Campaign: The Foes
The bandits were our quarry. They were pretty secure in the inner keep,
and there were plenty of them. Business had been good. And David had set
up a recruiting system among the thieves -- so whenever we scuttled off
to Sumberton to lick our wounds (an all-too-frequent occurrence), the
bandit numbers grew.
Dave Gross dropped out of the game, it was really very natural (for the
world dynamic David had in his mind) that the bandits might accept Hamelin
as a new member. Hamelin had to work his way up in the bandit hierarchy,
but apparently he was up to the task -- because before it was over, we
were fighting Hamelin as the leader of the bandits. Fik was given a similar
opportunity when James missed a session, but James roleplayed a daring
Also vying for the keep, but contained mostly in the outer wall and towers,
were several dozen goblins. Early on, we planned to take one tower at
a time, slowly cleaning out the goblins and working our way toward the
inner keep. But whenever wed get into the fray, more goblins would
join the battle. We were always out-numbered and often had to retreat.
Eventually we did enough damage to the goblins to rout them into the forest.
Were pretty sure the vampire unicorn finished them off.
Lurked Beneath: Unbeknownst to both the bandits and goblins, a third
group resided at the keep. We found trap doors in the outer towers leading
underground. The doors were sealed with a very complicated locking system
(which we appreciated -- otherwise, the bandits or goblins already would
have used the tunnels against us). We had hoped to gain entry to the main
keep through the tunnels. We eventually did, but we spent many adventures
under there, maneuvering through rooms full of traps, fighting undead
and a powerful necromancer, and discovering an enormous undead army in
what looked like stasis. We left that behind when we found the trapdoor
leading into the main keep (another plot point left unresolved).
diverse elements created more directions than the group could follow.
But thats why this campaign was so fun. The players could explore
in whatever direction they wanted, without being herded along a linear
plot, as some are forced to do. We all knew we could return there whenever
we wanted and there would be plenty to do.