Campaign journal
Posted: Tue May 10, 2005 1:31 pm
It strikes me as a good idea to write up a brief campaign journal on here. On the one hand, I get to remember what has already happened in the campaign, and remind me what I was planning on doing, and on the other, can let other people see what I'm doing, and possibly give advise or suggestions or something.
So, the basic campaign idea - that to give the players a feeling of camaraderie and friendship, that I would run them through their childhoods, drawing on my own childhood for inspiration. To this end, I put them in the domain of Invidia, in the village of Tancos, geographically identical to my home village of North Cove. I populated the village with people from my village, added in some of the people I've heard/read about from Invidia, and then added players. I did this because the best game I have run so far is one that was based wholly in the city of Palanthas in the Dragonlance setting, and one of the comments was that one of the best things about the game was that I seemed to know the city so well - due to having read far too many Dragonlance books and meticulously researching the place and adding in a billion NPCs, both from the books and for the plot.
Into this step the players. I gave each player the character design plan that they had to have some kind of dark secret or power - that in a given situation, if they really need to, they can call on this secret to overcome an obstacle.
First off, I have Susanna, who is the first member of the group to be a member of the Church of Ezra, wanting to be a paladin. She is, unknown to her, some form of changeling - the exact details I will work out once I've got hold of the book on the shadow fey. Because of this, she has phenomenal luck and animals like her. The drawback is that the phenomenal luck, again, unknown to her, comes back and bites someone she cares about in the arse.
Secondly, I have (Edd's character - need a name for him!), the other acolyte in the Church of Ezra, who as part of his story, had to murder his brother to become a full member of the Church. Unknown to him (OOC), his spells can only be successfully cast if he kills someone first.
Thirdly, I have Robert, a devourer of knowledge, who spends his time between learning anything he can, and telling everyone what it is that he knows. He has gotten hold of a couple of spellbooks which he will start to devour. I playing arcane spellcasting very much more like Call of Cthulhu style magic, in that you get powerful results, anyone can use it, and it drives you mad.
Fourthly, I have Adam. Adam is a quiet, friendly and affable chap, who through no fault of his own, was disowned by his parents as soon as they could get rid of him. His parents were cursed that their child would become a beast, and as such, they were always somewhat wary of him - even if they would never admit that this curse would come into effect. If nothing else, should it happen, he would be well equipped to handle it - they fobbed him off on the blacksmith that moved into the village when Malocchio took over.
Finally, I have (Martin's character - who does have a name, which I don't have handy), who is an idle, lazy git. What will happen to him is that he will become haunted by his grandmother, who will blame him for her (and his grandfather's) death, and will want him to avenge them. She will be able to provide him with death vision (seeing spirits) and control over undead. He will have to sacrifice bits of his soul to her for this.
I am using the Unisystem mechanic. Susanna will eventually draw on Divine Miracles, as does (Edd). Robert will be using some bastardised combination between taint and D&D spellcasting, a system of my own devising. Adam will be using Lycanthropy from the Abomination Codex. (Martin) is using his grandma as a Spirit Patron, who is giving him Necromancy.
So far, I have explained Invidia - that it was a fairly loose collection of independant villages, and that their village was one of the most independant. Gabrielle as a political force was fairly lax, so most of their childhood was spent running around and having fun; most people were happy. As time went by, a small school opened in the village, with classes teaching reading, writing, math, history, geography (such as it is in Ravenloft), and anything else the teacher could think up to 6-8 year olds. After a year or so, another teacher moved in, teaching more advanced things to 9-12 year olds.
First part of the adventure was to be (Edd's) family returning from some holy pilgrimage, as his entire family are wandering Anchorites. They ascribe to the Tepestani style of the Ezran faith, in that fey are bad. They were to hold some type of ceremonial 'fey hunt' for the local kids, which would end in the disastrous sacrifice of (Edd's) younger brother. However, as Edd himself didn't show up, this was skimmed as instead being 'Edd's family show up; they take him into the woods during the night, and when he comes back, he's officially a cleric'. This would happen to them at the age of 9.
Between this and the next part of the adventure, guards move into the village, sent by Malocchio to 'protect the village from any harm'. The vilalge must pay for their upkeep; furthermore, one of the village pubs was seized for their barracks. A smithy was also to be created next to it by the villagers, that they would have a supply of arms and armour (that they would also have to pay for) so as to act as a standby militia.
The second adventure then deals with the weird things that can and do happen in Ravenloft. First a boy was reported missing (sending the new teacher into a rage, since he was clearly skipping her lessons. This teacher had a notoriously bad temper, and beat kids a lot), and then later, the cleric in charge of the local church went missing. There was also some sightings of giant spiders. This triggered the two acolytes (Susanna and (Edd)) to go look for her... or, go for a grownup to look for her. They are 10 at this point. After failing to get the Duce, the guards and their families to do anything, they eventually manage to get the nice teacher who set up the school (Robert's father as well) to have a look around the church. He discovered a crack under the church that seemed to lead quite deep, but was too big for him to get in - so he sent the kids in. After all, it was only a spider...
