Surrounded by the demon-army!

-Warlord-

First Post
So far my campaign has focused on the players aiding the demonarmy, but now they're starting a new party and will switch sides.

The main base of the campaign will be a great forest. In times gone by, the forest was at the heart of a kingdom.....than the armies of the demons came.
All the cities have been conquered, those who haven't switched sides to the demons have been enslaved.

Many fled into the great forest, and are still hiding there. The demons have trouble finding these survivors, cause the leavecover blocks vision from fyling reconnecence, and the forest is packed with fey creatures too. Many a demon has run afoul of a treant.
The demons don't see the forest as a priority, they're amassing an army to conquer the lands to the North.

The players are the descendants of the original survivers. They have to defend the villages in the woods against the occasional demon, mercenaries, orcs serving the demonarmy etc.
Outside of the forest, the lands are conquered by the demons. There are a few spies in the cities, and a few merchants trade with the villagers.

Any adventure ideas?
 

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So the forest is relatively safe. Relatively.

-- New refugees periodically enter the forest. One, a cleric/Lord/mage, who abandoned his temple/keep/tower could ask the PCs to recover his Chalice/Circlet/Staff.
o The refugee is legit - he really wants this item back. It could be key to defending the forest, or just special.
o The refugee is a plant - he is a spy for the demons sent to keep the PCs busy and under surveillance.

-- There could be conflict with the fey inhabitants of the forest which is now probably WAY too crowded. (Remember the beginning of Shrek?)
o Depending on how many generations have passed you could have devised a number of laws developed to keep the fey and the normal folk from killing eachother.
** It is against the law to chop down a tree. (So, mud huts? Wooden buildings built only of salvaged wood? Tree-shaping magic?)
** The fey creatures cannot interact with mortals after nightfall.
** Mortals are never to drink from, bathe in, or otherwise foul with their yucky not-fey-selves a certain spring, creek or pond.

-- A caravan on its regular trade route is due within the month, but doesn't know that the lands have fallen to the demons - the PCs must intercept it.

-- A neighboring ally to the fallen kingdom was sending supplies for the refugees in the forest. It hasn't arrived. The PCs are sent to investigate - did it get waylaid, or did the "ally" never send it.

-- The PCs are sent to intercept a caravan of the Demonarmy. What is on the caravan? Who knows where the caravan will be? What do the PCs do with it when they capture it? What happens if the PCs don't capture it?
 

You could try a few underground themes...

1) The PC's are sent to find a group of mycanoids (sp?) and start negotiations for a food trade. Underground food is untraceable by the demons ormaybe a watersource. The Mycanoids might need help before they sign a trade.

2) Old ruins that might hold items of power to aid the resistance (Dwarver, elven, other)

3) The resistance might want some firepower and the PC's need to capture strong monsters for the mages to dominate or train as fodder against the demons

4) The demons are starting breeding camps to form half-demons as fodder of their own and the PC's must take these camps out.

5) The fey are scared because the demons have found a disease that affects them and the fey need the disease stopped or cured....side quests to find all the items for the cure...or to steal the original for analysis

6) The smurf's need help escaping from Gargamel :D
 

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