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| #1JohnLynchApr 09, 2009 3:02:23 | This is a campaign-arc I'm working on, but I could really use some help fleshing it out. I don't know the names of everyone because I don't have the Eberron Campaign Guide obviously so once I get that I'll of course be able to flesh it out a bit more. But ultimately I think the problem I have now, will continue to be a problem when/if I run the campaign. The point of this campaign is mainly to have a city-based campaign in Stormreach. Background Information An artefact from Xen'drik was recovered and used by Breland to destroy Cyre in an attempt to end the war. However every time this artefact is used it has a random effect. When the Giants had used it against the Dal Quori it worked exactly as planned and destroyed them. But the giants were about to use it a 2nd time when the Dragons intervened and destroyed the entire Giant civilization on Xen'drik. Unwilling to take posession of the weapon for fear of how they might be tempted to use it, the Dragons left the weapon in Xen'drik thinking it would forever lie undiscovered. When Breland used the weapon to destroy Cyre, it created the Mournlands. This was not what the King was expecting and so out of guilt he has done everything he can to help the Cyran survivors. |
| #2rauricApr 09, 2009 9:14:19 | I have a problem with planning too much out with my games. The PCs always end up doing something awesome that makes me change the story or encounters. I have found that planning things out so far in advance can either make the game a railroad and ignore the wants of the pcs. Try and make a rough outline and possible fun encounters then plan to change them alot. I personally do not think the King would use the weapon, to me he is the one truely decent "good" rulers in the 5 Nations. I like the idea of one of his officals, daughter, and generals working together to do the deed though. Then have a Dark Lantern run into the PCs, halfdead. He hands off the item to one of the group. (maybe he knows one and was looking for them) hands them some cash and tells them to get out of Sharn with the item and hide it if possible. "Don't let the princess get it!" he says. Then he runs off. The item is an artifact that powers the weapon (doomsday device). The pcs can take that boat trip and get attacked by sharkmen and the aboleths can learn about what the pcs have and then chase them the whole campaign. The pcs are on the run from the Princess and the Abos all the while trying to find out what the hell they have, and after they find out what it is what should they do with it. That is just me though. Good luck. ;) |
| #3JohnLynchApr 11, 2009 20:08:00 | I have a problem with planning too much out with my games. The PCs always end up doing something awesome that makes me change the story or encounters. I have found that planning things out so far in advance can either make the game a railroad and ignore the wants of the pcs. My beginning is somewhat linear as I'm using an adventure to bring the players together. But once that initial adventure is finished, its pretty much up to the players what happens. All those adventures I listed are simply ones they might go on. try and make a rough outline and possible fun encounters then plan to change them alot. Definitely the case. I personally do not think the King would use the weapon, to me he is the one truely decent "good" rulers in the 5 Nations. He's definitely a good man. He first used the weapon because he thought he understood what would happen, and thought it would end the war. When the Mournlands happened he was horrified and so has been trying to make up for what he did ever since. I like the idea of one of his officals, daughter, and generals working together to do the deed though. Then have a Dark Lantern run into the PCs, halfdead. He hands off the item to one of the group. (maybe he knows one and was looking for them) hands them some cash and tells them to get out of Sharn with the item and hide it if possible. "Don't let the princess get it!" he says. Then he runs off. The item is an artifact that powers the weapon (doomsday device). I definitely like the idea of other groups knowing that Breland used the device. The pcs can take that boat trip and get attacked by sharkmen and the aboleths can learn about what the pcs have and then chase them the whole campaign. The pcs are on the run from the Princess and the Abos all the while trying to find out what the hell they have, and after they find out what it is what should they do with it. The problem with that is they take the item to a volcano, drop the item in, problem solved, campaign over :P |
| #4rauricApr 11, 2009 20:52:05 | If the other nations know that Breland used the device wouldn't they team up to attack the country? They might do it secretly even and use all of their might and secret services to assassinate the king. They would try and find the device. The Dragonmarked Houses might even talk to each other about this threat to Khorvaire, because it pretty much is just that. When Truman dropped the big one he did it on one nation because he felt the end s justified the means, and he probably knew what it was going to do (for the most part). Did the king know his device was going to kill all life in Cyre? Plus out of curiosity, why Cyre? Plus if the item is an artifact a volcano should not do diddly. This is not LOTR. That was a low magic world and only the volcano in Mordor would destroy the ring. |
