| Post/Author/DateTime | Post |
|---|---|
| Dhakaani Heir10-22-05, 04:41 PM | Hi well I'm a new GM, a very new GM and have only ever ran pre-written adventures before so this is my first attempt to write my own adventure (its a one-off) so basically I'm looking for some feedback and maybe some help with balancing Dead Ship Who are the PCs? Passengers on an airships (2 lvl) Lysa – Lyrander Sorceress – spoiled brat/proud/temperamental – V. proud of family Charin – Deneith Fighter – Disgraced soldier now stuck babysitting Lysa Novatris – Kalashtar orphan – drawn to Sharn by dreams – withdrawn & v. private Benin – Shifter Ranger – Customs offical transporting cargo – Cold bastard Daillan – Aerenal Cleric – Delivering missive to Sharn as penance - condescending Zim – Changeling Rogue – hired to play someone else (a smuggler who fears assination) What happens? At Dinner the PCs are drugged, They are meant to be dead but the bad guys made a mistake and merely knocked them out. When they wake the ship is “empty”, strange goings on, they try and find out what the hell happened. Emerald Claw agents have invaded the vessel and are attempting to steal a valuable piece of cargo Villians and Enemies Traitor – Changeling Cleric(Blood of Vol) – Garrow ;) *Drugged the PCs *Betrayed the crew *Murdered some and raised them as undead *Sealed the lower decks and let “things” loose – causing the creepy *His ultimate aim is to steal a Death Mask belong to a long dead member of House Vol. When he gets his hands on it he plans to sabotage the ship, destroying it and covering up the theft Karnathii Zombie *Lieutenant in possession to the key to upper decks *Talks - which is creepy Minions – warriors (4x lvl 2), Zombies, Spectral undead(supply the early creepy), various undead –ghast Events ACT 1 – Dinner Party Scene 1 – The PCs are going to have dinner, loitering around & get to know each other a bit Scene 2 – Dinner is served, by the first mate and crewmember. It’s Drugged! The PCs pass out (Fort save DC15 to stay awake long enough to over hear clue) ACT 2 – Ghost Ship Scene 1 – Awakening, find ship deserted – their equipment is untouched in their rooms Scene 2 – Strange going on – blood climbing the walls, strange noises things out the corner of their eyes… Evil “spirit” is loose ENC. 1 [Needs a lot more work] Scene 3 – Get up to the next deck (crew quarters) chewed bodies lying on the ground blood soaked walls. “As you enter the room your eyes are met by a terrible sight, the [airship]’s crew lye on the ground before you, their bodies chewed as if by wild animals. Sensing your presence, their limbs bending at unnatural angles the remains of the crew hoist themselves to their feet begin shambling towards you ‘Betrayal’” [6x Zombies] (ENC.2) ACT 3 – Answers Scene 1 – The final deck – hacked apart zombies lye scattered here and there among the gore lye the bodies of strange men in emerald cloaks. [Good place for another encounter?] Scene 2 – In the infirmary behind barricades and hastily built traps (razor wire across the hallway) (ENC. 4) the survivors reside, a mere handful. They let the PCs know what happened. The traitor brought men onboard the ship and they began attacking the crew. Once they started to fight back the Traitor used foul necromancy to raise the body of the fallen to fight. Him and his surviving troops fell back to the cargo hold, locked the door, and let loose the ‘beasts’. The survivors hid here. Scene 3 – Opening the door. Numerous ways. Priest can sanctify the door breaking the curse. They can kill, the villains lieutenant, the “Corpse Lord”, a Karnathii Zombie, has a key that allows him to pass [a Karnathii Zombie with ghast(s) sidekicks] (ENC. 5). The door isn’t the only way in. Halling, a halfling knows the ship like the back of his hand, he knows a way in but he was captured by the undead the crew got him back but he hasn’t talked since – just stares straight ahead (mindlink will work). Let the PCs come up with their own ideas ACT 4 – Beyond the Door Scene 1 – However they get in they are met with a ransacked cargo hold. The villain is standing on top of a crate being hoisted onto deck. “Back in the Land of the living I see” giving an exaggerated sigh and looking at the dead bodies “or so to speak. “Deal with them” he sneers. Fight ensues with minions. 4x 2nd level warriors and 1x sidekick (3rd level fighter/Necromancer, if Corpse Lord is alive he enters the room from behind the PCs and there is no sidekick) (ENC. 6) Post-battle, Spot checks reveal contents of smashed boxes (4x potions of cure serious wounds, a few useful scrolls and the like) Scene 2- Showdown Boss battle with the villain on the deck of the ship (1x 5th Level Changling Cleric and his pets, a pair of ghasts) “As you ascend to the main deck you see a pair of ghasts dressed in chains and spiked collars tearing apart a crate – the traitor steps forward and lifts an object from “atlast now the death mask of Kel’thuzad”. He glances in your direction "You! what are you doing here your meant to be dead. Nevermind I suppose I'll just have to deal with you myself - If you ever find the fool failed to posion you properly you will be sure to kill him for me won't you - but you won't have the chance, oh well" “Who am I?” – Eyes begin to glow a deep blood red as his features change. No longer is he a Half-Elf but a tall, emancipated man with deathly white skin. He smiles, his red eyes gleaming and flashing sharp fangs “I am brother Garrow, favoured of the Blood” Why did you betray the crew – “Me betray, I have betrayed no-one I remain loyal as always to the Blood. The First mate, however, supplied me with all the details needed to take his place on this little trip – all he needed was a little persuasion” My Plan? Why once I've dealt with you I'm going to crash this ship into the ocean and no one will be the wiser to tonights escapades. Allowing me to deliver this mask to my masters undisturbed Boss battle! (ENC.7) If Garrow is knocked below 10 hitpoints he attempts to flee – jumping off the side of the ship and activating his slowfall charm Assuming Garrow is defeated the PCs become Heroes |
