Maerdwyn
First Post
My Players - GO AWAY!
I am looking for ideas on how to challenge the party during the next adventure
The party consists of:
Cleric 9/WarPriest 2
Barbarian 8/ Bear Warrior 3
Druid 9/Shifter 1
Wizard 8/Rogue 3
Sorceress 9/ Eldritch Master 1 (Pseudo Dragon Familiar)
Fighter 5/ Wizard 3/ Arcane Archer 3
Sorcerer 4/Rogue3 (Cohort)
Setup: The party is trying to get home from the Faerielands, and is trying to bring a community of Frost Giants (We don't use alignment in the campaign. The giants are mercenary, but not inherently malicious) with them, hoping to gain alliance from the giants in a war the PCs' nation is fighting.
The plane: IMC, the Faerielands are superficially like the Prime but differ because of a much greater prevalence of magic, and the impact that the Fey rulers have on the lands themselves. (The plane is divvied up between various Fey rulers, who are closer to deities than fey in terms of their power concerning their own realm. Each can change the weather, geography, the flow of time, etc within his/her realm.) Gates between the Faerielands and the real world are the only truly fixed points in the Faerielands, and new gates can only be opened from the real world. No fey (including the rulers) may directly harm another fey, and any bargain a fey agrees to must fulfilled to the letter, though not necessarliy the spirit.
The present situation:
The PCs are in a kingdom ruled by Mabron, who is neutral to them, and is neither hindering nor helping their progress. A group of giants have been guests in his land for several hundred years, after fleeing from the illithid and drow who were invading their ancestral home in the real world. Queen Melia had attempted to trick the PCs into killing the chief of the giants in order to get out of an obligation to marry him (thus gaining a fey heir, and a measure of official staus for his people within the Faerielands). The PCs instead offered the giants some land in their country if the giants would aid them in an ongoing war.
With their expected route home cut off from them, the PC's need to take another portal. There are two back to the PC's home plane from Mabron's realm. One leads to the Illithid, Drow and Orcs that the Giants had fled years before, and the other leads to the Northern part of the PC's home island (Scotland to the PCs' Wales, if you will), but is located in a sort of No-Man's-Land that Mabron has been unable to fully assimilate into his realm.
This is the gate the PCs have decided to go for, and they intend to take 60 or so giants along with them when they go.
My task is to create and adventure around this that is both fun and challenging, and I'm looking for ideas. I'd like to reward the excellent role-playing they did last night by giving them a chance at getting the giants home to help the war effort, but I don't want the giants to make the trip back a walk in the park either.
Dangers that pose a challenge to the party and that the giants can't deal (or that they deal with off camera) with are what I'm going for. I've got some passable ideas, but I'd like to see what this community can come up with.
The gate and and the area around it are as-yet undefined beyond being known to be "very dangerous" - so I can do pretty much anything with them. Bonus points for creepy, though
Any and all help would be appreciated!
Thanks,
Ian
I am looking for ideas on how to challenge the party during the next adventure
The party consists of:
Cleric 9/WarPriest 2
Barbarian 8/ Bear Warrior 3
Druid 9/Shifter 1
Wizard 8/Rogue 3
Sorceress 9/ Eldritch Master 1 (Pseudo Dragon Familiar)
Fighter 5/ Wizard 3/ Arcane Archer 3
Sorcerer 4/Rogue3 (Cohort)
Setup: The party is trying to get home from the Faerielands, and is trying to bring a community of Frost Giants (We don't use alignment in the campaign. The giants are mercenary, but not inherently malicious) with them, hoping to gain alliance from the giants in a war the PCs' nation is fighting.
The plane: IMC, the Faerielands are superficially like the Prime but differ because of a much greater prevalence of magic, and the impact that the Fey rulers have on the lands themselves. (The plane is divvied up between various Fey rulers, who are closer to deities than fey in terms of their power concerning their own realm. Each can change the weather, geography, the flow of time, etc within his/her realm.) Gates between the Faerielands and the real world are the only truly fixed points in the Faerielands, and new gates can only be opened from the real world. No fey (including the rulers) may directly harm another fey, and any bargain a fey agrees to must fulfilled to the letter, though not necessarliy the spirit.
The present situation:
The PCs are in a kingdom ruled by Mabron, who is neutral to them, and is neither hindering nor helping their progress. A group of giants have been guests in his land for several hundred years, after fleeing from the illithid and drow who were invading their ancestral home in the real world. Queen Melia had attempted to trick the PCs into killing the chief of the giants in order to get out of an obligation to marry him (thus gaining a fey heir, and a measure of official staus for his people within the Faerielands). The PCs instead offered the giants some land in their country if the giants would aid them in an ongoing war.
With their expected route home cut off from them, the PC's need to take another portal. There are two back to the PC's home plane from Mabron's realm. One leads to the Illithid, Drow and Orcs that the Giants had fled years before, and the other leads to the Northern part of the PC's home island (Scotland to the PCs' Wales, if you will), but is located in a sort of No-Man's-Land that Mabron has been unable to fully assimilate into his realm.
This is the gate the PCs have decided to go for, and they intend to take 60 or so giants along with them when they go.
My task is to create and adventure around this that is both fun and challenging, and I'm looking for ideas. I'd like to reward the excellent role-playing they did last night by giving them a chance at getting the giants home to help the war effort, but I don't want the giants to make the trip back a walk in the park either.
Dangers that pose a challenge to the party and that the giants can't deal (or that they deal with off camera) with are what I'm going for. I've got some passable ideas, but I'd like to see what this community can come up with.

The gate and and the area around it are as-yet undefined beyond being known to be "very dangerous" - so I can do pretty much anything with them. Bonus points for creepy, though

Any and all help would be appreciated!
Thanks,
Ian