Campaign Inspiration

I am often inspired visually for d&d, and this campaign was no exception. I first conceived of the setting when Magic the Gathering began releasing art previews for its newest "Block," the Innistrad Cycle. I'm no Magic player, but I keep an eye on the cards as the art is often excellent.

Innistrad is a particularly inspired set, and you can tell in the quality of the art. I suspect that the artists really dug the dark, gothic horror setting. After marveling at the images,  I began to wonder how they could translate into a D&D game.

Obviously Ravenloft is the archetypal d&d as horror setting. I enjoy Ravenloft to a degree, but I feel that it preserves too many standard d&d-isms to truly embrace the theme. I didn't want to run the same game of Kill-the-Orcs, so I decided to avoid a straight game of Ravenloft (or the setting itself without major changes).

If I wasn't going to run Ravenloft, I still needed a rule-set for the campaign. One of the things that bugged me about the previous game were the Castles & Crusades rules we used. I was initially very excited to buy these books, but after seeing the game in play for 9 months, I have to say I'm no longer a fan. I cannot ever see myself choosing C&C over 1E in the future. For this game, I didn't want a complicated system, so I skipped 1E and went back to Basic. B/X is darn simple and perfect for modding to fit the genre.

After Innistrad and Ravenloft, the next big sources of inspiration were REH's Solomon Kane, the movies Van Helsing and Brotherhood of the Wolf, and Warhammer 40k's Inquisition. I decided that I wanted the characters to play warrior-monk inquisitors, wielding miraculous powers (modified cleric spells) and even black magic (wizard spells) if they were willing to risk corruption.

I planned to include gunpowder weapons from the start, so it made since to move the time-frame from medieval to post-Renaissance. Makes a lot more sense for gothic horror anyway. Most published "haunted house" adventures have also felt oddly out of sync with the medieval era to me.    

I really like the random chaos mutations of Warhammer Role playing, so I worked those in as penalties for becoming corrupted. Corruption is a mechanic based on d20 Call of Cthulhu's handling of sanity. Rough yes, but working so far.

That's about as far as I got before the game was set to commence. I managed to type up a summary and put it in a pdf for the players, with the caveat that things were going to have to be adjusted during play. I wasn't interested in going with entirely original adventures (due to constraints on my free-time) so I pulled out Clerics Challenge II.

This little-known module featured a low-powered, undead themed murder mystery. After reading and running it, I'm not even sure it was designed for D&D. It doesn't feature a single demi-human/humanoid! No mythical monsters, no evil wizards either. Strange for a D&D module, but perfect for what I wanted.

So that's how I set the stage... tomorrow I'll post the character creation rules and talk about how the first couple sessions went.

Chaz   

A Brand New Game

Here's the list of game possibilities I presented my players after the conclusion of our long-running, Ruins of Adventure using Castles & Crusades. SPOILER - #4 emerged victorious. I was happy to run any of these, but I must admit I was a little bummed that Carcosa didn't come out on top. Next time. 

New Game Possibilities:

1.) Direct Sequel: D&D game set in the Forgotten Realms, following the extended exploits of the Phantastic Phlan Phorce Phour. Would be a high level game featuring legendary locations, iconic monsters, and mass combat!

2.) Space!!!:Military science fiction using D&D rules as a base. Navigate the tumultuous politics of the Tenebrous Nebula sub-sector. Space marines, xenomorphs, star-fighters,and ancient alien ruins. Inspiration: Traveler, Starcraft, Mass Effect, etc.

3.) Sandal& Sorcery: A bronze-age fantasy of gritty heroism set in a mythic antediluvian civilization. Would start in the arena of an ancient and oppressive empire. Inspiration: Kull of Atlantis, Sinbad and the Golden Voyage, Dark Sun Setting, Hyperborean Age,etc.

4.)Gunpowder & Witchcraft: Play a witch-hunter in a land overrun by supernatural horror. Gothic, Germanic setting, age of reason era technology.Vampires, Werewolves, Ghosts, and Demons likely antagonists. Inspiration:Solomon Kane, Ravenloft Setting, Van Helsing, etc.

5.) Gonzo Game: Planetary adventure mixed with Call of Cthulhu. Play a cyborg/mutant/wizard, ride dinosaurs into battle, wield ray guns, and fight against the minions of the Great Old Ones. Inspiration: John Carter of Mars, Den (of Heavy Metal), Cadillacs and Dinosaurs, etc.


After #4 came out as the definitive winner, I decided to write up a Campaign Pitch to get the players in the right head set to make characters. This is what I came up with (borrows heavily from MTG's Innistrad, which served(serves) as primary inspiration):

New Campaign: Shadows over Vysehrad 

In the land of Vysehrad, no one questions the existence of evil. Since the beginning, man has battled against the forces of darkness. Packs of werewolves emerge like the tide, drawn out by the moon, their humanity washed away by animal rage. Ancient vampire families bare their fangs at the scent of human blood. Hordes of the walking dead lurch across the foggy moors, driven by a hunger for the living. Surgically created abominations twitch to life in alchemists' laboratories. Geists haunt the huddled human towns and terrify travelers along the dark crossways in between. From Vysehard's deepest chasms, powerful demons and impish devils plot humanity's downfall, their influence spreading into all echelons of human society.

