Post by robomummy on Dec 4, 2012 2:33:29 GMT
so I am in the process of writing a campaign of Only War (the imperial guard roleplaying game from fantasy flight). In my campaign you play as a member of the Tanith First and only on Hagia (the shrine world where saint Sabbat was born on).
I have posted part 1 of 3 of my campaign here for anyone who has the beta, will be playing the game when it comes out, or just want something different to read.
the normal type font is the GM's guide and campaign and the italicized font is specific passages that the GM can read in order to describe the scene better.
Feedback is appreciated.
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The Ghosts: part 1
Characters start off as part of the convoy travelling down the Tembarong Road. The convoy consists of over a thousand Tanith and Verghast troops marching alongside a company of Chimeras rolling slowly down the highway.
You march down the dusty Tembarong Road that connects the town of Tembarong to the capitol city of Holy Doctrinopolis; birthplace of Saint Sabbat. You have been on Hagia for a week already facing heavy resistance against the rebel troops known as the “Infardi”. Holy Doctrinopolis is under the control of the Infardi and it is the Tanith 1st’s job to change it.
Your squad has been put on patrol duty along with several other squads to search the mountainous areas ahead of the column in an attempt to detect enemy troop movement and scout potential ambush points.
You will be sent out a couple days ahead of the convoy to check for enemy activity and guard the left flank of the Convoy.
Players begin by supplying with the stopped convoy as it approaches the Mountains to be supplied with the gear they will need for the mission. Players may take this opportunity to get non-standard gear through the Logistics rating. Players must also designate one member of the squad as the Vox operator. It is the Vox Operator’s job to call in the positions of large enemy activity and alert the rest of the convoy.
When the players are ready to begin they will set off into the mountains with their patrol.
Infardi Patrol:
Players about half way up the mountains players must make a Stealth (Ag) check. If they fail the three waiting Infardi are alerted to their presence and attack. If the players pass the check they are hidden from the Infardi and may ambush them or pass them by.
Infardi man an Autocannon in a fixed location pointed at the road and cannot be used on the players, however the Infardi are armed with autoguns. There is scant cover behind some rocks if the players choose to use it.
About half way up the slope you see three Infardi troops man an Autocannon pointed down at the road. They are partially hidden by the rocks and are sitting on boxes of ammo talking to each other in the local dialect (Hagian). Around them is some evidence that they have been there a long time including a box of ration bars and several sleeping bags painted to blend in with the rocks.
A couple large rocks lay between you and the Infardi, the remnants of a rockslide, providing a small amount of cover.
If the players decide to search the camp they find a Canteen, 2 days of Combat rations, and x3 poor craftsmanship autoguns. The Infardi also had one AT mine.
Players now set off up the slope, there are two paths to take. One leads further up the mountain to an old shrine of Saint Sabbat. All players gain 1 faith point.
The path takes you up the mountain a couple hundred feet and stops suddenly at the edge of a cliff. Before the cliff is a shrine to Saint Sabbat with the war torn city of Doctrinopolis in the distance beyond the mountains. The highway cuts through a gap in the mountains below you, stretching for several hundred feet before suddenly turning behind the mountains before you.
The second path leads further laterally across the mountain before sharply turning to the left around the base of a cliff. If the players didn’t go up the first path they may make a perception check to see something at the top of cliff.
When players get to where the path curves around the base of the cliff the players must make a perception check. If they pass they have time to try to hide before two Infardi troops walk down the path. The two Infardi troops have poor craftsmanship autoguns.
The Camp:
The players have now been walking for several hours and are tired, it is now night which will confer a Stealth (+20) if they choose to hide for any reason.
The players come to a steep slope looking down on part of the chain of mountains where they see a large Infardi force camped in a valley below.
You come to a ledge overlooking a small valley about 300 feet below you. You see dim lights coming from the valley and see the outlines of several tents. Shadowy figures move around the tents. It looks to be a sizable force of troops ahead.
The path you have been following leads further to the left where the cliff gradually becomes a slope and leads down into the valley to the camp.
