"Big" adventure seeds? [Archive] - Wizards Community

Post/Author/DateTimePost
StinkyNutz

07-28-04, 01:13 PM
I always have problems coming up with "big" or large scale high reaching adventures. Whats everyone doing for these (if at all)? Theres so many groups, so many different ways to go, hard to start. Heres the one I came up with so far (very rough).

A throwback to the old ssi computer game "curse of the azure bonds". Where the players (or most of them), awaken to find that they have marks running down one of their arms (havent decided whether to tie it to the mark of death, as in a dragon mark, or just have it magic tattoos).
Of course then everyone wants the party, either to kill them like the silver flame or to use them, like the blood of vol. The chamber seems to try to help them along the way (though in subtle ways), and the lords of dust want them for their own purposes. The characters have to dive in to the story to find out what happened to them, and why, all the while keeping these various forces from getting their hands on them or killing them. Having their secret lead all the way to the creation of the mournlands and Xen drik.

Thats all I got so far, anyone got anything to add that might spice it up a bit or flesh it out more would be greatly appreciated. Otherwise what is everyone else doing for their "big" ideas???
Endless_Helix

07-28-04, 03:03 PM
Hmm... interesting.

But if they manifest dragonmarks, they all have to be related to the houses of their race.That means someone's mother was disposed to wander a bit, or was a prostitute or similar. This means that as a rule of thumb they would be from poorer classes than the average dragonmark scion.
Somehow, they all have to have similar backgrounds. Monks could have been abandonned at a monestary at an early age, or for anything else parent(s) died at birth, now focussed on training sort of thing.
It'd kind of limiting for the players, but could be interesting. How about their John Does? They have no memories except for somewhat inconspicuous names like "John", or "Liz". None of the PCs can be warforged, obviously, or any of the new races for that matter, as none of them manifest marks but if you go the tattoo way, you could have anything excpet warforged in the party.
StinkyNutz

07-29-04, 11:59 AM
No one has anything???
Dex The King

07-29-04, 01:59 PM
I like that idea, I have my own, but I like it. I agree with Endless_Helix, their pasts must be all somehow related, and that might be somewhat restrictive to your players.
But, if your players aren't very good at writing backstories, you may be doing them a favor.

As for my "big" idea . . .

Naren Vadra was once affiliated with the Twelve. He did extensive research on dragonmarks, and was considered by many to be the foremost authority on dragonmark lore.
The real reason for his research was to discover the nature of his own dragonmark, a mark created through the mixing of bloodlines, one with the powers of fire magic. He researched dragonmarks and worked on mastering fire magic because of his mark.
The Twelve kicked him out when they realized he had wanted to improve the powers of his mark, something they considered wrong, and try to recreate it in others.
Now, alone, those are his goals. He has used his wizardry to improve his mark (or at least make a convincing show) and now works on combining some of the bloodlines of the twelve pure marks to recreate his; to develop a thirteenth mark, combined out of the powers of the twelve standing marks. He does this with immoral magical experiments.
Standing in opposition of him, of course, are the dragonmarked houses, who long ago vowed not to mix their powers, and oppose anyone who tries to do so. Vol also opposes him, for she still wishes to return her mark to power, and fill the thirteenth gap left by the moons.

That's what I have for mine so far.
Gurv

07-29-04, 03:12 PM
An interesting idea might be to simply have all the players bear an Aberrant Mark, either the same one or different. Then have them hunted by extremists that never accepted the end of the War of the Mark.

If the Aberrant Marks were enough of a problem in the past, it stands to reason that there would be someone who keeps an eye out for them. Perhaps a sect of one of the established houses.
Alexius D'Cannith

07-30-04, 01:46 PM
here is an idea ive just come up with

The brief

a band of adventurers wake up on a beach surrounded by debris from a shipwreck there are no bodies but the party on one piece of wood is the remains of a ship name Tarus Ferrix (iron Bull in language of your choice)

on each adventurer ranging across their back and right arm is a twisting pattern of violet and scarlet lines akin to a dragon mark but like no mark Aberrant, siberys or House

(just give them a random 1st level spell, the same one mind)
(when i stick down the plot ill explain why you can have non markable races with this but it will make it more obvious)

but most worrying is apart from their names skills and abilities they have no memories they dont know who they are or where they are from

(this concludes the intro, when ive finished eating ill post the plot)
Alexius D'Cannith

07-30-04, 01:56 PM
first the players have to get to a town when they dont know where they are or even where they can go

perhaps they investigate the ship, Owned by one Maximillian D'Cannith of Sharn

Rumours of a similar occurence of strange marks might lead them to the mournland to investigate a forgotton legacy,

A mysterious benefactor may tell of an important item stored in the Mror holds that can help them

while agents from across the world help confuse and hunt
Alexius D'Cannith

07-30-04, 02:07 PM
Concept of the plot

a small number of House Cannith members with possible co conspiritors from the twelve or any house you want began experiments to arcanly graft dragonmarks onto people for obvious reasons and potential benefits the initial experiments occured in Cyre but the day of mourning set back the project though now they have a new facility in XenDrik where a secret creation forge allows them to perform their dark experiments, the PC's either are willing or unwilling guinea pigs who suffered some side effects and were being smuggled back to Khorvaire for treatment or further study or release into the wild when the ship encounters a disaster (perhaps a dragon not amused at their work)

then begins the great scavengerhunt/mystery to solve the riddle of what happened and make their way in the world you can put any powergroup you want for or against (or both to keep them guessing)
The Blood of Vol want them alive or dead willing or unwilling because of the obvious implications or artificial marking
The Emerald claw may try to help get them for the blood, kill them for being a secret weapon, try to liberate them from the cruel forces that made them
The silver flame may consider them marked by evil
The chamber might be divided on the subject of to aid or to destroy
Karnnath will want to thwart the blood either by recruiting the party first or destroying them
The conspirators may try to silence them or act as mysterious benefactors
the groups from which the conspiritors are from may do the same
everyone will want a piece of the action and what happens is up to the party

