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Voyager Campaign

Player Characters

Prominent Player Characters:

Name Race Class Birthplace
Aramil Human Ranger/17, Horizon Walker/2? Teleme
Bigby Human Wizard/15, Archmage/4 Teleme
Bria Half-elf Psychic Warrior/14 Pleven/Farflen
Dhersion Human Bard/9, Arcane Archer/1 Rota
Drusilia Elf Rogue/4, Fighter/5, Tactical Soldier/1 unknown
Flint Svirfneblin Druid/16 Underdark
Kesi Human Monk/18 Dumaka
Pavo Dwarf Sorcerer/1, Fighter/10, Dwarven Defender/8? Clangdun
Roderick Human Cleric/19 Teleme
Roget Human Fighter/9 Spindrift (Midore)
Ursa Human Cleric/5, Monk/6 Resh
Vincent Human Rogue/13, Ranger/2, Wizard/4? Teleme

Lesser or One-Shot Player Characters:

Name Race Class Birthplace
Mirabelle “Half-Elf” Sorcerer Southern Rota
Eirik Human Fighter/9 Rota
Henry Druid/7 unknown
Isawyn Ranger/7 unknown
Tragmoor unknown

Quick Overview

This campaign was formed on a simple premise: What if a group of spoiled, rich kids were stranded in a far-away place - with no way home other than trekking across a thousand miles of unknown territory.

Soon after this premise was brought up, an analogy was made to the television series Star Trek: Voyager. The name stuck and the game became known as the “Voyager Campaign”. (Note: Due to a joke based on the movie Star Trek: The Motion Picture, the campaign is often refered to as simply “V'Ger”).

To achieve the desired setting, I set the start of the campaign in the days just before a great, cataclysmic change to the laws of magic. The characters would be visiting a distant resort that caters to wealthy travelers. Since the resort was accessible via a magical portal, the visitors had only a vague idea of where it was. When the magic changed, the portal would fail and the visitors would have no way to get home.

Despite the intention of having a group of “spoiled, rich kids”, my players didn't seem comfortable with that stereotype and I ended up with a group of talented misfits, instead. It worked out well, though, as the characters (for the most part) were ignorant of the wilderness despite their other talents.

Session Notes

Here is a complete list of the Voyager sessions:

# Session Notes Behind the Scenes
00Intro to Game
01Introduction DM notes
02The expedition begins DM notes
03A slight detour
04The Shortcut
05Shadow Tales
06The Wrath of the Rain King
07Chaos in Koko
08River Crossing
09Storm clouds
10The Rescue of Abira
11The Tower at Dibe
12The Final Storm Cloud
13The Trolls
14Odin's Mines
15Odin's war party
16The palace infestation
17Politics across the front line
18War clouds
19Ghost in the Palace
20Lost in the Ether
21Desert Crossing
22Invasion!
23Cleanup in Shiriki
24Polikwaptiwa
25Into Baka
26Interrogation
27The Second Wave
28The Riders of Ogedei
29Songan gate
30There is a tower...
31Denouement
32Myagmarsuren
33Soul Gems
34Into The Wilderness
35Orcs in the Hills
36The Elven Forests
37Interlude #1: Meet Mirabelle
38Interlude #2: Mirabelle's Waterfall
39The Resort Denouement
40In Search of Einerk
41Ice in the Long Deep
42The Frost Giant Jarl
43Berronar's Lost Temple
44The Dragon's Mine
45The Grimlock's Mine
46The Grimlock's Leader
47Respite (with Shopping)
48Return to the Mines
49Berronar's Pyre
50The Devil You Know
51Vargnin's Legacy
52Into the Long Deep
53Einerk's Tomb
54Qo'acyin
55Dragon #1
56Dragon #2
57Dragon #3
58The Rescue of Arundel
59The Scouring of the Shire
60A Dangerous Message
61Incarceration Begins
62Across the front lines
63A new contract
64The Blood Gate
65Stone Dead
66The Chaos Gate
67The Underworld
68The Trials
69The Trials (continued)
70The Final Trial
71Uplift Valley (Part One)
72Trouble in Raftport
73Uplift Valley (Part Two)
74Ambush at Mailliw's cottage
75The Dragon in the Library
76Giants!
77Resh (Part I)
78Resh (Part II)
79Resh (Part III)
80Reunited
81Blanan
82Descent Into the Depths
83Ghosts in the Shortcut
84Godstone
85The Duergar Siege
86The Slave Pits
87The Lich King
88Fire and Shadow
89Fire Giants
90Shadow Goes a'Hunting


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voyager.1169415537.txt.gz · Last modified: 2017/05/27 18:47 (external edit)