jdrakeh
Front Range Warlock
I preface this post by saying that I have not yet decided on a ruleset for this campaign. Currently, the front runners are D&D 3.5 (duh), Savage Worlds, Grim Tales, and The Chronicles of Ramlar (in roughly that order). This thread is for plot/fluff development only. When I get set my sights on a specific system, I'll let you know
The Basic Idea
Goblinoids get organized and seek to reclaim lands that they have been pushed out of by the other sentient races of the world. Sure, there are little pockets of goblinoids everywhere, though a tribe of Orcs here or there poses little real threat. That said, somebody has been organizing the goblinoids into a massive army for a while now. And they'll be ready to strike soon.
The Kingdoms of the South have been in turmoil for quite some time, warring with one another in petty battles over territory and ancestral rights. The other sentient races of the world are largely divided, none of them caring much for the others. This will be a pretty important plot point later, as it serves as a motivation for the BBEG who is playing the goblinoid nations of the North for his own purposes. Spoiler:
The Beginning
I want to start by using the classic Barnacus: City in Peril module from Dragon Magazine, albeit with some heavy alteration.
First, rather than setting the action in Barnacus, I want to drop it into Dweredell (a Dream Machine Productions city supplement). The city in question is an isolated outpost city far removed from the civilized world.
Second, I want to change up the basic plot by making goblins the primary baddies, with a human wizard (per B:CiP) organizing them locally.
Third, rather than simply seeking to loot the city treasury, they're probing the city for weaknesses in preparation for the coming goblinoid attack. Specifically, all of those tunnels will allow the goblinoid host easy access to the city.
Other than that, the adventure will proceed as written.
The Attack
After finishing up the first adventure, the PCs will be in Dweredell when the advance legion of the goblinoid army attacks, using the tunnels in the previous adventure to great tactical advantage. This is basically a gauntlet run for the PCs. Defeating the attacking army isn't an option at 1st Level, after all. Players will be aware of this (I hope).
In this adventure, the PCs will be charged with carrying news of the attack to the Southern Lands, using the tunnel network to escape the city. There will, of course, be much close-quarters combat in the tunnels as the PCs encounter invading goblinoids who most assuredly do not want the PCs to escape the city intact.
The Journey South
I haven't given this much thought just yet, though travel is always a great place to insert side quests of a sort. Perhaps the path South is blocked and, in order to continue, the PCs must overcome an obstacle in the form of an adventure or two. I've been thinking that the old 'poisoned water supply' mystery might work well here. Basically. . .
The PCs happen upon a town or two that have been crippled by debilitating illness. This illness is the result of some goblinoid planning -- they have tainted the local (shared) water supply to remove resistance when the host marches South. The martial forces of both towns are too week to fight and the common folk are too weak to travel, thus preventing word of the army's existence from spreading.
This might also be a nice place to introduce a minor BBEG in the form of a mysterious cloaked stranger who visited both towns shortly before the illness struck. This BBEG would be a non-goblinoid of some sorttwho actually carried out the sabotage. His motive for doing so won't be revealed until much later (ditto his indentity).
Arrival in the South
The first contact with nobles in the South and the subsequent reporting of events at Dweredwell by the PCs will be met with much genuine alarm -- though not for the reasons that the PCs think. Spoiler:
The PCs will be discredited in a rather public manner at this point -- framed for something horrible, if you will. Enter the mysterious cloaked stranger mentioned above. What this "something horrible" will be, I have no idea. Your input here is welcome.
On the Run
The PCs are now branded as criminals, despite their innocence. Given the power wielded by their adversaries, this knowledge spreads quickly throughout the Southern Kingdoms. Forced into hiding/running, the PCs will have the opportunity to ally themselves with non-traditional heroes in the form of organizations commonly perceived as "criminal" (e.g, thieve's guilds, pirates, brigands, etc) -- provided that they prove their worth.
This can easily lead to a series of short 'retrieve X' or 'accomplish Y' tests set up by the various organizations that the PCs turn to for help. If the PCs perform admirably, they will genuinely be accepted by such organizations as brothers and sisters. Indeed, any such organizations that PCs gain entry into will later rally to their cause when the goblinoid host arrives enmasse to topple the Southern Kingdoms.
