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| Rajorke09-06-04, 02:44 AM | this is my current idea for a new adventure i'm about to run with some new players and wanted some feedback for the idea, its not complete yet so ill add more as i complete more. Thanks The Will of Serpents The Plot: An archaeologist named Hadrim Glain has been found murdered in the Karrnathi city of Korth. Hadrim was a prominent member of the faculty of the Twelve. Hadrim was murdered by agents of the Aurum after he refused to aid them in plundering an ancient site in Xen’drik that he had been researching for the past ten years and funded three failed expeditions to. The Aurum learned from one of Hadrim’s secretaries that the ruin contained riches that could fund an entire nation’s expenses during the Last War. But when the Aurum searched Hadrim’s body and home they did not find the journal that held the maps and information that the Aurum needed. Two weeks before his murder Hadrim discovered some discomforting information as to the contents of the Xen’drik ruin and feared that this information had been compromised. So Hadrim sent a message to the only institution he believed he could trust, the Brelish Citadel. The Citadel sent one of their finest agents to retrieve Hadrim’s journal at his request, Aala Veloun was sent. Once arriving Hadrim quickly told Aala to hurry because he knew that someone (though he wasn’t sure exactly who) was coming to get the journal, and Hadrim gave Aala not only the journal but also a very important device that he said a member of House Sivis could use to translate the writings in his journal (Hadrim developed a personal language of writing so that his information could not be stolen). Aala escaped as soon as the assassins showed up to kill Hadrim, but instead of running Hadrim stayed to fight the assassins so that Aala could get away. Currently Aala does not know who the assassins that attacked Hadrim are but knows that they are hot on her trail. She intends to get the journal to her superior Gregor as soon as possible but runs into a little bit of trouble in First Tower. There she meets with the Pcs and they aid her in reaching Sharn fighting off an attack on her life in the lightening rail into the city. Once the Pcs arrive in Sharn Aala quickly takes them to meet with Gregor where they are paid for aiding Aala in her journey. Then they are offered the job to go to Karrnath and see what else they can find out about Hadrim’s murder while Gregor gets the journal translated. The Aurum: A member of the Aurum named Giln ir’Thergrok (LE male dwarf aristocrat 4/ Cleric 2), member of the Gold Concord, is in control of the Aurum’s involvement in retrieving Hadrim’s journal and intends on achieving a position in the Shadow Council after his success. Giln is not only a vile and ruthless businessman but a secret worshipper of the Dragon Below. Giln commands a ruthless band of mercenaries who follow in his belief in Khyber and will go to any lengths to achieve what they believe to be the will of the Dragon Below. Giln has received funds from the Shadow council to achieve this goal in return for profit upon Giln’s success, but the council’s involvement is entirely secret. Once Hadrim is murdered and the journal not retrieved Giln immediately dispatches his mercenaries to find Aala and the journal. Meanwhile Giln attempts to gain further support in the Aurum, by promising a larger profit to those who help fund his eventual trek into Xen’drik to retrieve the fortune. The Citadel: Why would a member of the Twelve have contacts with a Brelish homeland defense agency? Well it seems that Hadrim’s discovery was of not only material importance but also important to the protection of the peace. In the documents that Hadrim found there is speak of a magical device that can cause destruction on a large scale and Hadrim believed that Breland was the only nation that would either destroy this device or stop it from going into use. And Hadrim was correct in his assumption. In his letter to the Citadel, Hadrim outlined the devices power and potential and the dire need for someone to come and retrieve his notes so that some other less righteous organization wouldn’t find the weapon first and use it. |
| stone_dog09-06-04, 03:23 AM | Dude, you were sitting on a gold mine like this and felt nervous? This has serious potential. With something like this the first session can be a snap. You already have a decent outline for a good solid couple of sessions. Throw a couple of hooks in there and you are pretty much set. Aala sounds like she needs to be a past aquaintance of a PC. Perhaps they grew up in the same village or a warforged character saved her life a couple of years ago, but barely remembers her. She however remembers it very well from some distinguishing trait or name. She won't say anything of course since she doesn't fully trust someone she hasn't seen for years under her circumstances. Add an unsavoury Brelish Agent in there. Perhaps not someone who will use the device for evil ends, just someone who has reason enough to hate Aala. Or perhaps, to love her and want to keep her out of danger. A skilled rival with an overblown sense of chivalry could make for decent comic relief here and there while still getting in the way JUST enough to make things interesting. Or an agent who hates Aala, but is under strick orders to make sure she succeeds. Too bad his orders don't extend to making sure the PCs survive. Maybe there should be another secret society that the PCs have NO way of knowing about! A newly founded order of idealists that believe that the exploration of Xen'Drik will be the downfall of Khorvaire and are trying to keep any expedition from coming back or even being sent out (Stolen from Indiana Jones and the Last Crusade? Stolen? Please, I prefer "creatively plagerised"). Maybe those are the ones that attacked on the lightning rail and not the Aurum mercs. "You have been dogging us for three months since your men attacked us at the First Tower, now your schemes are at an end!" "First Tower? Three months? If I had known about you that long ago you would be dead, an oversight easily corrected! Have at them!" And then the true mercs attack the party, tough as nails and with a twisted rune tattood on their faces signifying their devotion to Khyber that the PCs have never seen save at a temple during a side quest! |
| Rajorke09-06-04, 03:30 AM | Thanks alot. the one thing i always have problems with is hooks they either never work or work so well the PCs never do anything on their own will (and im not even trying to railroad them). Im definately going to use your idea for another organization that attacks the PCs on the rail. once again thanks for the advice. |
| stone_dog09-06-04, 04:24 AM | No problem. I believe it was Randal Chambers who said that if you are ever in a tight spot for a story, just have two people burst in and try to kill the main characters. I probably got the name wrong and there was some serious paraphrasing, but it is sound advice. The great thing about hooks is that you don't have to know where the line leads or what boat the PCs will be in once they have bitten in. Once you give them just the glittering metal spike they will thrash about on it and whatever they come up with will probably give you ideas that will work out better than anything you could come up with on your own because it fits in with what the players want to do. Players may enjoy what you want to run, but they LOVE what they want to play. Make them think that you happen to be running what they want to play and you pretty much have them in the palm of your hand. It does help to have them write up character backgrounds before hand, but you also get alot of good ideas watching them scheme in game. The best part is that with this plan everybody is happy. They have a blast because their characters are kicking ass and their plots pretty much work aside from a few interesting snags (except when they don't, but failure can lead to it's own rewards) and you are happy because you are now a kick ass GM. Wow. I can get preachy when it gets late. I would love to hear how all this turns out! |