The kids discovered some kind of heretical tomb under the church, filled with bodies and cobwebs. They burnt most of these. Going through a series of progressively more primitive chambers (stone to packed earth to dirt that had been dug probably by hand/tentacle), they found a large underground chamber filled with various coccoons hanging from the ceiling. They eventually discovered the cleric and the missing boy, and freed them - breaking the cleric's leg in the process. The missing boy, upon opening his coccoon, was found to be mutating into a kind of part spider, part person thing - triggering the group's first horror save.
Amazingly, they all passed, except for (Edd), who wasn't here to play his reaction, so I just rolled on the chart - rage. Well, (Edd) beat the poor boy to death with a flaming torch, and was eventually punched out by (Martin), breaking his nose in the process. (Edd) has now participated in the death of two young boys, although neither were really his fault...
The cleric was saved, though, and (Martin) told a convincing enough story to explain what happened to the missing boy that no one questioned where he had gone - this is still the world of Ravenloft, it is an expected hazard that young children and sometimes whole families will occasionally be eaten by giant spiders living in a blasphemous underground temple.
More time passes, until one day where Susanna is assaulted by a figure of indeterminate gender/race/age and forced to drink a potion which tastes somewhat like chicken soup. Struggling out of their grasp and calling for help, the figure flees, and disappears into the wood. The next day at school, Susanna alone sees the teacher turn into some kind of evil creature, and attacka child with some kind of sword, where there had been a cane before. She gets up to help, the teacher whirls round and slices open her face, making Susanna flee with the boy. They head to the church, the teacher/demon following. Upon entering holy ground, the teacher crumples. Susanna gets her cleric to help her, and tehy take the teacher into the main altar room - her hand sizzles upon touching the altar.
The cleric decides then that Susanna should keep an eye on the teacher, in case she should move, so that she has a few minutes to prepare - she comes back encased in full plate armour, with sword and shield. She then exorcises the demon, and battles it to death - the teacher later expresses no memories at all of anything, and she wanders back off in the direction of Dementlieu, where she comes from.
Finally, a few months later, the children are confronted by a tattooed man in red robes, who looks somewhat lost, confused and angry. He demands to know where he is, and upon discovering he's in Invidia, stalks off. A few hours later, he comes back from another direction, sees the children, turns round and storms off. The next day, the children discover his body, and as children of course would do, loot the body. Robert discovers a couple of books on his body, and some foreign coins - the coins are taken to pay for a messenger to far-off Hazlan (where they decide he comes from) to say that this person was killed, since it would seem that he was a Mulan, one of the ruling class. He had been ripped to pieces by wolves, and his remains, should anyone want them, were put into a grave near the church.
So, the basic campaign idea - that to give the players a feeling of camaraderie and friendship, that I would run them through their childhoods, drawing on my own childhood for inspiration. To this end, I put them in the domain of Invidia, in the village of Tancos, geographically identical to my home village of North Cove. I populated the village with people from my village, added in some of the people I've heard/read about from Invidia, and then added players. I did this because the best game I have run so far is one that was based wholly in the city of Palanthas in the Dragonlance setting, and one of the comments was that one of the best things about the game was that I seemed to know the city so well - due to having read far too many Dragonlance books and meticulously researching the place and adding in a billion NPCs, both from the books and for the plot.
Into this step the players. I gave each player the character design plan that they had to have some kind of dark secret or power - that in a given situation, if they really need to, they can call on this secret to overcome an obstacle.
First off, I have Susanna, who is the first member of the group to be a member of the Church of Ezra, wanting to be a paladin. She is, unknown to her, some form of changeling - the exact details I will work out once I've got hold of the book on the shadow fey. Because of this, she has phenomenal luck and animals like her. The drawback is that the phenomenal luck, again, unknown to her, comes back and bites someone she cares about in the arse.
Secondly, I have (Edd's character - need a name for him!), the other acolyte in the Church of Ezra, who as part of his story, had to murder his brother to become a full member of the Church. Unknown to him (OOC), his spells can only be successfully cast if he kills someone first.
Thirdly, I have Robert, a devourer of knowledge, who spends his time between learning anything he can, and telling everyone what it is that he knows. He has gotten hold of a couple of spellbooks which he will start to devour. I playing arcane spellcasting very much more like Call of Cthulhu style magic, in that you get powerful results, anyone can use it, and it drives you mad.
Fourthly, I have Adam. Adam is a quiet, friendly and affable chap, who through no fault of his own, was disowned by his parents as soon as they could get rid of him. His parents were cursed that their child would become a beast, and as such, they were always somewhat wary of him - even if they would never admit that this curse would come into effect. If nothing else, should it happen, he would be well equipped to handle it - they fobbed him off on the blacksmith that moved into the village when Malocchio took over.
Finally, I have (Martin's character - who does have a name, which I don't have handy), who is an idle, lazy git. What will happen to him is that he will become haunted by his grandmother, who will blame him for her (and his grandfather's) death, and will want him to avenge them. She will be able to provide him with death vision (seeing spirits) and control over undead. He will have to sacrifice bits of his soul to her for this.
