[Nov] What's up in your campaign?

Well, by the end of November I should be starting to play in a D&D urban-pulp-political-type campaign. Where I'll be playing a dance instructor/politician. :uhoh:

In my M&M campaign the players (who are always mistaken for super villains) have taken over the HQ of the world's premier super hero team after their mysterious deaths. Now they are fending off waves of assaults from superheros and super villains alike while trying to research who's killed the Legion and is trying to kill them next.

Is pretty cool, and has been getting better and better as I've learned the M&M engine, and the players get more into to their characters.
 

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We're on a minibreak for most of Nov. We should get to play sometime after the 21, but beyond that, who knows.

However, as for what's happening:

A paralyzed rebel queen desperately searches for a husband, one acceptable both to herself and her growing kingdom.

A circle of heroes remains broken, a once-eternal oath shattered by death. They work to heal their wounds (both mental, and physical).

A draconic army seeks two ancient artifacts on a forbidden island, ruling the shattered remains of a once-great city.

The capital of the kingdom is under siege, but not by the rebels the king would have you believe: another draconic army lies encamped around its mithral walls. As the beleaguered defenders strive to hold the walls, some seek help from the rebels, themselves.

A nobleman seeks an army of mercenaries in the land his undead ancestor still rules, hoping to bring them to the defense of the royal capital, in the service of the rebellion he is sworn to. All the while, a strange doppelganger rules his land in his absence, occupying it in the name of his evil ancestor.

A dwarven hero lies dead, his tomb enshrining a warrior who may become a saint - a new religious order may rise from the ashes of his death.

Another young noble from a land ruled by the dead seeks to depose an eternal lichlord, seeking aid from the rebel Queen who may already have made a deal with the devil...but what are his true motives? Something is not right with the young man...

And that's not even the half of it. :) I can't wait to play again.
 

Next session, the PCs (3rd level) will be stuck in a castle during a really bad storm.

And somewhere within its depths, a half-fiendish wyrmling green dragon is about to hatch.

I'm going to rip off the movie Aliens as much as possible for this...
 

Still playing our first Eberron adventure. We started not too long after Eberron came out. It's taking a long time. They're almost finished though!!! :D 'course, we're playing bi-weekly, so that doesn't help with the speeding up process. :D

On the off weeks I may jump into a FR game...as a player.

Otherwise, I'm busy converting my old D&D homebrew world over to GURPS for playing at..an unspecified time in the future.
 

We are currently about 1/2 way through Eberron's Shadow of the Last War. From there we begin Whispers of the Vampire Blade which reads awesome. I hope the players get into it. I am also spending a lot of time creating a special trap/dungeon for Eberron for the Creation Schema Storyhour. (no link yet)
 

Barsoom is back in action after a nearly-year-long hiatus. Just killed one of the longest-running PCs last game in a surprise early-session encounter -- it was completely unexpected, he decided to find out if the creatures being held at bay by their "Marble Skull of Famous Old Guy" would be able to attack him after he hit them with a ranged attack -- and they could -- and he only had seven hit points left. So not the best time to be experimenting.

But our heroes are looking for a secret laboratory of a wizard they killed two seasons ago, in the hopes that somewhere among his notes and experiments they'll find the secret to destroying this unstoppable six-year-old girl who seems bent on opening the sealed-up tomb of one of the biggest bads ever. Which means they have to sneak through the armies of the big bad what sealed that tomb up in the first place.

On one side, the rock, and on the other, a hard place. That's life on Barsoom.

I'm also prepping another Stewardesses Kung-Fu game, and considering at long last starting up my Iron Lords of Jupiter game. Staring at Frazetta paintings for inspiration.
 

My players yet quest for the safe return of the bard PC's sister, kidnapped some weeks ago by the wizard Lazzaro Benicci. Pursing the wizard and his cohorts by sea from the city-state of Veruccia to the verdant coast of Arbonne, the PCs are attempting to rouse the favor of the local Arbonnesse lord so that he might tell where the wizard Benicci's Arbonnese estates lie. They've eliminated both a sizable gnoll warband that threatened local pagans, as well as a tribe of brutish ogres that raided local communities and barrow-tombs. These threats defeated, they march to gain audience with Baron Le Guy, but they aren't hopeful. Some pointed questions to the local reeve (not to mention a well-placed charm person spell) have illuminated the fact that his lordship has no desire to grant the heroes an audience; furthermore, he seems to wish them harm. They prepare for the worst, but one way or another, they have resolved that their questions will be addressed.

We game this weekend! :)
 
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The party is on the way to Dagmar's Holdfast to request aid from the dwarves there. The druid managed to convince the fiendish giant eagles in the hold of their captured Damned Legion airship that the eagles would get to kill and eat more stuff by obeying the PCs than by attacking them. On the way, they flew down to the surface because they saw some smoke rising. Unfortunately, they sent the eagles to scout ahead, and they ended up killing some innocent shipwreck survivors who had set up the fires as a beacon for help. After some difficulty, they managed to rescue the two remaining survivors just before some large groups of demons could grab them and took off again. Now on their way again, they are about to deal with a group of freedom fighters working for the Kobold Liberation Front.
 

I'm wrapping up some dangling plot lines that I know the PCs have no interest in, mostly by having NPC adventurers show up on the PCs' doorstep and ask them for certain items needed to complete their quest. Sort of the reverse of lower levels when the PCs had to find the powerful NPC and ask them for the one critical magic hoohah that they needed. :)

Meanwhile, the party alienist finds himself at the center of a vast web of intrigue surrounding his impending marriage to a halfling girl who may or may not be what she appears. There are at least four fiendish and celestial factions interested in whether or not the two get married, because what he decides can fundamentally change planar politics in Hell. The question is whether or not he can solve the problem without making someone very very angry. . .
 

Piratecat said:
I'm wrapping up some dangling plot lines that I know the PCs have no interest in, mostly by having NPC adventurers show up on the PCs' doorstep and ask them for certain items needed to complete their quest. Sort of the reverse of lower levels when the PCs had to find the powerful NPC and ask them for the one critical magic hoohah that they needed. :)

Meanwhile, the party alienist finds himself at the center of a vast web of intrigue surrounding his impending marriage to a halfling girl who may or may not be what she appears. There are at least four fiendish and celestial factions interested in whether or not the two get married, because what he decides can fundamentally change planar politics in Hell. The question is whether or not he can solve the problem without making someone very very angry. . .

Did anyone else mentally append "tune in next time..."
 

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