| #5JohnLynchApr 11, 2009 23:24:01 | If the other nations know that Breland used the device wouldn't they team up to attack the country? I was thinking the more villanous organisations like the Dreaming Dark or the Blood of Vol. Ones that won't outright attack Breland, but will try to use the knowledge for their own purposes. They would try and find the device. There is that. Did the king know his device was going to kill all life in Cyre? Oh no. He thought his wizards understood how to use the device (and perhaps they thought they understood it as well, OR perhaps they had been infiltrated by dopplegangers and actually mislead the King on purpose because they were agents of ). He thought he could direct it at armies and destroy them in a very contained, bloodless manner. The perfect tool to minimize deaths and end the war. Plus out of curiosity, why Cyre? I dunno actually. Perhaps because they were the strongest? or the weakest? Or perhaps the most likely to realise they were defeated and so they surrendered? Perhaps because they were facing difficulty with Darguun? I'm certainly interested in any ideas ![]() Plus if the item is an artifact a volcano should not do diddly. This is not LOTR. That was a low magic world and only the volcano in Mordor would destroy the ring. Heh, I wasn't really drawing upon LotR but simply guessing at what I would do ;) So its also fire-resistant a bajillion? :P Actually, that's not a bad idea. What if Show this machine draws upon the energies of some of the planes (which explains its chaotic and unpredictable nature, making it almost indestructable |
| #6yakmanApr 13, 2009 14:15:13 | Your campaign theme is GREAT. Really smart. But you are kind of going all over the place. Just as an example, you characters don't need to be part of the Stormwatch Guard. It doesn't fit... although the gladiatorial fight is pretty interesting. Dragons, for instance, don't need to be introduced... and are in fact something of a distraction. The general uncertainty of a grand conference with terrified monarchs is so much more interesting (to me anyways) than dragons showing up... you could throw out a more interesting third party, like some of the more intriguing druidic sects or the Undying Courts to spice up that council. I love the idea of the Oargev trial, I like the idea of hardened Cyrans digging in the jungles of Xen'drik--although why they are there when the weapon in question is almost certainly in Breland (after all, the Brelish had to find it first to use it...). Since the weapon is almost certainly in Breland, why are you sending the Cyrans to Xen'drik to recover it? If you want to make the Cyrans more interesting--and tie their activities to the SHarn underbelly, a good use of House TArkanan might be called for. |
| #7JohnLynchApr 13, 2009 17:45:38 | Just as an example, you characters don't need to be part of the Stormwatch Guard. It doesn't fit... although the gladiatorial fight is pretty interesting. The idea in the original post was that they appear to be as typical as possible with absolutely no ties or suspicious behaviour to connect them with Breland. Stormwatch Guards (in my version) often go searching for treasure in order to supplement their income, hence why that's one way for the players to fit in. Also part of the desire is to encourage them to stay in one place as their base of operations. We've all been playing the Living Forgotten Realms where we go from one location to another and have very little impact on the world as we go along. By making them Stormreach Guards, it gives them responsibility to the people of Stormreach so we can have a game where we do make a difference for once and do actually stay in one location. The general uncertainty of a grand conference with terrified monarchs is so much more interesting (to me anyways) than dragons showing up... you could throw out a more interesting third party, like some of the more intriguing druidic sects or the Undying Courts to spice up that council. The idea is that if the weapon isn't found, something truly bad will happen (which is the Dragons taking action). If the weapon is found, then the Dragons are sated for now and leave, although the rulers of the Five Nations (and more) now realise that at any moment, the Dragons could come and destroy them all. And that the Dragons do have a desire to do this. For the entire campaign (revised version) the leaders of the Five Nations (and others) will be searching for weapons to use to destroy each other with. Once the Dragons come along, they realise that their squabbles with each other are not even important, but also dangerous to their continued rule. So do they now unite? Can they put aside their problems with each other to unite? Or do they continue on as usual? I think if the WEAPON was used to destroy Breland, it would surely result in war as whoever has it clearly wouldn't be afraid to use it. I like the idea of hardened Cyrans digging in the jungles of Xen'drik--although why they are there when the weapon in question is almost certainly