need some plot hooks for my campaign

I was thinking maybe a human gambler as an npc, maybe a giant railroad mogul, definately a dark litorian shaman, or if not a litorian shaman a draconic (not sure what the name of the dragon race is in AE) mystic, and I'm really thinking of throwing in a mind flayer with plans from the underrealms.
 

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Hrmmm. Actually, I've got an adventure coming out soon (hopefully by the end of the month - my artist injured his arm, so it's been delayed temporarily) that would probably fit into your setting quite well. It's a wild-west flavored fantasy adventure (no gunpowder) that revolves around a power-hungry rail baron trying to shut down the last dinosaur-powered train.

It's designed for 5-6th level parties, so, if you're interested, I'd be happy to send you a complementary pdf copy once it's complete.
 

Sounds good to me, they are second level now so it would give me a chance to read it and prepare it for when they get a bit higher level.
 

punkorange said:
I was thinking maybe a human gambler as an npc, maybe a giant railroad mogul, definately a dark litorian shaman, or if not a litorian shaman a draconic (not sure what the name of the dragon race is in AE) mystic, and I'm really thinking of throwing in a mind flayer with plans from the underrealms.

Sounds good, though the gambler doesn't really work as a Big Bad Guy, since gambling is sort of a solitary job, and you need Henchmen and Minions to be a Big Bad Guy. He could be a Henchman, though - or perhaps a "neutral" NPC who runs into the PCs from time to time...
 

hmm, I may just let the gamble be a henchman then. Hired at some point or another to take out the group, perhaps he is really an assassin.
 

I really like the idea of Giant rail mogul. The visual metaphor for power and wealth is so great. I really like the image of giant sized steamtrains.




Also if you're going Old West you might want to consider Cactus Treants.
 

Hi-

The best plot hook I ran was a ripoff of WFRP's mistaken identity adventure. It's also a great way to get a group of adventures together instead of the old you meet in the inn and the patron offers you a job.

Basically, the players are on a coach heading to a major city when they come upon a group of bandits pilliging an overturned coach. The players fight and destroy the bandits and then proceed to see if anybody is alive.

They then come across an individual that resembles one of the player characters, also upon this person is a note of inheritance which this person is intitled too.

Now, if your players are like most D&D players, they are a greedy treasure seeking lot, so there is a good chance the players will go to the city where the inheritance is at and then try to collect.

But..........

Unkown to the players, the individual that they found is actually or was actually a chaos cultist who was going to the city to collect the inheritance and meet with fellow cultists when he arrived at said city.

There are a couple of ways to mess with the players here, the inheritance note can be real and the players can try and bluff their way into a nice amount of money and of course the Cult also knows about this will come looking for their share

or

The note is fake, a set-up conceived by a bounty hunter to lure the Agent of Chaos out of hiding and now the player has become the target of the bounty hunters attension. AND the Cult also want its cut of the gold.........

So there you have it, an introduction to possibly a globe trotting campaign dealing with cultists and bounty hunters.


Scott
 

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