Piratecat
Sesquipedalian
(My players out, please.)
[d]gf[/d]
[bq]"Wanted. Young, strong, healthy people over 16. Must be willing to travel and to risk death daily. Orphans preferred."
"You are soldiers in the Caprian Foreign Legion, the legendary military and exploratory force that is joined when a person has no other choice. Some soldiers are running away; some are trying to find something new within themselves. Either way, those who join the Caprian Legion are given new names and a new home in distant lands. Their enemies fear them. Few ever return."[/bq]
When I get 4e, I'm going to run a placeholder game for a few months -- go up levels every game, try new stuff, rework your character as much as you like, play around with options, players swap in and out. I'm trying to find a fictional structure that supports this in a high adventure politically isolated setting.
After some brainstorming with the Rat Bastard club, my thought is that I'll make the PCs all members of what's effectively the French Foreign Legion. This way (as Plane Sailing suggested to me) the party can come from all backgrounds and all walks of life to serve in the legion, in this godsforsaken fort in the back end of jungle-nowhere. This allows me to have any mixture of races and classes in an exotic location, easy to bring new characters into focus and let older ones drop out of focus, camp commandants can send them on missions (getting away from the old 'why are we doing this again?' question), and I can even have the good old grizzled commandant replaced by a pompous ninny who starts making atrocious decisions.
I'll have the PCs stationed on a newly discovered jungle continent, maybe one where the dragonborn originated. They have moved into a local "native" town and head out on missions from there. This will give me lots of dungeoncrawling in steamy wilderness, and let me swap PCs in and out as needed.
[sblock=Possible game ideas (to be filled in as I go along)![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Game 1: 1st level. PCs arrive in the port town of Pliss, a ruined dragonborn city now co-opted by the "civilized" races. Monsters are raiding the city. PCs are rushed into battle. (Features skill challenges as well.) Monsters: goblins and a gnome.
Game 2: 3rd level. PCs must enter the jungle and find out what happened to a destroyed lizardfolk village. Monsters: zombies, lizardfolk, young green dragon.
Game 3: 5th level. An important diplomat comes to the city. The PCs must bodyguard him against assassination.
Game 4: 8th level. Prevent debased tieflings from summoning their ancient evil epic hero.
Game 5: 11th level. Fight an undead tiefling hero who has only partially been brought back to life by his minions.
Game 6: 14th level. Plunder the tomb of Huz'zok, an ancient deathtrap, in order to recover a legendary cultural artifact of the tieflings. With it, they'll have the upper hand in negotiating with a dangerous tiefling warlord who threatens Pliss.
Game 7: 19th level. The Negotiator's Ball. Diplomats from every faction threatening Pliss comes to the city in a delicate negotiation for peace. Can the PCs pull it off?
Game 8: 22nd level.
Game 9: 25th level.[/sblock]
See any good improvements? What about fun plots and adventures? I'd love ideas and suggestions.
[d]gf[/d]
[bq]"Wanted. Young, strong, healthy people over 16. Must be willing to travel and to risk death daily. Orphans preferred."
"You are soldiers in the Caprian Foreign Legion, the legendary military and exploratory force that is joined when a person has no other choice. Some soldiers are running away; some are trying to find something new within themselves. Either way, those who join the Caprian Legion are given new names and a new home in distant lands. Their enemies fear them. Few ever return."[/bq]
When I get 4e, I'm going to run a placeholder game for a few months -- go up levels every game, try new stuff, rework your character as much as you like, play around with options, players swap in and out. I'm trying to find a fictional structure that supports this in a high adventure politically isolated setting.
After some brainstorming with the Rat Bastard club, my thought is that I'll make the PCs all members of what's effectively the French Foreign Legion. This way (as Plane Sailing suggested to me) the party can come from all backgrounds and all walks of life to serve in the legion, in this godsforsaken fort in the back end of jungle-nowhere. This allows me to have any mixture of races and classes in an exotic location, easy to bring new characters into focus and let older ones drop out of focus, camp commandants can send them on missions (getting away from the old 'why are we doing this again?' question), and I can even have the good old grizzled commandant replaced by a pompous ninny who starts making atrocious decisions.
I'll have the PCs stationed on a newly discovered jungle continent, maybe one where the dragonborn originated. They have moved into a local "native" town and head out on missions from there. This will give me lots of dungeoncrawling in steamy wilderness, and let me swap PCs in and out as needed.
[sblock=Possible game ideas (to be filled in as I go along)
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Game 1: 1st level. PCs arrive in the port town of Pliss, a ruined dragonborn city now co-opted by the "civilized" races. Monsters are raiding the city. PCs are rushed into battle. (Features skill challenges as well.) Monsters: goblins and a gnome.
Game 2: 3rd level. PCs must enter the jungle and find out what happened to a destroyed lizardfolk village. Monsters: zombies, lizardfolk, young green dragon.
Game 3: 5th level. An important diplomat comes to the city. The PCs must bodyguard him against assassination.
Game 4: 8th level. Prevent debased tieflings from summoning their ancient evil epic hero.
Game 5: 11th level. Fight an undead tiefling hero who has only partially been brought back to life by his minions.
Game 6: 14th level. Plunder the tomb of Huz'zok, an ancient deathtrap, in order to recover a legendary cultural artifact of the tieflings. With it, they'll have the upper hand in negotiating with a dangerous tiefling warlord who threatens Pliss.
Game 7: 19th level. The Negotiator's Ball. Diplomats from every faction threatening Pliss comes to the city in a delicate negotiation for peace. Can the PCs pull it off?
Game 8: 22nd level.
Game 9: 25th level.[/sblock]
See any good improvements? What about fun plots and adventures? I'd love ideas and suggestions.
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