It's been a while since we last saw The Graverobbers, the famous adventuring party in my sandbox campaign. You may want to refresh your memory. As it has been over a year since the last session of this campaign, I thought it fitting to rejoin the party members a little over a year after Sigrid and Hardrig's wedding.
Kat awoke, as she so often did, to the noonday sun right in her face. She grumbled death threats to whatever hotel architect put a skylight right above the penthouse bed. She looked over and saw a man sleeping in the bed next to her. She didn't remember his name. All in all, a normal start to the day for one of the most popular bards in Karcerinburg, capital city of the Kaldish Empire. As she rubbed the sleep from her eyes, she spotted a note that had been slipped under her door. She ran over to read it.
It said, in a practiced, lunate hand:
The note:
Kat -
You are in grave danger! Gather the others, meet me tonight at the center of the hedge maze, before the Moon Maiden reaches her height.
-C
Kat was elated. The note must be from Chernyx, the undead rogue/cleric of the Moon Maiden who had befriended the party, and whom Kat had killed and raised from the dead. She ran to the bed to kick the mystery man out of her room, but as she did so she saw a shadow fall across the bed. Seconds later, the leaded glass panes shatterd and a black-garbed figure leapt nimbly down onto the bed, brandishing two shortswords menacingly.
Showing posts with label dmpc. Show all posts
Showing posts with label dmpc. Show all posts
Monday, December 1, 2014
Monday, October 21, 2013
Killing Your Characters
It should go without saying that death is an important part of RPGs. Not just the death of monsters and bad guys, but death of characters. That isn't to say that character death should be particularly common (though in some games it is), but it should always be there, lurking in the background. After all, the rules for death and dying don't just apply to the bad guys. For an RPG to really feel engaging, you need the threat of death, or the players' actions aren't realistic: "Oh man, this dragon is hitting us pretty hard! If we don't kill it soon, we may all end up... going unconscious for 8 hours and then having to try again."
In this post, I'll talk about PC death from both sides of the GM screen, NPC death, and raising the dead.
In this post, I'll talk about PC death from both sides of the GM screen, NPC death, and raising the dead.
Thursday, September 5, 2013
Sandbox Campaign Part 9: Cheating Death
This is part 9 of my ongoing account of the sandbox campaign I am currently running. Updates are frequent, if irregular, and at the end of each post I talk about one or more subjects pertaining to the adventure but more broadly applicable to all campaigns. You can find the previous parts here.
Armed with new intelligence on the bandit problem here in the north, including the whereabouts of the goblin chieftain Blackhide, the party decided to undertake a long journey southwards to resurrect the fallen Sir Hardrig. But first they had to stop off in Castle Morbis again. They met with Guard Captain Husker to inform him of their success and collect the bounty on Uli Blackeye's head and a sizable collection of bandit scalps, then retired to the Rusty Glaive for some well-deserved rest and relaxation. In the common room of the establishment, they met a familiar sight; a mysterious cloaked stranger sat in a shadowy corner of the bar. It was Spider, the Death-worshiping, undead-hunting ranger.
Armed with new intelligence on the bandit problem here in the north, including the whereabouts of the goblin chieftain Blackhide, the party decided to undertake a long journey southwards to resurrect the fallen Sir Hardrig. But first they had to stop off in Castle Morbis again. They met with Guard Captain Husker to inform him of their success and collect the bounty on Uli Blackeye's head and a sizable collection of bandit scalps, then retired to the Rusty Glaive for some well-deserved rest and relaxation. In the common room of the establishment, they met a familiar sight; a mysterious cloaked stranger sat in a shadowy corner of the bar. It was Spider, the Death-worshiping, undead-hunting ranger.
Friday, August 9, 2013
Sandbox Campaign Part 5: Dungeon Denizens and DMPCs
This is part 5 of my ongoing account of the sandbox campaign I am currently running. Updates are frequent, if irregular, and at the end of each post I talk about one or more subjects pertaining to the adventure but more broadly applicable to all campaigns. You can find the previous parts here.
After checking out several villages, the party returned to Castle Morbis for some R&R. Monty, meanwhile, had abandoned Crow Dance to his barbarian wanderings and finally reached the castle as well. After offending the guards at the main entrance, he bluffed his way into a postern gate. He wandered around the town, searching for his party, and ended up taking a liking to the Buxom Witch.
The rest of the party (sans Zel and Rikkit) also bummed around town, searching for a venue for Kat's bardic stylings after she rolled two natural 1s in a row on perform checks in the Rusty Glaive. They returned to the Buxom Witch - Kat in disguise since she had punched the barkeep last time - and met up with Monty. Soon, the barkeep offered to sell Monty a map to a treasure guarded by an orc horde. Monty, not realizing that this was the same map that sent Sir Hardrig to his doom, and also not wanting to pay for the treasure map, punched the barkeep, threw down a smokestick, and tried but failed to steal the map. He ended up fleeing down the street pursued by the barkeep's hired thugs, where he ran into Guy de la Rue. Guy was a seasoned fighter who had served with Sigrid's oldest brother Ranulf and had come up in search of Sigrid with her middle brother Bjorn. Now that that situation was resolved, he was just bumming around Castle Morbis looking for work. He helped Monty dispatch the thugs while the rest of the party stole the map, failed to remain unnoticed, and failed to convince the barmaids that they were just rescuing the map from a fire. The whole party fled to the dwarven smithy, where they told their side of the story to Dorninn the armourer, who promised to pass it on to the guards. The party decided to head out to the mountains in search of the rumored underground pass while the situation in town cooled down.
