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Puppetmasters of the Tarrasque Project
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<blockquote data-quote="takasi" data-source="post: 3867872" data-attributes="member: 20194"><p>I'm thinking of writing a series of adventures that would have previously been known as an 'Adventure Path' were it not for trademark issues. </p><p></p><p>I provided this as a suggestion to Paizo for improvement to their future APs. Differences between the style of this and what Paizo currently delivers:</p><p></p><p>1.) The endgame is apparant in the first session. In PotT you're going to kill the Tarrasque, in AoW, you're going to kill Kyuss, in Savage Tide, you're going to kill Demogorgon, etc. In this 'Campaign Saga', players know this upfront.</p><p></p><p>2.) The cast of villains is known by all. In PotT, one of the Puppetmasters is an infamous evil wizard named Morgahi who has enslaved an entire city. Another Puppetmaster is Lord Varinton, a despot who claims to own the homeland of the PCs. The party also knows of Thunderstone, a great blue wyrm that terrorizes the barbarians to the east. The moors are infested with lizardfolk ruled by Sorantis the Most High, a yaun-ti priest who demands blood sacrifices from all travelers to the great Scaley One. All of these powerful characters will hopefully fall at the hands of the PCs, but their presence should be known by everyone in the game world even when the PCs aren't able to stop them yet. If the world knows of the atrocities of the villains and hates them, it will make their defeat much more meaningful to the PCs.</p><p></p><p>3.) The PCs see their progress towards the end goal as they're making it. In the first adventure the PCs discover that the Tarrasque avoids Lord Varinton's troops, so King Storringard tasks them with exploring the dungeon underneath Varinton's Keep for clues using a hidden underground system. The PCs defeat the despot and obtain an item that can be used to slightly alter the Tarrasque's path of destruction. The PCs are then able to try to pick some of the places the Tarrasque will avoid in the immediate surroundings (the devices are tied to each region of the world). They also discover that in order to destroy the Tarrasque they need to possess all of the puppetmaster items.</p><p></p><p>A few questions. First, what do you think? Second, has anyone ever written an adventure path like this by themselves? I mean, other than what all DMs do when making their own home campaign. Third, I'm only writing this because I plan to run it, but I may commission some artwork and maps for it. If I wanted to make this a free, open source project, with a wiki or something for maps and whatnot, what is the best route to go? What have others done in the past?</p></blockquote><p></p>
[QUOTE="takasi, post: 3867872, member: 20194"] I'm thinking of writing a series of adventures that would have previously been known as an 'Adventure Path' were it not for trademark issues. I provided this as a suggestion to Paizo for improvement to their future APs. Differences between the style of this and what Paizo currently delivers: 1.) The endgame is apparant in the first session. In PotT you're going to kill the Tarrasque, in AoW, you're going to kill Kyuss, in Savage Tide, you're going to kill Demogorgon, etc. In this 'Campaign Saga', players know this upfront. 2.) The cast of villains is known by all. In PotT, one of the Puppetmasters is an infamous evil wizard named Morgahi who has enslaved an entire city. Another Puppetmaster is Lord Varinton, a despot who claims to own the homeland of the PCs. The party also knows of Thunderstone, a great blue wyrm that terrorizes the barbarians to the east. The moors are infested with lizardfolk ruled by Sorantis the Most High, a yaun-ti priest who demands blood sacrifices from all travelers to the great Scaley One. All of these powerful characters will hopefully fall at the hands of the PCs, but their presence should be known by everyone in the game world even when the PCs aren't able to stop them yet. If the world knows of the atrocities of the villains and hates them, it will make their defeat much more meaningful to the PCs. 3.) The PCs see their progress towards the end goal as they're making it. In the first adventure the PCs discover that the Tarrasque avoids Lord Varinton's troops, so King Storringard tasks them with exploring the dungeon underneath Varinton's Keep for clues using a hidden underground system. The PCs defeat the despot and obtain an item that can be used to slightly alter the Tarrasque's path of destruction. The PCs are then able to try to pick some of the places the Tarrasque will avoid in the immediate surroundings (the devices are tied to each region of the world). They also discover that in order to destroy the Tarrasque they need to possess all of the puppetmaster items. A few questions. First, what do you think? Second, has anyone ever written an adventure path like this by themselves? I mean, other than what all DMs do when making their own home campaign. Third, I'm only writing this because I plan to run it, but I may commission some artwork and maps for it. If I wanted to make this a free, open source project, with a wiki or something for maps and whatnot, what is the best route to go? What have others done in the past? [/QUOTE]
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