Rafael wrote:
Or, of course, this is the end, and we all see each other again when we're marching with the other zombies against Falkovnia.
HHAHAHAHAHAHHA...I wrote this just the other night:
Proposed new campaign:
The Dead Line
Quick description
The PCs are a squad of Falkovnian soldiers and specialists assigned to a small fortified camp on the Darkonese border. Their duties to guard the camp, patrol the wilderness, and mete our frontier justice. They must deal not only with Azalin’s undead minions, but also with spies, smugglers, and bandits. Life by the Dead Line isn’t easy or safe…but pay and chow are regular, and opportunities for promotion come as often as the next officer’s funeral.
Character generation guidelines and other info
Alignment and personality traits:
The question is: “can my PC work as part of a team?” If the answer is “no”; please come up with something that fits. I will take a close look at any chaotic or evil PCs. If I think the PC will screw over the party, I will disallow him. Remember, most Falkovnians are not evil. Yes, that even includes Drakov’s soldiers, although there are indeed plenty of bullies and thugs in the army.
Race and homeland:
Humans are recommended.
All PCs are should be assumed to be Falkovnian natives, unless there is a good reason for one of them to be from someplace else.
Nonhuman PCs are playable, but must be slaves owned by either an NPC or another PC.
Leadership and rank:
There will be an officer as the party’s leader. This job will be decided before play, by a vote of all the players with the DM as tie breaker. Only those who put their names forward will be on the list for these leadership roles. The runner up will play the squad’s sergeant. Of course, only human males will be allowed to take these positions.
Disobeying the leader or the sergeant may lead to punishment. Of course, abusing the men may lead to a leader having a ‘’tragic accident’’ out in the field.
Classes:
Fighters fit in quite well, of course. Rogues and rangers will be scouts. Rangers should consider taking undead as a special enemy. Clerics will probably be Halan witches, conscripted as medics and undead destroyers. One option for a barbarian is a feral demi human slave, kept as a sort of mascot. Wizards and sorcerers are rare in Falkovnia, but a magic-user might show up as a specialist assigned to the camp.
A bard could make a fine officer, given his charisma and ability to inspire courage, along with his broad education. A paladin probably would not fit. A druid would be an odd fit, but not impossible. His powers would be useful in the wilderness.
Skills; all PCs must place one rank in profession- solider, unless the DM rules otherwise. The Lt and the sergeant must have at least two ranks each in this skill. Taking 5 or more ranks will give synergy bonus for certain tasks.
Stats- 28 Point buy or accept the DM’s hidden roll ( Please don’t think I’ll hesitate to hand out feeble cannon fodder if that’s what I roll. )
Starting level: 2 for most PCs, but 3 for the LT and the SGT. Rank hath its privileges.
Starting wealth: Numbers TBA. All PCs will have certain basic kit. Cost of this kit will be deducted from starting wealth.
A note on choices, consequences, and freedom:
The PCs are free to do what they like- but they should remember that choices have consequences. Desert and you may be caught by your fellow soldiers and executed for your crime… or perhaps you will be converted into an undead monster by the Darkonese necromancers. You might even make it out alive. Some few do. Of course, if you are loyal and honest soldiers, you will remain and do your duty, protecting your people against the horrors of the night. It’s a harder path than the coward’s road of desertion, though, and no less dangerous. In your dealings with people of the border, you may live up to the brutal stereotype of Falkovnian soldiers, or you may seek a better way.