4E plot lines.

Post/Author/DateTimePost
#1

setsuna_moto

Jun 21, 2009 16:25:25
With the release of EPG 4E, I'd like to start a (mega?)thread where people can post a compendium of ideas to build a campaign around. I'll start it off with a few of mine and hope a lot of creative DMs add theirs to the pool.

1. Players are sent to the Mournland (Metrol?) by Prince Oargev of New Cyre. In Metrol, they are the first to discover the carnage that truly occured. A player who met Cyran nobility pre-Mourning is shocked to discover the remains of the royal family, Prince Oargev's corpse is among them. Whos is the imposter? A changeling? A lord of dust? Was he tied to the events of the Mourning? The players need to tread cautiously; accusing the last hope of Cyre of being an imposter will have dire political consequences, and such accusations can't be made lightly. What proof could convince skeptics? How many services would they have to perform for the prince before the mystery begins to unravel itself. Oddly, the queen or princess may not be among the discovered corpses. Where are they? Possibly prisoners in Dreadhold?

2. The players begin their adventure as Cyran refugees in Darguun. The goblins have a code of honor, and as they try to gain acceptance of their sovereign nation, they have not enslaved Cyran refugees who gathered together since the Treaty of Thronehold. A diplomatic airship is on its way to negotiate passage for refugees to other nations, but it is attacked on its way to the refugee camp. Players may be introduced to many aspects of Eberron in this scenario and gain a feel for the world and it's unusual characteristics. They may meet Blood of Vol missionaries who are bringing hope to Cyrans and enticing them to join their religion. After seeing the death of their countrymen, the promise of immortality through the bonds of blood sounds promising. The mystery of the airship attack and rescue of key diplomats could chain into many other interesting encounters. Don't forget the adventure takes place in hostile territory and players must behave to goblin standards. Dakhani justice is not softhanded. A side-trek I used with this scenario involved players participating in hobgoblin sporting events akin to arena fighting and olympic events.
#2

setsuna_moto

Jun 21, 2009 16:58:00
3. Players are in the midst of an adventure surrounding the purge of the line of Vol in Aerenal. They may need to consult someone to gain knowledge of an event in ancient times. Some of the Undying Court still remember the days when they rebelled against the giants of Xen'drik and left to build their kingdom o Aerenal. Some Undying Councilors may actually be members of the line of Vol. Players are told to seek the council of Aer'lhas Vol, but the court denies the existence of any councilor with this name. When players seek out the elven library which houses the life-record that honors Aerl'has Vol it is missing. They will have to seek out his ceremonial tomb within the catacombs of The City of the Dead to retrieve the duplicate copy. When they open his tomb will the players find the book? Will they discover the corpse of Aerl'has and be lead into a mystery to discover why he was not made an Undying Councilor? Did his dragon mark surge with a strange manifestation that helped him escape death, and leave an unknown sect of the Vol line that may pose a threat to Aerenal? Is he somehow preserved as an Undying Councilor, retaining the use of his dragon mark? If this is true, what would the elves do with a revered anscestor of the Vol line who is Undying yet retains the powers of the Mark of Death? Perhaps he assists with the creation of new Undying. This hook could go in a million directions.
#3

fey_feline

Jun 21, 2009 23:33:34
4. It starts off like many great adventures have: looking to make some quick cash, the PCs head down to Khyber to hunt for dragonshards. Early on, a collapse happens, and the exit is sealed off, trapping them in Khyber. Forced to remain belwo, the PCs have no choice but to either delve ever deeper, or to try to find a new way out. If they choose the former, they slowly build up to fighting the Lords of Dust themselves, or maybe even daelkyr!
#4

devlonir

Jun 22, 2009 6:29:02
Well.. I'm right now in the creative aspect of starting a new campaign. I am nearing a final drawup of the heroic tier plot (I am planning on, if the campaign goes on long enough, make a new plot for each tier). This is it:

5. The heroes are all former veterans of the Brellish side of the Last War. Having tried to regain a normal life for the years since the War ended, they failed at it and found each other again and go looking for sword-for-hire jobs. Their first job will be to escort the son of an important member of a Dragonmarked House during a hunting trip in the King's Forest. During the trip, the son gets killed outside the Hero's fault. But, one (or more) of the members of the group begins developing a Dragonmark while not being the correct race/not being even remotely close to the House's line.
From that moment on, all Dragonmark Houses begin getting an interest into the party while they themselves are trying to find out what happened to the one they were hired to protect as well as find out how their Marks could have developed.
What is behind all this? How will other interested powers (The Chamber, The Lords of Dust, Vol) respond? And will they ever finally find the killer of the man they were paid to protect?

The whole idea is, that they get enormous adventures, get in with some of the more powerful and dangerous aspects of Eberron, get introduced to many of them, get to choose their own allies, and will be busy for 10 levels trying to solve the huge mystery behind that first murder.