| Post/Author/DateTime | Post |
|---|---|
| Rechan08-12-05, 11:07 PM | First I say Edymnion, get outta here! Now, I am planning on my first face-to-face campaign. After having picked up Sandstorm and Stormwrack, I decided to set the beginning of the campaign - if not the whole thing - in the Demon Wastes. The campaign will begin with the PCs, as prisoners, being taken by air-ship to the Demon Wastes and dumped. PCs will not know one another. Each PC will be dumped with one thing that everyone needs - One is given a large portion of water rations, another a large portion of food, another equipment, etc. That way for them to even survive they have to manage themselves - or the one who kills everyone else gets the needed equipment. I need assistance with the following: Some idea of what nation or group would dump prisoners/enemies into the gauntlet of the Demon Wastes. Suggestion of starting level: I was thinking 3rd. Too low? Too high to start in Eberron? Encounters. However, in addition to regular encounters, I would like some suggestions of more roleplaying-opportunities, rather than just hack'n'slash and action. There should be interaction with colorful NPCs in addition to dealing with the fact they are in the devil's sandbox. Encounters I have thought up: 1) A hermit monk meditating at the top of a petrified tree. 2) A band of lizardfolk that surrounds the party, then has a champion challenge the strongest (if they win, they get supplies or shelter or something for the night). 3a) A spirit, fey or demon that offers to lead them to somewhere useful in exchange for the last breath of five sentient beings. 3b) An Oasis guarded by a fey or spirit, that will offer them drink and shelter in exchange for solving some sort of riddle or challenge. 4) A stalking from the Moon Reavers 5) An excursion into Khyber to escape a horrible sandstorm/flaywind/etc. 6) A city of neutral necromancers walled into the remains of a volcano-blasted city (Hollowfaust from the Scarred Lands campaign setting). 7) Some sort of taunting by a Rakshasha looking for sport? (Details welcome) 8) A visit to Rotting Blade. Thoughts? |
| Rechan08-13-05, 07:17 PM | :bump: Nothing? |
| Eberik08-13-05, 07:27 PM | The idea is cool sounding, but the pulling it off part, that might not be so easily done. I mean the Wastes are kinda arough area, if you are going to do it, make them at least lvl 3 or maybe higher. And as for the possibility of one killing off all the others, have them told that is they all don't live, the ones who make it out will be killed themsleves, it's all for one and one for all.... that can make for a lot of RP and dice work if done right. And as for who would be responsible, I would always keep that info one step ahead of the Pc's. I would have a shodowy figure, like Trent (from the Resident Evil books), their only connection to the ones responsible, and he never seems to talk too much or for too long. Always seems to know the punch line to the joke and not one for talking. Another thing for more RP moments is something I have done on occasion when forming up a new group. They all start off with amnisia (spl???) They know all their skill and class abilities, and that's it. Only at critical moments with a (natural) 20 on a Wis check, can they have a climpse or flash-back moment to themselves. This can be loads of fun when played out right and can make for the whole campaign as well. Who are we, why have we been dropped off here, and what are we to do? Loads of fun. IMHO |
| Rechan08-15-05, 12:54 AM | Make them at least lvl 3 or maybe higher. That's the plan. Anything above 3rd level would require them to be more significant and famous. Not sure how I would handle that. And as for the possibility of one killing off all the others, have them told that is they all don't live, the ones who make it out will be killed themsleves, it's all for one and one for all.... that can make for a lot of RP and dice work if done right. The idea there is not to have them kill one another, but rather to have the threat there. So they can RP it out. And as for who would be responsible, I would always keep that info one step ahead of the Pc's. I would have a shodowy figure, like Trent (from the Resident Evil books), their only connection to the ones responsible, and he never seems to talk too much or for too long. Always seems to know the punch line to the joke and not one for talking. The intention is merely to have them all under the dislike of one group like the Aurum or the cults of the Dragon Below who take them out there. The real question is, why did the PCs anger these groups so much to bring them out there? That's for each PC's background to decide. Amnesia is tempting. However, the following idea occurs to me: Rather than them being prisoners dumped, they could be 1) Transporting one of the PCs, and/or 2) Their ship fails over the desert. If #1 is included, now they have to deal with the fugitive too. But I'm tempted to not use the fugitive idea and play them from level one up to level three, give them the opportunity to play around and be RP intensive, then send them to the desert. But I still like the idea of being strangers, and now bonding in the desert. |
