Campaign justifications needed... [Archive] - Wizards Community

Post/Author/DateTimePost
magnusmalkus

11-02-06, 12:33 AM
I want to give my players PC's a reason to be thrown together at the table. I've decided to include that justification into the campaign setting. I need to know if it makes sense, if it sounds like fun, and if it's fair to 'railroad' the players in this fashion. I appreciate input.

I've decided to start my campaign in a small town located pretty far away from any major civilizations. I haven't decided on the climate or terrain, it's not important right now. This town is home to a remote research outpost that whos purpose is to collect and record information on a local lost civilization.

A nearby barbarian/druid claims guardianship to the area and has reluctantly allowed the human outpost to exist so log as they dont upset the balance. The humans tried to keep their existance a secret but the word has gone out and the area is now flooded with adventurers attracted for their own reasons.

The town, founded by an archeological expidition that got great funding, hosts an academy specializing in training 'adventurers'.

So this means that the players need to incorporate into their character history, a reasons that winds up landing them in attendance at the academy or at least a reason for being in that kind of environment.

Is that a lot to ask of a player?

And what do you think of the setting personally?

Another thing I need to find a justification for... The barbarian/druid is the main villan in the game. He is primitive and egotistal. I want him to have the mindset that the strong should weed out the weak.

He no longer wants the town within his domain and seeks to destroy it. He's not powerful enough yet but he's more powerful than the all the adventurers who have tried to go up against him, and failed.

How do you justifiy that? It's just a small town, I can't say it's TERRIBLY well defended... the druid/barbarian is trying to 'nip it in the bud'. How can he be more powerful than, possibly, 13th level and not have it within his power to raze a small, poorly defended town?
Kaligrad

11-02-06, 12:45 AM
Well, the adventurer's acadamy would have produced an unusually large supply of PC classes, thus bolstering the defense by several magnitudes over what it would normally be. While some of the adventurers would rashly strike out and get killed by the druid, other, more prudent adventurers would simply be able to defend the town.

And asking your players to include something in common with each other is never asking too much when you're starting a campaign. After all, they had to meet somehow. Otherwise it might go something like this:

P1: Ok, I say my character is from that kingdom that's always at war with the one everyone else comes from.
DM: Alright, but how did he meet the other players, and why aren't they trying to kill one another?
P1: ...What if they are?
DM: Roll a new character.
CroBob

11-02-06, 12:48 AM
I don't quite understand the logic of an adventuring school in such a distant and small town. However, it's your campaign. You could have an old school group of adventurers like the location, build the school, then go tell people about it. Adventurers can be weird people, and the ones with the money to build such a school may be fairly powerful but not yet even in double digits, which makes it dangerous for the Barbuid to attack, even at level 13.
CroBob

11-02-06, 12:53 AM
Well, the adventurer's acadamy would have produced an unusually large supply of PC classes, thus bolstering the defense by several magnitudes over what it would normally be. While some of the adventurers would rashly strike out and get killed by the druid, other, more prudent adventurers would simply be able to defend the town.

And asking your players to include something in common with each other is never asking too much when you're starting a campaign. After all, they had to meet somehow. Otherwise it might go something like this:

P1: Ok, I say my character is from that kingdom that's always at war with the one everyone else comes from.
DM: Alright, but how did he meet the other players, and why aren't they trying to kill one another?
P1: ...What if they are?
DM: Roll a new character.

I'm happy to be part of a group where things like that never crop up. The PCs are always old friends, or family members, or just happen to meet eachother and hit it off.
Adam Smite

11-02-06, 01:10 AM
It's actually very difficult for one creature to destroy an entire town, especially if they don't like taking risks.

It's also a lot easier for the common folk and nearby adventurers to hold their position then for the adventurers to find the druid and dispatch it.

I also dislike adventures where nobody has any good reason to be together... I would also suggest telling them of any good supliments to consider with your campaign. Just imagine your DM springing Heroes of Horror as a major element of the campaign three sessions in... without prior warning. The suckatude it was.
magnusmalkus

11-02-06, 02:26 AM
Thanks for the input so far.

To clarify, the town is remote from known civilization but close to a lost civilization where, after centuries of being forgotten many monster infested 'dungeons' can be found.

There is much forgotten history in regards to the lost civilization and the archeologists who discovered it wanted to stay and investigate it further. The archeological society funds the adventurers academy what then turns out adventurers who in turn run expiditions thru the many hidden dungeons bringing back lost, ancient knowledge and power to the archeologists.

