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Author Topic: Campaign Dispatches Thread
jeffdee
Administrator
Posts: 427
Post Campaign Dispatches Thread
on: October 14, 2014, 18:07

This thread is for Bethorm players and GMs to post about what's going on in their own campaigns.

Our group here at UNIgames will be playing in Talzhemir Mrr's campaign on Thursday 10/16. We're off to Shenyu through a nexus point, to seal the portal from the other side, and afterward a long trek back through Livyanu and Mu'ugalavya.

-Jeff

luther
Dlántü (Clan-Head)
Posts: 133
Post Re: Campaign Dispatches Thread
on: October 14, 2014, 21:03

Adventure!

GeorgeHamm-
ond
Nakomé (Clanless)
Posts: 12
Post Re: Campaign Dispatches Thread
on: November 16, 2014, 20:35

How did you trip to Shenyu go? How are things in Livyanu? Also, you're walking home? That's an awfully long way. Why not travel by ship?

jeffdee
Administrator
Posts: 427
Post Re: Campaign Dispatches Thread
on: November 17, 2014, 07:19

Talz and I are running parallel campaigns, though mine is on temporary hiatus while I focus on shipping the last of the Bethorm backer rewards. In fact the Shenyu mission got taken over my the OAL, and will be undertaken by my players when my campaign resumes. Talz will post about developments in her own campaign when she gets a chance; she's currently working on the underworld creature paper minis 🙂

-Jeff

Scarlet-
Lotus
Nakomé (Clanless)
Posts: 6
Post Re: Campaign Dispatches Thread
on: January 8, 2015, 11:47

I've been waiting for this game to come out so that I can attempt to get my group hooked on it! I've got a fair few projects that I work on but I hope that I'll be able to put this forward before most of them. The game will probably be fairly combat and adventure focused, but not without other stuff as well.

For the game I had an idea about playing in a post-civil war setting where the civil war in Tsoylánu has been very destructive and the empire is barely holding together, with human and non-human elemens, foreign and domestic, taking advantage of that. In that enviroment I imagine that my players will play refugees from the northern parts, now overrrun with the Baron's troops, and from a clan which was greatly harmed in the war and so every one much pull their weight and do whatever they can to improve the clan's lot. I imagine that perhaps they, or at least a significent part of their clan's leadership, may have been loyal to the Usurper untill the end and that's the reason of their predicament.

jeffdee
Administrator
Posts: 427
Post Re: Campaign Dispatches Thread
on: January 8, 2015, 15:36

Sounds great, Lotus!

Bethorm is out now: http://bethorm.com/?page_id=182

-Jeff

Ghost
Nakomé (Clanless)
Posts: 9
Post Re: Campaign Dispatches Thread
on: July 18, 2015, 10:33

I've just finished what I am referring to as "Season 1" of my "A Game of Petal Thrones" campaign. Set (initially) in the run up to the civil war. As the name implies the PCs will eventually get caught up in the events of the civil war, but the first few "seasons" of the campaign will be centred around the build up to it and towards another threat to all of Tekumel (in this case coming form the Godess of the Pale Bone and not white walkers!). The PCs need to be built up a little for the role they will play in these major events - not so much statistically built up as socially and in regards to their positions. Currently they are lowly clan cousins of a medium status clan, they are young, and they are yet to make their mark on the world.

At least that was the case but after their first adventure they are already attracting notice form tier superiors.
t
Their first adventure began with a simple rent collection gone wrong. They quickly discovered a Pariah Deity cult cell on an island owned by their clan and leased out to two foreigners. These foreigners had fallen victim to a powerful artefact dedicated to the Goddess of the pale bone with the result that one of them was dead and the other held in a stasis trap.

In the course of the adventure the party unwittingly freed a member of the Pariah cult who infiltrated their party and helped hem find the artefact that had been causing all the problems on the island. The party were able to stabilise it before the enemy within struck, "Terrorizing" them and escaping with the stabilised artefact through a nearby nexus point into a strange dimension of biological tunnels (arteries, actually) and strange illusions. Once the party recovered their wits the priestess of Thumis reopened the nexus point and they gave chase.

In the strange dimension they encountered phantasmal versions of themselves and were almost overcome until the priestess of Avanthe was able to ensnare the enemy in a "Web of Kryag, lover of Atluns". Pressing on they found their quarry back on their version of Tekumel, through another nexus point and locked in combat with two Hra. The party wisely used stealth, waited till the fight was over and then struck at the Pariah cultist just as he slew the second Hra. Taking him by surprise their two Aridani warriors and one male warrior (My party is Aridani heavy since most my players are women) killed him before he knew what was happening, grabbed the artefact and the whole party escaped before the Hra regenerated.

They were later able to free the surviving tenant from stasis, overpower the rebellious Pygmy Folk mercenaries that had turned on the tenants when the artefact had first begun to have odd effect on the island, collect eh back rent due and return to their clan elders.

Currently they are ridding high on the good reputation this has built for them in their clan and temples - it won't be long before the artefact they brought back begins to be more trouble than it is worth as various factions will begin to squabble over who should take it and try to keep it safe from the Pariah cultists who will want it back as soon as hey figure out where it is.

The players have loved the game so far and have asked if we can go strait into "Season 2" next week instead of taking a brief hiatus to play something else (our usual pattern between major sections of a campaign). Just as well really, since that was my intention anyway 🙂

Next week they are to be sent on another rent collecting mission - partly so their elders can remind them they are still just young, lowly members of the clan. Partly because the GM wants to run "High and Dry" 🙂

Ghost
Nakomé (Clanless)
Posts: 9
Post Re: Campaign Dispatches Thread
on: July 18, 2015, 10:37

I should add the first adventure was a modified version of Peter Emery's "The Sunfires Heart" which appeared in White Dwarf issues #56 and #57 many years ago. I was re-reading it when Bethorme came out and had thought then that with a few conversions it would make an interesting Tekumel adventure (it was originally written for D+D).

jeffdee
Administrator
Posts: 427
Post Re: Campaign Dispatches Thread
on: July 20, 2015, 23:39

Thanks for that excellent campaign report, Ghost! If I may ask, how many sessions did it take to complete the events you described?

-Jeff

Ghost
Nakomé (Clanless)
Posts: 9
Post Re: Campaign Dispatches Thread
on: July 29, 2015, 06:33

Checking the calendar, it was 18 weeks between beginning the campaign and the end of "Season #1", but we missed 1 week due to most of the group being at a gig, so 17 sessions in all. It may sound a lot but I've truncated some of the report for brevity, the ruined monastery alone took several weeks due to the size of the underworld, and they did get lost between dimensions for one session.
I ran the game online via a Chatzy chatroom, which by dint of typing being a slower medium of communication than speaking slowed the game speed a wee bit. Had we done this face-to-face around a table I suspect the events of "Season #1" would have taken us about 8 or 9 sessions.
🙂

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