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<blockquote data-quote="Grandpa" data-source="post: 5388947" data-attributes="member: 560"><p><strong>Solicitation 1</strong></p><p></p><p>I'd love input on my next session. I'm new at this campaign creation thing and can get overwhelmed quickly at details. I truly try to keep things small, but worry about flying by the seat of my pants.</p><p></p><p><strong>So Far</strong></p><p>The players have been chosen by lottery to participate in the Capitol's Hunger Games. They were collared (giving dog treatment (Road Rovers!)) in a way that prevents them from passing certain portals or borders and restricted to a surprisingly comfortable living area beneath the city's Colosseum. They met each other in this living space. Meeka, the single NPC from their group, is clearly terrified of his situation because he is not the exceptional warrior the players (peculiarly!) are. No one else interacts with the adventurers in their first night under the Colosseum but the Avox (mute servants) and a chef, who tells them they should get their rest as he leaves the area.</p><p></p><p>The next day, they awake to the rumble of the Colosseum above their heads. They are met by guards and escorted to an area to choose weapons and meet two NPCs that are supposed to help them (from here on): Effie Trinket, a fluffy regional representative and Shepherd, a weathered regional games master, who is supposed to help the adventurers (if they survive their first challenge). They also glimpse another authoritative Games figure who looks classically sinister (triangle eyebrows, white goatee, fancy clothes), as well as a look at other contestants in the general area -- of various race. Shepherd only has enough time to tell them to "show them everything you've got," and "stick together," before they are lifted up towards the roaring crowds. Then everything goes black and silent, and they regain their senses in a silent cave, at dusk, with hissing goblins approaching.</p><p></p><p><strong><span style="color: Orange">Help Wanted</span></strong></p><p>Last night I read in the DM's Kit book that one of the bad things you can do is railroad, and flashes of the player's collars and being imprisoned made the color drain from my face and a lump catch in my throat. But part of the reason they chose this setting is because they wanted to experience the games and if I try to railroad to it later, it strikes me as far more restrictive. Isn't one of the scenarios in the DMG one where the adventures try to escape from being imprisoned? I'm trying to remain calm.</p><p></p><p>For upcoming adventures, here are the brainstorm elements I'm juggling with that I would love some input on:</p><p></p><p><strong>The Encounter</strong></p><p>The adventurers' first encounter is against the goblins and a bugbear -- ripped from the new Red Box, actually -- with one goblin replaced by minions. I thought about surrounding the goblins with a weapon-disintegrating black mist to scare the players, who can knock out the minions for their (immune) weapons. However, after seeing the last post, I'm tempted to keep the entire scenario extremely simple, removing possibly the minions, the mist, and the bugbear. Thoughts?</p><p></p><p>As a side note, the encounter is located in the Colosseum, but the PCs are caught in a powerful illusory spell that makes them think they are in a cave at dusk. This element of confusion and surprise is a theme in the books, where it's hard to tell what is real and safe or a lie and dangerous. It will be revealed after the encounter ends that they were in the Colosseum all along, and have killed some gladiator-slaves of the Capitol.</p><p></p><p><strong>Adventure Elements</strong></p><p>Here are the elements I'm trying to juggle:</p><ul> <li data-xf-list-type="ul"><strong>The major quest is to escape the Hunger Games</strong>, though the party may only know to survive, for now. They know, however, that only one Tribute survives each year and I might make quests really clear by having them write it down. Shepherd may also tweak their goals (see below).</li> <li data-xf-list-type="ul"><strong>There are two major forces at play</strong>: the rakshasa and a secretive freedom fighters that oppose them. The rakshasa are probably aware that freedom fighters are in their midst, but may not know their specific plans.</li> <li data-xf-list-type="ul"><strong>There is another force in the world</strong>: a defunct, dog-flavored Order that the players will revive to bring the Road Rovers flavor the players asked for in campaign creation. The Order was an obscure philosophy and power source loyal to the good gods, that shepherded the mortal races. The rakshasa partly gained control of the Capitol by squelching the Order, though this knowledge may be extremely limited.</li> <li data-xf-list-type="ul"><strong>Shepherd is tied to the freedom fighters and the Order</strong>. There is something about this Hunger Games that makes it a perfect time to strike if only he could find the right group of Tributes to lead. He hopes to pass on knowledge or power of the Order to help the Tributes to escape, disrupting the Hunger Games, and using it as a symbol of defiance to instigate an uprising in the districts.