Still, there are those who are willing to stand against the night. Members of an ancient and sacred order, dedicated to the preservation of life and the banishment of evil. Armed with intimate knowledge of your foe’s weaknesses, holy relics, and miraculous powers of faith, you venture into the haunted places of the world. You are a brother of the Ordo Ex-Malificarum, and now is the time of the inquisition!
 

Synopsis: As a Witch-hunter, you will hunt and kill Vampires, Werewolves, Demons and more!
System: Modified D&D (See Rules)
Genre:
Gothic Horror, Dark Fantasy, Pulp Adventure
Inspiration: Innistrad Block, Averoigne Cycle, Dracula, Van Helsing, Brotherhood of the Wolf, Dark Heresy, World of Darkness
 

Things to Know Before Play:
This journey will be the first time you’ve left the outpost at Ravensroost since you came here to be trained as a boy. Now you are a Noviate, a brother in training. In order to be considered for full initiation, you must complete one last task – assist your aging mentor, Furan Leopold, to complete his final circuit as a Prelate. If you succeed, Furan will join the ranks of the Perfecti before he dies, and you will become a brother of the Ordo Ex-Malificarum.
 

The first stop on Leopold’s circuit is Barluex, the seat of Videns Parish. Usually a quaint and peaceful village, word has reached you of a brutal murder, taking place just days after the famous Vintner’s Fest…

      

I Fumbled My Blogging Roll!

When I started this blog, I had only the best intentions. That kinda fell apart (along with my face to face B/X game) but I've decided to give it a second go round.

After a couple months searching on Meetup and Dragonsfoot, I still couldn't get an in person game off the ground. So I decided to try Skype. I grew up playing D&D with the same folks, middle school through high school, and even though it had been years, several agreed to give a Skype game a shot.

So since November 2011, we have played dungeons & dragons on Tuesday nights for about 2.5 hours. Despite some issues with the medium, I have to declare it an overwhelming success. The timing is right, the camaraderie is high, and I'm getting to DM the type of games that I enjoy. I couldn't be happier.

Initially I ran my 4 players through a heavily modified "Ruins of Adventure." I've loved that module ever since I played the old Gold Box game on DOS. The majority of that game is recounted on this thread on Dragonsfoot: http://www.dragonsfoot.org/forums/viewtopic.php?f=26&t=52496. That game fell apart for a couple of reasons (probably a post in itself) but the group was ready to try something else a week later.

I put together a list of things I wanted to try and had each player rate them in order of preference. Choices included Carcosa meets Dino-riders, Gunpowder & Witches, Mythic Bronze Age, Traveler-esque D&D in Space, and a more traditional D&D game using 1E or B/X. Gunpowder & Witches edged out Carcosa in the final tally.

We are now six or seven weeks into our new game and it's been going well. I did a lot of modding up front, and we are currently running off a rough draft based on Basic / Lamentations of the Flame Princess. I want to start my new blog go round with a run down of the rules and setting of this current campaign. From time to time, I will also go into the 9-months spent in Phlan, the highs and lows of gaming on Skype, my IRL 1E game as a player, and my thoughts on some of the OSR products I've enjoyed.

Chaz  

City Adventures

Here's a list of hooks for a city or town setting. Kinda like a rumor table, except with more direct hooks. Enjoy!

1.) Bloodmoon: Local cattle are found dead, slain by some terrible beast. The townsfolk relate that the killings only occur under the light of the full-moon, and they suspect that one of their own is a were-creature. A women and her daughter are accused, and the mob calls for their deaths. The town guard currently protects the women, but with the mob growing bolder by the day, they will soon be overrun. A local priest approaches the adventurers - can they resolve the situation without bloodshed?

2.) The Heretic: A fat, successful merchant is quite popular in town. He throws lavish parties, makes loans, and gives free food to the poor. All he asks for in return, is homage to his strange god. The church is concerned that this man is leading folk away from the church - and they also desire the merchant’s wealth and holdings. This man must have his reputation is ruined, and more importantly, his property seized...

3.) The Beggar: A filthy beggar plies his craft in the marketplace. One day, the party receives a note with a royal seal - it is from the beggar and he wants to meet! The mystery deepens when the beggar relates that he is the bastard son of the royal heir, putting him in line for the crown. All he has to prove his claim is a royal signet ring. Will the adventurers help this man claim his birthright?

4.) Gentle Giant: A massive stone giant is held in captivity, forced to perform heavy labor. One day the giant reaches out to the party, telling them his sad tale. According to the giant, he is forced to toil so that his wife may live. The poor giantess is held in the dungeons of the Duke’s keep. The giant seeks assistance to free his wife, and he offers a map to a potent lost treasure.

