Previous Campaigns -- Current Campaigns -- My Wish List




The Shattered Isle

1990 - 1992


Game System: Basic Role-playing game system (Hawkmoon RPG, 1st Edition, French version).

Players: Sylvain A., DAL, Maxime A., David K., Eric M., Greg D.

Setting: Europe of the Tragic Millennium, Young Kingdoms, Midgard (homemade plane), Fantastic Bronze Age.

Houserules: None, beyond a few sorcerous (aka technological) items I designed for the game.

Inspirations: Tolkien's First Age (i.e. The Silmarillion) was a huge inspiration for this Midgard. Arthurian legends were instrumental to bring to life my own version of Mygan of Llandar, a character Michael Moorock introduced in his Sword of Dawn Hawkmoon novel, which I "blamed" for the character of Merlin in the original legends that served as the source material for this campaign (Mygan of Llandar in this campaign went back in time during the Dark Ages and basically was "Merlin" for Uther and Arthur Pendragon during that time frame of the Arthurian plane of existence).

Memorable moments of the Campaign: I remember a fight in particular in which a PC flew on a giant falcon's back and saved the life of one of his comrades by swooping to the grand and striking a Granbretan warrior in the back with a war axe. I added so many penalties to the percentile roll it was almost impossible to succeed. Of course, the player rolled a 01. Players dancing around the table, laughing, shouting "Victory! Victory!". I described the warrior being severed by the most incredible axe blow ever seen. The players were almost in tears. Epic Win. Of this campaign, I also remember that the last battle was basically a replay of the Fall of Gondolin, complete with armies of Balrogs attacking the PCs flying around in Ornithopters and all. This was bold, even considering our age at the time.

Summary: Originally based on the Shattered Isle supplement for the Hawkmoon RPG. The Grand Master of the forsaken Order of the Elephant and brother to Emperor Huon of Granbretan joins forces with Jagreen Lern, Theocrat of Pan Tang, and a devilish Druid of the Celtic Times to bring about the fusion of three planes of existence under their common rule. The Player Characters are unknowingly hired by agents of the Balance to travel to Eire and twart their nefarious plans.


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The Ballade of the Hanged

1991 - 1999


Game System: The World of Darkness - all games.

Dates: 1991 - 1999

Players: Many French-speaking gamers over the years. DAL, David K., Eric M., Greg D., of course, but also Pierre E., Jean-Yves E., Sébastien C., Aurélien C., Alex V., Greg L., Craps, Hugues D., Alex Pe., Alex Pi., Veasna K. and so many, many others I wouldn't be able to count. Given that I am reaching 15 players just by this very limited count, there would be a total of 50 players or so to name in the end. At the very least.

Setting: Paris by Night, partially inspired by White Wolf WoD sources at first, with complete departures from its "canon" from the very beginning. To give an example, Francois Villon was Prince of Paris when the campaign launched, just as he was in the World of Darkness supplement from White Wolf, but he was soon killed off by his estranged Childe Adrien Villon (whom is not ever alluded to in official material), the leader of the Sabbat Cult of the Madeleine (with no parallel in official sources). Charles Baudelaire then became Prince of Paris (though Baudelaire never appeared in WW supplements), and so on, so forth. In the end, I think it's fair to call it an original setting through and through, given that all the meeting grounds were thoroughly designed, as well as over 120 fully stated NPCs with backgrounds, groups, coteries, organizations, et cetera. This setting has since been completely rebooted with the New World of Darkness and again, some major departure from the official games (see my Paris by Night blog for more about this).

Houserules: Not any that I remember right this minute. There may have been a few quick fixes here and there of the RAW, and there certainly were exotic bloodlines and disciplines we designed for play, but not much that stands out after eight years of play, oddly enough.

Inspirations: I would have to conjure a massive bibliographical list here. I thankfully already wrote a partial bibliography for my Paris by Night reboot, so you can have a look there for starters. If you need more details on how the two versions of PbN differ in terms of inspirational works, you can always drop me a line somewhere.

Memorable moments of the Campaign: Too many to list. I remember the death of one Louis Picard, staked by more than forty mechanical stakes as he sat on a chair at the invitation of the Lasombra and Malkavian player-characters who invited him to their lair. Or the rampage of Bubastis Patsis the were-feline and his brother the clown, Bozo Patsis who decided that no vampire would see the next night and proceeded to kill every other PC at the game table, nearly succeeding at it until the last surviving character besides them finished them off after a high speed chase on the net of highways surrounding downtown Paris.

Summary: Impossible to summarize so vast the Chronicle itself was. In the end, it was a very freeform reaction game on my part, as the Storyteller. I had an extremely detailed sandbox-city, and the PCs basically came and went to the city, triggering their own adventures themselves, searching to discover more about this or that place or character, trying to sell their services to this primogen or that faction of the ongoing Jyhad of the French capital, and so on, so forth. Since then, I've prominently run my WoD games in that way, rather than full scripts of adventure hooks and contingencies. I feel better when improvising.


