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| #1falstyrJul 19, 2008 5:35:05 | ...I played D&D and also DM'ed a bit. Lately it has been itching again and thus am creating a new world in which campaigns and adventures can be lived. Now I'm still rusty so here is the intro idea at the minute. Since it's the first time in several years I'm not going to allow prestige classes or anything else fancy. Just the basics as much as possible. It can always grow out to more as the game mechanics and game play gets fluid enough. And it is build upon the 3.5 edition. Intro Quest Merchant Caravans are attacked and needs to be investigated. Party gets taken as well during the escorting of a convoy. [with the solo test the PC started in jail as chaotic evil fighter and the warden etc could put pressure on him to "motivate" his compliance, but with a bit of creative effort it is easy to find another angle if need be]. The party wakes up in a prison like chamber. Eventually the party gets taken through an underground city, architecture of ancient dwarf structures, into a room with the Drow Priestess. The Priestess explains that there are many underground passages which lead to other communities. There seem to be other Drow communities, Kobolds and Dwarves in the vast underground region. Recently several Drow ended up dead as they patrolled past a certain passageway. It is the passageway that deals with the water supply and the dead Drow came floating back on the stream. The Priestess does not want to risk more casualties and, even though Drow can't stand humans, she ordered the attacks on the merchant caravans in hope that an adventuring party would come and "persuade" the party to investigate for the Drow. The merchants and goods however still got confiscated by the Drow and will not be returned. The Merchants work either as slaves in one of the many caverns which lead to farms etc. And those that were of no use are being held captive until they can be sold as slaves to either Troll or Orc camps to the North. Unless the Drow are inspired for new experiments. She suspects that the dwarves are the ones responsible, because they still might hold grudges about the hostile take over by the Drow in the current city. The Priestess doesn't think highly of kobolds after all...what can kobolds do even in groups? -Investigate the murder of the drow? Decide to go to the dwarves, escape or assist the drow? -If Dwarves: The party learns that they have no part in the drow killing, but have been hearing strange noises in the depths of the caves which caused the Dwarfs to be on alert. They also talk about finding strange markings on the walls during diggings. -If Drow: Investigate the murder spot and find odd markings and sounds in the distance. This spot can also be investigated on the way to the Dwarf community it's only a minor detour. -If Escape: When the party arrives outside, before going a bit further to the dwarves, they can decide to go back to town. But the attacks on the merchant caravans will once more commence. The law enforcers in town will not be pleased by the party's results. Now the enforcers could be bit more lenient if the party also attempted to rescue some merchants...which obviously triggered Drow attacks. Meaning the party came out the underground guns blazin' -Markings: Confront the priestess with your findings, but she'll be hesitating. Learn about experiments on kobolds which created the Urbam which they used for bloodsports, cannon fodder in wars, slaves etc. Now these slaves have been disappearing during times that no one was paying them any attention. Then the party can ask if there have been more "break outs". Depending on the Diplomacy check they hear nothing or find out that a Shur escaped as well. -Markings 2: If the party decides to simply follow the markings, footmarks and other markers deeper into the cavern they will bump into the Urbam and need to fight their way through them. Eventually the party will meet the Shur. Depending on intimidate/bluff or diplomacy checks the party can learn: 1. The Shur broke free, because he does not accept being imprisoned by mere drow while he is far superior to them. Battle Begins. 2. The Shur will say he released the Urbam so that he has his own, temporary, army to battle against the drow as pay-back. Battle begins. 3. The Shur says it isn't the matter for these impudent mortals and should just die where they stand. Battle Begins. 4. The Shur offers the Party a role as commanders against the Drow and will let them in on his master plan to rule the Underground communities, and maybe even the entire world. If the party agrees so be it, if they don't a battle begins. After the battle there will be rewards in the form of coins, basic armor and weaponry, gems, maybe even some low level magic items. All of these which the Urbam took with them, from the Drow's and Merchant Caravans, into the Shur's lair. The Party can now decide to either: 1. go back to the Drow Priestess and explain how it has all ended. There will be no rewards other then being allowed to leave this once still alive and free. Party can still decide to go guns blazin' while trying to free prisoners/merchants. 2. leave the underground system and have a chat with the Dwarves for a quest or something. Reputation will be gained due to the fact that their involvement prevented another war between Drow + Dwarfs. 3. decide to go back to Town and report to the law enforcers gaining some reputation and basic coins as reward and go through town looking for new quests/adventures. New party members can be introduced at the presenting of the Drow Priestess. Other Party members were captured with previous merchant convoys. Another location is dwarf members at the dwarf community. Battle encounters are highly customizable. Drow warriors, drow clerics, dwarf warrior, Dwarf Duergar, Kobolds, various Drow pets like the drider/giant spider etc. Could be added: Various traps such as rock slides, floods, spikes, perhaps even a place with poison. Various locations with boxes and barrels containing some loot, but mainly useless stuff. Maybe a dwarf left behind a gem somewhere though. Locked doors here and there. No magical barriers/traps unless it is near the Shur's Lair. Rewards: Experience is giving not merely by battle encounters, but also by overall role playing and delving into the story. |
| #2ShiftkittyJul 20, 2008 1:55:44 | I'm going to print this and inject it into my 4e game. The boys want to build some drow characters, and I see you've used, what is that, the Complete Guide to the Drow? I may even allow one to use a drey, which he's been asking about. You don't mind, do you? It sounds like fun, I just have to study it a bit more to see how it fits into my world. |
| #3ShiftkittyJul 20, 2008 1:58:13 | Addendum, I know it's written for non-drow adventurers, but so are all of the modules I've run. It can take a little tweaking, maybe make them all be drey captives compelled to work for the drow priestess. |