Players may at this point to Vox the convoy to warn them or choose to get closer and investigate. If the players choose to get closer they find it is a camp of refugees fleeing Doctrinopolis after it is taken over by the Infardi. The players are treated as saviors by the desperate people. After speaking with the man the players skip to the next section of the campaign.
When questioning the locals read the passage below.
A man walks up to you praising the emperor for their luck at running into guardsmen. He tells you that they have fled Doctrinopolis a month ago after it was taken over. They have been moving slowly through the mountains and are constantly attacked by the rebel troops. “You must help, we have little food and water. We are weak and sick, the rebels have been attacking us for weeks. Help us, please.”
If the players call the camp in on the Vox without first investigating it, an artillery strike gets called in on the camp and the camp is destroyed.
Players have a few minutes to find cover before the bombardment; no shells actually hit the players, but make them find cover to add to a sense of danger.
When the players go down to investigate they find it is a camp of locals fleeing Doctrinopolis.
The Vox crackles to life after you send your message. “Confirmed, we have scheduled the coordinates for bombardment. Find what cover you can, bombardment begins in T-5 Minutes.”
After grabbing whatever cover you can you hear the sound of shells whistling through the air before plunging down onto the camp. You can hear screams over the explosions. The flash of explosions turns the night into day for a few moments before the bombardment stops completely.
You wait a few minutes until you can be sure it is clear before creeping out of cover.
What you can see of the camp is utterly destroyed. Broken tents burn lighting the scene of the bombardment.
Players roll a perception check with no modifiers due to darkness.If passed read the following passage:
As you descend the slope to your left you realize something is wrong. Upon closer inspection you find that none of the bodies have any weapons and, in fact, you can see broken imperial devotion icons among some of the rubble.
Out of the smoke a man stumbles toward you obviously in shock from the bombardment. Immediately you train your lasguns on him.
Players question him and he reveals that this was a camp of refugees fleeing the city. He then falls to the ground; any medic may take a check of -30 to try to heal him.
If he is healed he refuses to go with the players for fear of the rebels that have been following the refugees.
The far edge of the camp leads out onto a road heading back away from the camp. The road winds through a patch of forest; over the trees looms another mountain, even taller than the one you just came from. On the other side of that mountain is the rally point to link up with the convoy and report your findings.
The Infardi Convoy:
You have been walking for an hour since you left the camp. You follow the road making sure that you keep to the trees on the side to avoid enemy activity on the road
The players have been walking through the forest for about an hour now. There are faint noises ahead that sound like metal grinding on metal.
Players make a perception check at +10 in order to hear the enemy convoy coming.
If the players pass the perception check they gain a +20 to all stealth rolls when hiding from the vehicles.
As you creep through the forest on either side of the forest you a faint noise like metal grinding on metal. You pause to listen and realize the noises are getting closer.
On either side of the road there is plenty of cover from the trees. Players can choose to conceal themselves in the forest and wait for the convoy to pass by.
If players have the AT mine from the Infardi camp they may take a minute to plant it in the road before the vehicles get within eyesight. If players choose to do this follow the 1st passage however replace the 3rd paragraph with the AT mine exploding.
The convoy consists of three chimeras and ten Infardi troops. The chimeras are armed with multi-lasers and the Infardi troops are armed with autoguns.
The players must make a stealth check for three consecutive rounds or risk discovery. If a player fails two of these they are spotted by the Infardi troops who open fire into the trees.
If the players pass the stealth check read this passage:
As the sounds get closer you lay down behind some trees and throw your Camo cloak over yourself. You look around see the rest of the squad doing the same thing.
After what seems like forever the source of the noise comes into view down the road. Three Infardi Chimeras roll down the road slowly accompanied by a number of soldiers. They walk slowly down the road scanning the surrounding forest for any sign of danger.
You hold your breath as they pass by training your lasgun on them
the whole time.
If a player gets spotted they are attacked by the Infardi read this passage:
As the sounds get closer you lay down behind some trees and throw your Camo cloak over yourself. You look around see the rest of the squad doing the same thing.