| Rogue Newb10-22-05, 05:12 PM | Not bad, note you should never force the PCs into something like being drugged. A little twinking and poison fades away helplessly. It angers players when something that allows no save and simply cannot be beaten occurs. Heck, PWK pisses alot of players off. |
| Dhakaani Heir10-22-05, 05:22 PM | Not bad, note you should never force the PCs into something like being drugged. A little twinking and poison fades away helplessly. It angers players when something that allows no save and simply cannot be beaten occurs. Heck, PWK pisses alot of players off. Let them make saves at DC 35 perhaps? What's PWK? |
| MarkB10-22-05, 05:28 PM | A couple of points: Rogue Newb is right about no-save effects - even if they're a plot device, players don't like it. If this is the start of the campaign rather than a continuation, you can of course do all this in 'flashback' rather than roleplaying it, though you lose the chance to introduce the passengers etc. because the players aren't going to sit through ten minutes of exposition. Where do the PCs awaken, and why were they put there instead of suffering the fate of the rest of the passengers and crew? Other than that, looks like it's shaping up to be a nice little adventure. |
| Straylight10-22-05, 05:55 PM | EDIT: ...Aaaand MarkB beats me to it, as usual. :P Not a bad idea at all, and if you've run your players through the Cannith Troligy (the published modules), the (re)appearance of ol' Garry is going to infuriate them to no end. However, the idea isn't perfect yet. There are a few potentially problematic details that jump out at me. First and foremost, why are the PCs still alive? Even if you don't tell the players why, you as a DM still need to know. It will help with internal consistency in the adventure and help the suspension of disbelief. If Garrow knew there were adventurers on board, chances are he'd kill them long before they ever came to. This is the big one. Without a method to his madness, Garrow isn't going to be a believable villan, and more to the point, the PCs aren't going to want to stop whatever his current diabolical plan is. If they think they're the only ones left alive on the ship and that there's nothing they can do to help, there's a good chance they're going to hop onto the nearest Life Ring and take their chances on foot. Basically, Garrow needs a purpose. He's obviously after something, you need to know what, even if the PCs don't. He has to have an internally-conistent reason for his actions, including keeping the PCs alive, particularly if they've met before. The other thing to consider is that an Airship is not a big place. Most of them are less than 300 feet stem to stern, and perhaps only 50 feet from port rail to starboard. Even those Liralen bluebrints that are floating around in the archives don't give a lot of space for this sort of adventure. Overall, a good concept and the beginnings of a fun adventure, but the details still need to be fleshed out. Also, your description of events was a bit unclear, but you might have too many fights going on. Three or four fights, sometimes less, is about all I can manage in an average day of gaming. YMMV, depending on how hack & slash your group is, but I've found anything more than four starts to get tedious. |
| Dhakaani Heir10-22-05, 06:05 PM | A couple of points: Rogue Newb is right about no-save effects - even if they're a plot device, players don't like it. If this is the start of the campaign rather than a continuation, you can of course do all this in 'flashback' rather than roleplaying it, though you lose the chance to introduce the passengers etc. because the players aren't going to sit through ten minutes of exposition. Where do the PCs awaken, and why were they put there instead of suffering the fate of the rest of the passengers and crew? Other than that, looks like it's shaping up to be a nice little adventure. I'm thinking of maybe having a resist unconscious save of about DC 35-40, but a result of 15 or more lets the PCs stay awake long enough to hear "Did it work sir?" the cook ask hesitantly The First mate jabs one of your fellow passenger in the side "Out like a light they won't be interfering in tonight's bussiness" he sneers You hear them leave and lock the door behind them as you finally loose conciousness I'm thinking of having them wake up in the Dining room, although maybe that'll change |
