Murder in Ottershaw
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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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