in Breland (after all, the Brelish had to find it first to use it...). Since the weapon is almost certainly in Breland, why are you sending the Cyrans to Xen'drik to recover it? In the original version they have the WEAPON already. They're simply looking for clues as to who took the weapon so they know which nation to use it against. Oargev has no desire to destroy every country in Khorvaire. He simply wants revenge. But he doesn't know who to get revenge from. If you want to make the Cyrans more interesting--and tie their activities to the SHarn underbelly, a good use of House TArkanan might be called for. I'll definitely keep that in mind. (I have no idea who House Tarkanan is yet). Anyway, thankyou for your feedback. I am taking it into consideration and would certainly like to hear what you think of my responses so we can weigh the pros and cons ![]() |
| #8yakmanApr 13, 2009 22:33:27 | The idea in the original post was that they appear to be as typical as possible with absolutely no ties or suspicious behaviour to connect them with Breland. Stormwatch Guards (in my version) often go searching for treasure in order to supplement their income, hence why that's one way for the players to fit in. You can make it easier: spies, agents, etc., aren't sent to places that they are unfamiliar with without a contact. You can keep them in town by giving them a Brelish agent that they report to: doesn't have to be anyone special, just a merchant who goes back and forth from Sharn to Stormreach and delivers information, instructions, and money to the PCs. The idea is that if the weapon isn't found, something truly bad will happen (which is the Dragons taking action). If the weapon is found, then the Dragons are sated for now and leave, although the rulers of the Five Nations (and more) now realise that at any moment, the Dragons could come and destroy them all. And that the Dragons do have a desire to do this. I'm sorry if I don't understand. Oargev has the weapon but the Brelish are the ones who used it? I'll definitely keep that in mind. (I have no idea who House Tarkanan is yet). A group of Aberrant dragonmarked who've come together in Sharn as a sort of criminal cartel. They'd be natural allies for the Cyrans (imho). Here's part of the problem: you have tonnes of action occurring in Sharn and Thronehold, but very little happening in Stormreach. I would suggest you keep the action more local so that your PCs can see it first hand. The fascinating scene with Boranel/Oargev should occur in Stormreach. The threat from abroad (dragons or whoever--again, I'm rooting for the Undying Court!) should also happen there. Your people are agents of greater powers, but they should be present for all the dramatic action. |
| #9JohnLynchApr 13, 2009 23:29:04 | You can make it easier: spies, agents, etc., aren't sent to places that they are unfamiliar with without a contact. You can keep them in town by giving them a Brelish agent that they report to: doesn't have to be anyone special, just a merchant who goes back and forth from Sharn to Stormreach and delivers information, instructions, and money to the PCs. The contact was actually going to be in Breland with the players giving reports to House Orien to pass on to someone in Breland. That way there's no-one for the players to betray, or for the players to interrogate or harass for more pay (which these players have a habit of doing ;)). I'm sorry if I don't understand. Oargev has the weapon but the Brelish are the ones who used it? When Breland originally used it, it killed all of their forces within Cyre and there the weapon was left. The King (Boranel???) left the weapon there from guilt and also hoping it would never be found and that the natural dangers of the Mournlands were guards enough to protect it. Oargev has been sending expeditions to the Mournlands and in the original proposal one such expedition had discovered the weapon without truly knowing what it was they had. Oargev had some loyal mages to look into it who were able to determine what it probably did (create the Mournlands). A group of Aberrant dragonmarked who've come together in Sharn as a sort of criminal cartel. They'd be natural allies for the Cyrans (imho). That introduces a very interesting element. Here's part of the problem: you have tonnes of action occurring in Sharn and Thronehold, but very little happening in Stormreach. Part of that is I've simply got a list of adventures for what happens in the majority of the campaign (the Stormreach part). In the revised campaign story what happens is: Show All the nations are desperately seeking powerful weapons to use if ever a new war starts. The players are sent to Xen'drik (through one hook or another) where they make a presence for themselves and learn that the Weapons of Destiny are being sought after in particular and that such weapons could very well destroy the entirety of Khorvaire if ever they were used in open warfare. So the players must seek to stop everyone from claiming these weapons. Along the way they'll learn of a particular weapon (the WEAPON the Cyrans are attempting to discover where it was before it was taken and used against Cyre in the Last War). In this version of the campaign the Cyrans don't have it, but have been fed enough information by a villainous group in an attempt to sow chaos between the nations once more and to restart the war. The players (and Cyrans) will seek it out only to find that it was taken a few years earlier by Breland. This will eventually lead them to the Mournlands in a race against Cyrans who are attempting to get it first (it will almost certainly be taken by Cyre first while the players are forced to possibly fight the Lord of Blades or some other threat). The Cyrans will then use it against Breland and then the Dragons will swoop in, and the final part of the campaign happens. |
