| Post/Author/DateTime | Post |
|---|---|
| theprince06-18-04, 09:11 PM | My players (all low level) about to hit their first huge city. They're planning on staying in this city for about a month. They want to gamble and have fun at the coliseum, and work some small jobs (mini-adventures). What interesting things can happen while they're at this city? Anyone have any cool ideas for mini-adventures? The main thing I have planned for them, is that they will eventually get hired by the merchants guild to clear a trade route from undead that have appeared there. Thanks. |
| Shapedoctor06-18-04, 09:29 PM | Originally posted by theprince What interesting things can happen while they're at this city? Anyone have any cool ideas for mini-adventures? These aren't all about adventures, but the links may be useful. City Watch & Fantasy Cities (http://boards1.wizards.com/showthread.php?s=&threadid=224774) Cost of Houses (http://boards1.wizards.com/showthread.php?s=&threadid=250389) Help Me Create a Town & Campaign (http://boards1.wizards.com/showthread.php?s=&threadid=242592) Let's Make a Town! (http://boards1.wizards.com/showthread.php?s=&threadid=225974) Mythmere's City Thread (http://boards1.wizards.com/showthread.php?s=&threadid=239643) Surrealestate: A City Thread (http://boards1.wizards.com/showthread.php?s=&threadid=255122) |
| Mythmere06-18-04, 10:39 PM | Originally posted by theprince My players (all low level) about to hit their first huge city. They're planning on staying in this city for about a month. They want to gamble and have fun at the coliseum, and work some small jobs (mini-adventures). What interesting things can happen while they're at this city? Anyone have any cool ideas for mini-adventures? The main thing I have planned for them, is that they will eventually get hired by the merchants guild to clear a trade route from undead that have appeared there. Thanks. How low level, and what classes are they? |
| theprince06-19-04, 05:02 PM | Originally posted by Mythmere How low level, and what classes are they? They average out at 2nd level. I have a fighter, ranger, cleric, fighter/mage, mage (npc). If any background info would help... the fighter is the unofficial leader, is cunning, bloodthirsty and on a personal goal to find a katana (which I have made hard to get). The ranger is slow, but fights well. A follower all the way. The cleric loves to meet new people, drink, and experience new things. He's the moral conscience of the group. The fighter/mage, is greedy, violent and is always on the verge of being evil. So far I've come up with two mini-jobs for them. Clear a tomb in the old city part of town. Also, to find someone for the guard in the goblinoid ghetto part of town. |
| Mythmere06-19-04, 05:20 PM | Depending on the group's ability to handle this sort of thing, you could have an evil merchant contact the fighter/mage about killing a good aligned merchant who is his competitor. The contact will leave it to the fighter/mage to persuade his party to do this act - the contact will suggest he use lies and deception. THe money is good. If the cleric is alert, he might prevent the party from the evil deed, and even turn the hunt back upon the evil merchant. There might be an interesting secret behind the blood-feud as well, not apparent on the surface - indeed, the quarrel might not be between two merchants at all. |
| theprince06-19-04, 05:32 PM | ;) Oooh good idea. Yeah maybe the good merchant is on land someone wants or something like that. |
| Luminous Crayon06-19-04, 06:21 PM | I'm currently running a successful city campaign based on the following idea. The players noticed the reward posters advertising a large sum of cash for the safe return of the mayor's vanished daughter, and have been simultaneously dodging a mystifying string of murders that seem to strike daily and at random. They have no idea what they're up against. The below information is the core of my current campaign, and I scooped it off the boards about a year ago. If anyone can remember who first posted it and give the brilliant creator proper credit, I'd be appreciative. I've unfortunately forgotten. I only wish I could clame this idea for my own... The Ugly Doll Bards tell tales of an ancient witch who manufactured evil dolls to go out and spread her vile form of evil throughout the lands. This tale is usually dismissed as the beginnings of a child’s horror story, but little do most know that the story does have some truth to it. Ugly Doll (Minor Artifact): The ugly doll appears to be little more than a crude doll made of buttons, cloth, and straw. However, when held up prominently (usually in the direction of a chosen target or targets) and the