After what seems like forever the source of the noise comes into view down the road. Three Infardi Chimeras roll down the road slowly accompanied by a number of soldiers. They walk slowly down the road scanning the surrounding forest for any sign of danger. As they get closer to your hiding spot one of them looks in your direction and signals the convoy to stop. He says something in the local dialect. You curse as you realize that your Camo cloak briefly slipped.
The vehicles stop and the soldiers fan out to search the trees.
If the player is discovered they must make a last stealth check. If they pass the Infardi don’t see anything, if they fail the Infardi open fire on the players.
Night Watch:
After the Infardi convoy the players travel until they reach the mountain where the road curves off around the side of the mountain. There is a small path that leads up the mountain that splits off the road. The players decide to set up camp for the night in the cover of some fallen rocks. Players decide on a watch schedule.
Players rest for six hours if undisturbed.
While players are sleeping keep track of who is keeping watch and when, after four hours there is are two Infardi scouts that pass nearby. Player on watch rolls a perception (-10) and stealth (+20) check. If both are passed the player sees the patrol coming and warns the group. They hide until the patrol passes.
If the player fails either the Infardi find the Tanith camp and attack. The Infardi are carrying Mk3 Lasguns and 2 charge packs each.
When the players wake up after the rest it is dawn and they pack up and set off on the path that leads up mountain.
The Bridge:
As the players travel they eventually reach a crevasse in the mountain. The bottom of the crevasse stretched down about a hundred feet to a river that flows between the cliffs. A simple wooden bridge stretches across this crevasse.
The crevasse is a hundred feet deep and twenty feet wide.
As you look down the crevasse you can see a stream far below running lazily through the gap in the cliffs.
There is no way around in sight but an old wooden bridge stretches across the crevasse.
Players must take an acrobatics (-10) check to make it across the bridge. If a player fails to make it over the bridge they fall in and die.
Reunion:
After crossing the bridge the players are on the other side of the mountain and can see the Tembarong road at the base of the mountain ahead. On the road is the Tanith convoy stopped at the base of the mountain. They are under attack from a point further down the mountain.
You look down the slope beyond the bridge to see the line of vehicles belonging to the Tanith 1st.
As you look closely you see the flash of lasfire and realize the convoy is under attack.
The players travel down the slope and end up behind the attacking Infardi troops. There are ten Infardi troops manning five autocannons that are fixed pointing at the convoy. One of the Infardi is armed with a chainsword and laspistol.
The Infardi don’t notice the players until the players attack them. This sneak attack gives the players +5 Damage to their weapons.
You sneak up behind the closest attacking Infardi squad and open fire on them. In the confusion of being flanked the Infardi hesitate for a moment before drawing autoguns and firing back at you.
As the player kill the squad of Infardi they look around and see the same scene played out across the side of the mountain as the scout squads flank the Infardi troops. With their forces slaughtered the Infardi retreat down the mountain and run right into the accurate fire of the Tanith guns.
The players arrive at the convoy, bloodied but alive. Reports of Infardi activity surface as the squads report in with the regimental command staff.
After linking up with the convoy you report to the command vehicles. A table is set up near one of the Chimeras with maps of the surrounding area. Around the table stand Colonel-Commissar Gaunt, Commander Corbec, and members of several other patrols. Gaunt turns to you, “Report, What is the situation in the mountains?” You tell them about Infardi activity in the mountains and the refugee camp.
Gaunt listens and nod, “Yes I expected we would see some Infardi activity in the mountain but from the reports I have heard it seems heavier than what we expected.” Gaunt converses quietly with Corbec then turns back to the assembled Tanith. “We are headed to Doctrinopolis to liberate it from the Infardi.”
After a few hours of reports and planning the convoy prepares itself for the next phase of the war.
After linking up with the convoy and comparing reports with other patrols about enemy activity the convoy is loaded and ready to set off. Ahead lies the outskirts of the city of Holy Doctrinopolis and somewhere in there is an army of Infardi troops.
