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| ChrisHaines08-25-07, 10:35 AM | I'm running out of adventure ideas. I really enjoy customizing adventures around the PCs and the world I am running the game in is fairly unique. This means the majority of prefabbed modules take as much work to redesign as it does for me to create my own adventure. I thought if I presented my set up to this board I might get some ideas from my fellow posters. The theme is one of a feudal society, though the setting is not oriental. The country the players are in is comprised of islands controlled by Warlords who all serve one supreme Overlord. The players are low level and serve the same Warlord. The qualities of loyalty and honor are very important in the game. I have not included Undead, Multi-Plane mechanics or creatures, or a pantheon of deities. There are clerics who are organized in groups that recognize the alignments. So far I have had the players forced into arena combat with a Grey Render, sent by their Warlord to diffuse a slave uprising, and escort a general to a neighboring territory to negotiate with the Warlord. I'm kind of just fishing for anything at this point. Any seeds thrown to me would be greatly appreciated. Thanks |
| Fuzzy_Chompers08-25-07, 01:25 PM | Okay, so it sounds like there won't be a lot of supernatural or extraplanar spooks to pull the strings of mortals in this setting... as such, I would suggest that you put an emphasis on man versus man conflicts. Depending on your party's makeup and the interests of you and your players, political intrigue or a type of murder-mystery setting might make for some fascinating plot arcs. How do the other warlords get along with the warlord the PCs serve? Does the Overlord concern him/herself with their affairs, or rule through a mostly laisse-faire approach to their rulings? How different might laws be from one area of the world to the next? |
| ChrisHaines08-26-07, 09:44 PM | There are enough Warlords to spawn alliances and wars as needed. The Overlord does pretty much stay out of the picture. Each Warlord can set different laws within their territory as long as they follow a code of conduct that shows loyalty to the Overlord. I have six players with varied concepts ranging in emphasis from combat to courtier. The country is really still being developed. I'm even trying to persuade the players to assist me with the creation process, so I'm pretty flexible. I'm just looking for some initial adventure ideas to work with. |
| Fuzzy_Chompers08-26-07, 11:00 PM | Alright. Here are some random hooks that I've come up with off the top of my head that might work for a type of setting like the one you've described... -Natural Disaster. This is an often overlooked idea in many D&D campaigns... brushfire, tornadoes, flash floods, etc can create tense situations where people may have all sorts of needs, from being rescued from a hostile environment, to the sending of supplies, to suppression of the effect itself. Obviously, these will vary greatly with the party's level and makeup. Throwing a level 1 party into a wildfire is just asking for a TPK. Even if the disaster /itself/ is not meant to be a challenge, the sorts of effects it could have on the game world could set up for all sorts of plot hooks. After the port city is hit by a hurricane, who's to say that a group of brigands doesn't try to seize control of the ruined city for themselves as the survivors struggle for their lives? (Okay, that one got long.) -A weaponsmith is producing scam weapons (perhaps falsely claiming they're made of very valuable materials), selling them for a massive profit, and fleeing from place to place. The party is hired to track down and deliver justice to this scammer. -A diplomat sent by the PCs' warlord to Foreign Lands seems to have vanished into thin air. Is it a tale of the diplomat's own treachery, someone else's, or has an unfortunate fate simply befallen him? -The ruins of an ancient city in the (PCs') Warlord's own territory have become occupied by troops from a warlord with whom the PCs' Warlord is a political enemy. What is the enemy warlord trying to do? -Savage humanoids or even barbaric human clans who are not allied to the local warlord ravage some outlying croplands, and adventurers are called upon to take care of them. 'nuf said. Hope some of these help. |
| Necrosis08-27-07, 12:21 AM | Warlords/overlords? =time to bring in the poltics. Simply make some factions with their motviations alinmetns and plots against each other. Give them some reasons to conflict (e.g. moral-i.e. aliment) or personal (they stole my children and sold them into the salt mines!). This becomes a differantted city state model of adventureing. The states need to be dirrefnt ofrm each other, have their own motivations and goals AND they don't nessicarily have to be in diffrent cities, jsut clearly defined within the organisation. This is also a good way to think about power centers in the city/game. Make those power centers conflict-e.g. pristhood vs overlord; pristhood vs pesant relgion (aka druids); pristhoods vs preist hoods; theives vs merchants-what ever. Than let the PC's figure out who they are goign to support. The game wites it self :). |
