Celebrity
Game Table
The World of D&D Chainmail Hits
the Gaming Table
By Chris
Pramas
Photos by Jess Lebow
About
ten months ago, I decided to start a new D&D campaign. I hadnt
run a D&D game since the Dragon
Fist playtests, and I was keen to see how running the new edition
of D&D was different than playing it. By this point I had been
working on the Chainmail setting, The Sundered Empire, for a year
already. I decided to set a roleplaying campaign there to give me an excuse
to flesh the world out on a weekly basis.
I knew
right away that I wanted a good hook to get the characters together and
keep them bonded as a group. I took some inspiration, as I often do, from
Hong Kong action movies. I decided that all the characters had been students
of the same master, learning their craft at Istvans School of the
Adventuring Arts. Not all the characters knew one another but they all
had a common loyalty to the school and to Istvan.
My initial
batch of players and their characters were the following people:
Jess
Lebow (Wizards of the Coast book publishing) as Grubal, a fighter from
the Peoples State of Mordengard. Jess loved the idea of socialist
dwarves, so he made up a righteous champion of the dwarf people.
Nicole
Lindroos (ex-White Wolf, ex-Cheapass Games, currently of Green Ronin Publishing)
as Phae, a human paladin of the Shield Mother. Nik based her character
on an old co-worker, whom she described as "the only lawful good
person Ive ever met."
Jim Bishop
(ex-Wizards of the Coast, currently working for Bioware) as Hali, a sort
of Sufi mystic as interpreted through the sorcerer class.
Evan
Sass (ex-Rubicon Games, currently Green Ronins webmaster) as Vas,
an elf ranger.
As you
can see, this group was a little unusual in makeup. Namely, the party
lacked both a cleric and a rogue. Some special planning was required,
especially on those occasions in which I used pre-published adventures.
Campaign
Kickoff
The
campaign began with the characters back at their old school for the first
time in years. Istvan made introductions where appropriate and then got
to business. He was sorry to relate that one of his former students had
turned down the path to evil. This man, Luxor (why yes, I had just been
to Vegas!), had been a paladin of Stratis, the god of war whose death
sparked off the war that is tearing the Sundered Empire apart. With his
god slain, Luxor had had a crisis of faith and had fallen from paladinhood.
Now a blackguard, Luxor was putting together a band of evil cohorts to
enact a mysterious scheme. Istvan was saddened that one of his students
would fall so low, and he felt angered that Luxor would take actions that
would sully the schools name. He asked the party if they would hunt
down Luxor and either sway him from his evil course or stop him before
his plans could reach fruition.
The partys
first destination was the estate of the Lady Jeschute, Luxors former
lover. They thought that she might have some insight into Luxors
whereabouts. Too bad for them that the blackguard got there first. By
the time the PCs arrived, Luxor had installed a green hag, who posed as
Lady Jeschute with a change self spell. Once she had seated the
PCs for a lavish dinner, an ogre knocked the door to the kitchen open
and threw a scalding cauldron of "soup" onto them. The party
discovered that the real Lady Jeschute was imprisoned in a magical coffin,
for purposes unknown. Now they had two goals: deal with Luxor and free
Lady Jeschute.
Luxors
End
My initial
plan had been to keep the Luxor story going as long as possible. I figured
itd be the common plot thread that held the campaign together. I
soon ran into a problem with the players though. They were totally obsessed
with tracking Luxor down and tried to figure out how each adventure fit
into Luxors grand scheme. Now I had planned to have a bunch of adventures
only tangentially related to the main plot. I found, however, that the
players were extremely unwilling to "waste time" on side adventures
while Luxor was at large.
Consequently,
I decided to resolve the Luxor plot sooner rather than later. Before that
happened, the groups complexion changed slightly. Jim Bishop left
Wizards of the Coast and Seattle for a job at a computer company, and
Patrick Swift replaced him (Wizards of the Coast Customer Service stalwart),
who rolled up a wizard, Quin, to replace Jims sorcerer.
After
many months of adventures, the party tracked Luxor down to an abandoned
border fort on the outskirts of Ravilla (the elven empire). They had by
this timed figured out his dastardly plan. He had been in touch with a
fire giant who had invented an "alchemical powder" that blew
things up real good. He planned to take barrels of this powder into one
of the elven cities and blow open one of the sealed-up gateways to the
Abyss. This would allow a horde of demons to pour into the heart of the
elven empire. Luxor deemed this suitable vengeance for the death of his
deity.
The final
showdown was a great deal of fun. I had mustered a set of completely painted
miniatures for the finale, and I already had a suitably impressive castle
model to use. The players made a half-hearted attempt to reason with Luxor
and then spells started flying. Grubal, the dwarf "peoples
champion," tumbled through some of the opposition so he could flank
one of Luxors henchmen. Unbeknownst to poor Grubal, he moved right
near where Luxor was lurking invisibly. The next thing Grubal knew he
was being hit with a sneak attack with Luxors unholy hammer. Can
you say +5d6 damage? Ouch.