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The Seven Spires

October 2004 - June 2006


Game System: A blend of Arcana Unearthed/Evolved and Dungeons & Dragons 3rd edition core rules.

Players: John, Lisa Maria, Domingo M., Melissa, Tiana K., Nerissa M., Caroline P.

Setting: The Seven Spires, my own setting. See the main setting map.

Houserules: Armor Class is rolled (with a value of 1d20+modifiers instead of 10+modifiers, unless flat-footed or otherwise incapacitated), customs stunt system inspired by Iron Heroes, no favored classes or XP penalties due to multiclassing, one extra feat for all PCs at first level, and a few more targeted modifications to the game system. See this list of houserules from the Praemal Tales blog.

Inspirations: Monte Cook's works had a tremendous influence on this campaign. Arcana Evolved, D&D's Ghostwalk, as well as the Ptolus campaign material available on Monte's site (and only there) at the time helped me shape the Seven Spires setting. Casus Belli's Laelith was also included in the setting and use prominently during its second season (2005 - 2006).

Memorable moments of the Campaign: See the Seven Spires campaign blog

Summary: First see the players' handouts for Season 1 (1.05 Mb PDF) and Season 2 (614 Kb PDF) of the Seven Spires.

Season 1: The players' characters stop an attempt to steal a relic, the Chalice of Life, from the small village of Ogrebound, but not before it is reunited with its twin, the Chalice of Death, to form a artifact of greater power which balances the forces of the Green and the Dark around it. Envoys of the Holy City of Laelith later ask for the help of the Ogrebound representatives: it seems the forces of the Green, the Power of Life in the universe, are becoming so strong within the capital city that the dead come back to life, while the living simply do not die, or change into humanoid plants which later serve a jungle parasite, or hivemind, that is slowly taking over whole city districts. The PCs escort the Chalice of Life and Death to Laelith, and after many adventures, bring back the balance between Life and Death on the Seven Spires.

Season 2: The PCs investigate the disappearances of several people at the Delver's Cliff, a small hamlet built not far from Laelith where would-be adventurers explore several openings leading to the Cloaque, the subterranean dungeon spreading under the Holy City. They stop the mighty Bone Lord, Nihilistic Overlord and Undying Servant of Atropus, who was about to shatter the very fabric of the material plane after first triggering the growth of the Green leading to Season 1 and then orchestrating a rise of the Dark (in Season 2) to completely throw off the balance of life and death in the entire Multiverse! The Bone Lord's plans partially succeed, however. The Seven Spires are destroyed, and the world is rebuilt by Celestial forces to specifically trap the nefarious and ancient powers that creeped into the material plane as the very structure of reality collapsed for a moment. The Material Plane in effect becomes Praemal, setting of Ptolus, the City by the Spire. The campaign transitions to the Praemal Tales with new players' characters.


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The Praemal Tales

September 2006 - June 2007


Game System: Dungeons & Dragons, 3.5 Edition Revised. 

Players: Tiana K., Nerissa M., Caroline P.

Setting: Ptolus, City by the Spire. The World of Praemal.

Houserules: Armor Class is rolled (with a value of 1d20+modifiers instead of 10+modifiers, unless flat-footed or otherwise incapacitated), customs stunt system inspired by Iron Heroes, no favored classes or XP penalties due to multiclassing, one extra feat for all PCs at first level, and a few more targeted modifications to the game system. See this list of houserules from the Praemal Tales blog.

Inspirations: See the Tools and Resources entry of the Praemal Tales blog for a list of the various game tools, visual aids, terrain, miniatures and gaming books we used during this first season of the Praemal Tales. Beyond a few adapted plotlines taken from the Baldur's Gate II: Shadows of Amn computer game, there weren't any obvious outside sources for this campaign. It was a fairly contained, pure D&D gaming experience in this regard.

Memorable moments of the Campaign: See the Praemal Tales campaign blog.

Summary: The players' characters awake in the dungeons below the city. They are held prisoners by unknown captors who have been performing magical experiments on their bodies (now wearing magical runes of some kind) and minds (since they are victims of various types of hallucinations). They escape, reach the surface of the City by the Spire, and attempt to understand what has happened to them by investigating the Ogden Suhl, a group of alchemists their captors belonged to which seceded from the Shuul, a pro-technological faction of Ptolus. It turns out the Ogden Suhl plans to bring back the Night of Dissolution, not to destroy the world or free some horrific horrors from Beyond trapped within the very fabric of the plane of Praemal, but rather, to exploit the resources of the Vallis Moon once it returns to the city by shooting it down with enormous alchemical canons built in the depths of the city for that single purpose! The PCs finally hop from the material plane to the Jewels of Parnaith and end up in Ghul's citadel, halfway up the Spire, to stop the Ogden Suhl once and for all. None truly knows what happened then within the extraplanar walls of Goth Gulgamel, but many whisper the Runebearers stopped the alchemists in the end. The Night of Dissolution did not come to pass, after all...


