Campaign Starter, what do you think [Archive] - Wizards Community

Post/Author/DateTimePost
Kensan_Oni

03-20-07, 09:24 PM
A lot of what you are about to read is raw... and I'd like to flesh it out more. I think I know where I want to head with this adventure, and who to set it up ultimately against. However, this all might just be way too heavily inspired by a cartoon, and maybe I should just edited out some of the things in the long run, but I have written the set up. My question is, should I finish fleshing it out for a few adventures for you fine people out here (I probably never will get a chance to run it at this point), or should I just file this away for another time?

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History

During the Lhazaar/Galifer war, the Sea Barons gathered together to form a fleet to destroy the invading Galifer fleet. Combining their might of their magewrights, they constructed a wonderous artifact called the Matrix of Ganreifa. The Matrix of Ganreifa was a powerful creation, able to summon the power of the seas, and controlling the very sea itself for miles around. Even with this powerful magic, the pure determination of Galifer and the Dragonmarked houses eventually found themselves on the doorsteps of the Isle of Matrix. Forced to prepare to flee, the Barons shattered the Matrrix into a dozen pieces, each taking a piece and fleeing of across the sea.

The Barons, knowing that Galifer would insist on having the artifact, hid their pieces wide and far, scattering it amongst the thousand of isles of the Lhazaar principality. When the Barons surrendered to King Galifer, they kept the Shards of the Matrix hidden, and with the death of the Barons, the location appeared to be lost.

Recent History

Recently, trouble has been brewing in the Lhazaar Principalities. A ogre pirate known only as Kalkus has been building a fleet. Piloting the Necromatic ship Paleon Bufera, he has been attacking pirates and merchants alike, gathering more power and wealth. Recently, he had discovered a necklace. Embued with a pure blue dragonshard, he has been following it, with a light that he claims only he can see, looking for a thing which he does not know.

That is not the only trouble that has been happening in the provinces. Corrupted Water Elementals have been seen attacking ships. Seemingly possessed, they seem to attack at random. While throwing treasure to the elementals seems to appease them slightly, they seem to hunger for more.

Meanwhile, a thief has stolen the necklace of Kalkus, and has made his way to a port, not far ahead of one of Kalkus's skips. A slow poison runs through his veins, and he must find someone to give the necklace to, someone with a heart of gold, for even if Kalkus does not know what he seeks, there is fear that if he has it, the seas will never be safe ever again.

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Thief finds players through a detect good spell, and chooses the most lawful good of the bunch to hand the Amulet to.

Directly after this event, 1 ghoul and 2xnumber of party 1st lvl human warriors pop up and demand that the necklace be handed over. Fight/flight ensues. If party hands over the amulet, the ghoul smiles and tells the warrior pirates to kill the party.

Party can attempt to sell the item. Assume a gather information check to find a willing buyer. Appraise will value at 4,000 gp's. If taken just randomly to a bizzare, there will be a chance that they attract attention of more pirates (Number in party per encounter). Most people will refuse to buy. A Crime Lord who is interested will buy, but shortly after, a fight will break out, and the players will see Pirates running away with the Amulet. They may choose not to do anything at that point, ending the adventure.

Pirates defeating the party will take anyone still alive with them and the amulet to the Paleon Bufera with them as slaves.

Party can attempt to contact a sage to find out about the amulet, or use Knowledge History, Local, or Bardic Knowledge to learn more about the amulet.

In eithercase, if the player holding the amulet lets it dangle, they will see a blue light emit from it, pointing off to sea.

To get off the island, the party will have to find a patron in town, or they will need to steal a ship. In either case, they will end up with The Shade, a Catamaran like Soarwood vessel that they use to get to the island that the amulet points to. Depending on how much fuss they made on the way, they might run into the Paleon Bufera along the way. They have the choice of running or fighting. The Shade can outrun the Paleon Bufera, but not without some small exchanges of fire.

If they are captured by the Paleon Bufera, they will be fed to the monster that lies in the bottom of the ship. Players that survive can find a small ship to escape in, and get out. Players may also attempt to reclaim the amulet.

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A lot of the adventures will be planned around the flight option instead of the fight option. There will be places and times where fighting is nesissary, however, the odds are always against the players, even in what works out to be even fights. Experience probably would be fairer given out at the conclusion of chapters ad hoc-ly, taking into account how many encounters would be encountered in the flow, and what kind of CR's were involved, with bonuses given not for fights, but for thinking of doing things, or doing things that were outside of the lines of the module, but were either fun or furthered the plot. Of course, I will suggest that only as a guideline, and let the DM's decide for themselves how to handle experience.
Kensan_Oni

03-23-07, 04:23 PM
The Amulet of Kalcus leads the players to the Isle of Negaris. Negaris the Foeslayer was a sorcerer pirate that lived before the time of the Lazzrah/Galfier war, and ruled a small sea empire before his last ship was captured. Without a fleet, he lived out his days on this island. His tower still stands, albiet a little worn, and covered with vines. Disciduous trees cover the island. The adventuring area is devided into three sections. The Fishing Village, the path to the tower, and the tower itself.

The Village is a small quaint village, with tanned villagers. They mainly fish. It's about 50% Human, 30% half orc, and 20% orc. Overall, the village is Neutral in it's outlook, content to live off the sea, and to keep their village in check. There is a small amount of land devoted to goat raising. No temple graces this island, and the orc druidical order keeps to themselves far from the village. No healing help will be coming from here. Clever PC's will hide the Shade before coming into port. Those that did not will find a Pirate Crew waiting for them when they return. Depending if they spend any time making freinds in the village, they might get warning from the villagers.

The big man in the village is Graltoc, the Cheiftan's son. (War 3). His claim to fame was to be the one putting the killing blow into the wild boar that had threatened the village two years ago. For the most part, he is freindly, but watches out for his father and the other villagers. As long as the players are polite, so he will be also.

The Forest to the tower will be a good place to set up a ambush if the party wishes to stop people from chasing them. Otherwise, on the way back, an ambush will be set up for them. Survival Roles and Animal Companions or Familuars will warn that there is a problem ahead, throwing off the ambush. Spot checks will prevent surprise, otherwise.

The tower will be three levels. It'll have about four rooms a level. There will be loot for those that check for it, along with random wilderness type encounters (large vermin, medium mammals, maybe a dire bat). Party will find if they look potions, scrolls, a spell book, a wand, and a magical dagger. At the top of the tower, there is a locked box. This box is trapped by a pressure plate, which is triggered when the shard peice is removed. Placing anything inside the chest will prevent the trap from going off. The trap will be a nasty magical effect, requiring saves for anyone inside the room.

There is a cable on the outside window of that level, giving brave players a chance to escape from the pirate party that should be entering the tower by the time the players reach the top floor. A easy listen check will let the players hear the pirates doing a search and loot.

The first shard provieds the person holding it a Magic Circle vs. Water (As Magic Circle, but against all creatures with the Water Descriptor, instead of the Alignment).