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Help! - Campaign reboot without actual reboot
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<blockquote data-quote="Obergnom" data-source="post: 3624337" data-attributes="member: 7145"><p>Well, they do what ever I present them. Which is one of my major problems with the campaign as is. It put my players pretty much in Adventure Path mode. They follow the story like well behaving little puppies... they do that because they do not want to ruin my plot! And thats the worst thing that can happen to me, as I am rather good at on the fly creation but rapidly bored by my own stories.</p><p></p><p></p><p></p><p>They have some backstory... but the managed to all do the I am from X and I am more or less a mercenary thing. Kind of sad but true.</p><p></p><p></p><p></p><p>Not entirely untrue <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> . Actually I prefere playing to writing plots and 3 month (=3 levels of play in our group) is about the maximum of time I stay interessted in a plot/story/theme of my own device. Thats why I prefere to run sandbox campaigns. I can switch themes more easily without having to restart campaigns every 3 month. (My players hate when I do that, allthough it happens occasionally)</p><p></p><p></p><p></p><p>You had me when you said pirates! I would love to play the Savage Tide AP, but I'm neither the DM for ultra long story nor the player to like linear games... I think you just revived my interest for my campaign. Or to be more precise, in having the campaign stay in Cormyr. If I can find a way of having the old plot and pirates folded into one, I will be a very happy DM indeed. I just need to be careful to avoid my previous mistake, I do not really want to create so much as a story, but a situation the players might solve however they see fit.</p><p></p><p>Btw. The players really pissed of a Mind Flayer (who fled via Plane Shift) by killing all his Troglodyte Experiments/Minions and is favorite Pet. The even made him suffer a "Sucking Chest Wound" (I love Paizos Crit Deck) ... know, maybe some of you know this miniature... <a href="http://www.reapermini.com/gallery/3100s/3135_G" target="_blank">awesome miniature</a> I can't think of anyway how to make that even remotely plausible, but it would be just wounderful...</p><p></p><p></p><p>So, new call for help: How to fold Pirates into the Plot? How did a Mind Flayer the PCs banished from his underdark lair become a Pirate?</p><p></p><p></p><p></p><p></p><p>To make things easier, here is the story so far, copied from the other threat:</p><p></p><p><em>The characters were drawn into the story to end a threat to Cormyr. They were send to kill a Hill Giant leader, who was uniting the giant tribes into a mighty army, that could overrun the kingdom. They were able to slay him, but discovered he was actually possessed by a Vrock demon. At the same time, the kingdom is threatend by civil war, as many nobles refuse to follow the infant king any longer and try to use the giant invasion for their own goals. The invasion started, allthough the players were able to kill the leader of the Hill Giants. There must be someone else behind all this. A mighty divination (Locate Creature) told them, the Vrock teleported to Mirth Galnorn. (The Name is in Drow, meaning refuge of revenge.) As they severly offended Baron Teuselle, a local noble and bastard descendent of the old King of Cormyr who was about to take over the town of Tilverton (The groups "homebase" - the rested 8 times in an inn there) and all of eastern Cormyr, the small group of loyal followers of the crown (The local captain of the purple dragons, some old adventurers/now inn keeper, an elven Magic Item Shop owner, the local high priests of Gond and Sharress and the local sage) decided, it would be the best course of action, to send the Party of Adventurers into the underdark trying to find the Demon and maybe the true head behind the giant invasion, while they try to work on the political floor, weakening the baron in anyway they can. The party started their descent into the underdark (Following a map they got from a lokal priest of gond), so far they passed the Grotto of the Troglodytes, making more enemies, by letting their Mind Flayer "Leader" escape. After that, the players continued their descent and after a long time and some dangerous encounters, they finally arived at Earth' End, a place run by earth creatures, who go there to leave fearun behind, traveling through the local portal into the Elemental Plane of Earth. The players did some information gathering, they discovered the likely location of the drow outpost. THe learned, for non earth creatures, to activate the portal a substance called "pure hope" is needed. "Pure Hope" is a very valuable substance, usually a gift from creatures living on the plane of Elysium, but the Kuo-Toa of Bhal-Hamatung trade with it, too. No one knows how these creatures are able to harvest "Pure Hope"... The characters traveled into the direction of the drow outpost, and the next session will probably see a lot of fighting against the inhabitants of the Drow Outpost.</em></p></blockquote><p></p>