You could have a final confrontation in the Xendrik foundry where the party go to get revenge for the experiments or go to protect the people who made them.....

the possibilities are endless
Saurenda

07-30-04, 03:53 PM
Double Post. I wonder if my PCs consider that happening with treasure...hmmm Double treasure.
Saurenda

07-30-04, 03:54 PM
Originally posted by StinkyNutz
I always have problems coming up with "big" or large scale high reaching adventures. Whats everyone doing for these (if at all)? Theres so many groups, so many different ways to go, hard to start.

Thats all I got so far, anyone got anything to add that might spice it up a bit or flesh it out more would be greatly appreciated. Otherwise what is everyone else doing for their "big" ideas???

Everyone I've gotten together with, and talked to has plans for destroying the lightning rail and airships of Orien and Lycander, while I find these hijacking and destructive ideas interesting they are not my cup of tea.

I do not think that to have "high adventure" one must batantly destroy such wonders of transportation. I was about suggest an a series of exploding mage bred horses to add to the premises , but I thankfully stopped myself coming up with more down to earth big plot ideas. The point of which to make people realize the result of thier decisions is a grand consquence of the lifestyle of an adventurer.

:dice: The Chronicler, [inset name here] (the one form the book that is a gnome and explores with the half orc will even do or an NPC you yourself have made]. Has scattered thier footprints, notes and findings all over the contient of Khorvaire. As more of a gneral subplot and filler I have my PCs collect small pieces of Juran female human TN Level 2 expert travler who visited a great many areas of the contient.

So far this has led them to rediscover a centuries old plot, with the "Mystery of the Glass Tower" (http://boards1.wizards.com/showthread.php?s=&threadid=283124) adventure. It also introduced them to the Chamber, though they didn't disover that fact as I had hoped. nor did I force it down thier throats that they had indeed met a member at all. What they miss is thier own flaw.

Another adventure has lead them to "The Abandoned Galifarian Temple" where they discovered a minor wonderous item, the 'scarab of golem bane'. In it's simplicity it is a highly sought out rare treasure that was buried inside the temple. It's odd how little things like that add flavor so easily and become useful to a party. Again that for them to figure out, I cannot think for them or tell them what the crow they found is, or what it does.

Right now, the "big" adventure seed istself has lead them to find area of wonder as well as fight the Jungle Boys alongside the Knight Rangers, and save a Cleric of the Sovereign host, who may or may not introduce them to the next big seed:

:dice: The Sovereign Host needs help in clearing a group of goblinoids off one of thier older temples near Strengate. Though the fortres itself has been Stalwart against invasions a group of goblin men lead by a similar creature in a pigment of 'blue' is running a band of goblin on suicide runs from the temple to assult the fortress using hit and run tactics, or simply leaving goblin men to die after destroying a predesignated structure surrounding the fortress. They(Sovereign Host Church) want the temple either destroyed, or liberated and the goblin men chased out the Seven Caves were sources say the terrorists oiginally came from.

This, instead of merely saying hte possiblities are endless or implying you to finsih I will conclude by granting you the high adventure you were asking for;

A psionic Telepath/or Encahnter Wizard for those of you who don't have XPH is controlling the Blue and goblin men. Unfortunately he is no mere man as he appears, he is using the pretense of a former Wizard of Sterngate as a guise and is actually a [insert your prefered race here, I choose young green dragon]. I then tailored the adventure to have several water obstructions to assult the PCs, and wear them down using the three D's, despair, demoralize, distract.

The [insert race here/dragon] is trying to assume control of Strengate to impose control on a lesser race organization, or he is using these goblin as a diversion altogether while he attempts to consider a piece of the prophecy in Seven Caves. IN either case the Chamber has failed to stop him.

I can share the map, the Sovereign Host Temple, and the Statistics of monsters for all those interested. "Broken Prophecy of Sterngate" is an original adventure that I desgined as filler for the PCs I run for. It is an adventure for several 4th level adventurers.
gijoel

08-02-04, 08:57 PM
The Fugitive

After a few adventures the players are staying overnight at an Inn. They're rudely awoken by the sound of screaming. When they investigate they find a one armed warforged slaying a guest with one of their weapons. The warforged laughes and cast a curse that all who know them will know them as murders.

He then teleports out of the inn, where all of the players weapons are covered in innocents blood. The law arrives shortly and any attempt to magically confirm their story (zone of truth, detect alignment) will come up negative.

So now facing a death sentence, the players must escape and track down the one armed warforged who can prove their innocence. Whilst trying to avoid capture from House Tharask bounty hunters
Alexius D'Cannith

08-03-04, 06:41 AM
why a one armed warforged, make it a changeling who does a perfect imitation of insert pc to mess with
Takasi

08-03-04, 01:22 PM
why a one armed warforged

Because then it wouldn't be "The Fugitive", now would it? ;)