Have characters, need plot! [Archive] - Wizards Community

Post/Author/DateTimePost
Doc Filth

02-23-04, 05:31 AM
OK. My players and I have worked pretty hard on creating a bunch of shiny-new characters for an Unapproachable East campaign, and I've got a few plot threads roughly planned out, but I was wondering if anyone could help me plot the thing a little better? This is what we've got so far, in terms of the PCs and their backgrounds:

Star elf fighter, based in Aglarond but pretending to be a moon elf. Presumably wants to recruit local help for fight against the nilshai. CN.

Human (Aglarondan) ranger, follower of Chauntea, works as a forester on the outskirts of the Yuirwood. NG.

Tiefling sorcerer, originally from Thay, currently freeloading off a small Thayan diplomatic party in Velprintalar. CN.

Fire genasi cleric of Kossuth, working as a diplomatic aide to the aforementioned Thayan embassy. CN.

Spirit folk druidess of Balla (Chauntea), on her dajemma, trying to decide whether she wants to join the Witches of Rashemen. NG.

Half-orc barbarian, also from Rashemen, accompanying the druidess. Has potential to later join a berserker lodge and take levels in Runescarred Berserker. CN.

Halfling rogue, originally from Sembia, stowed away on a merchant ship whilst on the run from Sembian authorities for crimes as yet undecided. CN.

Sun elf bard from Evereska. Worshipper of Labelas Enoreth. On her "gap year" from bardic training, has travelled to Aglarond to investigate the rumoured return of the star elves. May well catch the interest of local Harper agents/recruiters, as may the halfling. CN.

All characters are 1st level, and the game starts off somewhere in Aglarond. The sun elf and the bard have just got off the same boat, the two Thayans know each other, and so do the two Rashemaar. Aside from that, they should all start off as strangers.

The only definite plot development I have in mind, fairly early on in the campaign, is the murder of the Thyan diplomat (as probably happens on a fairly regular basis in Aglarond!).

Beyond that, and the fact that I want to move the campaign to Rashemen by the time the characters are at about 5th or 6th level, I'm a bit stumped for ideas.

Any suggestions?

Cheers in advance,

Doc.
Dargoth

02-23-04, 06:19 AM
you could use that old Cliche "you all meet together in the inn"

If you do that I suggest you have all the PCs and your Thayan murder victim all be in the Inn when the Thayans killed maybe the other 2 Thayans are having a drink wih him or escorting him.

So the 2 Thayans get involved by investigating the murder of one of there own. Perhaps the leader of the Diplomatic mission orders them to track down the killer (chances are the leader will want to get the Tiefling at least out of his hair or more precisly out of his coin purse)

The Sun Elf is approached by Harper to investigate who killed the Thayan an maybe stop the Star elves from allying with the Thayans

The Halfling may end up being implicated some how in the murder maybe the Halflings fleeing Sembia because he killed someone and when the watch turn up to investigate the Thayans murder they cat detect lie on those they interagate and during the interogation they ask the Halfling if hes ever murder anyone.

Maybe the Star Elf fighter was going to meet the dead Thayan to try and persuade the Thayans to help the Star elves fight the nilshai maybe they plan to offer the Thayans the knowledge the Star elves have for demi planes in exchange for the Thayans help

The half orc barbarians also a potential suspect th people of Rashmen are hardly friends of Thayans and the in addition to being a Half orc the characters are barbarian and neither of those are known for there self control.

The Human ranger, I might suggest you leave him out of the party intially have the other PCs decide to to try and track down the killer and have the trail lead outside the city. Once outside the city the PCs loose the trail and need to hire a tracker to help find the killer (enter the Ranger)

Im not sure how you'd introduce th druid maybe do something with the Ranger as they both share the same Deity

As for who actually killed the Thayan maybe Azhir Kren had him killed, she tries to frame the Half orc from Rashmen for the murder as a pretext for starting a war with Rashmen. Maybe the dead Thayan his someone important or a relative or lover of someone important (like an Zuikors child or lover). A person who Kren wants manipulate into siding with her in declaring war on Rashmen.
Ramius_Mordale

02-23-04, 06:34 AM
Hmmm... always tricky with the Unapproachable East. Well you got a couple things going for you to start off. Your two people from Rashemen give you a slight advantage to creating a turn there. Say the witches call upon the druidess for a favor, or better yet a thayan (or equivlent group or villian you have) has a plot set against a certain Witch of Rashemen (probably one that is influencal maybe a friend of the druidess?). Or maybe your on-the-run halfling runs into a tough group of bounty hunters and needs a place to go that people don't really know much about. What better place then a place like Rashemen to hide since it is already cloaked in mystery. Perfect for someone who needs to disappear for awhile. Maybe your barbarian wants to begin his training for becoming a Runescarred Berserker but in order to do so he has to go up into Rashemen to the appropriate lodge with a certain master/teacher that he must find to learn the ways he seeks. Or maybe someone frames your two people traveling with that Thayan diplomat for the assassination, again good place to hide is Rashemen. Another possibility is having your star elf friend hear of these berserkers in Rashemen from his fellow adventuring companion who is from there, and hey if a bunch of raging berserkers for an army is pretty darn good in my opinion.

