After a few weeks of being here on EnWorld, I have really come to appreciate the incredible amounts of insight and comraderie that the members here share. As a result, I have decided to ask the members for help on meshing together a story arc that I am having problems with.
First, the scenario. The campaign has just started, and the group cleared out a mine that had an underground river. The river had been spoiled, which led to a spoiling of the town water supply. Unbeknownst to the players, the mine was actually a mine of a very precious metal used by the gods to forge weapons and other metal items of great power and strength. The miners jobs were to excavate the metal, and send it south in boats to where the gods awaited the arrive of the mineral. Payment would then be sent back to the village. The party soon realizes that payment has not been received for the last three shipments (caravan waylayed?) and are asked by the head "bookkeeper" of the mining operations to look into the matter.
This is where I am having my problem. The next step in the natural progression is to send the party south to find the problems of the missing shipments and the lack of payment. The journey south will take about 2 weeks by foot (which is how they will have to get there since all the horses in town drank the bad water before anyone knew it was bad). However, they aren't quite powerful enough to take on the "hijackers" that they will eventually meet up with. Here is my dilemna, and I am hoping that this community can give me a little insight:
Do I:
1.) Reduce the power of the "pirates" that hijacked the ships so that the party can face them on equal footing
2.) Throw in various woodlands random encounters to get their experience up as they travel south in search of the "pirates"
3.) Have them encounter a village on the way down that needs help rescuing a captured citizen from the local ogre tribe that kidnapped him?
I am thinking that #3 may be my best option, but they just did a "clear the dungeon" quest and I hate to have them do another one (although they seemed to enjoy the first one, and know that I am a "dungeoning" type of DM). The other problem is, how do I manage to insert this particular "quest" into the big story? Or do I just leave it as a stand alone encounter that the party came upon by happenstance? A "red herring" so to speak? Would it be cliche to make the kidnapped victim the PC of a player who may actually join our group?
If anyone wants more information from me related to where the rest of the story leads (if that would improve or modify one's suggestions or advice), let me know and I can share more of the campaign details.
Regardless, I really like what people around here say, and the suggestions and ideas that people come up with are incredibly creative.
Thanks in advance.
First, the scenario. The campaign has just started, and the group cleared out a mine that had an underground river. The river had been spoiled, which led to a spoiling of the town water supply. Unbeknownst to the players, the mine was actually a mine of a very precious metal used by the gods to forge weapons and other metal items of great power and strength. The miners jobs were to excavate the metal, and send it south in boats to where the gods awaited the arrive of the mineral. Payment would then be sent back to the village. The party soon realizes that payment has not been received for the last three shipments (caravan waylayed?) and are asked by the head "bookkeeper" of the mining operations to look into the matter.
This is where I am having my problem. The next step in the natural progression is to send the party south to find the problems of the missing shipments and the lack of payment. The journey south will take about 2 weeks by foot (which is how they will have to get there since all the horses in town drank the bad water before anyone knew it was bad). However, they aren't quite powerful enough to take on the "hijackers" that they will eventually meet up with. Here is my dilemna, and I am hoping that this community can give me a little insight:
Do I:
1.) Reduce the power of the "pirates" that hijacked the ships so that the party can face them on equal footing
2.) Throw in various woodlands random encounters to get their experience up as they travel south in search of the "pirates"
3.) Have them encounter a village on the way down that needs help rescuing a captured citizen from the local ogre tribe that kidnapped him?
I am thinking that #3 may be my best option, but they just did a "clear the dungeon" quest and I hate to have them do another one (although they seemed to enjoy the first one, and know that I am a "dungeoning" type of DM). The other problem is, how do I manage to insert this particular "quest" into the big story? Or do I just leave it as a stand alone encounter that the party came upon by happenstance? A "red herring" so to speak? Would it be cliche to make the kidnapped victim the PC of a player who may actually join our group?
If anyone wants more information from me related to where the rest of the story leads (if that would improve or modify one's suggestions or advice), let me know and I can share more of the campaign details.
Regardless, I really like what people around here say, and the suggestions and ideas that people come up with are incredibly creative.
Thanks in advance.