Project: 12 Days in Greyghast (Sneak Peak at the Plots)

As I discussed in my previous post (click here for that), my two current projects are a little different.  I’ve had my collection of magic items (and I get tickled pink to this day seeing people out there at ENWorld and and GITPG and reddit and etc., etc. etc.) link to them and discuss using them in their games; I’ve had my starting collection of traps to spice-up and weird up your own campaigns (and traps are hard, buddy, let me tell ya’); and I’ve been enjoying the Building a Campaign series by our co-writer, Ben, and the visitations on the real meat of class origin and play-theory by our co-writer, Mike

…but my world for the last month or so has been building awesome table-top gaming rigs with projectors and fleshing out the first module I have (and my play testers have) ever, ever, ever tried to make.

Because the fanbase for our little blog has been wonderful, and the interest has been flattering, I’ve decided to share some of the plots in our module project.  In the coming weeks, we’ll be posting up the maps, org charts, tables (random encounter tables for crimes, for npc’s, etc.), and the more detailed version of the Plot Matrix–but, for now, you can get a sense of the pace of the module by reading through these summaries (and hey, maybe you decide to use some as seeds for your own game plots).

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Project: 12 Days in Greyghast (Intro)

For the last month, I’ve been using my current Eberron game (with my most excellent Eberron players) to flesh out the sandbox for my first written and published module.  Now, I’ve been running D&D for around 12 years properly, and other stuff before that.  I’ve largely disdained module-based gameplay in favor of more open-world feels–but, with the advent of 5th edition and the creative spark from this blog (and our fans and feedback), I’ve taken the plunge to marry the two loves… modules and open space to run a game.

Where that leaves me is our current project: a compendium and set of tracking tools for a party of 1st level adventurers to take on the role of guards in a conventional D&D world.  It isn’t the first time a module has been designed with that in mind either implicitly or explicitly (I can think of a few), but where ours takes a detour is that the entire module is 12 days (in game) of play in one small city.  The entire city moves on it’s own time-table and clock (the DM will be the one with the master tracker that will show what is happening in any given part of the city at any given point in that 12 day stretch).

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