| Post/Author/DateTime | Post |
|---|---|
| obrinian03-15-06, 08:28 PM | i am look ing for a few good dms/ players who have any ideas to help me and anyone else do a mounland camp... thanks f the help |
| Edymnion03-15-06, 08:39 PM | What do you mean by "Mournland Camp"? Are you asking for ideas for things to throw against the PCs when they enter the mournlands, ideas for scenery to describe to them, random encounters, or are you trying to set up summer camp for warforged kiddies with archery ranges and a boat dock? ;) |
| ChaoticGood03-16-06, 02:47 AM | I think obrinian used "camp" as shorthand for "campaign." I'd suggest that a Mournlands-centered campaign begin with short missions to raid ruins near the border. In the course of these missions, the PCs could come into conflict with some denizens of the Mournland, such as low-level agents of the Lord of Blades, or perhaps Cyran survivors who don't take too kindly to their homeland being plundered. Move up to more complicated, long-term raiding missions, building the tension between the PCs and the group they've angered. Alternately, the PCs could act as a diplomatic party, searching out the Lord of Blades and attempting to make peace with him on behalf of one of the bordering nations. This could get hairy pretty quickly if the party has a "traitorous" warforged among their number. You can use a lot of the stuff from Sandstorm to represent the bleak, harsh landscape of the Mournland. Remove the extreme heat, but leave dessication damage. Don't forget to play up the destruction everywhere - ruined buildings, broken wagons, seige engines crumbling in a field full of dead soldiers, and the dead gray sky overhead. |
| Setherial03-16-06, 05:23 AM | I thought he meant like a guided tour of the Mournland, a vacation like thing for kids, like bandcamp from American Pie :) I can see it now,... comon kids, keep together, Adam, leave that poor mans head alone. So kids on your left you see the remains of an ancient battlefield, notice how all the dead bodies are preserved perfectly, scolars believe.... hey look something is moving.... aaararghhh |
| rwarner370103-16-06, 03:09 PM | For some real fun have them get hired by the not quite sane merchant who wants to ship his goods trhough it to beat the competition. The PC's job is to first scout a path for him to use and then protect the caravan on the way across. When you have them clear the path have them encounter a person (really a ghost) who will ask them to help him find his way out. Then when they go back with the first shipment he will be there again in the same spot asking for help again. Add to that just about anything from http://boards1.wizards.com/showthread.php?t=407341 and you will have a trip that although constantly changing remains errily the same. Eventually they may be able to find out what the ghost needs them to do to set him free but not until they can gain his trust. Of course they won't know they are gaining his trust because each time he acts as if he never met them before. I would suggest writing what he says and repeating it each time except when he occassionaly give away more information. |
| (Psi)SeveredHead03-16-06, 03:35 PM | I thought it would be a Lord of Blades follower camp. Setting an entire campaign inside the Mournland would cause too many rules conflicts, IMO. There's almost no healing, there's nothing to eat, there's nobody to talk to, etc. |