Planning the first adventure for my next campaign

My next campaign is going to involve treasure hunts for ancient religious artifacts. Yes, I've been watching Indiana Jones lately. How do you do?

Using 4th edition rules, I'm hoping to start things off with a class action-packed opening -- minimal exposition, straight-forward objectives, and pure fun. I plan to have the PCs all be part of the same large "treasure hunt," in which two dozen or so professional tomb robbers are on a mission to get into a long-forbidden ruined city. That's the main goal of the first arc of the campaign. Though the PCs themselves are low-level, they'll get to be involved in some dangerous events because they'll have (disposable) allies.

For the first adventure, though, the focus is just going to be on collecting a single magic item.

The city of Yen-Ching, their destination, is haunted with evil winds, and so to protect themselves, the expedition needs to acquire a "wind generator." There was an old nation that developed these magical devices for their sailing ships, letting them travel regardless of the prevailing winds, and rumor is that the components necessary to make one still exist in one great coastal ruin that has yet to be thoroughly plundered.

The location looks like a gigantic cathedral built into a coastal cliff-side. The interior is large enough for a sailing ship to enter through the cathedral's doors, and there are various docks. Massive, partially-shattered stained glass windows let in multicolored light, and dozens of half-flooded chambers built into the cliff hide potential treasures.

We start slow and quiet, with the expedition rowing into the cathedral, between the sunken wrecks of old ships. They land on the docks, and whole place is quiet and eerie, the only sounds the distant lapping of waves and the mournful song of wind blowing through cracks in the ancient building. The leader of the expedition surveys the area, and points out an old ship that is mostly intact, which has a mounting for a wind generator, saying "you're looking for something that fits into that."

Then the leader sends out different groups to check different leads. The PCs all end up in one group, and they get sent on the crappiest lead -- a half-flooded, slime encrusted tunnel that leads to . . . some place. (Still a work in progress.)

I need to figure out what is there, and what challenges will stand in the way, akin to what Indy faces going into the cave in the first movie, with enough stuff to occupy a party of PCs. I want a broken bridge to factor in somehow for thematic reasons. Ultimately the PCs deal with some mild puzzle in order to find a working wind machine. However, when they try to take it, the dull moan of wind through the cathedral comes to a sudden, ominous stop, and things start to shake. The cathedral begins to collapse, and the PCs have to rush out, probably setting off every trap they avoided on the way in (yes, I am completely ripping off Raiders of the Lost Ark here).

Once they get out of the tunnel, though, they see that most of the rest of the expedition has already gotten the hell out of there, with only a few people (NPCs I want the party to care about) waiting in hopes that the PCs come out in time. Then, as the whole cathedral begins to fall in on itself, they all have to escape on the boat, using the wind generator to get them out in time. Preferably some group of local monsters or primitive goblin tribesmen attack them as they're fleeing, jumping onto the boat and trying to take the wind generator away, so we have a moving fight while stuff falls down all around them.

Finally, the PCs finish off the baddies and get out of the cathedral docks just as the whole place comes crashing down into the sea behind them. Then, for a comical ending, their boat begins to slowly sink, sort of dampening their victory.

What do you think? What sorts of foes and challenges should I put in? How long do you think it should be? Certainly short enough to fit everything into one session, preferably less than that so I can have some actual plot development afterward. Anything you think I should look out for?
 

log in or register to remove this ad

Hunh. That's a pretty cool adventure idea. Some comments:

1) As for the Puzzle - why not a rotating wheel of some sort? There could be a door, shaped like an iris, with the edge divided into ten quadrants. Each quadrant would have a letter in it. The Puzzle would be a poem/riddle, with the answer of the riddle being entered by moving an indicator in the center of the iris to the quadrants in question. Success means the iris slides open... failure means it slides open, and slices inwards when someone is halfway through.

Just an idea.

As for monsters - skeletons and zombies (former goblin tribesmen) covered in slime would work very well.

During your final chase scene, I think a Goblin Warlord would be a nice tough. And they need blowguns. It's, like, a prerequisite if you want an Indiana Jones style feel.

Are you going to include a doomball? Because, that'd be pretty cool.

I'm assuming this is set in a jungle setting, so crocodiles and the like would be a nice touch. I also think Kruthiks would be pretty cool, if you trump up their reptilian qualities.
 