The whole situation is ripe for drama, action and intreigue: Internal cultists, lost knowledge, ancient mysteries, constant transient strangers, primal druids, beuracratic red tape, and any assortment of environmental situations I haven't decided upon yet...
CroBob

11-02-06, 04:03 AM
any assortment of environmental situations I haven't decided upon yet...

Environmental situations like animated trees made out of lava. What do you mean it makes no sense? A, um... god made them. Out of urine and nacho cheese.
magnusmalkus

11-02-06, 05:42 PM
Environmental situations like animated trees made out of lava. What do you mean it makes no sense? A, um... god made them. Out of urine and nacho cheese.


Thanks for the intelligent response.
Kaligrad

11-02-06, 06:20 PM
Environmental situations like animated trees made out of lava. What do you mean it makes no sense? A, um... god made them. Out of urine and nacho cheese.
Perhaps he means things like blizzards, tornadoes, mud slides, hurricanes, forest fires, floods, flash floods, severe thunder storms, wind storms, sand storms, cliff faces, rock slides, avalanches...(trails off)
magnusmalkus

11-02-06, 11:05 PM
Perhaps he means things like blizzards, tornadoes, mud slides, hurricanes, forest fires, floods, flash floods, severe thunder storms, wind storms, sand storms, cliff faces, rock slides, avalanches...(trails off)

You got it. :)
ChaoticGood

11-02-06, 11:26 PM
Hey! There's no reason there couldn't be some animated lava trees while you're at it! Maybe that's what happened to the lost civilization... attacked by an army of animated lava trees! :P

Anyway, this adventure locale sounds a lot like Xen'drik in Eberron - albeit, the "adventurer's school" (Morgrave University, known for its archaelogical expeditions and blatant looting of ancient sites) isn't in Xen'drik, it's in Sharn (the city known as "The Gateway the Xen'drik")... OK, enough of me rambling about my favorite setting...

My POINT is, you might want to pick up "Secrets of Xen'drik," as it contains a lot of adventure locations, monsters, and the like that could probably drop right into your campaign with only a minor change to map scale. (Most of the ruins in Xen'drik were built by Giants, so make each map half-scale... no big deal.)

As for the original point... In my current campaign, I literally told the players, "I don't care what kind of character you make, but you have to be a student at Morgrave University." Then I sent them to Xen'drik for their "graduate research." :evillaugh
CroBob

11-03-06, 03:58 AM
Perhaps he means things like blizzards, tornadoes, mud slides, hurricanes, forest fires, floods, flash floods, severe thunder storms, wind storms, sand storms, cliff faces, rock slides, avalanches...(trails off)

I was making a joke. Haha, larf, good funny humor.
wizarddog

11-03-06, 04:43 AM
Another thing I need to find a justification for... The barbarian/druid is the main villan in the game. He is primitive and egotistal. I want him to have the mindset that the strong should weed out the weak.

He no longer wants the town within his domain and seeks to destroy it. He's not powerful enough yet but he's more powerful than the all the adventurers who have tried to go up against him, and failed.

How do you justifiy that? It's just a small town, I can't say it's TERRIBLY well defended... the druid/barbarian is trying to 'nip it in the bud'. How can he be more powerful than, possibly, 13th level and not have it within his power to raze a small, poorly defended town?

His plans will revolve by either recruited other creatures to do it or getting nature to do it. He may appear outwardly friendly to the town while secretly plotting its downfall. He may enlist a witch to curse the crops, cause a damn to break, or incite once peaceful gnome to war.

If he doesn't destroy the town it will grow to large to stop. The people will just keep coming. If he just slaughters them one at a time he will never stop the flow of immmigration-this is classic early settlers and native american drama.

Wizarddog
Orchomenos

11-03-06, 09:18 AM
Ok, here's a little twist.

In the main country, the information that some archeologues of the Royal Academy found ruins from an ancient civilization quickly spread up. But making your way there is not easy, perhaps a month of walk through desertic steppes, or a long travel by ship. So only the most wealthy promoters and dilettantes can put up the money for some expeditions; this could include foreign countries, local nobles & aristocrats, merchant guilds, etc.

Facing the overflow of adventurers, the Royal Archeologues decided to found a basic guild to direct them in specific spots or to the town's defense.

Now you could simply put job postings everywhere for a wealthy noble or for the government (depending on the PCs' alignment) to launch an expedition to this town. Everyone could answer, from the paladin searching to enlighten the mercenaries plaguing the area to the run-away thief, and will be bound by a contract.

