stevelabny
Explorer
I think so.
I still have months to flesh it out also. As the new campaign probably wont start until February or March, but tell me what you think?
Its long, and plotted, so it seems railroady, but I don't think it really is. I'm looking for warning signs of places where I'm assuming too much from the PCs or other potential pifalls. And any interesting additions to fill in blank spots. The characters are all first level if that matters.
This is an Eberron campaign, but I will explain the Eberron specifics for those who might not know.
The first part of the plan is to do a solo session with each PC before the first session. This will be done with the pretense of getting a feel for their character and getting a feel for the tone of Eberron and the action points and what not.
But I've got more sinister plans.
All of these solo sessions will be fleshed out more to include a combat and a challenge to disguise that the point is what I'm setting up. The PCs will know what the other PCs are playing by character class but not have physical descriptions or anything like that. This is important to note as it would otherwise affect their actions.
First up:
Wizard (specialist evoker, but interested in the nature of warforged, why theyre alive, and just what happened the day the land of Cyre blew up)
The wizard goes to the wizard school in Aundair, and soon after graduation he gets an invitation to Morgrave University in Sharn (the NYC of Eberron). The invitation will babble about some his interests just enough to get him to go. Included in the invitation are a Lightning Rail ticket (the train) and a ticket to the opera on the day of his arrival.
He arrives at the opera house early (he was told by someone to do this to ensure his seat) but he does witness a warforged kill a man. When the master inquisitive is called, he is in a hurry to wrap this up before the show begins. Apparently this murder follows the m.o. of an "international" serial killer whos recently come to Sharn, and the wizard is the first eyewitness.
I'm ASSUMING the wizard will truthfully relay what he saw, and the master inquisitve can tell if he's lying anyway (due to zone of truth/ discern lies/ high sense motive). If the wizard DOESN'T tell the truth of what he saw, no matter how hard he's pressed, I can always invent a second witness that does. The wizard is asked to sit down for a bit while the investigation continues.
Next Up:
Gatekeeper Druid (the gatekeepers are an ancient sect that protects Eberrons from the aberrations from other planes.)
I plan to use the gatekeeper druid as a "field agent" whos mission it is to seek out and uncover sinister plots of evil aberrations. Before he goes out on his own he will be asked to visit Sharn to assist an elder druid with a problem. Along his journey, he will receive an animal messenger from the druid he is supposed to meet with a note that reads "I think I am being followed, meet me at the opera house"
The druid gets to the Opera House just after the murder takes place. He sees and overhears the inquisitive's conversation with the wizard, and when this is done he manages to get close enough to see the body and finds it is the druid he was sent to meet.
I'm ASSUMING he will demand justice and that the warforged be turned over to him, or dealt with swiftly. ( I havent read the Sharn book yet, so I dont know the laws of the land exactly. I will have it shortly. )
Next up:
House Tharask "Indiana Jones-type" who likes to hunt for Dragonshards,
House Tharask is one of the "dragonmarked" wealthy merchant families with spell-like ability tatoos. Dragonshards are used to power magic items and other more important things.
This guy actually lives in Droaam, the kingdom full of monsters. Specifically in the city of Graywall, which is governed by a mind flayer. Word has gotten out that he wants to start his life od adventuring, so the mind flayer comes to pay a visit. He asks "Indiana" to stop in Sharn first (geographically, not very far out of his way no matter where he's going) and deliver a package to someone. I'm ASSUMING the player accepts. It is important for his family to stay friendly with the mind flayer. The person will be at the opera house a few nights later.
"Indiana" will show up shortly after the others and quickly finds out that the intended recipient was just the victim of a serial killer. If he volunteers his information, he will become a suspect, as the package contains a posioned something. In this case, I assume he'll want to make sure the warforged takes the fall instead. If he chooses to not reveal the information, I assume he'll just want to investigate this later.