</li> <li data-xf-list-type="ul"><strong>The players have some nasty shackles</strong>. The collars are a magic item that not just restricts movement where the party can go, but also allows their captors to scry on them at all times and "televise" the event to the magically-rich houses of noble families (and acting troupes that reenact the events all around the nation).</li> </ul><p><strong>My Leaning</strong></p><p>One of the challenge locations will be a former ruins of the Order of Canis. Shepherd knows this and wants to task with recovering a relic that will help him rebirth the Order and fight against the Capitol. He also believes it will help the PCs escape the Hunger Games. Once he knows he has a powerful party (1), he must bring them to his cause. After the PCs succeed beyond expectation in the first challenge, he takes them to a private location (2) and explains the nature of their situation, including the function of the collars. Shepherd tells the PCs there is a way to survive the games but first they must understand what is truly at stake. He produces a ritual scroll that will let them see through the illusions of the Capitol. He asks the cleric or wizard to perform it (so the players can roll for how long the effect lasts (in days)). Shepherd explains that they'll be brought before the nobility of the Capitol for interviews before their next challenge, and to keep what they see a secret. His plan is to let the PCs glimpse the rakshasa in their true form, that they can be given the next steps to reviving the Order. </p><p></p><p>I'm thinking of splitting the Hunger Games into 4 or 5 parts: the current encounter in the Colosseum, a race, a puzzle, an combat situation between the Tribute groups in the ruins Shepherd knows of, and a final challenge that pits the PC party against each other back at the Colosseum. At every point, the members of the other Tribute groups are dwindled. The other Tributes might turn against each other or group with each other, and the challenges might present opportunities for the PCs to help or hurt them.</p><p></p><p>Does anyone know of a good race skill challenge? I'm thinking chariots through the forest, lots of jumps and rocks and steering rolls, with the chariots breaking down and tracking (or finding shortcuts) on foot, and confronting other groups, if all goes badly. When the second-to-last group crosses the finish line, I think some dire wolves or something will be sent behind to attack the stragglers.</p><p></p><p><strong>Variables</strong></p><ul> <li data-xf-list-type="ul"><strong>In a worst case scenario</strong>, the players might want nothing to do with Shepherd. In this case, I'm thinking the freedom fighters will magically bomb the Colosseum in the last challenge, giving the PCs an opportunity to escape in the chaos. However, the players have a lot of incentive to join Shepherd and go along with things to escape the Games, partly because they wanted Road Rovers, and because D&D is new to them and I might have to train them how to "do anything they want."</li> <li data-xf-list-type="ul"><strong>To motivate the players in the final fight</strong>, I'm strongly considering having the rakshasa bring in and threaten family or friends of the PCs. Even if the PCs escape, they might try to rescue a family member or friend in the chaos, or I can seed some future adventures there.</li> <li data-xf-list-type="ul"><strong>Meeka, the NPC in their group, can be a lot of things</strong>. He may or may not be excluded from PC meetings with Shepherd, and I can push him in multiple directions, either having him betray the PCs and Shepherd out of fear of the Capitol, saving the group when they least expect it, or both.</li> <li data-xf-list-type="ul"><strong>If the PCs make a scene upon discovering the rakshasa</strong>, they'll be unconcerned with the trivial task of minimizing the event, but have a lead on what Shepherd is doing. Shepherd will only have one last time to deliver instructions before disappearing, and the freedom fighters will probably find a way to deliver messages or rescue him in the bombing, later.</li> <li data-xf-list-type="ul"><strong>If the PCs find the relic Shepherd is looking for</strong>, they will gain a Mark of Canis and a new encounter power that lets them transform into a common dog for any duration (think Background power). I like the idea that there are multiple Order of Canis locations, but Shepherd only knows this one. Unfortunately, the only way out of the ruins is how they came, so the Capitol will catch up to them and acquire whatever information is in the area. This will set up a kind of race against time between the PCs and whoever pursues the other locations.</li> </ul><p><strong>Footnotes</strong> <ol> <li data-xf-list-type="ol">Without the players knowing, I like the idea that Shepherd collaborated to influence the selection of names from the lottery, hence the players' unusually extreme power compared to other contestants. This also gives Shepherd an "ends justify the means"-vibe, which the PCs may object to, and I think makes Shepherd more interesting.</li> <li data-xf-list-type="ol">The collar scrying does not work in regional training areas, so masters can train with their Tributes without accusing each other of cheating.</li> </ol><p><strong><span style="color: Orange">Thank You!</span></strong></p><p>Even without input from the forums, being able to "think out loud" is really helpful, so thanks. If you have ideas and input that my inexperience leaves me blind to, or input about possible encounters and skill challenges (for the race), I'd be indebted. Thank you!</p></blockquote><p></p>
