Friday, November 19, 2010

Okay, We Set our Campaign...

...and decided we'd be doing the Goblin Wars idea.

The players decided they liked the idea, we rolled up some characters, and we discussed some ideas for the direction of the campaign. Since it will be two weeks before we meet again (we're taking next Thursday off for the Thanksgiving holiday) that gives me a little time to put together an adventure or two for the players.

I'll write more about this later, and introduce the characters as well. No random headgear this time...though I did add helmets to the equipment menu. Remember there's no "plate mail" in this particular campaign? Helmets help make up the difference a bit:

Helmet, cost 15gp, AC (-1)

Wearing a helmet makes it impossible to hear quiet noises through doors.

There are no class restrictions on wearing a helm, so even the magic-user has one, which I think is very cool.
: )


  1. I'm curious: would you include the "bind wounds" rule from Campaign option 3? Or was that strictly to counter the lack of clerics?

  2. @ IG: That was simply to counter the lack of clerics. I'll have to think about whether or not it's appropriate for this game.

  3. I just went back and looked at the binding wounds rule. And if I were going to use it I wouldn't let them bind their own wounds. I require them to have someone else do it.

    Or make it:
    Bind own wounds 1d3 points back
    Get assistance 1d6.

    But that's just me.

  4. Since I love the Goblin Wars setting, I'm looking forward to hearing some AP in it.

  5. Great minds think alike and so do we. I've been thinking about using the exact same helmet rule for my new no-plate setting.