Jürgen Hubert
First Post
OK, here is my situation:
Tomorrow afternoon I will be running an Eberron adventure, and I have no idea yet what I should run.
Here is the current situation: The party pludered some ancient hobgoblin graves in the Seawall Mountains and fled to Zilargo with some serious loot. The gnomes don't want to have a diplomatic incident with Daargun, and thus put them into the next (non elemental-powered) ship to Sharn to get rid of them. That's okay with them, since they wanted to look for a place to sell their loot anyway.
The problem is, since I live in a different city than my players (I will be going home to my family for the weekend and DM on Saturday) and communication is thus fairly limited, I don't really know exactly which players (and characters) will show up.
The only characters I know for sure who will show up are:
A human ranger-ish character (don't worry about the precise game stats, we will be using GURPS anyway).
A human cleric of Kol Korran, the god of Wealth.
There will also possibly (but this isn't certain) be:
- A human ninja (I groaned about this character concept when I first heard of it, but I came up with some ideas for a kalashtar-led clan that originally came from Sarlona and hid in Cyre before it blew up)
- A changeling investigative and general never-do-well with godlike skills in fast-talking. He wasn't there for the last adventure, so he doesn't have a share of the loot, but he would certainly be useful in selling it.
To make matters worse, the player who used to play a shifter fighter wants to create a new character which is supposed to be a "duellist" of some sort, and there will probably be another player who wants to join the campaign... and about whose character I know nothing at all yet.
So my first problem is:
- How do I get these characters (some of which are unknown to me at the moment) together as a party so that they trust another? Some incident during the sea voyage might be helpful, but I'm not sure what... and if anyone has any other ideas, I am all ears.
- What do they do afterwards? There are almost too many adventure possibilities in Sharn, and at the moment it is very hard to predict what they will do - so preparing several small adventures is probably better than a single big one.
Please, post anything that comes to your mind! I'm getting desperate here...
Tomorrow afternoon I will be running an Eberron adventure, and I have no idea yet what I should run.
Here is the current situation: The party pludered some ancient hobgoblin graves in the Seawall Mountains and fled to Zilargo with some serious loot. The gnomes don't want to have a diplomatic incident with Daargun, and thus put them into the next (non elemental-powered) ship to Sharn to get rid of them. That's okay with them, since they wanted to look for a place to sell their loot anyway.
The problem is, since I live in a different city than my players (I will be going home to my family for the weekend and DM on Saturday) and communication is thus fairly limited, I don't really know exactly which players (and characters) will show up.
The only characters I know for sure who will show up are:
A human ranger-ish character (don't worry about the precise game stats, we will be using GURPS anyway).
A human cleric of Kol Korran, the god of Wealth.
There will also possibly (but this isn't certain) be:
- A human ninja (I groaned about this character concept when I first heard of it, but I came up with some ideas for a kalashtar-led clan that originally came from Sarlona and hid in Cyre before it blew up)
- A changeling investigative and general never-do-well with godlike skills in fast-talking. He wasn't there for the last adventure, so he doesn't have a share of the loot, but he would certainly be useful in selling it.
To make matters worse, the player who used to play a shifter fighter wants to create a new character which is supposed to be a "duellist" of some sort, and there will probably be another player who wants to join the campaign... and about whose character I know nothing at all yet.
So my first problem is:
- How do I get these characters (some of which are unknown to me at the moment) together as a party so that they trust another? Some incident during the sea voyage might be helpful, but I'm not sure what... and if anyone has any other ideas, I am all ears.
- What do they do afterwards? There are almost too many adventure possibilities in Sharn, and at the moment it is very hard to predict what they will do - so preparing several small adventures is probably better than a single big one.
Please, post anything that comes to your mind! I'm getting desperate here...