-Nate
Campaign
Overview
Presented
here are summaries of the six scenarios that make up the Godsharp
Saga. GMs can use this as a guideline, but should keep in mind
that no story survives unscathed an encounter with the players.
Part
1: Out of the Blue
While
relaxing one evening in a town on Homeworld, the PCs witness an
attempted robbery. The victim is a local wizard named Thaddeus, who
has recently observed and plotted the course of what he thinks is a
meteorite falling from the sky; he wishes to recover its metal for
use in crafting magical items. Impressed by the PCs' abilities, he
recruits them to join an expedition with that purpose.
During
their voyage by sea the party encounters a storm that causes numerous
hazards aboard the ship, including the risk of being swept overboard
and the eruption of rat swarms from the ship's bilge. The PCs also
have a chance to begin discovering their roles as part of a ship's
crew, something that will become important in the future.
Upon
arriving at the island, the PCs can explore a number of different
areas to learn more about the situation. There's a mysterious
shipwreck in the nearby waters, with a dead elf tied to the helm; a
small sahuagin outpost; a trading fort that has been overrun by
strange monsters; a village of alarmed lizardfolk; and a curious
stone pyramid deep in the island's interior.
That
pyramid contains numerous surprises, including the tomb of a lizard
man who has traveled beyond the limits of Homeworld. There are also a
few traps and puzzles, along with a variety of monsters, to protect
its secrets. Most notable of all, however, is the fully functional
aethership dhow that waits in the pyramid's uppermost level.
In
the end, the thieves try once more to steal those hard-won prizes,
and only through quick thinking and fast action can the PCs keep what
they have claimed.
Part
2: Among the Stars
Having
acquired their own aethership, the PCs can take whatever steps they
deem necessary to outfit it. This includes laying in necessary
supplies, along with cargo and maybe even passengers. It's also a
chance to settle any business on Homeworld before heading out into
the Void.
Then,
armed with details from the elven captain's logbook, they can set out
to deliver news of the elf Captain Quinariel's fate to his people at
Starfort Station. Once in space they can encounter many of the Void's
denizens, including natives and other travelers. Eventually they
should reach Starfort Station on a moon of the planet Kronos, where
the Elven Navy has its headquarters. There, while reporting what they
know, and learning what they can, they also hear about the
disappearance of a visiting arborling naturalist.
Provided
that they choose to investigate, the PCs can learn more about the
appearance of fiendish monsters in the waters beneath the moon's icy
crust, and can go in search of the missing arborling. The search
leads them into battle with a group of skum that have set up a
stronghold, worshipers of Lamashtu who have been working to create an
evil infestation and who seem to be connected to an even larger plot.
Reference
Texts
This
campaign uses two important supplements for reference, both of
which are available online.
The
Aethernaut's Hanbook:
http://d20pirates.blogspot.com/2018/08/the-aethernauts-handbook.html
A
Gazetteer of the Sol System:
http://d20pirates.blogspot.com/2018/08/a-gazetteer-of-sol-system.html.
|
Part
3: At a Crossroads
At
some point the PCs' business likely leads them to Crossroads, a
settlement in the asteroid belt. There they can mix with the locals,
including Governor Reda of the Royal Interplanetary Company and the
Order of the Lion's soldiers. It's also a good place for buying or
selling cargo, provisions and other supplies, as well as to rest and
relax between business. Before long they can become embroiled in some
of the conflicts on the asteroid, including run-ins with mimics
posing as cargo, rowdy orc sailors, and a ship infected with the
plague. They might even venture into the tunnels beneath the
settlement, which have become infested other dangerous creatures.
The
most important event taking place on Crossroads, however, is the
Festival of the Comet, named for the heavenly body that passes every
few years. This includes all kinds of competitions, including
archery, wrestling, fencing, and even artistic performance, with
awards for the winners presented by Governor Reda himself. The
culmination of it all is an aethership race through the asteroid
belt, with numerous local and visiting crews participating.
During
the race, in addition to any competitive shenanigans, the PCs can
find an old ship, the Constant,
trapped in the ice of the passing comet. It is an old cog belonging
to the R.I.C., and aboard it is evidence of an expedition that went
horribly wrong—along with a nabasu demon that breaks free as the
ice begins to melt. If the PCs can defeat it and recover the goods
from the wreck, they can learn of important and dangerous discoveries
on the planet Tyr.
