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Author Topic: Fellow DMs My campaign needs help.  (Read 3102 times)
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TheStranger
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« on: January 24, 2007, 11:25:08 PM »

For some reason my brain can't come up with a plot or hooks that are involving or intriguing, even to me, a relatively easy to entertain guy!

Let me tell you about the Campaign so far. 
The game began as all of the PCs were gathered in Alvedara in the months preceding the Shadow's rapid advancement towards the Sea of Pelluria.  The PCs arrived  in Highwall 2 days prior to its fall to the Shadow's forces and witnessed Jahzir's betrayal ( in my Timeline Jahzir led an expeditionary force   from Sarcosan lands, all the while being a Night King) of the defenders of Highwall.  The PCs fled before the  evil army (and Zardrix) taking several books from the Library, got on board a small boat and hugged the coastline to avoid the Dragon.  Eventually they got lost in  a heavy  fog and landed on the Corbron Islands Specifically  the Island where  the Scions of House Norfall had gathered their forces. 

One thing led to another and the party's Dwarf was enslaved ( Threatened the King's life) and they were all required to   sail to Fallport to  engage in a  raid  to gain the  lineage books fromteh  Assembly Chamber's basement.  By the time the PCs made it back to theri own boat  Norfall's men were all gone and their boat rested at the bottom of 20 feet of water.  The PCs rightly blamed House Norfall for abandoning them and swore revenge.

The PCs then ran across a few refugees and witht he help of an ex-criminal found their way through the smugglers tunnels ridding Fallport's limestone cliffs.  Passing a Nearby  Staging area for  the Shadow's eventual crossing of the sea the PCs were challenged then led a wild goosechase allowing the Refugees to escape toa nearby town.  The PCs had learned that this town was slated to be "cleaned" the next morning so set off to warn the townsfolk.  The PCs successfully roused the town's women and Children ( the men having gone off to fight...and die) and the party and 30 refugees started heading towards the Sea following a river.

The  Channeler has not been careful about spellcasting so an astirax has been watching the parties every move (Do the creatures the astirax inhabit gain any particular immunites or damage reduction?) whcih led to an encounter with a Lower level Legate and his men.  Through the over use of  entangle (does this spell present  as huge a problem in  anyone else's campaign? It  has successfully stopped horses, humans, Orcs, and even falling humans when vines were present) the party captured the Legate

and that's how it ended.  I have about two weeks until we play again but I have no inspiration and am in desparate need of help.

My players are all about 2nd or 3rd level, 1 Snow Elf wildlander, one Wood elf charismatic Channeler, One Clan Dwarf Fighter( the Slave), and one  Erenlander Defender ( the excriminal from Fallport).  The PCs all want to head to the Elven Forests but I keep dropping hints about nexus locations and even the (supposed) location of a  sleeping dragon found in the few rescued books. 

What I need is a decent plot  outline, one that transitions the PCs from  Occupied northern Erenland , across the Sea of Pelluria to the relatively safe southeren coast of the sea.
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Harrowed
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« Reply #1 on: January 25, 2007, 09:42:23 AM »

The  Channeler has not been careful about spellcasting so an astirax has been watching the parties every move (Do the creatures the astirax inhabit gain any particular immunites or damage reduction?) whcih led to an encounter with a Lower level Legate and his men.  Through the over use of  entangle (does this spell present  as huge a problem in  anyone else's campaign? It  has successfully stopped horses, humans, Orcs, and even falling humans when vines were present) the party captured the Legate.

Entangle, Evard's Black Tentacles, etc...

Yeah, they've caused me more than a few problems. If the targets are mounted you could allow them a check to jump from their mounts to try and clear the field. That's usually why the first order a tracking Legate gives is ... "Kill the Channeler first." Damn wildcards.

and that's how it ended.  I have about two weeks until we play again but I have no inspiration and am in desparate need of help.