| MarkB08-15-05, 11:18 AM | How about this: Rather than being prisoners, the group are all attempting to gain membership of a Cult of the Dragon Below that has become dangerously active recently. If it's a mostly good-aligned group, they're all or mostly infiltrators attempting to gain the group's trust and break it up from the inside; if they're mostly neutral-to-evil, maybe they're genuinely trying to become part of the group. They've been dumped into the Demon Wastes with instructions to recover a certain artifact, and not to return without it. They're told this is simply a form of initiation test, and all those who survive will become full-fledged members, but play up the suspicion that the Cultists suspect (at least some of) them of being infiltrators, and are dumping them here to weed out the uncommitted candidates. The tricky part for the players if you use this scenario is that the party have to work together, but since they don't know each other, they (initially) can't trust each other with their true motivations. If Cult of the Dragon Below isn't appropriate, you can substitute any group which would be prepared to carry out so dangerous a rites-of-passage test, and whose membership would include the full range of classes in the party. |
| Rechan08-15-05, 01:05 PM | That's a really interesting idea. I like it. Now, here's a new challenge: is there a way to manage that, if I started from level one and let the PCs discover the cult and try to infiltrate it from day one? Would it be possible for me to play the group as not knowing eachother, being on similar assignments, and meeting in the cult and playing from there. I'd have to think of ways to get them up two levels while doing this. |
| Endless_Helix08-15-05, 02:13 PM | How about a rakshasa trapped in a magic jar-like effect, in a ancient temple crawling swarms of snakes? He could do the traditional "heart's desire in x years for freedom" shtick and then try to kill them all by means of a later conspiracy because he doesn't want them to cash in on their wishes or something... and they need to get last breaths of five truly innocent beings to free him... |
| Missekat08-15-05, 03:36 PM | Hmm.. this is just an idea.. but how about having the pc end up in the wastes because of a bungled rescue attempt? The airship they are on crashes when they try to pick up the paladin/ranger/special agent/warforged ninja whatnot they were sent to retrieve, and now they are stranded in the wastes. The thing that brought the ship down could be dead under the ship, and so no longer a threat. The person they were to rescue also died in the crash. Now they are stuck, with supplies enough for a few days, and smoke from the vessel attracting nasty things. How about that? As for the lvl bit: Have them be the low lvl goons of some organisation that deals with some threat from the wastes. Let them work through a few adventures in the roles of last minute rescuers. Getting bond like npc's out of snowy fortresses on the point of melting and avalanching into a cleft, and picking up Indiana Jones npc just before the horde of nasty lizard folk overrun him. Let them be the npc's of other peoples stories for the first few lvls. When u drop them inro the frey they'll be so surprised they wont know what leg to stand on. And that should be fun! Plus im pretty sure u could make some nice adventures on the lines of "Rescue team: Blue Dragon" or whatever :) |
| MarkB08-15-05, 03:37 PM | That's a really interesting idea. I like it. Now, here's a new challenge: is there a way to manage that, if I started from level one and let the PCs discover the cult and try to infiltrate it from day one? Not without dictating the characters to some extent. The advantage of starting the campaign when the PCs are dumped on their own is that you can handwave the weeks of deception beforehand without having to worry about Bluff checks and the like. If you start from the initial infiltration, anyone who isn't a rogue-type character is likely to fail a bluff check pretty quickly, and even for those with the skill, all it takes is one bad roll. Would it be possible for me to play the group as not knowing eachother, being on similar assignments, and meeting in the cult and playing from there. I'd have to think of ways to get them up two levels while doing this. Taking it from level 1 would definitely be tricky - that's a lot of XP to earn, and a lot of encounters for a group of raw recruits to go through. More than that, whilst the 'mutual distrust' angle of gameplay is great role-playing fodder, I don't think it's something you can maintain realistically over too many sessions. The PCs will either find their own equilibrium, learn to trust each other, or come into conflict, before you ever get to the Demon Wastes. |
