campaign I'm working on (plz look)

Zorkion

First Post
I'm currently working on a campaign and I wanted any tips/criticism/whatever but anyways, here's the main idea of the campaign so far

(so far it has no name)
lvl-around 10

When the adventure starts, the characters travel to a city/town that is nearby so that they can rest a bit and get supplies. When they get there they notice that it is a fairly run-down town, and as they walk through the city, the commoners scurry away, whispering to each other. On closer inspection, the characters might speculate that it was once a magnificent city, long ago. Thieves aren't very uncommon here and the characters might get into a fight with some or witness someone being mugged in an alley. In the center of the town, there is a marble statue of a paladin, a tall strong man who has his arm raised to the sky as if he was holding a sword, much in the way that a leader of an army would raise his sword just before charging into battle. However, the statue's sword is missing. Also, the statue is the cleanest part of the town, in fact it looks recently polished, and even the thieves (in secret) will look at the statue for a moment with pride gleaming in their eyes, but they will soon go about their way. If the characters so choose to, they can attempt to find the town hall. When they get there they are stopped at the entrance by two guards and must prove in some way that their intentions are peaceful. When inside, they will find a man who is in charge of the town: a very stressed middle-aged man who looks like a military general. When asked about the condition of the town, he will reply that it he is tired of trying to keep it a good place and that he doesn't know why he even still tries. After the characters get to the statue and are looking at it, as they turn around they notice a small hooded man wearing black robes.

He tells the characters that the statue of the man is or rather was, Ranidek Erutan, a paladin who grew up in the city, came to the town after he had heard that it was being controlled by an evil force. When he got there, he rid the town of the lesser demons which were ravaging the town and was proclaimed a hero. However every so often, more lesser demons would appear, which meant to him that there was a stronger force leading the lesser demons, he found the greater demon's lair and supposedly vanquished it. No one really knows though, the last time he was seen was when he entered the demon's lair. After that, the lesser demons stopped appearing so the people of the town thought he had rid them of the demon. However, whispers have arisen that some people are being driven insane by horrible dreams that they experience every night, and others believe that this is the work of the demon that was presumably destroyed. But, in a sense, the whole town is being driven insane by the countless, unearthly screams of those haunted by the horrible dreams. Also, it is rumored that the demon's lair was a dead oak tree hidden somewhere in the plains to the east.

Soon after saying this, the old man disappears. If the townspeople or the mayor is asked about the man, they will respond that they never heard about nor seen anybody who fits the description given. If the characters decide to stay a night in the city, they too will be awoken by the unearthly screams and must make a will save (dc. 16) to fall asleep again. If the characters spend three days in the city, on the third night, each character must make a will save (dc. 23) or also be affected by the hellish dreams. After that, they can retry their saves on the next night, the third night, and the sixth night with the dc raising by 1, 2, and 3 respectively but must remake the save every three days that they spend there.

When the characters go off in search of the great oak tree for answers about the old man (or whatever their reason, I mean, they are supposed to go there, it's the main idea of the campaign), if they leave the city at middawn, the can reach it in two days time of walking.

The tree is a large dead oak tree, as was said, and all of the plants within 15ft of the tree are dead. Also, hovering just above the tree is a magnificent sword which is glowing black. If any of the characters should try to take the sword, by climbing up the tree or by any other means, it starts glowing green, and once a character comes within 5ft of it, they are blown back by a powerful force. Despite any attempts to get it, the sword cannot be gotten at this time. Also, there is a large hole in the tree which leads down to a stairway far under the ground, into the main dungeon. Once all of the characters have entered, an illusion makes it seem like the hole grows back, while inststead, all that really happens is that a wooden door slams shut and is magically locked. The illusion can be disbelieved by a will save (dc. 19) and the key for the lock can be found inside the dungeon(any ideas on what it should look like would be great). Just after that happens, each character must make a spot check (dc 25) to notice a dull black gem on the ceiling. (Note* I haven't gotten the main dungeon done yet) Once the characters have traveled through the dungeon a bit, they hear the sound of steel clashing against steel; a battle is going on deeper in the dungeon. No matter which way they turn, the characters come upon an NPC who is currently doing battle with some monsters, and who claims to be the knights son and says that he is trying to get his father's sword. (Just as a DM's note, this npc is actually the great demon that Ranidek fought with, and he currently takes the form of a human male of about 25 years) He says that the only way to get it is to destroy 5 mystical orbs which magically create a force field around the sword. They are about 1ft in diameter and are scattered throughout the dungeon and each one is levitating about 1ft over a pedestal especially made for it. Also, the npc never goes within 5ft of any of them otherwise he will be blown back by an immense power. The first one is a globe made of flames, which can only be destroyed by pouring at least 1 gallon of water on it or by a spell such as cone of cold. The second is a globe composed purely of water and can be destroyed only by bringing a fairly large flame near it for 1 min ex. starting a campfire directly under it or holding a flame near it. The third is a globe of soil (representing life), and can only be destroyed by shoving one of the surrounding bones into it (or anything else that could represent death). The fourth is a sphere composed of bones (representing death), this globe can only be destroyed by shedding blood on it, even one drop would do (which would represent life). The fifth and final sphere is (i need an idea for this)

After all of the globes have been destroyed, the npc leads the group with surprising accuracy to the entrance of the tree. They find that the sword has moved in its position from the top of the tree to just outside the exit. The npc then takes the sword and while walking slowly and staring at the sword he says to the group something to the order of, "long have I waited for this moment, and now I will re-introduce the definition of evil into this puny world." Also, as he says this, his form changes from the young human to some sort of demon (I haven't decided yet) and the sword's glow changes to a dark crimson color. At this point the characters must fight the demon. During the battle, every three turns, there is a one half chance that the demon will just stop for a second and blink between its form, to the paladin's form, and back to its form, seemingly against its will. When the demon is defeated, his dead body (which is now lying on the ground) blinks between the demon's body and the body of the paladin. As his last words, he tells the characters to take the sword to his statue in the city and place it in the hand. Also, just as he dies, the tree and the grass around it instantly bloom, leaves grow back onto the limbs of the tree, showing how beautiful it once was.

