New Campaign time...

Inconsequenti-AL said:
MetalBard It's normally only once a week - possibly an extra session on bank holidays or similar - I figured 4.5 sessions a month and I might be guilty of rounding up a bit. :o

I'd be quite happy to pick up new material - certainly fine with a book or two - a whole set might be going too far though.

Can you give me a quick heads up on the Istivin: City of Shadows arc? Don't collect Dungeon. But guess if it's recent I might be able to snare the back issues from somewhere?

Well, here are the links to the Dungeon back issues:

<http://paizo.com/dungeon/products/issues/2004/v5748btpy73dx> #117
<http://paizo.com/dungeon/products/issues/2005/v5748btpy73e3> #118
<http://paizo.com/dungeon/products/issues/2005/v5748btpy7cbd> #119

The setting is quite well-done as far as a small city is concerned. It's originally Greyhawk, but easily transported.

I have the same issues with most pre-written modules. The nice thing about Dungeon adventures is that they're limited in page length, so it forces them to leave out the over-abundance of monsters (yes, I don't really like any of those original D&D 3.0 adventures, except for Bastion of Broken Souls... that one's just awesome). Essentially, they have to concentrate on the good stuff.
 

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Inconsequenti-AL said:
The game I was considering had a bit of the second option as well... I was thinking of a Sinbad style setting - jungles, dinosaurs, etc. The PCs would be renegade humans - on the run from the vicious and colonial 'British' empire - bunch of hobgoblins seemed to sit right for some reason... For a complete set of three I guess it'd need Ninjas. :)

Perhaps see if I can track down my random jottings about it.


Hey Al. :)

Maybe have a group of these Gobbers be sent to wreak havoc, and given some industrial world tech? Maybe a captured ship?

Gobbers with a decent sized ship, trying to figure out how you are supposed to kill a man with an astrolabe, wondering what that horrible, foul liquid that makes you sick in the barrels is...using the sails for clothes and rowing a huge ship...could be fun!
 

There's some great ideas there!

First contact in a seafaring situation sounds interesting - I hadn't considered that angle as a starting point for a game - great idea! Might need to meddle in the rules of Comprehend Languages and Tongues a bit first?

Gestalt ninjas... Got the OA book and havn't used it in play yet... could combine that with Diaglo's idea - have the PCs as oriental types, in a 'first contact' situation with the outside world. Would be silly and rather overpowered, but could make for a fun game?

On the other hand, PCs playing with unknown technology could be a great way to go... recall playing an old module with a crashed UFO - that was a lot of fun! I love the idea of a group of orcs let loose with a steampunk era ship! :) Thanks!

Either which way - seems to be a lot of potential in unfamiliar technology...

MetalBard - thanks for the links, will check those out! I'll see if I can pick up a copy of Bastion of Broken souls - sounds worth a read...

Time to go speak to the players and see if any of these sound good!
 

NewJeffCT - It is quite a range, we do try and mix it up a bit for the players!

Found Arcana Unearthed good fun - they grasped the new mechanics and classes quickly - but we found it lacking something undefinable in the end - familiarity, perhaps? All in all it went well, but the players preferance is probably more for 'default' DnD.

Kalamar - that campaign also went down pretty well. I chose it for the reason you mentioned - it felt like 'traditional' DnD... The only real problem we had was starting at mid levels (9th) - for a good half of the campaign the characters felt a little 'cardboard' - lacked the backstory that characters of that level should have. Wasn't too dire, just a minor niggle - less to do with the setting and more with the setup, I think.

Freeport was great fun - ran my own take on the first 3 modules, mixed with quite a lot of side story - was a roaring success. Unfortunately, I didn't handle Hell in Freeport well - kind of ended that campaign - although it taught me a few valuable DMing lessons. :)
 

Pick up some of the Palladium Fantasy books. It's got some great setting material, especially the Western Kingdoms and can be converted to D20 fairly easily.

It'll throw the players for a loop as it's a setting they probably won't be expecting and allow some interesting ideas and deities, especially if you get Dragons & Gods.
 

NewJeffCT said:
Freeport is interesting & could be plugged into a Kalamar like setting with little problem, I think. (a bigger version of Prompeldia, or a different version of Zoa?) Then, you can have knights against pirates... or, have the PCs be pirates or freebooters working against knights that are similar to your previous campaign (or, have the freebooters loosely aligned with them, but obviously both sides get things done differently...) The Kenzer Salt & Sea Dogs supplement is pretty good, too!.

Speaking of Salt and Sea Dogs, and Freeport, there's an island pirate town called "Bluffport" starting on page 116. That might also be a good place to drop it in.
 

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