Overland Treks - suggestions?

see it depends on the type of feel you want for your campaign - looks like you have a decent amount of magic, so "standard" hazards may not be as interesting.

A) Don't forget about Wind, Heat and unseady terrain.
B) To wilderness Monsters, Horses - not players look mighty tasty
C) At night it gets very cold (sometimes), - is the party protected from the elements? Maybe some monsters come seeking the party's heat.

To break things up during the day, try using illusiary ghostly sounds, on a continual basis (persitent toaring - far away), or ghostly images to distract the part.

Add landsccape: small rivers or mudbeds. Ravines. Sheers cliffs.
At least one every other day.

How about dead magic xones: all of a sudden, all those proteective magics simply stop working. That's a heart stopper.

Introduce an odd NPC who travels (or wants to travel) with the party, giving history, or maybe acting innapropriately. Maybe he sings during the day - eigher luring the party to sing with him, or simply alerting every sentient being in a three mile radius of the party's presense.

...anyway, it's all about making the trip have mile stones. That's he best advice there is.
 

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incognito said:
see it depends on the type of feel you want for your campaign - looks like you have a decent amount of magic, so "standard" hazards may not be as interesting.

Well, I view my campaign world as a mix of Dante and Howard, with a dash of Lovecraft. The majority of the population toils in mundanity, only vaguely aware of the forces that truly shape the world around them. Powerful creatures and magic act behind the scenes, from perverse abominations, to sinister demons, to corrupted undead horrors. The Wasted Lands just so happens to be an area of the world in which these abominations and horrors have had freedom to multiply and thrive for several hundred years.

So, while to the typical person magic is more mythical than real, magic is quite powerful and quite present.

Not that you cared, mind you... :)


A) Don't forget about Wind, Heat and unseady terrain.
B) To wilderness Monsters, Horses - not players look mighty tasty

Very true. The party only has two horses, preferring to do their travelling by foot! Still, I have a feeling that at least one of those horses may end up on the wrong end of an Anarchic Bulette. :D


C) At night it gets very cold (sometimes), - is the party protected from the elements? Maybe some monsters come seeking the party's heat.

As the journey will take place during winter, protection from elements is something that they have already addressed. After the first night that they slept outdoors, unprotected, they started preparing enough Endure Elements spells (lots 'o divine magic) for the party. Still, I like the idea of something coming to seek out warmth from their fire. Hmm, maybe the ghost of a former adventurer who died from exposure...


To break things up during the day, try using illusiary ghostly sounds, on a continual basis (persitent toaring - far away), or ghostly images to distract the part.

Add landsccape: small rivers or mudbeds. Ravines. Sheers cliffs.
At least one every other day.

How about dead magic xones: all of a sudden, all those proteective magics simply stop working. That's a heart stopper.

Introduce an odd NPC who travels (or wants to travel) with the party, giving history, or maybe acting innapropriately. Maybe he sings during the day - eigher luring the party to sing with him, or simply alerting every sentient being in a three mile radius of the party's presense.

...anyway, it's all about making the trip have mile stones. That's he best advice there is.

Excellent! I think you have hit the nail on the head. Milestones are key. While I want the journey to seem long, tedious, and difficult, I don't want the game to seem that way. Small milestones along the way, as well as encounters that are more interesting than just your typical random encounter, I think will help to accomplish the feel I'm looking for.

Just so you know, here are some more of the encounters I'm anticipating:

1. A band of gnoll rangers performs hit-and-run attacks, always retreating into broken terrain to avoid pursuit. If the party tracks them down, the gnolls organize an ambush with several dire lions on their side.

2. A patch of gravelands (desecrated, unhallowed), with an Avolakia (MMII) and some attendant undead servants gathering corpses.

3. A ruined keep, home to a vampire sorcerer and his coterie of vampire spawn. The spawn prowl the surrounding countryside at night, but they can be tracked back to the keep.

4. The party unwittingly disturbs the tunnel complex of a pack of meenlocks (MMII). The meenlocks pursue the party and torment them with their rend mind ability, awaiting an opportunity to carry one off in the night.

5. An ancient crypt sealed with runes of warding. The crypt contains a Retriever that was locked away by the forces of good during the War of Ending, but curious PC's can always unleash it.

6. A pack of howlers follows the party night after night. Their howls bring wandering monsters from the surrounding wastes. If the howlers have the opportunity, they repeatedly try to creep close enough to cause insanity in the party. They flee if presented with a determined force.

7. A mezzoloth and his pack of canaloths hunts exotic prey through the wastes. What could be more exotic, to a mezzoloth, than a pack of adventurers?

8. The Scourge, as he is called in hushed whispers around gnollish fires, was a powerful gnoll - a well scarred Foe Hunter from a tribe that was in constant conflict with the hated dwarves in the western hills. After months of a grueling campaign against one of the clans, The Scourge led his tribe in an assault on the clan holding while it was thought to be defenseless. Unfortunately, it was an ambush. The Scourge was knocked unconscious during the battle and his tribe was slain. Now he wanders the Wasted Lands like a haunted specter, seeking revenge for the humiliation he suffered at the hands of his hated foe. While he has a special hatred for dwarves, The Scourge has no qualms about ripping out the throat of any who anger him. When he appears at a gnoll village, even the tribal pack lords give him a wide berth. Those who speculate overlong on his past usually turn up missing.

The Scourge - Gnoll Ranger 6/Foe Hunter (Dwarf) 3/Ghostwalker 3

The PC's, of course, will most likely encounter this tragic figure. :D
 
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Schmoe

Sorry for my typos :-(

I love 1.,5., 6., and 8.

