AtlasSniperman
2017-04-21, 06:38 AM
Hey everybody.
This is the campaign journal for a campaign I am going to call "For the Fallen" for now. A Solo urban campaign focused around fighting a growing undead threat and facing ones own fear of paranoia and psychosis. Though this last part seems mostly imposed by the poor player herself, but what the heck, I'll run with any fuel she gives me!
This campaign is half my desperation to actually give this player a proper full campaign, and half my desire to see this story play out.
I'll be adding to this journal the day after each session(1/week) with the first two sessions coming tomorrow as it's very late at the time of posting this.
I met someone while waiting outside an exam hall for the exam to start at the beginning of university. She was real cool and was interested in joining DnD and I was looking for players. Yay!
Fast forward 4 years, and she is still to be able to enjoy a full campaign. Every game we've done in the time we've known each other has petered out with attendence, or just lost players so quick as to be pointless.
This time I managed to scrounge up two players other than her. First session rolls around aaaaand; they cancel last minute. So of course, I say "Screw it. You're playing a full campaign even if you do it solo. That cool?". She seemed super eager, though she's always eager. And so here we are; a Solo Campaign following my general plan for it before the others cancelled.
Terminos! My own Homebrew setting. Lots of differences to earth and regular D&D settings. I'll post little "World Flavour" notes about things if anything is particularly different. This player has helped me make(i.e. been a sounding board) quite a lot of the campaign setting, so many things she'll know implicitely but I'll have to make note of here for you readers.
Athene Zora - LG Urban Ranger 3. Athene is a very nervous but upright character. As this is a Solo campaign, I doubt I'll need to include much here as a lot of it will become clear during the progression of the game. The player is an amazing roleplayer, and I am definitely a step below her, so character development is certain to come.
What I asked of the Player to start off:
Since she built her character well before we started(and before the other two dropped out) and because of the plot of this campaign and some things I had in mind, I asked the three players to design a 1000 year Patriarchal lineage for their characters. I know this isn't what made the other two quit because 1 was my brother and the other told me "I slept through the reminder. If the game's at 11AM, I can't join".
So the player gave me this for the lineage. I didn't ask for much detail and she tried to add in some fun implications but for the most part didn't bother to emotionally develop any of them for herself(yeee, freedom for me)
Quillan Zora Musician/bard
Umbriel Zora Infamous thief and assassin
Khurin Zora Blacksmith
Ferris Zora Blacksmith
Fiir Zora Blacksmith
Wolt Zora Hunter
Canas Zora Scholar/wizard
Khurin Zora II Knight
Bern Zora Knight
Revo Zora City Guard
Omura Zora Librarian
Quillan Zora II Librarian
Khurin Zora III Scholar
Cezary Zora Adventurer
Leo Zora Lazy rich guy
Rothe Zora Less lazy rich guy
Coro Zora Librarian
Revo Zora II Criminal (arson, murder and jaywalking)
Yulyana Zora Necromancer
Wilhelm Zora Adventurer
Cezary Zora II City Guard
Quillan Zora III Tactician
Visil Zora Scientist
Quillan Zora IV Fisherman
Ike Zora Fisherman
Taka Zora Hunter
Altair Zora Farmer
Zelyn Zora City Guard
Yew Zora City Guard
Dorcas Zora Mercenary
Hector Zora City Guard
Ray Zora PI
Arin Zora Captain of the Guard, Athenes father
So, this section is here as a DM note, and as such I am warning my player, if she's reading this, to close this section immediately and move on.
She gone?
Okay.
So the reason I wanted lineages was to give each character a family heirloom that would develop abilities based on their ancestors as the game progressed. Similar to the Pathfinder "Scaling Magic Items" rule. This was kind of screwed up when I was reduced to one PC, so I've attempted to make the most of it.
"The Zora Case: A ratty and worn case, with straps for wearing like a backpack. Close inspection shows no serious damage, no holes and no fraying of any kind."
To determine the abilities this thing would get, I gave each of her ancestors a ranking from 1 to 10 as to how important they are to its powers. These ratings also make it easier for me to give them levels if need be( and I will likely need to ;) ).