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so that is the end of part 1 of 3. I have almost finished part two which takes place in the City of Holy Doctrinopolis. Then the third part is when they travel to the shrine of Saint Sabbat.
again feedback is appreciated.
I have posted part 1 of 3 of my campaign here for anyone who has the beta, will be playing the game when it comes out, or just want something different to read.
the normal type font is the GM's guide and campaign and the italicized font is specific passages that the GM can read in order to describe the scene better.
Feedback is appreciated.
------------------------------------------------------------------
The Ghosts: part 1
Characters start off as part of the convoy travelling down the Tembarong Road. The convoy consists of over a thousand Tanith and Verghast troops marching alongside a company of Chimeras rolling slowly down the highway.
You march down the dusty Tembarong Road that connects the town of Tembarong to the capitol city of Holy Doctrinopolis; birthplace of Saint Sabbat. You have been on Hagia for a week already facing heavy resistance against the rebel troops known as the “Infardi”. Holy Doctrinopolis is under the control of the Infardi and it is the Tanith 1st’s job to change it.
Your squad has been put on patrol duty along with several other squads to search the mountainous areas ahead of the column in an attempt to detect enemy troop movement and scout potential ambush points.
You will be sent out a couple days ahead of the convoy to check for enemy activity and guard the left flank of the Convoy.
Players begin by supplying with the stopped convoy as it approaches the Mountains to be supplied with the gear they will need for the mission. Players may take this opportunity to get non-standard gear through the Logistics rating. Players must also designate one member of the squad as the Vox operator. It is the Vox Operator’s job to call in the positions of large enemy activity and alert the rest of the convoy.
When the players are ready to begin they will set off into the mountains with their patrol.
Infardi Patrol:
Players about half way up the mountains players must make a Stealth (Ag) check. If they fail the three waiting Infardi are alerted to their presence and attack. If the players pass the check they are hidden from the Infardi and may ambush them or pass them by.
Infardi man an Autocannon in a fixed location pointed at the road and cannot be used on the players, however the Infardi are armed with autoguns. There is scant cover behind some rocks if the players choose to use it.
About half way up the slope you see three Infardi troops man an Autocannon pointed down at the road. They are partially hidden by the rocks and are sitting on boxes of ammo talking to each other in the local dialect (Hagian). Around them is some evidence that they have been there a long time including a box of ration bars and several sleeping bags painted to blend in with the rocks.
A couple large rocks lay between you and the Infardi, the remnants of a rockslide, providing a small amount of cover.
If the players decide to search the camp they find a Canteen, 2 days of Combat rations, and x3 poor craftsmanship autoguns. The Infardi also had one AT mine.
Players now set off up the slope, there are two paths to take. One leads further up the mountain to an old shrine of Saint Sabbat. All players gain 1 faith point.
The path takes you up the mountain a couple hundred feet and stops suddenly at the edge of a cliff. Before the cliff is a shrine to Saint Sabbat with the war torn city of Doctrinopolis in the distance beyond the mountains. The highway cuts through a gap in the mountains below you, stretching for several hundred feet before suddenly turning behind the mountains before you.
The second path leads further laterally across the mountain before sharply turning to the left around the base of a cliff. If the players didn’t go up the first path they may make a perception check to see something at the top of cliff.
When players get to where the path curves around the base of the cliff the players must make a perception check. If they pass they have time to try to hide before two Infardi troops walk down the path. The two Infardi troops have poor craftsmanship autoguns.
The Camp:
The players have now been walking for several hours and are tired, it is now night which will confer a Stealth (+20) if they choose to hide for any reason.
The players come to a steep slope looking down on part of the chain of mountains where they see a large Infardi force camped in a valley below.
You come to a ledge overlooking a small valley about 300 feet below you. You see dim lights coming from the valley and see the outlines of several tents. Shadowy figures move around the tents. It looks to be a sizable force of troops ahead.
The path you have been following leads further to the left where the cliff gradually becomes a slope and leads down into the valley to the camp.
Players may at this point to Vox the convoy to warn them or choose to get closer and investigate. If the players choose to get closer they find it is a camp of refugees fleeing Doctrinopolis after it is taken over by the Infardi. The players are treated as saviors by the desperate people. After speaking with the man the players skip to the next section of the campaign.
