I need some help on a plot for an adventure

med stud

First Post
OBS: English is not my main language. If you find the text tedious and hard to read, please tell me and I will try to rewrite so it will be easier.

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Im making an adventure for a bunch of new characters and I need some help to comment and critisize on what I have so far.

The adventure is taking place in medieval fantasy Europe with a twist. The PCs are through loyalty, friendship and profit tied to a grand duke who is ruling a big province from a large harbor town. The town is a really big trading city on that coast. To the west of the country the PCs are starting in is a federation of small kingdoms placed (think medieval Germany) and to the east is a barbaric country that noone of the big powers have taken control of yet.
The grand duke is making a lot of profits on selling grain to the Federation.

The main church of the continent has sanctioned an order of templars to make crusades to the barbaric lands in the east. Much of the food and horses for the templars are bought in the town and new recruits are often conscripted in the town. This makes for a constant presence of templars in the town, who doesnt fight but protect the interrests of the Order.

Federational merchants are selling a lot of weapons and armor to the templars and are also selling other products to the town that are then transported from the town out to the rest of the country. The grand duke, though, has placed heavy customs on products to and from the town. The grand duke also owns his own trading fleet.

This is where the adventure takes place. A bunch of powerful lords of the Federation are tired of the heavy customs and also wants to take over the transportation of grain from the grand duke (for a fee, of course). To achieve this they plan to hit the grand duke's ships. Their first move towards this was to hire some "barbarian" pirates; they are only to attack the grand duke's ships and in exchange the pirates are allowed to have a base camp on Federational ground. The problem for the Federational lords, though, is that pirates are nothing new to the area. To protect himself from pirates his ships travels in convoys and he gives order for the ships to leave at short notice (meaning with a couple of days notice). If the Federational lords could get their pirates to know when a grain fleet was launched they would be in a much better position to find it and attack it in strength.

What the federational lords need now is someone on the inside that knows when the fleet is launched. They found it in an unconventional place: one of the higher templars is the lover of the grand duke's wife. He also is an ambitious and unscrupulous man. The lords now made their second move in their plan; they contacted the knight templar and made a deal with him; he is to get the information from the grand duke's wife when the fleets are launched and send that information per homing pigeon to the pirates. In exchange he will get a substantial reward in cash AND the merchant lords will let themselves be "convinced" by the templar how important the crusades to the east are and therefore they will give the templar order discounts on their weapons and armors. And they will not expose his relationship with the grand duke's wife.

If this plan works out the pirates will always be able to find and attack the grand duke's ships. After a while the grand duke will be unable to send his grain westward. The only ones with the capacity to do it then will be the federation lords who will do it in exchange for parts of the profit and lifted customs.

The PCs then will be the ones to expose the plan and get rid of the spy.

Here are my questions:

1) Do you think this sounds like a good plot? If not, what can be changed?

2) Does the premises of the plot sound reasonable? For example, is it possible to send away ships with a short notice considering medieval naval technology?

3) Do you have anything additonal to add on to the plot to make it more interresting? I would really appreciate any ideas :)

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FWIW, the PCs are:
*One combat monster, not much else. He is the son of a baron who is close to the grand duke. His motivations are: Be the best swordsman in the world and loyalty to the grand duke.
*One cat burglar, among the best of them (no one but a few knows what he does for a living). He was kicked out of his family (a pretty wealthy merchant family) for spending a fortune of his father's money on wine, women and song. He was robbed by a gang of thugs and is therefore poor. He was helped out by the Combat monsters family and is loyal to them. He also desperatly wants to get his hands on another fortune.
*One extremely charismatic templar with the ambition of reaching the top of the templar organisation. He is placed in the City to oversee the purchase of equipment for the templars in the East. He is loyal to the grand duke but his overriding ambition is to gain power.
 

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med stud said:
OBS: English is not my main language. If you find the text tedious and hard to read, please tell me and I will try to rewrite so it will be easier.
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Your english seems fine.
Your story sounds fine.

How much magic is in the world? None of the PC's are spell casters. That makes things interesting.

How about monsters? Are there dragon turtles in the water, owl bears in the forest, etc?
1) Do you think this sounds like a good plot? If not, what can be changed?
Sounds fine. You could use some more PC's though.
Sounds like the adventurers are going to need a ship themselves, eventually.
2) Does the premises of the plot sound reasonable? For example, is it possible to send away ships with a short notice considering medieval naval technology?
No problem there. You just go out with the tide. You can keep the sailors on board, most of the officers, etc, just sitting around on ship, then send a message down and they go out with the next tide.
3) Do you have anything additonal to add on to the plot to make it more interresting? I would really appreciate any ideas
Oh yeah.
First off: The Grand Duke's wife kind of figures out what is happening. So, wants proof.
Players must figure out how to get the proof.
Then, after proof is produced, players must kill villianous templer. And A) make it look like an accident or B) make it untraceable while C) make it so that the Grand Duke's wife is in no way implicated. _That_ means that they're going to have to go into the bad guy's place to make sure there are no diaries/journals/records/letters, etc.
Fun baby.