| Dhakaani Heir10-22-05, 06:18 PM | First and foremost, why are the PCs still alive? Even if you don't tell the players why, you as a DM still need to know. It will help with internal consistency in the adventure and help the suspension of disbelief. If Garrow knew there were adventurers on board, chances are he'd kill them long before they ever came to. To be honest I'm not sure yet. Possibly it wasn't Garrow himself who posioned the PCs but one of his minions and they made a mistake This is the big one. Without a method to his madness, Garrow isn't going to be a believable villan, and more to the point, the PCs aren't going to want to stop whatever his current diabolical plan is. If they think they're the only ones left alive on the ship and that there's nothing they can do to help, there's a good chance they're going to hop onto the nearest Life Ring and take their chances on foot. Basically, Garrow needs a purpose. He's obviously after something, you need to know what, even if the PCs don't. He has to have an internally-conistent reason for his actions, including keeping the PCs alive, particularly if they've met before. Garrows purpose is to steal a rare Artifact [one that the shifter is meant to escorting] and then crash the ship to cover up the crime. Obviously he meets with more resistance than expected. Plus about the PC abondoning ship to do that they'd need to get to the deck which is where I'm meaning for them to end up anyway The other thing to consider is that an Airship is not a big place. Most of them are less than 300 feet stem to stern, and perhaps only 50 feet from port rail to starboard. Even those Liralen bluebrints that are floating around in the archives don't give a lot of space for this sort of adventure. I know maybe I could relocate the adventure to a larger ocean going vessel Overall, a good concept and the beginnings of a fun adventure, but the details still need to be fleshed out. Also, your description of events was a bit unclear, but you might have too many fights going on. Three or four fights, sometimes less, is about all I can manage in an average day of gaming. YMMV, depending on how hack & slash your group is, but I've found anything more than four starts to get tedious. Less fights - cut the ghast who were chomping on the crew, loose the 2 lvls of Ftr on the K Zombie and give him a ghast or two as minions (only if the PCs choose to try and kill him for his key) |
| DragonWatcher10-22-05, 09:20 PM | Actually, my only concern is with the backstory of your Kalashtar character. You say that he is being drawn to Sharn by dreams... but Kalashtar don't dream. If they ever did dream, they would be in a world of hurt, since the Quori would have really easy access to them. I doubt that a dreaming Kalashtar would ever wake up. |
| HarmonysTwilight10-22-05, 09:49 PM | A few ideas! Antagonist Logic: Garrow specifically does not poison to death ANY person on the ship. House Lyrandar takes very badly to murder on their vessels. It's his only hope to get away with minor prosecution should the plan fail. (Using murder less often with more method behind the madness keeps it more dramatic when death occurs.) Creepy "Evil Spirit" development: ...and also another plot thread for later adventure. The spirit on the ship is a fallen gnome artificer ghost. During the ships construction he was murdered by a jealous gnome that wanted his job. He now works to drive those he haunts to uncover the identity of his killer. Means to this: Strange whisperings in gnomish in dark rooms. When he was killed the only lantern was knocked over... whenever the spirit passes through a room light sources are affected. Knocked over, chandeliers swing precariously, candles gutter and possibly go out etc... Anyone that wields a dagger against any living being is attacked to the death by the ghost because a dagger was the instrument of his demise. People found killed by the ghost were so terrified their eyes went so wide as to almost look a bit gnomish. He was murdered during a stormy day, so leave the ship derilict being tossed to and fro in a storm, uncrewed. This however, with the death, storm, etc.. has spurred the ghost to manifest an is why until now the airsihp has been relatively hauntingly "quiet". Hope these ideas help. AWESOME AFTERTHOUGHT! Anyone that is looking in the general direction of a reflective surface when the light is tampered with, aka can't see continuously or well enough to be sure of what they saw makes a dc 20 spot check that instant. If they succeed they swear they saw a gnomish man, pale, staring at them. If a character who succeeded at one succeeds at another later they see it again only this time they notice his tunic is blood soaked. If successful a third time they notice a dagger protruding from the bloody spot at his chest. You get the idea, but I ran one of those once.. didn't take the party long to determine they were in a ghost story but before long they were TRYING to casue events that triggered their ghost to see if they could uncover more... The burglar they were chasing actually escaped because they became so much more interested in the haunted warehouse he attempted to flee them through. |
| Dhakaani Heir10-23-05, 07:48 AM | Actually, my only concern is with the backstory of your Kalashtar character. You say that he is being drawn to Sharn by dreams... but Kalashtar don't dream. If they ever did dream, they would be in a world of hurt, since the Quori would have really easy access to them. I doubt that a dreaming Kalashtar would ever wake up. Well not dreams but Kalashtar "dreams" ie whiperings from her quori spirit - She's an orphan, doesn't know what she is and is scared of hell as being of outed as a non-human |
