First session. First level PCs awaken
in a casket confronted by a skeleton (each carrying a small
non-magical tchotchke that may or may not be relevant) outfitted like
themselves. They have to kill it to exit the sepulcher. So we begin
with a nice light combat to get everyone used to the initiative
rules. To say nothing of the existential questions which may
reappear throughout the campaign. The party comes together in the
“common room” and are unable to piece together anything
resembling a story … yet. They rest and have a “random
encounter.” More role-playing. A final encounter blocks “the
door out” and guards the loot. It was overcome successfully and
the session ended. Everybody gets bumped to second level by virtue
of surviving the first adventure. We use email to update character
sheets and divide the loot.
Second session. Party exits the tomb
and finds itself in the middle of nowhere. Surrounded by forest and
gently rolling hills, but with open grassland to the south. The hint
of mountains to the west. I had assumed the open fields would be the
most likely direction of travel since the could make good speed.
Instead they opted to chose a random number and head off into the
woods. No worries. This decision took about half an hour. We then
discussed procedure for wilderness travel, exploration and foraging.
Ranger managed to find food for the day right off the bat. Bard (!)
managed to keep them on course. DM managed to throw a set piece
short adventure at them cleverly disguised as a random discovery.
The hook played into one character's back story and at least two
other player's general tendencies. In last campaign's questionnaire
they said they wanted some “stranger” monsters. So I gave them a
quickling. More of a nuisance than anything else. One of them got
shrunk, but the spider minions were defeated. And we ended the scene
with the quandary of how to deal with the now-tiny fighter. The plan
was to bump them all another level upon completion of this (or
whatever encounters they had) heading into Session three but that
didn't happen. Had one player absent session one and another (the
now short guy!) session two. So after the NEXT session I'll move all
but one to level three … and he'll go to level two. They'll have
earned xp's to get them about 25% of the way to 4
th (I'm
using UA Three Pillar advancement.) By the end of the next session
they will have had several combats, several skill checks, wilderness
travel, magic use and hopefully at least one social interaction.
Pretty much covers it.
Third session. No idea. But I have a
week. I do a “three horizons” kinda thing. I know what 2, 6 and
20 mile hex they're in. I'll prep the surrounding hexes for each
level. Already have KIND of an idea of what's there. I'll live and
die by my random encounters. I'll have a few placed encounters.
Nothing major. They MIGHT finally get out of the woods. And when
they come to “civilization” and realize they're living in a
post-apocalyptic limited technology (even for a mideavil fantasy
world) fantasy world the REAL fun begins.
Gotta get my campaign arch written.
It's STARTED but little more than a germ. Gotta start thinking about
fronts. Wanna try to design an adventure using a couple of the
templates pushed by luminaries like Sly Flourish and Guy Scandlers.
And the trade / econ system. But this graph is all long term stuff
so no worries.
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