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| Ghorticus06-08-04, 07:21 PM | NOTE: Players of "Brandon's Forgotten Realms Campaign" please do not read any further or you'll ruin almost the entire plot for yourselves. Thank you! I'm in the process of designing a Forgotten Realms campaign which I am planning on basing in the Silver Marches or somewhere relatively similar. I'm trying to make this a long lasting campaign, starting off characters of 1st-level and taking them through 20th-level and perhaps even beyond. I'm just having a little trouble coming up with some good ideas for a good overarcing plot for the whole thing, and campaign design really isn't my forte (although I have a couple other really enjoyable and successful campaigns in the past). Here's a few ideas I was playing with so far: - The north experiences a savage winter of the likes it hasn't seen for many years, bringing bitter cold and terrible weather with it. Tectonic instability in the region (probably caused by the Dwarves and their overmining in pursuit of Mithral), uncovers a long lost crypt which actually leads to a long forgotten part of the Underdark. Deep underground is a society that has lived independantly of the surface dwellers for nearly a thousand years, and they are particularly magically inclined, due to the fact that their city is centered around an ancient site of great magical importance, and everyone living there is infused with above-average magical ability. The area is originally discovered by wandering goblin tribes, and they decide to move in. When they discover the society living deep inside, all hell breaks loose and they are in a constant battle for territory. It doesn't take long for the local orc tribes led by Obould to get involved. My questions for you would be: 1) What would you recommend for an initial, low-level adventure? I was thinking that the campaign could begin in Icewind Dale, or a nondescript city of my own design in the same general vicinity. There would be a few plot hooks to get the characters involved. Namely, an expedition is heading to the recently discovered crypt, since many adventurers who recently went to investigate were never seen again (they have no idea what awaits them)... Any ideas for some other possible initial encounters that could possibly lead into something like this? 2) Any ideas for a good overarcing plot that ties everything together? For example, I said that I wanted this campaign to last a long time, to get my players from 1st-level to 20th-level or even epic. I would apprecaite any ideas for future adventures within the crypts dealing with the secret society, or something to do with Obould and his orc tribes, or anything remotely related to the situation, while still keeping the general theme of the campaign in the Coldlands... And a couple other questions, if anyone has any advice: 1) Does anyone know where I can find a good, quick stat-block creator for 3.5 D&D? Basically something where I can type in general information like stats and equipment and it'll just pump out a statblock for me? I know of a couple good ones, but sadly they aren't compatible with 3.5 yet. I would simply use PCGen, but it's such a resource hog that my system can't handle it. 2) I'm not sure how many players are going to be playing. Right now, there are 2 players that will definitely be playing, and a 3rd is a possibility. My question would be what would you do? For example, if the characters go on the expedition, would it be ok, for example, for the expedition leader to split the expedition up into 2 or 3 groups of 4, giving the PCs a couple decent (not elite) NPCs to go with them temporarily? Or how about just running a single DMPC that stays with the group forever? Or would you just design the encounters and everything to suit 2-3 characters rather than the average 4? Anyways, I think that's all for now! Thank you very much for reading this far, and any and all support will be greatly appreciated. Brandon |
| ARSOFKAS06-08-04, 07:40 PM | Oh yah! Auril the ice goddess has a high priestess "Laurill" who has already found the crypt. That was 1300 years ago. She's now a Tundra Lich or something similar. The crypt is not really a crypt set into the 800ft mountain but the entrance to the castle. In order to seclude herself while she finalized the transformation from living to dead she had earth elementals cover the castle with earth. Just burried the whole thing. Then she cast one of those spells (whatever you want to call it) that closed every opening to look like a real wall. So when you first enter the crypt that's where the locals from long ago put their dead. In one of the encounters a shard of pottery is sticking out from a wall. This will be a clue for your PCs to investigate. Make the opening of a wall level dependant or by the phase of the moon (something so they have to come back). Populate the story from there and teh dungeon. As far as hook? Have a new sect or cult of Auril come to the town or region. Or have a few Ice/Frost sub-type monsters be seen coming from the crypt. Devise a new (Cool or Kewl) weapon, players love that. Hope it helped |