5.) Free Labor: Someone or something is stealing corpses from the city’s churchyard. The investigation points out of town, and they need someone to investigate. Following the trail, the party reaches a distant logging camp - manned by lumberjack zombies! The desperate camp-boss needs the free labor to keep costs down, and he won’t let his secret get out.

6.) Bandit Bride: The church is in an uproar! Bandits have ransacked an important caravan, and the Prophetess is kidnapped and held for ransom. Though the authorities are on the case, the church has offered a substantial reward for anyone that bring the girl home safe. Unfortunately, the Prophetess has fallen in love with the dashing bandit chief and has no plans to come home...

7.) Precious Cargo: A desperate merchant needs his precious cargo returned at any cost. His wagon was attacked by ogres in the nearby hills, and he barely escaped alive. What seems an easy task gets complicated when the party learns that the cargo is a live nymph, bound for the slave dens.

8.) Dark Army: A drunken magician’s apprentice tells a strange tale: until recently, he assisted his evil master to find a legendary army of poly-morphed warriors. In the legend, the army slumbers in the form of trees, awaiting their master’s signal. Only the sound of a certain magic whistle can wake them. The apprentice believes his master a fool, and in spite he has stolen the whistle! Perhaps he’ll part with it for the right price...

9.) Rage: Something terrible has happened in one of the town’s parks. A tree suddenly awoke, revealing itself as a treant, and then attacked! No one knows what caused this calamity, but the treant must be reasoned with or put down. In order to save the noble creature, the party must act quickly for the watch is already massing.

10.) Guild War: Someone is knocking off local guild thieves, and the bodies are piling up down at the docks. The remaining thieves each suspect the others, and are holed up in their hideouts preparing for war. There is one witness - a young thief was there when his master died, and he claims a shadowy creature did the deed. He offers his master’s stash if someone can stop the assassinations before the guild tears itself apart.

11.) Worm Food: One night in the bazaar, the party is approached by a strange old man. He has only one item for sale: a jar of faintly glowing worms. The old man claims the worms come from deep underground and that they have unique magical properties. If a worm is placed in the ear of a sleeping man, when that person awakes, they will follow any command given by the last person who touched the worm. All he wants in return is a ticket out of town...

12.) Women Spurned: A tearful young women has a big problem; her betrothed broke off the engagement. She claims that he has been acting strangely ever since he returned from his latest exhibition, and she is worried for him. What she does not know is that the young man was slain and replaced with a changeling, and that a nest of the vile beasts now infests his family’s barn.

13.) Bugged Out: The great stone mill has a terrible bug infestation. The miller was working to exterminate them himself until he spied giant centipedes coming up through holes in the cellar. The miller needs a sharp sword to clear out the old stone foundations, foundations with strange carvings and irregular angles...

14.) The Mirror: An old landlady keeps hearing strange noises in the attic of her tenement. She went to look and spied blood - blood and the corpses of hundreds of pigeons! Afraid to return, the old lady wants a strong warrior to root out what ever pest resides there. There is no monster in the attic, however. Just a strange old mirror with a trail of blood and feathers leading to it...

15.) Watery Grave: Young, healthy men are being found dead - drowned in the river. The town cannot account for this tragedy, but a little boy has an interesting story. He said that while fishing, he saw a women arise from the water and lure a man into the water. The women then drowned the poor man. No one believes the boy’s story, but the deaths continue.

16.) The Witches: A terrified baker has an outlandish tale. He awoke one night and his wife was gone. Following her outside, he trailed her to the old stones on the hill outside of town. There with other masked women, she summoned a hideous demon from a bubbling cauldron! The baker fled for his life, and is afraid to return home. He desperately wants someone to confront his lady wife.

17.) The Gardener: A humble gardener is making a splash at court. It is said that the beauty of his flowers is unsurpassed, and his bouquets are the envy of every noble lady. Other, stranger rumors, talk of fevered dreams and hallucinations after touching the mysterious plants. A local thief is assembling operatives to enter the gardener’s grounds and steal his secrets.

18.) River Pirates: A merchant (or thief) has knowledge of an immanent river raid. The merchant wants the river pirates crushed to protect his own ships, but he also wants the cargo of his rival. He will pay handsomely if the party will run off the bandits, and bring him the cargo secretly. Oddly, the only cargo aboard the ship, is a stallion with mysterious markings...

19.) Desperate Father: A father grieves for the death of his beloved daughter. He tells any that will listen, that while he was a priest he handled a sacred relic - a relic with the power to restore the dead to life. The man begged the church to use its magic, but in spite they refused, as his punishment for his leaving their order. The man is mad with grief, and will share knowledge of the church’s defenses to any who will assist him.

20.) Young Fool: A foppish young noble is looking for “experienced beast-tamers.” If the party passes his tests of loyalty, he explains his quandary. Whilst hunting in the woods, he came upon a strange cave. Inside was the carcass of a long dead dragon. Among the considerable treasure, he discovered a single dragon egg! Unfortunately the egg has hatched, and the youth needs help to transport the rambunctious dragon to his family’s country estate. If the party helps him, he will lead them to the dragon’s cave.