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The Jade Lantern

June 2009 - Ongoing


Game System: OD&D/Swords & Wizardry core rules with personal variants.

Players: Nerissa M.

Setting: Dunfalcon and surrounding area. See the main setting map.

Houserules: Homebrewed talent system, reverted to d6 damage for all weapons, fighting styles from Knockspell #1, variant thief class and save-based resolution system from Knockspell #2. 3rd edition movement rules, saving throws as talents, and more.

Inspirations: Old School materials including of course the original game and rules, AD&D's Monster Manuals and Fiend Folio, OSR publications such as Knockspell and Fight On!, multiple Gygaxian materials, in particular those related to Castle Greyhawk and the original campaign, as well as the works of Robert J. Kuntz on this very topic. Ruins & Ronin and AD&D's Oriental Adventures provided some the mechanical framework for the Asian elements of the game.

The Dunfalcon setting itself is a blend of various game products as well as my own creations. The game products include the 1983 World of Greyhawk boxed sets, the Castle Zagyg/Troll Lord Games publications authored by E. Gary Gygax and Rob Kuntz, Bard's Gate and Rappan Athuk from Necromancer Games, Dungeon Crawl Classics #51: Castle Whiterock by Goodman Games and Pathfinder Module D3: The Demon Within from Paizo Publishing.

Memorable moments of the Campaign: See the Citadel of Eight campaign blog.

Summary: Please refer to the Citadel of Eight for more information.


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Ironheart

Wish


Game System: Iron Heroes Revised

Players: N/A

Setting: Uchronic 12th-century England with ogres, goblins and dragons. A fantastical medieval England between Robin Hood, Conan and HPL Lovecraft's nightmares.

Houserules: None I can think of, though the campaign would use Iron Heroes supplements like the Player's Companion.

Inspirations: Robin Hood fiction and movies, Cthulhu Mythos and uchronic campaign material such as Cthulhu Dark Ages, the heroic, yet non-magical vibe of the Iron Heroes rules, the tactical nature of the rules as well. The system-neutral RPG supplement Lionheart and the ICE's Robin Hood campaign book also helped a lot, once I started thinking about this campaign idea.

Campaign synopsis: Gritty in feel but heroic in deeds. The players' characters would resist against a tide of darkness threatening to swallow the whole world before King Richard has a chance to make it back to England to take his throne back from the clutches of John and his Norman friends. Think "A Game of Thrones" but with character who have fighting abilities bordering on the epic side of fiction. Odysseus, Jason, Gawain and Robin Hood fighting to save England from the rise of Cthulhian horrors from beyond Hadrian's Wall.


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Arcturus Rex

Wish


Game System: TBD.

Players: N/A

Setting: Science fiction.

Houserules: TBD.

Inspirations: Legends and Cycles of the Table Round.

Campaign style: A survival and exploration game. I'm keeping this under wraps at the moment, as the idea is still very much in its infancy. You may contact me for more information.


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St. Yessid's Legacy

Wish


Game System: AD&D, Pathfinder RPG (depending on particular tastes)

Players: N/A

Setting: Dunfalcon and surrounding area. See the main setting map.

Houserules: TBD.

Inspirations: Le Mont St. Michel and medieval France in general. T1-4 Temple of Elemental Evil and other megadungeons. Other influences which I cannot discuss without spoiling the fun.

Campaign style: Sandbox D&D campaign centered around a huge megadungeon of my own design. Wilderness and Dungeon adventuring combine to create a complete game experience. A game with heavy medieval flavor, also rich in horror and fantasy tones. There are many mysteries to solve both above and below the Abbey of St. Yessid, many treasures to plunder. Game play may easily last for years.


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Nimmerland

Wish


Game System: World of Darkness

Players: N/A

Setting: The World of Darkness, during the Second World War.

Houserules: TBD.

Inspirations: Peter Pan, World War II, Alice in Wonderland, HP Lovecraft's Dreamlands, various pulp stories including but not limited to Hellboy, Nephilim, Indiana Jones and others.

Campaign synopsis: Children used as test subjects in some insane secret experiments of the Forschungs- und Lehrgemeinschaft das Ahnenerbe, the "community of research and teaching of the German ancestral heritage" escape their camp through their dreams and reach for the mythical Neverland depicted in James M. Barrie's original works.

What kind of obstacles and challenges will they have to overcome until they can call this place home? How long can the island hold back the German occultists bent on catching their "lab rats" back? What is the nature of this dream world? Who controls it, and how is it linked to the Waking World? Many mysteries to be solved with survival for ultimate prize.


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