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| Orphanim12-12-06, 10:55 AM | I’m getting ready to start an Eberron campaign using Forgotten Forge and Shadows of the Last War as the first two adventures of the campaign. The players are completely new to Eberron, and I wanted the players as well as the characters to learn about the world a little at a time, through adventures, research, etc. I’d like to get feedback on this set-up: --- The PCs were a team of mercenaries that formed after the Last War. They met by chance while working together as cheap help escorting small-town merchant caravans short distances to and from Sharn. One day, they were escorting what seemed to be the usual merchant’s wagon into Sharn when they were attacked swiftly and ruthlessly by an unknown force. This force was an elite strike team from the Order of the Emerald Claw. Unbeknownst to them, the merchant’s mundane shipment of knick-knacks contained an ancient relic that could help the cause of the Order and the Blood of Vol (the relic is TBD for now). The Order had been searching for this relic for some time, and had finally tracked it down to a merchant who had no idea what he possessed and would probably try to pawn it for a few silver at best. They are interested in the relic only, the PC’s were just unlucky saps in the way. With the quick and brutal attack, the Order retrieved the relic and escaped thinking all had been killed. However, all of the PC’s survived but were badly injured. A passerby finds the remains of the wagon and the near-death PC’s. Help arrives and they eventually are taken to a House Jorasco infirmary in Sharn. When they awaken, they have the effects of amnesia from the attack. Whether it was the post-trauma effect or a part of the attack itself, the PC’s only remember the most core things (name, class, skills, basic functions, etc.). They remember nothing of the attack or the attackers, or even that have worked together in the past. As the campaign progresses, I plan to slowly give the PC’s flashes of insight (such as when they encounter an Order member, etc.) as their memory returns. These can serve as plot hooks and offer some intrigue (enemies who say they worked with the characters in the past, for example). The Jorasco Halflings will answer basic questions the PC’s (players) have about the world and then direct them to where they might find work in Sharn and begin to piece together what happened. While they’re on the way there – the bridge encounter from FF occurs, and off we go! --- I’m hoping this setup sets up short and long term goals and adversaries for the party, while teaching them about Eberron a little at a time rather than all at once. Characters haven’t been created yet, but I think this can be tailored to whatever the PC’s are (Eberron races, House members, etc.) Please offer any feedback on what you think will and won’t work and any suggestions you experienced Eberron players and DM’s can offer. |
| Syltorian12-12-06, 11:12 AM | Some ideas and comments: House Jorasco never helps people for free. According to Dragonmarked, their members even have to swear an oath to that affect. So, I wonder what happens to people, like the PCs, who are simply found lying there unconscious. Who payed for them? And, to be more paranoid, why did they do so? Did they have any ulterior motives? Who else, apart from the Blood of Vol, knows about this artifact and its location? Has the Argentum - the Silver Flame's secret branch of artifact retrieval - been on the track? How about the Aquisitions Directorate of the Twelve? The Aereni Deathguard? All of these would have an interest in a BoV artifact. Perhaps they know where it was, but not what happened to it. The PCs are the missing link, but perhaps some might feel that they are involved with the stealing of the artifact. Worse could happen if something like the Draconic Prophecy reveals they have a role to play. The Dreaming Dark would happily provide them with some nice memories via psionic modify memory or dream suggestions. Naturally, they need a reason to lower themselves to controlling down-on-their-luck mercenaries; perhaps they want the artifact too. The DD's agents can also be exceptionally charismatic. If your players don't know about them, they'll be as easily trapped as their characters. But if you use them as pawns for larger forces, between the Order and the Deathguard, for example, give them a chance to find out what is happening to them, and let them take matters into their own hands eventually. Also: perhaps it might be interesting if the Order of the Emerald Claw has found out that the artifact is either a fake, or wasn't there in the first place, or is somehow not complete. All of this would send them back to the PCs, the only other survivors... who might know something to help them. If they can remember. Perhaps one of the PCs was actually an agent for the EC, though he doesn't remember that, of course. |
| Orphanim12-12-06, 11:26 AM | Some great ideas there, Syltorian. I like the idea of a mysterious "benefactor" paying for the PC's treatment. This could be an interesting element in the future. There will be other groups who eventually find out about the relic - and how it came to be taken - and come to the PC's for help, answers, or possibly punishment. I also like the idea with a DD "helping" their memory problem. As you said, that may be for later in the campaign when the PC's are (hopefully) more important in the grand scheme of things. I also like the idea of the relic being fake or incomplete - some great tie-ins for down the road. Great ideas all around, very well done. Looking forward to hearing others' takes on the concept. |