| Post/Author/DateTime | Post |
|---|---|
| #1bookmenFeb 17, 2011 21:05:05 | Hello everyone! I've got an upcoming game I am trying to get some ideas for and was wondering if I could get some help. So far it has been a very Planar game. The group was sent off to investigate something "weird" in a city to the west. The weirdness is a minor Far Realm encroachment. En route to said weirdness they got pulled into a dungeon where they killed almost all of a Cult of Oublivae, Demon Lordess of Ruin. Of the party they are majority elven (Drow, Eladrin, Elf, and three other players). I had a lot of fun with the Cult so I am planning on having the Cult Leader (he got away) be a recurring villain. The Party has several strong ties to the Fey Wild. Of the characters we have: A Fighter who is indebted to a Fey Lord. A Warlord working for said Fey Lord. A Fighter who recently sold his soul to a demon. A Druid who doesn't have anything overly special about him. A Invoker who might be a little crazy. And a Rogue that also works for said Fey Lord. I am planning on having them move onward toward the city and the Far Realm encroachment, but am not overly sure what to throw at them and the Drow Druid, Human Fgt who sold his soul, and the Human Invoker don't have a lot of reasons to follow the group. I need ideas for what to throw at them and how to keep them together. I could mention more, but I'm not sure what you all want and don't want to risk giving to much for fear of giving a text and info overload. Any and all help would be much appreciated! |
| #2crowscapeFeb 18, 2011 11:01:46 | The level of the party would be a good thing to mention, as well. I'm currently putting together an adventure along similar lines, only mine is for a level 2 party. However, one of the things that I'm doing is a disease to track their mental stability. Something along those lines could help bring the rest of your party along, as if they're roleplaying, the disease is a form of obsession with the far realm. At the same time, reaching 0 on the condition track removes the mechanical symptoms, but doesn't cure the disease. Only closing the gate does (or having enough time pass for them to complete another adventure). So, if my players no longer want to worry about penalties to will, saving throws, and vulnerability to psychic damage, they need to complete the quest. |
| #3bookmenFeb 18, 2011 13:18:19 | Ah, dang your right! I forgot level. My apologies. The party is level 10, atm. I like the disease idea and may implemt it. Goodness know I left what the "weirdness" is open enough that I can play with it however I feel. With the Fey employed and the Demon-Owned I can easily make sure they know what is happening or take a more gradual approach. |