I am using the Unisystem mechanic. Susanna will eventually draw on Divine Miracles, as does (Edd). Robert will be using some bastardised combination between taint and D&D spellcasting, a system of my own devising. Adam will be using Lycanthropy from the Abomination Codex. (Martin) is using his grandma as a Spirit Patron, who is giving him Necromancy.
So far, I have explained Invidia - that it was a fairly loose collection of independant villages, and that their village was one of the most independant. Gabrielle as a political force was fairly lax, so most of their childhood was spent running around and having fun; most people were happy. As time went by, a small school opened in the village, with classes teaching reading, writing, math, history, geography (such as it is in Ravenloft), and anything else the teacher could think up to 6-8 year olds. After a year or so, another teacher moved in, teaching more advanced things to 9-12 year olds.
First part of the adventure was to be (Edd's) family returning from some holy pilgrimage, as his entire family are wandering Anchorites. They ascribe to the Tepestani style of the Ezran faith, in that fey are bad. They were to hold some type of ceremonial 'fey hunt' for the local kids, which would end in the disastrous sacrifice of (Edd's) younger brother. However, as Edd himself didn't show up, this was skimmed as instead being 'Edd's family show up; they take him into the woods during the night, and when he comes back, he's officially a cleric'. This would happen to them at the age of 9.
Between this and the next part of the adventure, guards move into the village, sent by Malocchio to 'protect the village from any harm'. The vilalge must pay for their upkeep; furthermore, one of the village pubs was seized for their barracks. A smithy was also to be created next to it by the villagers, that they would have a supply of arms and armour (that they would also have to pay for) so as to act as a standby militia.
The second adventure then deals with the weird things that can and do happen in Ravenloft. First a boy was reported missing (sending the new teacher into a rage, since he was clearly skipping her lessons. This teacher had a notoriously bad temper, and beat kids a lot), and then later, the cleric in charge of the local church went missing. There was also some sightings of giant spiders. This triggered the two acolytes (Susanna and (Edd)) to go look for her... or, go for a grownup to look for her. They are 10 at this point. After failing to get the Duce, the guards and their families to do anything, they eventually manage to get the nice teacher who set up the school (Robert's father as well) to have a look around the church. He discovered a crack under the church that seemed to lead quite deep, but was too big for him to get in - so he sent the kids in. After all, it was only a spider...
The kids discovered some kind of heretical tomb under the church, filled with bodies and cobwebs. They burnt most of these. Going through a series of progressively more primitive chambers (stone to packed earth to dirt that had been dug probably by hand/tentacle), they found a large underground chamber filled with various coccoons hanging from the ceiling. They eventually discovered the cleric and the missing boy, and freed them - breaking the cleric's leg in the process. The missing boy, upon opening his coccoon, was found to be mutating into a kind of part spider, part person thing - triggering the group's first horror save.
Amazingly, they all passed, except for (Edd), who wasn't here to play his reaction, so I just rolled on the chart - rage. Well, (Edd) beat the poor boy to death with a flaming torch, and was eventually punched out by (Martin), breaking his nose in the process. (Edd) has now participated in the death of two young boys, although neither were really his fault...
The cleric was saved, though, and (Martin) told a convincing enough story to explain what happened to the missing boy that no one questioned where he had gone - this is still the world of Ravenloft, it is an expected hazard that young children and sometimes whole families will occasionally be eaten by giant spiders living in a blasphemous underground temple.
More time passes, until one day where Susanna is assaulted by a figure of indeterminate gender/race/age and forced to drink a potion which tastes somewhat like chicken soup. Struggling out of their grasp and calling for help, the figure flees, and disappears into the wood. The next day at school, Susanna alone sees the teacher turn into some kind of evil creature, and attacka child with some kind of sword, where there had been a cane before. She gets up to help, the teacher whirls round and slices open her face, making Susanna flee with the boy. They head to the church, the teacher/demon following. Upon entering holy ground, the teacher crumples. Susanna gets her cleric to help her, and tehy take the teacher into the main altar room - her hand sizzles upon touching the altar.
The cleric decides then that Susanna should keep an eye on the teacher, in case she should move, so that she has a few minutes to prepare - she comes back encased in full plate armour, with sword and shield. She then exorcises the demon, and battles it to death - the teacher later expresses no memories at all of anything, and she wanders back off in the direction of Dementlieu, where she comes from.
Finally, a few months later, the children are confronted by a tattooed man in red robes, who looks somewhat lost, confused and angry. He demands to know where he is, and upon discovering he's in Invidia, stalks off. A few hours later, he comes back from another direction, sees the children, turns round and storms off. The next day, the children discover his body, and as children of course would do, loot the body. Robert discovers a couple of books on his body, and some foreign coins - the coins are taken to pay for a messenger to far-off Hazlan (where they decide he comes from) to say that this person was killed, since it would seem that he was a Mulan, one of the ruling class. He had been ripped to pieces by wolves, and his remains, should anyone want them, were put into a grave near the church.