| Post/Author/DateTime | Post |
|---|---|
| Garandene_Lyrandar01-13-08, 01:12 AM | How do I do it? I was thinking maybe add a consipracy and not have the PCs witness the stealing of the sword then after they have solved the mystery part have them dash across khorvaire in the main body of the adventure just as the published material describes. What do you think? Have you done it? Did it work? |
| Nomadicc01-13-08, 01:27 AM | I can't decipher your question... its not really "coherent." However, I ran Whispers recently... it was pretty good as published, but I completely removed the carriage chase encounter, and heavily rewrote the airship battle. I don't like being that heavy handed. You could add some conspiricy tidbits by fleshing out the motivations/forces of Calderus. What kind of plays for power is he making? Why did he desire the Soulblade? Etc... |
| ChaoticGood01-13-08, 02:23 AM | *SPOILERS* I would like to point out that, as written, the PCs do NOT witness the theft of the blade. The story is related to them by the agent who gives them the quest. To add some noir to the story, I think it would be more interesting to have the PCs witness Lucian leave the ball, and conduct the big brawl that's supposed to happen in an alleyway behind the embassy, just as it begins to pour down rain. The mob scene was interesting, but a back-alley brawl in rainstorm seems much grittier. Also, don't forget - even though WotC did - that the PCs' mission is to bring Lucian back alive. (Well, nearly as they can, what with him being what he is and all...) Make sure that any agents they contact along the way remind them of this! Lucian is a top agent and they want to know what turned him so they can put an end to it! |
| Garandene_Lyrandar01-13-08, 07:03 PM | Sorry about the incoherent question! I am thinkig of making Lucan be possessed by the quori. Though he isn't a willing vessel I'm willing to bend the rules. A kind of conspiracy because later on in the campaign a whole lot of people the PCs know will be possessed. I am also thinking of somehow adding in the double murder adventure seed, I don't know how though. |
| iserith01-17-08, 06:10 PM | I thought the adventure was great as written. My players still speak fondly of the airship scene. If I asked them, it's probably the only scene in that adventure they remember vividly. (Though at the final battle, Lucan dominated the party fighter, a particularly nasty half-orc barbarian/scout and it was almost a TPK.) Really though, you could give him all manner of reasons to steal that sword. Possession by quori is one way. It actually doesn't even have to be a sword since the weapon is just a plot device and never comes up in later modules. Perhaps he stole some artifact from the time of the giants that will allow some faction or another to help reopen the doors to Dal Quor. The trick is that his vampire abilities are excellent at making him able to get away, which is kind of a major element of the adventure. Making him just some dude possessed by a quori would limit his ability to use things like gaseous form, polymorph, children of the night, etc. |
| Cloud Divider01-19-08, 10:08 AM | I'd thought through something like this a few years ago, when I first picked up Whispers... I think what will help you get a more "noir" bent to how Whispers plays is to dial down the contrast a bit, as it were. Make it much less black-and-white (IE Lucan's evil, go kill him). Yes, Lucan stole the sword. Yes, he was also a highly decorated agent of the Citadel (or whatever). He also fell for the wrong woman (the vampire). He's no longer fully in control of himself - he's the thrall of this woman who has far more power over him than any woman before. It scared him then. Perhaps that all started happening in the preamble to his conversion to undeath. Perhaps his mistress is slowly trying to break him - leaving just enough of his consciousness (and conscience) around to be sorely troubled by the acts he's forced to commit. It culminates in his final act of treason against the state (which for a secret agent, is a major, major deal...I can see murdering innocents being much less troubling), whereupon he's stealing a dangerous artifact weapon (treason in itself), and then delivering it unto an enemy nation (Karrnath; grand treason). It also doesn't help that the sword's now dominating him, too. Up until the final act, he's enthralled to pretty much both of them. You could almost play it up as Lucan having something akin to multiple-personality disorder. Vampire Lucan is the thrall, and is the one committing treason. Old Lucan is the loyal Brelish spy, with high ideals and so on. Lucan will war with himself throughout the scenario over who is in charge. He's a good man spiralling into darkness, irreversibly. And eventually he'll make the decision to fight it every step of the way... Now, as I recall (it's been awhile since I've read it), one of the early encounters is Lucan being assisted by his sister and some of her companions. What's important, is that it's someone with ties to the Old Lucan. Let's play on that a little bit... In a fit of clarity, Lucan contacted his "Little Sis" (who naturally idolized her big brother, the secret agent...maybe she ended up trying to follow in his footsteps, and ended up in the Brelish Army Scouts or something...something that justifies some military training, and also gives her some ties to the "good guys" that we'll start tangling up in a minute), and Lucan was desperate for help. He wasn't clear about it at first (on their first meeting/communique), but his loyal sister will drop everything she can to help (including convincing some of her comrades to go AWOL). Perhaps Lucan reveals his vampirism to her, and convinces her that he's going to need her help getting to Karrnath, where he may be able to find a cure...or at the very least, he wouldn't be a de-facto enemy of the state, like he would be here. This is why she and her comrades are escorting Lucan's coffin across Breland. Now, the twist, is that Lucan's not sure anymore whether giving his sister that story was really his idea or not (...because she's now aiding and abetting him, risking her career). Flash forward to the PC's engaging the carriage - Lucan knows he's being followed, and assumes it's the Brelish government (which is mostly true). He sees his sister and her comrades fall (whether or not they're dead is up to discussion), and realizes that it's all his fault... This will be a turning point in his thralldom. The other encounters can be played relatively straightforwardly (the other combatants are provided by his new handlers - the vampiress and/or the Karrnathi/Blood of Vol contacts he's delivering the sword to; or places where Vampire Lucan is in control), up until the last one in the ruin. The vision I've got of how that last scene plays out is roughly thus: 1) PC's arrive at the ruin in the early morning (call it 3 or 4 am - the horizon is just beginning to lighten), and fight their way through the traps layed by the Karrnathi contacts who've come to help, and eventually the Karrnathi themselves. 2) Lucan's spent much of this time struggling with his psyche, reflecting on the (presumed) death of his sister, and is basically focusing his willpower on breaking free (which he does, but it's quite draining...). 3) A few moments before dawn, the PC's find their way to the top tier of the ruined temple, an open platform, surrounded by columns, and facing eastwards, towards the rising sun. There's an ancient Darguun stone throne there, that faces the sun. Lucan's sitting within it. Here's your chance to have the Big Noir Soliloquy, where Lucan gives the little speech explaining it all. Naturally, the big speech takes just long enough for the sun to start to rise. He's also given the PC's enough information to start hunting after the vampiress (or to send Breland after her), should they so choose. Maybe throw in a choice line where Lucan describes the ancient purpose of this ruin - perhaps it's a place where sacrifices were made to drive away darkness. "I am finally free..." as he incinerates under the purifying light of the rising sun. Yes, you mess with the game flow quite a bit - the big villain Lucan doesn't get fought directly in the Big Boss Battle at the end (I suggest replacing it with a vampiric henchman who's mustache-twirlingly evil, sent by the vampiress or the Blood). But you dial the drama up to 11. One other problem, is that a lot of this story is happening behind the scenes. Either you make the big soliloquy Lucan's retelling of his side of the story, or you use cutscenes. Cutscenes can work REALLY well. In the past, I've printed out the script like a play, where each speaker is identified...print multiple copies, and hand them out to the players to read (I'd still take a section as well, just to make sure the delivery is just right). What do you think? |