I'm lacking in creativity... could use an idea or two. (My players stay out!)

Arravis

First Post
Player's from Arravis' campaign, the Falling Leaves, STAY OUT! Do NOT read this!
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Ok for the rest of you :)...

I need help with tonight's game... I've been thinking about this since yesterday, but I haven't come up with much that's very cool.

The Forgotten Realms campaign I've been running for the last year and a half will tonight come to a major plot event. I have the plot down, but I want something to spruce it up, especially the place where the events will be happening.

Here is a uber-quick synopsis of the plot:
The players have, since day one of the campaign, run afoul with the Cult of the Dragon, a group that wishes the world to be run by undead dragons (They were formed long ago by the mad wizard Sammaster). The reason for this is because the party has a keen interest in ancient Imaskari (a now lost kingdom run by godless wizard-overlords) outposts that have been hidden throughout the land. The party seeks the outposts because of their research into Chronomancy (long story there). The Cult also is searching for these outposts, though their goals are unrelated to the party's. They wish to create daylight-immune vampiric dragons. With the vampiric ability to create new vampire dragons, they see their goal as being quickly attainable.

Anyway, both the Cult and the party have been racing from outpost to outpost in order to plunder them for their secrets. Each group has tried their best to stop the other, the Cult sends assassins after them, and the group raids their outposts killing their lieutenants. Unfortunately for the party, news of their actions has finally gotten to the head of the cult.

The party is aware that the current (and new) cult leader claims to be the Sammaster himself, the commonly thought to be long, long dead founder of the cult, reborn.

In FR, one of the main villains of the campaign world is a wizard known as Manshoon. Manshoon ruled over the evil kingdom of Zhentil Keep, keeping himself in power by guaranteeing his existence through a series of clones. If he were to die, one of the clones would awaken to take his place. Unfortunately for him, the last time Manshoon perished all the clones woke at once. Most of the clones killed each other, but a few survived. One took over as the "prime" Manshoon, the few remaining others were able to distance themselves from the "Manshoon" identity as to not be compelled to attack the others.

The man claiming to be Sammaster reborn is in actuality an insane clone of Manshoon (25th lvl wizard). Anyway, the mad Sammaster/Manshoon has finally gotten news of the party and has simply demanded that the group be brought before him. He has sent his most powerful officer for this task, a 21st level wizard.

The wizard and her minions will capture the players, mostly unharmed hopefully. I have a fairly well thought out plan for this encounter and it shouldn't be a problem. Where I need help is the James Bond style encounter with the Cult leader.

Location is not a problem; it can be anywhere I wish. Large underground complex, outer planar keep, etc. I'm having difficulty in capturing the flavor of it though. I want show the utter maddness and genius of this man. I want to show the Cult's obsession with dragons, both living and dead. I want to show how much power they wield.

Here's what I'm picturing so far:

An underground complex, built by an ancient race of intelligent ogres (for you FR fans, it'll be under Thar). The cult has taken over the place and is using it as one of their many outposts. I'm thinking that Sammaster/Manshoon will be here, but only as part of his "tour" of the different outposts the cult has. A cadre of advisors and perhaps a sycophant or two tend to him.
Orphaned wyrmling and young dragons have free run of the place, they especially surround Sammaster/Manshoon. The youthful dragons are treated like nobility, no one standing in their way. Perhaps a few slaves are brought out as food for the dragons and amusement for the Cult. Then the meeting with the Cult leader begins...

Anyway, I don't know if it's enough to be honest. It's sort of... typical. I'd love to hear some suggestions and ideas on this. Any thoughts? Well, thanks guys!

-Arravis
 

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The underground complex is actually built within the bones of a long-dead dragon of colossal size that the cult is working to reanimate. Taunt and tease the players as the cult starts its ritual -- it will certainly be a fun adventure when the player characters aren't merely captives but captives inside a gigantic undead dragon. Escape from that one, my pretties!
 

philreed said:
The underground complex is actually built within the bones of a long-dead dragon of colossal size that the cult is working to reanimate. Taunt and tease the players as the cult starts its ritual -- it will certainly be a fun adventure when the player characters aren't merely captives but captives inside a gigantic undead dragon. Escape from that one, my pretties!

Too bad you live so far away...I bet your games are a hoot.
 



Arravis said:
Great idea Philreed!

My players are 17th level, 6 characters.

Thanks, guys.

At 17th level I'd say they're ready to deal with the idea of a colossal undead dragon. To make it a little more _exciting_ you could always make sure that the action takes place in the skull -- there's nothing like looking out of giant eye sockets and watching the carnage unfold.
 

Okay, so a 21st level wizards captures a party of 17th level heroes and spirits them back to the big bad evil boss base so the boss can do some posturing and show how tough they are. This makes little sense to me, and REALLY heavy handed. If they can capture the PC's then they can kill them easily enough. Why not instead have the PC's meet a disenfranchised Cultist who has an agenda?

This cultist knows where the HQ of the bad guys are and had a means of getting into the base through a secret back door involving a portal to get close. Once in the base you can show off the power of the cult by having the PC's get surrounded by overwhelming forces and the evil Manshoon/Sammaster casting a Time Stop, or some other high end magics, to capture them all. Then you can disarm them, do your presentation of the power of the cult, and try to recruit them. If that works goodie for the cult (the PC's can betray them later). If it doesn't then the insane leader can strip them and leave them to some fate (after explaining all his plans and giving away the plot in typical James Bond silly evil bad guy style).

This at least leaves the PC's with the illusion that they are making their own decisions rather than walking down a line in the sand you have already drawn.
 

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