| yellowdingo08-27-07, 07:15 AM | Find something inherent to an alternate setting... AN OARD INCURSION “Psst! I have a time-travel mirror you can use!” The Oard are a time travelling clone race found in the Mystaran D&D setting. A Peoples Revolution Recommended Location: Karameikos, Glantri, Heldann, Northern Reaches Description: The Bailiffs dispatched by the local lord to collect grain tax have failed to return from the Village of Humprey. What’s going on: The locals are in the middle of a technological boom. A travelling sage has taught the local blacksmith how to build a mechanical grain harvester. The Humprey Push-Scythe allows a single individual to harvest four acres an hour. He has also taught them to manufacture a repeating crossbow that fires bolts from a drum barrel of twenty and must be wound like a clock in a single turn before use. The Sage is an ordinary person dispatched from an Oard Re-education Facility to “assist” the locals in their technological rise. The Lords Bailiffs simply stumbled into a peasant uprising and were disposed of on their arrival. Humprey Push-Scythe The push-Scythe allows the farmer to harvest a grain crop at four acres per hour (4x rate of peasant labourer). (Weight: 50lb, value: 500gp) Humprey Repeating Crossbow Must be wound like a clock with a special handle that fits on the end of the barrel. The weapon fires up to twenty bolts from the crossbow drum barrel (Weight: 30lb, Weapon Cost: 250gp//Ammunition: 10gp/bolt, Range: 100’, Damage: Heavy Crossbow+1, Reload: 1 Turn to reload the drum) PC Involvement: The Party is called in to investigate an isolated village refusing to pay its taxes in farm produce. They find the locals have declared independence from the local lord and have declared them selves the People’s Union of Humprey. They will be ambushed on the road by twenty peasants armed with Humprey Repeating Crossbows. If the party capture the Sage, they find a mind immune to torture and interrogation. The Lord dispatches fifty light footmen from his castle a week after the Adventurers with orders to exterminate the villagers. If the People’s Union crush the soldiers (with PC help) they spread to control the Lords estate within a year. An Angry Mob Recommended Location: Luln, Karameikos Description: A Wizard in Luln is being lynched by local peasants. What’s going on: The Wizard has been feebleminded by an Oard device called a Subjugator Ray which causes the Wizard to be unable to cast spells. An Oard traveller surprised the Wizard with the Ray while in the local tavern and hypnotised the Villagers also there into lynching him. PC Involvement: The PC’s can stop the Lynching. The Wizard and Peasants don’t recover from the effects of the Subjugator Ray however (that takes a Wish). Until they are cured, the peasants will attack any identified wizard attempting to Lynch them. When word gets out, rival wizards show up to loot the Wizard’s residence. An Iron Dragon Recommended Location: North of Radlebb, Karameikos Description: Farmers in a region of wilderness report an Iron Dragon (Drolem) on the Rampage north of Radlebb wood. The Drolem has destroyed their farms and killed their livestock. The Baron of Verge puts out a call for reliable Adventurers to look into it. What’s going on: The Oard are clearing out a region of its population. They are Mining minerals in an abandoned mine in the Area and needed cover. IF adventurers follow its trail of destruction back to the source they are led to a mine that has been recently worked. Dwarf miners will be unfamiliar with the technique. PC Involvement: The PC’s can stop the Drolem (Oard Robot). It will have some value to a Wizard fetching 1000gp-4000gp. They can also discover that someone used it to cover their mining activity-Something that took Tin, Lead, Copper, Iron, Gold, Silver, Platinum, and some Silicon. Over a thousand tons have been mined in a single week. Examination of the mine site by anyone skilled in mining for a year will allow improvements in their mining skill (+1). Starfall Recommended Location: Reedle, Darokin Description: A wizard seeks Adventurers to look for a Shooting Star that fell from the sky near Reedle. What’s going on: An Oard Entry Impact Capsule has come down in the Mountains. The Engineer of the Oard Survey Ship (detailed in SPLASHDOWN and FOOTHOLD) has ejected from the ship. They find an Iron Golem wandering about a large Smashed “Egg”. It is constructing a Bunker (if allowed to finish). The Oard has perished. The “Smashed Egg” is the Entry Impact Capsule from an Oard Ship. Markings on the Capsule translate as “EIC-1”. The Iron golem will not allow the PCs to leave with the Oard and will need to be overcome. PC Involvement: The PC’s might be hired to retrieve the falling star. The Lifeboat Recommended Location: Anywhere in the Sea of Dread Description: A ship stumbles across a strange lifeboat in the middle of the ocean. What’s going on: Another of the Crew of the Oard Survey Ship ejected over the Ocean. The “Lifeboat” is an Entry Impact Capsule from an Oard Ship. Markings on the Capsule translate as “EIC-5”. The Oard is in Hybernation and will revive if brought onboard. The Oard will attempt to hypnotise the Captain and Crew into slavery. PC Involvement: The PC’s might encounter the Oard controlled ship