Adventuring Groups.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 79 posts
 Rule Number One:
 The DM is always right.
Tue 28 Apr 2015
at 13:54
Adventuring Groups
I decided to make this its own thread, since I fully intend to see this campaign out to its finish and tracking each scene individually would take up too much room in the general information thread.

This is where I will track which characters and in which groups, and which groups are in which scenes.  After a scene is concluded, I will also track what rewards were earned at the end of the scene.
Dungeon Master
 GM, 80 posts
 Rule Number One:
 The DM is always right.
Tue 28 Apr 2015
at 13:55
Re: Adventuring Groups
The adventure begins when the small town of Greenest is attacked by raiders.  The current season is late spring.  The days are warming, and the winds and rains are becoming less frequent.  When our scenes open, the evening is still warm, but turning cool as night comes on.  There is no wind to speak of.  The sky is clear.

Group A [Seek the Keep] starts on the outskirts of town.  You've been traveling together.  It may only be for the sake of safety of the road, or you could have formed a mutual friendship.  You're all close enough together to be witness to the event this evening and can lend each other support.

  Ekemon Anakis.  Tiefling Bard.
  Rentiki.  Human Cleric.
  Julian Coble.  Human Wizard.
  Razili.  Tiefling Sorcerer.
  Arkros.  Tiefling Sorcerer.

REWARDS: 

Group B [Sanctuary] starts in the town's temple to Chauntea.  Whether you're a local to Greenest, or just passing through, you've decided to stop and visit the temple this evening.  Though it is formally dedicated to Chauntea, any who wish to find some peace and good cheer are welcome here.  Visitors are welcome to offer devotions to their own gods, as long as they remain respectful to the establishment.  This is also an ideal place to start if you are searching for any one.  The clerics are more than willing to share the records they keep here.

  Mitna Yemon.  Elf Monk.
  Corben Lightblade.  Half-Elf Paladin.
  Rugadh Faoi.  Elf Bard.
  Vander Hicklooper.  Halfling Rogue.
  Sylfir.  Half-Elf Bard.
  Keyleth Meliamne.  Elf Druid.

REWARDS: 

Group C [Defenders] starts in the town's keep.  If you're native to Greenest, or if you're a recent arrival and were planning to stay in Greenest overnight or longer, you can start in the keep this evening.  Locals, professionals, anyone who may have business with the town's governor could also start here.

  Deimos.  Human Fighter.
  Findecano Delaniel.  Elf Wizard.
  Sam Kell. Human Ranger.
  Eremon.  Human Barbarian.
  Amon Thawne.  Human Paladin.
  Chan Naxan.  Human Monk.

REWARDS:

This message was last edited by the GM at 21:53, Wed 06 May 2015.

Dungeon Master
 GM, 225 posts
 Rule Number One:
 The DM is always right.
Fri 19 Jun 2015
at 13:42
Re: Adventuring Groups
Second round of scenes in episode 1.

[Prisoners] starts in the hallway outside the antechamber to the prisoner cells.

Rugadh
Razili
Arkros
Chan

[Dragon Attack] starts on the ramparts of the keep.

Sam
Vander
Julian
Rugadh
Razili
Arkros

[The Sally Port] starts in the courtyard of the keep.

Corben
Deimos
Amon
Rentiki
Chan

This message was last edited by the GM at 19:12, Sun 09 Aug 2015.

Dungeon Master
 GM, 414 posts
 Rule Number One:
 The DM is always right.
Sun 9 Aug 2015
at 19:19
Re: Adventuring Groups
Third round of scenes, beginning episode two.  (Following raiders back to their camp.)

Scouting group:
Sam (nominal leader)
Chan
Deimos
Rugadh
Julian (DM call, since he is an excellent observer)

Balanced group:
Corben (nominal leader)
Rentiki
Razili
Amon
Arkros
Vander
Dungeon Master
 GM, 461 posts
 Rule Number One:
 The DM is always right.
Wed 30 Sep 2015
at 14:12
Re: Adventuring Groups
Groups for attacking the rear guard (episode two, following the raiders back to their camp)

Right side
Julian (prepped to cast sleep after enemies are injured.)
Sam
Amon NPC (melee tank)
Rentiki NPC (ranged/healing support)

Left side
Vander (sniping from hiding)
Rugadh (sleep or thunderwave)
Arkros (magic missile the acolyte)
Corben NPC (melee tank/healing support)

Front trail
Chan (frontal assault)

Back trial
Deimos NPC (Stop runners, support either side as needed)

This message was last edited by the GM at 17:08, Fri 02 Oct 2015.

Dungeon Master
 GM, 491 posts
 Rule Number One:
 The DM is always right.
Tue 3 Nov 2015
at 03:42
Re: Adventuring Groups
Plans for exploring the raiders' main camp.

Groups:

Vander (no disguise)
Julian (disguised in cultist garb)
Rugadh (disguised in cultist garb)
Amon
Chan (disguised in mercenary garb)
Arkros (disguised in cultist garb)
Sam
NPCs (Deimos, Renitki, Corben)

Areas to explore:

Level 1 (kobold tents)
West guard tower at main camp entrance

Level 2 (human raider tents)
 
Area 1 (prisoners' tents)
 Area 2 (large, guarded tent)
 East guard tower at rear of main camp

Level 3 (high ridge that surrounds the camp)

This message was last edited by the GM at 15:50, Thu 05 Nov 2015.