Part
4: Beneath the Sands
One
way or another, the PCs can learn about the Constant
and its failed exploratory mission to Tyr. Whether they decide
to pursue potential adventure and wealth on their own, or are
recruited by Governor Reda to do so, they can outfit their vessel and
head for the cold red desert planet. En route to their destination
they have more run-ins with the hazards of space, including a mi-go
attack on an oma, a group of undead, and a ship overrun by a black
pudding. They also find another clue to the larger plot happening in
the Sol System, when their old associate Captain Axelrod—under some
kind of mental influence, and accompanied by a medusa—ambushes
them.
On
the red planet itself the PCs encounter some of the locals, including
a burrowing remorhaz and a group of jann. They can learn a little
more about the expedition, too, which made landfall and sent
explorers into a network of underground passages. Venturing in the
tunnels, the PCs run into more native monsters, including
cytillipedes, a chaugrak, a hive of shriezyxes and a chuul. They also
find more evidence of the lost explorers, and clues to the tunnels'
other inhabitants, a tribe of troglodytes.
At
the center of this all is the troglodytes' ziggurat temple. Through
stealth, trickery and the use of force, the PCs can explore the
temple, discover the cult of Lamashtu's activities and face off
against the high priest and other clerics. They can also learn about
a planet that once orbited where the asteroid belt now lies, and
about the magical artifact which caused that world's destruction—a
weapon that the followers of Lamashtu seek for themselves.
Scenarios
Out
of the Blue:
http://d20pirates.blogspot.com/2018/07/adventure-out-of-blue.html
Among
the Stars:
http://d20pirates.blogspot.com/2018/07/adventure-among-stars.html
At
a Crossroads:
http://d20pirates.blogspot.com/2018/07/adventure-at-crossroads.html
Beneath
the Sands:
http://d20pirates.blogspot.com/2018/07/adventure-beneath-sands.html
Beyond
the Pale:
http://d20pirates.blogspot.com/2018/07/adventure-beyond-pale.html
Into
the Eye of the Storm:
http://d20pirates.blogspot.com/2018/07/adventure-into-eye-of-storm.html
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Part
5: Beyond the Pale
Armed
with what they've learned during their journey to Tyr, the PCs by now
should recognize the threat that the Sol System faces, and should
have some ideas of how to investigate further. Pursuing those options
can lead in a variety of directions.
The
most direct option is to confront Governor Reda and, more
importantly, his alluring mistress. She is in fact a succubus, and
dealing with her can lead to mental domination as well as conflict
with those who unwittingly support her. At Crossorads the PCs can
also meet a dryad stowaway named Phigalia, one who hails from a
sylvan world beyond the Sol System. She is being pursued by the orcs
on whose ship she was hidden, and can reveal their smuggling activity
between Crossroads and the Island of the Minotaurs on Homeworld.
Paying
a visit to that island leads the PCs into the heart of the matter,
where they can find and raid the minotaurs' labyrinth and stronghold.
There they face up against more worshipers of Lamashtu and more
demons, and can seal a portal that provides a gateway to the Abyss.
They also find evidence of a planned attack on the Temple of Ptah, in
the nearby Holy City. Things are complicated when the dryad succumbs
to a strange illness and turns into a spectre that attacks the PCs.
By
acting quickly the PCs can catch the attackers in the act of a daring
subterranean burglary, and thus learn more about the destruction of
Hiveworld and how the weapon that the demons seek. That information,
then, can lead them back to Kronos, where the elves maintain
insterstellar portals leading
to planets around other stars. The demons what they can to sabotage
the PCs efforts, including the possession of the elven admiral, who
tries to arrest them. As long as the truth is revealed,
however—including the fact that a shadow demon has been letting the
orcs and their allies use the portal—the PCs can gain access to
the portal that leads to Arborea, the world from which Phigalia came.
On
that world, after dealing with some of the natural hazards, the PCs
find a place where wicked magic has been used to create a ship of the
dead from the bodies of slain arborlings. They also meet the lillend
Harmony, who can tell them that the ship and its crew have gone to
seek the Godsharp.
They also face one more ambush, this time by a group of vrocks.
