Sunday, November 11, 2018

Campaign Notes #3


With my goal of a fully resolved campaign upon the party’s attainment of level 12, we have rounded the bend and we are in the home stretch.  Everyone is now 8th level, and our next session is the last one shot for the rest of the campaign.  Each session afterward will be one part of a two-parter.  The goal is to tie up some of the character stories as we work our way into the finale.  That means 7 more sessions total.

We have experienced two character deaths in the campaign, one of which has added more lore to the story, and one of which has led to an infusion of new material into the campaign, as noted below.  All told, I think the encounters throughout the campaign have been challenging without being overwhelming.

The new material comes with Andercles’ introduction of Professor Malort.  As the first truly dedicated arcanist in the campaign (Foose’s sorcerer wasn’t around long enough to count), I was able to introduce the Knowledge (Occult) skill.  I never had the chance to work with Foose on that concept and his character before he deployed overseas.  I understand he will be back at the end of January, though, so we will see whether he wants to start over or not with a new PC.

Without an occult scholar and researcher, Brother Markus had to fill in instead.  It worked okay (and I enjoyed writing the story parts), but it isn’t the same as the campaign buy in when one of the characters is making the discoveries instead of one of the NPCs.  In any case, the description for the Knowledge (Occult) skill is included below.  Anyone can put ranks into the skill now.  Also, it is relevant again how teleportation works in Primordia.  Please read the house rule provided below for details.

I also never imagined we would come back to Hannsport so soon.  I assumed going in that the goals of various members of the party would have quickly led the campaign toward the capitol, Yorvik, and all the sights and intrigues of the big city!  But the characters’ background (Erick’s blood ties to the region) and choices (the paladin swearing allegiance to Dame Abbey, Scotty’s desire to start a church) got things pointed back to Hannsport sooner than I thought (because of course Hannsport is where the finale is/was going to be!)  So even though we got as far as Logash, the party did not go down river to Yorvik, and I do not expect there to be any reason to go there for the rest of the campaign.

And, at long last (for me anyway), I have just now introduced the NPC bard named Josie Nightingale.  If anyone recalls, I had posted a Rogues Gallery entry for her on Infrno for Dark Tides 1.0.  That campaign ended before she could be formally introduced into the mix.  In this 2.0 campaign, a combination of the gypsies and Brother Markus (once again!) filled the role I originally saw for her.  She still has an important part to play, however, as you will see by the end.

There is also lots of material for game mechanics that we did not end up needing.  I have other locations yet to come in this campaign, and other locations we do not expect to visit this time around.  If the party would have led the campaign to be more focused out of Dark Oaks (rather than as just an early pit stop), cool!  If the party led us into the wild lands north of Viborg, cool!  I have stuff for everything!

Having said as much, the party has met the NPCs of note in Logash, and of course in Hannsport.  They’ve briefly encountered the people of Dark Oaks and Hillsreach, although they certainly know Dame Abbey very well.  They will also soon find themselves in Gorum’s Vale, where they will get to know Sir Ulysses Marigan and his household a bit more.  That’s a clean sweep of the settlements within Davin Kell’s domain.

As for Kell himself, well, his role in the campaign remains a bit mysterious, although as we move along, we should expect to see him start to become a bit more involved after a 25 year, melancholic withdrawal.  But we shall see!


DARK TIDES HOUSE RULES UPDATE

KNOWLEDGE (Int; Trained Only)
You are educated in a field of study and can answer both simple and complex questions.  Like the Craft, Perform and Profession skills, Knowledge actually encompasses a number of different specialties.  Listed below is a typical field of study.
• Occult (possession and haunting, psychic mysteries and traditions, ley lines, occult rituals and symbols, aberrations)

CONJURATION
Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation).

Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

In Primordia the path through the Astral Plane passes dangerously close to Outer Realms whose names mortals dare not speak.  As a result, powerful Teleportation magic (spells of 5th level or higher, or spell-like abilities of comparable effect) requires lengthy rituals that both focus the caster's concentration and draw up powerful psychic defenses.  Such rituals can take an hour or more to perform, require significant resources, and are still not guaranteed of success.

Traveling so close to alien planes far removed from your home plane creates a risk that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed.  You must succeed on an Intelligence check against DC16 to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for 5 weeks, and you become unable to cast arcane spells. No magic short of a wish is known to overcome such a blight.  You cannot take 10 on this check. If you lose Intelligence and Charisma, the effect strikes as soon as the spell is completed.

The success of casting Teleportation in Primordia cannot exceed the threshold of "seen casually," i.e. the chance of success can never be greater than: On target 01-88%, Off target 89-94%, Similar area 95-98%, Mishap 99-100%.

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