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Viking campaign pitch - feedback and advice needed
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<blockquote data-quote="Riksfalto" data-source="post: 7244718" data-attributes="member: 6912201"><p>Since I have the first and second arc antagonists mostly figured out, I can begin to fill them with plot and dungeons. I've always thought that dungeon must not only fit into the campaign, but also must be unique (only so many undead-infested crypts before it gets boring), serve some kind of purpose like foreshadowing future plot twists, or at least have some sort of a gimmick. Even for level 2, just a cave of goblins is boring. So here's some stuff I came up with.</p><p></p><p>1) Mage tower</p><p>A tower of an evil wizard, that players will rob while raiding on their first session. Evil wizard is not home - and while he's away, his tower is in a bit of a mess. The captured test animals escaped, brooms of cleaning have gone berserk, and there are also the traps he left for the intruders - like mimics. After returning to see his tower not only ransacked, but also robbed, the wizard will seek revenge.</p><p></p><p>2) Twin Crypts</p><p>A crypt of twin dragonpriests, who died a long time ago. Many people tried to clear it of undead, but they all failed to kill them for good - they keep rising again. The reason is simple - in order to kill the priests for good (and to lift the spell that protects their treasures), you must kill them roughly at the same time. Which is problematic, because they are buried very far away from each other.</p><p>The gimmick of the dungeon is, I'll introduce the villainous adventuring party right at this moment, and they'll propose a team-up. The parties will be mixed with each other, and the Axis character sheets will be handed over to the players to be controlled. Effectively, this dungeon must be beaten twice - one with the first party of 3 players and 3 "DMPCs", and one with the second party.</p><p></p><p>3) Prophecy tower</p><p>In this dungeon, the party must meet with a seeress to learn information. The problem is, the seeress spends her entire life dreaming of past and future, and she can only be contacted in the dream world. The party will smoke magic mushrooms until they're high enough to not only see visions themselves, but also fight them. </p><p>Since the dungeon's whole theme is prophecies, the party will fight a lot of powered down future enemies, who are making cameo in this particular place - for example, the Kraken's troops, complete with their possession gimmick.</p><p></p><p>4) Muspelheim pocket</p><p>In my setting, giants live in another world, but it's not a parallel world - instead, it often interlaps with the human realm. This is not a common knowledge in the setting, so the first taste of the giants will come as a surprise - I intend it to be like an utter "what the Hell is going on, where are we" moment, as I describe some kind of a lava cave in the middle of a pretty mundane forest. It will only have one actual giant, probably an exile of some kind, or a hunter, but a lot of otherworldly magical beasts. Since I intend to use giants at a later time, this will serve to establish their place in the world.</p><p></p><p></p><p>Okay, now I'm finished. Feedback, criticisms and suggestions, please.</p></blockquote><p></p>
[QUOTE="Riksfalto, post: 7244718, member: 6912201"] Since I have the first and second arc antagonists mostly figured out, I can begin to fill them with plot and dungeons. I've always thought that dungeon must not only fit into the campaign, but also must be unique (only so many undead-infested crypts before it gets boring), serve some kind of purpose like foreshadowing future plot twists, or at least have some sort of a gimmick. Even for level 2, just a cave of goblins is boring. So here's some stuff I came up with. 1) Mage tower A tower of an evil wizard, that players will rob while raiding on their first session. Evil wizard is not home - and while he's away, his tower is in a bit of a mess. The captured test animals escaped, brooms of cleaning have gone berserk, and there are also the traps he left for the intruders - like mimics. After returning to see his tower not only ransacked, but also robbed, the wizard will seek revenge. 2) Twin Crypts A crypt of twin dragonpriests, who died a long time ago. Many people tried to clear it of undead, but they all failed to kill them for good - they keep rising again. The reason is simple - in order to kill the priests for good (and to lift the spell that protects their treasures), you must kill them roughly at the same time. Which is problematic, because they are buried very far away from each other. The gimmick of the dungeon is, I'll introduce the villainous adventuring party right at this moment, and they'll propose a team-up. The parties will be mixed with each other, and the Axis character sheets will be handed over to the players to be controlled. Effectively, this dungeon must be beaten twice - one with the first party of 3 players and 3 "DMPCs", and one with the second party. 3) Prophecy tower In this dungeon, the party must meet with a seeress to learn information. The problem is, the seeress spends her entire life dreaming of past and future, and she can only be contacted in the dream world. The party will smoke magic mushrooms until they're high enough to not only see visions themselves, but also fight them. Since the dungeon's whole theme is prophecies, the party will fight a lot of powered down future enemies, who are making cameo in this particular place - for example, the Kraken's troops, complete with their possession gimmick. 4) Muspelheim pocket In my setting, giants live in another world, but it's not a parallel world - instead, it often interlaps with the human realm. This is not a common knowledge in the setting, so the first taste of the giants will come as a surprise - I intend it to be like an utter "what the Hell is going on, where are we" moment, as I describe some kind of a lava cave in the middle of a pretty mundane forest. It will only have one actual giant, probably an exile of some kind, or a hunter, but a lot of otherworldly magical beasts. Since I intend to use giants at a later time, this will serve to establish their place in the world. Okay, now I'm finished. Feedback, criticisms and suggestions, please. [/QUOTE]
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