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<blockquote data-quote="Archade" data-source="post: 1193818" data-attributes="member: 7654"><p>Hi all,</p><p></p><p>My current campaign is at 12th level, and I've got it mapped up to 18th. So I turn my mind to my new campaign for when this wraps up, or there's a TPK.</p><p></p><p>I'm looking at being more cinematic this time round, setting up an urban campaign in the vein of Thieves' world or Lankhmar, and I have a number of ideas. However, I've got writer's block for one thing -- giving the party a good reason to keep adventuring together after the first adventure.</p><p></p><p>Here's the outline</p><p></p><p>1. Each of the players will receive a formal invitation to a party of a well-to-do architect in the city of Escalant (on the Wizard's Reach in the Forgotten Realms) to celebrate the new narthex for the Temple of Bane. Players will have to create characters that would be invitable to such a party.</p><p></p><p>2. The very first thing I want to do is have a 'flash-forward'. Soon as characters are rolled, I'm going to say 'roll initiative' and have them fighting Zhentarim in a burning warehouse, fighting over some Untheric artifacts in a box. Then after the fight, I'm flashing back to the party, where events will unfold, a Red Wizard will die of poison, some Untheric artifacts on display will go missing, and the story will unfold...</p><p></p><p>My main question is this ... what's a good idea for 'glue' for keeping the party together? Initially it could be 'band on the run' from the Zhentarim, or being accused of the Red Wizard's murder, but that's not a great overall reason to keep the party together. </p><p></p><p>I've got long term goals for the party - ultimately as a story arc, I'd like to culminate the campaign with the egyptian fiend Iubenti, the Eater of the Dead, trying to collect the seven parts of Re's soul to become a god, and the party putting him down in his own egyptian hellish realm. The party will eventually get involved with cultists, then direct servants, them Iubenti itself. Heck, I could even tie the Untheric artifacts in to a first step, but the party shouldn't be initially aware of this plot line for a while.</p><p></p><p>So what's a good reason to glue the party together? Or, even better, reasons to bring other PCs in if and when a character dies? I'd like to set up some sort of campaign premise/theme in the first adventure that will direct the campaign for time to come, and I'm having problems with the particulars.</p><p></p><p>Ideas?</p><p>Blair / Archade</p></blockquote><p></p>
[QUOTE="Archade, post: 1193818, member: 7654"] Hi all, My current campaign is at 12th level, and I've got it mapped up to 18th. So I turn my mind to my new campaign for when this wraps up, or there's a TPK. I'm looking at being more cinematic this time round, setting up an urban campaign in the vein of Thieves' world or Lankhmar, and I have a number of ideas. However, I've got writer's block for one thing -- giving the party a good reason to keep adventuring together after the first adventure. Here's the outline 1. Each of the players will receive a formal invitation to a party of a well-to-do architect in the city of Escalant (on the Wizard's Reach in the Forgotten Realms) to celebrate the new narthex for the Temple of Bane. Players will have to create characters that would be invitable to such a party. 2. The very first thing I want to do is have a 'flash-forward'. Soon as characters are rolled, I'm going to say 'roll initiative' and have them fighting Zhentarim in a burning warehouse, fighting over some Untheric artifacts in a box. Then after the fight, I'm flashing back to the party, where events will unfold, a Red Wizard will die of poison, some Untheric artifacts on display will go missing, and the story will unfold... My main question is this ... what's a good idea for 'glue' for keeping the party together? Initially it could be 'band on the run' from the Zhentarim, or being accused of the Red Wizard's murder, but that's not a great overall reason to keep the party together. I've got long term goals for the party - ultimately as a story arc, I'd like to culminate the campaign with the egyptian fiend Iubenti, the Eater of the Dead, trying to collect the seven parts of Re's soul to become a god, and the party putting him down in his own egyptian hellish realm. The party will eventually get involved with cultists, then direct servants, them Iubenti itself. Heck, I could even tie the Untheric artifacts in to a first step, but the party shouldn't be initially aware of this plot line for a while. So what's a good reason to glue the party together? Or, even better, reasons to bring other PCs in if and when a character dies? I'd like to set up some sort of campaign premise/theme in the first adventure that will direct the campaign for time to come, and I'm having problems with the particulars. Ideas? Blair / Archade [/QUOTE]
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