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2nd Half 2019 Campaign

I listed a few of the top campaigns I’d like to run someday to the Thursday night crew. Sounds like the tentative plan is for me to fast-track finish the main Redmark campaign (level each session till the end), and then move on to a Traveller campaign, starting with Mason, then transitioning to me.

Campaigns

I rate each of the campaigns below on four points (Sandbox, Recurring NPCs, Campaign Module available, Minis Prep) and give each a score of 1-4, with 4 being the best).

Sandbox City Campaigns

  • 2/4 Redmark City Campaign (D&D) [Sandbox: High, Recurring NPCs: High, Campaign Module: No, Minis Prep: Yes] — Levels 1-8 game set in city-state of Redmark.
  • 3/4 Crimefighters (Fate Core or Icons) [Sandbox: High, Recurring NPCs: High, Campaign Module: No, Minis Prep: No] — Mid-30’s alternate reality Super Noir setting, this time set in NY City.

Space Opera

  • 3/4 Star Wars: Brak Sector Rebels (WEG d6 1e) [Sandbox: Medium, Recurring NPCs: Medium, Campaign Module: Yes, Minis Prep: No]
    — The Brak Sector is a sector of space that serves as a staging area for Imperial Navy missions into the Outer Rim Territories. Rebel forces have made substantial gains in this former mining sector. You play Rebels undertaking missions for the Alliance in this part-Sandbox/part-military-missions campaign.

Hard Sci-Fi Campaigns

  • 4/4 Eris Beta-V (Imperium RPG, Traveller, or Rarescape) [Sandbox: High, Recurring NPCs: High, Campaign Module: Yes, Minis Prep: No]
    — Think Firefly or The Expanse. A team of explorers investigates a magnificent ringed gas giant with its numerous moons. Ancient artifacts of enormous power can be found among the rings and asteroids. Every moon is a unique world to be explored. When the system’s valuable commerce is threatened by unscrupulous agencies, the team must root them out and put themselves at great risk on the icy fringes of interstellar space.
  • 3.5/4 Scientorium (Imperium RPG, Traveller, or Rarescape) [Sandbox: Medium, Recurring NPCs: High, Campaign Module: Yes, Minis Prep: No]
    — Hidden away by sheer distance and forever shrouded from the minds of the curious lies a mammoth artifact from the previous galactic age, the library of Scientorium. Its strange experience chambers offer passage to a million histories on a million worlds, secrets and technologies undreamed of. Now abandoned by all but its automated security systems and enigmatic caretakers, its workings are oddly twisted and jealous, meting out reward and punishment in equal measure. This is a classic science fiction saga, an epic journey across space and time in the vein of Niven or Heinlein!

Fantasy Campaigns

  • 2.5/4 Middle-earth: Eriador Adventures (Adventures in Middle-earth/5e) [Sandbox: Low, Recurring NPCs: Medium, Campaign Module: Yes, Minis Prep: No]
    — While our Saturday group adventures East of the Misty Mountain, to the West in Eriador, other mysteries await. Delve into the ruins of overgrown Fornost, walk amidst the cairns of the Barrow-downs and venture to the lair of the Witch-king of Angmar himself, the ancient city of Carn Dûm — if you have the courage!

Deferred

Sandbox City Campaigns

  • Mage Cops™ (Rarescape) — Wizard constables tackle crimes-of-the-week in NYC. I do want to run this someday, but want to wait till Rarescape is out of Beta and is stable and robust.
  • Dresden Files (Dresden Files Accelerated or Dresden Files RPG (older Fate edition)) — Original Dresden Files universe characters in a city TBD. (Holding off till I read more of the books).

Pulp / Space Opera

  • John Carter of Mars: Phantom of Mars (Modiphius 2d20 system, simpler than the Star Trek 2d20 system) — Uncover the nefarious conspiracy of the mysterious organization known as the Eidolon as you adventure your way across Barsoom to save the people of the dying planet. Phantoms of Mars will take your heroes on a journey full of pulp-action, intrigue and heroism as they race to uncover the Eidolon conspiracy and see just how far it has spread. (Would be great for theater-of-the-mind and podcast Actual Play, so holding off for now).

