A New Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
adlondeepaxe

12-26-03, 02:50 PM
Hello all. I've been DMing now for many, many years (23 to be exact) and I have run dozens of campaigns, some short lived and others that have lasted 3+ years. Recently, my game collapsed (too many players - I had 6) and it is time to start a new one. I want to tell you all about it so if you have any ideas that could enhance the experience for my players I would be sure to include them. Well, here it goes.

The game starts in the city of Furthinghome in the nation of Aglarond (FR setting). This is what the players know:


The winter is over and the warmer weather has begun. Cool breezes blow in from the bay and the smell of salt water permeates the air. Olive trees are beginning to bloom and buckets of fresh crabs are being brought in now that spring has sprung. Even the migratory song birds have begun to leave and head north, back to Thesk like they have done for centuries. All of this is supposed to herald a new season and a time of renewal, but things in Furthinghome have turned ugly and stagnant. The governor has raised taxes on all incoming goods to a staggering 8% and soon that will translate to higher prices on everything not grown or manufactured locally. The military budget has been relaxed a bit as war with Thay or anyone else does not seem to be on the immediate horizon and that has some fearful of the future. It seems that the policies of the governor leave much to be desired by the common man. However, for the rich, things do not seem so bad. New mansions made of stone are being planned for Old Furthing and a block of white marble has been placed next to the central fountain in the town square. It seems that art will not suffer in the city even though the people do.

And what of the suffering people? Life in Furthingharrow, the slums of the city, has reached heights of poverty and depravity like never before. The poor can not afford to eat while the rich throw away whole meals if it isn’t cooked to their liking. Although this may be the status quo in many a place in the Realms, the populace of Furthinghome have taken to blaming anyone of elven decent for their problems. The common belief is that if you have elven blood in your veins, you have a ticket to easy street, and although this is not the case, it is very hard to change perception. It is true that elves and half-elves do not live in the ‘Harrows, but that is more a matter of survival than it is economics. You see, elves have been beaten and robbed in the ‘Harrows for the past few years and the anti-elf sentiment has grown to a boiling point. Elves who are poor do not live in cities…they live in the Yuirwood.

So this is how you live your life from day to day. You practice your spells or spend your time in prayer. You shoot your bow or count your ill gotten gains. But you survive in the city and you do it well, especially for people as young as you all are. Maybe you don’t even realize your gifts of amazing reflexes or sharp intellect, but others certainly have. You find yourself called before your superior, be that a sergeant of the Watch, your cell leader, your high priest, or your mentor. You are told that a call has gone out to those in the city who loved the way things were before this hatred and economic desolation became reality and that they have chosen to respond. It seems that a threat of some sort has reared its head and no one in the position to help can do anything about it. Therefore, your superiors have sent you to The Chapel of Duty, the huge temple to Torm, to do what you can to help. Your masters may not have dealings with the temple under normal circumstances, but these are not normal circumstances. You are instructed to do what you can for whatever they ask for it may be the difference between life and death for the people in the city. So here on the 2nd day of Tarsahk, you stand before the Temple to Torm and wonder about your future. As the temple guards come down to escort you to the meeting room, these thoughts seem to vanish from your mind……


Now, the BBEG of this part of the campaign id a low ranking member of the "Sons of Hoar", an activist group who wants to remove the current ruler of Aglarond through subterfuge and peaceful negotiations if possible, although murder is possible if needed.

The PC's are all 1st level and must be Human, Elven, or Half-Elven. There are 4 players and there is a fighter, a rogue, a cleric of Waukeen, and a wizard (Diviner Specialist). As you can proabably tell, I run a low combat game with lots of role-playing and problem solving. Not the game for everyone, I know, but we enjoy it. I have the entire 1st adventure written and planned out (email if you want a copy - I'll send it to you).

Well, what do you think?
Prospero

12-27-03, 12:39 AM
I like it. I've been using the realms for more than a few years, and I've always liked adventures with some intrigue in them. I like the Sons of Hoar as an enemy organization (Logical, well thought out) in the new FR handbook. Not exactly an enemy the Simbul can just go out and slaughter when they begin to cause problems. For a crushing tax though, I'd crank it up to 50% - 75% on imported goods and maybe even a 25% tax on local items. Then to add fuel to the fire, special "friends" of the govenor can receive an a full or partial exemption on the new taxes. Actually, you wouldn't even need for them to receive an exemption, a rumor to that effect would be almost as bad.

Just my 2 cents worth.