Posted on : 09-06-2011 | By : Rodney | In : Campaign Journal
Tags: campaign, DnD, Dungeons and Dragons, Fallcrest, Pathfinder RPG, RPG
Follow our Pathfinder campaign as we face monsters, dungeons and the insanity of the Wednesday night gaming group. See the first part of the series here.
The First Session
Funnily enough, our first session was scrapped as far as its placement in the whole campaign. I can’t actually remember why, but I think we spent some time going over the town and campaign setting, as well as introducing our characters. The result was that what actual story developed was insubstantial and easily discarded. So, without any further ado, we’ll have a look at the characters and a little about the players too.
We are using the Dungeons and Dragons town of Fallcrest (3D Model), a town with a river running through it and a series of caves beneath it. Some of the characters have lived in the town or in the area for some time, while others are new arrivals.
A tiefling rogue with red skin who likes to show off his white tattoos by wearing only leather pants and a cape. He carries a longsword into battle, which he wields in his right hand, since his left hand was lost in a dungeon trap, where he had to cut it off to escape. His infernal heritage is interesting, as Thorn’s father, Yawldaw Ravengrin, was a Half-Fiend with babau ancestry.
As the campaign has progressed, Thorn has shown an obsession for anatomy and wishes to re-construct the hand he lost. To this end, he has collected several hands from dead foes and studies them in intricate detail.
Thorn is played by Little Johan, who recently became a father and thus owns his very own hobbit.
An Elven monk wearing peasant clothing and carrying a long spear and sling. Because he’s mute, Rapid Wind keeps a chalk board around his neck (a nifty little prop to role-play with). It is apparent that something terrible happened in Rapid Winds past, which is why he can’t speak. Rapid Wind practices an elven form of unarmed combat known in the common tongue as Leaping Foot, a bastardised description derived from the elvish name for a style that looks more like a dance than a fighting form.
As the campaign has progressed, Rapid Wind has become very fast, reaching a speed of 55′ at level 3 (at level 4 he can use his ki to move at 75′). He has an old horse companion, Gunthar, that he has saved several times from near disaster during our sessions.
Rapid Wind is played by me, and is probably the most difficult character I’ve ever played. I’ve never played an elf before, except as a GM, and found it challenging to think like an elf, but luckily there’s the Lord of the Rings trilogy to help out. Also, as an introvert, playing a character who can’t speak means that I say very little at the table. Still, it’s been fun playing Rapid Wind, and not being able to speak is worth a load of laughs.
A half-giant cleric of the church of Torm. Raised by dwarves, Stander was the first character to have his own theme song, which was “Stander Struck” to the tune of “Thunder Struck” by AC/DC. So far the church of Torm has been an important element in the story, even though Fallcrest has only a small congregation.
Stander has had recurring visions and his focus on his quest is unswerving. Despite his size, Stander is not very strong and has often found himself in need of healing, even though he is the party cleric.
Stander is played by Willem, recently married, at who’s wedding reception we all sang along to “Stander Struck” like there was no tomorrow. I’ll also mention that he and his lovely wife walked in to the Darth Vader theme song, so you have to give him props for that! Willem was the GM for the first few sessions.
Densharr is a Catfolk who loves to sing (practically all the time). Our party bard, and composer of the epic ballads “Stunder Struck” and “You can’t stop the rod”. Densharr comes from nobility within his clan and is rather well off, and thus supports most of the party. He is often seen taking notes which he hopes to use in composing a major saga.
Densharr has often exhibited the cunning of his kin, and although he seldom gets directly involved in fighting, he has directly influenced the course of many battles and bolstered the resolve of the rest of the team.
Densharr is enthusiastically played by Francois, who I hope will be releasing a sound track of the campaign near the end of the year. Francois keeps track of our wealth and maps out any locations that need mapping, thanks to the power of grid paper!
The Blue wizard, this little goblin kin is small for his race, making him quite hard to spot. He focuses his magical skills on support magic rather than combat spells and creates many of the items the party uses.
Gimp is the most learned member of the party, and often knows something on any given subject. He has recently been spotted talking to something over his shoulder.
Gimp is played by Big Johan, who is also the current GM at the time of writing. Johan also GM’s another campaign that Francois and I play in, a D&D 4th Edition game, which is why let Johan get away with more than any GM really should.
Serisia is also a tiefling and an assassin in the making. She is the only female in the group, and possibly one of the most level headed. Not much else is know about her, but that’s what you get when dealing with these shady types.
Serisia loves her sneaking about, and her acquisition of a magical ring of invisibility means she’s pretty good at it.
Serisia is played by Andries, the local mathamagician. The force is strong with this one, or else he just knows a lot about Star Wars.
Other players brought their characters into the game at different times, I’ll introduce them during the relevant parts of the story.