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The Dungeon Masters' Foundation Mk.II

Blade of Desecration said:
They screwed with the beginning of my story arc...

Ouch...

I'd seriously consider some alternate characters for your group to play with when you are running behind (or anyone else for that). You got a great story arc going there and I would hate to see it get completely trashed the next time. I'd keep any DMs away from your game. Story based adventures are to fragile to let someone run amok with it. It's kind of like Beethoven writing the 6th Symphony and letting a stranger in to pitch-hit for the second movement. This is, as always, IMHO. I’m not dogging your players, I’m sure they’re great. I’m just concerned about you maintaining the integrity of your game.

Of course, MissKittyn's advice is also sound...


Other business:

Mordmorgan the Mad said:
*Continues to stare blankly as unimaginable horror eats Nightcloak's sanity.*

New title!
 

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Wow, I forgot all about this place. I didn't intend that to happen. Well, I guess I can share a little story of a game of mine.

I was running a Dragonlance game last year. The Five characters, a kender wizard(bad idea), Minotaur fighter, Human cleric, Human Knight of Solamnia, and Human Sorceror. They are heading to Necromancers tower to stop him from plaguing(sp?) the towns in the area. They get to the tower and beat some zombies that he had waiting for them.

Now, I made this tower with an encounter on each level, and about 10 levels to it. I created with a balcony on the top and about halfway up. As i describe the tower, the Kender pulls out his cable spool.

Me: Why you doing that?
kender: I'm going to have the Minotaur throw the gtrappling hook to the balcony.
Me: What??
Kender: We'll come in through the balcony and surprise him.

:mad: :mad:

I had not thought about that. They climbed up and took on the Necromancer without going through the tower. It was a nice battle too. Until the Minotaur got up to him and grappled him. It wass over then.

I actually rewarded them for such ingenuity.
 

Very clever, though I might suggest for a "Oh crap..." effect have the stability of the tower based on the life of the necromancer. That way, when he dies, the tower begins to collapse, so they have to get out, but the first thign to fall off: balcony. So now they ahve to fight their way through the tower to keep from being crushed. It seems like a good idea to me atleast, but that's IMO.

(i'm aware this is past, but you know, 20/20 hindsight)
 


@ Nightcloak.
ah yes gradschool - 3 weeks in. This weekend required 16 hours of homework.
and I am going back tomorrow afternoon for more studio time.
This really cuts down my gaming time. I dropped out of 2 PbP, reduced the frequency of the one I am running. (2 a week ) and had to refuse an offer to take over the Table Top game. Which sucks, I like running. And we just ended CoSQ. So next week we play paranoia, and I look at my work load again.

As for the best trick we pulled as players? it involves a Proffesion miner skill and a dozen summoned Dire badgers. It really is amazing how many a high level druid can pull out of his A:):) not to mention the celestial verisons, and the gnome. It does take a lot of effort to store the dirt in rope tricks. If only our sorcerer had taken extradimensional spell.
 

Since I don't seem to be getting any help over at WoTC, I think I'll take a crack at it here.

I've been running an Eberron game every Sunday for the last 2-3 months. Now this is no ordinary Eberron game. A friend and I kind of spiced it up a little. What we did was say that Eberron used to Toril.

We added a little backstory saying that in the last days of Toril, there was a great War where even the Gods got involved. Ao became dissapointed in the Gods and decided he would end this creation. During the process, however, four of the most powerful dragons; Eberron, Siberys, Khyber, and Klauth; attempted to save the world. Surprised by this, Ao decided to let them. Thus, Eberron, Siberys, and Khyber became the Dragon Between, the Dragon Above, and the Dragon Below.

Klauth found himself standing next to Ao. Ao proclaimed that the world had been born a new. And he would not interfere in this world. He will let the world grow. That dragons must watch over the world. Ao also mentioned, that since existance hadn't truly ended here, the Gods of before may return. This time, however, they will have to learn responsibilty like anyone else, as a mortal. Ao also said that Klauth must wait for the day that they begin theri journey, that he must be the one to put them on the right path. With that Ao left.

And thus the timeline of Eberron played out.

Basically, the PC's are remnants of Faerun gods.

Raven- Wizard7/Sorc1- Mystra
Lynx- Rogue8- Correlon Lorethian
Truban- Ftr6/Extreme Explorer2- Torm
Torrak- Ftr8- Moradin
Siddhartha- Rogue7/Shadow Dancer1- Tymora
Kerry- Sorceror8- Selune
Lynx- Ftr5/Warmage2/Arcane Archer1- Solonar Thelandira(Elven Pantheon)

The story of the campaign thus far has had them meet up in Sharn, adventure through the Forgotten Forge adventure in the back of ECS, adventure through the Forge of Fury adventure, and through Shadows of the Last War(Eberron adventure).

At the moment, we going through the Whispers of teh Vampire's Blade(Eberron adventure).. After that I plan on running the Grasp of the Emerald Claw so that they go through that story sequence. Then I plan on using my own adventures to bring them to 20th.

And that is where I need help.

I already know what I would like to do, but ideas of what to use and such are not present.

My main story arc is where the PC's are summoned by a wizard who is a part of the Twelve. A powerful, neutral organization. He asks the PC's for help in retrieving some items that he thinks can be used to revert the Mournalnd back to normal. In truth, the guy is being controlled to collect the items to release a powerful lich from imprisonment.

