Have been hankering towards running a runequest game and been looking at some scenarios I have for the d20 system.
Now the idea is that the players start off as regular folk who come together in the aftermath of an attack on a waystation that has left a number of people being kidnapped by the raiders who are led by a fearsome Troll (the d20 verison was an Ogre) and a pack of Trollkin who have been extorting supplies from various waystations between the city and the lumber settlements.
The original pre-gens for the adventure I've been adapting and wanted to double check since I have tried to persuade the people I play with to generate their own but they'd rather have a pre-gen to test the waters so to speak.
These characters are;
Bowen a barbarian woodsman,
Bec a peasant militiaman,
Sir Casimir a noble born Knight,
Anya a townswoman Wizard,
Newt a townsman Alchemist and
Mischa a Barbarian Witch
Now I was planning on them trailing the bandits only to find themselves having to fight a small number of them as they attacked another group one of whom had crossed paths with their Troll leader and knows where his lair is.
This would lead them to the bandits' lair and eventually the discovery that the troll is under the control of a sorceror using the extorted supplies to finish summoning and binding a demon.
Ultimately the party learns the sorceror has already released a legendary pestilence into the waters that run under his secret chambers which will infect and kill a lot of the locals unless they can find an antidote.
This leads them to the first part of the campaign I was thinking through.
Any tips or advise on what I've mentioned?
The group I play with has a player who runs a glorantha game using an earlier edition of runequest but I've been interested in trying some different since I used to predominantly run d20 and one player really doesn't like the system.
Now the idea is that the players start off as regular folk who come together in the aftermath of an attack on a waystation that has left a number of people being kidnapped by the raiders who are led by a fearsome Troll (the d20 verison was an Ogre) and a pack of Trollkin who have been extorting supplies from various waystations between the city and the lumber settlements.
The original pre-gens for the adventure I've been adapting and wanted to double check since I have tried to persuade the people I play with to generate their own but they'd rather have a pre-gen to test the waters so to speak.
These characters are;
Bowen a barbarian woodsman,
Bec a peasant militiaman,
Sir Casimir a noble born Knight,
Anya a townswoman Wizard,
Newt a townsman Alchemist and
Mischa a Barbarian Witch
Now I was planning on them trailing the bandits only to find themselves having to fight a small number of them as they attacked another group one of whom had crossed paths with their Troll leader and knows where his lair is.
This would lead them to the bandits' lair and eventually the discovery that the troll is under the control of a sorceror using the extorted supplies to finish summoning and binding a demon.
Ultimately the party learns the sorceror has already released a legendary pestilence into the waters that run under his secret chambers which will infect and kill a lot of the locals unless they can find an antidote.
This leads them to the first part of the campaign I was thinking through.
Any tips or advise on what I've mentioned?
The group I play with has a player who runs a glorantha game using an earlier edition of runequest but I've been interested in trying some different since I used to predominantly run d20 and one player really doesn't like the system.