Campaign Ideas: War on Necromancers

Post/Author/DateTimePost
#1

bubbaboy8

Apr 15, 2012 16:05:59
WARNING: END OF RED BOX SPOILED BELOW

I've been DMing the Red Box for a bunch of my friends and we're rapidly approaching the end of the campaign. I'd like to write a campaign to pick up where the Red Box leaves off. At the end of the campaign, the PCs find a skull imbued with necromantic magic then must decide what to do. I was thinking of having them deliver the skull to some clerics nearby so that it could be disposed of, then have them be given the task to learn more about who had sought the skull, eventually leading them into some war against a necromancy movement (or something).

Here's what I've thought about so far.

1) Encounter outside the dungeon with mercenaries/fighters that want the skull for themselves
2) Return to merchant that hired them and the PCs question him about where the skull came from. Haven't decided yet whether the merchant was in on it or an unwitting accomplice.
3) (maybe) PCs try to track down the original purchaser in Fallcrest
4) PCs decide to go to clerics
5) Encounter on a bridge over a river of some sort (whether random or in the storyline, not sure). 6) Reach the clerics
7) Skills challenge to prove their worth to the clerics
8) Clerics fill them in on some backstory
9) PCs go off to root out some band of undead creatures threatening the area
10) PCs given word that some band of undead/necromancers threatening one of the PCs hometown

Somewhere down the line, PCs fight necromantic overlord or something.

The ideas are only kind of rough in my head and I would appreciate any insight anyone has about story ideas, possible encounters, or whether they could help me flesh out what I've already got. All players are a couple of encounters away from Level 2 right now.  
#2

PoniesNSunshine

Apr 15, 2012 22:45:37
WARNING: END OF RED BOX SPOILED BELOW

I've been DMing the Red Box for a bunch of my friends and we're rapidly approaching the end of the campaign. I'd like to write a campaign to pick up where the Red Box leaves off. At the end of the campaign, the PCs find a skull imbued with necromantic magic then must decide what to do. I was thinking of having them deliver the skull to some clerics nearby so that it could be disposed of, then have them be given the task to learn more about who had sought the skull, eventually leading them into some war against a necromancy movement (or something).

Here's what I've thought about so far.

1) Encounter outside the dungeon with mercenaries/fighters that want the skull for themselves
2) Return to merchant that hired them and the PCs question him about where the skull came from. Haven't decided yet whether the merchant was in on it or an unwitting accomplice.
3) (maybe) PCs try to track down the original purchaser in Fallcrest
4) PCs decide to go to clerics
5) Encounter on a bridge over a river of some sort (whether random or in the storyline, not sure). 6) Reach the clerics
7) Skills challenge to prove their worth to the clerics
8) Clerics fill them in on some backstory
9) PCs go off to root out some band of undead creatures threatening the area
10) PCs given word that some band of undead/necromancers threatening one of the PCs hometown

Somewhere down the line, PCs fight necromantic overlord or something.

The ideas are only kind of rough in my head and I would appreciate any insight anyone has about story ideas, possible encounters, or whether they could help me flesh out what I've already got. All players are a couple of encounters away from Level 2 right now.  

I think the best thing to do is wrap up the current plotline, then ask the players what they're interested in doing - if they are interested in puzzles and roleplaying, then you have them do a city adventure in fallcrest where they track down whoever is that wants the skull.   You can set up some of the intervening roleplay and character leveling over email, so that it doesn't get in the way of actual table play.  


The main things I would players want to do with an object like this is would be:

Investigate it - take it to a temple or wizard's guild to see if it's important, or learn how to destroy it. 
The Clerics/Mages/Merchant might want to control it, archive it, or destroy it.  They could hire the PC's to investigate another temple or ruin (fallen to chaos and partially destroyed years ago) to retrieve a book that could have a mention of the Skull.  Of course that temple ruin could be occupied by Undead baddies. 

Try to use it - this could be interesting as well.  - I would give the players a chance to at least interact with the device - a failed skull check would result in a healing surge being lost by the meddling player, a success might allow the player to gain temporary hitpoints until the end of their next encounter.  

i would say the original purchaser is most probably working for the necro overlord, the skull itself could be a element of power, a piece needed for an epic ritual, or perhaps the overlord wants to interrogate the spirit inhabitant of the skull for clues to some ancient treasure. 

 
#3

bubbaboy8

Apr 16, 2012 7:23:06
One idea I just came up with was that the clerics needed to learn more about what ritual involves the skull and the PCs realize that they need to go back to where they found the skull to find a book. The clerics bring in a wizard to teleport them back (exactly where, I'm working on it) and gives them the ritual so they can teleport back to the clerics directly. Before they get to the library, they run into something...maybe a gelatinous cube. Then they search the library and get back with the provided ritual. Gives some good RP, lets me reuse some maps, etc.