Skip to content

I will be adding background information, character generation information, and whatever else I feel like to this page for you to look at.

First, Basic Character Information (available species, classes, and ability score generation).

Hey, I just remembered something. A while back, I did a conversion of a Star Frontiers adventure to the Lady Blackbird system. It contained some background information on the Dralasites, Vrusk, and Yazirians that may be useful or at least amusing, seeing as how the "Astral Adventures Guide" from Wizards lifts several ideas from that old game. The Dramune Blues

Update 9/18: Deities & Demigods for the Xaryxis Campaign

Party Inventory:

Coffer (contains 350 gold pieces)

Leather Sachel (contains 2 cure light wound potions,1 cure moderate wound potion)

Maps and charts (from captain’s quarters aboard the Genevieve)

Dagger, fine quality

Hemp Rope

Grappling Hooks

2 Lanterns

12 Flasks of Oil

3 canvas sheets

24 days of preserved rations

3 barrels of water

 

Summary:

 

Our intrepid adventurers set sail aboard the cargo vessel, the Genevieve, to voyage to the promised land. Our ship did not sail alone, but in convoy with two other vessels holding settlers for this new land.

Aboard the ship, our adventurers did meet one another. At a dinner hosted by the captain, each one told his or her story of why they had left their homes to go to this new land.

After two and one-half weeks of sailing, we did encounter a violent storm. While Vick, Onyx, Lysander, and Ranger Rick were out on the deck, the storm drove the ship into a maelstrom. Just before we all lost consciousness, we saw one of the other ships in the maelstrom—except that it appeared to be under attack from giant tentacles.

When our party began to wake up on the shore, we found ourselves being investigated by small sea scorpions. As each member awoke, they attempted to drive off and kill the sea scorpions attacking them. However, our exhaustion made this a difficult task. Fortunately, Onyx, Half Pint Halfling the Humble, and Glam the Glittering but Not-So-Right-In-The-Head Paladin killed many sea scorpions while Vick used his spells to daze them.

At this point, our party was troubled with dissention. We were exhausted from the shipwreck, but had found some trails on the beach that indicated that something or some things had been dragged into the ocean and something or some things had been dragged into the jungle.

Glam the Glitterwit wanted to charge into the jungle to find whoever might have been dragged off. More sensible members of the party--which included just about everyone but Glam Glitterwit--thought that we should take shelter and rest near the beach at the edge of the jungle.

At this point, Onyx, Halfpint, and Lysander stayed on the beach. Ranger Rick, Glam, Abby the Alchemist, and Vick entered the jungle to follo the trail. After a period of time, they all ended back with the part of the group which had remained to rest. Ranger Rick then single-handedly built a shelter without any tools in a manner that would have impressed even MacGyver. We then rested so that we could get over our exhaustion.

The next day, Vick conjured some tools and we built a makeshift raft.  Glam, Halfpint, and Lysander gradually sailed the raft to what remained of the Genevieve.  When they boarded the shipwreck, they encountered another sea scorpion but they swiftly dispatched it. the sea scorpion had shown an interest in part of the ship before it noticed the adventurers. Upon investigating what had drawn the scorpion's interest, they found blood dripping from an upper deck. Quickly, Glam and Lysander climbed to the higher deck to see if they could render aid. Alas, they just found the remains of the first mate inside the captain's quarter. However, in an ancient adventurer''s tradition that clearly goes back as far as the 70's, they looted the place.

When we take leave of our intrepid adventurers, they are together again in their shelter. They have managed to bring back all the loot from the ship and are sitting around a campfire discussing their next steps.

Next time you tune in, you'll get to hear a story we like to call:

All That Glitters Is Not Glam

 

3

Anyone wanting to get a head start on character creation for the Godslayers campaign, here is some background info:

We will use the Pathfinder point buy system, with 20 points for stats.
Characters receive the max gold for their class to buy starting equipment.

Your characters will all begin the campaign on a boat, sailing to the Promised Land.  The journey to the Promised Land is several weeks by sea, and very rarely do people journey to the Promised Land and return, but those that do tell tales of adventure, riches, and opportunity.  The reason your character is on this journey is an important part of their background that they will need to explain.

Please see the recently uploaded document for Bonds Between Characters for ideas on how to tie your characters together.  Keep in mind these are only suggestions and examples.

More info to come during the session...

We had found a secret passage leading into the lighthouse, and were making our way inside. We thought we had found a corpse, but it turned out to be a live Human, old, tall and gangly. He had been long struggling against the ghouls, and was apparently the only non-undead left in the town.

