T O P I C R E V I E W |
Greyblade |
Posted - 27 Dec 2012 : 14:43:38 Hi all,
After running a few other games due to 3.5/Pathfinder & FR burnout, I recently aquired Castles & Crusades and that game totally rekindled my love for D&D-like fantasy. Those rules are so easy on the DM it's a real breeze to get a game or campaign rolling, and after a foray in several other settings (Mystara, Greyhawk, homebrew), I am back to Forgotten Realms - where it all started for me!
I am currently in the creative stages of a "grand campaign" that will be set in the Dalelands and their neighbouring regions. It's a campaign that I want as classic, old-school, and full of that good old Realms atmosphere as possible. I decided to start in 1367DR, and I plan to have 3/4 adventures per game year, to bring it all to 1372/1373 DR.
I have 1367 DR already planned - feel free to comment and give ideas, feedback, etc... Depending of my players choices in terms of characters, I will also add their background plots and ideas in there, as much as possible.
1ST ADVENTURE - Deepwinter 1367 - Shadowdale I'm planning on using The Wizard's Amulet/Crucible of Freya from Necromancer as the start to the campaign. I will use Shallain's Freehold in lieu of the module's Fairhill. It is I think an excellent introductory adventure for starting characters, challenging and simple enough.
2ND ADVENTURE - Spring 1367 - Shadowdale The group comes back for an owlbear's hunting trip to discover that some woodsmen have mysteriously disappeared in the nearby woods. All signs point to a goblin assault, but in fact, it is a troup of Zhent slavers using an abandoned farm nearby as their base of operations that is responsible. Homebrew adventure.
3RD ADVENTURE - Summer 1367 - Shadowdale to Featherdale The group has attracted the unwanted attention of the Zhentarim with their actions, therefore they're advised to leave Shadowdale for the time being. They are hired as the escort of a river barge, the Star of the Ashaba, which is carrying a family to Blackfeather Bridge. En route, passengers start to die one by one. This whodunit is a conversion of the Dark eye module, The River of Perdition.
4TH ADVENTURE - Autumn/Winter 1367 - Daggerdale For this year's finale, I want to run the group through Doom of Daggerdale, which is a great entry point to the intrigues and adventures to be had in Daggerdale.
Those four adventures should bring the group to roughly 3rd level. I HATE characters going from zip to epic level in less than a game's year time! That's about it folks for now. What do you think? and how would you go about 1368 DR? Something to do with Zhentil Keep's razing I'd imagine? |
4 L A T E S T R E P L I E S (Newest First) |
Greyblade |
Posted - 28 Dec 2012 : 12:08:24 Thanks Damian,
I will post the game logs in here once it gets rolling. Still looking for players for this one, so if you have buddies around Paris, please ping me...
BTW, here are my houserules for the game, same ones more or less I've been using for years:
-Damage to armor: When a characters falls below 0 HP, if he's not wearing magic armor, his armor loses 1 pt of AC to reflect damage sustained to the fabric of the armor. Can obviously be repaired with spells or crafting. -Basic gear: PCs start with minimal gear (armor, 1 melee or ranged weapon, backpack, minimal equipment) and 1D10 GP. -Crits/Fumbles: A natural 20 on an attack roll is a critical success (damage X2) while a natural 1 is a fumble (twisted DM comes up with something nasty ) -Region of origin: Players will have to roll a D12 to figure where their character is coming from (in this case, which Dale or country nearby). Up to them afterwards to create their background as they see fit. I enjoy using bits of their backgrounds in my games (old enemies, contacts, childhood stories, etc...)
And voila for now! |
crazedventurers |
Posted - 28 Dec 2012 : 10:51:53 Excellent! proper old school playing style
Would be great to hear how the game plays out
Cheers
Damian |
Greyblade |
Posted - 27 Dec 2012 : 20:28:31 Hi there,
Thanks for your reply. Yes, I am indeed planning to give the group xp for gold and magic items they use. At first, I was reluctant to do just that, but after a few one-shot sessions, i found it to be fun, and it gives the players plenty of incentives to go adventuring and getting busy with identifying methods...
Plus, it is a very old-school way of doing things that i like more and more.
:) |
crazedventurers |
Posted - 27 Dec 2012 : 20:14:52 I love C&C so easy and flexible to fit with any module from 0E to 3.5E
However I am surprised that you think the PC will hit level 3 after 4 adventures? Are you planning on giving them xp for gp in true 1st edition fashion? because otherwise the monsters aren't likely to generate enough xp to get to third? (unless your homebrew adventure features hordes of monsters?)
Would be interested to hear more about the campaign
Cheers
Damian |
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