So, in the order listed above, here are the ranks; 5,10,4,2,2,6,9,6,5,4,7,8,6,3,1,1,3,7,2,8,3,3,8,7,4 ,5,4,4,4,3,7,7,10.
A couple of these I set the number myself, for all the others I rolled 3d4-2. I then marked everyone with a 7 or higher as important. To make Visil and Quillan's importance make sense I rolled on a big list of alternatives(secret professions) for them and got Planeswalker and Priest respectfully.
And so the case gets these abilities(so far, I need to come up with more at this point, but shhhh):
Unopenable- Umbriel. The case can only be opened by someone of the direct family line from Umbriel Zora all the way to Athene. Not particularly overpowered and so it's the basic ability available at 1HD
Called- Canas. The case is always within reach of the current rightful owner whenever they desire it, even across planes. This will likely come in super handy, but for now means she can't lose her coinpurse, food, or character journal. This ability becomes available at 3HD
Case of Holding- Wilhelm. The case's internal dimensions do not match its external dimensions, and its weight stays constant no matter what's put in it. The case's internal dimensions increase based on HD, and it gains this ability when the owner reaches 5HD.
Foreign Soul- Quillan II. The case is actually the Phylactery of Quillan Zora II, who shows up as a Lich Librarian early in the story. The case can give gentle guidance, usually only when the current owner is fleeing from something or chasing something. The case will apply a slight psychological force, assisting in "steering" them. This ability is very very weak and occurs from 1HD.
Gate- Visil. 1/day the case can be opened when sitting on the floor and any ancestor can be called for aid. Each ancestor can only be called once and only stick around for an hour before the case draws them back in and returns them to their own time. This ability doesn't come into play until at least 13HD.
The other 'relic' she gets is much more a flavour thing, a strange letter that is at first unreadable, but eventually more and more is discovered about its origin and purpose. THIS I will leave for when it actually comes up :D
Let me know after each session if there is any Lore I forget to explain, or if you want some more info on a particular NPC or plot point :)
We're both really enjoying the campaign, and I hope you folks do too.
This is the campaign journal for a campaign I am going to call "For the Fallen" for now. A Solo urban campaign focused around fighting a growing undead threat and facing ones own fear of paranoia and psychosis. Though this last part seems mostly imposed by the poor player herself, but what the heck, I'll run with any fuel she gives me!
This campaign is half my desperation to actually give this player a proper full campaign, and half my desire to see this story play out.
I'll be adding to this journal the day after each session(1/week) with the first two sessions coming tomorrow as it's very late at the time of posting this.
I met someone while waiting outside an exam hall for the exam to start at the beginning of university. She was real cool and was interested in joining DnD and I was looking for players. Yay!
Fast forward 4 years, and she is still to be able to enjoy a full campaign. Every game we've done in the time we've known each other has petered out with attendence, or just lost players so quick as to be pointless.
This time I managed to scrounge up two players other than her. First session rolls around aaaaand; they cancel last minute. So of course, I say "Screw it. You're playing a full campaign even if you do it solo. That cool?". She seemed super eager, though she's always eager. And so here we are; a Solo Campaign following my general plan for it before the others cancelled.
Terminos! My own Homebrew setting. Lots of differences to earth and regular D&D settings. I'll post little "World Flavour" notes about things if anything is particularly different. This player has helped me make(i.e. been a sounding board) quite a lot of the campaign setting, so many things she'll know implicitely but I'll have to make note of here for you readers.
Athene Zora - LG Urban Ranger 3. Athene is a very nervous but upright character. As this is a Solo campaign, I doubt I'll need to include much here as a lot of it will become clear during the progression of the game. The player is an amazing roleplayer, and I am definitely a step below her, so character development is certain to come.
What I asked of the Player to start off:
Since she built her character well before we started(and before the other two dropped out) and because of the plot of this campaign and some things I had in mind, I asked the three players to design a 1000 year Patriarchal lineage for their characters. I know this isn't what made the other two quit because 1 was my brother and the other told me "I slept through the reminder. If the game's at 11AM, I can't join".