The Duke starts giving out sealed orders to the captains after they leave port.
And a convoy of disguised warships take the regular route and the regular convoy goes out to the boonies to hide.
Nice combat chance there.

Other plots for the future:
Envoy from the barbarian lands comes to make a treaty allowing peaceful access to the holy lands. Those people must be protected. One or more may be spies sighting out the defences of the city.

Have fun.

More later,

Vahktang
 

Vahktang said:
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Your english seems fine.
Your story sounds fine.

How much magic is in the world? None of the PC's are spell casters. That makes things interesting.

How about monsters? Are there dragon turtles in the water, owl bears in the forest, etc?

Sounds fine. You could use some more PC's though.
Sounds like the adventurers are going to need a ship themselves, eventually.

No problem there. You just go out with the tide. You can keep the sailors on board, most of the officers, etc, just sitting around on ship, then send a message down and they go out with the next tide.

Oh yeah.
First off: The Grand Duke's wife kind of figures out what is happening. So, wants proof.
Players must figure out how to get the proof.
Then, after proof is produced, players must kill villianous templer. And A) make it look like an accident or B) make it untraceable while C) make it so that the Grand Duke's wife is in no way implicated. _That_ means that they're going to have to go into the bad guy's place to make sure there are no diaries/journals/records/letters, etc.
Fun baby.

The Duke starts giving out sealed orders to the captains after they leave port.
And a convoy of disguised warships take the regular route and the regular convoy goes out to the boonies to hide.
Nice combat chance there.

Other plots for the future:
Envoy from the barbarian lands comes to make a treaty allowing peaceful access to the holy lands. Those people must be protected. One or more may be spies sighting out the defences of the city.

Have fun.

More later,

Vahktang

Thanks for your suggestions! I especially liked the one about keeping the sailors on board until the orders are given. Makes for cool scenery as well.

The magic level is extremely low; I have told the players that there is no magic in the world. I will introduce it at some point, but noone in the city is a magic user (except for some cultists, but they wont get into the story in a long time).

The dangers of the sea is pirates and storms, but now it is the pirates that are really dangerous, with the treachery and all. I like to use human opponents for 95 % of the opposition so that each monster is memorable when it enters the game (and without magic the monsters are really dangerous as well).

The grand duke's wife's suspisions is an opening to the adventure that I hadnt thought of; I add to my other openings. A problem with that opening is that she doesnt trust the PCs well enough to risk exposing her adultery to them. But it's probably better then the dead homing pigeon with a cryptic message that I considered using before :D

And I like the secresy part of the solving of the mystery; if words got out that the grand duke's wife had a lover it would be very disgracing for the family and if words got out that a templar conspired against him it would possibly make him kick out the templars from the town. As one of the PCs is a templar that would be very bad for the PCs.

The barbarian envoy idea was cool as well; I add it to the pile (consisting of pissed of federational lords trying to assassinate and a hunt for the pirates)
 

I really like the plot, too. It would be fun if a woman the PCs run into (maid, noblewoman, etc.) is someone the catburglar once had an "encounter" during his days of wine, women and song. The higher placed the better, especially if she's now someone's wife!
 

Your english is actually very good.

Your plot is also very good. :) I really like the sounds of it- twisty but not too twisty, with intrigue, roleplaying opportunities galore, and lots of potential for fights.

If you look at it, you have something for the templar pc (the unscrupulous guy is the local head templar- probably his boss!); you have something for the combat monster (defending the duke's interests, perhaps a moral quandry over whether to reveal her infidelity to the duke). You don't have much for a cat burglar- maybe some kind of mission to steal some papers to serve as evidence or something...?

Anyway, looks very good!
 

Thanks for your compliments & suggestions!

Piratecat: That's a good idea. I could make it so that one of the thief's former bed partners is a maid to the grand duke's wife. That way she can get the PCs on the right track without me having to rub the plot in face of the players. The wife idea is good too, I have to use it sometime.

Jester: The cat burglar, as you said, has a role in the adventure that is to get hold on papers and stuff. Besides, if the PCs have to kill the templar, he is the best at doing it and making it look like an accident. The repercursions of killing high ranked templar in open battle would be far too big for anyone to be comfortable with. My biggest problem is actually with the combat monster; his skills are low as is his Wis and Cha and he has a bad temper. I fear that he will be much in the background for the sneaky parts. But OTOH, when/if the s**t hits the fan he will defenitly pull his weight.
 

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