The First Battle of the War
When the goblinoid host arrives in the Southern Kingdoms proper, the PCs happen to be nearby. And something is horribly amiss. The combined forces of nearby kingdoms stand ready to put down the goblin uprising, though the host is stronger than they anticipated, employing creatures of frightening strength (again, your input is welcome here -- what unexpected additions to the host arrive in tow?). Spoiler:
Here, the mysterious hooded stranger will reveal himself to the PCs as being second in command of one of the Souther armies, explain his involvement, and seek to join their ranks in order to serve pennance for his complicity in the events up unto this point. Spoiler:
Searching for Answers
I'm pretty fuzzy on this leg of the campaign so far -- basically, the plan is that the PCs need to uncover the core of the conspiracy in the Southern Kingdoms in order to learn the identity of the BBEG who is controlling the goblinoid host. Like the above sections The Journey South and On the Run, this leg of the campaign will consist of various adventures for which the primary reward is information.
Ultimately, this leg of the campaign should end with a 'big reveal' wherein the BBEG's identity is made known (who should he be? Help here is appreciated!). In the meantime, the goblinoid host is striking into the heart of the Southern Kingdoms, threatening the Imperial City, the shared throne of sentient races in those lands (it is sometimes occupied by a Dwarf Lord, sometimes an Elven ruler, and sometimes a Human noble). This throne is the symbolic center of the South and, should it fall, so will the whole land.
Rallying the Troops
Here is where all of those connections made in On the Run come in handy -- the criminal elements of the Southern Kingdoms whom the PCs have befriended will martial their forces to join the PCs in preparation for a last valiant stand against the goblinoid host. The lowliest of the low are the South's last best chance for survival -- but they need to find Legendary Doohickey X to ensure their victory. Which naturally leads to a quest for the PCs and any followers that they have in tow.
Any suggestions for a suitable quest-based adventure module and/or Legendary Doohickey are welcome here.
The Final Battle of the War
Here is where the PCs, their allies, and the Legendary Doohickey meet the goblinoid host head-on. I plan on using mass combat rules to resolve the large portions of the battle here, with regular rules for combat being used to play out the actions of individual PCs in the thick of it. Ideally, the PCs will confront the BBEG, use the Legendary Doohickey, and blast the goblinoid host to hell. If a few of them die, their allies will likely still succeed, and the fallen will receive a hero's burial in the epilogue. If they all die, the goblinoid host will succeed in their mission and a new, dark, age will begin.
As a possible deviation, the BBEG may be betrayed by his own army here, as they have decided that having a non-goblinoid ruler doesn't suit them. In this instance, a new BBEG steps up to fill the void in the heat of battle, though he'll be somebody (or some thing) that has been planning for this opportunity. He won't be a pushover and he may have a nasty surprise or two up his sleeve. As always, input is welcome here.
The Epilogue
Depending upon how things go in the final battle, the PCs and their criminal cohorts are viewed as heroes. The conspiracy is revealed and most of those involved are rounded up and sentenced to death or imprisonment. Surviving PCs are promoted to prominent stations in government or military and their allies are given berth to trade legitimately (for thieves or pirates) or serve as Elite Guards (for assassins, mercenaries, and the like). Surviving conspirators can plan for future revenge.
Alternately, should the PCs fail, they aren't remembered at all. The heart of the Southern Kingdoms fall to the goblinoid host and large swaths of land fall under their domain, turning the setting into a considerably bleak place. Surviving PCs will have many years to plan an organized rebellion and try to unseat the Goblin King.
...........
Okay, that's the big picture. What have you in the way of suggestions/details?
The Basic Idea
Goblinoids get organized and seek to reclaim lands that they have been pushed out of by the other sentient races of the world. Sure, there are little pockets of goblinoids everywhere, though a tribe of Orcs here or there poses little real threat. That said, somebody has been organizing the goblinoids into a massive army for a while now. And they'll be ready to strike soon.