So the player gave me this for the lineage. I didn't ask for much detail and she tried to add in some fun implications but for the most part didn't bother to emotionally develop any of them for herself(yeee, freedom for me)
Quillan Zora Musician/bard
Umbriel Zora Infamous thief and assassin
Khurin Zora Blacksmith
Ferris Zora Blacksmith
Fiir Zora Blacksmith
Wolt Zora Hunter
Canas Zora Scholar/wizard
Khurin Zora II Knight
Bern Zora Knight
Revo Zora City Guard
Omura Zora Librarian
Quillan Zora II Librarian
Khurin Zora III Scholar
Cezary Zora Adventurer
Leo Zora Lazy rich guy
Rothe Zora Less lazy rich guy
Coro Zora Librarian
Revo Zora II Criminal (arson, murder and jaywalking)
Yulyana Zora Necromancer
Wilhelm Zora Adventurer
Cezary Zora II City Guard
Quillan Zora III Tactician
Visil Zora Scientist
Quillan Zora IV Fisherman
Ike Zora Fisherman
Taka Zora Hunter
Altair Zora Farmer
Zelyn Zora City Guard
Yew Zora City Guard
Dorcas Zora Mercenary
Hector Zora City Guard
Ray Zora PI
Arin Zora Captain of the Guard, Athenes father
So, this section is here as a DM note, and as such I am warning my player, if she's reading this, to close this section immediately and move on.
She gone?
Okay.
So the reason I wanted lineages was to give each character a family heirloom that would develop abilities based on their ancestors as the game progressed. Similar to the Pathfinder "Scaling Magic Items" rule. This was kind of screwed up when I was reduced to one PC, so I've attempted to make the most of it.
"The Zora Case: A ratty and worn case, with straps for wearing like a backpack. Close inspection shows no serious damage, no holes and no fraying of any kind."
To determine the abilities this thing would get, I gave each of her ancestors a ranking from 1 to 10 as to how important they are to its powers. These ratings also make it easier for me to give them levels if need be( and I will likely need to ;) ).
So, in the order listed above, here are the ranks; 5,10,4,2,2,6,9,6,5,4,7,8,6,3,1,1,3,7,2,8,3,3,8,7,4 ,5,4,4,4,3,7,7,10.
A couple of these I set the number myself, for all the others I rolled 3d4-2. I then marked everyone with a 7 or higher as important. To make Visil and Quillan's importance make sense I rolled on a big list of alternatives(secret professions) for them and got Planeswalker and Priest respectfully.
And so the case gets these abilities(so far, I need to come up with more at this point, but shhhh):
Unopenable- Umbriel. The case can only be opened by someone of the direct family line from Umbriel Zora all the way to Athene. Not particularly overpowered and so it's the basic ability available at 1HD
Called- Canas. The case is always within reach of the current rightful owner whenever they desire it, even across planes. This will likely come in super handy, but for now means she can't lose her coinpurse, food, or character journal. This ability becomes available at 3HD
Case of Holding- Wilhelm. The case's internal dimensions do not match its external dimensions, and its weight stays constant no matter what's put in it. The case's internal dimensions increase based on HD, and it gains this ability when the owner reaches 5HD.
Foreign Soul- Quillan II. The case is actually the Phylactery of Quillan Zora II, who shows up as a Lich Librarian early in the story. The case can give gentle guidance, usually only when the current owner is fleeing from something or chasing something. The case will apply a slight psychological force, assisting in "steering" them. This ability is very very weak and occurs from 1HD.
Gate- Visil. 1/day the case can be opened when sitting on the floor and any ancestor can be called for aid. Each ancestor can only be called once and only stick around for an hour before the case draws them back in and returns them to their own time. This ability doesn't come into play until at least 13HD.
The other 'relic' she gets is much more a flavour thing, a strange letter that is at first unreadable, but eventually more and more is discovered about its origin and purpose. THIS I will leave for when it actually comes up :D
Let me know after each session if there is any Lore I forget to explain, or if you want some more info on a particular NPC or plot point :)
We're both really enjoying the campaign, and I hope you folks do too.