When questioning the locals read the passage below.
A man walks up to you praising the emperor for their luck at running into guardsmen. He tells you that they have fled Doctrinopolis a month ago after it was taken over. They have been moving slowly through the mountains and are constantly attacked by the rebel troops. “You must help, we have little food and water. We are weak and sick, the rebels have been attacking us for weeks. Help us, please.”
If the players call the camp in on the Vox without first investigating it, an artillery strike gets called in on the camp and the camp is destroyed.
Players have a few minutes to find cover before the bombardment; no shells actually hit the players, but make them find cover to add to a sense of danger.
When the players go down to investigate they find it is a camp of locals fleeing Doctrinopolis.
The Vox crackles to life after you send your message. “Confirmed, we have scheduled the coordinates for bombardment. Find what cover you can, bombardment begins in T-5 Minutes.”
After grabbing whatever cover you can you hear the sound of shells whistling through the air before plunging down onto the camp. You can hear screams over the explosions. The flash of explosions turns the night into day for a few moments before the bombardment stops completely.
You wait a few minutes until you can be sure it is clear before creeping out of cover.
What you can see of the camp is utterly destroyed. Broken tents burn lighting the scene of the bombardment.
Players roll a perception check with no modifiers due to darkness.If passed read the following passage:
As you descend the slope to your left you realize something is wrong. Upon closer inspection you find that none of the bodies have any weapons and, in fact, you can see broken imperial devotion icons among some of the rubble.
Out of the smoke a man stumbles toward you obviously in shock from the bombardment. Immediately you train your lasguns on him.
Players question him and he reveals that this was a camp of refugees fleeing the city. He then falls to the ground; any medic may take a check of -30 to try to heal him.
If he is healed he refuses to go with the players for fear of the rebels that have been following the refugees.
The far edge of the camp leads out onto a road heading back away from the camp. The road winds through a patch of forest; over the trees looms another mountain, even taller than the one you just came from. On the other side of that mountain is the rally point to link up with the convoy and report your findings.
The Infardi Convoy:
You have been walking for an hour since you left the camp. You follow the road making sure that you keep to the trees on the side to avoid enemy activity on the road
The players have been walking through the forest for about an hour now. There are faint noises ahead that sound like metal grinding on metal.
Players make a perception check at +10 in order to hear the enemy convoy coming.
If the players pass the perception check they gain a +20 to all stealth rolls when hiding from the vehicles.
As you creep through the forest on either side of the forest you a faint noise like metal grinding on metal. You pause to listen and realize the noises are getting closer.
On either side of the road there is plenty of cover from the trees. Players can choose to conceal themselves in the forest and wait for the convoy to pass by.
If players have the AT mine from the Infardi camp they may take a minute to plant it in the road before the vehicles get within eyesight. If players choose to do this follow the 1st passage however replace the 3rd paragraph with the AT mine exploding.
The convoy consists of three chimeras and ten Infardi troops. The chimeras are armed with multi-lasers and the Infardi troops are armed with autoguns.
The players must make a stealth check for three consecutive rounds or risk discovery. If a player fails two of these they are spotted by the Infardi troops who open fire into the trees.
If the players pass the stealth check read this passage:
As the sounds get closer you lay down behind some trees and throw your Camo cloak over yourself. You look around see the rest of the squad doing the same thing.
After what seems like forever the source of the noise comes into view down the road. Three Infardi Chimeras roll down the road slowly accompanied by a number of soldiers. They walk slowly down the road scanning the surrounding forest for any sign of danger.
You hold your breath as they pass by training your lasgun on them
the whole time.
If a player gets spotted they are attacked by the Infardi read this passage:
As the sounds get closer you lay down behind some trees and throw your Camo cloak over yourself. You look around see the rest of the squad doing the same thing.