[QUOTE="Obergnom, post: 3624337, member: 7145"] Well, they do what ever I present them. Which is one of my major problems with the campaign as is. It put my players pretty much in Adventure Path mode. They follow the story like well behaving little puppies... they do that because they do not want to ruin my plot! And thats the worst thing that can happen to me, as I am rather good at on the fly creation but rapidly bored by my own stories. They have some backstory... but the managed to all do the I am from X and I am more or less a mercenary thing. Kind of sad but true. Not entirely untrue :D . Actually I prefere playing to writing plots and 3 month (=3 levels of play in our group) is about the maximum of time I stay interessted in a plot/story/theme of my own device. Thats why I prefere to run sandbox campaigns. I can switch themes more easily without having to restart campaigns every 3 month. (My players hate when I do that, allthough it happens occasionally) You had me when you said pirates! I would love to play the Savage Tide AP, but I'm neither the DM for ultra long story nor the player to like linear games... I think you just revived my interest for my campaign. Or to be more precise, in having the campaign stay in Cormyr. If I can find a way of having the old plot and pirates folded into one, I will be a very happy DM indeed. I just need to be careful to avoid my previous mistake, I do not really want to create so much as a story, but a situation the players might solve however they see fit. Btw. The players really pissed of a Mind Flayer (who fled via Plane Shift) by killing all his Troglodyte Experiments/Minions and is favorite Pet. The even made him suffer a "Sucking Chest Wound" (I love Paizos Crit Deck) ... know, maybe some of you know this miniature... [URL=http://www.reapermini.com/gallery/3100s/3135_G]awesome miniature[/URL] I can't think of anyway how to make that even remotely plausible, but it would be just wounderful... So, new call for help: How to fold Pirates into the Plot? How did a Mind Flayer the PCs banished from his underdark lair become a Pirate? To make things easier, here is the story so far, copied from the other threat: [I]The characters were drawn into the story to end a threat to Cormyr. They were send to kill a Hill Giant leader, who was uniting the giant tribes into a mighty army, that could overrun the kingdom. They were able to slay him, but discovered he was actually possessed by a Vrock demon. At the same time, the kingdom is threatend by civil war, as many nobles refuse to follow the infant king any longer and try to use the giant invasion for their own goals. The invasion started, allthough the players were able to kill the leader of the Hill Giants. There must be someone else behind all this. A mighty divination (Locate Creature) told them, the Vrock teleported to Mirth Galnorn. (The Name is in Drow, meaning refuge of revenge.) As they severly offended Baron Teuselle, a local noble and bastard descendent of the old King of Cormyr who was about to take over the town of Tilverton (The groups "homebase" - the rested 8 times in an inn there) and all of eastern Cormyr, the small group of loyal followers of the crown (The local captain of the purple dragons, some old adventurers/now inn keeper, an elven Magic Item Shop owner, the local high priests of Gond and Sharress and the local sage) decided, it would be the best course of action, to send the Party of Adventurers into the underdark trying to find the Demon and maybe the true head behind the giant invasion, while they try to work on the political floor, weakening the baron in anyway they can. The party started their descent into the underdark (Following a map they got from a lokal priest of gond), so far they passed the Grotto of the Troglodytes, making more enemies, by letting their Mind Flayer "Leader" escape. After that, the players continued their descent and after a long time and some dangerous encounters, they finally arived at Earth' End, a place run by earth creatures, who go there to leave fearun behind, traveling through the local portal into the Elemental Plane of Earth. The players did some information gathering, they discovered the likely location of the drow outpost. THe learned, for non earth creatures, to activate the portal a substance called "pure hope" is needed. "Pure Hope" is a very valuable substance, usually a gift from creatures living on the plane of Elysium, but the Kuo-Toa of Bhal-Hamatung trade with it, too. No one knows how these creatures are able to harvest "Pure Hope"... The characters traveled into the direction of the drow outpost, and the next session will probably see a lot of fighting against the inhabitants of the Drow Outpost.[/I] [/QUOTE]
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