"Sir, the reports are true. Edward has failed to report back in after the raid." The fear in the man voice was clear. No one wanted to be the bearer of bad news, Findalis Gray didn't have a reputation for killing messengers but it still wasn't done lightly. He did have a reputation for executing minions for failure. Jonas gulped, he had allies but not enough to extract him from Findalis's clutches.

The old man behind the desk pushed away the papers and stared with flint eyes across the table. "So,' he growled, 'he's likely dead or captured."

Jonas spoke quickly, panic lending wings to his words. "We don't believe he's dead. His demon hasn't returned, you did say that his demon is more reliable than others." Findalis nodded curtly motioning him to continue. "He left a detailed report with his superior, so we have a excellent starting point with a moderate area to search. His superior has promised all of his resources to help with the search. I believe him to be sincere." Findalis cut in, "Of course he is." He leaned forward, "Do you think that I would place my daughters only son with enemies?"

Jonas started to stammer an apology as Findalis cut him off with another curt cutting motion.

"The rebels grow bold, too bold by half. Find them Jonas, personally. Leave this night and don't return with the heads of the rebels that dared to touch one of the Order."

With bows Jonas departed for the stables.


The Legate your PC's captured wasn't just any Legate. He has powerful relations who placed him a position of relative safety to be seasoned. Now that he's been captured they'll stop at no end to recover him.

Idea off the top of my head.
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Nifelhein
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« Reply #2 on: January 25, 2007, 10:04:01 AM »

Also, there is bound to be some refugee boats crossing the Pelluria right now, specially to Baden's Bluff, you can possibly fit them into one of those, in the ship you can have some sea encounters, I would say a storm, if you have Steel & Shadow I beliueve there is an area there called Stromsker that might help you, if you do not, try using some pirate ships (even in these times man would fall upon each other, not all are on Izrador's side).

Baden's Bluff can then be used as a kind of city where the seat of power empty, the Badens have left the city for the shadows and live among the refugees and fisherman, the thing you have here is that they have a staging point for the southern lands.

I like Harrowed's idea for the time being, they can also discover the legate's importance by his second name, for example, if he has the same one of a high ranking legate, one they have heard of, or of a traitor prince, what makes thing even more spicy.
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Y
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Posts: 24


« Reply #3 on: January 25, 2007, 10:11:37 AM »

What I need is a decent plot  outline, one that transitions the PCs from  Occupied northern Erenland , across the Sea of Pelluria to the relatively safe southeren coast of the sea.
* To save his life, the Legate promises to tell them of a nexus of power. His story is revealed by the clues the party already has to be false, but with the aid of the book they recovered the parts that are true lead them to uncover a nexus of power that is probably unknown to the Shadow, a nexus that lies beyond the Sea of Pelluria and is said to hold the key to the "blessings of the Old Gods". (Or magical power, or wealth, whatever will get your party going.) The party can safely dispose of the lying legate and carry on to the south, in search of transport across the sea. (If needed, a Queen's Spy or some other rebel leader will hear of this and provide a ready-made route of smugglers and guides to take them across.) Allow the Legate to simply die to cut off complications binding them to the local scene, you can always resurrect him or use him as a ghost at a later point.

* The Legate manages a spell, sending word to his superiors. The party is haunted wherever they carry and hide him, and hunted down should he die or be resuced. Just as the Shadow's forces capture them and all seems lost, an insurgant within the Shadow's forces promises them release in return for their service to his hidden Sarcosan-house. In return for their freedom, they must make way across the to the south to one of his family's ancient keeps, now in ruins. There they must lay to rest the ghost that haunts it, his forefather's ghost, and retrieve for him a family heirloom - a covenant item of great importance. He himself cannot afford to undertake this quest, as he's otherwise occupied in the rebellion, but he wants his family's ruin undone. Assuming they agree, he releases them and fakes their deaths. Again, rebel allies may aid and direct their journey to the south.