| Triton06-08-04, 07:44 PM | You can always start out small and develop into something much more significant. Let's say the party is on their way from silverymoon to waterdeep to look for adventure. On the way they encounter a family of halflings running out of the edge of the High Forest near the Lost Peaks. The caravan master says he doesn't have time for their needs. The party helps them by rutting out a war party of twenty goblins led by a 2nd level orc fighter. This leads the party to help gaurd a fledgling halfling settlement. They must track the goblinoids back to a main lair that contains goblins, worgs, orcs, ogres, and eventually a leader. They find out that the lair is actually a ancient Illuskan school of wizardry. After a quest to Mirabar to get a sage to translate ancient writings, the party is able to open a door to he lower vaults. Inside is a vast labyrinth that eventually leads to undead mages from the school. After defeating the mages the party must fend off Red Wizards, Arcane Brotherhood, Zhentirim, Twisted Rune, and Yuan-Ti to capure this prize of arcane lore and magic items. This in turn leads the party to discover that the school was originally a creator race wizards abode. A great gate in an sealed vault leads to the sleeping wizards retreat. This sort of progression allows lots of changes and flexability that a DM needs. If a party becomes disinterested just end the adventure at any stage and allow another avenue of adventure to open up.:D |
| Autosponge06-08-04, 09:23 PM | Here are the problems I see with this so far: 1. This is obviously an Underdark campaign, you're starting the PCs at 1st level... You're starting the PCs at first level!? They might start getting into your plot by the time they are 5th at the earliest, the Underdark is no joke. Not to mention this is a warzone with "highly magical" critters. 2. This is an Underdark campaign where the biggest players are Underdark communities... Who cares. Most surface dwellers would never see this place much less care if the entire civilization was wiped out by X or Y. So starting on the surface is not the best route either. 3. Tectonic plates... I'm having a hard time with this one. There's no evidence that this phenomena exists on Toril, and even if it did, these things take centuries to move inches, they don't fling doors to new worlds wide open overnight. You need something else, like an energy barrier or magical gate or something. 4. Obould isn't entrenched deep in the Underdark (at least I dont' think he is). He's camped out in a much too small keep in the Spine of the World mountains ready to pounce on the North. Sure, they live in caves, but it's hardly the Underdark. 5. There's so many good things written about this area already, why did you say you needed to make this part up again? I'm not saying it's a bad idea, but you realize you're going to need to put in a lot more work and depending on where/when you start the PCs they may never even see it. I'd suggest starting (if you want to start surface low-level) with level 3 and any one of the great hooks from the FRCS, SM, or even the old 2nd ed materials. I know there's a slew of them because I have/use them all. |
| Ghorticus06-08-04, 09:53 PM | Thanks for the advice so far, everyone! In response to your concerns, Autosponge: 1) Well, not exactly. I don't plan to get the usual underdark critters involved, in fact this "crypt" does lead to an underground passage which itself leads to a large underground community which was once a part of the underdark but over a thousand years, it has been completely isolated from it, so it has very little in common with it now. I think I may have caused a misunderstanding here. What I plan is for the first few levels for the PCs to get involved with small stuff like Goblins, and go up in the mountains and explore the areas of the recently opened crypt while dealing with the harsh environment. Then, a few levels later, perhaps they'll catch on that there's something a little bigger happening there and perhaps they'll uncover the secret society, which by the way is nothing like Drow or Illithids, etc. I was thinking more like a race of subterranean humans, or perhaps even rock gnomes or something that isn't inherently evil. There would obviously be a few antagonists such as a corrupt sorceress or something, as well as Orcs and the like at later levels. What I want this species to be is like a very foreign, native race, that are more inherently magically inclined than your average person. I intend to make this underground area quite large. The farther you get from the ancient site of power, the less powerful creatures become, with only the most powerful and esteemed of the species (and obviously their magical creations) living anywhere near it. Farther out, where the PCs will initially meet those of the species, they are only slightly more magically inclined than your average person. Similar to how Gnomes have inherent spell-like abilities like Ghost Sound, Dancing Lights, etc. Something like that. 2) I think my first response covers this one as well. However, I'll add this: I want to start on the surface, with the PCs exploring what's going on, going on the expedition and discovering this lost civilization for themselves while at the same time dealing with constant threats of the severe environment and nasty creatures (obviously nothing they can't handle, though) at keeping them linked with civilization. I've played a few campaigns where the PCs were totally isolated from civilization, and they didn't work out all too well. 3) What I meant by "tectonic instability" is simply a very large earthquake, that opens up a chasm or some such that leads into into the depths of the lost crypt. I'm not sure either whether or not tectonic plates exist on Toril, but unless stated otherwise I would assume that most planets would endure their own share of natural disasters just like our own earth. 