of the party who last found the Apotheosis Device (before they were mazed, of course).

In Sharn Freelance Police, things are looking bad. Jadrek Falco, an idealistic veteran who believed that he could prevent impending hostilities between Breland and Karrnath by singlehandedly destroying the Order of the Emerald Claw, is dead. Now in Thrane after determining through the Church of the SIlver Flame that Falco's spirit still has work to do, the Freelance Police are debating their next course of action, with Joe Zor, the level-headed veteran cop, firm in his decision to return to Sharn, where they actually have jurisdiction, while Tao, the new man on the force, convinced that they should go back to Karrnath, especially since Karrnath has started military action against the Order of the Emerald Claw.

The debate was heated up by the presence of the Artisan, an extraplanar creature who wants to create a new war just because he can, in order to enjoy its beauty. The Artisan revealed that the Freelance Police's actions in Karrnath had already made things even more interesting, with new paths of potential resolutions now opened up. In the end, the decision to go back to Sharn was resolved, of all things, by a coin toss.

Demiurge out.
 

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In my Eberron campaign, the party has killed off the leadership (one abomination and four halfbloods) of a small yuan-ti settlement on a tropical island, and the twenty remaining yuan-ti (all purebloods) have chosen them as their new leaders.

Now the PCs are trying to figure out what to do as the rulers of a whole tropical island - and the yuan-ti are trying to figure out how to use their new figureheads efficiently to improve their own wealth and power...
 

-PCs returned safely from the Beastlands
-PCs had a sword commissioned for Marchio de'Pilaire in Excelsior and returned safely with it, a gift for the Captain of the Guard when he retires in a year
-PCs found out someone they lost in a undead infested area is now a vampire, they fought him briefly, but he escaped due to his gaseous form, now they're planning on taking him down
-NPC vampire has a "master" somewhere, and clues have pointed to him being a lich; the PCs being 7th level feel overwhelmed, and are making many plans instead of kicking in doors
-"Small Trouble," a local band of adventurers has found an ancient map, and the PCs await their return to talk to them about what they've found in their searches
-PCs' good friend, Trebreh, is changing into something evil, and the PCs don't know why. They need to find someone who knows much about planar rifts, but arn't sure where to turn
-Vadan's [PC's] master has returned from the Nine Hells, and after a quick trip to Elyssium will continue teaching her
-Steel [NPC], who has been teaching Bruin [PC] techniques for fighting, is apparently unstable and very dangerous, though he is in control at the moment. He has a connection to Demogorgon but fights it constantly.
-In one year the Hunt will take place pitting adventurers against each other trying to bring back a prize to prove that they are the best, at this time the Captain of the Guard is planning on retiring and moving on to adventuring again
-Marchio Bellere wishes the PCs to go to Mechanus and have a gift better than de'Pelaire's gift: a grandfather clock that predicts future danger that is made by rogue modrons on Mechanus.

Probably lots more. :)
 

Dragonslayers -
The Brass Dragon Glitterscale who attacked thier ship has been driven off, but not killed.
The group is working over continuing to thier destination, hoping to avoid other attacks.

Green Isles campaign.
The Monk of Peace completed his journey of testing and is to be consecrated as a priest.
They located the Derro Raiders that brutally killed a single guardsmen, and left others tied up. Only to utterly destroy a trading caravan. The two barbarians have gathered the information that thier Dragon Patron sent them for, but they are conflicted abot remaining loyal.
"Heart of the Comet" a falchion made from a huge dragons claw was finaly enchanted, by the daughter/heir of the orginal crafter, after being retrieved from where it lay under the bones of a Dragon for the last 15 years. Gillian the Grey Elf was unable to convince the local intelligensea that the was a legitimate Professor of an Academy destroyed 600 years earlier, recieving only ridicule and doubt.

Next week they find out what was in the sorcerers pockets.
 

Just started a new Arcana Evolved game with the PCs arriving in the ruined city of Serathis (Ruins of Intrigue). The joined up with the Merchant's League and are beginning to explore/build/excavate. One of the PCs (a mojh magister) is building a house in Foothold (the Merchant League's base) and has become a full citizen (for a mere 250 gp). They also examined the Black Towers (4 strange towers) and were unable to enter them.
 