| #10thaliostApr 15, 2009 13:14:54 | Just to point out one thing in the background. If I recall correctly, King Boranel helped Cyre because he married the princess (or some nobel) of Cyre earlier. I'm not sure if Breland are Cyre were still enemies towards the end of the war, but I would suspect if King Boranel would destroy Cyre even so. |
| #11JohnLynchApr 15, 2009 18:17:54 | Just to point out one thing in the background. Thanks, I hadn't read that when I got to read a copy of the Eberron Campaign Setting last year. |
| #12thaliostApr 15, 2009 20:34:52 | Thanks, I hadn't read that when I got to read a copy of the Eberron Campaign Setting last year. That may have been specified in Five Nations. That said, even if the king has no intention to destroy Cyre, many other forces in Breland might do, and some of them might even have the power to fulfill that, which hopefully could be a work-around. |
| #13yakmanApr 15, 2009 21:16:13 | Just to point out one thing in the background. Boranel was invading Cyre with his Thranish allies when the Mourning occurred. |
| #14thaliostApr 15, 2009 21:56:01 | You're right, Yakman, according to the Forge of War. But I found this part in Five Nations: He used his popularity after his first campaign to break with tradition and marry the lady Chaseva ir’Maasat, a minor noble from Cyre whom he meet at school before returning to Breland. This is a little confusing because King Boranel even sent one of his daughters to lead the Brelish army an battle Cyre in 994YK. There's certainly a way to explain these seemingly conflicting facts but it's kind of tough. |
| #15JohnLynchApr 15, 2009 22:22:57 | Thanks Yakman and Thaliost for letting me know about this conflict.This is a little confusing because King Boranel even sent one of his daughters to lead the Brelish army an battle Cyre in 994YK. There's certainly a way to explain these seemingly conflicting facts but it's kind of tough. It could be: * the Maasat family wanted to gain control over the Cyran government and so was working with Boranel. * The marriage was part of a peace treaty between the two nations, but someone did something to stop the treaty from going ahead. Although why a minor noble was getting married off I don't know. * Boranel married lady Chaseva ir’Maasat after annexing the city/town in which she lived in. The marriage was either one of love or to try to bring peace to the newly annexed section of Cyre. * Lady Chaseva ir'Maasat was taken as a hostage to ensure the ir'Maasat family would stop fighting in the Last War. Boranel then fall in love with Chaseva and broke tradition by marrying her. I'd definitely be interested to hear other people's ideas on how to resolve the inconsistency of Boranel marrying a minor noble from Cyre before continuing his campaign against the nation. |
| #16JohnLynchApr 19, 2009 1:55:11 | So I've been thinking about how to bring the players together. This isn't the hook that gets the players going on the main campaign story-arc. This is a prelude that just brings all the players together. My original plothook was designed to trick them into going to Xen'drik which I don't think would be a good idea. I've been considering having them all get letters requesting they come to a city and that person asks them to go on one of the hooks for the main campaign arc. But I'd rather they come together separate from that so that if they do refuse, they've still got a reason to be together. I'd also like a reason on why anyone would ask this group for help in anything. I'd rather not have them all be mercenaries (although undoubtedly some will be). One idea I had was this: The bringing the players together Quest The players are all in Sharn for the Day of Laughter. This is an old holiday that is celebrated when Dolurrh becomes conterminous with Eberron. When Dolurrh becomes conterminous with Eberron, all spells and divinations related to the dead are outlawed except in extremely controlled circumstances. This is because these spells can have disastrous effects. The Day of Laughter is a Breland holiday held the day before these laws are enforced. This holiday was once called the Last Laugh and would be an extremely solemn day as everyone knew that attacks from the undead were sure to come in the following weeks/months. The Churches of the Soveriegn Host would often hold sermons which most people would attend. Even those who didn't think about the gods any other time of the year would attend. Historically priests of the Sovereign Host wielded more power when Dolurrh was conterminous. Even more then the local lords. Those lords who treated their local priest poorly would often find themselves treated much more harshly in