After what seems like forever the source of the noise comes into view down the road. Three Infardi Chimeras roll down the road slowly accompanied by a number of soldiers. They walk slowly down the road scanning the surrounding forest for any sign of danger. As they get closer to your hiding spot one of them looks in your direction and signals the convoy to stop. He says something in the local dialect. You curse as you realize that your Camo cloak briefly slipped.
The vehicles stop and the soldiers fan out to search the trees.
If the player is discovered they must make a last stealth check. If they pass the Infardi don’t see anything, if they fail the Infardi open fire on the players.
Night Watch:
After the Infardi convoy the players travel until they reach the mountain where the road curves off around the side of the mountain. There is a small path that leads up the mountain that splits off the road. The players decide to set up camp for the night in the cover of some fallen rocks. Players decide on a watch schedule.
Players rest for six hours if undisturbed.
While players are sleeping keep track of who is keeping watch and when, after four hours there is are two Infardi scouts that pass nearby. Player on watch rolls a perception (-10) and stealth (+20) check. If both are passed the player sees the patrol coming and warns the group. They hide until the patrol passes.
If the player fails either the Infardi find the Tanith camp and attack. The Infardi are carrying Mk3 Lasguns and 2 charge packs each.
When the players wake up after the rest it is dawn and they pack up and set off on the path that leads up mountain.
The Bridge:
As the players travel they eventually reach a crevasse in the mountain. The bottom of the crevasse stretched down about a hundred feet to a river that flows between the cliffs. A simple wooden bridge stretches across this crevasse.
The crevasse is a hundred feet deep and twenty feet wide.
As you look down the crevasse you can see a stream far below running lazily through the gap in the cliffs.
There is no way around in sight but an old wooden bridge stretches across the crevasse.
Players must take an acrobatics (-10) check to make it across the bridge. If a player fails to make it over the bridge they fall in and die.
Reunion:
After crossing the bridge the players are on the other side of the mountain and can see the Tembarong road at the base of the mountain ahead. On the road is the Tanith convoy stopped at the base of the mountain. They are under attack from a point further down the mountain.
You look down the slope beyond the bridge to see the line of vehicles belonging to the Tanith 1st.
As you look closely you see the flash of lasfire and realize the convoy is under attack.
The players travel down the slope and end up behind the attacking Infardi troops. There are ten Infardi troops manning five autocannons that are fixed pointing at the convoy. One of the Infardi is armed with a chainsword and laspistol.
The Infardi don’t notice the players until the players attack them. This sneak attack gives the players +5 Damage to their weapons.
You sneak up behind the closest attacking Infardi squad and open fire on them. In the confusion of being flanked the Infardi hesitate for a moment before drawing autoguns and firing back at you.
As the player kill the squad of Infardi they look around and see the same scene played out across the side of the mountain as the scout squads flank the Infardi troops. With their forces slaughtered the Infardi retreat down the mountain and run right into the accurate fire of the Tanith guns.
The players arrive at the convoy, bloodied but alive. Reports of Infardi activity surface as the squads report in with the regimental command staff.
After linking up with the convoy you report to the command vehicles. A table is set up near one of the Chimeras with maps of the surrounding area. Around the table stand Colonel-Commissar Gaunt, Commander Corbec, and members of several other patrols. Gaunt turns to you, “Report, What is the situation in the mountains?” You tell them about Infardi activity in the mountains and the refugee camp.
Gaunt listens and nod, “Yes I expected we would see some Infardi activity in the mountain but from the reports I have heard it seems heavier than what we expected.” Gaunt converses quietly with Corbec then turns back to the assembled Tanith. “We are headed to Doctrinopolis to liberate it from the Infardi.”
After a few hours of reports and planning the convoy prepares itself for the next phase of the war.
After linking up with the convoy and comparing reports with other patrols about enemy activity the convoy is loaded and ready to set off. Ahead lies the outskirts of the city of Holy Doctrinopolis and somewhere in there is an army of Infardi troops.
-----------------------------------------------------------------
so that is the end of part 1 of 3. I have almost finished part two which takes place in the City of Holy Doctrinopolis. Then the third part is when they travel to the shrine of Saint Sabbat.
again feedback is appreciated.