The Road from Granary: The inaugural adventure in an ongoing campaign
You've traveled to the town of Granary, the largest agricultural center of trade in the area. To you, an adventurer in search of action, Granary is the nearest outpost of civilization. In addition to being the focus of trade, it is a prosperous town, full of opportunities to make money.
Upon your arrival, it doesn’t take long to find official notices tacked up everywhere around town:
Per Order of the Granary Council of Seven
There have been recent disturbances to our merchant caravans, confirmed to be DROW.
The Council is registering mercenaries to find the Drow base.
Payments as follows:
500 Gold…..For location of the Drow base
500 Gold…..Per head of Drow brought back
1000 Gold…Per Drow brought back alive
(Maximum 2500 Gold)
Apply to The Council at The Town Hall, Sunday at Noon.
This game is based on AD&D, First Edition.
About how the game will be run:
I’m relatively new to MW, playing in a few games. This is my first GM campaign here.
My goal is to run a fun, compelling, long term game with dedicated players. I’m more interested in good gameplay than I am with dice rolling. I like games that are gritty, dangerous, nebulous, and challenging. I like players to be uncomfortable most of the time, to be off balance, to have to think for themselves, to take nothing for granted, and to understand that there are sinister forces much more powerful than them.
I like to keep things moving. Part of that is my responsibility to run a game that you want to read and post often. Part of that is your responsibility to post on schedule, and not let the party lag. I’ll try hard through public and private posts to keep the game moving at a good pace.
I dole out XP in proportion to how well you play the game.
I like to have a common narrative thread, but also use extensive private messaging. Different players may have different goals, different knowledge, and discover things at different rates. I will manage all that for you individually, and it’s up to you to decide what to share with the group as a whole.
I spend a lot of time developing plans for NPCs and monsters, and I will play them to the utmost. This means that it’s a very dangerous world out there. You WILL encounter things that can easily kill you, and wipe out the entire party. If you are faced with a vastly superior foe, I expect you to have the common sense to run for your life. If you choose to attack, I won’t try to spare you. It should be fairly obvious when you are outclassed.
When it comes to dice rolling, I’ll have you make your attack rolls, and saving throws. I’ll roll pretty much everything else, and I won’t share what my rolls are. I think it gives away too much information for players to see when dice are being rolled, and what results those numbers give.
I won’t tolerate “rules lawyering”. The AD&D rules are the guidelines that I’ll use for this game, but I reserve the right to change the rules at any time. By signing up for this game, you have to trust that I’ll run the game fairly.
I don't like “railroading” as a GM. This adventure has a fairly limited scope, because it’s my first game here, and I want to keep it simple, but there are still a great deal of possibilities for what will happen. It’s entirely up to you. I have an idea how things might flow, but I’ll let you take it in whatever direction you want.
Just like in real life, I try to put in many shades of gray in terms of what success looks like.
Failure would be death for you, or the entire party, which is a definite possibility if you're not careful enough.
Requesting: 5-6 Level One characters, there will be 1-2 NPCs as well
Game System: AD&D only, plus a few house rules
Races allowed: Human, Dwarf, Elf, Half-Elf, Gnome, Halfling
Classes allowed: Fighter, Ranger, Paladin, Magic-User, Cleric, Druid, Thief
6x4d6, put stats wherever you want
I will find ways to reward players with higher CHA, so it’s not just a throwaway stat
Max HP at level 1
I don’t use formal alignments, but no evil characters
Magic –users don’t have to memorize specific spells the night before, they can use any spell they know, up to the usual limit per day.