He was apparently a political official in the town, and told us the story of how, six years ago, Lord Ventwerhoffen's son was killed. Subsequently, his wife died in childbirth, and it was thought that the abominable child died as well, although that might be wishful thinking. The father lost his sanity.

Around this time, the Maiden's Tears (the spring that supplied the town's water) went bad, and that's when the trouble with the undead started.

The apparent leader of the ghouls, an aquatic elf named Elioss, continually tries to capture the old man, perhaps to gain access to the lord's manor, in the center of the isle.

We decided to investigate the manor, but found the way made somewhat more difficult by a flooded fen. Someone had built a dam in the center plateau of the isle. We soon found out why, as undead things rose from the water. They gained strength by putting sucking leeches on us! Eeew! We managed to dispatch them, but the memory of a swamp-soaked undead thing vomiting leeches all over me is one I shall carry for a long time.

From the journal of Alfonznot, warrior of the dwarves:

The carrock blew off course to the east. The human sailors seemed unable to deal with the weather. Some sort of swimming lizard -- long-necked things, with rows of fanged teeth! Their bites were most unwelcome. Fortunately, they were pretty cowardly, but even so, I was nearly bit in two and knew no more until one of my companions healed me.

Apparently, while I was out, my friends had quite the time navigating the shoals. We finally landed at Adama's Tooth. Ahh, to be on land again, trusting my own feet rather than the ramshackle craft and skill of the human sailors.

Our mission was to investigate an assassination ... done by a toy! We'd destroyed the toymaker, but his deadly minions had already been sent out.

We found Pyritar, the town, largely deserted, though we saw some old footprints, as well as a small amount of cash. The town inn's ledger entries ended abruptly three years ago. Something bad happened here.

We found mention of one Nicola -- a frequent guest at the inn, who would show up every few months on a small boat. She once met a local noble, name of Ilona, which the ledger-keeper thought unusual enough to make a special note of it. It was unclear if this had any significance to the mystery of the town's desertion, but it was all we found.

Water-ghouls! Nasty things, but they could not withstand our cleric's power. (What was his name again? I should probably make some effort to get to know these people, since it looks like we're going to be spending some time together.)

Ah, some more clues. A fisherman's journal ... "water going bad," "townsfolk going to the sea." Hmm... some sort of necromantic plague?

We found a lighthouse at the top of the cliff. On approaching, a chamberpot greeted Barley on the top of his head. An unfriendly voice asked us to get a book.

We found a secret passage into the lighthouse. Now we shall get some answers....

It's bothering me that I seem to have all this material for games I never ran, but for the games I actually did run I can't find any record! There was a D&D 3.5 game I ran for years (the Sylmore campaign) ... can't find a thing about it except for one scrap of background information about the Norse religion.

Anyway, here's the start of a campaign handbook for yet another game that I never ran. This time, it's a D&D 3.5 game. Path of Swords Campaign Handbook. (You can see that I was inspired by Monte Cook's Arcana Unearthed here.)

This was a campaign that actually did get played ... sort of. The whole thing was a train wreck from beginning to end. We were using the Realms of Cthulhu ruleset (a Savage Worlds variant), but even though I had run Savage Worlds before, and correctly, I for some reason got some pretty basic rules incorrect for this campaign. Also, I was trying to create an atmospheric, pulpy, spooky, investigation-driven game, but only succeeded in making an incomprehensible mess. Eventually, players stopped showing up and the campaign mercifully fizzled out.

Still, some of the enormous amount of written verbiage that came out of this game is moderately entertaining.
...continue reading "Call of Cthulhu – The Crowninshield Investigations"

Another RPG campaign that never got played. This one was for Mutants & Masterminds. The central idea was that this would be an episodic campaign using pre-generated characters representing the major Marvel super-heroes. Each game session would be like a comic book issue, with each issue introducing plot points and puzzle pieces leading to a big finish to the campaign. So, I created an outline of six “issues” for three different Marvel groups: the Fantastic Four, the X-Men, and the Avengers. I figured an advantage to that approach would be that whatever players were playing that session would have a choice of the three. Once enough of the “issues” got played, there would be enough story elements revealed to play the grand finale. Each “issue” would be short enough that two of them should be playable in a game session.
...continue reading "Mutants & Masterminds RPG – Marvel Super Heroes"

Another campaign that never got off the ground. I wanted to run a sci-fi campaign but was undecided whether or not to use Savage Worlds (which I was somewhat familiar with) or Traveller's new edition (which I knew nothing about). So, I ran two play-tests, one with each system. The first (Traveller system) attracted two players, and the second (Savage Worlds) attracted just one player. So, that one fizzled right out the box. I've included some of the background and miscellaneous stuff I wrote. ...continue reading "Traveller Campaign"