the year that Dolurhh was conterminous. In this way the lords and priests would find a balance and work together for the betterment of the town. Although in extreme cases assassinations were known to happen. Although Breland nobles became much more powerful after the creation of Galifar, priests did still play an important role in the defences of the country when Dolurrh became conterminous. The holiday was renamed in 467 YK to the Day of Laughter. The king of Breland paid performers to lift everyone's spirits and after a while the holiday lost its somber aspect. Now in modern times performers will dress us as ghouls, zombies, vampires and other undead and be involved in all sorts of entertainment, always to show how silly the undead are. It is not uncommon for businesses to have a bucket of tomatoes at their front door for people to pick one up and throw at a costumed performer. Although this ends by the time the sun sets where everyone will dress up in a costume of undead with the wealthy attending balls while the poorer commoners go to public squares and eat a free dinner paid for buy a local business or lord. This is all designed to alleviate any worries people might have for the coming year and to keep them in good spirits. During the Last War where laughter was much more difficult to come by and the extravagance was kept to a minimum due to the large cost of the war, people began pulling harmless pranks. Particularly pious and grouchy priests dislike this and murmur that its beginning to border onto worship of the Traveler. The players are in Sharn for this holiday (for various reasons of their own) and have just finished a meal and are now watching a public performance. Its a play of a particularly heroic noble whose defeating undead. Suddenly undead begin shambling towards the audience. A few laugh at them because they're exaggerating how the undead act quite a bit. However the laughter stops when the closest undead starts attacking someone, biting them and trying to eat them. People are panicking and fleeing and before the players know it, they're the closest ones to the undead. The players probably stay to fight the undead. Afterwards they introduce themselves to each other and then explain what happens to Sharn's guard. The city guard thanks them, and explains that this is extremely unusual and that nothing like this has ever happened before. The next day a noble has left a letter to the players at their respective taverns asking them to meet her. She explains she was the patron of the performance they were watching and wants the players to investigate and find out who was behind it. The papers have already begun calling it a disaster, making the entire affair a disaster for her as now everyone will associate her name with the undead attack. She wants whoever was trying to discredit her and sabotage her festivities (as her play was the only one attacked by undead so she's convinced its a personal attack on her) to be found and publicly condemned. Hopefully in a way that makes her sound like the hero. In the coming days more and more people will become sick with undead attacks increasing. This keeps both the churches and the city guards busy with trying to help the sick and kill the undead. If the players try to find out who some of the undead were, they'll eventually learn that they were alive last anyone knew. They'd just come down with some illness (the one that's spreading through Sharn). They should quickly work out that the illness is turning living people into undead. With more and more attacks from undead, they should be able to track the source which is some water-related complex (aqueducts? I'll fill this blank in once I read up on Sharn a bit more). The closer they get the more attacks they'll get. First they'll be attacked by a gang of thieves and thugs. If they question these thugs and thieves they'll tell the players that somoene hired them to attack the players. They'll get a description which will look like a local noble. Which of course makes no sense. Surely he'd have delegated it. If they search for some information on the lord they'll learn that he's recently fired his entire personal guard and hired new people. There'll be two guards at the front gate, but they'll go inside come nightfall. If the players sneak in at night they'll see the guards led by the noble in some worship of the Traveler. When they break in and kill the entire guard and capture the noble, he'll simply refuse to talk. If they search his estate they'll find the noble tied up along with his wife and children in the cellar. At this point its obvious the Traveler worshipper is actually a doppleganger whose been impersonating the lord to spread chaos. He'll kill himself (with a poison pill). Searching the house will reveal plans and schematics for the water-related buildings. The players will go there, trying to avoid undead as they do because its become epidemic by this point. They'll find the eldritch machine, and destroy it. Once order is restored Sharn wizards will attempt to discern the machine's origin. Because it was the cause of the undead, not Dolurrh becoming conterminous. Having made a bit of a name for themselves, they're approached by someone relating to one of the hooks from my previous post. |