Last up:
House Cannith deaf bard and his cohort/bodyguard/friend a blind warforged "samurai"
(House Cannith is another dragonmarked house. And I've already posted about the deaf blind bit, so lets not go back over that)
These two freaks are part of a traveling entertainment troupe, and it just pulled up in Sharn. While theyre here, the troupe's leader would like to scout out the local talent. He asks the bard and samurai to go check out some specific sites. Obviously the bard will go where theres entertainment to SEE, while the warforged goes to HEAR the singing at the opera house. By the time the bard gets back to the opera house (whether because its where they planned to meet, or news has already spread of the latest murder) he finds his friend the warforged being led away in chains...
So this sets up a group that looks like this:
a bard, distraught that his best friend has been imprisoned for a crime he didn't commit, who will do anything possible to free him.
a wizard, who has pointed the finger at an innocent warforged. I assume he'll feel guilty and also want to find the truth.
a druid, wanting to know who the real killer is and why, possibly also feeling guilt if he demanded swift justice on the warforged
Indiana Jones, who was either being used as plan B, or a seperate attempt at the same guys life. Depending on how much information he has shared, theres a few ways he can go. Including more possible guilt.
What happens next? Well, before the party gets to rescue their friend legally or illegally, he's shipped off to the Dreadhold (alcatraz). They can get him back when he's cohort eligible.
Since first level characters can't break him out of there, there best course of action is to stick in Sharn and find the real killer and just whats going on.
What did I skip?
Why was the warforged so close to the victim that the wizard thought the warforged was the murderer?
And why didnt the warforged defend himself to the inquisitive?
I'm still working these out. My original thought was a permenant silence but I'm not sure I love that idea. It would also depend on how much checking for magic the Sharn police do.
A regular silence would mean I only have one minute per caster level to handle the "questionings" before they cart him away. Extended might work.
I suppose its possible that being blind, he would just use that as his defense (but he can't prove it, can he?) and keep saying he didn't see anything.
But that means I'll definitely have to supply the details of what the warforged heard and what he was doing which will be clues to the mystery and I think I'd rather have them start off with almost nothing.
Another thought is the warforged taking the fall for the crime, possibly thinking he's doing it to protect his bard friend.
So back to where I started. Questions? Comments?
I still have months to flesh it out also. As the new campaign probably wont start until February or March, but tell me what you think?
Its long, and plotted, so it seems railroady, but I don't think it really is. I'm looking for warning signs of places where I'm assuming too much from the PCs or other potential pifalls. And any interesting additions to fill in blank spots. The characters are all first level if that matters.
This is an Eberron campaign, but I will explain the Eberron specifics for those who might not know.
The first part of the plan is to do a solo session with each PC before the first session. This will be done with the pretense of getting a feel for their character and getting a feel for the tone of Eberron and the action points and what not.
But I've got more sinister plans.
All of these solo sessions will be fleshed out more to include a combat and a challenge to disguise that the point is what I'm setting up. The PCs will know what the other PCs are playing by character class but not have physical descriptions or anything like that. This is important to note as it would otherwise affect their actions.
First up:
Wizard (specialist evoker, but interested in the nature of warforged, why theyre alive, and just what happened the day the land of Cyre blew up)
The wizard goes to the wizard school in Aundair, and soon after graduation he gets an invitation to Morgrave University in Sharn (the NYC of Eberron). The invitation will babble about some his interests just enough to get him to go. Included in the invitation are a Lightning Rail ticket (the train) and a ticket to the opera on the day of his arrival.
He arrives at the opera house early (he was told by someone to do this to ensure his seat) but he does witness a warforged kill a man. When the master inquisitive is called, he is in a hurry to wrap this up before the show begins. Apparently this murder follows the m.o. of an "international" serial killer whos recently come to Sharn, and the wizard is the first eyewitness.
I'm ASSUMING the wizard will truthfully relay what he saw, and the master inquisitve can tell if he's lying anyway (due to zone of truth/ discern lies/ high sense motive). If the wizard DOESN'T tell the truth of what he saw, no matter how hard he's pressed, I can always invent a second witness that does. The wizard is asked to sit down for a bit while the investigation continues.
Next Up:
Gatekeeper Druid (the gatekeepers are an ancient sect that protects Eberrons from the aberrations from other planes.)