at sea or coming into the isolated fishing village they are in. If the Oard makes it to a village it will enslave the locals (A PEOPLES REVOLUTION should provide a good suggestion as to what happens next). Splashdown Recommended Location: Gulf of Marilenev, south of Karameikos Description: Sailors report seeing a huge “thing” fall from the sky into the gulf of Marilenev. What’s going on: The “Engine” to the Survey ship has come down in the gulf. There is not much left and it is sitting on the Seabed. Adventurers will find the Ship remains mostly intact and under repair by a pair of iron Golems. Unfortunately the Engine is Days from going critical and any water in “engineering” will cause it to trigger early. The implosion of the engine will create a whirlpool located five hexes south of Specularum. The Whirlpool will last for a year before dissipating. PC Involvement: The PC’s might be hired to go on an undersea adventure. Foothold Recommended Location: Eastern Thanegioth Archipelago Description: The Forward Section of an Oard Vessel has come down on an Island of Cannibals east of the Isle of Dread. What’s going on: The Forward part of the Ship has crashed in the Thanegioth Archipelago. The Islanders are being re-educated by the “Sky Gods” while the Robots (a dozen Iron Golems) begin mining operations. PC Involvement: The PC’s might encounter the Oard dismantling their ship section and constructing a base while exploring the region. This event Takes place AC1010, POST Nuwmont 1 for obvious reasons. Cannibals Cannon Recommended Location: Eastern Thanegioth Archipelago Description: Cannibals invade the Isle of Dread. Their small war galley confronts a Thyatian vessel harboured at Port Mora. The artillery round explodes on impact destroying the ship it hits utterly. What’s going on: IF you decide the Oard have gone un-noticed until Thyatis invades the region in AC1020, then there should be an Oard Dome with full cloning facilities just off the Coast. An Oard Dome can be found in CM6 Where Chaos Reigns. The Re-educated Natives will be working on developing Fire Arms (using a (unduplicatable even by a wish) mix of gunpowder made from minerals only found on their Island) and have the equivalent of a small war galley fitted with a single huge forward facing cannon. The Cannon and Six shots with Gunpowder would be worth fifty thousand gold pieces to the Emperor of Thyatis who is once again frustrated by the prospect of not having gunpowder weapons. The Thyatians may learn of the incident but will find the mineral reserves soon run out. The Cannon (Range: 1000’ Damage: 20d6, Weight: 2 Tons. Artillery Explosive Shot: 500lb/ball Reload Time: 1 turn to reload). PC Involvement: The party might be on the Thyatian Vessel only to wash ashore on the isle of Dread after the destruction of their ship. Invasion of the Twaelar Empire Recommended Location: The Sea of Dread, Near the Thanegioth Archapelago (Sometime after 1020AC). Description: The Twaelar Empire stops raiding the surface as they come under attack by Oards. What’s going on: The Oards at the Thanegioth Foothold Site have begun an invasion of the Twaelar Empire. The Sea people come under attack from an army of a hundred Iron Golems (Oard Robots) lead by ugly-looking surface dwellers who breathe water (Aquatic Environment Adapted Oards). The Oards are intent on totally assimilating the Twaelar Empire and mining its resources to build a new Spaceship. They will brainwash the Twaelar People into servitude. PC Involvement: The PC’s might be hired to go on an undersea adventure to investigate why the Twaelar conflict with the Surface has broken off. They might encounter a lone Twaelar citizen fleeing the Empire for help. The Cannon-powder Plot I: Show and Tell Recommended Location: Thyatis City (Sometime after 1020AC). Description: Advisors from the Savage Coast demonstrate the use of gunpowder in Thyatis City. In a Demonstration of the power of Cannon-powder, a single barge with huge cannon mounted centre barge is signalled into the Harbor to Fire on an anchored vessel. The Cannon hits its target from just under a thousand feet. The Target Ship (a large sailing ship purchased for the demonstration) explodes in a fireball and is destroyed utterly. Unfortunately the creators explain that there are two problems with it. One: The Cannon-powder is only usable in very big Artillery, not hand Weapons, and, Two: The Cannon-powder has a special Oard additive that causes it to detonate within three hundred feet of an actively casting magic-user. A couple of Thyatian Generals see that as more of an advantage than a problem though. The Emperor begins buying the ingredients from the relevant nations on the quiet. What’s going on: The Oards have just sold the Thyatians on Cannon-powder. This particular mix requires a special tar that bubbles up on the Isle of Dread. If the Thyatians are going to control the only Cannon-powder outside the Savage Coast they must take and hold the isle of Dread against all enemies. Considering the Freeport at Tanaroa is currently (1020AC) exporting the Tar by the shipload, the Security of Thyatian Empire is a stake. Other ingredients include a Salt extracted from seawater in the Gulf of Marilenev, A Charcoal found only in the burning