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I need some help on a plot for an adventure
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<blockquote data-quote="Vahktang" data-source="post: 1308485" data-attributes="member: 15259"><p>---</p><p>Your english seems fine.</p><p>Your story sounds fine.</p><p></p><p>How much magic is in the world? None of the PC's are spell casters. That makes things interesting.</p><p></p><p>How about monsters? Are there dragon turtles in the water, owl bears in the forest, etc?</p><p></p><p>Sounds fine. You could use some more PC's though.</p><p>Sounds like the adventurers are going to need a ship themselves, eventually.</p><p></p><p>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.</p><p></p><p>Oh yeah.</p><p>First off: The Grand Duke's wife kind of figures out what is happening. So, wants proof.</p><p>Players must figure out how to get the proof.</p><p>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.</p><p>Fun baby.</p><p></p><p>The Duke starts giving out sealed orders to the captains after they leave port.</p><p>And a convoy of disguised warships take the regular route and the regular convoy goes out to the boonies to hide.</p><p>Nice combat chance there.</p><p></p><p>Other plots for the future:</p><p>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.</p><p></p><p>Have fun.</p><p></p><p>More later,</p><p></p><p>Vahktang</p></blockquote><p></p>
[QUOTE="Vahktang, post: 1308485, member: 15259"] --- 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 [/QUOTE]
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