The Navah Campaigns

I haven’t been posting much recently, because I’ve been busy with a new job and with running two campaigns in Navah. Both campaigns are going well.

In the morning session, the party is more cerebral. Their best fighter is a swashbuckler and more of a second-story man than a bladesman. They also have an archer (a hunter of rare feathers) and a classic thief, as well as a spiritologist (a recent addition after their tank moved to the afternoon game). They’ve been running the longest of the two groups. They began with a murder investigation, followed by a raid on a drug lord’s mansion, a desultory investigation of an abandoned house (which ended with them running for their lives). After killing five guardsmen (they deserved it richly), the group left the capitol to seek a bounty of an evil magician far to the north. They were woefully undergunned for the assignment, so they picked up two mercenaries, who had the common decency of dying at the appropriate moment (taking one for the team) and thus negating the need for further compensation once the mission was complete. Most recently they came close to a total party kill (TPK), which was, admittedly, my fault. I underestimated the power of a particular foe, which led to the death of one of the mercs and a panicked flight for the rest of the party, leading to a inopportune meeting with another key foe. It was close. The bladesman lost the use of his arm, the thief was possessed, and the mage was having no luck. Just before he was pureed, the archer shot at the second foe, dropping his chance to hit by one point. If this didn’t land, the party was dead, and I was to blame, so I was very happy to see a critical hit come up on roll20. I was even happier that he had spent that one point aiming, because he missed the vital target by one point. The arrow then dashed into the foe’s already wounded abdomen, along with a lucky hit by Norman the Dagger (an actual dagger, possessed by an air elemental). The foe succumbed and the bladesman quickly delivered the coup de grace. Whew! I was probably more relieved than they were!

In the afternoon session, they tend to be more impulsive. They have three good fighters, a mage with spirits and sorcery (healing), and a noble lady with sticky fingers. Nevertheless, it took everything they had to survive the Temple of the Frog. The maps came from the famous module of the same name, one that my brother ran for us back in 1979. Of course, this was the first time I read the adventure and I was astonished to find that like other adventures in Blackmoor, it was tech heavy, something that didn’t work for Frogfolk in Faerie. So I used the maps but changed the adventure utterly, and all went pretty well. In the end they were successful but badly wounded. The squire was dead, the tank was unconscious, another fighter was missing an arm (since regrown), and the last dragged on a travois through the swamp. Things looked grim. They survived, trained for a year, and then left on a sea voyage to Tiros in search of buried treasure, thanks to a journal found by the mage in a curio shop. And that’s where they are now.

So, lots has been going on, including multiple rewrites of the player’s handbook and combat rules, plus the addition of a lot of rules about magic items. The good news is that the game system is looking pretty solid and almost ready for publication. All I need now is an artist collaborator or two. If you know anybody interested in that sort of work, please have them add a comment here or send me an email linking to a portfolio.

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About lostdelights

An old gamer flying his freak flag, I've been playing table-top role-playing games since 1978. I've been building my own system (Journeyman) since 1981.
This entry was posted in Journeyman, Navah Campaign, Navah Game Summaries, Thoughts. Bookmark the permalink.

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