About the druid, I suggest you to turn him into a long-term villain, that could eventually become an ally. He firmly opposes the archeologues and adventurers, but just because he knows what lies in these ruins: a forgotten evil that will relentlessly seek to destroy humanity.
CharlieRock

11-03-06, 10:26 AM
I like the setting. I don't think that is too much to ask a player, it leaves a lot of room for a personal story. :D

Why wouldn't the Druid /Barbarian been able to destroy the town so far ... well, the presense of the academy is a good reason. Offense is a lot harder to work out then defense. The earlier adventurers who failed to stop the druid may have been fighting him on his turf. And he knows he has to gather his strength to mount a full scale assault on the Academy because he won't be on his terrain advantage. If the characters don't succeed in their missions though that could change. :evillaugh
CharlieRock

11-03-06, 10:30 AM
any assortment of environmental situations I haven't decided upon yet...

Like giant stone heads of easter island! :D

They'll come alive ,once the evil druid steals the Fallen Star buried just beneath the Academy's main classroom/training room.

inspirational pic (http://www.cruisegazing.com/RPG_Motivational/ruins.jpg)
Majick

11-03-06, 10:40 AM
Have a rival school, somewhere else, that is encroaching on them, stealing their contracts and students. Could be a high-class school of snobs, could be a badass school of psychos, could even be a bunch of neutrals that are actually being implanted with suggestions through programs hypnosis as apart of their graduation ceremony so they can be controlled as an army of madman at a later date in a bid for world domination!!!!

wow... that last ones an awesome idea :D
Morka

11-03-06, 01:08 PM
Have a rival school, somewhere else, that is encroaching on them, stealing their contracts and students. Could be a high-class school of snobs, could be a badass school of psychos, could even be a bunch of neutrals that are actually being implanted with suggestions through programs hypnosis as apart of their graduation ceremony so they can be controlled as an army of madman at a later date in a bid for world domination!!!!

wow... that last ones an awesome idea :D

Still in the middle of nowhere... :ahem:
woodwalker

11-03-06, 01:12 PM
I don't quite understand the logic of an adventuring school in such a distant and small town. However, it's your campaign. You could have an old school group of adventurers like the location, build the school, then go tell people about it. Adventurers can be weird people, and the ones with the money to build such a school may be fairly powerful but not yet even in double digits, which makes it dangerous for the Barbuid to attack, even at level 13.

well, one could assume that said lost civilization had a large amount of treasure, so their is both funding for the school, and the attracktive force that gets the adventures there.

also, the town has an adventurer's school in it, so the teachers will obviousely have set about to make defensive features, such as a ranger would go out and make snares, deadfalls, etc.; whilst a mage would be casting permanent alarm spells. in order to get there, the students would be at least a little powerful, and thusly more efective than their normal cannonfodder counterparts.
magnusmalkus

11-03-06, 05:46 PM
I likey!

Believe it or not, I had already thought about those idol heads on Easter Island... I particularly like your take on them that they can be animated to wreak havok.

I liked the idea of having the 'lost civilization' placed on a tropical island, like a 'tropical pacific' setting... it gets the setting away from civilization, remote and isolated and self contained and could easily justify containing a barbaric, xenophobic, tribe of humanoids. Head Hunters! OOOOH! And pirates! :D

Maybe the civilization came upon it's ultimate demise unknown to the rest of the world. Maybe it was destroyed by an act-of-god tidal wave or something.

It seems like some people can't seem to believe a place of learning could exist away from civilization. I pose these justifications:

Many governments don't want an agency such as an 'adventurers guild' in their realm what with a centralized focus on combat training, espionage, arcane dabblings, ect without their own finger directing the education. So the archiologista created their own independent city-state far away from government involvement. And why wouldn't they want to build it close to the action to where the skills taught will be put into practice, meaning near the ancient ruins of the lost civilization.

I like the justificaiton that the remoteness of the location only added to the allure an adventurer would feel to attend... the pilgrimage could be but the first 'test' any potential adventuring student needs to undertake. Get there by any means possible.

Mind you, I'm not talking hundreds of thousands of students. This isn't a national college or anything... I'm figuring the location of the campaign is going to be home to 1000-1500 inhabitants, the size of a small town. Maybe there are about 100 students. Many take their learned skills and go home or give up before graduation. There would be about 15 or so per 'graduating class'.

The city-state/small town is supplied by oversea shipments provided by the funding national academy of archeologists.

The creative process goes on!
Reversefigure4

11-03-06, 06:39 PM
How can he be more powerful than, possibly, 13th level and not have it within his power to raze a small, poorly defended town?

Presumably, he's quite wise. OK, so he thinks he has the power to destroy the town... but he's not 100% certain. And if he fails... well, there's only one of him. If he dies, his mission will never be fulfilled, and the town will crush the nature around it. Can he really take that risk until he's absolutely certain of victory?