The Kingdoms of the South have been in turmoil for quite some time, warring with one another in petty battles over territory and ancestral rights. The other sentient races of the world are largely divided, none of them caring much for the others. This will be a pretty important plot point later, as it serves as a motivation for the BBEG who is playing the goblinoid nations of the North for his own purposes. Spoiler:
A cabal of Southern rulers have instigated the coming war in hopes of unifying their peoples and kingdoms to fight a common threat, hence returning to the 'Golden Age' of past history. Naturally, sacrifices had to be made, though the situation was supposed to be containable. Also, naturally, thing will get out of hand.
The Beginning
I want to start by using the classic Barnacus: City in Peril module from Dragon Magazine, albeit with some heavy alteration.
First, rather than setting the action in Barnacus, I want to drop it into Dweredell (a Dream Machine Productions city supplement). The city in question is an isolated outpost city far removed from the civilized world.
Second, I want to change up the basic plot by making goblins the primary baddies, with a human wizard (per B:CiP) organizing them locally.
Third, rather than simply seeking to loot the city treasury, they're probing the city for weaknesses in preparation for the coming goblinoid attack. Specifically, all of those tunnels will allow the goblinoid host easy access to the city.
Other than that, the adventure will proceed as written.
The Attack
After finishing up the first adventure, the PCs will be in Dweredell when the advance legion of the goblinoid army attacks, using the tunnels in the previous adventure to great tactical advantage. This is basically a gauntlet run for the PCs. Defeating the attacking army isn't an option at 1st Level, after all. Players will be aware of this (I hope).
In this adventure, the PCs will be charged with carrying news of the attack to the Southern Lands, using the tunnel network to escape the city. There will, of course, be much close-quarters combat in the tunnels as the PCs encounter invading goblinoids who most assuredly do not want the PCs to escape the city intact.
The Journey South
I haven't given this much thought just yet, though travel is always a great place to insert side quests of a sort. Perhaps the path South is blocked and, in order to continue, the PCs must overcome an obstacle in the form of an adventure or two. I've been thinking that the old 'poisoned water supply' mystery might work well here. Basically. . .
The PCs happen upon a town or two that have been crippled by debilitating illness. This illness is the result of some goblinoid planning -- they have tainted the local (shared) water supply to remove resistance when the host marches South. The martial forces of both towns are too week to fight and the common folk are too weak to travel, thus preventing word of the army's existence from spreading.
This might also be a nice place to introduce a minor BBEG in the form of a mysterious cloaked stranger who visited both towns shortly before the illness struck. This BBEG would be a non-goblinoid of some sorttwho actually carried out the sabotage. His motive for doing so won't be revealed until much later (ditto his indentity).
Arrival in the South
The first contact with nobles in the South and the subsequent reporting of events at Dweredwell by the PCs will be met with much genuine alarm -- though not for the reasons that the PCs think. Spoiler:
The people whom the PCs report to will undoubtedly be part of the aforementioned conspiracy who view the PCs as a threat to their plan, lest the public learn of it and revolt.
The PCs will be discredited in a rather public manner at this point -- framed for something horrible, if you will. Enter the mysterious cloaked stranger mentioned above. What this "something horrible" will be, I have no idea. Your input here is welcome.
On the Run
The PCs are now branded as criminals, despite their innocence. Given the power wielded by their adversaries, this knowledge spreads quickly throughout the Southern Kingdoms. Forced into hiding/running, the PCs will have the opportunity to ally themselves with non-traditional heroes in the form of organizations commonly perceived as "criminal" (e.g, thieve's guilds, pirates, brigands, etc) -- provided that they prove their worth.
This can easily lead to a series of short 'retrieve X' or 'accomplish Y' tests set up by the various organizations that the PCs turn to for help. If the PCs perform admirably, they will genuinely be accepted by such organizations as brothers and sisters. Indeed, any such organizations that PCs gain entry into will later rally to their cause when the goblinoid host arrives enmasse to topple the Southern Kingdoms.
