Campaign Plot Help

Nalfien

First Post
I’m trying to come up with a plot for my first campaign that isn’t a packaged product.



The setting is my own, but it has a Ravenloft type feel to it. There are flint-lock guns and some steam powered machines, but that’s as far as the technology goes. The races present are mostly human, but the other standard D&D races are here and there. The focus of the game should be low magic, but high fantasy. Demon hunting, ghosts, vampire, werewolf, zombie slaying and mummy tombs should all be present.



I need YOUR help. Thank you in advance.



Here is what I have so far:


The players start out in Evermoore, a “Tale of Two Cities” type tower prison that sits alone on an island off the main shore of a middle sized kingdom. They are imprisoned in separate cells, but in the same room. The
3 to 4 players arrived all at the same time, let’s say 8 years ago, and an NPC prisoner came in about a year afterwards.



They were not told what they were accused of, just arrested and thrown in.



The evening we meet our humble party they are visited by a raven in the small circular window of the prison room. It hops down with something in its mouth and hops to the nearest PC’s cell. It drops a small tube with red pills in it, and then flies back out. The red pills number exactly how many PCs are playing. The NPC will refuse to take one out of fear. The players should take the hint and figure out the only action that will get them anywhere is to take the red pills despite what they may discover happens to their fellow PCs an hour after taking the pill. The pill puts the player in a death like state, where they have a chance of hearing and feeling what is going on around them.



SO the NPC gets left all alone as the player characters get taken out like garbage by the guards who think they have died. I’m thinking they get thrown into the ocean as shark food. Whatever happens to their exit from the tower (and I am asking for suggestions to that too) the players get rescued by members of the White Rose who inject them with something to counter the effects of the red pills. Then there is a daring escape off the island on a small row boat. The row boat gets spotted by the guards as they players and their rescuers enter a sea-side cave that will lead inland. After a chase scene the PCs escape to the hide out of the Order of the White Rose.



Here they learn that they were imprisoned because the queen ordered them thrown into Evermoore. The White Rose were the queen’s secret service, but fell out of her favor shortly after she ordered these players into prison. They say that she was acting very different right then and other events lead them to believe that the players imprisonment must yield some clue to this behavior.


The queen’s Roses were spying on the king’s mystics and discovered that they were doing something (help me out here) that they queen wouldn’t approve of. They reported to the queen what they found and she ordered them to kill the mages at all cost. The next day, before they could execute the plan, the queen changed her mind and told them not to take any action on the mystics. Then she ordered the player characters to be arrested and taken to Evermoore. The White Rose member that was usually with her, Dervin, was absent and when they asked about him, she said she had sent him on a difficult task. He never came back.




What had happened (and the players don’t know this) was that after she ordered the mystics killed, the king found out from his doppelganger spy that was posing as Dervin. The king then ordered the doppelganger to kill the queen and take her form. It did, but the player characters happened to see this. They didn’t know it was the queen, but they do recall witnessing the murder. The next day they were arrested. The only clue the players can give the White Roses is that they saw someone murdered. Later when they see the doppelganger queen, they can say that’s who they saw murdered. Then the White Roses can organize a mission to kidnap the queen’s impostor and find out more about what happened.



So what I need from here is something that would make the queen order the mystics dead. This can be something that fuels the next leg of the adventure. I would like to start getting the players hunting demons or finding themselves in an ancient Egyptian type ruins.



Please, I need some ideas, suggestions and anything to brain storm on this campaign.



Thanks!
 

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Hi Halfien!

Just as a friendly FYI, some of us here use the "stealth" mode available as a skin under the My Account menu on the forums. It is grey and white and designed to look like a buisness-related message board so that we can use the forum at work more often. A white font is very hard to read for us. Again, just a friendly notice about that. Now, let's get back to your game

Nalfien said:
The evening we meet our humble party they are visited by a raven in the small circular window of the prison room. It hops down with something in its mouth and hops to the nearest PC’s cell. It drops a small tube with red pills in it, and then flies back out. The red pills number exactly how many PCs are playing. The NPC will refuse to take one out of fear. The players should take the hint and figure out the only action that will get them anywhere is to take the red pills despite what they may discover happens to their fellow PCs an hour after taking the pill. The pill puts the player in a death like state, where they have a chance of hearing and feeling what is going on around them.

WATCH OUT!!!!

