Session 0.   Posted by Psynister.Group: 0
Psynister
 GM, 2 posts
 Dungeon Master
Tue 27 Apr 2021
at 05:54
Session 0
This is where we'll figure out exactly what we want to play, plan your characters, talk about backstories, and so forth.

Preferences from OP: RP, world exploration, combat, dungeon delving, horror, survival
And from SP: RP, world exploration, dungeon delving, combat, survival, horror

So RP and Exploration is king for this game.

This message was last edited by the GM at 18:35, Wed 28 Apr.

Psynister
 GM, 3 posts
 Dungeon Master
Wed 28 Apr 2021
at 02:11
Session 0
Here is a list of the adventures that I have a copy of, and what I know about them. For the ones that I have, but haven't read, I'll take care of the reading before we start, so only take that note to mean I know little about it. There are a few others as well, but they're definitely not what you guys are looking for.

Descent into Avernus (Lv 1-13) - never played it and haven't read it yet, supposedly has interesting vehicle combat? From what I know of the story, you go to hell and disrupt a war between devils and demons in hopes that it doesn't spill over into the material plane.

Curse of Strahd (Lv 1-10) - yeah it's a horror setting, but it's also widely consider both the best adventure and the most RP-heavy. I've played the lower level parts of it, but my groups have always fallen apart before we finished it. I can play down a lot of the horror stuff, so you'd mostly be dealing with horror-themed encounters in a gloomy setting. Probably not a whole lot of exploration going on though.

Dragon of Icespire Peak (Lv 1-6) - it's the new intro adventure and it's pretty decent. It's written pretty loosely, so you have some freedom in what you do. It's set up so that there are 2-4 available quests for your level, you go and do some of them, you level, new quests open up, so on until you get to the right level to go take on the dragon. There are opportunities for RP throughout. Of the first three quests, 2 of them have deadly encounters and one of them is very strongly encouraged to be resolved by RP. Can be combined with LMoP (below) for a better overall story. Stand-alone, there's a young white dragon that has come to the region and you're sent out to warn people, bring them back to the town for safety, search for magical items to help you, and fight off various baddies that were driven toward inhabitants by the dragon's presence, and at the end you go and kill the dragon.

Lost Mines of Phandelver (Lv 1-6) - the original intro adventure, that's pretty good all around. Exploration is maybe a bit light since everything is in one general area, but I can add some to it. Can be combined with CoIP (above) to take advantage of strengths from both while eliminating the weak points (pointless side quests, mostly). Stand-alone, you're dealing with goblins and bandits, rescuing some people, and trying to discover a lost mine that can create magical weapons.

DoIP + LMoP (Lv 1-8'ish) - A lot of minor changes will be made to both adventures to tie the two of them together for a cohesive story instead of two separate things happening in the same location. There are also two or three follow-up mini-adventures to DoIP that can add some more levels.

Ghosts of Saltmarsh - I've started playing it twice, never got more than a few sessions into it before group fell apart. Island and ship themed setting, with surprisingly few things happening on the boat itself. The quests themselves are supposedly rather enjoyable, the main complaints I hear about this one are the final quests don't have a lot to do with the earlier stuff, and people want the ship to matter more. This one is more of a collection of adventures within a setting, so it could give you options for RP and exploration but it could also feel kind of flat since there's not a key storyline taking you from start to end.

Hoard of the Dragon Queen (Lv 1-7) - Dragon cultists are raiding and pillaging cites to gather treasure to give to Tiamatt, the evil goddess of dragons, when they summon her. You're there to stop her. It starts with a lot of combat, then quickly turns into a whole lot of social encounters as you try to convince powerful organizations to side against the cultists with you. Very political/social. It's followed by another adventure, Rise of Tiamatt, where you try to undo the work that has already been done and then face off against Tiamatt herself, or her avatar.

Rise of Tiamatt (Lv 7-15) - continuation of the above adventure. You'll do more of the same, but also face several different dragons as you try to capture the artifacts they need to actually summon the Queen of Dragons.

Rime of the Frost Maiden (Lv 1-11) - haven't played it or read it, but I hear good things.

Princes of the Apocalypse (Lv 1-15) - this one is pretty cool, it's a sandbox so it has some of the exploration elements and a fair amount of RP. As a sandbox, there's a chance that your exploration takes you somewhere that you might get killed. It's full of cultists trying to bring elemental lords into power, and you're there to stop them. I've been playing in a PotA game here for 4 years.

Storm King's Thunder (Lv 1-10) - lots of travel and exploration in this, you'll be going all over the nation in this one. It's the largest adventure out there. The king of giants has gone missing, and all hell breaks loose as the different types of giants struggle to take power.

Tomb of Annihilation (Lv 1-11) - haven't played or read, but it's also a fan favorite and I know people who love it. It's the best adventure for exploration as that's largely the point. There's a death curse that means people who die stay dead and lots of people are inflicted with a curse that will kill them; I would scrap that since it only serves to force you through the adventure as quickly as possible to save as many people as you can, so most players end up missing a lot of the cool stuff the setting has to offer. Without that in place you can explore the whole island.

This message was last edited by the GM at 00:13, Thu 29 Apr.

Full of Roth
 player, 1 post
Wed 28 Apr 2021
at 17:53
Session 0
I'd like to vote for Dragon of Icespire Peak. This scenario actually is causing ideas to form in my head about a character.

Maybe a member of the town guard?
Psynister
 GM, 6 posts
 Dungeon Master
Wed 28 Apr 2021
at 23:59
Session 0
As I've read some more about Descent Into Avernus, I don't think that one really fits well with what we're looking for, so I'll scratch that one off the list.
The Alchemist
 player, 1 post
Thu 29 Apr 2021
at 00:33
Session 0
Howdy, folks. I like the idea of Ice Spire, maybe merge some cultists into it to make a bit more combat ready. Cheers.
The Princess
 player, 1 post
Thu 29 Apr 2021
at 15:45
Session 0
I think a lot of those should cool. Maybe we can do the Lost Mines/Icespire Peak combo, since other seem to want to play Icespire.
The Con Artist
 player, 1 post
Thu 29 Apr 2021
at 21:10
Session 0
Most of those sound good, but I would jump on the consensus of Icespire.
Psynister
 GM, 8 posts
 Dungeon Master
Fri 30 Apr 2021
at 03:43
Session 0
Alright, it looks like we're going to be doing the starter adventures.

I'm running that one in my live game on Wednesdays, so I'm already pretty familiar with it.

Now that we've got the setting down, lets start talking character ideas.



You're going to start already in a party, mid-job, so keep that in mind. Introductions will have already happened when we start. The setting is going to be a small town and various landmarks around it, including a fair amount of forest, and some hills, mountains, and plains. Water will play a very small role in one side quest, if you choose to do it.