Also, what if when they try to get the wind generator, the thing generates huge gusts of wind that make it difficult to reach. PCs would be tossed and hurled around the room. To make it even more fun, you could put it in the middle of a gyroscope, with the edges of the gyro scope being sharp and metallic. Or, a bit easier to do, there could be spike-covered columns that circle around the generator fairly quickly, and if PCs get blasted back, they better hope they don't hit one.

Natch, there'd have to be a creature in there fighting the PCs while they do this. An air elemental is the obvious choice, but I'm leaning towards spectral, aztec-like knights with phantom blowguns that, when they hit, induce hallucinogenic dreams that could foreshadow future parts of the campaign.
 

Seems like your old school wind fan would do the trick here. If this is an asian-themed adventure, why not have the big bad wield said fan like a Gunsen?

As for enemies, how about... actual people! If you're really going for an Indy feel, the supernatural/monster stuff should be toned down to just about nothing. I'm guessing here, but I assume that your group is at least 50% grognards, and the "thrill" of fighting your standard (albeit 4e-ified) zombies and skeletons and goblins and dire rats just isn't gonna be "cool"... so be creative in your opponent selection.
 

I like the idea of traps. Traps that are unpleasant not merely in the shock factor but that are say designed to drown people, hold them in place for the incoming tides, that use seemingly decrepit parts of a wreck to trap them, that kind of thing.

Also I agree with human opponents mostly, but I had one idea: since the tunnel is a place of slime anyway use something like olive slime and have them encounter slime creatures. I would suggest though doing things like that with former comrades from the ship, just to freak them out. Make any human opponents clever and ruthless.

If you think about it, human opponents are often the best. Belloq in "Raiders of the Lost Ark", Governor Tarkin in "Star Wars", Miraz more recently in "Prince Caspian", very effective and almost understated. Their motives are easy to understand, their resources are always good, their plans effective.
 

Wik said:
spectral, aztec-like knights with phantom blowguns that, when they hit, induce hallucinogenic dreams that could foreshadow future parts of the campaign.

A little too weird there. ;) But thanks for the suggestions, Wik and others.

I like Aholibamah's idea for traps. The place itself would not have been built with traps, but the people who live there now could have jury-rigged some things. A grate that slams shut and holds you until the tide comes in would be nice, even if it's normally just designed to trap animals.

I normally think ooze creatures are ridiculous and silly, but I might put one in, because any good Indy-esque adventure needs some icky creepy-crawlies.

Herobizkit, I think I will have a war-fan fighter fit in somehow. I somehow doubt 4e will have stats for war-fans to start with, but I'll work something out, and it should be a good way to show that 4e melee combat allows for weird stuff.

And yes, I am trying to be relatively low magic in general. People in the world know magic exists, but most things are fairly mundane. Undead aren't fodder; they should be something horrifying and repugnant.

Wik, I like the iris idea, especially because I've been looking for a way to fit in a poem that will crop up much later in the campaign.

I think actually I'll have the group sneak in at night, with a waning crescent moon. That way I get to have them use torches! Not nearly enough torches in D&D these days. Maybe I can set something on fire with them too.

Still, I need to figure out a way to fit in a broken bridge. Hm.
 

Wind based traps?

They approach the bridge, spanning a mighty pit filled with razor shards, vicious and obviously there to do the PCs some kind of nasty. But what's the nasty? They'll spend twenty minutes checking the bridge is safe, cross, and halfway over turbines in the walls of the chamber roar into life, flicking them off like gnats.
Obviously, some suggestion of the turbines' presence to give the PCs a fighting chance.
 



RangerWickett said:
I think actually I'll have the group sneak in at night, with a waning crescent moon. That way I get to have them use torches! Not nearly enough torches in D&D these days. Maybe I can set something on fire with them too.

I totally agree. PCs need torches. They're the coolest thing, ever.

And, if the spectral aztec knights are too weird for you, that's cool. I'm yanking 'em for my own campaign.

Now, a broken bridge? Why not the top of an archway that links two towers of the cathedral? Or something similar to that.

The other option would be a drawbridge that is the principal entrance into the cathedral... or the way the PCs escape, once things start going bad.
 

Pets & Sidekicks

Remove ads

Top