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| #1theoneJan 18, 2009 9:34:16 | I've recently been inspired by the Isle of Dread from the planar handbook. On the southern beach of the island, there is group of people who discover they are from different parts of history. This is the PCs. The first part of the campaign involves the PCs staying on the beach(finding shelter in the ruined ship hulls). Undead march from the waters that night and attack the PCs. Right now, what I am trying to do is keep the PCs on the beach for the first part of the adventure to stop the undead horde, without railroading too obviously. So far, I've thought that a ship crashes into the island and several people make it to shore. The NPCs want to stay on the beach, if another ship comes by they could be rescued. One of the NPCs knows how to stop the undead horde, but it involves going to the half-submerged shipwrecks that dot the reef and stopping it there. If the PCs want to venture inland right away, some NPCs go too, but they get ate by something, and the beg the PCs to return to the beach. The overarching plot has to do with the thunder serpent and bahamut/pelor placing the PCs on the island to stop the island's master. I should add that this game will be PbP, so the action has to be fast to keep people interested as well as having something for me to push the story along in things start to stall. |
| #2evuldmJan 19, 2009 22:48:56 | I also am using the Dread Isle as the basis for my current campaign. Of course my players immediately decided they wanted OFF the island. Now they are following their demented warforged warlord through the jungle, trying to reach the tall tower in the mountains... They've found the jungle is infested w/ dinosaurs and other nasties. They have yet to truly realize how difficult their goal of leaving the island is. They have found one way off... A large scar-like chasm that stretches across part of the island. The bottom of this formation is a shadowcrossing... So far no one has tried jumping in it... Other inherent dangers involve the island's habit of worldfalling. When the island wordfalls from the Feywild intelligent creatures are teleported randomly to one of nine standing stones spread out over the island. Those standing within a certain distance of one of the stones find themselves standing in a circle around it. When the island wordfalls into the Elemental Chaos it triggers a teleportation storm that gathers strength for a certain amount of time, then teleports all those not protected by the standing stones to random points on the island. Given that the island worldfalls regularly at two day intervals, this makes exploration(and leaving) difficult. There are ways to leave the Island... Most will not be to the players' liking.. |