I plan to use the gatekeeper druid as a "field agent" whos mission it is to seek out and uncover sinister plots of evil aberrations. Before he goes out on his own he will be asked to visit Sharn to assist an elder druid with a problem. Along his journey, he will receive an animal messenger from the druid he is supposed to meet with a note that reads "I think I am being followed, meet me at the opera house"
The druid gets to the Opera House just after the murder takes place. He sees and overhears the inquisitive's conversation with the wizard, and when this is done he manages to get close enough to see the body and finds it is the druid he was sent to meet.
I'm ASSUMING he will demand justice and that the warforged be turned over to him, or dealt with swiftly. ( I havent read the Sharn book yet, so I dont know the laws of the land exactly. I will have it shortly. )
Next up:
House Tharask "Indiana Jones-type" who likes to hunt for Dragonshards,
House Tharask is one of the "dragonmarked" wealthy merchant families with spell-like ability tatoos. Dragonshards are used to power magic items and other more important things.
This guy actually lives in Droaam, the kingdom full of monsters. Specifically in the city of Graywall, which is governed by a mind flayer. Word has gotten out that he wants to start his life od adventuring, so the mind flayer comes to pay a visit. He asks "Indiana" to stop in Sharn first (geographically, not very far out of his way no matter where he's going) and deliver a package to someone. I'm ASSUMING the player accepts. It is important for his family to stay friendly with the mind flayer. The person will be at the opera house a few nights later.
"Indiana" will show up shortly after the others and quickly finds out that the intended recipient was just the victim of a serial killer. If he volunteers his information, he will become a suspect, as the package contains a posioned something. In this case, I assume he'll want to make sure the warforged takes the fall instead. If he chooses to not reveal the information, I assume he'll just want to investigate this later.
Last up:
House Cannith deaf bard and his cohort/bodyguard/friend a blind warforged "samurai"
(House Cannith is another dragonmarked house. And I've already posted about the deaf blind bit, so lets not go back over that)
These two freaks are part of a traveling entertainment troupe, and it just pulled up in Sharn. While theyre here, the troupe's leader would like to scout out the local talent. He asks the bard and samurai to go check out some specific sites. Obviously the bard will go where theres entertainment to SEE, while the warforged goes to HEAR the singing at the opera house. By the time the bard gets back to the opera house (whether because its where they planned to meet, or news has already spread of the latest murder) he finds his friend the warforged being led away in chains...
So this sets up a group that looks like this:
a bard, distraught that his best friend has been imprisoned for a crime he didn't commit, who will do anything possible to free him.
a wizard, who has pointed the finger at an innocent warforged. I assume he'll feel guilty and also want to find the truth.
a druid, wanting to know who the real killer is and why, possibly also feeling guilt if he demanded swift justice on the warforged
Indiana Jones, who was either being used as plan B, or a seperate attempt at the same guys life. Depending on how much information he has shared, theres a few ways he can go. Including more possible guilt.
What happens next? Well, before the party gets to rescue their friend legally or illegally, he's shipped off to the Dreadhold (alcatraz). They can get him back when he's cohort eligible.
Since first level characters can't break him out of there, there best course of action is to stick in Sharn and find the real killer and just whats going on.
What did I skip?
Why was the warforged so close to the victim that the wizard thought the warforged was the murderer?
And why didnt the warforged defend himself to the inquisitive?
I'm still working these out. My original thought was a permenant silence but I'm not sure I love that idea. It would also depend on how much checking for magic the Sharn police do.
A regular silence would mean I only have one minute per caster level to handle the "questionings" before they cart him away. Extended might work.
I suppose its possible that being blind, he would just use that as his defense (but he can't prove it, can he?) and keep saying he didn't see anything.
But that means I'll definitely have to supply the details of what the warforged heard and what he was doing which will be clues to the mystery and I think I'd rather have them start off with almost nothing.
Another thought is the warforged taking the fall for the crime, possibly thinking he's doing it to protect his bard friend.
So back to where I started. Questions? Comments?