In my siblings campaign, the PCs retrieved the nephews of the Duke of the Woods, a powerful faerie who's currently embroiled in a war with the Queen of the Elves (think Pratchett). They were in Faerie at the time, and desperately wanted to get back to the real world. Now they're back, in a frozen swamp about two weeks journey from Vargo's Fortress, the place where the chap that sent 'em to Faerie and inadvertently caused them to be imprisoned for 12 years by an evil wizard lives. Not sure what's up after that.

In the campaign I just started, with the guys I played my very first campaign with, they're replusing attacks from evil zealots of Zarus, the human-dominance god from Races of Destiny. That's exactly the second thing from RoD that I've used (along with the outcast champion PrC).
 

Netherworld, our Modern horror tabletop game, ended with a TPK on the Autobahn...some incredibly bad rolls on Reflex and massive damage saves resulted in deadly injuries from a car crash and an submachinegun-wielding assassin. The bad guys won...this time...

We're considering re-starting with new characters at some point in the future, but for now we're going to try something different: my new Mutants and Masterminds campaign based on the old Discovery/Avalon Hill boardgame, Source of the Nile. We spent our last session getting familiar with the rules and working out some character concepts - the players are deciding between using the archetypes I created or developing their own characters from scratch.

Wing and Sword, our Modern military PbP game, finds our brave Legionnaires still battling a much larger force of ALN insurgents in the backcountry of the Saharan Tell. The fellaghas are closing slowly on the Legionnaires, who've taken refuge on a small hill - the fells' first flanking attack was broken up by a couple of well-placed grenades and some small arms fire, the sniper just neutralized the fellaghas' machine gunner, and air support is about a minute away. However, the fells are starting to concentrate their forces immediately ahead of the paras' position - could a charge be in the near future...?

Finally, I started a new Modern horror PbP game, Piece of Mind - so far the characters know only that they are looking for a missing researcher who exited a plane and vanished without a trace. After hunting through his banking, telephone, and e-mail records for clues, the adventurers are preparing to search the researcher's house in a suburb of Seattle...
 

Ah, I love these threads. Okay, in my campaign ‘The Scars Run Deep’:

Things are heating up. The party splits so that half can go to Hollowfaust, city of the Necromancers while the remainder stay behind to craft items and deal with an enemy occupation of a nearby village. The trio in Hollowfaust negotiate for the captured soul of their fallen wizard friend (NPC), with the party arcane trickster accepting a geas that will remand his soul over to the city should they fail in their quest. Meanwhile the group back in Oakdale wages war upon the half-orc contingent, liberating the town once more.

The party regroups and heads to the agreed quest, to assault the Last Watchtower. It is a place of undeath, and the party had fled there once before. According to the necromancers, they awoke something, and now it must be cleansed and items brought to Hollowfaust. As they approach the tower, a hideous undead worm creature attacks but they survive (yes, I stole the necropede from Piratecat’s campaign). The party descends below the tower with hopes of reaching their goal from within.
 

In our D&D FR campaign, we just reached one of the long-term goals of the campaign. The PCs slew the Wererat (by the most unimaginative name of Ratzin) that they had been pursuing through the Underdark. Unfortunately, they are currently floating in the middle of the Darklake without an means of propulsion. I'm not entirely sure which direction the campaign will go from here, but I think they want to return to the surface now. I plan on using Monte Cook's Chaositech in a session before they leave the Underdark, but once they get back to the surface, I may use something from Lost Empires.

In the Traveller: The New Era campaign that I'm a player in, we just found a map of the solar system we're exploring. Unfortunately, there's a Grav Tank between us and our ship. I've really no idea how we're going to get past it, but I have a feeling that it's not going to involve a full-on frontal assault
 

Pawns of the Game
Star Wars D20 Revised Campaign

Well it is one month after Episode 3 and the newly formed Imperial Intelligence Agency has just hired the players as bounty hunters. They are going to meet a contact to get more information about one of the well known Houses on Coruscant hiding two Jedi. The meeting place is one of the sleaziest and deadliest nightclubs on the planet...
 

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