4) I know that Obould isn't located in the Underdark. But, once they find out about this intriguing new opportunity, you can bet that he'd send his minions to investigate, and possibly annihilate the goblins and take the territory from them, and set up a base in the crypt, so that they can eventually raid the recently discovered race of strange people with magic treasures aplenty. 5) I always like to create my own adventures rather than use published stuff. If I had the time to create my very own campaign world instead of sticking to a traditional pre-built setting like the Forgotten Realms, I would. I like to change things a bit and put my own mark on the game, if you know what I mean. I will take another look at the SM and the other supplements though. As for starting at 1st-level, I always start at 1st-level. Especially this time considering that my players aren't all that experienced with 3rd-edition D&D yet. I also think that it's better to start out at 1st-level to flesh out your characters, and to have the ability to get to better know your in game personality. |
| Ghorticus06-08-04, 10:12 PM | I just wanted to add a couple things: ARSOFKAS: I really like the idea of having an Ice Sorceress or some such as an antagonist. I'm not sure about making her a lich just yet, but that could be a future possibility. You also give some other very interesting ideas and I'll definitely consider them. Triton: That is exactly what I needed. I am by no means an expert at DMing D&D and I'd barely consider myself to be a very creative type. That way of progessive thinking you displayed had never really occured to me. Just by reading your mock plotline right there, it has sparked my imagination, and I've begun thinking in entirely new ways regarding constructing my campaign. Also, does anyone have any advice on my other two questions? About where to find a good statblock generator for 3.5, and what to do about a smaller party of 2-3 characters? Thanks again! Brandon |
| Jhalad06-10-04, 04:55 PM | try this link. I haven't read through all of it yet, but it's expansive, and quiet interesting. http://www.steigerwaldedv.business.t-online.de/vintyri/njdownld.htm |
| ORC_Paradox06-13-04, 06:25 AM | Also keep in mind that the Savage Frontier is a lot like the Wild West, except much, much colder. :D So, you can take any western plot and plug it right in. Perhaps there are a couple of rival groups of dwarves fighting over a "claim" (The mine that leads to the crypt.) Low level adventures could include getting involved in a range war, or land grab. And since winters are harsh, plenty of settlements and homesteads face extinction unless they get some help. Something simple such as gathering firewood for a family unable to could lead the party to meet up with goblins also looking for wood to keep warm. There could be a group of bullies in charge of a town. Or, thanks to supply and demand, item prices fluctuate wildly. |
| Capn Charlie06-13-04, 01:36 PM | Excellent! Perhaps it is becuase of where I live is practically three squirrel hops(yes, it is a unit of measurement, here) from thecowboy hall of fame, but I always find it odd that there are so few wild west references and ideas used. In many ways most settings, and the Realms in particular, are quite similiar to the wild west, and could gain a lot from the genre. In fact, with the realms I often embrace the feel of many westerns with regards to character motivations, mentality, and sometimes even plot in my games. With the north, there is even the option to go whole hog with tthe use of orc hordes to depict things as they often appear in some westerns(*). More than once my PCs have been in a mexican standoff with wands of fireball, or somesuch. IF you wade through the sometimes awful acting, plots and even scenery the genre can be a veritible motherlode of stuff to steal for your campaign. For instance, I see the recent mining oppurtunities in the Damara/Vaasa ountains to be very reminiscent of the klondike era, and have been tinkering around with an adventure getting down to surving the deadly and grueling trek to these mountains, andthe conditions of surving there. Heck, I might even get the bodycount up before the first die of weapon damage is rolled. I do however suggest resisting the idea of using too much wild west sztuff. This is the Realms after all, not earth. I would completely forego the use of smokepowder weapons([u]especially[/i] gnomish made six shooter variants) here, as well as replacing the guns with repeating crossbows or wands of magic missile. It could have drastic complications with suspension of disbelief in the game. (*)I am fully aware of the reality of the era the average western is supposedly depicting, and that the fact and times were significgantly different from the way hollywood depicted it. |
| Ghorticus06-13-04, 06:27 PM | Thanks for the added advice guys! I think I'll watch a few good westerns to give me some campaign ideas now ;) I also really like your idea WizO_Paradox about the two dwarf clans fighting for control of the crypt... I think I may just have to use that! Makes a lot more sense (and is better for variations' sake, I think), than to have goblins, goblins and more goblins. :) Thanks again. Brandon |
| Aris Stormdragon06-15-04, 07:26 PM | If you decide to forego the Tectonic Instability occurence, here's an idea: The characters witness a fight between two dragons, high overhead. The battle ends with one of the dragons spiraling down to crash thunderously into a mountain side. The PC's decide to investigate (they ARE adventurers, after all:D ). They discover that the impact of the dragon has set off a series of avalanches, one of which reveals an ancient door that leads to the crypt of some long-dead wizard or whatnot. Perhaps this wizard is now a lich, and will awaken when the PC's enter his lair. Conversely, the occupant of the crypt could be an Archlich, or even a Baelnorn. Either one of those could serve to introduce the plot hook to the Heroes. Hope this helps! |