| Rechan08-15-05, 09:46 PM | As for the lvl bit: Have them be the low lvl goons of some organisation that deals with some threat from the wastes. Let them work through a few adventures in the roles of last minute rescuers. Getting bond like npc's out of snowy fortresses on the point of melting and avalanching into a cleft, and picking up Indiana Jones npc just before the horde of nasty lizard folk overrun him. Let them be the npc's of other peoples stories for the first few lvls. When u drop them inro the frey they'll be so surprised they wont know what leg to stand on. And that should be fun! The only real flaw in that is that the idea of being adventurers is to succeed on your own - not being the background for some other guy's adventure. However, being the rescue crew is interesting - especially things like disaster relief and emergency monster removal. Taking it from level 1 would definitely be tricky - that's a lot of XP to earn, and a lot of encounters for a group of raw recruits to go through. More than that, whilst the 'mutual distrust' angle of gameplay is great role-playing fodder, I don't think it's something you can maintain realistically over too many sessions. The PCs will either find their own equilibrium, learn to trust each other, or come into conflict, before you ever get to the Demon Wastes. Point. Though I still like the notion of giving them an adventure or two before the Wastes, to give some role playing, because I have two roleplay intensive PCs. Even if this would sacrifice the tension at the beginning. And the ability to bring back themes from the first few adventures into the Wastes. But I still like your idea too! I still need rp opportunities for the Wastes if I'm going to start the PCs there. And more encounter suggestions are welcome! |
| DramoxTheIronLord08-15-05, 10:30 PM | First I say Edymnion, get outta here! What's wrong with Edy? Anyway, great idea basing the entire campaign in the Demon Wastes! I've been thinking of a way to do that myself. Might I suggest addapting some Dark Sun material, excellent for any desert campaign in which psionics exist. I myself am busy building a (minor) city ruled by a Dragon-King, a rogue gem dragon. With regards to how the PCs get there, perhaps they are working in the Eldeen Reaches (levels 1-3) in the course of their preliminary adventures, they anger either the Ashbound Druids or House Vadalis for helping out the opposite organization. The opposing force ambushes the PCs, and drops them off in the middle of the Wastes via trained Rocs. While the PCs most certainly want to escape the Wastes, they come across something that makes them stay, what that is exactly is up to you, you're the DM after all. Sorry, but I'm at a loss for RP opportunities in the Wastes :weep: |
| Rechan08-15-05, 11:43 PM | What's wrong with Edy? He's my player. I'd prefer he not hear the good stuff. :) Anyway, great idea basing the entire campaign in the Demon Wastes! I've been thinking of a way to do that myself. Might I suggest addapting some Dark Sun material, excellent for any desert campaign in which psionics exist. I myself am busy building a (minor) city ruled by a Dragon-King, a rogue gem dragon. Where can I find some good, cheap Dark Sun stuff? Thanks by the way - though I'm not certain if the entire campaign is going to be set in the Wastes - but certainly some adventures! The idea is that the PCs walk in, and several levelse later make it out. Now you have some powerful PCs (from Eberron's perspective) who have no fame. So clearly they can do something about that. With regards to how the PCs get there, perhaps they are working in the Eldeen Reaches (levels 1-3) in the course of their preliminary adventures, they anger either the Ashbound Druids or House Vadalis for helping out the opposite organization. The opposing force ambushes the PCs, and drops them off in the middle of the Wastes via trained Rocs. While the PCs most certainly want to escape the Wastes, they come across something that makes them stay, what that is exactly is up to you, you're the DM after all. Interesting idea! I know "it's up to me", but that's why I'm asking suggestions. ;) |