Hard Sci-Fi Campaigns

  • Blood & Steel (Imperium RPG, Traveller, or Rarescape) — After investigating a space anomaly, a group of fighter pilots find themselves on a starhopping quest to save humanity. (Think Battlestar Galactica) (Not very sandbox, and not a lot of recurring NPCs)

Fantasy Campaigns

  • World of Redmark: Caress of Steel (D&D 5e) New sandbox D&D campaign based on the 80’s Rush albums ‘Caress of Steel’ and ‘Fly By Night’. (Not on the table for now due to work required to run this)
  • Middle-earth: 4th Age Quest (Adventures in Middle-earth/5e) – Adventure in Middle-Earth a millennium before the Lord of the Rings. “Know this, people of Gondor: were it not for the selfless souls in Arnor who with flashing blades and spilled life-blood fought against the Witch-King and his foul blight in Angmar, our free lands would not have known peace, and our bright cities would long ago have crumbled into forgotten ruins.” (Deferred to after Mirkwood campaign)

Mini-Campaigns (~ 3-6 sessions)

  • The Secrets of Cats (Rarescape or Fate) — You play magic cats secretly working to save the world.
  • Firefly: Civil War (Firefly Cortex Plus or Rarescape RPG) — Epic mini-campaign conclusion to a Firefly campaign Todd, Mason and Stan were running a few years back.
  • Reich America: The Shadow Covenant (Rarescape RPG) — Resistance fighters uncover a terrifying secret about the Final Reich.
  • Solomon Kane (1600’s Fantasy/Horror/Monster-Hunters) — (Rarescape RPG) — Cut a righteous path in a world of evil! You have seen the path to redemption, a road paved in the blood and bones of the evil you must defeat to save the world from its unholy taint. Face that which preys on men’s dreams, their fears, and their very souls. Walk The Path of Kane. Your enemies span the globe, reaching out from every shadowy corner of all four continents. Men, magic, and monsters of the darkest hearts and basest desires threaten the very world you tread. Humanity is lost without the will and steel of good folk like you.

Star Wars Timeline

With EPISODE IX: THE RISE OF SKYWALKER coming out December 20, 2019 I’ve decided to read up on the emerging canon novels that took place in the 30 years between EPISODE VI and EPISODE VII. Aside from being an entertaining journey, taking in these novels (mostly through audiobooks during my commute) and perhaps watching some of the TV series will help inform which era I would use for potential future Star Wars campaigns.

Here’s the permanent page:

https://dicehaven.com/star-wars-timeline/

I’ll update this page occasionally as news develops on new canon novels, movies, or TV series and as I work my way through the material. I hope you find it helpful.

— Stan Shinn

 

Redmark Session 47: The Collapse of the Clown Wizard Hell Dungeon

Standing in a dome shaped room covered in murals of battles long past, the party notices some strange runes on the wall.  With his patron’s gift to read all writing, Quintos notes that the runes mark the entrance to king Melinaus’ tomb. But there is no door to be found.  As they seek a way to find the door, Quintos remembers a word which was described to him as a key; Dagardanganda.  Once spoken, the door opens and the party proceeds into the tomb.

Inside, they are forced to fight a vampire, Corruptus(the ancient wizard that built the tomb), 2 gynophinxes, 2 genies, and some other creature.  Challenging as it was, the party proved to be the better team leaving only the vampire alive, who escaped because there was no sunlight or running water.  What came of him is still unknown.

And, finally, in the next room they find Melinaus’ body.  In his hands is the Tree Sword.  Upon his brow, a diadem holding another Earhjarl Stone.  As they respectfully collect them, Melinaus speaks, “Now, it is over and I can finally rest”.  Immediately, his body turns to ash. The moment is short lived because the earth begins to shake. The magic that once held this place together was gone and the entire mountain began to collapse.

The crypt fight

The crypt fight!

Having finally escaped that “crazy clown wizard hell dungeon”, they make their way back to Mystkar to reunite with friends, loved ones, and just any form of civilization they can get their hands on.  Also, to complete a quest forced upon them by three crazy sentient weapons from the first age. Specifically, Whelm, Wave, and Blackrazor. Interestingly, Ivamel noticed that Marcus(who wields Wave), Lundie(who wields Whelm), and Quintos(who wields Blackrazor) have two shadows now.  Uncomfortable with the weapons desires, Quintos attempts to unattune to Blackrazor. But it won’t let him. Not for 11 more days. Consulting his many gods, Marcus learns that the sword’s and Quintos’ destiny are linked. It would seem that even after all that work in the dungeon that shall not be named, he still can’t use the Tree Sword.  Oh, the life of an adventurer.

Oh, there were also some jungle knolls…for a few seconds.

Gnoll attack

Gnoll attack!

Redmark Session 46 : A Halfling on the Hookah

Redmark Date: Third Age—April 21, 1331

The annoying halfling

The group enters a room and finds a halfling huffing a hookah. He’s chained up in a room with silky, sultan-like pillows. As the party speaks with him, he alternates between his own annoying, high-pitched voice and a crazier voice from a chromatic wizard that’s using the halfling as a medium to channel his voice and mind.

