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| MojoMonkeyMan02-12-06, 08:16 PM | I am designing a campaign for a group of 5 to 7 PC's. I am looking for additional input to flesh out first 1/4 of the campaign, which involves a "Lost," as in the TV show, flavor. For those who have not seen the show (and I do highy reccommend watching it from the beginning), it involves a plane crash, which strands 46 people on an island, a thousand miles off course. This island has some strange properties (the show sometimes has an Outer Limits feel to it). In the jungle there exists a huge beast. There are also "Others" (mostly unseen people, strange whispering voices, and a shipwreck survivor from 16 years ago) on the island. As you will see, I do deviate from the ECS somewhat, and there will be house rules changes, etc. As such, feel free to make any suggestion you feel will enhance the story ;I will find a way to fit it into the rules later. Here is what I have so far. Start in Eberron - 50 years post-war The nations are on the verge of renewing hostilities, yet the people have only become more decadent and complacent. For example, gladiatorial games have proliferated in Breland, Karnath, and Daarguun. Zilargo has become the gambling capital of Khorvaire, and the Lhazzar principalities are the seat of a growing sex trade. (What are some other suggestions?) The profusion of magic has reached new highs. Middle-class homes boast magical appliances for cleaning and mending. Industry uses magical machinery to create mass-market goods. Consequently, there are items like radios and printing presses that are available to a wide population. However, mechanical technology has grown little in this time. The Mournlands are spreading at an exponentially increasing rate. Karnath and the Talenta Plains have been especially hard hit. Wild magic zones are appearing, sometimes sweeping across the landscape, causing beautiful and horrible transformations. Investigations by the Arcane universities have only yielded limited results. Religious groups say this is a punishment for past transgressions (Please elaborate here if necessary) Aberrant Dragonmarks are proliferating, and the Houses are demanding laws to imprison and/or curtail the freedoms of such persons. Simply killing them all has become too great a task. Despite the wishes of the Houses, many new enterprises have emerged utilizing Dragonmark powers. Enter the PC's Players book passage aboard the newest, largest, and grandest airship, The Titiania, which is run by a corporation employing aberrant marked individuals. This is a luxury liner whose ultimate goal is to sail around the entire globe, promising views of every continent as well as the ring of Siberys. Aboard, are a host of dignitaries from the various nations, rich and powerful members of the Houses (both overt and covert), and wealthy curiosity seekers. There is an attempted sabotage, which takes place during a formal evening. It is thwarted by security, but the guilty party escapes. Accusations fly. This is used as an excuse for the government officials to threaten one another. (Essentially, the opening scene helps set the stage for later intrigues - also I personally like to start campaigns with role-playing opportunities) Eventually, sky pirates attack. Just as the PC's are about to drive off the pirates, three of the five Elementals supporting the ship (this is a huge ship!) are freed as the ships cross through a wild magic zone. The ship is blown a thousand miles off course crashing somewhere on an island near Zendrik. There are a number (is 46 too many?) of survivors. Some survivors form into factions (possibly based on political alliances or racial lines). There are minor adventures involving acquisition of food and equipment. Perhaps a blood-letting between factions. There is the occasional kidnapping and murder by unseen forces, as well as random death due to lack of survival skills (Those soft city folk ;)). The adventurers find the ships radio, but it requires a more powerful energy source to transmit. However, it is receiving unintelligible, ghostly signals (transmissions from societies beyond the gateways mentioned below). Adding to the sense of mystery, the island is haunted by ghosts (poltergeist? but of who and why - elaborate) and inhabited by an unseen, gargantuan beast (I am thinking a gargantuan living spell or magically augmented beast, perhaps with the ghost template) that trumpets loudly and throws trees a hundred yards (as in the show). When looking for food and shelter, they discover the entrance to an ancient city of the Giants. It is sometimes visited by Drow, but even they have only investigated a small portion of the ruins believing it to be haunted and/or sacred. While there, they discover a large under-city, perfectly preserved (I need a good way to lure them into searching the complex :confused: ). Here, they discover a powerful magical artifact, which raises the city out of the ground and propels it into the sky (floating city :eek: ). Upon being exposed to the sunlight, the crystal archways lining the room begin to glow. These are revealed as passage ways to various heretofore unknown planes and realms of existence, but more research needs to be conducted to learn how to use them (Perhaps the party discovers a library filled with Giant books, and they read them while waiting to be rescued. Thus making them indispensable experts on the artifact). Strange people and places are seen. (Of note, I was considering using the "Beyond Countless Doorways" sourcebook to give the next portion of the campaign a Planescape/Stargate feel) The radio tranceiver begins functioning and the governments are contacted. Of course there is a masive rush to claim the city, which the PC's are swept into. Khorvaire is plunged back into a state of limited warfare. The Demons and other evil forces see this as a good time to exert their influence. Even the Dragons send emmisaries to the Floating city (City needs a name :confused: ) By now the PC's should be Levels 6 to 8 (I was thinking of starting them at Level 2), and I would like for them to begin traveling to the various planes in search of either new lands for the people of Khorvaire to live on or, preferably, a means of purifying the Mournelands and restoring Khorvaire to its former glory. Thank you for any input. I look forward to your suggestions. |