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Subject: Ongoing campaigns

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Thoth, Gatherer of Knowledge
MerricB
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Australia

03/05/2006 11:12 PM  
Well, last weekend I ran session 14 of the Age of Worms game (we've just started "The Champion's Belt"). Unusually, there was only one combat - a big one, admittedly - but most of the session was roleplaying or - more commonly - the players planning stuff.

Best moment was in the big arena duel, four warbands facing off against each other... Arcane Auriga, Badland's Revenge, Sapphire Squad and the Diamond Lakers. Guess which one was the PCs?

Oh, and the PC's warband: A druid and his animal companion. Well, that's what it looked like. Everyone else was invisible, but Craig was just looking vulnerable.

14 sessions, and the six PCs are all 8th level.

###

We also played the 7th session of my Ulek campaign. I've been running the PCs through "Sons of Gruumsh" for the past two and a bit sessions. I like the adventure, and the players are definitely having fun with it - but, be warned - it's quite difficult.

After 7 sessions, the six PCs are all 4th level. (A session is about 4 hours). There have been 3 PC deaths so far (two raised); Daniel lost his Totemist for the second time last session - he won't be raised for some time, I think.

Cheers!

Merric Blackman

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03/06/2006 5:58 AM  
I'm on session #126 of my long-term Forgotten Realms campaign, The Rebirth. Here are the player characters:


  • NG Human Cleric/ Divine Disciple/ Divine Agent* of Selûne, 17th level; party leader

  • LN Human Fighter/ Devoted Defender/ Cleric/ Divine Champion* of Helm, 17th level

  • N(E) Human Enchanter/ Mentalist*, 16th level

  • CG Half-Elf Bard/ Seeker of the Song, 16th level

  • LG Human Ranger/ Fighter/ Kensai/ Purple Dragon Knight*, 16th level

  • CN Strongheart Halfling Rogue/ Assassin/ Unseen Adept*, 16th level



* = custom or cutomized prestige class

The party is currently at the Well of Dragons, an extinguished volcano that serves as a (secret) dragon graveyard and the location of a future Cult of the Dragon headquarters. The party rogue wants to settle a vendetta against the Cult (they murdered his wife and children and burned his home after learning he was a Harper spy).

Last session, they managed to sneak up to the "front gate" of the volcano, avoiding hordes of undead guardians. Actually, the rogue did the sneaking, and the rest of the party was animal shaped into mice and hidden within the rogue's cloak. At the front gate, the rogue disabled the guards silently, and then the enchanter attracted attention when he flew up to use telekinesis to drag one of the unconscious guards to them for questioning. They got attacked by three Cult mages riding on juvenile blue dragons. After that battle was over, we ended the session with the sight of numerous undead approaching the party from behind, attracted by the battle. The front gate has a forbiddance effect on it, and I think the party is going to use antimagic field to get through (since the guard they intended to question got accidentally fried by a blue dragon's breath).

As a side note, Merric's character progression seems way too fast for my taste. Presuming the MoI characters started at 1st and are at 4th in 7 sessions, with 3 character deaths, that's something like 1.5 4-hour sessions per level. After 2nd level, I prefer to have at least 4 sessions between leveling so that the players can get accustomed to their characters' newly gained abilities. At higher levels, this increases dramatically (it takes about 8-10 sessions to level up at this point).

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kestrel.ca
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03/06/2006 3:28 PM  
A couple of months ago, I ran my players through Sons of Gruumsh. I'm not sure how they figured it was appropriate for 4th level characters. Some of the encounters are EL10 or higher, and with a built-in time restriction (rescue captives before sacrifice) there's precious little time to regroup and heal. We had 5 or 6 PCs at an average level of 5 or 6, and they had a tough time of it. Granted, none of the players are highly skilled or experienced, but even with an supposedly "overpowered" party, there were definitely some tense moments.

Last session, they started Hellspike Prison and are quite enjoying it. Although they have had tough time of that one too (3 Chain devils with Dancing chains = 18 chains flying around slicing through PCs is a little scary). But the maps and monsters are a nice change of pace from our usual adventures.


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Thoth, Gatherer of Knowledge
MerricB
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03/06/2006 7:13 PM  
Just a note: we play 1/fortnight. The advancement may seem quick in terms of hours played, but it isn't in terms of when the players get to play.

Cheers!

Merric Blackman
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03/06/2006 7:27 PM  
quote:
Originally posted by MerricB

Just a note: we play 1/fortnight. The advancement may seem quick in terms of hours played, but it isn't in terms of when the players get to play.

Cheers!



I was wondering about that. Made me sweat there for a second... We're going on to session 11 here, and most of the characters are level 5 & 6. I thought it was pretty fast, but then I realized I have some VERY savvy gamers, and we play for almost 8 hours in a session. That's a bunch. Things have evened out nicely with time though, and I'm feeling better about advancement now.

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IanB
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03/06/2006 9:33 PM  
Typically our weekend sessions are about 6 hours, and even in the late game it is rare for a character to take 3 sessions to level.

We may be more combat heavy than some groups, though.

My weeknight Eberron game has hit level 7-8 by the end of the 3 and a half module Eberron published series, and that's about 12 sessions at most I think. Those are typically 3.5 to 4 hour sessions.

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