| strahd9910-27-05, 01:58 AM | for my two cents perhaps you could have the people on bored poisoned by a fatal dose and the party having been chosen to act as the fall guys for the plan and the theft only drugged. He leaves them alive in hoping that the authorties will not believe them and that they can be blamed for the attack. Everyone needs a scapegoat. Another thought might be that the players are invited to a special dinner at the bequest of a VIP on board....they think it is to be a patron meeting to set up an adventure or such and therefore they are not in the dinning room when the food is served...perhaps the invite was from the ghostly gnome in an attempt to save them and use them to defend his beloved airship as he sees it as his home on this plane. in this example though a logical idea might be to have the rest of the passangers and crew be merely drugged not killed so as to use the destruction of the ship or the crashing thereof as the cause for thier death........investigation into an entire ship of posioned people would cause alarm where a ship that was crashed and maybe assumed to have fallen to pirates etc. would make a good cover. I like the ghostly gnome idea on a airship and i believe i will steal that nugget for an adventure i have in mind as well. |
| Setherial10-27-05, 03:31 AM | Well not dreams but Kalashtar "dreams" ie whiperings from her quori spirit - She's an orphan, doesn't know what she is and is scared of hell as being of outed as a non-human Aren't kalashtar born with the knowledge of their Quori half, I'm not sure about this but I though they knew from birth what they were and about their struggle. |
| maollelujah10-27-05, 03:44 AM | Aren't kalashtar born with the knowledge of their Quori half, I'm not sure about this but I though they knew from birth what they were and about their struggle Who would tell them if they were stuck in a muggle, I mean human orphanage? Their Quori spirit is spread way too thin to actually talk to them, which leaves no one. |
| Setherial10-27-05, 06:44 AM | I think it's an excellent adventure, with a touch here and there I think it would make an excellent Horror/dread story. I liked HarmonysTwilight input a lot. I think I'll use this adventure myself but I'm going to try to focus on the subtle feeling of dread, less gore and zombies, more tention, spooky feelings... The end villain dialog is a bit too cliche for me. It's a staged dialog, though commen to Dnd I don't like it. It doesn't feel natural. I would inform the players that the guy holding a strange mask with a sense of great satisfaction on his face suddenly notices them and his expression shifts from satisfaction to startled and upset. He then just sends his goons upon them and tries to escape. (skip the drama, it's old, why does the villain always have to explain himself to the heroes thinking it is the last thing they'll hear anyway...). anyway, thanks for sharing mate, it was an interesting read and I'm inspired :) (now all I have to do is get the guys together for a horror night) |
| Sereno10-27-05, 09:34 AM | Aren't kalashtar born with the knowledge of their Quori half, I'm not sure about this but I though they knew from birth what they were and about their struggle. According to RoE, Kalashtar who are not raised among other Kalashtar are often a little unstable as they don't learn the meditations the help keep their two spirits balanced. It's certainly possible that they don't understand where the strange "memories" come from. As maollelujah says, it's not like the Quori spirit is actually talking and explaining things to the Kalashtar. Also, if the PCs were drugged at dinner time, make sure they're eating with other passengers/crew of the (air)ship so that when they awake, they can be sitting at a table with a bunch of corpses (and possible one or two still alive, but dying from the poison) so they'll know that they survived something deadly. Since this is, as you said, a one-off ... there's no reason not to start with, "As you open your eyes, you find yourselves sitting at a long table in a low wooden room. The room seems to whirl around you and you feel violently ill. Seated around the table are a number of men and women, slumped forward into their plates; you can see that they aren't breathing. At the end of the table, a man has fallen to the floor, his eyes are open and bloodshot, but his face is blackened ... a trickle of blood has dried at the corner of his mouth. Seated beside the man, a woman clings to the edge of the table sobs weakly...." Sure it's railroading, but it's also dramatic. Unless you've got immature players, they should be able to get right into it. After all, they're not only trying to solve the murder of the people at the table, they're trying to solve their own attempted murder! You can play other scenes as flashbacks to "remind" them of where they are and how they got where they did. |
| Setherial10-28-05, 05:43 AM | "As you open your eyes, you find yourselves sitting at a long table in a low wooden room. The room seems to whirl around you and you feel violently ill. Seated around the table are a number of men and women, slumped forward into their plates; you can see that they aren't breathing. At the end of the table, a man has fallen to the floor, his eyes are open and bloodshot, but his face is blackened ... a trickle of blood has dried at the corner of his mouth. Seated beside the man, a woman clings to the edge of the table sobs weakly...." you're good ! |
| Sereno10-28-05, 08:26 AM | you're good ! Thanks! I've been doing this a LONG time ... pretty much since the first edition of the D&D Basic boxed set! |