Part
6: Into the Eye of the Storm
In
a race against the necromancer and demons, the PCs can venture into
the asteroid belt, to the point where Hiveworld would still be, and
seek the spirit of the long-lost formian queen. As long as they can
convince her to reveal what she knows, they can learn that the
Godsharp is hidden in a shrine inside the never-ending storm
on the planet Thunar. Heading there, they find the necromancer and
his allies working to acquire the artifact, and a vital confrontation
occurs. Win or lose, the fate of Homeworld hangs in the balance.
As
long as they can acquire the device, the PCs still face the task of
destroying it. To do so they must head back to Kronos and use another
of the elves' portals, this one leading to an abandoned arkship that
drifts in orbit around a black hole and its feeder star. There they
face off against a colour out of space, the entity that overran the
arkship's crew, along with the bronze dragon that has fallen under
its sway. There are also the last of the demons and their cloud giant
ally who do everything in their power to reclaim the artifact. If the
PCs can succeed, however, by throwing the device into the black hole,
then they can end the threat to Homeworld once and for all.
Incorporating
the PCs' Individual Stories
The
summaries presented above assume that, for the most part, the PCs
take on jobs when offered and follow up on clues as they find them.
Most GMs know, of course, that players don't usually follow such
linear storylines. What is more, the players' own inventions can and
should be woven into the tapestry of the campaign, making for a
richer and more personally engaging story. Presented here, then, are
some suggestions for making that happen.
Before
the Campaign
As
mentioned above, the background stories that players create for their
characters can add NPCs and potential plot hooks for the GM to use
later. These can include, but of course are not limited to, the
following.
- Family ties and potential romantic interests can help the PCs be connected to people and places back on Homeworld. This is especially important when the threat that the Godsharp presents becomes known, since it gives the PCs more reason to care about saving the world from destruction.
- Organizational membership is also important. This is especially the case for clerics who are connected to a religious hierarchy; they might have to report back to their superiors, and could even be tasked with working to spread their faith through the planets of the Sol System. The same could be said for fighter or paladins who belong to a particular military force, wizards who study at a school of arcane learning, or thieves who are part of a guild.
- Homeworld and its neighboring planets numerous such factions of its own, which are presented in A Gazetteer of the Sol System.
The
Ultimate Campaign supplement,
Chapter 1, has lots of information and suggestions for helping to
develop characters' backgrounds.
During
the Adventures
Once
the action has started, there are many more ways one can add to the
tapestry of the story, such as the following.
- Revisiting locations is a good means of making the setting feel like a real place. This is especially true for places like a common port of call or a favorite tavern, allowing the NPCs there to become familiar personalities.
- The ship(s) that the PCs own can work in a similar way. First, this creates specific roles for characters to fulfill, particularly that of captain. Second, by developing personalities for NPC crew members, the GM can make large-scale battles more dramatic. Third, the possibility for buying and selling cargo, and thus turning a nice profit, creates opportunity for additional interactions.
- As mentioned above, NPCs and plot hooks related to the PCs' background stories can be used to create supplemental adventures, or to add complications to existing ones.
- Ongoing activity for the organizations to which the PCs belong can work in the same way, with side missions occurring at opportune times or even being woven into other business.
Again,
Chapter 2 of the Ultimate Campaign
supplement presents extensive rules for what kinds of things the PCs
can do during their downtime between adventures, and the GameMastery
Guide details the boons that
organizations and other NPCs can award to the PCs.
The
Aftermath
Finally,
the events at the conclusion of a campaign have important
implications for future campaigns; some things to consider include
the following.
- Even before the main story arc is resolved, it's important to know what each PC's “happily everafter” looks like. That is, after all, the ending toward which each character strives, setting up for retirement.
- Many PCs could find themselves in situations of power, either by rising up through their organizations, building their own power groups, or taking advantage of special situations (for example, the possibility for a change of leadership on Crossroads).
- The same goes for ships that run regular routes between the planets; future PCs might even find their starts as members of such crews.
- In this way, one campaign's PCs can become important NPCs for the next campaign that the GM runs.
- Similarly, the stories of the PCs' exploits become the legends of which bards sing to their audiences in marketplaces and taverns around the worlds.
- If the PCs should fail in their efforts—especially if the demons should be able to use the Godsharp to destroy Homeworld—then an entirely new campaign can rise from the ashes of the previous one.
Once
more, Chapter 3 of Ultimate Campaign
has extensive suggestions for character retirement, along with rules
for game mechanics that can add layers of complexity to the PCs'
activities.
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