Once the characters do that, the statue suddenly comes alive as the flesh and blood paladin, and his sword now glows a bright white. This causes a large crowd to form around the group. He explains to the characters that he was not powerful enough to defeat the demon, but instead, he locked the demon in it's lair using his sword's magic, and, in the process, was forced to lock himself in with the demon, who, instead of just killing him, merged with him in an effort to escape. However this proved futile due to the fact that the paladin had set it so that only the pure at heart could escape that accursed dungeon.

After the paladin has been raised, he quickly gets the town back into order, and the characters hac a chance to see with their own eyes th marvelous city it once was. Also, the dreams are gone, and for that, the townspeople are very thankful.

End of Campaign

Soo, any thoughts?comments?suggestions?ideas for names?any would be really great. Thanx!

(also, if you havent noticed by now, the sword's glow changes color on what feelings are being expressed, green-greed, black-death, red-intent on evil, white-goodness)

also, does anyone have any good ideas on how to keep the demon in human form from being too obviously the demon?

EDIT-made a few changes
 
Last edited:

log in or register to remove this ad

you may wish to add a line or two of blank space between the paragraphs on this on Z-man, large blocks of white type are exhausting on the eyes to read. you can do this easily by editing your post.

Otherwise id love to help if i can but its 2am so this is the only advice ill give for now. . . . . .
 

Well, sounds like a decent premise for an adventure, but a couple of things I'd like to point out are:

1) Preventing characters from teleporting out of the dungeon. I find that unless there is very good reason for this (i.e. the PC's are on another plane or there is a specific spell preventing them), it's a bad idea to do this. While it may build up some suspense, it can also be frustrating for players and they may feel railroaded. And if you do use this device, don't overuse it.

2) I'd think out the demon and his motivations a bit more. Right now, you kind of have it mapped out in your head how things will go down, but what if the PC's throw you a curve? As it is, it's going to be pretty tough for the PC's NOT to figure out that the knight's son is the demon, and that destroying the forcefield is going to cause "something bad" to happen. What happens if they attack the demon early? Or if they decide not to help get the sword? Destroying the fifth globe requires an act of evil. What if the players don't want to do this? Surely this would send warning signs about the whole affair. And even if they do decide to destroy the globe, what evil act to expect them to do? Would these things really throw the rest of the adventure out of whack?

Have a way for the adventure to continue even if the players do not respond the way you expect them to. Right now, it kind of seems like it boils down like this...

- PCs get trapped in dungeon
- PCs must do demon's bidding to get out of dungeon
- Demon grabs sword once it's been freed
- PCs get out of dungeon and kill Demon

Anyways, just my two cents! Let us know how the game goes when you run it!
 


Here's how to divert the players' suspicions:

First, make it explicitly obvious in town that the paladin's son has gone to rescue his father. Also, make it clear that he's not necessarily the great hero his father was - but he has great heart.

(The son is a real person, who has entered the tree on his own - but the demon got him, and sent him back into the world contaminated by evil to lure adventurers into the tree who can set the demon free. This can be the 'mysterious instigator' of the quest, plus it allows the demon to be ressurected if you wish to continue later.)

Second, drive home the fact that this guy isn't perfect. He's not as good at adventuring as the PCs, and sometimes he lets his emotions get the better of him. The PCs should be protecting him the whole way through.

Third, the globes supposedly protect the inner sanctum where the paladin fought the demon. The paladin set them up to seal him in with the demon, using his own life energy to erect the spell. The son was told of this before his father left, but didn't count on the fact that his father's life-force would repel him (make up some mystic mumbo-jumbo here).

(Secretly, the demon has sealed the center of the dungeon himself, and can drop the barriers at any time. He's set up a convincing-looking corpse and a big dead demon husk.)

Fourth, when the PCs get to the paladin's final resting place, the son bursts into tears, goes emotional, etc etc. Basically, it looks like a bittersweet victory. It's even better if there's lots of lewt and an illusion of the paladin's ghost going, "At last I am free, thank you my son" etc. It's just one big fake-out, but it's certainly a good end to the adventure.

(You might even want to put a live demon in there, pretending to be the withered Evil Demon himself - just a minion, but a tough one. It makes the PCs feel better about themselves.)

As for the spheres/orbs, they're actually a barrier against evil creatures leaving the tree, and they block all extraplanar travel (so no 'porting, and no summons, and no demons skipping back to their home plane). The fifth orb could be something like thought, and be completely invisible (you need a unifying plinth to put them all on, however, to give PCs the clue that there is something in this room). To 'unthink' it, you need to give it a stone head (with no brain); it inhabits heads, given enough time, possessing someone it has seen constantly over the past minute. And then it does... something, maybe spout bad poetry, I don't know.

Anyway, that should cover a few bases for ya. And I've been fooling players for years, sometimes in regards to themselves, with nary a glimmer of distrust. If you find a flaw in this grand scheme, I'll be very surprised.
 


btw, if anyone wants to use this as a campaign for their group go ahead, but lemme know what you do to it (ie., names, basic dungeon layout, stuff like that)
 

Remove ads

Top