The main items need are big Khyber Dragonshards each bound with a different Elemental, he already has the Earth and water.

There are 3 main quests that I would like to use.

1. Going down into Khyber to retrieve a Khyber Dragonshard needed.

2. Get th Kyber Dragonshard that has the Air Elemental bound to it, which was stolen by an influencial person who decides to make it the grand prize in a tournament he puts together.

3. Using the Dragonshard that they found before, they go to bind the fire elemental to it.

Right now I just want to focus on the first part. I plan on having the PC's gain 3 levels by the end. One on the way to their destination, and 2 while going through the complex and completing the quest,

My ideas-

-To involve members from the Lords of Dust in the form of a Naztharune Rakshasa(MM3) or two as the leader(s) of the group in possesion of the shard

-To involve members of the Cult of the Dragon Below

-Creatures that are found in Khyber, i.e.- mindflayer, beholder, dolgrim, etc.

-A complex that the PC's must navigate through to find the shard, i.e.- a fortress, castle, temple, etc.

My main problem is trying to determine what to use for the complex, encounters, and how to incorporate all of it. Any help would be appreciated.

By the way, if you don't know about any of teh Eberron specific stuff, i can fill in the blanks for you.

Thanks.
 

I've found one of th best things to do, surprisingly enough, is to pick some monsters that you definately want to use, and then, using the random encounters table, fill in the rest of the encounters, then think about it and tehre always seems to be a great way to tie everything together. It provides for an interesting dungeon and plenty of wlaking XP...I mean monsters.
 

Brainstorming...

themind said:
I've been running an Eberron game ... <snip>

1. Going down into Khyber to retrieve a Khyber Dragonshard needed.

The Dragonshard is being held by a mad-priest of a cult of Khyber. They have taken the shard to their stronghold deep underground to their hold: a giant stalactite. This giant stalactite hangs over a bottomless pit with strange heat and magical emanations drifting up. The cult believes the pit leads straight to Khyber itself (and maybe they are right!) and pray/sacrifice to the Dragon below in exotic ceremonies that culminate in the victims getting thrown into the pit.

The priest is collecting great Shards. He is experimenting with the magic of the pit (or the essence of Khyber seeping up) to turn Shards into powerful artifacts.

He is turning them into great reservoirs of fiendish power to fuel massive new Warforged creations. You then place a few of these creations as encounters in the "reverse tower" dungeon of the stalagmite to shake things up. Warforged powered by small “enriched" Khybershards embedded in them. (Just take the Warforged and add the Draconic and Fiendish templates, doctor the appearance to taste, add levels to balance the ECL if necessary, stir, and boom: Erie new abomination from below).

The party takes on the stalactite-dungeon like working from a tower down, maybe a good fight on a great bridge spanning the chasm to the Stalactite (gives you a chance to show the dungeon off and create wonder/horror/adventure with the group at the prospect of going in).

The group goes in and begins the dungeon crawl. Fiends and abominations are probably useful as these relate to an Eberron "Underdark", but don't over do it or they will lose their wonder/exotic factor. Throw in some cultists, regular warforged, and don't forget some of your personal favorite monsters (like CE said) to liven things up. Take some hints of your story arc and add an encounter (like an ambasador from the Lords of Dust) or somesuch to foreshadow the future.

The party should run into the new "Warforged" by the middle, give the players that "what the hell is that?" moment. Now they now something foul is a-foot and needs to be fixed before it gets out of control. Of course, the mad priest is at the bottom. A final fight on a great balcony overlooking the pit would be epic and memorable. Give a few henchman bull rush to really scare the @#$% out of the players (look mom, I could die with all my hit points!).

Of course, this is pulp-fiction, so when the great Dragonshard is retrieved from it's mantle, the lights dim and a rumbling starts. Turns out the Shard they needed was already powering something: the base. Now the magic is ruined! The stalactite starts to fall apart as the magic that powered it is gone. The abomination of the dungeon and its contents are returning to Khyber and taking the players with them if they don’t move fast (starting with the balcony!). The characters better have magic ready (Yea, right, not after fighting their way to the dungeon’s boss) or they are going to have to race back up through the stalactite and across the bridge. Hope they looted on the way, they won't have time now :p

Throw in lots a flavor text as they run up stairs that are crumbling and falling into the pit behind them, dodging stones falling down, a jump check (not hard, just for flavor) to get to the bridge as the Stalactite is already pulling away, etc. Ham it up. This is Eberron.


Some ideas, hope they help.

Good luck!
 
Last edited:

themind said:
I've been running an Eberron game every Sunday for the last 2-3 months. Now this is no ordinary Eberron game. A friend and I kind of spiced it up a little. What we did was say that Eberron used to Toril.

Great twist by the way!
 

*bows to nightcloak* HOLY crap. Do you just come up with great ideas on the fly or did you seriously think about that? That is a great idea. Consider this yoinked.

CE, I was wondering what i would for that. I never thought of doing it like that, thanks.

What do you think about adding a little sidequest on the journey to the stalactite.

I was thinking of something where they meet a group of good Deurgar. (alignment is blurred in Eberron so they are not all bad) who need help. Something along the line of some of their bretheren have been taken as slaves by a group(illitihds, cult of Khyber, etc) and are hoping the PC's can help them. Of course, we can have it where the slavedrivers are somehow connected to the cult in the stalactite.

Again thanks
 

Into the Woods

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