complex plot help wanted

kramis

First Post
I was wondering if anyone had already designed a good complex adventure that was mostly based on mystery/politics type of scenario rather than combat. Something intricate, with devloped subplots and character motivations and such.

It's a bear of a project to make a good one, and so I thought it would be better if I could rip someone's off as a starting point. I'm running a dragonstar campaign, but it should be easy enough to adapt from any setting.

I'm looking for something where nothing is what it seems, good guys are bad guys, bad guys are good guys, and the great wizard of oz is just a guy who flew in on a balloon.

Anyway, if anyone has anything like this, even if it's only partially developed I'd appreciate a pointer.
 

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Complex Plot

Sounds very similar to one that I've started working on myself. It will be called "League of Assassins", and the basic plot is as follows: The local Lord has decided to build a hospital in his capital city. To raise the funds he has decided to auction off a collection of around 20 unique jewelry and gems, some of them magical, that he recently came across in a secret chamber within his castle. Many of these items have unique history, and all have been out of circulation for at least 60 years (they had been collected by a previous Lord of the castle, who is unrelated to the current Lord).

The items have nearly all now been identified and their histories researched. One hundred wealthy kings, emperors, nobles and other aristocrats from through out the globe have been invited to this auction (each paying 2,000 GP just for the opportunity to attend). These nobles and their entourages have now begun to arrive in the city, many booking entire Inns for their stay. Nearly all of these people have their own political histories, enemies, etc.

The local Thief & Assassins Guild has also recently learned that the "International League of Assassins (ILA)" has also come to town for their annual convention. Each member assassins guild has sent "their best". The local guild has been excluded from the meeting (their 'best' having been sent to the opposite side of the globe on a 'red herring' put out by the ILA) as they would have an unfair advantage knowing the city. All that the local guild has discovered is that there are "three targets", a primary and two secondary, and that the auction has a major role in the ILA's objectives.

The local adventurers have been hired as security for the auction. They need to protect the items being auctioned, as well as try to figure out which of the guests are either assassins or targets. Unbeknownst to them, one of the targets is also a member of their own group and another is a key NPC associate of theirs. Should be fun, and is multi-layered with political intrigue, with the only major combat scenario being planned being the climax battle.

If this sounds like something you can use, feel free to take as much as you like. I am still working on the details behind all of the magic items and guests, most of which I have appropriated from other places on the Internet (everyone's campaign seems to have their own political leader who can be borrowed as guests for this one). For the auction perimeters I plan to use the same ones that I used during last year's "Chinese Take-out" campaign, which is currently posted on this board under "Story Hour" (In fact, the primary target also came out of that campaign).
 

sounds interesting

sounds like an interesting adventure, but I somehow think it's not quite what I'm looking for. Close and in the right direction though. The problem is, at least as it stands, is it's bit straightforward, even with the trying to see who is who. That part could be fun, I can see the PC's talking to guests trying to get clues, but in the end it might come down to waiting until an assassin makes a move.

It could help with really detailed backgrounds on all the guests and tips on what "clues" each one could drop to their particular part in the adventure. So still a maybe. If you flesh it out more, I would be interested in seeing what you end up with and I could maybe pilfer that.

But I was hoping for something with more twists and turns.
 

Complex Plot

OK. My module is a work in progress, as I won't be starting it until Janurary of February. When I get it a little more developed I will post it as its own thread. In the meanwhile, anybody who has a political leader, magic item, or assassin please feel free to e-mail the information and background and I'll work it in.

:)
 

This may be a little long. Oh, and it's a bit setting-specific, I'll try to make it as generic as possible.

Basically, you're going to need a few background things for this:
1) Some sort of wizard's fair, seminar, or other such gathering in an urban environment.

2) The group hosting the affair doesn't particularly like sorcerers- they consider them untrained threats, hedge mages, posers, whatever.

3) At least one minor local wizardly noble, who will die, and one major local wizardly noble, who is behind much of the plot (and that the PCs may never connect things to).

I don't know much about the Dragonstart setting, but if you've got the whole galaxy to play with, there should be something that fits. :)

So: the PCs, for whatever reason, are in town for the wizard's fair. They could be wizards themselves, or buying items, or pulling security duty (good for a later plot point), whatever. An underground group of sorcerers starts making trouble- just rhetoric and sabotoge at first, starting with things such as posting anti-wizard handbills, graffitting or vandalizing seminar rooms, stealing exhibts, etc. This soon (a day or two) takes a violent turn- monsters are summoned into crowds, fireballs are lobbed at lectures, etc.

Presumably, the PCs begin tracking things down. They can get main leads: a bard (specializing in speech and rhetoric instead of music) who did most of the rabble-rousing handbills, and a fringe group of violent sorcerers who are inspired by his work, and are essentially using the bard, but taking things further than he had intended. Also, they will be occasionally aided (and watched over) by a local detective, or captain of the guard, or whatever.

Things with the bard are a bit ambiguous. His younger sister is married to the minor nobleman, and the bard has recently been abroad. Upon returning, he has been trying to get to see his sister, only to be told by her husband that she is ill and not seeing anyone. Actually, she has begun to develop sorcerous potential, and her wizard husband is unhappy with this, so he is keeping her locked up and helpless in order to avoid embarassment to himself. The bard has been dealing with the sorcerers trying to find someone to help liberate his sister, and did not expect them to begin attacking large crowds of people. The PCs can either help the bard or turn him in, as they see fit (IMC they left him to his own devices, he got some other people together, went to mansion for his sister, and killed the wizard in the process).

Now, the sorcerer gang also has some secrets. For a while, they were just a group of disenfranchised arcanists annoyed because they couldn't get in with the wizard's society. Now, they have the bard's rhetoric to inspire them, and they also have clandestine support in the form of the major wizardly noble. This noble (an ongoing villain IMC) is supplying them with their magical offenses in order to destabilize things locally, as part of whatever plot you feel like working in later. Depending on how the PCs track the group, they may or may not fight it out with them.

The noble is not dealing with the group directly- she is using the aforementioned guard captain (actually corrupt) as an intermediary. He is shielding the noble and helping the sorcerers get in and out of their targets. He's likely the highest the PCs will get in the investigation, as the noble will ensure that the captain disappears at the end of the festival (either he dies, or he's taken somewhere and hidden against divination magics). It's also the captain's job to ensure that the sorcerers go out with a bang in their final strike, so that they aren't around reveal potentially embarassing information.

When I ran this adventure, it worked like this: a wizard PCs tracked down the sorcerers and managed to charm them. The sorcerers told them their plans, and the PCs "agreed" to help, then went to the wizards and prepared an ambush to capture the sorcerers. Meanwhile, the guard captain has heard about this through his contacts, and doesn't want the sorcerers captured. So he arranges an ambush of his own- as the sorcerers are going through the tunnels to their "rendezvous" with the PCs (where the wizards will capture them), the guard captain and his men take them first. He knows their route, since he gave it to them. He makes sure to get a few city guards he can trust to do questionable work (this included a fighter PC when I ran) and they assassinate the sorcerers, who never show for the ambush that the PCs set up.

In the end, the PCs knew what the guard captain had done, and had a fair idea of the noble behind the plot but couldn't pin anything on them, and couldn't find the guard captain.
 

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