Bringing Out Your Dead

Building.....

So, most of the main characters are now listed (with bios full of completely superfluous info).

I will now be moving on to cultural, economic, and societal concerns, i.e.: flesh out some towns where general mayhem can occur.

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Warp 1......Engage......

Been listening to a lot of the D&D Podcast from wizards.com lately – and it’s a surprisingly useful resource for ideas. The episode titled “Dungeons” (in which devs relate anecdotes of favorite/best/worst dungeon uses & encounters) was particularly helpful.

I’m shooting for Bringing Out Your Dead to be a fairly straight-forward campaign (no crazy spaceships, firearms, excessive anachronisms, etc.), but with a little twist or “hook” attached to each location and encounter. I want everything to feel familiar – in that classic D&D-flavored way – but with a hint of strangeness, absurdity, or horror attached: “normal” enough to have the PCs feel comfortable and capable, and “odd” enough that they aren’t always on truly stable footing.

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Onto the specifics....

The entire story arc is done – at least in my head.

Missions #1-3 should be all written out (the specifics of each encounter/mobs/NPCs/etc.) within the week.

It’s been a little tricky for each encounter to have that interesting “hook” (especially in the lower levels, when the PCs can’t exactly face a sizable marauding horde), but I have some surprises setup for when they move out into the world.

Two words: GIANT TONGUE.

I think I’m easily on-track (if not a little ahead of schedule) to get it all knocked out by the time play starts in May.

Now to design minis for some of these weirdos.

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