proper command word uttered, the doll allows the wielder to create a Cause Fear effect (DC 11) up to five times per day, a Fear effect (DC 16) up to three times per day, and a Phantasmal Killer effect (DC 16) once per day (wielder’s choice). If used in this manner, the doll appears to transform into that which the target most fears. In addition, this doll is also an intelligent item and shares the statistics of the following ugly doll example: Betty, the Nightmare Weaver: Ugly Doll; AL CE; Int 19, Wis 10, Cha 19; Speech, telepathy, 120 ft. darkvision, blindsense, and hearing; Ego score 29. Lesser Powers: Item has deathwatch continually active, darkness 3/day, major image 1/day (DC 14), item has 10 ranks in Intimidate (total modifier +14). Greater Powers: Detect good or detect law at will, detect thoughts (DC 13) at will, magic circle of protection against good or magic circle of protection against law at will Special Purpose: Spread fear and panic throughout the minds of all sentient beings. Dedicated Power: Dominate person (DC 17). Personality: Betty, the Ugly Doll, was created by a powerful necromancer long ago who wished to instill the fear of her great powers into the minds and hearts of all those around her. Unfortunately, Betty turned on her creator and eventually destroyed the necromancer. Betty has since traveled the world by being passed down through family lines, given to children as a hand-me-down, sold and bought, or simply thrown away to be found by another. Betty rarely speaks to anyone and will usually lie dormant for long periods of time until her wielder is completely alone. When such a time comes, Betty usually corners her would be owner and reveals herself in the form of a young girl (or other suitable playmate) via her major image spell. Assuming Betty’s “new friend” doesn’t flee in terror at the notion of a living doll, Betty acts kindly and works to gain the love and trust of her owner. In this respect, Betty generally targets young children, as they are more easily tricked and are not normally suspected of being an instrument of spreading terror by the populace at large. Such a victim will inevitably become the target of Betty’s dominate person ability. Betty can read and speak Abyssal, Common, Draconic, Infernal, & Undercommon as well as read magic at will. Strong enchantment, illusion, and necromancy; CL 20th; Weight: 1 lb. This artifact is great for games in which you want to put players through a mental wringer: The characters start an investigation of a strange death from the night before, but find that there are no injuries or marks of any kind upon the body of the victim (Betty's Phantasmal Killer). Not only do they not find many clues, but a second death occurs that night...one that is almost as elusive. While the characters are trying to decipher the mysterious deaths, they recieve word that the local lord's daughter has dissapeared as well. The few clues they find hint that the mysterious deaths and the girl's dissapearance are related. When they find the girl (with the doll), she claims that she ran away from home with her friend Betty. With further questioning, it is revealed that Betty is an imaginary friend and that the girl doesn't wish to return to her home. When a monstrous Bullete appears (the doll's illusion) the girl runs away again forcing the characters to start over. In the mean time, yet another death (in the area the girl was last seen) occurs. Now the pressure is on for the characters to find the girl before she succumbs to the same fate. People continue to die and the girl continues to run from the heroes. Finally when the heros catch the girl and make her talk she tells them of her horrible father, how he has abused her horribly, and how he and his men are responsible for the murders in the area (this is a lie started by Betty to mislead the heroes). The heroes may confront the lord (who of course will deny everything) which will only lead to trouble (whether they kill the lord and his men or the lord becomes insulted and has them arrested) for the heros. The deception continues for as long as your twisted mind wishes to torment the characters. Eventually, the players should discover that the doll (which is always held in the girl's arms) is evil and is also the source of all the trouble. Once this happens, however, the girl becomes dominated by Betty and is more or less a hostage held by the artifact hence forth. The heroes must find a way to seperate the girl from the artifact without harming her (which will surely encur the wrath of her father, the lord). They must also find a way to destroy the artifact once they obtain it (which is a whole nother' adventure in its own right). |