[QUOTE="Grandpa, post: 5388947, member: 560"] [b]Solicitation 1[/b] I'd love input on my next session. I'm new at this campaign creation thing and can get overwhelmed quickly at details. I truly try to keep things small, but worry about flying by the seat of my pants. [B]So Far[/B] The players have been chosen by lottery to participate in the Capitol's Hunger Games. They were collared (giving dog treatment (Road Rovers!)) in a way that prevents them from passing certain portals or borders and restricted to a surprisingly comfortable living area beneath the city's Colosseum. They met each other in this living space. Meeka, the single NPC from their group, is clearly terrified of his situation because he is not the exceptional warrior the players (peculiarly!) are. No one else interacts with the adventurers in their first night under the Colosseum but the Avox (mute servants) and a chef, who tells them they should get their rest as he leaves the area. The next day, they awake to the rumble of the Colosseum above their heads. They are met by guards and escorted to an area to choose weapons and meet two NPCs that are supposed to help them (from here on): Effie Trinket, a fluffy regional representative and Shepherd, a weathered regional games master, who is supposed to help the adventurers (if they survive their first challenge). They also glimpse another authoritative Games figure who looks classically sinister (triangle eyebrows, white goatee, fancy clothes), as well as a look at other contestants in the general area -- of various race. Shepherd only has enough time to tell them to "show them everything you've got," and "stick together," before they are lifted up towards the roaring crowds. Then everything goes black and silent, and they regain their senses in a silent cave, at dusk, with hissing goblins approaching. [B][COLOR="Orange"]Help Wanted[/COLOR][/B] Last night I read in the DM's Kit book that one of the bad things you can do is railroad, and flashes of the player's collars and being imprisoned made the color drain from my face and a lump catch in my throat. But part of the reason they chose this setting is because they wanted to experience the games and if I try to railroad to it later, it strikes me as far more restrictive. Isn't one of the scenarios in the DMG one where the adventures try to escape from being imprisoned? I'm trying to remain calm. For upcoming adventures, here are the brainstorm elements I'm juggling with that I would love some input on: [B]The Encounter[/B] The adventurers' first encounter is against the goblins and a bugbear -- ripped from the new Red Box, actually -- with one goblin replaced by minions. I thought about surrounding the goblins with a weapon-disintegrating black mist to scare the players, who can knock out the minions for their (immune) weapons. However, after seeing the last post, I'm tempted to keep the entire scenario extremely simple, removing possibly the minions, the mist, and the bugbear. Thoughts? As a side note, the encounter is located in the Colosseum, but the PCs are caught in a powerful illusory spell that makes them think they are in a cave at dusk. This element of confusion and surprise is a theme in the books, where it's hard to tell what is real and safe or a lie and dangerous. It will be revealed after the encounter ends that they were in the Colosseum all along, and have killed some gladiator-slaves of the Capitol. [B]Adventure Elements[/B] Here are the elements I'm trying to juggle: [LIST] [*][B]The major quest is to escape the Hunger Games[/B], though the party may only know to survive, for now. They know, however, that only one Tribute survives each year and I might make quests really clear by having them write it down. Shepherd may also tweak their goals (see below). [*][B]There are two major forces at play[/B]: the rakshasa and a secretive freedom fighters that oppose them. The rakshasa are probably aware that freedom fighters are in their midst, but may not know their specific plans. [*][B]There is another force in the world[/B]: a defunct, dog-flavored Order that the players will revive to bring the Road Rovers flavor the players asked for in campaign creation. The Order was an obscure philosophy and power source loyal to the good gods, that shepherded the mortal races. The rakshasa partly gained control of the Capitol by squelching the Order, though this knowledge may be extremely limited. [*][B]Shepherd is tied to the freedom fighters and the Order[/B]. There is something about this Hunger Games that makes it a perfect time to strike if only he could find the right group of Tributes to lead. He hopes to pass on knowledge or power of the Order to help the Tributes to escape, disrupting the Hunger Games, and using it as a symbol of defiance to instigate an uprising in the districts. [*][B]The players have some nasty