The First Battle of the War
When the goblinoid host arrives in the Southern Kingdoms proper, the PCs happen to be nearby. And something is horribly amiss. The combined forces of nearby kingdoms stand ready to put down the goblin uprising, though the host is stronger than they anticipated, employing creatures of frightening strength (again, your input is welcome here -- what unexpected additions to the host arrive in tow?). Spoiler:
The agent of the Southern Kingdoms in charge of the goblinoid host reveals himself to the present conspirators as the campaign's BBEG, albeit indirectly. He has decided that aiding his masters isn't good enough. Instead, he has decided that instigating a real war will allow him to found his own kingdom and seize control of the South. And why not? He's been poorly paid by the conspirators for all of his trouble.
Here, the mysterious hooded stranger will reveal himself to the PCs as being second in command of one of the Souther armies, explain his involvement, and seek to join their ranks in order to serve pennance for his complicity in the events up unto this point. Spoiler:
He will explain that the host was to push back the armies of the Southern Kingdoms this day, ensuring that the public viewed them as a threat. As is obvious by the carnage, however, the host has other plans -- they're literally slaughtering the opposing armies. He is badly wounded but can help the PCs to uncover the core of the conspiracy if they take him with them.
Searching for Answers
I'm pretty fuzzy on this leg of the campaign so far -- basically, the plan is that the PCs need to uncover the core of the conspiracy in the Southern Kingdoms in order to learn the identity of the BBEG who is controlling the goblinoid host. Like the above sections The Journey South and On the Run, this leg of the campaign will consist of various adventures for which the primary reward is information.
Ultimately, this leg of the campaign should end with a 'big reveal' wherein the BBEG's identity is made known (who should he be? Help here is appreciated!). In the meantime, the goblinoid host is striking into the heart of the Southern Kingdoms, threatening the Imperial City, the shared throne of sentient races in those lands (it is sometimes occupied by a Dwarf Lord, sometimes an Elven ruler, and sometimes a Human noble). This throne is the symbolic center of the South and, should it fall, so will the whole land.
Rallying the Troops
Here is where all of those connections made in On the Run come in handy -- the criminal elements of the Southern Kingdoms whom the PCs have befriended will martial their forces to join the PCs in preparation for a last valiant stand against the goblinoid host. The lowliest of the low are the South's last best chance for survival -- but they need to find Legendary Doohickey X to ensure their victory. Which naturally leads to a quest for the PCs and any followers that they have in tow.
Any suggestions for a suitable quest-based adventure module and/or Legendary Doohickey are welcome here.
The Final Battle of the War
Here is where the PCs, their allies, and the Legendary Doohickey meet the goblinoid host head-on. I plan on using mass combat rules to resolve the large portions of the battle here, with regular rules for combat being used to play out the actions of individual PCs in the thick of it. Ideally, the PCs will confront the BBEG, use the Legendary Doohickey, and blast the goblinoid host to hell. If a few of them die, their allies will likely still succeed, and the fallen will receive a hero's burial in the epilogue. If they all die, the goblinoid host will succeed in their mission and a new, dark, age will begin.
As a possible deviation, the BBEG may be betrayed by his own army here, as they have decided that having a non-goblinoid ruler doesn't suit them. In this instance, a new BBEG steps up to fill the void in the heat of battle, though he'll be somebody (or some thing) that has been planning for this opportunity. He won't be a pushover and he may have a nasty surprise or two up his sleeve. As always, input is welcome here.
The Epilogue
Depending upon how things go in the final battle, the PCs and their criminal cohorts are viewed as heroes. The conspiracy is revealed and most of those involved are rounded up and sentenced to death or imprisonment. Surviving PCs are promoted to prominent stations in government or military and their allies are given berth to trade legitimately (for thieves or pirates) or serve as Elite Guards (for assassins, mercenaries, and the like). Surviving conspirators can plan for future revenge.
Alternately, should the PCs fail, they aren't remembered at all. The heart of the Southern Kingdoms fall to the goblinoid host and large swaths of land fall under their domain, turning the setting into a considerably bleak place. Surviving PCs will have many years to plan an organized rebellion and try to unseat the Goblin King.
...........
Okay, that's the big picture. What have you in the way of suggestions/details?