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Author Topic: (5E) Heavy Metal Hyperborea  (Read 422 times)


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(5E) Heavy Metal Hyperborea
« on: October 05, 2014, 05:42:03 am »
Started playing in a 5E game last night. Had a good deal of fun with the group. Let me tell you about it.

First, the setting of Heavy Metal Hyperborea in the DM's own words:

Quote from: DM

In this world, civilization is re-emerging from a dark age after being nearly wiped out by an unknown global catastrophe. Major population centers dot the globe but much of the world is vast wilderness ruled by great beasts and concealing the ruined cities and temples of the lost civilization.

Things will begin in the sprawling tropical metropolis Sudavar. Set where a great river empties into the sea, this city is an important trading hub and one of the centers of global commerce, as well as one of the principal hubs of the slave trade.

The city-state is ruled by the Rajah who rarely leaves his city-within-the-city fortress, and who cares little for what happens as long as he continues to reap his taxes to sustain his opulent lifestyle.

The real law and power on the streets are the "merchant princes" the foremost of whom is Rhubaba Serpent-eye. Those who want wealth and influence would do well to get into his good graces. Those who want ruin and death need but displease him.

Beyond the many rice farms and fishing villages that surround the city, there is a vast jungle to the north and east. To the west are foothills leading into a treacherous mountain range. On the other side of the mountains lies a vast desert.

(Now as far as getting everyone into the game, the first adventure is going to be a little rail-roadish until we figure out what we're doing and what the campaign is all about, then it will open up to sandbox style.)

Finding yourselves penniless in Sudavar, you have been hired by the dwarf Merchant Ghundri to escort his supply wagon safely to the city of Koltakar that lies about 60 miles to the south. In addition to earning some needed money for food and shelter, you stand the possibility of earning the notice of Rhubaba as Ghundri is affiliated with the merchant prince.

There are several reasons why your character would want to potentially get close to Rhubaba. First and foremost is that he is one of the richest men in the kingdom and he pays well when he requires the services of adventurers. He is also a key figure in the slave trade. Perhaps you are from another land and your loved one was taken by slavers and you need access to his ledgers to find out to whom they were sold. Perhaps he's wronged you or your family in some other way and you want to kill him but that requires earning his trust enough to get close.

(If you have some ideas about the motivations of your characters it can help me weave some plot.)

Into this realm strode Girth, Son of Laard, half-orc Barbarian wanderer who plays the bagpipes to help pay for food and lodging. I did ability scores in order, which caused me to end up with the first charismatic half-orc I've ever played. I decided to run him like a John Ford klingon with a dash of Worf for
comedic flavor.

5E was very easy to create a character with, character generation was fast and efficient, not lacking at all in flexibility. The toughest thing about it was deciding whether I wanted to creat a half-orc barbarian or a tiefling bard.

Upon going out in escort of the provisions wagon we were guarding, the group was attacked by goblins. We used minis just so we could easily tell where everybody was in relation to one another, but they weren't really needed. Combat in 5E is quick and smooth without the headache of 4E Powers and gridlock.

Had some more things happen, including the paladin getting tongue-tied while talking to four goblins who decided that it was more profitable to follow him than their former leader ( "Klarg was poor in his combatness!").

Quote of the night: "There are people who don't like tacos... They are called communists."

So far, I like how 5E works. The only caveat to that I have is early advancement. I understand the thinking behind getting to level 5 fast, I just do not agree with it. To me, those initial levels are vital to a Player new to the game of D&D because those are the levels where a new Player will make most of their stupid mistakes in learning how the rules work in letting the character interact with the world. By making the rise to level 5 faster, that initial learning curve is now steeper and by consequence more difficult for a new Player to learn. Yeah, it may be a nitpick, but it is how I see it.