And So Your Quest Begins... (Homebrew Campaign - Tips, Advice, Ideas, Comments)

Post/Author/DateTimePost
#1

syhd

Oct 19, 2010 7:29:03
First off, I feel like I have to introduce myself, so I figure AA meeting style will be fun enough:

Hi everyone, my name is Syhd (or Matt for a real name), and I am a new DM.

I'm having a bit of self-doubt and questioning in my campaign right now and I'd like to see what you other DM's have to say about it. So, let's get started, shall we?

The PCs started in the tavern/inn of Fallcrest (Yeah, yeah, I know, original right?) They see the barkeep placing a wanted sign up on the wall requesting assistance to stop the bandits from stealing the goods that were to be brought into town. Three weeks ago, two brothers named the McCarren brothers came about and started to ambush the incoming caravans filled with wines, booze, cheeses and other goods that came to the tavern. The players encountered the caravan pre-ambushed, escorted it, encountered the brothers and brought them back alive. But before they headed back to town, one caught the eyes of a pair of blue eyes in the bushes and the figure ran off. Finding a mysterious note on the brothers, they stuffed it in their pockets for later. Be praised and joyous for the hero's of the small village had stopped the bandits.

Reading the note they find that it says "As admition to the brotherhood, you must first give us a vial of blood from a different human. Once completed, meet our councelman at the entrance to Demon's Mouth Cave." and a symbol of an eye with a tear of blood was stamped upon it.

Now comes part two, where they are as of now: After a ceremonies and festivities at the tavern, the players saw again the blue eyes and it was a woman with chestnut brown hair and a white robe. The players partied until the morning light. Falling asleep from all the comotion, they both wake while the inn was on fire and other buildings around town as well. They narrowly escaped and saw figures in black and red robes with a symbol resembling an eye and a bloody tear coming from it. Cultists. And they yet again see the woman of blue eyes and brown hair.

They are partitioned by the sheriff of the town to aquire a robe to identify them and infiltrate their hide out. They had 3 different option: 1) Tailor one from memory (Skill challenege) 2) Get one from the deputy (who himself is a cultist who let the McCarren brothers out of jail); or 3) Get one from the man skulking around one of the PC's house.

They get the robes and infiltrate the "haunted manor" where the cultists reside. Then the cultists come whilest the PCs are still in the house. They come with 10 virgin maidens and take them to the dungeon as sacrifice. The PCs found a book with a skull lock on it, 4 strange spores (I yet to even know what they do besides light up and then darken), a ritual room, a key (to a lock they already broke...). Then upon checking another room of the manor after the cultists leave, they find a tome with only the word that they can read saying "Gnoe"

This is where we left off and this is what they don't know yet:

The cult is called "The Eye of Yurehl". A cult that summons beholders from a seperate plane to worship and tame. The first was of course named Yurehl, and the latest one that died was named "Gnoe." Now the cultists are attempting to summon another one with the sacrifice of 10 young maiden virgins. Skill challenge: Battle. If they fail in killing the leader of the cult (the woman of blue eyes and chestnut hair, named Madam Nocturna) in 5-7 turns, a beholder youngling is summoned from another plane. (Not powerful, but intimidating none the less).



Any input?
#2

calm

Oct 19, 2010 19:49:00
Cultists working towards the ends of the far realm are always fun (and deadly).

So if they fail and the beholder arrives, be careful that they haven't already used all of their resources. I would have the beholder zap them a few times and then flee, as it tries to get its bearings in the new world. This sets up the next adventure, traveling to the cult's lair to root out the cultists and the beholder.

And make sure to have at least a few more cultists in town posing as commoners who can spread rumors, spy, etc. Perhaps one of them gets caught in a lie, or sends the PCs in the wrong direction based on "something she heard" and after being attacked by monsters out near the swamp (or wherever), they realize they were led astray.