shackles[/B]. The collars are a magic item that not just restricts movement where the party can go, but also allows their captors to scry on them at all times and "televise" the event to the magically-rich houses of noble families (and acting troupes that reenact the events all around the nation). [/LIST] [B]My Leaning[/B] One of the challenge locations will be a former ruins of the Order of Canis. Shepherd knows this and wants to task with recovering a relic that will help him rebirth the Order and fight against the Capitol. He also believes it will help the PCs escape the Hunger Games. Once he knows he has a powerful party (1), he must bring them to his cause. After the PCs succeed beyond expectation in the first challenge, he takes them to a private location (2) and explains the nature of their situation, including the function of the collars. Shepherd tells the PCs there is a way to survive the games but first they must understand what is truly at stake. He produces a ritual scroll that will let them see through the illusions of the Capitol. He asks the cleric or wizard to perform it (so the players can roll for how long the effect lasts (in days)). Shepherd explains that they'll be brought before the nobility of the Capitol for interviews before their next challenge, and to keep what they see a secret. His plan is to let the PCs glimpse the rakshasa in their true form, that they can be given the next steps to reviving the Order. I'm thinking of splitting the Hunger Games into 4 or 5 parts: the current encounter in the Colosseum, a race, a puzzle, an combat situation between the Tribute groups in the ruins Shepherd knows of, and a final challenge that pits the PC party against each other back at the Colosseum. At every point, the members of the other Tribute groups are dwindled. The other Tributes might turn against each other or group with each other, and the challenges might present opportunities for the PCs to help or hurt them. Does anyone know of a good race skill challenge? I'm thinking chariots through the forest, lots of jumps and rocks and steering rolls, with the chariots breaking down and tracking (or finding shortcuts) on foot, and confronting other groups, if all goes badly. When the second-to-last group crosses the finish line, I think some dire wolves or something will be sent behind to attack the stragglers. [B]Variables[/B] [LIST] [*][B]In a worst case scenario[/B], the players might want nothing to do with Shepherd. In this case, I'm thinking the freedom fighters will magically bomb the Colosseum in the last challenge, giving the PCs an opportunity to escape in the chaos. However, the players have a lot of incentive to join Shepherd and go along with things to escape the Games, partly because they wanted Road Rovers, and because D&D is new to them and I might have to train them how to "do anything they want." [*][B]To motivate the players in the final fight[/B], I'm strongly considering having the rakshasa bring in and threaten family or friends of the PCs. Even if the PCs escape, they might try to rescue a family member or friend in the chaos, or I can seed some future adventures there. [*][B]Meeka, the NPC in their group, can be a lot of things[/B]. He may or may not be excluded from PC meetings with Shepherd, and I can push him in multiple directions, either having him betray the PCs and Shepherd out of fear of the Capitol, saving the group when they least expect it, or both. [*][B]If the PCs make a scene upon discovering the rakshasa[/B], they'll be unconcerned with the trivial task of minimizing the event, but have a lead on what Shepherd is doing. Shepherd will only have one last time to deliver instructions before disappearing, and the freedom fighters will probably find a way to deliver messages or rescue him in the bombing, later. [*][B]If the PCs find the relic Shepherd is looking for[/B], they will gain a Mark of Canis and a new encounter power that lets them transform into a common dog for any duration (think Background power). I like the idea that there are multiple Order of Canis locations, but Shepherd only knows this one. Unfortunately, the only way out of the ruins is how they came, so the Capitol will catch up to them and acquire whatever information is in the area. This will set up a kind of race against time between the PCs and whoever pursues the other locations. [/LIST] [B]Footnotes[/B][LIST=1] [*]Without the players knowing, I like the idea that Shepherd collaborated to influence the selection of names from the lottery, hence the players' unusually extreme power compared to other contestants. This also gives Shepherd an "ends justify the means"-vibe, which the PCs may object to, and I think makes Shepherd more interesting. [*]The collar scrying does not work in regional training areas, so masters can train with their Tributes without accusing each other of cheating. [/LIST] [B][COLOR="Orange"]Thank You![/COLOR][/B] Even without input from the forums, being able to "think out loud" is really helpful, so thanks. If you have ideas and input that my inexperience leaves me blind to, or input about possible encounters and skill challenges (for the race), I'd be indebted. Thank you! [/QUOTE]
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