* Amongst the Legate's papers are notes indicating he isn't after the party so much as he's after the book. Putting things together, the party discovers the dragon cave isn't nearby at all but rather far in the south, but that the dragon is a good slumbering dragon. The legate is attempting to locate him and kill him, as part of a massive similar effort across Erendane, as evil dragons are making great advances in fighting in the Great Forest and the rebellion seeks the aid of good dragons to compensate. The party should hopefully pick up the clue and go to wake up the sleeping dragon.

* The Legate was en route from the south. His notes reveal a great discovery, a herb of great medicine. Shortly thereafter, someone significant to the PCs falls sick. As it so happens, the herb can save him, if only someone could go get it. There are no more traders in Eredane, and besides the herb is somewhat magical so is contraband...
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Nifelhein
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« Reply #4 on: January 25, 2007, 10:20:20 AM »

Also, off to the DM's Corner we go! Wink
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TheStranger
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« Reply #5 on: January 29, 2007, 01:00:01 AM »

Thankyou guys, for your help.  You  got my juices flowing and here is the Setup so far. 

The captured Legate doesn't want to die (align. CE) but also has very  litle interest in giving up the Shadow's plan for the advancement across the Sea of Pelluria, a plan teh PCs are unaware the Legate might know about.  You see the Legate is the nephew of one  Master Llorgas, Soldier-Legate Lord of the Third Army, responsible for the  capture of  Erenhead.  Nepotism has, in this case, led to a situation where a low ranking Legate knows more than he typically would and his eagerness to prove his worth to his God and his political supperiors has led to an untenable position.

In any case as the PCs escape to the  Northern coast of the Pelluria they  come toa cliff, at the bottomof which several gnomes are busily unloading goods onto the pack animals ofa few burly Dorns.  The Pcs see no  easily accessible way down ( the path hidden nearly underneath the rocky outcroppings similar to the   road up Highwall's cliffs).  So  fret about how to get the refugees down the Cliff, particularly since the Gnomes cannot hear the  bellows of the PCs for help....Nor the blast that kills nearly half of the  refugees.  It seems that a little bird flew back to Master loorgas as fast as possible and an elite unit was set upon the trail of the rebels.

Soon the PCs realize they are outmatched and begin looking for a way out of the predicament they  find themselves in, likely relying upon hastily set ropes so they can  safely descend and escape with the gnomes who are  blithely unaware of the  fierce combat going on far above their heads.  Luckily when all seems lost a haggard band of Dornish warriors lays into the exposed flank of the  Shadow's men.  Weary from battle they fight valiantly but die anonymously giving the PCs time enough to  get the refugees to safety and show them what true heroism is.

Once down the surprised  gnomes agree to  ferry the  PCs and their retinue across the sea to Baden's Bluff but unbeknownst, even to the  Gnomes, a virulent plague is on board, effecting only the   masters of the Sea.  Once on board the PCs are shown to  general quarters where they encounter a fewllo  human, a Dorn, handsome and strong, but  bandaged a feverish from his wounds.  the  masters of the boat indicate that  the  man  has only  uttered the name "Emerick" and that he was found on some flotsam bearing the heraldry of House Norfall.  The ex-Criminal from fallport immediately recognizes that Emerick is the son of Lord Norfall.    After a short naval encounter with a   Hobgoblin Skimmer the Gnomes, one  by one, mysterisouly fall ill, and die, almost as if struck down  by mystical mechanations.  Though the Dwarf knows something of Sea-faring he hasn't the  knowledge to avoid the rocky crag that  crushes the hull of the boat just within sight of Baden's Bluff.   

And why has that gull been following the ship since they made their escape from the North?
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Nifelhein
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« Reply #6 on: January 29, 2007, 08:29:18 AM »

We aim to please. Wink
I think you could also make some mvoe on the goods, they are not rally going to leave all there, even if they have to risk some time to gather the most important goods back aboard. Overall I think you have a ticket for them to get to Baden's Bluff already. Wink
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