Here's the next tranche of our undead Pathfinder campaign! The prelude is over, and the real campaign begins. The logistics of an undead expedition to a remote island are vaguely lampshaded. The best-laid plans of necromancers and evil mages gang agley on at least this specific occasion. The first of many Lovecraft references makes its appearance in this story, but I'm not sure any of the players noticed - and I should admit that at this point I hadn't the faintest idea of how all this was eventually going to end up.
Having delved into the depths of Firetop Mountain, encountered an unexpected necromancer and been reforged as hideous undead servitors, the unfortunate adventurers find themselves cast loose on a tropical island, on an unspecified quest for a celestial agent that doesn't seem to want to tell them anything.
This chapter of the campaign is sort of endearingly unchallenging for a party of undead. It's focused on survival and the dangers of the tropical island, with its rampant disease (um), venomous vermin (er) and exhausting climate (whoops), with a side-order of - get this - terrifying undead.
During this chapter, several people unfortunately had to drop out of the campaign due to pressure of work. Jordan (Sunny), Ada (Matthias), and eventually Will (Geigor and Rattles). We continue with a reduced party, but don't worry, it will soon be expanded by the party's irresistible urge to collect waifs and strays.
Oh, the "powerful fates which were cut short" thing? It comes up again when the party get their fortunes told, a long time later. I did in fact plan the destinies (and dooms) which hovered over each PC and watch to see how their actions might influence that. It's all stuff from their backstories and personalities - for example, it's probably not hard to guess how an impulsive wizard with a craving for recognition might end up.
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