Help with a campaign transition (Palantir, stay out!)

boxstop7

First Post
So I'm asking for help creating a good transition between locales in my Forgotten Realms campaign. The party is 10th level, with a fighter, a ranger/rogue, a paladin, a cleric and a wizard/loremaster. They're currently running through the Heart of Nighfang Spire module, where a vampire has taken control to an ancient temple of Ashardalon. They became aware of the spire when small groups of undead and vampire spawn began terrorizing the workers in the mine/keep they own just outside Sundabar in the North. When they defeat the vampire, I want something cool to happen that will whisk them away to the Moonshae Isles for some good, old-fashioned swashbuckling fun. I have the next adventure written up, and it's basicaly a standard treasure hunt on the high seas. But I need a good transition between the Spire and the Isles. I was thinking of having several portals open up when they finally defeat the vampire and take down the spire's unnatural heart. But that just seems really lame to me. However, I'm struggling to come up with anything better. Any help or suggestions from some creative minds would be most appreciated! Thanks!!!!

~ Jason
 

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Have the vampire in your current scenario related to a vampire in the new location you want the characters to go to. Maybe the characters kill your current vampire, only to find letters and other evidence that the one who created him lives near the Moonshaes. Find some reason that might inspire the PCs to want to go deal with him, in turn. Good reason for the good ol' ghost/undead pirate ship, eh?

Or if you don't want to go "Pirates of the Caribbean," have the PCs find a lot of personal affects belonging to the vampire. Among those things are details about something the vampire did while he was still a living, breathing person. Maybe he was a really good guy before becoming a vampire and left something unfinished for the characters to go find and finish.

While I will only say that I agree with the portals thing being lame, I will constructively say that it was a good call on your part to find some REASON for the characters to go there. Better continuity makes for a longer, more memorable game.

Hope this helps.
 

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