a little help [Archive] - Wizards Community

Post/Author/DateTimePost
erulastiel

04-10-07, 01:33 PM
i play with a fairly experienced group of players and we have done a few quests but now i want them to go to a new land, a land based off of what middle earth would be like if the fellowship had failed and sauron had one (for those of you who know anything about Lord of the ring :) ) however i can not seem to think of any quests for them to go one any suggestions?
Praedoran

04-10-07, 04:21 PM
I first caution you: Changing settings can ruin a game. Sometimes players get entrenched into a setting and don't want to move out of it. It becomes their home.

Keep this in mind, but most of all, make the players -want- to go to the Evil badland. Give them time to unpack and resolve issues they would like to take care of on the main land. Then, when they're ready to move, send them on a quest overseas.

Perhaps a fleet with black sails docks at the local harbor, looking for adventurers to take down the evil king in far away land. The players should be given incentives like Land, Money, Status, etc.

Point is, you can't hook a player into moving until he wants to leave.
yellowdingo

04-11-07, 07:42 AM
i play with a fairly experienced group of players and we have done a few quests but now i want them to go to a new land, a land based off of what middle earth would be like if the fellowship had failed and sauron had one (for those of you who know anything about Lord of the ring :) ) however i can not seem to think of any quests for them to go one any suggestions?

You dont need to send them to a new land. Simply change the world around them.

1. Warbands begin Raids

"By the barrowwraiths the village is ablaze..."
Kell ran toward the village to help control the blaze.
"Kell! No. Wait." There could be no possibility of going to aid the village. Yan pointed to the horsemen pouring out of the inferno. The black banner they carried waved with the white shadow of a handprint.
"By Farndal's beard, Iron Gate has fallen. The Shadow's Hand have breached the kingdom." Yan pulled his companion into the cover of long grass as the riders turned toward the hill.

DM Briefing: The Age of Darkness begins as the forces of evil finally overcome the outer defences of the kingdom. Roving warbands are pouring into the Kingdom to raid villages and torch fields.
taradusis

04-12-07, 02:48 PM
A ringwraith who disguises himself with magic could enter a city and begin subverting it.The PCs find out and need to go to his homeworld for proof or to gather intel on the "Great Enemy"?RANDOM THOUGHTS