| #4falstyrJul 20, 2008 2:43:17 | You're welcome to use it. I've been using ideas from the D&D mags and getting inspiration from many threads on these boards as well. Just glad I can add to it ![]() If you want to play with Drey characters then might I suggest doing a bit of evul? Especially if you plan on making them captives of the Priestess at the beginning. You might want to become freed by The Shur and join him in terrorizing the Drow. Or break out yourself and join up with Shur. Add an angle in which you manipulate the dwarfs into causing a war between them and the Drow and that you+Shur make use of the situation. Some more explanation perhaps which might make it easier to implement it into your own setting... It is a very basic starting adventure. I was looking for a beginning of the solo campaign and what easier method then that is there? Then the question was who would bother raiding merchants. And then one thing lead to another. The Drow guide has been used to get ideas. What are Drow, what do they do etc. Made it easier to understand them and find motives. Only the Bruma and The Shur have been taken from the manual to be actually used in this opening adventure. Since the Priestess explains that there are many settlements etc it is possible to add the entire The Underdark if you want. It is basically how I'm setting up my entire world. Get some starting points, but leave blank areas as well to which you, and the players, can add stuff later on. Even though the adventure seems to be railroading the party a lot it actually leaves room for a lot of freedom later on. 1. Will the party come back later to free the merchants or do something which involves the (slave trading) orc/troll camps which can be found to the north? 2. Will the party go to the dwarf society to get some quests? 3. Will the party go back to the starting town to get quests? 4. Will the party go off road and find some goblin caverns or something else. Concept Map of one continent. I'm still working on the maps and everything and it is still basic pencil work, don't expect anything fancy hehe. But the story begins basically at the big circle in the centre, which is the capital obviously. The caravan of merchants goes on the road to the north. And somewhere along that path during the night is the ambush and the entrance to the underground regions. Bit further to the north you'll find the mountains with the dwarfs etc. And even more the northeast/north west (still blank) will be troll/orc camps. So when the party comes above ground again there is plenty to explore and do. |
| #5ShiftkittyJul 20, 2008 10:28:10 | Cool. I d'loaded and printed the map, and it should slide in nicely to my world. I've based my world off of a few things, the main part of which sprang forth from a 3d party product, "War of the Burning Sky". Elements from "When the Sky Falls", a 3d party supplement dealing with meteor strikes, helped me keep the action locked onto one small part of the planet while the rest wallowed in destruction for centuries (only the elven wizard remembered a time before the Lands of Eternal Night and when the ground "shook as though the gods had tired of their creation and were trying to smash it into oblivion"). I've also been diving into the "Dungeon Crawl Classics" for resource material. Their entire path, "The Heroes Arise" has walked right into my final 3.5 session, which left the last of the 3.5 PCs (who appropriately had hit epic levels at this point) turned to stone by a yuan-ti using a made-up-on-the-fly magic wand that acts like a medusa's gaze. Only the dwarven cleric survived, and... TAH-DAH! He needs a group of young adventurers to acquire medusa saliva, take it to an alchemist he knows, and make a potion that he can restore his lost friends with. It just so happens, "The Heroes Arise" starts the adventure path with a medusa BBEG! Anyway, great stuff you've got. But my printing of your map isn't the greatest. Right above the region labelled "Telt" is a river, and northeast along the river are some mountains. I can't quite make out the names you've written. And just to be sure I've got the others right, could you post a list of the names? I should be able to figure out which is which. Thanks. And I'd love to see anything else you come up with. |
| #6falstyrJul 20, 2008 11:19:16 | http://spiritualmagus.nl/CH/Forum/ I use that is my personal notebook. But registration is off so you can't see any attachments unfortunately. Seeing my time is limited it's not really going fast either hehe. As for the names, at least the ones so far: This map shows various land marks already (partially) discovered. These land marks can be used to get started but they are not confining. You as player can explore outside and discover more hidden areas outside the map. |
| #7ShiftkittyJul 20, 2008 19:21:16 | Remorhaz... why did it have to be a remorhaz? :D Those things creep me out! I suppose it's because waaaay back when I was a player, we had a remorhaz messily devour our halfling guide. This wouldn't have been so bad had the DM not been so good with sound effects and description. I like to think I learned my narrative technique from him (thanks, Jim Sisk!). To make matters worse, he just happened to have an illustration of a halfling's feet sticking out as he gets devoured by a remorhaz. Whenever I'm going to send my players into a place where a remorhaz is rumored to be about, I always make sure the party knows that a remorhaz has a mouth big enough to hold a medium creature, but not a throat big enough to swallow one. So if anybody gets grabbed in the thing's jaws, his buddies are going to get to hear the thing chewing whoever got caught, and he'll probably be screaming all the way, just up until... Speaking of chewing, I'm going to chew on this for a little bit. I haven't checked out your noteboook yet, but I promise to, maybe a little later tonight after the drag races. Thanks for the resources! |
| #8falstyrAug 03, 2008 14:30:35 | Just finished cleaning up the map some more if you're still interested. http://i2.photobucket.com/albums/y13/Enyalius/Imbeloteconcept23.jpg |
| #9ShiftkittyAug 03, 2008 17:37:34 | Sweet! I was going to try to make a color version of the first map, but then found out that after we upgraded, I forgot to reinstall most of my art programs! Agh! Thanks! |
| #10Book5Aug 07, 2008 15:51:06 | An evul suggestion - pass a note or pull one of hte players aside and give them personal objective that conflicts with the other player's objectives. I have found that when you are playing an evul campaign it is fun to pit the players against each other to a certain extent. Of course that takes mature players (you should always have mature players for evul campaigns anyways) to appreciate "character vs character" conflict without it broiling over into player vs player conflict. |