Peter Ellis, and any of the following group who also might read here: Ariel, James, Jim, Richard -
Stay the heck out.
(Peter is the only one I *know* reads these forums, and luckily he's one of the ones I trust most to adhere to the warning!)
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For those who remember my rampaging rogue, you may be familiar with the party. In resolution of that issue, I talked to the rogue's player, and he assured me that he understood that I considered thievery a minor evil and he wasn't going to be making a habit of it.
For those who are new, let me explain the group first:
Female human psion(kineticist) - Dragonmarked of House Orien, I'm actually allowing her to be a d'Orien of very low rank and status.
Male human swashbuckler - Dragonmarked of Denieth, a d'Deneith who already is favored in house. He however doesn't like to play up his connections, instead keeping things low-key. Childhood friend of the psion
Male Shifter Paladin (Sovereign Host) - A more civilized shifter from the Eldeen Reaches. General good guy, and a quick learner. 8 Charisma. doh!
Male Halfling rogue (CN) - Mark of Healing. Not a member of House Jorasco however.
Male Changeling Cleric (Traveler) - Will likely soon be confronted by the paladin about his beliefs, which should be amusing.
The story thus far:
The party was hired to guard an NPC traveling from Sharn to Fairhaven on the lightning rail, a 4 day journey. During this time, the party managed to break up an extra marital affair, have their employer's room get ransacked, and foil a train robbery of some sort with the help of another VIP's bodyguard.
Main plot from here: Once in Fairhaven, the party will be informed by an Orien official that they believe the attack was intended for an Orien Courier who was on the train. Believing that the courier's cover has been blown, they will ask the party to finish the delivery. The box is locked, warded thrice over, and protected from divination.
What the party doesn't know: Inside is a piece of some sort of evil artifact, likely schema for developing some sort of Eldritch Machine. It is on its way to a clandestine meeting with the would-be recipient. The recipient is an agent of someone in the Karrnathi government. The machine being built is some sort of necromantic device. (haven't decided if I'll make it have to do with their undead army, or possibly a device for Kaius' personal battles with Vol) The attack on the train was actually a group of Silver Flame agents attempting to steal the schema to destroy it. Assuming the party accepts the job to deliver the package, they will likely be attacked en route by Emerald Claw agents attempting to foil Kaius' plans.
The three way conflict between the Silver Flame, Karrnath, and the Blood of Vol is going to be one theme.
Plot line #2: Aundair / Thuranni
What the PCs don't know: The NPC they escorted was a Thuranni spy, working in Breland at behest of the Aundair government, checking out Breland's willingness and ability to engage in further conflict. She retreated to Aundair when she feared Citadel agents were snooping around too much. I want her to be a recurring NPC that the players will deal with for a long time before realizing what is up. She has a cover as a "financial and business adviser".
Side-plots and NPCs
1.) The party interrupted a tryst between an Aundair count's fiance (who is much younger than him) and a bard. The bard will become a recurring nemesis. (The party believes he is dead)
2.) The "countess" reconciled with the count, and now the count actually believes that the party's involvement has brought him closer to his wife-to-be. I want to have them stay involved as a side plot, though I'm not sure how. I am thinking of having the party invited to the wedding after they finish the upcoming piece of plot #1.
3.) It should be noted that the Thuranni spy has already made contact with the new ambassador from Darguun to Aundair. She hopes to make use of the hobgoblins in her job to assess (and perhaps weaken) the defenses of Breland.
Ok, here is the important part!
I am mainly looking for ideas on the sorts of things I could send the party out doing. I want to introduce them to as much of Eberron as possible, but I don't want to go overboard.
I am looking for short side-quests which don't affect massive changes in my recurring NPCs (example: the Count asking them for help is ok. The count being murdered is not ok. (actually I plan on offing the Count later in any case, but thats a seperate issue
))
I am also looking for adventure ideas which help further my main plotlines. Examples:
Mainly I'm stuck on what I can do involving the Aundair/Breland/Thuranni plotline, and how I can get the party involved without just a slew of boring retrieval/delivery jobs but still keep the paladin going along with it all.
I need brainstorming help!
Stay the heck out.
(Peter is the only one I *know* reads these forums, and luckily he's one of the ones I trust most to adhere to the warning!)
