What do I do now?

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#1

natural20username

Mar 31, 2012 11:00:53

Not sure if this is the right forum for this or not, but I just want some random ideas as to what I should do next in my campaign, since I've been forced to shorten it markedly to make room for an Airship Pirates campaign a friend will be running, and my original plans have to be scrapped.


Things that have happened so far (Long version)

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I'm running a d20 modern/Urban Arcana campaign in a modern setting (Austin, Texas specifically). Party composition: Private Detective, Asian Athlete, Ex-Military sniper on his way home, A demolitions expert with medical training, and an Italian Architect who doesn't do much. The players begin about 3/4 of the way to Austin on a Greyhound bus. Some sort of planar disturbance occurs, causing bits and pieces of other worlds to appear scattered across the countryside. The players slog their way through a large amount of obstacles between them in civilization (nomads, assorted dinosaur like things, a darkmantle, goblins, and a riderless horse the players are unreasonably afraid of), and enter the city. In Austin, most everyone is going on with their daily lives the best they can (with a few raving about the end of the world and mysterious disappearances throughout the city). Soon, the players are attacked by a clearly trained assassin armed with dangerous magical weaponry and barely defeat him through badassery and a fair bit of luck. They capture the assassin and he refuses to talk, and the players are too good-aligned to resort to torture. In the meantime, one of the characters notices a talking ferret wandering around his apartment. The ferret introduces himself as Leonardo, a familiar of a powerful elven mage, and the comic relief character. Meanwhile, the characters attacked by the assassin fid a small reddish marble, which they, with the help of Leonardo, discover glows in the presence of magic. Leonardo's master cannot be found, and the detective realizes he has magical potential. Eventually, the heroes notice a trail of magic leading to an abandoned warehouse. They find that the assassins have set of up base of operations there. The assassins return at an inconvenient time and a dustup ensues between the players and the assassins, some of whom are working in two man teams, one of whom is a mage. About to be killed by one of the assassins, one of the players discovers he has latent magic potential by crisping the assassin. After defeating them, through some extrapolation and successful search checks, they determine the assassins were targeting a specific group of people, and they work for some greater power, who says in a fragmentary note "Expect arrival in one week." The magical energy emitted by killing the assassin catches the notice of Leonardo's master, and he meets with the players, and begins training interested party members in magic. Leonardo's master mentions that scrying seems to be blocked inside the city, and suggests that someone must be concealing something large with magic. After a little detective work, the players discover that the museum next to the city hall is emitting a large magical aura. One of the players convinces the curator of the museum to let him look around a bit, and the players don't find much of significance. Meanwhile, one of the players goes to try disabling the alarm system, and fails miserably in a non-noticeable fashion. They come back alters at night and notice someone turn into the alley next the museum then disappear. They discover that the parking garage door has a man-sized hole in it concealed by an illusion. Wandering through the museum, they are attacked by a host of animated museum dummies, tables, spears, maces, swordfish models, etc. After a difficult fight, they find a obviously magical sphere in a locked janitor's closet. Just about to leave, they hear a scream of pain from the next room, obviously from Leonardo's master. Running in, the party healer stabilizes the dying elf. As the rest of the party rushes into the room, a dark figure in the corner of the room stabs a party member in the back. A fight breaks out as the man single-handedly nearly kills the entire group, largely because of his disconcertion ability to appear slightly displaced from his actual position. As the party member who was attacked first lies unconscious, the assassin advances towards the healer protecting him. The healer realizes he can't hold of the man off by himself, pulls a grenade out and says (natural 20 intimidate check) "Don't come any closer or I'm taking you down with me!" The assassin charges away to engage another person who immediately pulls a grenade (natural 20 intimidate check again) and says "Don't come any closer or I'm taking you down with me!" The assassins resorts to throwing knives at the two crazy people with grenades, and after several near death experiences, one of the players lands a lucky shot on the man and he goes down. After the players rest and recuperate, they destroy the sphere, causing scrying to work again. They immediately, with the help of Leonardo's master (whose name is Abiron, as I will be calling him henceforth) they begin scrying the surrounding countryside, and discover what is clearly an army of some sort marching on Austin from the North with a team of battlemages. The detective convinces the mayor that there is a dirty bomb making it's way towards the city under armed guard and the mayor sends people to investigate. 3 days left until the Army reaches Austin.