Rambling Quest: Any suggestions?

Abdiel Tirimas

First Post
Our current D&D campaign faces a bit of a problem. That problem is a lack of a cohesive plan or pattern. To give some background, our setting is on an island, roughly... 150 miles in diameter. This island was discovered and settled roughly 100 years ago, and there are currently 3 kingdoms established.

One is a theocracy, following Torm, very rigid society of law goodness. Settled mostly along the shoreline and plains.

Second is more of a... Anything goes kind of place. Its more about reputation than status. If you prove yourself, you are admired and looked upon favorably, provided your reputation is good. Kind of mountainous, foresty, etc.

Third is ruled by a warlord, and the only rule is... don't say anything about the warlord's rule, or you disappear. Desert territory, pretty harsh landscape.

Our campaign started in the Theocracy. We had a Paladin of Slaughter (DM Char), Fighter, and a Monk. We focused mainly on doing adventurer's guild missions and gaining money, eventually captured a fort, etc. The monk died in a terrible way (x4 critical from inflict light wounds), but the player made a new character and new players joined in, and eventually, we left the theocracy and are now in the mountainous region.

Currently, my NG fighter is still kickin, and has taken on most of the leadership roles. Only character still involved since the beginning. (very good luck). We also have a LN Cleric of St. Cuthbert, a new CE Paladin of Slaughter, a CN Ranger, CG Scout, CE Orc Barbarian and a LG Fighter. Our most recent progress was to join the military of the mountain country, and we've done a few missions for them, including sacking a town and recovering a warforged golem.

But... The problem is we don't have a real unifying theme. We're kind of walking around randomly. The diversity in the group of alignments and classes has largely kept us from coming together for any real purpose. The game before last, the current PoS had another one, and he decided to attack my character as I'm good, and well, he's evil. Most of the group united and annhilated the moron. But he just made a new one. Ugh... Anyway. Any suggestions as to a unifying direction or goal?
 

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Use the fort as a "base of operations." As the pseudo-leader of the group it'll be your responsibility to conjure ideas for monetary gain, plots to expand your groups territory, preventative measures against attacks on your fort, fortification of defenses, and general up-keep. Then, delegate responsibilities to the PCs that both suit their personalities and appeal to their motivations. Do your best to keep it a democracy, but don't allow them to walk all over you. You are the only original PC after all.

Ask them, "Why join the army, when we can make our own?"

Finally, tell that imature PoS (Paladin of Slaughter/Piece of Sh*t, whatever :D) punk to grow up. Just because someone's evil and you're good doesn't justify disrupting group harmony. Also, making the same character over again is just plain bad form.

Either way...just my 2 cp
 

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