Well I hope that gives you some ideas cause boy am I burnt out of ideas for it at the moment. Good luck.
Monde

02-23-04, 09:14 AM
I always enjoy taking away all of their equipment and making them slaves. Then they need to escape together. Gives them time to learn to work together and gives them a reason to stay together for awhile. At least until they have escaped. Usually by that time they don't want to break up the party.

It can also be fun watching their faces when you ask for their equipment lists and tear them up. Evil I know but it can end up being loads of fun when you have a fighter running around with a pick or shovel in a loin cloth instead of a bastard sword incased in Plate.

I'm not evil I promise but it is a very cool way to start.
Sylvos

02-23-04, 09:45 AM
You could have them all captured by a Thayian Slayer and his group of thugs and they all have to work together to escape before the slave caravan crosses the Thayian border. That way they can recover their gear and are "stuck" together in whatever scenerio you allowed them to defeat their adversary, this way they can all be level 2 by the time they earn their freedom. Perhaps a few smaller towns can be stopped at where they have to engage in gladiatorial pit fighting with some level 2 or level 3 fighters or animals (tigers/lions/bears) etc... Maybe you can let them be carted off into Thay and make them earn their first few levels up to level 3 fighting in Gladiatorial arena's in Thay til they amass enough money to purchase their freedom and perhaps better equipment. Then they can try to make their way back to Aglorand and run into adventure hooks from there.
Monde

02-23-04, 10:07 AM
That is possibly the most fun Sylvos... Get them to be Gladiators and either buy or win their freedom. Gives you a chance of getting them into a party before you hit them with the adventure and you could get them up a few levels maybe even to level 5. You could make an entire "town" down in(under) the arena.
Ramius_Mordale

02-23-04, 10:09 AM
Slavery is one easy way to go but all I would caution is that you gauge if your PCs would go along with it or be upsetted by it. So I would consider that before taking any of our suggestions.
Grimbones

02-25-04, 09:44 AM
Originally posted by Monde
I always enjoy taking away all of their equipment and making them slaves. Then they need to escape together. Gives them time to learn to work together and gives them a reason to stay together for awhile. At least until they have escaped. Usually by that time they don't want to break up the party.


Do this, but fake it, so they can't tell it was your plan from the start. Make them believe that had they just done this or that better they might have made it out all right.

The outcome is great because it not only gets the characters working together in a heroic fight for freedom, (and reminds them that they are more than their equipment lists), but it also tricks the players into believing that you are playing for keeps.

Check out the old Greyhawk "Slave Lord" modules for a great version of just this hook...
Mystery Man

02-25-04, 10:59 AM
Not a big fan of slavery/prisoner type schtick. I've been on the recieving end of that.
But, if you're going to rail road them, rail road them big time. Geas quest them or hold a relative, spouse, town whatever hostage. As long as you keep the story interesting and keep them busy they really won't mind.
Lashan

02-25-04, 01:38 PM
I think I know what I would do. Have them all staying in the same inn (I know that's cliche) or at least nearby. Make sure that most of the characters have some sort of NPC that is with them, too. Perhaps someone else that they met on the way in, or once they got there. This person doesn't even have to be friendly, but someone. There is a sudden attack on the Thayan envoy and everyone in the inn. A large fight breaks out and everyone has to fight for their lives. Many of the NPCs that the party had gotten to know get killed off. The Thayan envoy party gets killed off. The leader of the attack group is trying to find something from the thayan diplomat. The Thayan mumbles something cryptic before he dies. (something like, "You will never find the skull of Halkor..."). In the end of the fight, have mostly just the players be the survivors. Perhaps they have to work together just to escape alive.

At this point, whatever cryptic message that was said leads to clues that some of the party members know about. Perhaps the thayan cleric knows about some important mission that his master was on to retreive a powerful magic item. The druid knows that the skull of Halkor is an ancient star elf magic item. This ties in the two that are interested in star elves. The druid might want to learn more just b/c she is the one that knows some legend about it and wants to expore. The barbarian is to protect the druid. The teifling has no where else to go, but might be interested in the power of the item. The same goes for the halfling. It turns out that the human ranger is the only one who can lead the entire party to the sight that might have star elf stuff.

In this attempt, every character has a piece to the puzzle or a reason to go with them. They have to work together to actually accomplish anything. The party can come up with the idea that they work together rather then being railroaded into it. Perhaps it is in a dangerous place and the more the merrier.