One of the party casts Zone of Truth and forces the halfling to answer questions, which reveal that he’s a lying little halfling who has set a trap for the group.

He reveals, however, that the Tree Sword, Spathixifos, is to the East and nadir.

A battle breaks out. Ghost Dancer polymorphs the halfling into a tiny snail. Stan the GM’s eyes get wide and he grins a terrible grin. He disappears to the bookshelves and returns with—a mini of a giant snail.

Before the party can finish off the snail-halfling, he turns into mist and disappears.

In the room, Quintos finds Black Razor, a sentient, soul-eating sword, under a pillow.

Into the nadir

The party goes back to the water-filled chamber they came across when they first entered this endless cavern-dungeon. They pass the gynosphinx, who is annoyed that the party isn’t dead yet.

Ghost Dancer turns into an octopus—and Marcus gets octo-curious.

They open the drain, and whoosh down stairs and into a hallway. After the water finishes draining, the rest of the party comes down, and they discover a large, oval room of murals. Murals that show an Urthjarl Stone.

Another mural shows the Tree Sword.

And then Black Razor tells Quintos that it has a quest: to go to Dassaria to the King’s throne room in Mystkar. It is there Quintos will see Black Razor’s full power.

Loot Report

  • Black Razor
Nobody expects a giant snail

Nobody expects a giant snail!

Redmark Session 45: We find El Aserradero

Third Age—April 21, 1331

Like you’ve never seen a floating stream before…

After making it to the other end of the slippery hallway of traps, the group enters a room with a fast-moving floating stream running through it and kayaks on the floor nearby.  Taking the obvious clue, one by one we climb into stream with our flesh golem servant holding a kayak in place for us.

It’s a trap!

Enjoying the wind in our face and the spray of water, the group enjoys a short ride through a dark tunnel.  Quintos spends a short period upside down as his kayak gets flipped over but manages to right himself.

As we see light at the other end of the tunnel, we are caught in nets and pulled out of the stream by a group of human fighters waiting for us to arrive.  A battle ensues, Ghost Dancer & Quintos in the group fire off spell after spell, Lundie slams Whelm into the ground to send out a shockwave, Ivamel takes advantage of the stun from the shockwave to dispatch the leader of this group.  Lundie gets surrounded, Quintos stays inside his net, and Ghost Dancer gets surrounded as well. The battle has the group separated and this end having a devastating effect. Ghost Dancer makes a break for it past three of the fighters and each is successful in get a hit on him as he runs past.  This drops Ghost Dancer, he is down, and they are looking for blood. Lundie runs over and tries to intercept with his shield, but there are too many strikes for him to deflect. Three of the fighters kill Ghost Dancer. This rallies the group and they dispatch remaining fighters. Ivamel taking down three in one round.

Floating River Trap

Floating River Trap!

After the battle, Lundie is able to use one of Marcus’ diamonds he has, pray to Moradin for his grace on the life of Ghost Dancer, and Lundie uses Revivify on Ghost Dancer comes back to life and the group is relieved that their friend did not suffer the ultimate fate.

After the battle, Ivamel notices that the leader of the group is Sir Bluto from Stonehelm who had a price placed on his head by King Corwyn of Stonehelm.  Ivamel cuts off his head and places it in a sack to receive the reward for his capture/demise.

Quintos casts Speak with the Dead on the head of Sir Bluto and asks five questions:

  1. How did he get here?
    1. Was teleported here by a wizard
  2. Where does the key go?
    1. To the secret door at the south of the room
  3. What is at the end of the hallway to the south?
    1. A terraced aquarium
  4. What was the wizards name that teleported you here?
    1. He did not know
  5. Where is the urthjarl stone that is supposed to be in this dungeon?
    1. It is in the tomb of King Melsnase
      1. Group recalls that King Melanase is from the 2nd Age and fought alongside the gnolls

Is it an aquarium?  Is it a zoo? I think it’s both.

After a short rest…

Continuing down the hallway, we enter a room that is a terraced aquarium/zoo.  One level aquarium the next level a zoo. With the bottom floor holding two Manticores.   Ivamel & Quintos shoot at these two from the top which after a few rounds cause all the glass to break which was holding in the water.  This causes a giant pool and the monsters in each level to fight each other. After the water drains, the group find a secret door with the help of Whelm, behind this door is a “safe” we think from Earth.  Ghost Dancer uses the shatter spell on it to bust the lock on the “safe”. There is loot inside!

Loot Report

  • Boots of Striding & Springing from Sir Bluto – Lunde now wears these
  • Key – from Sir Bluto – opens secret door out of the room he was in
  • 6,000 SP from “safe”
  • One diamond worth 3,000 GP from “safe”
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