| Post/Author/DateTime | Post |
|---|---|
| JEntropy07-22-07, 03:31 AM | I'm looking to start a campaign where all my players start off as NPC classes (not aristocrat). My plan is to have them become the ultimate unlikely heroes, eventually graduating into PC classes and (potentially) PrC's. My plan was to have things start off as them being elected (names drawn out of a hat, whatever) to investigate a missing person in town, then have them stumble into upsetting the plans of an evil mastermind. I'm just not sure how to flesh it out from there. I was thinking they discover some wondrous item, or something like that, which as low level NPC's, they would have no idea what it is. I think there's some potential there, so long as it isn't equipment (don't want to totally break one character, unless it could be something everyone in the group would share around...) Anyway, wondering what ideas you guys had, at least for an initial arc. I haven't put much thought into the world overall, except that they're starting in a frontier town. |
| GoriceXII07-22-07, 04:07 AM | Maybe this is an area settled mostly by commoners, experts and a few aristocrats and is a frontier but normally a peaceful one. The only contact they have had with outsiders has been in very small numbers or by friendly or shy creatures. Now something mysterious and worrisome has happened. All adults between say the ages of 14-50 must serve in the militia (or all males if your campaign suits that better or whatever) and so the pcs while having professions as experts or commoners or whatever are part of said militia. I would spend a session or so making it clear how it IS a rather peaceful area--maybe have their encounters be very commoner appropriate, like a normal predator perhaps or a local swindler, that kind of thing. As for the wondrous item, I'd suggest making it something that one pc can't use alone, perhaps a machine of some kind, a large but mysterious book, a statue big enough for a few people to manage to move or which would require a large animal to carry. I would make weapons and armor available purely peasant type weapons--bows, crossbows, spears, staves, clubs, daggers, slings, pikes, hand axes, sharpened agricultural equipment. This is how I would do the story arc: say persons X, Y, Z have gone missing. They are known to be slightly roguish but decent folk, maybe given a little too much to be off having fun when they are supposed to be weeding or doing apprentice work or whatever. Their families are concerned--people hope that they will just need a sharp scolding and some public duties perhaps as penance for wasting peoples' time, but it could be that they've been attacked by animals or had an accident of some kind. The militia are called up and a small group of volunteers are requested (or names picked out of a hat) who will go in search of the missing three. The militia are required to maintain two weapons, one missile and one melee as well as a suit of either padded or leather armor in case the area needs to be defended. They train perhaps once a month under a couple of older villagers who saw action in some raids a long time ago. The pcs assemble and are given a rough map of the area and are given a couple of ideas where they might be--there are a set of old dwarvish mines in one direction and an abandoned settlement by a lake. I'd suggest having one of these haunted. The settlement simply never seemed to work out--perhaps it was cursed. In truth there are a small group of fae of some kind who were offended by some folk who lived there. This could be a chance for the pcs to gain some allies or find out what really happened. I would have these be less violent and more inclined to play tricks and pretend the area is haunted. The mine however is where the three missing individuals went. The pcs on the way run into a bear that seems to be snuffling around some torn up equipment of some kind (sack, tent material, etc). If driven away or killed it turns out that it is very old and the bear is not responsible for the disappearances. I'd make the bear large and dangerous and require them to be a little clever to drive it away, but make it clear that it is just a big animal and teamwork and cunning will prevail. When reaching the mine the pcs will find it lonely and spooky--long abandoned as well. Who knows why the dwarves left? However as they approach one tunnel entrance they faintly hear cries for help. One of the missing villagers is there. He explains that he hurt himself climbing down, their rope slipped and he hurt his leg. The others put most of their equipment around him and told him they'd be back soon, he had said it wasn't too bad at the time but now he's worried, since they've been gone quite a while. He's lonely and kind of scared. If they head further in they will find disturbing signs that the mine is functional, and hear at times tapping and rumbling sounds. I'd suggest that your mastermind perhaps is an evil dwarf or other mining type race and that the person in question is looking for this artifact. They have a chance to rescue the other two (who are being held prisoner and questioned as spies) as well as to steal the artifact. Their arrival will not entirely be a surprise but they may overhear that the dwarf and his followers are also a little wary of the mine and might be able to use this to their advantage. |
| Gerry07-22-07, 11:23 PM | My plan was to have things start off as them being elected (names drawn out of a hat, whatever) Posse. Called up into the "militia" aka drafted. You guys check "west", while the sheriff and his men check "south". I was thinking they discover some wondrous item, or something like that, which as low level NPC's, they would have no idea what it is. I think there's some potential there, so long as it isn't equipment (don't want to totally break one character, unless it could be something everyone in the group would share around...) If you've got DMG2, PHB2, try a "Magical Location as Treasure". Let them discover some wonderous glade, or amazing cave in the mine. Anyway, wondering what ideas you guys had, at least for an initial arc. I haven't put much thought into the world overall, except that they're starting in a frontier town. And of course, being who I am, I have to add this to my post: You could start them in Elsir Vale, and ramp them up to Red Hand of Doom. Some of the best campaign ideas for RHoD involve starting the players IN the vale, and roleplaying their way up to 5th level, and then running into the events in the adventure. You can find all sorts of advice for THAT at this Index of RHoD Threads and Resources (http://boards1.wizards.com/showthread.php?t=855450) especially in the "Campaign Ideas and prequels" chapter of threads. Gerry |