For 1., Old One has some truly amazing suggestions for creating real ambushes with tactics like having the gnolls play dead, having the gnolls retreat in order to break up the party and flank them.

send him an email or reply to his thread for a list of military tactics. He's quite good. I've stolen roughtly 1/2 of his tactics.

5. Think about plot devices to REALLY make that crypt interesting. How about old journals of formrer adventures, laying discarded and torn outside the crypt. Or how about a corpse, the party can use speak with dead on. The corpse has not seen the retirver, but can tell the party *something sure to draw thier interest inside. To make things really fun. Put a warning on the doorway which clearly tells everyone to say out. For some reason, Players hate to stay out.

6. Is brillant - although the holwers just think the party is interesting, those howls sure are annoying. Make sure it disrupts the spell casters sleep. this can create moral dilemas in the party as well - should we kill the holwers? What does the Paladin think?

8. Is the type of creepy villan that can do some good free action trash talking as he harrases the players. I am not familiar with the PC per se, but have the gnoll accuse the Dwarf of atrcoties that the player did not commit - either have them be lies, or have them be about his relatives/clan and have them be true!!!. maybe sow some seeds of doubt into the players mind


Anyways - looks like you've got this well in hand
 

Thanks for your comments, incognito! I'll definitely have to check out Old One's tactics thread. I'd like to portray the gnolls as excellent wastelands fighters, having honed their skills in four or five hundred years of constant conflict between their own tribes. Where can I find the thread?

I also like your suggestions about the crypt with the retriever. Adding little touches like that are sure to arouse the players' interests, which is sure to provide us with a bit of fun :)

As for the gnoll ghostwalker, there will be a bit of foreshadowing. The PC's are currently in a gnome village at the edge of the Wasted Lands, and one of the gnomes is a priest of the god of knowledge. The elven cleric worships the same god, so they are sharing stories in the days before the party leaves on their journey. Originally I envisioned The Scourge simply attacking, "dieing", then stalking them. The party could then use some divinations and perhaps coerce some gnolls into discussing the mysterious figure that is hunting them. I like your suggestions to have him more interactive, though. I think I'll have to make sure that the dwarf at least knows a *little* about why he's being singled out.

Anyway, I'm looking forward to this part of the journey. We play again next Thursday. Should be fun. :cool:
 

If there are a lot of gnolls, what do they eat? Gnolls are slightly larger than humans, and they're purely carnivorous. There better be some kind of prey around!

Is the prey itself dangerous? (Rothes, Dire Rats, Boars, Bison, etc.)

-- Nifft
 

Nifft said:
If there are a lot of gnolls, what do they eat? Gnolls are slightly larger than humans, and they're purely carnivorous. There better be some kind of prey around!

Is the prey itself dangerous? (Rothes, Dire Rats, Boars, Bison, etc.)

-- Nifft

Hmm, I have actually considered this a bit.

Gnolls eat:

Rodents...
Each other...
Grubs...
Rodents...
Antelope...
Mammoths...
Cap-backs (big rodents)...
Fleshy humans...
Orcs...
Vermin (large and small)...
Tubers...
Berries...
and lots, lots more.

You can't be picky when you live in a place called "The Wasted Lands."

I think your point, though, is that the party should probably encounter and interact with these things, and you're right! That's a good point, and one I had neglected.
 

Schmoe,

You had asked where Old One has talked about militarty tactics - unfortunately, it lies somewhere buried in his story hour...

However: you could email him direct and with just a little flattery get him to out line some small paltoon, or regimen size tactic.


Foodwise: I agree with Nift - although it would be horrifying if one of the food sources was a magically bound, huge sized good being of some sort, cursed to "regrow "eaten part off in 24 hours. Imagine the gnolls delight in constantly eating an torturing this being.
 

incognito said:
Foodwise: I agree with Nift - although it would be horrifying if one of the food sources was a magically bound, huge sized good being of some sort, cursed to "regrow "eaten part off in 24 hours. Imagine the gnolls delight in constantly eating an torturing this being.

Ooo, shades of Prometheus! Nice! It would be interesting if some kind of giant divine being was bound by ancient demonic wards, but parts of it were exposed (say its hands and feet), and those parts regrew every <time-period> only to be eaten by gnolls. Those would be some POWERFUL gnolls, having dined on godflesh for so long -- consider giving many of them a Celestial template, which would be quite unexpected.

The party could free the celestial by preventing him from being eaten for a number of days (so he'd regain his strength).

-- Nifft
 

Nifft said:


Ooo, shades of Prometheus! Nice! It would be interesting if some kind of giant divine being was bound by ancient demonic wards, but parts of it were exposed (say its hands and feet), and those parts regrew every <time-period> only to be eaten by gnolls. Those would be some POWERFUL gnolls, having dined on godflesh for so long -- consider giving many of them a Celestial template, which would be quite unexpected.

The party could free the celestial by preventing him from being eaten for a number of days (so he'd regain his strength).

-- Nifft

Hee hee. I LOVE this idea! My campaign already has considerable room for the divine and the profane, so this would be simply perfect.

I'm going to have to work out some modified gnoll stats tonight. :)
 

Schmoe said:
I'm going to have to work out some modified gnoll stats tonight. :)

Start with a standard 36-point buy, then modify the gnoll's stats... make some smart, high level Cleric and Sorcerer gnolls, which will also be very unexpected -- but totally in keeping with the Godflesh aspect!

-- Nifft
 

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