Idylls and Guide to Wererats in my campaign
Posted: Fri Sep 19, 2003 3:38 am
The repercussions of my gaming group's involvement in Idylls of the Rat King continues.
First, some background. I made Lawrence a Graykin as detailed in the Complete Guide to Wererats. He escaped in Idlylls, but its been several months game time now and the PCs think he's simply slunk into the shadows of the gaming world never to return.
The PCs manor is hurting under the king's restrictions on the export of wool overseas. It was their primary commodity, and the commoners are hurting bad. As a result, the community is wracjed by internal divisions and besieged by deadly forces from outside. The issue of allowing smugglers to operate in the town as a means of alleviating financial woes has serious adherants on both sides. But a nebulous pro-smuggling faction is resorting to pressure tactics---including murder---to get their way.
The wererat conspiracy are behind the pro-smuggling faction, which includes members close to the manor's court. And through it all Lawrence, in charge of the operation, can't help but make attempts at the lives of his erstwhile enemies.
The adventure introduced the PCs to the nefarious nature of wererats and the issue as to whether they, as lords of the estate, should turn a blind eye to smuggling tore them apart as much as the community.
Idylls and Complete Guide to Wererats are literally shaping my campaign. Great job!
First, some background. I made Lawrence a Graykin as detailed in the Complete Guide to Wererats. He escaped in Idlylls, but its been several months game time now and the PCs think he's simply slunk into the shadows of the gaming world never to return.
The PCs manor is hurting under the king's restrictions on the export of wool overseas. It was their primary commodity, and the commoners are hurting bad. As a result, the community is wracjed by internal divisions and besieged by deadly forces from outside. The issue of allowing smugglers to operate in the town as a means of alleviating financial woes has serious adherants on both sides. But a nebulous pro-smuggling faction is resorting to pressure tactics---including murder---to get their way.
The wererat conspiracy are behind the pro-smuggling faction, which includes members close to the manor's court. And through it all Lawrence, in charge of the operation, can't help but make attempts at the lives of his erstwhile enemies.
The adventure introduced the PCs to the nefarious nature of wererats and the issue as to whether they, as lords of the estate, should turn a blind eye to smuggling tore them apart as much as the community.
Idylls and Complete Guide to Wererats are literally shaping my campaign. Great job!