New Adventurer Party - A DM Ghost campaign

For Issues, Ideas, or Subjects That Do Not Fit Elsewhere

Moderators: Moderator, DM

User avatar
Ghost
DM
Posts: 7273
Joined: Wed Nov 12, 2014 12:12 pm

New Adventurer Party - A DM Ghost campaign

Unread post by Ghost »

New Adventurer Party


I have been thinking a while about trying out something that a former DM started the idea of a few years ago, but never actually ran. I've changed the idea slightly and ended up with what I'm going to present in this post, as a pilot project. If it turns out good, I'll run it more times (and I may have heard whispers of other DMs considering it!).

The general idea is to run a campaign with entirely new level 1 characters, going up to level 10 - 15 (depending on how the campaign goes) over perhaps 10 - 12 sessions. It will be moderate to heavy RP, where risk of permanent death is present, though I will likely count most mechanical deaths as knock-outs (but if the party or a member of the party chooses to poke the great wyrm dragon after it told you to quit, it might not be happy ending).

It's a party setting out on adventure for the first time and should be relatively harmonious and friendly (consider it a band of actual friends, for instance). I'm not too interested in moderating good vs evil party members squabbling over things. So in this pilot project, I'm going to ask for Good or good-leaning Neutral characters. I'll get more into that below. If this project goes well, however, I'll be happy to run a neutral to evil campaign next time!

Rules
  • No twinking or muling. You'll be given starter gear and rewards suited for the character, including some unique things that I'll make in the toolset. The campaign will of course be balanced based on the items you have available.
  • No leaving the nexus outside of sessions. The campaign start in an area outside of the Western Hearthlands and potentially lead towards the Baldur's Gate area.
  • No resting unless specifically allowed to. Preferably not at all. I can force rest as DM in the cases where it is roleplayed appropriately. This should go for all DM events, not just this project.
  • No RCRs. That means neither prior to nor during the campaign. The idea is to keep the party at even levels/experience and it's going to start at level 1.
Setting
The party starts out in the republic of Turmish, as a newly formed adventuring group (I expect you to come up with a really cheesy name for the party!).

Here's what the demography of Turmish is according to the Forgotten Realms Campaign Setting (note that this is from 1373, 19 years in the future, and thus after the Time of Troubles, so things at our current date may be slightly [although not likely drastically] different):
Image
And here is a map of Turmish and a bit of what surrounds it:
Image
Character creation
As stated above, the characters of this party should all be within good or good-leaning neutral alignments. This fits the campaign best, as the plot I have in mind is a bit of a goodies fighting evil style plot. The characters also have to be from Turmish or relatively close by, having spent most of their life in Turmish before now deciding to become an adventurer.

I'm looking to have the party consist of 4-6 characters in order to be managable. And to make that possible you have to send me a PM with some information (and DO NOT post it in this thread):
  • Playtimes. I expect this in GMT. Use the forum clock to convert. This is perhaps the most important information I need, in order to set up a party that can get online at the same time.
  • Character description. This includes a physical description and general personality traits, as well as a background. Please keep it short, though, as I am going to have to read it. Feel free to use the standard biography form, if you prefer that.
  • Character statistics. Including alignment, starting class and starting stats, and languages. In most cases (especially with humans or planetouched), I will expect one of those languages to be Turmic or Chondathan (which is the language of the neighbouring lands).
Send this information to me in a PM, with a subject starting with NAP. I have made a folder and rule in my inbox to ensure that all messages starting with NAP are immediately moved to that folder, so that I have things relatively ordered. You can also use this tag to ask me questions, if you don't want to post them here. Again DO NOT post the character description in this thread.

I had originally intended to ask for specific archetypes, but I decided to instead offer those archetypes I came up with here as guidelines for what sort of characters may fit in or otherwise serve as inspiration for making a character. So here are some suggestions to get you started:
  • A warrior with a strong sense of honour.
  • A persuasive and diplomatic person with a bit of cunning, who can still put up a fight when the need arises.
  • A learned, but modest scholar.
  • A cautious and wise priest.
  • A former thief or street thug, turned to use his skills for good and justice.
  • A farmer or fisherman turned adventurer after farm or boat got destroyed somehow by goblins, orcs or other such monsters.
  • A scout or tracker, discharged from military or militia duty for disobeying orders against his moral character.
I look forward to reading about your characters and then getting this thing rolling!
User avatar
KOPOJIbPAKOB
Retired Staff
Posts: 850
Joined: Mon Jul 24, 2017 5:24 am

Re: New Adventurer Party - A DM Ghost campaign

Unread post by KOPOJIbPAKOB »

This looks very cool! Are there any racial/class restrictions/guidelines?
(\/);,;(\/)

Discord: Nastya Raynor#3136

Pink is me speaking on behalf of the Media Team, everything else is just my player opinion.
User avatar
Ghost
DM
Posts: 7273
Joined: Wed Nov 12, 2014 12:12 pm

Re: New Adventurer Party - A DM Ghost campaign

Unread post by Ghost »

Class, no.

Race has to be a surface race, of course. Guidelines is the demographics in the picture I posted.

I'm extremely unlikely to accept any grey orcs.
User avatar
Steve
Recognized Donor
Posts: 8132
Joined: Wed Jul 08, 2015 5:42 am
Location: Paradise in GMT +1

Re: New Adventurer Party - A DM Ghost campaign

Unread post by Steve »

When do you envision this Campaign starting? Do you prefer a weekend (F/S/S) or weekday (M–Th) setup? How many hours—block of time—does one need to commit to for each session?