of timber from Alfhiem, and Sulphur from a Volcano in Ierendi. -The Tar must be mixed with the Charcoal made from Alfhiem Wood (no-longer exported) and then with Ierendi Sulphur (not exported), and With Marilenev Salt (currently exported in small volumes by the Estate of Marilenev). The Thyatian Cannon Thirty Feet long, ten feet radius, a Steel-alloy made from Ylari Sand, Iron from the Thyatian Empire, and Carbon from Thyatian Hinterlands Timber. Cost of manufacture: 50,000gp, Reload Rate: 2 Turns, Range: 1 Mile, Weight: 50 Tons Explosive Artillery Round A 4‘ diameter Iron shell, Damage: 20d6 (100’radius)/detonates if exposed to magic within 300’. Cost: 1500gp Weight: 3 Tons The Cannon-Powder Wad 1,000gp/shot to manufacture is a 4’ diameter cannon-powder wad weighing a ton. PC Involvement: The PC’s might be on the expedition to take the Isle of Dread or caught on the island when the Thyatians Invade. Worse still, they might be involved in the future Invasion of Karameikos, Ierendi, or Alfhiem to secure access to the other ingredients. The Cannon-powder Plot II: No Permit, No Wizard Recommended Location: Thyatis City, Empire of Thyatis (just prior to 1025AC) Description: The Emperor requires all Wizards in the City of Thyatis (The Cannon-powder Millworks are located here) to carry and display Identification. What’s going on: For reasons of national Security, Wizards are no longer allowed to wander freely in Thyatis City. This is due to the vulnerability of the gunpowder to magic. The Cannon-powder Plot III: War and Retribution Recommended Location: The Western Defence League (Sometime after 1025AC). Description: The Ingredients to the Thyatian Cannon-powder and the cannons leak out. The Western Defence League cuts off access to the ingredients for manufacturing the Thyatian Cannons and Cannon-powder out of self interest. The Thyatians declare war. What’s going on: The Oards have just leaked the requirements of the Cannon-powder to pit the Thyatians against the Western Defence League. Thyatis must have their ingredients for cannon-powder and cannon-steel. As the ingredients come from many nations in the Western Defense league, they must invade. The Smith's Apprentice The corpse surfaced near the small boat, as Arko the fisher was preparing a line, taking him by surprise. "By Petra's uncle...a floater!" Arko turned the lesioned corpse face up revealing something ugly and deformed. The shiny almost wizard like clothing suggested he should be pulled in. He didnt look long dead so perhaps the patriarch could save him... DM Briefing: A body surfaces in lake Windrush near Threshold. Taken for a deformed wizard, the drowned man is raised from the dead yet has no memories of who he is. "Silvio of Windrush" as he is soon come to be known as finds gainfull employment with a Blacksmith. His skills in metalworking soon become apparent as he turns out weapons of Masterful quality. Silvio of Windrush is in fact an OARD. There is a time travel mirror on the bottom of the lake (the mirror was there before the lake was). The OARD was sent through to investigate but drowned, loosing all memory of his past and mission. The Artisan's Lens "Now sir if you will look through this simple lens you should see some improvement to your sight." Silvio held up a small frame of brass with two circles of diamond carved glass. The bell rang on the shop door. It was Aleena Halaran. "Lady Halaran! Wonderful to see you! I'll be right with you..." Silvio returned his attention to his first customer. "By Petra she is Beautiful...I never realized." The customer coughed and put down the glasses. "Wonderful! I'll take them." Silvio smiled. "Fourty gold Royals as agreed." Coins were exchanged and the elderly wizard left with a nod to Aleena. "Now where were we?" Silvio of Windrush pulled the large wooden case from beneath the counter and flipped the lid to reveal a great brass Spyglass. Aleena smiled at the gift for her father's birthday... "Thank you Sylvio. A wonderful lense." DM Briefing: The Artisan known as Sylvio of Windrush (An OARD) finally opens his own shop in Threshold and begins crafting lenses for shortsighted wizards, and a fine range of telescopes. The Master's Diving Bell Silvio took a breath full of air and sank beneath the surface of the lake. Franz took a breath and followed him. It didnt take long to reach the Diving Bell anchored near the shore. The two companions surfaced in the airpocket of the dive bell. "As you can see, the bell holds several minutes of good air and can be replenished with a simple mechanical aparatus. From here a diver can plunder the riches scattered on the sea floor." Franz looked at the mirror sitting on the muddy bottom now a few feet below him. "Is that a gold framed mirror?" Franz pointed out the treasure he had spotted. "Indeed. There are many treasures for salvage even here at the bottom of a lake." DM Briefing: Silvio of Windrush discovers the OARD mirror while testing out a diving bell of his invention. He gives it to his financial partner as a gift. The mirror winds up in the offices of Franz Thwaket in Mirros. It is from here that a number of OARD eliminate Franz and take over his half of the Diving Bell business. Thwaket and Windrush Diving Bells becomes a front for the OARD. |