Help me focus my starting campaign.

ThomasBJJ

First Post
ALERT: Spoilers!!!! If you are involved in Thomas' "Dark Realms" campaign in Bellflower- go away!!!



Ok, I'd like some ideas on how to tie together some elements of my campaign and maybe some ideas on directions I can take it.

Sorry if this is long and poorly written. I'm trying to get to the point as fast as possible. :)

The party:
Human Sorcerer1/Monk1 (LG)
Gnome Druid2 (NG)
Half Orc Druid1/Barbarian1
Aasimar Paladin1 (Helm) (LG)
Human Cleric2 (Kelemvor)

The setting: Based on Forgotten Realms, Western Heartlands, on the coast between Waterdeep and Baldurs Gate. (Exact location not yet pinpointed). I'm not concerned with following strict FR history or geography, it is only a lose base to start from.

Things got messed up and I was not able to get things started the way I wanted to originally, so I had to throw it together just to get the ball rolling.

First session:
Gnome Druid, Monk/Sorc, and Half-orc Druid/Barb are traveling with a merchant caravan on it's way to a small town on the coast. the merchant wagons are going to sell to the town, and also trade with a small ship that makes a monthly stop there. The 2 PC's are acting as guards. Also part of the caravan are the aasimar pal and cleric, who are delivering a prisoner to the town, they are to turn him over to a marshal that is arriving on the same monthly ship. They will get the bulk of thier pay upon delivery to the marshal. I left unclear as to what authorities hired them for this task.
Along the road, they fight some Hobgoblins, and win easily.
Once in town, they learn that the ship ("Tymora's Luck") is to arrive before dawn the very next morning, but thier lighthouse up on the hill (about 4 hours walk) has not been lit for 2 nights, and without it, the ship may well miss the small bay and hit some rocks further south. (Part of the reason for only once a month visit is the dangerous rocks near the bay, most ships keep some distance from shore until near the bigger, safer ports.)
The mayor tells the caravan that they sent the commander of the guard/watch up to the lighthouse to see what the trouble was with the lighthouse keeper the morning after it first was out. He never returned. 3 farmers from town, volunteered to go follow up the second day. They also never returned.
The PC's secured the prisoner in the town jail and headed out to the lighthouse without any questions or information immediately. About half way there, the small trail became too narrow and dense with brush and trees for horses, so the pc's tied thier horses to a tree and walked the next hour or so. Once at the lighthouse, the front door was spattered with blood, and the bodies of the farmers and watch commander were found in the tool shed right next to the main structure.
At that point the party was attacked by 2 Howlers and a tough fight finally saw the pc's defeat them, though not before they heard something attacking thier horses in the distance.

Session 2: A rogue arrives at the lighthouse just as the PC's finish battering down the thick reinforced front door. Informs the Paladin and Cleric that thier prisoner has escaped. the Pal and Clrc head back to town to locate him (the players of these two characters could not make the game, in actuality). The rogue offers to stay and help out.
The PC's explore the lower level of the tower, and find a trap door leading down, that is mysteriously barred from the other side. After knocking on it an calling down, there was no answer, but definitely some movement on the other side. The PC's decide to stack some heavy boxes on top and rest for the night and heal from the howler encounter.
The next day, they explore the upper levels, finding what looks like a library full of books on spell and magic theory, some scrolls (arcane), and a trapped spellbook which goes up in flames when opened. the are able to salvage a journal entry dated 3 days previous (the day before the lighthouse went out). It basically alluded to two portals, one of which was too dangerous, the other of which had a small window of opportunity each day to explore due to "too many lurkers about". Also, that the "beast" seemed to be nocturnal and that he would have to attempt to trap it somehow.
Next level up was crates of odd spell components. The next highter level up was an alchemy laboratory where the PCs were ambushed by an Imp. PC's defeat the imp, and find on the top that there are pleanty of supplies to light the lighthouse.
Going back down, the PC's hit the cellar where they hearn scratching coming from during thier nights sleep. They open it up and find stairs leading down into the dark. They call down, no answer. The Rogue heads down into a room full of more crates and barrels only to be ambused by 2 howlers who promptly tear him into pieces. The half orc barbarian, already at the bottom of the stairs about 25 feet from the rogue, is attacked by one of the howlers before he can act (to run back up) and is killed on the spot (he was still way low from the first battle, and the exploding spell book trap he set off). The gnome druid and the Monk/Sorc close the trapdoor and lock it, stacking heavy crates on top.

That's it so far.

The two PC's plan on going back to town to retrieve the cleric and paladin for help, and possibly more help (one or two players still trying to fit the game into thier schedule). And asking for more info on the lighthouse keeper.

