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| stone_river_glory01-25-06, 01:24 AM | Alright, first off, I have a sort of mixed group of PCs. At the moment I'm leading all my players (7, since the 8th's character died and I need to shrink this number a bit.) through the adventure at the end of the ECS. Right now they are in the sewer with the iris valves, one player drowned in the sewer, thanks to the scalemail (I think thats the fighter starting equipment, since my players get a certain amount of cash to start with for their equipment.) and the -8 armor check penalty to swim. They are all level 1 still. I have a Changeling Becomer Artificer (Paragon of questions...), A Sharpclaw Shifter Ranger with a kitty-kitty complex, A pickpocket rogue with no B&E skills, A cursed (haven't figured out his curse yet... Ideas Anyone?) sorcerer from pre-mourning Cyre who fought in the last war, and a Wizard that thinks he's the favored soul of an unknown (Istus...) deity. The party's bard is only following them to write his Epic and make cash off it, without telling the others. And the fighter who just drowned thought he was the unknown member of the Dark Six. A very colorful group... Depending on how they feel about Elaydren and all that I might go through Shadows of the Last War with them. Past that I might jump off instead of the Whisper setting. Eventually they are going to 8th level, and being turned loose. I've been inspired by the 1001+ Things The Worst Party in Eberron is forbidden from doing thread, and want them to have access to an airship. I've thought since they've voted on becoming a relic hunting/dragonshard finding group, that an airship might come in handy. But eventually I want them to run into issues with one of the relics they recover, no one wants to touch it, and come to find out the Brelish military wants them to disappear. Something that plays to the toon of the poor Sorcerer wanting to undo the Mourning. Maybe convincing the captain of the Airship that was assigned to them by their patron to go rogue and "disappear" before the Brelish military can get to them. Any ideas? I plan to get them to go to sites all over the world in their expeditions. I'd love any and all feedback. |
| Kalanth01-25-06, 06:42 PM | I had this great write up done before, but then the forums were taken down just as I hit post. Lets try to recreate that. Take your wizard and make him a part of the draconicn prophecy. Since it can be just about anything, you could go the easy route and make it something in his inventory, or you could be the twisted DM and make the wizard himself the piece of the prophecy. Now the dragons want him. . . Bad. With the Changeling, maybe those questions he keeps asking have finally gotten him in trouble. Take him over to the library in Zilargo to do some reasearch on the dragonshard you mentioned. While he is there he can't seem to find anything useful, but something finds him. Give the rogue the option of becoming a part of that airship crew in a bigger way. Maybe the first mate, maybe the captain. Either that, or he will wind up picking the pocket of the wrong person, and they will make his life a living hell. (We had this with our changeling rogue, who ended up stealing from a House Jorasco potion shop. Bad ju ju ensued) The shifter might be well off if you give her a reason to further her people. Maybe she comes across something that opens her eyes to a possible homeland that the Shifter could truly claim as their own, but somehow it is linked through her and rests on her shoulders to convince her people to go there. The sorcerer's curse is related to the Daelkyr, or the inspired, or both. The sorcerer discovers that he is a direct link for the Quori to come through and take people, and everywhere he goes the number of inspired increase inexplicably. Unsure of how this curse came to be, or how to stop it, all the sorcerer knowns is that it started sometime after the Day of Mourning. Though dead, the story of the fighter does not have to be. As the bard publishes his first story, and the news of the dead fighter reaches the ears of the Dark Six and their enemies, the party find themselves on the run form those that would assume them a part of the Dark Six by association. Now they must clear their name all thanks to a dead fighter and a glory hound bard. |
| stone_river_glory01-25-06, 08:58 PM | Kalanth, Wonderful ideas, I may well use a few of them all in combination. The rogue and Sorcerer ideas are great, and the dead fighter idea is even better. Since I'm shrinking my party, the player of the dead fighter is going to be my PC bad guy. I could have the fighter come back all undead and such. Maybe a revived Blackguard in the service of the Dark Six or some such. I haven't figured it out yet. Thanks for the wonderful ideas, anything that helps me is great. The Wizard's player is a reformed divine fanatic. My girlfriend, the changeling artificer is a serious paragon of questions. Wonderful ideas, I hope to put them to the test. |