| Autosponge06-15-04, 07:34 PM | IMC I used the excavation of deadsnows (looking for gold veins) to reveal an ancient dwarven entryway. |
| Ghorticus06-17-04, 01:31 AM | I've pretty much decided on how the crypt will be revealed, at that this part of the plot won't come up until considerably later in the campaign than originally planned (probably around 5th-level). There will be a little bit of an "accident" with some greedy dwarven miners who get in a stand off with the talhund, ignore their pleas, and unleash something horrible deep within the mines, either triggering an earthquake, angering ancient earth elementals, or causes a magical chain reaction that opens a previously unknown Gate to the crypt. Haven't decided on the specifics yet, but that's where I'm leaning. |
| Autosponge06-17-04, 11:06 PM | Awakening a colossal elemental whos body blocks the way to an ancient crypt is nice... Sounds like something deep gnomes would do. |
| Ghorticus06-18-04, 05:15 AM | Yeah, I think I'll go the elemental route then, that does sound really cool. Thanks for the input! :) |
| Ghorticus06-19-04, 05:38 AM | As for the society of creatures living deep within the crypt (not attached to the underdark anymore), let me know if the following sounds realistic: A strange Gnome subrace lives deep within the caverns that were once blocked by the ancient earth elemental they placed there a thousand years ago to seperate themselves from the rest of the world (they thought they'd be better off to live self-sufficiently then to get involved in the constant war and turmoil of the surface world or in the Underdark). The reason they chose this specific location is that it held great magical power. Now, I'm thinking that the source of this power will either be: 1) A long forgotten Mythal, or 2) a considerably large Spark (I'm open to any other suggestions, though)... Basically, the power of the Mythal would grant them superior magical ability (which would give them innate magical abilities like the other gnome subraces), as well as some Spell Resistance. I am working on creating a custom sub-race to represent this creature (though I won't be allowing my players to play characters of this race, so we don't have to worry about that); let me know what you think, and if you have any suggestions on abilities or whatnot. This template would represent the average member of the species: Mythalborn, 1st-level Warrior Small Humanoid (Gnome) Ability score adjustments: -2 STR, +2 CON, +2 INT, +2 WIS, +2 CHA (basically, the normal Gnome template except due to the presence of the Mythal, their mental abilities are heightened) AC Adjustment: +4 Dodge bonus against all creatures (same as Svirfneblin) Special Abilities: SR 11+Class Levels, Low-light vision, Darkvision (120 ft.); Speak without sound; Spell-like Abilities: At will--Detect thoughts, 1-day--Alter self, minor creation, invisibility. Does this sound reasonable? Would the presence of a Mythal (or other source of significant raw magic power, over 1000 years) be able to induce such changes in these creatures? Are their magical abilities too strong, or not strong enough? I'm looking to make the average member of this race a CR 1 or 2 (for reference, the Svirfneblin is a CR 1 creature). Any advice or suggestions would be appreciated! Thanks, Brandon |
| Asche06-19-04, 06:05 AM | The experience I had with Gnome races is, they tend to add a very comical influence to a campaign. If you plan to play a gritty ice-and-snow campaign, with starving settlements, frozen corpses and a very real danger in form of cold damage, blizzards etc., you might find it detrimental to include some funny little guys into your campaign. Unrelated: A few nice devices to design and flavor such a campaign from 1. to 20. level is including NPCs that develop along the way. I recently had to prematurely end a campaign formed around and overarcing storyline due to players getting themselves killed with enormous stupidity at level 11/12, but depending on the amount of killing going on, level 20 is a LONG way off. To stick to the ideas given above: That cult or Tundra-Lich of Auril didnt just randomly pick the location for the crypt. Perhaps the remains of a once living saint (BoED template) were there and worked as a sort of focus for her transformation. And said Saint was buried with a relic which holds great religious power (not game-technical, necessarily. More like an Icon of Faith). So sooner or later, the PCs stumble across a hint, or an old story, of said relic. I would suggest making it a relic of Helm or another fiercly Lawful Neutral deity..... since they want it back. Now. In one piece. Entrance your newest NPC and a great recurring enemy... an Inquisitor. Those guys, properly played with fire-and-brimstone speeches, no tolerance etc., bring the worst out of a party of PCs. I tested it, its amazing. Voila, you can now include a sub-plot of intrigue, a race against time, or just a "catch me if you can" thing with the Helmite Inquisition, which should carry your PCs another level or two, adds a twist to the plot, and perhaps doesnt even require much fighting. Not to mention we all know that Saint isnt so dead, or saintly, anymore..... |