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Help me with campaign ideas

Megahedron

First Post
Hello all. I am currently running a 3.5 Eberron campaign. I'm pretty good at scheming and coming up with evil to challenge the characters, but I wanted to give them good guys to fight. I figured that there isn't enough good vs. good going around, and it might be fun, if not interesting. Can anyone help me out with ideas, I would really appreciate it.
 

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Hawken

First Post
Have them fight a band of paladins (can't get much more good than that!).

Set up a McGuffin that the PCs have to go after to solve some problem, heal a dying friend or whatever. A group of paladins sent by--whomever--is also after the McGuffin because it is too powerful to remain where it is or fall into the hands of Evil.

Have the PCs meet the paladins, start a fight. Let the paladins land a few good blows so the PCs know they are serious, but they don't go for the kill since the PCs don't detect as evil, and the paladins work well enough together that the PCs aren't able to kill any of the paladins. End the fight with both teams splitting up and now "racing" to get to the item first since each group knows the other is after the same thing.

Set up two or three encounters with the paladins. Each encounter may or may not result in fighting, but should bring both groups closer to the goal.

Finale: Both groups are where the McGuffin is located, and maybe have discovered it. It doesn't matter who gets there first, as the latecomers still get there in time to prevent the first group from making off with it. This time, the 'kid gloves' are off. The paladins will act at any cost to get the McGuffin and their Smite will work on the PCs since they are now actively attempting to thwart the paladins, their church and/or god.

Allow a fatality or two, but stop after 1-2 PCs or NPCs die and have the battle interrupted by a creature that is the Guardian of the McGuffin. The PCs and paladins quickly realize they must fight together or NO ONE gets the McGuffin.

If the PCs and Paladins defeat the guardian, give them a chance now to discuss things. Maybe the paladins can escort the McGuffin back to the PC base where they can use it to solve their problems before the Paladins take it back to their church. This could allow the PCs to make friends with a troop of paladins and maybe an entire church as well.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
A classic for initiating GvG conflict is mistaken identity, which can be set up all kinds of ways.

Ex1) G group #1 sees G group #2 standing over multiple deceased people...their weapons and armor covered in blood. G#1 assumes that G#2 killed the fallen, when in reality, they have just finished fighting off the creature or creatures who committed the crime.

Ex2) A group of Doppelgangers opt to or are are hired to frame the party for various crimes, doing so by taking on their visages while going on a crime spree. After a while, the Doppelgangers weary of this part of the game and adopt other images, all the better to watch the innocent PCs become hunted by the law...and vigilantes...and possibly even former allies.

And whenever someone asks about plotlines, I suggest they check out my favorite thread (see my sig).
 

kitsune9

Adventurer
Hello all. I am currently running a 3.5 Eberron campaign. I'm pretty good at scheming and coming up with evil to challenge the characters, but I wanted to give them good guys to fight. I figured that there isn't enough good vs. good going around, and it might be fun, if not interesting. Can anyone help me out with ideas, I would really appreciate it.

Given the level of factions within the Eberron setting, it's quite possible for the PC's to fight other good-aligned creatures on grounds other than moral imperative. For example, I am running a Kingdoms of Kalamar campaign in which two nations are going to war. A law has been passed that between the two countries that the penalty for spying is death. The player characters will be accused by a ranger and noble from the enemy country to be spies based on some loose evidence, but also in the group will be a paladin who serves the noble as well. Neither the noble, ranger, or paladin are evil folks but they will believe the PC's to be spies and have them hanged. The PC's naturally will take offense and duke it out.

Your PC's could be going after an artifact that can be used to grant a wish to bring peace to a village, heal a child, remove a curse, etc. However, another good-aligned group wants the artifact too, because they too have a pressing need. The artifact will only work once, so who gets it and are your PC's willing to fight for it? If they don't, they "lose" in the module.
 

DeadlyShadows

First Post
Although I've never played in the Eberron setting, I do have a campaign that allowed alot of GvG fighting and roleplaying. I understand that Eberron has alot of guilds and factions, so theses could be substituted in for the ones I made up for my campaign.

Basically the heroes start off in a tavern in a small town on the far reaches of their country. For whatever reason, they are all in need of some cash so will be looking out for jobs. At this point in time the kingdom is peaceful, tranquil, basically the 'perfect world scenario'.

Anyways, the party gets a mission from a local church (preferably one of the larger good churches, it helps if there is a cleric of that church in the party) to deliver a package to the Capital. This package is of vital importance.... However, the package needs to be there in 3 days time, but the Capital is 2000 miles away. The party gets directed to a portal to the Plane of Shadows, which will distort time and space allowing them to exit at an ancient portal near the Capital.

So the party goes through and exits near the portal 3 days later....but theres a problem: Even though they have been gone for only 3 days, when they exit the portal 3 years have passed. The kingdom is now under the control of a warlord, martial law has been instated in all the cities, taxes are up, the usual. And to make matters worse, the current warlord was elected fair and square by the populace, as he promised to protect them from an even greater evil. So in other words, the good alligned town guards, paladins and even some of the general public are the enemy.

At this point the party decided to start a revolution within the Capital by getting various faction to join an Uprising. Obviously, you can attach aditional quests to these. The factions I used were: The Guild of Shadow (Joint Assassins & Thieves Guild), Dockworkers Guild, War Veterans, Gnomes, Druids and of course the Churches.

From here you can expand the campaign, either letting them kill the Warlord and letting peace return. Or after the Warlord is overthrown...the greater evil does in fact strike the kingdom...
 

CAFargo

First Post
GvG can be really hard to pull off, but, like evil, one creature's good may be another creature's worst nightmare.

For example, in Eberron the Mournland has been wasted, and a leader has risen among the displaced Cyreans...who have become hungry for revenge. This man creates a small band of "heroes" to go into the Mournland and fire up the old warforged factories, with some "special" plans. As the players attempt to follow the cyrean "heroes", the opponent leaves behind more and more clues about their plans, eventually catching up and finding that the "heroes" have already begun reconstruction of the factory. The players must fight through the "heroes" and prevent their work, but their too late: the "heroes" have finished their work.

Unfortunately, the players and "heroes" are threatened alike when they realize that the plans are part of a petty attempt to wipe out the "heroes", who an enemy thinks would have begun to lead the displaced Cyreans, gone horribly wrong. Now, the two parties split off from one another, the "heroes" going to shut off the factory, the players trying to follow and destroy the construct before it can escape the mournland, dealing with the monsters in their way as they do.

Finally, it climaxes when the "heroes" shut off the creatures powerful shields which were keeping the players at bay, allowing the players to catch up to it and destroy it, only a few hundred feet away from the border.

This is a great GvG adventure with plenty of combat, a completely good ending, and of course a great adventure hook for the future: why did the now disclosed enemy try to destroy the "heroes"? Business? Intrugue? Battle-Plans?
 

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