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| Omnirahk, half-Rahkshi03-24-07, 02:59 PM | Warning: long post I'm currently planning an Eberron game, and I'm looking for advice. My players consist of: kalashtar soulknife - A variant with access to Tome of Battle stuff. Going to be RPed as a little paranoid, tending to spend money on the little things (read: walking Swiss army knife) human druid - Warden of the Woods sect, has a wolf animal companion. Feats yet undecided. Could be going for a dragonmarked druid. Could eventually go augment summoning and dragonmarked summoning shifter ranger - ranged version, swiftwing. Trying to pull off a Van Helsing-type character. Complete with repeating crossbow Currently at level 2 and without accounts here at the boards. So I'm free to share what's going on. The Plot: I'm confident it's the type of thing my players would like. They're brought together by mysterious letters informing them of an inheritance left to them in a stranger's will. They come to a Kundarak bank to pick it up. They're led to a locked room with a dragon's hoard's worth of gold. They're informed that there will be an explanation among the inheritance. The dwarf has instructions to leave them. Door closes and locks. The treasure animates and collects into a dragon-shaped creature, with a heart-shaped hole in its left claw (I've decided Evening Glory makes sense as a subsect of the Blood of Vol). He speaks, informing the PCs that they will call him Benefax (he likely is Emerald Claw dun dun dun). He demands their service [insert ramble about how the Prophecy demands it]. For the first task, he sends them to Sharn to retrieve twin elves with aberrant dragonmarks and escort them to contacts in Karrnath (likely Order of the Emerald Claw). Yes, they're suspected descendents of House Vol (inflict light wounds dragonmark). One is a beguiler, and the other is a scout. They'll be serving as allied NPCs (also currently level 2), but won't be as well equipped (at first), nor expected to provide much. PCs are body guards; they just will help defend themselves. Arrival at Sharn: They must meet their contact (Andolyn). Yes, the Something's Cooking downloadable adventure. Andolyn points them to a seedy section of town. PCs must try to contact the twins. If it takes too long to make the spot check, random encounter with muggers. If they approach the twins the wrong way, the twins (who survive as cutpurses) may get caught. PCs then have to pay for bail or run a jail break. Exit (or run out of) Sharn. To Karrnath: Perhaps they get chased by one or more (preferrably more) organizations. The Dreaming Dark may want to keep Vol daydreaming (along with the Order of the Emerald Claw) of the return of the House Vol. For the sake of our druid, I want to run an encounter with a Child of Winter druid along the way. It'd make a lot of sense for there to be an attempt to destroy a section of the Eldeen Reaches - it's been preserved too long. But that's not on the way to Karrnath. I guess Aundair could work as well - farmers need to be destroyed, so the farmland may change. :lightbulb Ashbound would work better! Aundair is already heavily tainted by magic. It must be purged. And of course Aundair is on the way to Karrnath. It fits nicely. There's even a reason to avoid Thrane - we've a shifter among us. Now the elf twins are dropped off. End part one. Hopefully my group will have leveled by now. What next? I could imagine many more missions from our benefactor (that's why he chooses to go by Benefax). I don't want retrieval to get old though. Especially aberrant-marked elves. I guess ol' Emerald Claw could want to aid Vol in regaining her dragonmark powers. He may want to change her into a different undead that's more pleasant than a lich. And of course hunting down knowledge to revive her mother. But what next? What missions other than retrieval? And does this seem like a good start? |
| Kensan_Oni03-25-07, 12:08 PM | Okay, so you've hooked up your people to work for Bad Guy groups (Personally, I think you've tied the groups too tightly together), and do things like kidnap people. Your party is good aligned, by the looks of it. Isn't one of them going What the heck, and trying to figure out what is going on? Okay, here is my advice to you. Restructure your game before it is going too deep. The players don't really have to know. They are going on the kidnap mission, and hopefully one of them won't question your evil dragon. Or, rather, hopefully they'll question why they are following orders from obviously an evil dragon, and stop doing what they are doing, and figure out what is going on. Figure out what this dragon really wants, and what it needs to accomplish what to me seems to be really short term goals for a dragon. Then follow that path. Use natural encounters for the area's involved, and keep your villian groups down to one or two of them. At some point, if they keep up doing evil things, you should knock their alignments down a step. (Kidnapping is evil, Stealing is at best Chaotic, and at it's worse evil). This will encourage them to figure out why they are being used, and what they need to do to stop it. Ultimatly, they are going to have to kill the dragon. Prepare mentally for that, and let it happen. By then, you should have enough other story hooks that you can keep going. I do not feel you are being fair to your players and the ideals of the characters they want to play, BTW. It seems to me that you're players have set up heroic characters, and you want to force them down the dark side. I think that's a bit selfish, and I think you should cater more to the stories that your players want. |
