Just thought I'd throw this out here... I recently bought a copy of Fantasy Grounds II (Yes, a full license) and I'm curious if anyone around the Necro
boards would be interested in joining in a FGII wilderlands campaign?
If so, here's the intro.
Some months ago, your respective masters informed you (you being acolytes, apprentices, or recruits in your chosen profession) that they were to be embarking upon a trip to Damkina for a variety of reasons and that your attendance to their needs on this trip was required. (each character will be given a full history, including where they're from, people they knew, maps of their home towns, their knowledge of the world around them and history) Your masters and their retinues (as appropriate) all embarked from their respective places of origin, and eventually filtered into the town of Warwick, some coming via road, others by ship, all arriving at different times during the month.
For safety's sake people travel the route to Damkina in carefully scheduled trade caravans. Some of you have been waiting for weeks and have been put to task by your masters, others are newly arrived and scarce have washed the road dust from your face before rushing to join the Caravan as it left via one of several flat bottomed boats that ply the coastal waters.
A week, then two passed, The ships were used to cross from Warwick to Blackspell in the Bay of Cayerva and from there the caravan traveled up the southern flank of the Greatflood river. To save time the caravan attempted to cross the Crystal Geyser pass through the Amaite Range (rather than walk around those mountains) That was when tragedy struck. The Caravan was late in the season and had been held up by merchants in Blackspell, and felt they needed to hurry their travel. However there had been accumulations of snow in the Amaite mountains, dangerous and deceptive accumulations.
An attack by Hobgoblins had happened a few days earlier outside the pass, and had been repelled. However, believing the caravan to be a rich prize for all the power used to protect it, they returned in greater numbers while the caravan was midway through the pass. Their shouts and drums brought down an avalanche upon them, but also brought it down on the rearmost section of the caravan, where your masters and the owners of most of the caravan goods stood guard in the event of attack.
In that one moment, your lives have changed dramatically. After a few days of digging out what could be salvaged, followed by a day or two of shouting and trying to agree on what to do next, the senior-most guards took charge and decided that since the owners of the trade goods were dead, and since the pass was inaccessible until spring melted away the avalanche, that the party would complete the trip to Damkina, sell the goods, split the profits, and go their separate ways.
So here you find yourself a week later. Master-less, heavier of purse, but stranded in a city far from home and with the winter fast approaching, . You know that returning home would be an arduous task even in good conditions, and that you likely could not complete such a trip on your own given the things you've seen and heard on your way here. But even more than that, what worries you is that even if you did return, having survived your master's death, that it will mark you as "unlucky" or under a dark stigma from your god. Few masters want the worry that comes from an unlucky student or one that has attracted a hard fate in these dark times.
Fortunately, you have made fast friends with a few who traveled with you in the caravan, and they too are now master-less. You've gathered together in a small park like plaza in the city of the White Throne to decide what your next move is to be.
Each player would need to produce a PC, start with max hp and max gold for your character class, and equip them for travel conditions. Then add 100 gold on top of that to your purse.
The setting will be very open ended, meaning that I do not railroad players. I give you a variety of plot hooks and let you decide what you want to do.
I'll be leaving it open for two weeks to see if there's any interest.
Game system would be either either 1st edition AD&D, 2nd edition, or C&C. votes will determine the game system . I'll be using the C&C FGII rules set... so at the very least you'll end up with a copy of the FGII modules for the C&C ruleset.
I'm also considering running a Call of Cthulhu game in FGII... Specifically... Pursuit to Kadath by Theater of the Mind Enterprises from the 1980's
If you're interested in either... let me know.
If so, here's the intro.
Some months ago, your respective masters informed you (you being acolytes, apprentices, or recruits in your chosen profession) that they were to be embarking upon a trip to Damkina for a variety of reasons and that your attendance to their needs on this trip was required. (each character will be given a full history, including where they're from, people they knew, maps of their home towns, their knowledge of the world around them and history) Your masters and their retinues (as appropriate) all embarked from their respective places of origin, and eventually filtered into the town of Warwick, some coming via road, others by ship, all arriving at different times during the month.
For safety's sake people travel the route to Damkina in carefully scheduled trade caravans. Some of you have been waiting for weeks and have been put to task by your masters, others are newly arrived and scarce have washed the road dust from your face before rushing to join the Caravan as it left via one of several flat bottomed boats that ply the coastal waters.
A week, then two passed, The ships were used to cross from Warwick to Blackspell in the Bay of Cayerva and from there the caravan traveled up the southern flank of the Greatflood river. To save time the caravan attempted to cross the Crystal Geyser pass through the Amaite Range (rather than walk around those mountains) That was when tragedy struck. The Caravan was late in the season and had been held up by merchants in Blackspell, and felt they needed to hurry their travel. However there had been accumulations of snow in the Amaite mountains, dangerous and deceptive accumulations.
An attack by Hobgoblins had happened a few days earlier outside the pass, and had been repelled. However, believing the caravan to be a rich prize for all the power used to protect it, they returned in greater numbers while the caravan was midway through the pass. Their shouts and drums brought down an avalanche upon them, but also brought it down on the rearmost section of the caravan, where your masters and the owners of most of the caravan goods stood guard in the event of attack.
In that one moment, your lives have changed dramatically. After a few days of digging out what could be salvaged, followed by a day or two of shouting and trying to agree on what to do next, the senior-most guards took charge and decided that since the owners of the trade goods were dead, and since the pass was inaccessible until spring melted away the avalanche, that the party would complete the trip to Damkina, sell the goods, split the profits, and go their separate ways.
So here you find yourself a week later. Master-less, heavier of purse, but stranded in a city far from home and with the winter fast approaching, . You know that returning home would be an arduous task even in good conditions, and that you likely could not complete such a trip on your own given the things you've seen and heard on your way here. But even more than that, what worries you is that even if you did return, having survived your master's death, that it will mark you as "unlucky" or under a dark stigma from your god. Few masters want the worry that comes from an unlucky student or one that has attracted a hard fate in these dark times.
Fortunately, you have made fast friends with a few who traveled with you in the caravan, and they too are now master-less. You've gathered together in a small park like plaza in the city of the White Throne to decide what your next move is to be.
Each player would need to produce a PC, start with max hp and max gold for your character class, and equip them for travel conditions. Then add 100 gold on top of that to your purse.
The setting will be very open ended, meaning that I do not railroad players. I give you a variety of plot hooks and let you decide what you want to do.
I'll be leaving it open for two weeks to see if there's any interest.
Game system would be either either 1st edition AD&D, 2nd edition, or C&C. votes will determine the game system . I'll be using the C&C FGII rules set... so at the very least you'll end up with a copy of the FGII modules for the C&C ruleset.
I'm also considering running a Call of Cthulhu game in FGII... Specifically... Pursuit to Kadath by Theater of the Mind Enterprises from the 1980's
If you're interested in either... let me know.
