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Underground Resistance Campaign
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<blockquote data-quote="khantroll" data-source="post: 5887847" data-attributes="member: 95652"><p>Sorry it's taken me to so long to get back to this thread, but I was going over Complete Warrior and making notes, as well as planning out my order of adventures. </p><p></p><p>WG: Divinations are surprisingly rare in our games anyway, and the State is devoting most of what it has to research (in vein of Nazi Occult experiments) and looking for a missing high ranking official. </p><p></p><p>Great minds think alike; they will be working for a resistance network, headed (in the beginning) by an Elven General and supported (covertly) by his government. The possibility of them raising an army Bolshevik-style is further sabotaged by the fact that, in this kingdom, the system works. The people are protected (from outside forces), trade is good, etc. The only problem is that it's a dictatorship, where you live, die, and suffer at the whim of the king. </p><p></p><p>In my group, we do a build night, which is a session dedicated entirely to PC building. During the one for this campaign, I did my best to stress that if they try to fight like adventurers instead of guerrilla forces, they WILL die. I think the first encounter (a squad of first level gnomish fighters with an iron golem in tow against 1st level pcs) will illustrate that point as well. </p><p></p><p>Like you say, if they can escape the golem and beat the patrol, then encounter completed. If they go toe to toe against the golem...well, as they say in Kodt, character sheets are cheap. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>You give me hope though, because I've been worried about the usability of this premise past level 10. </p><p></p><p>By my figuring, the courier mission should take them to 3-5, then the doctor. Either before or after that, they'll do a prison break where either way, they're going to have a setback (I'm leery of details; one of my players strolls through here on occasion). Then, they'll be try to throw the government off by making it seem like one of the high ranking officials is a traitor, but that will backfire. I've also adapted Hour of the Knife into an adventure for this setting, replacing the Doppelgangers on one side with a resistance cell member gone rogue and State agents on the other. This will set them up for the first actual fight with upper level members of the State (think SS), and then into higher level play.</p><p></p><p>Sound like fun?</p></blockquote><p></p>
[QUOTE="khantroll, post: 5887847, member: 95652"] Sorry it's taken me to so long to get back to this thread, but I was going over Complete Warrior and making notes, as well as planning out my order of adventures. WG: Divinations are surprisingly rare in our games anyway, and the State is devoting most of what it has to research (in vein of Nazi Occult experiments) and looking for a missing high ranking official. Great minds think alike; they will be working for a resistance network, headed (in the beginning) by an Elven General and supported (covertly) by his government. The possibility of them raising an army Bolshevik-style is further sabotaged by the fact that, in this kingdom, the system works. The people are protected (from outside forces), trade is good, etc. The only problem is that it's a dictatorship, where you live, die, and suffer at the whim of the king. In my group, we do a build night, which is a session dedicated entirely to PC building. During the one for this campaign, I did my best to stress that if they try to fight like adventurers instead of guerrilla forces, they WILL die. I think the first encounter (a squad of first level gnomish fighters with an iron golem in tow against 1st level pcs) will illustrate that point as well. Like you say, if they can escape the golem and beat the patrol, then encounter completed. If they go toe to toe against the golem...well, as they say in Kodt, character sheets are cheap. ;) You give me hope though, because I've been worried about the usability of this premise past level 10. By my figuring, the courier mission should take them to 3-5, then the doctor. Either before or after that, they'll do a prison break where either way, they're going to have a setback (I'm leery of details; one of my players strolls through here on occasion). Then, they'll be try to throw the government off by making it seem like one of the high ranking officials is a traitor, but that will backfire. I've also adapted Hour of the Knife into an adventure for this setting, replacing the Doppelgangers on one side with a resistance cell member gone rogue and State agents on the other. This will set them up for the first actual fight with upper level members of the State (think SS), and then into higher level play. Sound like fun? [/QUOTE]
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