| Syltorian03-25-07, 12:50 PM | Okay, so you've hooked up your people to work for Bad Guy groups (Personally, I think you've tied the groups too tightly together), and do things like kidnap people. Your party is good aligned, by the looks of it. Isn't one of them going What the heck, and trying to figure out what is going on? From what I understand, they do not actually kidnap them. From what the OP's text says, there is no indication that the twins might be opposed to this. They are to be escorted, and protected by the PCs. That's it, as far as the PCs (and the twins) have been told. Most likely the truth is something worse, of course: but as far as the PCs are concerned, they might actually do something heroic. Helping the two poor elves get back to their loving family, or get part of the inheritence, or whatever the dragon chose to tell them. I have no idea who Evening Glory is, though the name does ring a lonely bell somewhere; but it does not appear immediately evil, especially in Eberron where dragons are not "colour coded". A creature as powerful and cunning as a dragon should be able to come up with a way to present it as if they were doing the twins a favour. With that said, it is quite possible that at least one of your PCs will try to second-guess the dragon. It would be in-character for the Kalashtar to do so. He is paranoid to begin with. The situation itself is highly suspect. If I understand it correctly, the 'inheritence' was a pretext to get the PCs together because they are required by the prophecy. Few people know about the prophecy, however, and even fewer will expect to be called by it. How would you react if someone told you that you were the Chosen One? Especially if you are paranoid? For the rest, I'll have to agree with Kensan Oni: Figure out what this dragon really wants, and what it needs to accomplish what to me seems to be really short term goals for a dragon. Then follow that path. Use natural encounters for the area's involved, and keep your villian groups down to one or two of them. I'd also throw in some good-aligned groups trying to hinder them on their mission. Maybe the Deathguard has caught wind of what is going on. Given that they are undead-looking, they should at first appear suitably evil. But they are actually good guys, as much as Eberron has them. However, try not to force them into killing the good boys: not all players enjoy having their heroic character burdened with guilt-trips once they find out the truth; thus, let the encounter be non-lethal (i.e. the Deathguard guys escape in time, or so). Again echoing Oni here: I do not feel you are being fair to your players and the ideals of the characters they want to play, BTW. It seems to me that you're players have set up heroic characters, and you want to force them down the dark side. I think that's a bit selfish, and I think you should cater more to the stories that your players want. Regarding the druid: one encounter that might interest him, and could get the party to be truly heroic, is using an Ashbound terrorist action against the Lightning Rail, provided the PCs are riding that one. Their agents might be trying to destroy the elemental shard, killing the Orien crew, or the like. The Lightning Rail is, after all, an abomination. It uses magic, and binds a creature of nature (which has no business being summoned into the Prime, anyway). The same thing could work with an airship, if they take one. Both of these conveyances might need repair, and you can strand the PCs somewhere in the middle of nowhere for further encounters. For further adventures: It seems that 'Benefax' is eager to use the PCs for the ends of the Emerald Claw and the Blood of Vol. As Oni said, try to figure out what the dragon actually wants, and what the prophecy has told him. He could sent them on artifact-finding missions; perhaps to retrieve something of House Vol's from ruins of their holdings in Aerenal (suitably cursed now), or the vaults of the Aereni victors; or perhaps an undersea adventure around a shipwreck of Vol-fugitives when they were chased of Aerenal. House Vol dragonshard items might help Erandis regain her mark. Just make sure that the PCs don't know what they are actually retrieving, or who for. Then maybe they need to find something in the Gloaming, or help built an eldritch machine despite the protests of the Children of Winter. This will be more difficult to pull off, since the druid might become suspicious, unless the machine is to weaken the Gloaming (and, unbeknowst to the PCs, doing so by deviating its energies towards Vol). Perhaps the soul of an ancient member of House Vol is kept in the Keeper's Lair, and the PCs have to free it. Without knowing who they are actually rescuing, of course: they could just be an elf hero who is needed for the prophecy, or something like that. Eventually, the PCs should find out who they are working for. Depending on what your players like, they could then turn against the Blood of Vol and the dragon, or be forced to play more subtly, as Vol is blackmailing them, or has taken her own hostages against the PCs. The PCs could find this out by, for instance, being met by one of the twins telling them about the terrible experiments and asking them to rescue his still captive brother. Or they could find out that the soul they freed from the Keeper's Lair is a powerful Vol necromancer. Overall, to echo Kensan again, make sure that your players do not end up playing evil guys against their will. Give them a chance to be heroic, and to work against the evil of Vol... unless, of course, they enjoy being mislead and tragic heroes, in which case, go right ahead! |
