This past friday was the begining of my campaign (which had a working title of "Chris's DnD Campaign '08" untill, well, now) it has just been names "The 300 Year War". I decided to the best way to do this would be to post the campaign notes that I have and and then toss in some italicized side notes to denote what the PC's did or what I had to change to fit certain situations.
I would love to get some feedback on this so feel free to tell me what you think, what you would have done differently if you created it, what you think the PC's should have done and/or what you would like to see in future sessions.
Now to the good stuff!
First: Lets meet the players:
Sara Silaqui - Elf/Rogue C/N
Chris N. Silverliss - Elf/Rogue C/G
Krista Miru - Human/Monk L/N
Howard Zardoz - Human/Wizard L/N
Keith Durek Ironfist - Dwarven/Cleric L/N
As far as I know the players didn't collaborate with each other on race, class or alignment.
The 300 Year War
Races Allowed: All standard.
Classes Allowed: All standard and prestige classes in DMG (if requirements are met).
Players: 3-6
Player Level: 2 (starting level) I made the players make their characters at level 1 like they would a standard character. I then made them go to level 2, told them the back story (see below) and gave them 400gp to buy non-magical items as they would if they were in a war. (Yes the army gives you equipment but we all know you want something better).
The Pc's were all taken from different planes. Each plane is very similar to each other with just a few subtle differences. In the 6 months that they have been fighting here they have learned that: elves are almost extinct, magic has been nearly eliminated and there isn't much in the way of things to buy when you're on a battlefield.
Prologue: (start with PC #1 at random Zardos– non-elf)
We begin in the Hamlet of Tamarack. As you approach this war torn Hamlet from the north there are many questions racing through your mind. The biggest question being, “where are my companions?” You are hurt, alone, exhausted and worst of all on the losing side of a long and bloody war.
As you enter Tamarack your vision begins to fade. And as you lose consciousness you think you can hear (PC #2 at random Miru’s non-elf) voice calling out to you.
Tamarack
Population: 304
Gold Piece Limit: 100; Ready Cash: 1,500
Isolated; Humans: 291; Halflings: 6
Guards: 3; Militia: 15
Sheriff: Warrior lvl-2
Cleric: 1 level-2; 2 level-1;
Fighter: 1 level-4; 2 level-2; 4 level-1;
Paladin: 1 level-1;
Noble: 11 level-1;
Warrior: 1 level-2; 1 level-1;
Commoner: 1 level-8; 2 level-4; 4 level-2; 242 level-1;
Flashback battle (All PCs plus 250 Human soldiers)
There are men screaming all around you and the sounds of a battle rage on. The smell of death permeates your nostrils and you have to fight back the urge to vomit with every breath you take. This is your first battle. You’ve been in other skirmishes before with the odd bandit group back at home but this, this is war and war is very different. The previous day your comrades, Larin and his brother Felmar, were killed right in front of you and the only thing you could do was attempt to move forward.
And yesterday was a good day. Now, today, you’re running for your lives as your companions get slaughtered.
Roll initiative and begin combat with 5 Ogres and 1 Troll. Note: The players didn't have to win or lose this battle to go on, in fact there really wasn't a way to win it. It was just enough to give them a feeling of what they've been dealing with for the past 6 months. It also helpped to quench that "I want to kill something" thirst that everyone gets when they haven't rolled the dice in a long time.
Their side:
Grey Render - 1 Pg. 112
Troll - 10 Pg. 180
Ogre - 200 Pg. 144
Your side:
40 – Mounted cavalry Light armored horse, long sword, short bow
50 – Archers Longbow, short sword, leather armor
160 – Infantry Long sword, dagger, chain shirt, small shield
After battle: First PC (Zardos) chosen wakes up in a makeshift cot surrounded by wounded.
"You awaken. You can smell rotting flesh and hear the groans of half dead men. You hurt, a lot, and have been bandaged up pretty well. Your friend (PC #2Miru) is talking to someone in the other room; you can just barely identify his voice but you can’t understand what’s being said."
All remaining PCs
This was a bad day, two of your companions were killed yesterday two more have gone missing.
“It wasn’t supposed to be like this”, you think to yourselves. You’ve set up a camp in the woods about half an hours travel from where the battle took place. Not a one of you has said a single word in the hour that you’ve been here. What do you do now?
1. Go to Tamarack. You know it’s there just a half days travel from where you are. If there were any survivors that’s where they would have gone. That is if they could walk.
2. Head back to the battlefield, there must be people still alive there. Perhaps you could find your friends and get out of here or maybe you just want to pick though the wreckage like scavengers.
At this point Durek was the only one not on the brink of death so the two rogues (lucky it turned out that way) snuck back to Tamarack and Durek went to the battlefield to see if there were any survivors.
I will post the rest of this session a little later today. Feedback/comments are welcomed!
No comments:
Post a Comment