What I've got planned: Lighthouse keeper is experimenting with some lost Netheril magics (Netheril is an ancient empire of strong magic that fell long ago, in my campaign, not much is known about them). He has come across some summoning magic formulas in his research and was able to summon up several Howlers and bind them to his service. He is kinda crazy at this point from this tainted magic, which helps propel his obsessiopn with it and his paranoia. He set 3 Howlers to guard the Lighthouse. 2 more to guard the trap door in the cellar that leads down to some sea caves (the lighthouse is on a high cliff) while he explores one of the two gates/portals. The imp may or may not be his familiar, maybe just another bound summoning, who was supposed to tend the lighthouse lightsource, but being malicious and lazy, realized a loophole in it's masters instructions.
Meanwhile, the ship that was supposed to arrive, has indeed his some rocks and is shipwrecked in a rural area and will need rescueing.
In town, the PC's can learn that the Lighthouse keeper has only lived in town for 2 years, started as a scribe & librarian, but could not get along with others. He made friends with the elderly lighthouse keeper fast though. Soon thereafter, the old lighthouse keeper died (presumeably of old age, really poisoned slowly) and left his lighthouse to the scribe/librarian, who is now the keeper. (will was forged). In truth, this wizard had found in his research that there were some ancient magic portals that might lead to some netheril ruins. these portals were beneath the lighthouse in this small town. He moved there, and slowly worked his way into the lighthouse (murder by poison) and is now exploring them at his leasure, in his newly aquired "Tower".
Game wise: The PC's can explore the sea caves. The beast in the journal will inhabit the caves, I was thinking of a scaled down Grey Render, but I haven't decided on anything yet. The PC's can eventually explore one or both portals, both of which lead to some remote ruins (dungeon crawl) where they can explore and loot, possibly looking for the wizard.
then there is the ship wreck. Someone needs to rescue the crew from hostile territory. If they don't do it, the crew will be captured and killed/eaten by monsters. The ship may be found later with no sign of the crew or its cargo. That may lead to trouble for the PC's reputations.

Any help with this plot would be appreciated. Fill in any gaps, ad ideas, suggestions would be great. I'd like to develop a main theme to the campaign revolving this lost summoning magic and lots of outsiders, demons, devils, poppong out of gates portals, but have no clue on how to get it rolling from this beginning.

Thomas
Thomasbjj@hotmail.com
 

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It sounds to me that you have things pretty well in hand. Personally, I don't like to have more than general ideas several games in advance, because the actions of the PCs can change things dramatically.

Good story!
 

ThomasBJJ said:
... Any help with this plot would be appreciated. Fill in any gaps, ad ideas, suggestions would be great. I'd like to develop a main theme to the campaign revolving this lost summoning magic and lots of outsiders, demons, devils, poppong out of gates portals, but have no clue on how to get it rolling from this beginning.

Sounds like you've got a nice beginning for your campaign.

I'd suggest that when the PCs defeat the wizard/lighthouse keeper, they discover a tome describing the history, potential, & danger of the portals to make their significance clear to the players. Make sure it mentions that many portals are disguised of otherwise hard to detect.

Plus a magic item that allows the PCs to detect portals. An item with a useful (but not overwhelming) power to encourage the PCs to keep it with them so it stays in the campaign.

Add a letter/scroll/note from an associate of the wizard/lighthouse keeper that suggests he was acting on the directions of someone more powerful. Possibly a 'direction' to make some progress before he's replaced by someone better able to squeeze co-operation out of the locals.

Then have a few nasty types track down the PCs & demand the "key" (whether they keep/have it or not) whenever they get too distracted.

That way, the PCs know What the portals are, they can learn Where the portals are, & there's a menacing Who, somewhere in the background.

Two questions: why would the shipwreck be in hostile territory? & do you have a rationale for why the PCs will be around portals that keep dropping demons & the like on top of them?
 

well, i will assume you have the FRCS and suggest using the shades as the "nasty types" mentioned by errant. they allways want stuff from netheril so they make a fairly good set of villians for your scenario, also they posess the magical ability to create the portals and drop all kinds of outsiders on the pc's heads.

if you do not have the FRCS and would like more info about the shades drop me a line at jollyninja@hotmail.com and i'll give you some more background on them.
 

jollyninja said:
...shades... posess the magical ability to create the portals and drop all kinds of outsiders on the pc's heads...

Well that would certainly address my question re. why the PCs would be around portals. :-)
 

Thanks guys. I checked back on this post a few times and had no response. Just found it still up. Great suggestions.

I have FRCS and Lords of Darkness. I'll read up on the shades, that could definitely be a direction to go into.

As for the question about the shipwreck in hostile territory. Just that it would crash on a beach south of the town, which is kind of "wild" territory. We actually finished that part of the adventure. The ship took heavy damage from some rocks near the bay of this small town (the fault of the non-operational lighthouse). Crashed on the beach, and were attacked by Trolls (who are numerous in the area.) The Trolls dragged the crew into an old pirate cave intending to eat them one by one. The PC's came and beat the trolls (barely) and explored some old rooms and hit some old traps left behind by some old pirates who laired here. PC's are heading back to town next session (and back to the lighthouse plotline)
 

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