The Godkiller Campaign

Call for Player Input

Hey guys,

I’m working on a new campaign and wanted to take a poll on preferences regarding style of play (roleplaying/combat ratio, high/low magic, metagaming, etc.) and preferences or interests in terms of what sort of story you’d like to play through. I know that I definitely get into mental spaces where I really want to play through a certain scenario, style of world (i.e.- apocalyptic, middle ages, renaissance) or character type, and that’s the sort of stuff I’m looking for from you all.

Without tipping my cards too much, the idea I’ve got going for the campaign starts out with pretty typical dungeon crawl investigation adventures, but could also include a fair bit of politcs if desired, and will almost certainly call for a bit of inter-planar travel. Lots of cults, demons, devils and some odds and ends in there to make it interesting.

Plot: So, for my first question, does this sound interesting to you? Is there an aspect of the game you’d like to have more of (Fey, underdark, war, espionage, whatever)? Is there anything here you don’t like?

Characters: What kind of character would you want to build and play? How do you envision yourself having the most fun playing that character? And on this one, we don’t have to stick strictly to the rules. I’m happy to work on developing a way to implement pretty much any crazy idea you’ve got. Want your character to be a poison master, but think all the game poisons suck? Want to be an Errol Flynn style pirate, sliding down drapes and swinging on chandeliers? Or, we can always get out the SpellJammer books…

Worldbuilding: any settings you want to explore, like dwarven cities/tombs, elven woodlands, goblin infested wastelands or…? Any world level ideas of this same type – great port cities, capitols, swamps, mountains, plains, wastelands, forests, islands? Any organizations or governments you’d like to explore – organized crime, adventuring archaeologists guild, monastic sects, monarchies, republics, theocracies, mageocracy? And finally real-world regional and historical simulacrums – Pirates/East India Company in the Carribean, Venice in the Middle Ages, England/Ireland/Scotland during England’s consolidation, same during England’s subjugation by the Irish, Japan pre-Industrialism, Japan post-Industrialism, west Asian (middle eastern) gulf cultures a la Arabian Nights, ancient Rome or Greece… I digress. There’s a lot we could do here, so I guess I’ll just see what you all suggest.

My personal preferences as the DM: While I thoroughly enjoy a good hack-n-slash session, it gets a little boring from behind the screen after a while. The thing I really love about D&D (and I guess roleplaying in general, but I’ve never played anything else) is the opportunity to create stories and be entertained. So, while DM’ing does imply a certain level of responsibility for directing the story, I’m really interested in getting a game going where I’m not the only one with input as to what will happen. That’s why I’m sending you all this email.

- I’d love to incorporate scenarios and settings that require a bit more roleplaying than Lonely Wizards generally engages in.
- I’d like to see magic be a little harder to find. Maybe not unavailable, just not available for sale in every marketplace. You’re going to have to hunt down the retired legendary blacksmith if you want that sweet sword.
- I’d also love to create a world that’s bigger than just the characters; So maybe you hear several rumors around town, follow up on one for your next adventure and when you get back to the bar you hear that there have been some significant developments in world affairs. This would involve creating at least a rudimentary world system with countries, factions and geography. This is something I’d love help with.

I guess essentially I’m looking for ways to get you guys invested in the setting and the campaign and maximize the amount of fun to be had.

Ok, I’ll end this long and extremely dorky email now.

Thanks,
Adam

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The Adventure Begins

Our story opens in the town of Kent, a small settlement providing shelter for travelers on the long road between Ossburg to the north and Ashmont to the southwest. Three associates find themselves in this relatively quiet town and head to the Brew House for a pint and to gather some information on the local goings on.
In the Brew House, a large building housing both a brew pub and a large meeting space used by the townsfolk, the adventurers find cheap beer and a rowdy crowd of lumberjacks and mill workers. On the small stage at the back of the building stands a tall, dark complected man who’s eyes seem to flicker as he speaks. His fiery oration, describing unsafe conditions in the mill and new unseen dangers in the woods to the north, has the blue-collar crowd worked up, but there seems little likelihood of mob violence.
Grackil, a warrior in the service of Moradin, spots a few dwarves in the crowd and inquires about the speaker and the conditions that were mentioned in the speech. They seem put at ease in the presence of another dwarf, but even so tell Grackil that he should talk to Varial, the Mill Foreman.
The group approaches the stage, catching the eye of Varial, a tall thin man with skin unlike any they’ve ever seen; dark, but with a deep red hue beneath. Though he seems cordial enough, all of the adventurers get a strong sense that there’s something unusual about Varial.
As Varial explains the situation, the workers being effectively on strike due to a recent string of disappearances among the felling teams that work in the woods to the north, he tells the adventurers that though the workers have little coin to pay for their help, they can certainly compensate them somehow.

Bartender asks Grackil about a local dwarven priest, but it’s obvious he doesn’t know this dwarf.
speak with miller, are commissioned to clear out forest.
the party decides to visit Mnoram, the dwarven priest, before heading to the forest.
The party encounters a small group of demons on their way to the temple, which is located in the hills north of town.
Upon entering the “temple” of Moradin, it appears to be a deserted mine.
The party finds a few dwarf corpses, and eventually Mnoram, who is gravely injured. Grackil heals Mnoram, who tells him where to find the temple’s safe, with a cold-iron waraxe inside, a relic of Moradin.
The party finds more demons deeper into the mine, and when they arrive at Moradin’s altar, located inside a crystal-lined chamber, they discover a sorcerer and his dwarven bodyguard, completing a ritual to desecrate the temple.

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Another Day, Another Dark Ritual

The characters head back to town, Grackil agreeing to help Mnoram reverse the desecration ritual that the sorcerer completed on the altar of Moradin.

While spending some time at the Hatrack, the local whiskey bar, Grackil and Trillibub meet Whistler Stonehammer and recruit him to assist in finding and dealing with the danger in the forest. Trillibub inquires if there’s anyone in town who could fashion some tiny arrows for him, but learns only that the local smith has a lack luster reputation.

The crew heads to the smith’s house to see if there’s anything they can do to motivate him so Trillibub can get some more arrows. They discover that he’s strung out on some sort of opiate-like drug and head to the local herbarium and alchemy shop to try and find some sort of antidote.

There they meet the local alchemist, Orestes, who provides the adventurers with healing potions and purchases some of the gems they found at the temple of Moradin. He seems to have a side business dealing in precious metals and gems, which isn’t surprising considering he’s a gnome.

After delivering the medicine to the smith and hanging around town for several days to make sure he got well, they made him promise to make some arrows for the group before heading out to the forest.

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