This is railroading. As in, you are demanding that the players take one course of action like a train on a railroad track. That's fine, but you can typically only get away with it once per game. The NPC doesn't seem to matter to your game (currently, we'll work on that) but what I would suggest instead is a crystal vial with a powder that reacts with oxygen to form a sleeping gas. Have the players make Fortitude saves of DC 30. This should be impossible even for a Dwarf fighter with the Great Fortitude feat. The players will naturally want some of this powder later in the game and they can get it as a side quest later on.




SO the NPC gets left all alone as the player characters get taken out like garbage by the guards who think they have died. I’m thinking they get thrown into the ocean as shark food. Whatever happens to their exit from the tower (and I am asking for suggestions to that too) the players get rescued by members of the White Rose who inject them with something to counter the effects of the red pills. Then there is a daring escape off the island on a small row boat. The row boat gets spotted by the guards as they players and their rescuers enter a sea-side cave that will lead inland. After a chase scene the PCs escape to the hide out of the Order of the White Rose.

A daring escape and rescue ... but the PCs haven't done anything yet. Bad. The players are the heroes, not the NPCs. You need to gloss over this part as fast as you can.


Here they learn that they were imprisoned because the queen ordered them thrown into Evermoore. The White Rose were the queen’s secret service, but fell out of her favor shortly after she ordered these players into prison. They say that she was acting very different right then and other events lead them to believe that the players imprisonment must yield some clue to this behavior.

This is fine. But just bear in mind that this is the first real actions the PCs will be able to take in your game. Prepare for zany antics.


The queen’s Roses were spying on the king’s mystics and discovered that they were doing something (help me out here) that they queen wouldn’t approve of. They reported to the queen what they found and she ordered them to kill the mages at all cost. The next day, before they could execute the plan, the queen changed her mind and told them not to take any action on the mystics. Then she ordered the player characters to be arrested and taken to Evermoore. The White Rose member that was usually with her, Dervin, was absent and when they asked about him, she said she had sent him on a difficult task. He never came back.

Fine here too. Just remember that your PCs will have to be sitting passivly through this monologue.


What had happened (and the players don’t know this) was that after she ordered the mystics killed, the king found out from his doppelganger spy that was posing as Dervin. The king then ordered the doppelganger to kill the queen and take her form. It did, but the player characters happened to see this. They didn’t know it was the queen, but they do recall witnessing the murder. The next day they were arrested. The only clue the players can give the White Roses is that they saw someone murdered. Later when they see the doppelganger queen, they can say that’s who they saw murdered. Then the White Roses can organize a mission to kidnap the queen’s impostor and find out more about what happened.[/quote]

Neaugh!!! Ouch!! Look out!!!

It really isn't my purpose in life to critizise your game. But remember to tell the players this first. If after they get knocked unconcious and abducted and lectured only to then have a flashback, they'll feel like spectators. Tell them first that they witness a murder and are then knocked unconcious ... perhaps by the same powder that we just used before.

Also, it's pretty unlikely that the players saw a random woman murdered and didn't realize she was the queen. I would just start out with the players recognizing the queen's murder.

So what I need from here is something that would make the queen order the mystics dead. This can be something that fuels the next leg of the adventure. I would like to start getting the players hunting demons or finding themselves in an ancient Egyptian type ruins.
Gotcha.

What you need is:

a) A thing the king's mysics were doing that the queen would not approve of
b) A reason to exlpore undead ruins.

No problem. You need a lich.

The king is fully aware that he and the queen do not agree with a lot of things. He is also aware that she has her own secret agents just as he had his. Furthermore, it is very likely that the queen's agents are more effective since the queen has more free time to wander about while the king has to settle things like land disputes and taxes. The king, in short, is going to lose this battle of wills unless he takes drastic action.

Thankfully (?) the king's "spiritual advisor" is very, very old and close to death. Now you can make the spiritual advisor a wizard, cleric, or druid. Personally, I would pick druid since druids don't often get to be liches. Anyway, the spiritual advisor is close to death and is terrified to die. The king needs a powerful ally. Solution? LICH, LICH, BABY!!! The king gets the materials and occult backup to turn the spiritual advisor into a lich.

This, incidentally, is a rather unwise idea. Most unholy rituals are.

The queen finds out about all of this. She realizes that no matter how loyal the spirital advisor may be in life, in undeath he will surely turn against the king and take over. But the king doesn't believe that. So she attempts to thwart the mystics. The problem is that she failed. This would mean that the king/spiritual advisor would win, except that some unlikely petitioners to the royal court happend to witness the queen's murder (this would be the PCs).

So, now, the PCs have reason and motive to look for undead sources of trouble.

Hope that helps!
 

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