Cheers.

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
User avatar
Ghost
DM
Posts: 7273
Joined: Wed Nov 12, 2014 12:12 pm

Re: New Adventurer Party - A DM Ghost campaign

Unread post by Ghost »

As soon as possible!

If it is going to happen on weekdays, It's going to have to be in european evenings, as I do have a dayjob. Weekends are more flexible, though.

I'm looking at maybe 2-3 hour sessions? I mean, it's a bit up to the people who join as well. Don't want it to be entirely set in stone. Maybe we'd do one session that is 1 hour and another that is 4 hours, depending on how things are going and how long people want to - and can - stay.

But lets say a standard of 2-3 hours.
User avatar
aaron22
Recognized Donor
Posts: 3525
Joined: Sat Feb 06, 2016 3:39 pm
Location: New York

Re: New Adventurer Party - A DM Ghost campaign

Unread post by aaron22 »

DM Ghost wrote:I'm extremely unlikely to accept any grey orcs.
so racist :D

count me out then. :cry:

maybe next time all orcs.... maybe? :think:
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
User avatar
KOPOJIbPAKOB
Retired Staff
Posts: 850
Joined: Mon Jul 24, 2017 5:24 am

Re: New Adventurer Party - A DM Ghost campaign

Unread post by KOPOJIbPAKOB »

DM Ghost wrote:Class, no.

Race has to be a surface race, of course. Guidelines is the demographics in the picture I posted.

I'm extremely unlikely to accept any grey orcs.
I am just afraid that 2/3 of the party would be aasimars lol.
(\/);,;(\/)

Discord: Nastya Raynor#3136

Pink is me speaking on behalf of the Media Team, everything else is just my player opinion.
User avatar
Ghost
DM
Posts: 7273
Joined: Wed Nov 12, 2014 12:12 pm

Re: New Adventurer Party - A DM Ghost campaign

Unread post by Ghost »

I suppose I should clarify:

The suggestions of archetypes I listed are merely suggestions. Not rules. Just something to kickstart that character inspiration.
User avatar
Hawke
Posts: 1245
Joined: Sun Aug 01, 2010 6:11 pm

Re: New Adventurer Party - A DM Ghost campaign

Unread post by Hawke »

I know time is the big question.

Are we looking at around 9pm GMT? 10pm GMT?

Weekends and Weekdays, like Steve asked.

Those are the basic things I need to know if I am to commit, and I am very interested in participating.
If the text is this color, I am on duty, everything else is just my humble opinion.
AlwaysSummer Day
Recognized Donor
Posts: 1170
Joined: Sun Jun 24, 2012 11:27 pm
Location: Detroit, Michigan

Re: New Adventurer Party - A DM Ghost campaign

Unread post by AlwaysSummer Day »

I don't suppose you would be willing to delevel a level two character? I just started playing again after a year of absence so I'll happily give away my meager equipment and xp to join you.
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
Erik Von Rittermark; Unknown
ZestyDragon
Retired Staff
Posts: 230
Joined: Wed Feb 22, 2017 8:20 pm

Re: New Adventurer Party - A DM Ghost campaign

Unread post by ZestyDragon »

Hawke wrote:I know time is the big question.

Are we looking at around 9pm GMT? 10pm GMT?

Weekends and Weekdays, like Steve asked.

Those are the basic things I need to know if I am to commit, and I am very interested in participating.
Playtimes. I expect this in GMT. Use the forum clock to convert. This is perhaps the most important information I need, in order to set up a party that can get online at the same time.
I imagine that means no time or day has been set yet and will be based of the best time for the most people.
User avatar
Ghost
DM
Posts: 7273
Joined: Wed Nov 12, 2014 12:12 pm

Re: New Adventurer Party - A DM Ghost campaign

Unread post by Ghost »

I was thinking this could get popular, but so far only four people have signed up.

And only two of which managed to read the whole thing and do it right! :P
AlwaysSummer Day
Recognized Donor
Posts: 1170
Joined: Sun Jun 24, 2012 11:27 pm
Location: Detroit, Michigan

Re: New Adventurer Party - A DM Ghost campaign

Unread post by AlwaysSummer Day »

DM Ghost wrote:I was thinking this could get popular, but so far only four people have signed up.

And only two of which managed to read the whole thing and do it right! :P
Do any of our times at least line up?

I will pm you with more info about my character. I was at work when I sent the first bit and I couldn't really type a whole lot.
Roland; svirfneblin fist of the forest and eco terrorist.
Heinrich Von Rittermark; Everwatch Knights of Helm
Frederick Von Rittermark; Paladin of Azuth/Mystra
Erik Von Rittermark; Unknown
User avatar
Ghost
DM
Posts: 7273
Joined: Wed Nov 12, 2014 12:12 pm

Re: New Adventurer Party - A DM Ghost campaign

Unread post by Ghost »

AlwaysSummer Day wrote: Do any of our times at least line up?
Somewhat, but all a bit late in the weekdays for my own availability. Three of you seem able to do weekends, though.
ZestyDragon
Retired Staff
Posts: 230
Joined: Wed Feb 22, 2017 8:20 pm

Re: New Adventurer Party - A DM Ghost campaign

Unread post by ZestyDragon »

I can be more flexible with availability so don't base anything of my times, if everyone else needs a different time.
Post Reply

Return to “General Discussion”