| Omnirahk, half-Rahkshi03-25-07, 03:41 PM | For reference, Evening Glory is a deity (lesser, true neutral) introduced in Libris Mortis. She teaches that love is too beautiful a thing to be wasted by death. Embrace undeath for love eternal. This really sounds like a subsect of the Blood of Vol, and especially fits a world where the only known afterlife is a gradual fading away of memory and existance. Also, I was in no way trying to shoehorn the PCs into an evil role. In fact, Benefax is not overtly evil (I'm not evil sure I want an evil alignment). And although an ally of Vol (his daughter, I'm pretty sure. I might change it though), he does not actually work with her. She just every once in a while finds a surprise favor from some mysterious stranger. Yeah, I'm not suggested kidnapping the twins. They'll likely be interested in whatever "task" is offered - especially since Benefax informs the PCs it may involve a long-lost relative of the twins. Still, part of the challenge is the diplomacy. I have set the DCs, as well as ways to make it easier: mention the long-lost relative, mention the friend of the twins (a contact through Benefax that they rescued), spring them from jail (which will only happen if they approach the twins during a theft). Ok, I like the Lightning Rail. That might be better than burn down Aundair. Definitely a time for the druid to shine. (For reference, female druid here.) As far as I've decided so far, Benefax/Emerald Claw sincerely does want to reunite his family. Vengeance likely also motivates him, though it's a little too early to have the PCs ticking off dragons. However, he seems a little too simple that way. And definitely not a typical dragon (but could he be, showing such sincere love for a humanoid and her child?). I suppose he also wants to establish power: he's in hiding still after the eradication of his family. I'm saying he's none too welcome among dragonkind either. Survival is quite the motivator. I imagine RPing him as lonely, a little depressed, and not entirely happy with what Erandis has wrought. Goals are identical, but with a tad more conscience. And then there's the resurrection of her mother. And acquire power so that after the family's united he can whipe those smug dragons off the face of Eberron. Maybe those treacherous elves as well. Depends on how forgiving his wife is. It's quite possible that if he hears of a dragon interfering in his plots, he'll (in a rage) bust through the Kundarak bank he's hiding in and engage himself. I'm also open to quests that won't come from Benefax. EDIT: Going through their character sheets again, I'm thinking I should avoid intrigue, but stealth is acceptable. The best sense motive modifier is +4 (for the druid's 18 WIS). Second is the ranger, with +2, thanks in part to a feat. Meanwhile, hide/move silently currently maxes out at +10 (ranger), followed by +7 (soulknife). These can go up to +12 and +17 respectively. The first relies on shifting (possibly +16 if he takes Shifter Stealth). The second relies on activating two psionic tattoos. I want to make sure I give each character his/her own chance to shine. As well as the occasional exploiting of weaknesses. |
| Omnirahk, half-Rahkshi03-28-07, 05:31 PM | This is a bump. Also, there will likely be a chase scene, pursuing the elf twins - you know, it's hard to talk to catch thieves just to talk to them, they assume it's police stuff. So, how would I run a chase scene? |
| Omnirahk, half-Rahkshi04-02-07, 04:58 PM | Well, the campaign has started. Due to unforseen events, we had to stop just before the battle with the calzone golem. Here's what I've learned so far: - the shifter ranger loves action points. However, he absolutely hates limited use items - potions for example. Or spells per day and similar concepts. He'd rather have a continuous effect. He hopes to shape "Uber 1337" into a Neo rip-off, with more machine guns. :rolleyes: - the druid is looking to make friends with every animal, magical beast, and elemental she sees. She wants the campaign to go to the Eldeen Reaches more. Even before she noticed her Warden Initiate feat gives her a bonus for fighting in the woods. - the shifter ranger, on the other hand, is more of a hack-and-slash guy. He's no problem with description or RP, but he'd rather have them tie into battle. (maybe Eberron isn't the best fit for him :weep:) Finally, I'd like to repeat that there's a chase scene coming up. What's the best way to run it? |
| Lancer201004-02-07, 05:25 PM | Chase scene? I'd say let the elves get a head start, and have them use their skills. One's a scout? Have that one use the terrain and layout to their advantage. Beguiler? Illusion spells to misdirect their pursuers. For the rest, where is the chase taking place? If in a city, then you're got plenty of crowds, and the twins are theives, meaning they know how to blend in, and move without drawing attention. Forests mean that they'll be picking their way carefully so they don't make as much noise, and they're spotted, then they just bolt and run around the trees hoping to use them as cover. |
| Omnirahk, half-Rahkshi04-03-07, 09:36 AM | It's a chase scene in Sharn. Which is especially to the elves' advantage, since they're native to Sharn, the PCs aren't. They know how to take advantage of some of those unique features to get away quickly. My concern is actually more: "How do I give the PCs an honest hope of catching them?" Currently I have the option of the elves running into the city guards. Now it goes from a chase scene to a jailbreak scene. And literally, how should I run a chase scene? Round by round, like combat? I've realized I need to get creative with the rules to create an interesting chase scene. |
| Kensan_Oni04-03-07, 10:59 AM | Play your scene by beats. Have your party make their dex checks to see if they can keep up (Except for the fighters in armor. They won't be able to), and decide what numbers are close enough together to keep the theif from disappearing immediatly, and which is high enough to have caught him. (I'd say within -2 of the theif to keep up +2 of theif to catch him), and then describe the action of each beat. A beat is... -The theif ducks through a busy marketplace - The theif jumps from a high walkway to a lower walkway - The theif crawls into a Kobold's home. - The Theif runs through the washing well. and so on and so on, describing the course that he takes untill someone fails the roll. As long as one party member can keep up, the game is in play. That is what I would consider doing, at least. |