Plane Sailing
Astral Admin - Mwahahaha!
Krellic said:Good stuff. It's nice to see this adventure, which looked like one of the weakest of the Adventure Path series actually working, and working quite well but you embellish wonderfully.
Thanks for the compliments. The module got great reviews on d20 reviews, but panned by people in messageboard threads. It has quite a lot of pretty severe plot holes/railroading, but I really liked the basic idea - the good ghostly horseman, the evil villagers and a vaguely celtic feel to it all.
It is going to be a while before the characters are of the right level to attempt the next adventure module (heart of nightfangs spire) but I think they will have plenty to do before then.
Dyson sounds like he'll make your players a good on-going villain, just what every RBDM needs!
I've got more on-going villains than I know what to do with! Most of the bad guys have strong self-preservation streaks and bail-out plans...
I just sent the following list around to all my players as a reminder of "loose ends" that they need to follow up...
Dangling plot threads:
Daros the evil priest that was subverting the temple at
Knightsbridge is still on the loose, presumably subverting
other churches. Someone oughtta stop him! This would
involve tracking down subverted churches in different towns,
and following leads to the big guy before finally putting him
down. Lots of travel, some wilderness and quite a bit of town
stuff.
The Blessed is still working on setting up her Cabals, and is
working with a grand scheme, probably in league with the
mind flayers somehow. Someone oughtta stop her! This
would involve mostly a big, complex dungeon crawl, to put a
stop to her mad schemes before it is too late.
Dyson, the evil wizard escaped with his henchwoman, Tully.
They were working with fiends, and will probably start
attempting to bring fiends into this world once again.
Someone oughtta stop them! A shorter term quest, this
would involve chasing them down somehow and finishing
them off. They have not had nearly enough time to get
sorted out in a new stronghold yet; the only issue is how to
find them.
New diplomatic relationships could be forged with the
Dwarfs, cementing new friendships and bringing a powerful
ally into the future struggle with the mind flayers. Diplomatic
adventures, investigating the underdark, making friends with
the suspicious dwarves and learning about them.
That horrible shaman from the very first adventure turned up
again, causing trouble... she could be tracked down and
finished off before she does other horrible things with undead
plants and that nasty tree which she used to serve.
Someone oughtta stop her! This would lead to the next
adventure path module, basically a nasty dungeon delve
designed for 10th level characters, and you're not ready for
that yet!
The refugee problem in Singh is getting worse, it seems that
something has gone very badly wrong there. Who is going
to find out what is happening? Who is going to stand up to a
theocracy gone bad and rescue AN ENTIRE NATION?
Someone oughtta do something! This would involve getting
into a nation, sneaking infiltration, military battles, political
struggles, gradually moving onto a grander stage.
Because we only play my campaign once every 2-4 weeks, it was getting so that they needed a programme to sort out the potential bad guys!
I decided to additionally let them know what *kind* of adventures they are likely to be getting themselves into by following up each of these leads, to make sure they choose something that they are keen to do at the moment. Of course, everyone *elses* plans will advance a notch or two in the meantime, heh, heh, heh!
Cheers