Even
though I completely forgot to unleash a summoned pack of hellhounds like
I had planned (I had, as I often do, hidden the figs in a box so I could
surprise the players; this time I fooled myself!), Luxor and his minions
gave the PCs a run for their money. Grubal was one hit away from oblivion
when Vas used precise shot to place an arrow right in the blackguards
eye. The honor of their school was saved, along with the elven empire.
The PCs
found the key to Lady Jeschutes coffin on Luxors body. Once
she was freed, Lady Jeschute told the PCs that her familys ancestral
horn had been stolen while she slept. If the horn were not blown on the
first day of spring, her lands would fall fallow. Being the heroic sorts,
they have agreed to help her find this horn. Of course, all is not as
it seems. Since the campaign is still going on though, thats all
Im going to say about it!
New Prestige
Class
When
the PCs got to 6th level, some of them wanted to experiment with prestige
classes. Jess liked the master samurai from Sword and Fist, but
we agreed that it wasnt really appropriate for his character. We
therefore decided to create a new prestige class called the peoples
champion, using the master samurai as a base. The first five levels of
this class are below.
The Peoples
Champion
The Peoples
State of Mordengard is not your typical dwarf kingdom. Just over a hundred
years ago, the dwarven people rose up and overthrew Hakon the Tyrant King.
With Hakon and nearly the entirety of the nobility dead, the dwarves decided
to chart a new course. The established a peoples state, abolishing
forever the idea of kingship and nobility.
The peoples
champion is a dwarf that has taken these ideals to heart. He defends the
dwarven people from threats internal and external, spreads the fires of
freedom to new lands, and generally embodies the revolutionary spirit
of his race. It is not always an easy path, but the peoples champion
knows that hes helping to build a better world.
Hit
Dice: d12
Requirements
To qualify
to become a Peoples Champion, the character must fulfill the following
criteria:
Base Attack Bonus: +4
Feats: Cleave,
Power Attack, Weapon Focus (warhammer or maul)
Race: Dwarf
Special:
To become a peoples champion, a dwarf must swear to an oath
to redistribute at least 50% of the money gained to those in need. Similarly,
a peoples champion must always heed the call of Mordengard, should
the Peoples State need aid.
Class
Skills
The peoples
champions class skills (and the key ability for each) are Intimidate
(Cha), Jump (Str), Knowledge (Mordengard History), Sense Motive (Wis),
Tumble (Dex). See Chapter 4: Skills in the Players Handbook
for skill descriptions.
Skill
points at Each Level: 2 + Int modifier.
Table 1-1:
The Peoples Champion
|
Class Level
|
Base
Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
+1
|
+2
|
+0
|
+2
|
Tumble
bonus, Great Cleave
|
2nd
|
+2
|
+3
|
+0
|
+3
|
Revolutionary
Spirit
|
3rd
|
+3
|
+3
|
+1
|
+3
|
Supreme
Cleave
|
4th
|
+4
|
+4
|
+1
|
+4
|
Hammer
of Revolution
|
5th
|
+5
|
+4
|
+1
|
+4
|
Propaganda
by Deed
|
Class
Features
Weapon
and Armor Proficiency: Peoples champions are proficient with
all simple and martial weapons, and with all types of armor and shields.
Tumble:
At 1st level, the peoples champion gains a +2 competence bonus
to Tumble skill checks.
Great
Cleave: At 1st level, the peoples champion receives this feat
for free.
Revolutionary
Spirit: The dwarven people would not bow to the will of the Tyrant
King, and the peoples champion similarly refuses to knuckle under
to threats and hostile magic. A 2nd level, the peoples champion
receives a +4 enhancement bonus to Will saves against Enchantment spells
or spell-like abilities and to saves against. fear effects.
Supreme
Cleave: At 3rd level, the peoples champion receives this feat
for free.
Hammer
of Revolution: When the peoples champion wields a hammer two-handed,
he adds double his Strength modifier to damage rolls.
Propaganda
by Deed: The peoples champion is not a talker but a doer. He
inspires fervor in his allies by deeds of valor, not with flowery words.
On the first round of a combat encounter, the peoples champion can
call out an enemy champion to fight in single combat. The exact definition
of an "enemy champion" is up to the individual DM, but any such
champion should have a CR of at least the peoples champions
character level and should be an important NPC.
If the
peoples champion bests the enemy champion, all allies that witnessed
the deed gain a +2 morale bonus to attack and weapon damage rolls for
the rest of the encounter.
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