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How do I get the PCs from here to there?
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<blockquote data-quote="Infinite Monkey@Work" data-source="post: 396518" data-attributes="member: 4729"><p>I have a problem in that I can't figure out how to get my PCs from their current situation into the next part of the campaign story.</p><p></p><p>In my campaign, most of the planet is covered by a vast evil swamp. Anyone that spends too muchg time in the swamp without proper protection gets mutated (like the Rokugan Shadowlands). The characters are currently clearing out a castle, which used to belong to the family of one of the characters, but is now owned (without their knowledge) by the campaigns bug bad guy.</p><p></p><p>The only race that lives in the swamps without being affected by the Taint is the elves. They can do this because each elven village is built around a vast celestial Treant that protects the village from the taint and from evil creatures just by its presence. This fact is only known to the most senior of the elven elders, so the PC elf doen't know this (although they do know that the elves are the onyl ones that can live in the swamps).</p><p></p><p>The elf PC was given a prophesy when she was born, something about saving her people. My current plan is that her elven village has been destroyed by Kambranex (from a Dungeon adventure). I want them to visit an elven village seeking help in making their castle safe from the taint and be told that if they save the elven village with no thought of their own reward (or something like that), the elven elder will tell them the secret that guards the villages. They can then go back to the destroyed village and get the treant to leave to destroyed village, along with the few survivors, and travel to their castle to guard it instead.</p><p></p><p>What I can't figure out is how to get the characters to visit an elven village in the first place. My players are somewhat dim when it comes to figuring out world details like this, and I don't want to outright tell them to go visit an elven village for help unless I can't avoid it. The other problem is giving them a reason to feel that their castle isn't protected from the swamp. If I just attack them lots,they will fight lots and evetually die. Perhaps I could make their current protections fail faster than expected, so they will start to get tainted by the swamps.</p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="Infinite Monkey@Work, post: 396518, member: 4729"] I have a problem in that I can't figure out how to get my PCs from their current situation into the next part of the campaign story. In my campaign, most of the planet is covered by a vast evil swamp. Anyone that spends too muchg time in the swamp without proper protection gets mutated (like the Rokugan Shadowlands). The characters are currently clearing out a castle, which used to belong to the family of one of the characters, but is now owned (without their knowledge) by the campaigns bug bad guy. The only race that lives in the swamps without being affected by the Taint is the elves. They can do this because each elven village is built around a vast celestial Treant that protects the village from the taint and from evil creatures just by its presence. This fact is only known to the most senior of the elven elders, so the PC elf doen't know this (although they do know that the elves are the onyl ones that can live in the swamps). The elf PC was given a prophesy when she was born, something about saving her people. My current plan is that her elven village has been destroyed by Kambranex (from a Dungeon adventure). I want them to visit an elven village seeking help in making their castle safe from the taint and be told that if they save the elven village with no thought of their own reward (or something like that), the elven elder will tell them the secret that guards the villages. They can then go back to the destroyed village and get the treant to leave to destroyed village, along with the few survivors, and travel to their castle to guard it instead. What I can't figure out is how to get the characters to visit an elven village in the first place. My players are somewhat dim when it comes to figuring out world details like this, and I don't want to outright tell them to go visit an elven village for help unless I can't avoid it. The other problem is giving them a reason to feel that their castle isn't protected from the swamp. If I just attack them lots,they will fight lots and evetually die. Perhaps I could make their current protections fail faster than expected, so they will start to get tainted by the swamps. Any thoughts? [/QUOTE]
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