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
For those who remember my rampaging rogue, you may be familiar with the party. In resolution of that issue, I talked to the rogue's player, and he assured me that he understood that I considered thievery a minor evil and he wasn't going to be making a habit of it.
For those who are new, let me explain the group first:
Female human psion(kineticist) - Dragonmarked of House Orien, I'm actually allowing her to be a d'Orien of very low rank and status.
Male human swashbuckler - Dragonmarked of Denieth, a d'Deneith who already is favored in house. He however doesn't like to play up his connections, instead keeping things low-key. Childhood friend of the psion
Male Shifter Paladin (Sovereign Host) - A more civilized shifter from the Eldeen Reaches. General good guy, and a quick learner. 8 Charisma. doh!
Male Halfling rogue (CN) - Mark of Healing. Not a member of House Jorasco however.
Male Changeling Cleric (Traveler) - Will likely soon be confronted by the paladin about his beliefs, which should be amusing.
The story thus far:
The party was hired to guard an NPC traveling from Sharn to Fairhaven on the lightning rail, a 4 day journey. During this time, the party managed to break up an extra marital affair, have their employer's room get ransacked, and foil a train robbery of some sort with the help of another VIP's bodyguard.
Main plot from here: Once in Fairhaven, the party will be informed by an Orien official that they believe the attack was intended for an Orien Courier who was on the train. Believing that the courier's cover has been blown, they will ask the party to finish the delivery. The box is locked, warded thrice over, and protected from divination.
What the party doesn't know: Inside is a piece of some sort of evil artifact, likely schema for developing some sort of Eldritch Machine. It is on its way to a clandestine meeting with the would-be recipient. The recipient is an agent of someone in the Karrnathi government. The machine being built is some sort of necromantic device. (haven't decided if I'll make it have to do with their undead army, or possibly a device for Kaius' personal battles with Vol) The attack on the train was actually a group of Silver Flame agents attempting to steal the schema to destroy it. Assuming the party accepts the job to deliver the package, they will likely be attacked en route by Emerald Claw agents attempting to foil Kaius' plans.
The three way conflict between the Silver Flame, Karrnath, and the Blood of Vol is going to be one theme.
Plot line #2: Aundair / Thuranni
What the PCs don't know: The NPC they escorted was a Thuranni spy, working in Breland at behest of the Aundair government, checking out Breland's willingness and ability to engage in further conflict. She retreated to Aundair when she feared Citadel agents were snooping around too much. I want her to be a recurring NPC that the players will deal with for a long time before realizing what is up. She has a cover as a "financial and business adviser".
Side-plots and NPCs
1.) The party interrupted a tryst between an Aundair count's fiance (who is much younger than him) and a bard. The bard will become a recurring nemesis. (The party believes he is dead)
2.) The "countess" reconciled with the count, and now the count actually believes that the party's involvement has brought him closer to his wife-to-be. I want to have them stay involved as a side plot, though I'm not sure how. I am thinking of having the party invited to the wedding after they finish the upcoming piece of plot #1.
3.) It should be noted that the Thuranni spy has already made contact with the new ambassador from Darguun to Aundair. She hopes to make use of the hobgoblins in her job to assess (and perhaps weaken) the defenses of Breland.
Ok, here is the important part!
I am mainly looking for ideas on the sorts of things I could send the party out doing. I want to introduce them to as much of Eberron as possible, but I don't want to go overboard.
I am looking for short side-quests which don't affect massive changes in my recurring NPCs (example: the Count asking them for help is ok. The count being murdered is not ok. (actually I plan on offing the Count later in any case, but thats a seperate issue
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
I am also looking for adventure ideas which help further my main plotlines. Examples:
- The Karrnathi may enlist the party to obtain another schema piece.
- The Karrnathi may ask the party to find/rescue the Extreme Explorer who had been previously finding the schemas.
- An emerald claw agent tells the party what Kaius is having built, attempting to sway them into helping. (this would be much later)
Mainly I'm stuck on what I can do involving the Aundair/Breland/Thuranni plotline, and how I can get the party involved without just a slew of boring retrieval/delivery jobs but still keep the paladin going along with it all.
I need brainstorming help!