After checking out several villages, the party returned to Castle Morbis for some R&R. Monty, meanwhile, had abandoned Crow Dance to his barbarian wanderings and finally reached the castle as well. After offending the guards at the main entrance, he bluffed his way into a postern gate. He wandered around the town, searching for his party, and ended up taking a liking to the Buxom Witch.
The rest of the party (sans Zel and Rikkit) also bummed around town, searching for a venue for Kat's bardic stylings after she rolled two natural 1s in a row on perform checks in the Rusty Glaive. They returned to the Buxom Witch - Kat in disguise since she had punched the barkeep last time - and met up with Monty. Soon, the barkeep offered to sell Monty a map to a treasure guarded by an orc horde. Monty, not realizing that this was the same map that sent Sir Hardrig to his doom, and also not wanting to pay for the treasure map, punched the barkeep, threw down a smokestick, and tried but failed to steal the map. He ended up fleeing down the street pursued by the barkeep's hired thugs, where he ran into Guy de la Rue. Guy was a seasoned fighter who had served with Sigrid's oldest brother Ranulf and had come up in search of Sigrid with her middle brother Bjorn. Now that that situation was resolved, he was just bumming around Castle Morbis looking for work. He helped Monty dispatch the thugs while the rest of the party stole the map, failed to remain unnoticed, and failed to convince the barmaids that they were just rescuing the map from a fire. The whole party fled to the dwarven smithy, where they told their side of the story to Dorninn the armourer, who promised to pass it on to the guards. The party decided to head out to the mountains in search of the rumored underground pass while the situation in town cooled down.
Thursday, August 1, 2013
Sandbox Campaign Part 3: Crowns and Corpses
This is part 3 of my ongoing sandbox campaign, now meeting twice weekly when possible. Click here for parts one and two, or to refresh yourself on the cast of characters.
The session began as Crow Dance dragged unconscious Monty out of the castle to safety in the woods while the rest of the party stole a rest in the tower of the castle they had just cleared. Unfortunately, their rest gave the enemy time to prepare, and they were awoken by a kobold unstealthily unbarring the downstairs door. When most of the party had gone downstairs to deal with the furry little infiltrators, the two upstairs doors were similarly opened, revealing a kobold, a hobgoblin, and a bugbear at each door. The fight was tough going for the party, but they pulled through and the devious enemies were defeated. Sir Hardrig, the rescued prisoner from last session, spent the last of his lay on hands paladin ability to heal himself (just enough) and his friends. He told them how he had grown accustomed to keeping this divine healing in reserve, for when he used it on himself in the cage his tormentors would just beat him some more. Now it was time to move on to the main keep.
The session began as Crow Dance dragged unconscious Monty out of the castle to safety in the woods while the rest of the party stole a rest in the tower of the castle they had just cleared. Unfortunately, their rest gave the enemy time to prepare, and they were awoken by a kobold unstealthily unbarring the downstairs door. When most of the party had gone downstairs to deal with the furry little infiltrators, the two upstairs doors were similarly opened, revealing a kobold, a hobgoblin, and a bugbear at each door. The fight was tough going for the party, but they pulled through and the devious enemies were defeated. Sir Hardrig, the rescued prisoner from last session, spent the last of his lay on hands paladin ability to heal himself (just enough) and his friends. He told them how he had grown accustomed to keeping this divine healing in reserve, for when he used it on himself in the cage his tormentors would just beat him some more. Now it was time to move on to the main keep.
Monday, July 29, 2013
Sandbox Campaign, Week 2: Assault on a Fortified Position
This is part two of my ongoing sandbox campaign, now meeting twice weekly when possible. Click here to read the first part or refresh yourself on the cast of characters.
The session began with the party on the run, headed north to Castle Morbis in search of a healer to remove the ghoul fever from Monty the dwarf fighter and Cameo the roc (general consensus is that a roc ghoul would be terrifying). They traveled all night, then realized what a bad idea it was to exhaust yourself in a dangerous forest and slept in the daytime. Upon returning to the road, they discovered a riderless warhorse, saddled and in plate barding armor, with blood on his flanks. They calmed the horse and determined that the horse was uninjured and thus the blood must be someone else's. In the saddle bag, they discovered a map showing a route through the forest to a big X.
The session began with the party on the run, headed north to Castle Morbis in search of a healer to remove the ghoul fever from Monty the dwarf fighter and Cameo the roc (general consensus is that a roc ghoul would be terrifying). They traveled all night, then realized what a bad idea it was to exhaust yourself in a dangerous forest and slept in the daytime. Upon returning to the road, they discovered a riderless warhorse, saddled and in plate barding armor, with blood on his flanks. They calmed the horse and determined that the horse was uninjured and thus the blood must be someone else's. In the saddle bag, they discovered a map showing a route through the forest to a big X.
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