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Campaign Help in Eberron's Q'Barra
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<blockquote data-quote="Kusodareka" data-source="post: 6675523" data-attributes="member: 6799377"><p>Can you give me some suggestions for how to plan out my Q'Barra campaign?</p><p>I am an experienced gamer, but relatively inexperienced behind the DM screen. </p><p>I have started a couple of short campaigns in 3.5, 4e and Savage Worlds, but they never lasted much beyond the third or fourth sessions.</p><p></p><p>Now I signed up to run a game in 5e. It's with my old group from Tokyo, playing over Roll20. The gamers are all very experienced with DnD, even if we are all new to 5e. I really could use your help fleshing out my campaign ideas so I can impress them.</p><p></p><p>I will lay out the basic idea and flow, and ask for your help tweaking the ideas, or providing suggestions for how to implement them. </p><p></p><p> The game is set in Eberron's Q'Barra, a wild jungle full of lizardmen and dragonborn. I have reused Fallcrest from the 4e DMG as the PC's base of operations, re-skinning it a bit to make it fit Eberron better (eg, several of the dragonmarked houses have *minor* offices in the town as well). Baron Markelhay is lord of the town and the surrounding area. Fallcrest is about a week upriver of Q'Barra's capital of New Throne. It is the largest city on the river. </p><p></p><p>Overall plot:</p><p>The Lords of Dust have been following the Dragon Prophecy. The Prophecy indicates that the time is nearly right to release one of the Overlords (a Lizardman Fiend named Masvirik) from eons of imprisonment beneath Q'Barra. The Prophecy requires 2 thing to release Masvirik:</p><p>1. The small town of Hope be wiped out by river pirates.</p><p>2. Baron Markelhay witness the destruction of Fallcrest</p><p></p><p>The LoD have already bribed/manipulated a group of pirates to wipe out Hope. The PC's do not yet realize the significance yet. The LoD are currently supporting a lizardman warlord to gather a LM army and wipe out Fallcrest. (When the PCs are around level 6 or 7?).</p><p>The LoD are not taking any chances with the second Prophecy requirement. To ensure that Lord Markelhay survives, an Oni has been acting as his seneschal since childhood. The Oni is tasked with ensuring the Lords' survival (and has already saved his life once), but then providing covert help once the attack on Fallcrest begins. I also think it will give a nice "Oh S*&%!" moment for the players once they realize the sensechal's secret. (The Oni has a magical amulet that shields his alignment, but the players probably won't have a chance to try and Detect Alignment on him). </p><p></p><p>The players seem primarily interested in exploring the region's ancient lizardman and dragonborn ruins. The dragonborn ruins contain murals etc. showing the binding of the fiend Masvirik. The Chamber (a group of dragons who read the Draconic Prophecy and influence its events) have also realized the danger, and could provide the players with some additional information. </p><p></p><p>FWIW, a rakshasa is in charge of this portion of the LoD. Even if the Oni is killed, the plot will still continue. He could be the BBEG until level 12 or so. The rakasha has lots of minions and treasure and is more than happy to dole them out. He assumes the PCs will die in a dungeon somewhere, so he is not going to worry about them until about level 4 or 5. </p><p></p><p>Here are my major concerns:</p><p>1. How do I give the players some tips about the importance of the Draconic Prophecy without giving it all away? The Chamber could give a copy of the DP (or at least the gist of it) to the PCs. When the Lord "confirms" the info, the Oni will be doing the legwork, so he can tell the Lord that no fiend named Masvirik exists, etc. I am concerned that this will put the Oni under the PC's suspicion too soon, though.</p><p></p><p>2. How do I avoid having to run a large scale battle against Fallcrest? By the time the PCs figure out the threat, the lizardmen should have already assembled several thousand LM and mercenary troops. </p><p>I was thinking of having the players start negotiating individually with the different tribes to forge their own alliances, but I think the players might go in any number of directions.</p><p></p><p>Do any of you have any suggestions for how to run a campaign like this?</p></blockquote><p></p>
[QUOTE="Kusodareka, post: 6675523, member: 6799377"] Can you give me some suggestions for how to plan out my Q'Barra campaign? I am an experienced gamer, but relatively inexperienced behind the DM screen. I have started a couple of short campaigns in 3.5, 4e and Savage Worlds, but they never lasted much beyond the third or fourth sessions. Now I signed up to run a game in 5e. It's with my old group from Tokyo, playing over Roll20. The gamers are all very experienced with DnD, even if we are all new to 5e. I really could use your help fleshing out my campaign ideas so I can impress them. I will lay out the basic idea and flow, and ask for your help tweaking the ideas, or providing suggestions for how to implement them. The game is set in Eberron's Q'Barra, a wild jungle full of lizardmen and dragonborn. I have reused Fallcrest from the 4e DMG as the PC's base of operations, re-skinning it a bit to make it fit Eberron better (eg, several of the dragonmarked houses have *minor* offices in the town as well). Baron Markelhay is lord of the town and the surrounding area. Fallcrest is about a week upriver of Q'Barra's capital of New Throne. It is the largest city on the river. Overall plot: The Lords of Dust have been following the Dragon Prophecy. The Prophecy indicates that the time is nearly right to release one of the Overlords (a Lizardman Fiend named Masvirik) from eons of imprisonment beneath Q'Barra. The Prophecy requires 2 thing to release Masvirik: 1. The small town of Hope be wiped out by river pirates. 2. Baron Markelhay witness the destruction of Fallcrest The LoD have already bribed/manipulated a group of pirates to wipe out Hope. The PC's do not yet realize the significance yet. The LoD are currently supporting a lizardman warlord to gather a LM army and wipe out Fallcrest. (When the PCs are around level 6 or 7?). The LoD are not taking any chances with the second Prophecy requirement. To ensure that Lord Markelhay survives, an Oni has been acting as his seneschal since childhood. The Oni is tasked with ensuring the Lords' survival (and has already saved his life once), but then providing covert help once the attack on Fallcrest begins. I also think it will give a nice "Oh S*&%!" moment for the players once they realize the sensechal's secret. (The Oni has a magical amulet that shields his alignment, but the players probably won't have a chance to try and Detect Alignment on him). The players seem primarily interested in exploring the region's ancient lizardman and dragonborn ruins. The dragonborn ruins contain murals etc. showing the binding of the fiend Masvirik. The Chamber (a group of dragons who read the Draconic Prophecy and influence its events) have also realized the danger, and could provide the players with some additional information. FWIW, a rakshasa is in charge of this portion of the LoD. Even if the Oni is killed, the plot will still continue. He could be the BBEG until level 12 or so. The rakasha has lots of minions and treasure and is more than happy to dole them out. He assumes the PCs will die in a dungeon somewhere, so he is not going to worry about them until about level 4 or 5. Here are my major concerns: 1. How do I give the players some tips about the importance of the Draconic Prophecy without giving it all away? The Chamber could give a copy of the DP (or at least the gist of it) to the PCs. When the Lord "confirms" the info, the Oni will be doing the legwork, so he can tell the Lord that no fiend named Masvirik exists, etc. I am concerned that this will put the Oni under the PC's suspicion too soon, though. 2. How do I avoid having to run a large scale battle against Fallcrest? By the time the PCs figure out the threat, the lizardmen should have already assembled several thousand LM and mercenary troops. I was thinking of having the players start negotiating individually with the different tribes to forge their own alliances, but I think the players might go in any number of directions. Do any of you have any suggestions for how to run a campaign like this? [/QUOTE]
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