Campaign Help

KingofQueens

First Post
This is my first time to DM a game, and I was wondering if I could have some help developing the plot for my campaing.

The game is set in Forgotten Realms; Bane is about to return to the world and he is slowly manipulating the kings and queens to gain power among the peoples. The PCs are much like the Forsaken in the Wheel of Time series - high level commanders who carry out Bane's wishes.

The PCs are being sent to Thay in order to dispose of the Red Wizard heirarchy. They are going to to promot strife and conflict between the Tharchs, hopefully moving that entire area to war. The PCs are left on there own to figure out what and how to accomplish their missions.

I have a couple of questions, however...

1) Is my story fine? Is there anything I should add or remove?

2) Am I railroading the players? I think I am leaving a lot up to them, but I don't want to railroad if I am...

3) Are there any high level monsters that I could for the PCs to encounter... what high encounter level monsters would be wandering around in thay?

Thanks ahead of time for your answers
KoQ
 

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Welcome to the boards! Cool first post.

You're setting yourself a high bar to jump by beginning with what is essentially a political campaign, but it could prove to be quite interesting. So long as the PCs have free rein to accomplish their mission and don't have to do it in one pre-determined way, I think you aren't guilty of railroading. If you're still worried, tell them that they can surrender their commission if they want to quit the destabilizing mission and go on to something else. That way they can keep at it so long as it's fun, but won't feel trapped.

You'll also want to add small mini-adventures in there between destabilization plots.

What level are the PCs starting at?
 


This isn't my first to DM per-se, it is just my first time to DM something bigger than a one shot adventure.

I was thinking of placing the PCs at around level 12. Does that seem too low for the political endeavers they might have to go through?
 

1 & 2) Are you and the players having fun? If so, then you're doing fine. If not, look at changing things. If the players are frustating you because they're not doing the things you want them to do, then you're probably railroading them. If the players are standing around doing nothing because they don't know what to do, you probably aren't giving them enough direction.

3) Red Wizards. Sending the players to promote strife between the Red Wizards is like France sending people to the US to cause strife between the Republicans and Democrats. You're going to have all these Red Wizards trying to get the upper hand on all the other Red Wizards. They worst part of trying to cause more strife between them is not getting caught up too much in their own plans of strife between them. Should be easy so long as nobody figures out that's why they're there. Once they're recognised as outside ajitators, the few people at the top will see to it the players are removed from the playing field. Thayvians wizards raise lots of their own monsters for pets, material componetns, etc. so running into just about anything in the lands of Thay is possible. Killing it will probably piss off the owner. From there you have the servants of the Red Wizards to worry about which can be of any level and be anything from commoners to vampires or elementals. Gnolls are the favorite rank and file guards for the Red Wizards. However, the PCs main targets are going to be the few high powered Red Wizards that could possibly unite Thay together against a common enemy before those wizards realize there is a common enemy.
 


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