Faalor

Murder in Ottershaw

Last Updated: PST.

Well, we finally got to play it!  Saturday, March 26th, seven players (two of which were LATE) showed up to play through the module. Despite some minor setbacks as two of the three parties lagging behind the Yurissians, the game was a great success.  Hopefully, I can put some polish on this mod and submit it to the DM-friendly initiative over at Neverwinter Vault.  I really like the module, but any feedback would be appreciated.

"Murder in Ottershaw",  the new mini-campaign for Faalor run by Balaern, will start soon.  Because this is my first campaign back from a long (and painful) absence from the game, I am going to be limiting choices for PCs.  This was done to ensure that I was properly balancing the game and to return to my original concept for Faalor, i.e. a very low-magic campaign.  I'm also not using any haks this time, as my main goal here is just re-learn the toolset, so if you send custom stuff make sure it's not hak-dependent.  This will also be a fairly short module; we should get through it in one or maybe two sessions. 

The story takes place the Spring after the Illrigger Lord is destroyed and Aaerdowns has been liberated.  Yurissa  has just made calls to increase her army for an assault on Faalor.  Later plantings has hindered her call-up.  Nywith has called for a similar draft, but has been hampered by the restless gnomes who refuse to ally with his cause. 

The main location of the story takes place in a small village south of Gravemist and east of Duath near the coast where the wealthy and powerful scholar/noble Thule lives.  He is a well-known ally of Yurissa and a highly-influential Docent in the Church.

A night ago, Thule was found dead, neatly killed along with his entire staff.  Now, Bishop Neb (Bishop of Gravemist and understudy to the Vicar) and Yurissa herself have assembled agents to find the killers.  Along with the help of local officials, this group must track down the killer and determine his/her motives before it's too late . . .

Player Characters

Race: PCs can be of any race, though it is preferred that all be human on account of the location.

Starting level:  All PCs will start at 12th level.

Alignment: Good only (L or C possibly NG, maybe LN [you just take orders]).  You will be either law enforcement agents, Judges, Justicars.  Most characters are going to be a bit more mature, reliable and able to follow orders, otherwise they would not have been picked for the job.  That doesn't mean you have to play a paladin though, just have to play someone who will would be chosen to investigate a crime and bring the offender to justice.

Classes: The party must be a balanced, well-coordinated party.  At least one rogue and wizard must be in the party. All pcs should be prepared to serve their role.  Rogues must be prepared to scout; fighters, stand their ground; wizards, stay in the back and cast spells; clerics, heal and protect.  Because of the nature of this campaign, I will be limiting class choices to the following list:

  • Fighter

  • Druid

  • Ranger

  • Rogue

  • Paladin

  • Cleric

  • Monk

  • Sorcerer

  • Wizard

  • Weapon Master

  • Champion

There are three starting positions that must be filled:

  • The sheriff of Ottershaw (at least one player who is either a rogue or fighter); other PCs might be a town guard or local Judge.

  • Agent(s) of Yurissa (possibly a wizard)

  • Agent(s) of the Bishop in Gravemist (perhaps a cleric).  An Inquisitor or trusted agent of the Church.

Equipment & additional background:

You are free to send me any custom items as long as they have NO magic whatsoever and they are hak-independent (no haks will be used for this module).  This will be a true low-magic game.  While it will be necessary that one of the PCs be a Wizard or Sorcerer, the campaign is specifically balanced against magic or supernatural abilities.  

This will also be a fairly low resource game as well.  Certain items, like bandages, will be in short supply (you will need to rely on a cleric for healing).  Skills, spells and hit points are all resources that will need to be managed.  There are only a few places where you can rest, so bear that in mind.  Because of this, individual fights and traps will be relatively easier (with a couple obvious exceptions).

Finalized Character choices

  • Krac: Linden, Rogue (Ottershaw local)

  • Floria, dwarf, town guard (r teh lewzor!11)

  • Jas: Emest Tiaol, Wizard (Yurissa)

  • Arwin: Boris, Fighter (Yurissa)

  • Veth: Joric Winters, Monk (Church)

  • Okami: Raine Marrick, Paladin (Church)

  • Carn: Sean Winston, Cleric (Church)

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