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I've entitled our campaign , "The Defenders of Greyhawk" (until the players think differently). It unfolds as the characters find themselves in Greatwall, in the province of Furyondy. Iuz the Old wages war on Furyondy's northern border, and the players are hired to escort a caravan to Willip, a large city in eastern Furyondy. Rumor has it that Iuzian orcs are flooding the hillsides... Yep! The rumors are true. A special agent from Furyondy's military has commissioned the players to infiltrate an enemy base and destroy the enemy, reputed to be orcs. The heroes are successful in vanquishing the orcs, and continue on to the large city of Willip. After buying items and resupplying, they head back to Greatwall, where Captain Gillmore awaits their arrival. Their arrival in Greatwall coincides with a terrorist plot to blow up the city with fireballs. The players must think quickly to find all seven fireball crystals before they explode. After their gainful search, they realize it was only a plan to break out Sergeant Krayquer, a known traitor who may be allied to the Scarlet Brotherhood. A dark elf was seen rescuing Krayquer from the prison, which, reputation has it, had never had a breakout, until now... Characters follow rumors of a buried Citadel somewhere along the Old Road, a place where no sun shines. Goblin activity in the area, and ongoing battles between orcs and elves make for a tough journey to the Citadel. The Citadel contains many surprises. The characters live, discovering two new companions (prisoners), one of which who dies. The scene shifts as two new characters join the story - Kwog and Sirius. In Northern Furyondy, along the shores of Lake Whyestil, a party confronts the remaining denizens of a ruined temple dedicated to Phaulkon. As the temple is cleaned out, a few priests go about reestablishing it. The heroes return to Greatwall. Meanwhile, the Count's proclamation of no-tax adventuring stirs activity in the new adventurer's guild. However, the lines are long. While waiting, a dwarf sells them a map to a keep which he plans to sell. Both groups buy a map, and are led to the keep, finding one another. They find it inhabited by monstrous humanoids (goblins, ogres, etc.) Uniting, they try to take the keep by force, and are beaten back with strong resistance. As they plan for a more strategic assault, a messenger arrives telling them they are urgently needed at the request of Count Jakartai. The Count and his Warmaster, a frail, chicken-like old woman, gives word of an important official, the Warcaptain Sir Jalahandar, who was ambushed and kidnapped by forces of Iuz. He has critical defense information that Iuz could use to invade Furyondy (weak points, locations of forces). The PCs undergo a startling transformation - into ORCS - so they can infiltrate a key capital city, Izlen, and rescue the Warcaptain. They are teleported away from the city to a dangerous border zone, just east of Lake Whyestil, far north beyond the former razing line, even beyond the Sunless Citadel. Arriving in a former manor, they spread out and search... Think you might want to play? Download the Player Prospectus (.PDF file). You'll need Acrobat Reader. * Ongoing questions to ask yourself
PLAYER TASKS: * I'd like to continue to delegate out the following responsibilities to the players:
Roles 3+4 can be combined, if necessary. Also, be thinking about taking skill points to boost these abilities. For example, skill points in Knowledge-cartography, High Int Score for recall checks, etc. This keeps these jobs more "In-game" than outside, as your characters become good at these specialized tasks. * I've made some cardstock handouts which list all the choices that players can take during their turns. It will cover move actions, partial actions, initiative choices, etc. I hope this speeds up play and allows players to "see" all their character can do during a combat round. * Please check the Trailhead page
for a link to combat tips and an explanation of attacks of opportunity. * HIT POINTS 1) You may opt to take half your HD+1hp when you reach a new level. (A fighter would get .5 x d10 (5)+1 for a total of 6.) OR 2) Roll your HD. If you don't like the result, you may roll again, but *must* take the second result. * EXPERIENCE POINT AWARDS XP falls into a few categories:
* LEVEL ADVANCEMENT Hit Points are gained automatically when reaching the XP total
necessary for a new level. All other abilities Thereafter, level advancement follows this chart:
* The Materials Fee pays for the resources necessary to assist in the development of the character. It represents a personal investment made on the part of the character to improve his effectiveness over the course of a campaign- for example: Barbarian - new clothing, repairs to
fighting gear, new weapons The Materials Fee must be spent before acquiring new level
abilities. The character can purchase repairs or upgrades on existing
equipment using the fee. In the case of character class switching, this
fee represents the acquisition of necessary new equipment related to the
particular class. * LEVEL ADVANCEMENT AND CHARACTER DEATH FYI - Dungeon (the magazine) editors, and designers of the game promote the following general guidelines - a character should have *roughly* 13 encounters of varying encounter levels (monster CRs, plus trap CRs, problem solving and puzzle CRs, qualify as encounters - call them "scenes/chapters" if you will, in a play/novel), before advancing a level. Of these, the classic villain climactic encounter should be at or above the total party level. The overall chance of a character dying (using their suggestions) per level is 50% (seems high, right?) How does Kwog defy the odds? : ) * CHARACTER DEATH Your options after an untimely (and aren't they all untimely?) character death are as follows: 1) Resurrect / Raise
2) Hire a taxidermist ( I kid you not, a young
woman, trying to honor her grandmother's dying wishes not to be
cremated or buried inquired about this possibility) : )
3) Bury and say blessings
(In the latter case, the player can start
with a new character, at roughly one half-level lower than original
character). I encourage the creation of a pair of backup
characters - the world of Greyhawk becomes a more dangerous place beyond
4th level or so. And let's just say that brave adventurers are needed for
future quests (the squeamish need not apply...)
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