What do I do with this campaign?

What about them being sent to some town by their troop, to scam some money or steal something back that originally belonged to them first place. Maybe it is their initiation to some thing or the other, and they dare not come back without it. Then they can find out that there's a lot more behind the whole affair and be busy for quite some time.
 

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Take a hint from TV episodes. If they are wanderers, have them wander in at just the right or wrong moment. In Star Trek Enterprise or Voyager, they seem to arrive right when things get interesting or there is something about to happen. In Sliders, they show up at just the right moment. The party gets embroiled in what is going on, whether they want to or not.

Some other good things include stuff like the opening of the Eberron sample module. The party happens along just as there is a murder. If your party doesn't seem inclined to help, you can always have them be accused of the crime and have to find the real murderer to clear themselves.

Unfortunately, a lot of these plots don't work if the party isn't willing to be the "good guys". They don't have to be "all good", shows like Firefly have similar dragging into adventure hooks and the "party" chooses to do the right thing, mostly.
 

Thanks for the suggestions thus far - keep them coming!

LostSoul said:
I think you need to get more information from the players. "We're a band of wandering gypsies!" doesn't tell you much about what they are looking for in the game.

My gut instinct would be to go with a character-focused game. But you'll need to get character information from the players, and they didn't give it to you, so I don't know if that's what they want.
Yeah, I have been given character background for at least two.

The halfling:
[sblock]Name: Kipsaryn Lightfoot
Nickname: Kipsa
Age: 26 years old
Familiar: A ferret named Mischief

Background:

Kipsa's parents were part of a halfling town, having settled down to raise children. She is the middle of five siblings - three brothers and one sister. They were all troublemakers to some extent, but she was the most fascinated by adventure. She listened to her parents tales, and to the tales of travellers, and itched to start her own travelling.

When she was 19, the band of travelling gypsies came through - and Kipsa was absolutely enthralled. They were so shiny, and so bright, and seemed to have so much fun ... she couldn't resist following after them. She got her parents blessing, as they knew they couldn't keep her in the town - and she packed a few belongings and joined up.

At first she did more grunt work, but after awhile she began to mesh in with the group, and they started teaching her trickier things - pick pocketing, scamming, that type of stuff. Being a halfling, she did have a knack with it.

After awhile, she began to test it out on actual people. While she was good, she wasn't perfect... and she got caught. The man was angry, and looked like he was about to hurt her. She panicked, and the next thing she knew he dropped to the ground... and began to snore.

One of the elderly gypsies, a woman with true magic experience, helped her realize that she was a sorceror, with inborn talent. The elderly gypsy began to teach her how to control it, though it was a hard things for her to grasp at first.

At one village, she decided to summon a familiar - and got her Mischief. The ferret has lived up to its name, as it has developed a quirk for hoarding shiny objects, regardless of whether the original owner wanted to part with the item. [/sblock]

The half-orc (Warning, Long)
[sblock]Born U'rhar Lightfoot (fortune in the language of the tribe), the half orc was raised by his human mother and raised by her human tribe. In his youth he had a happy life filled with the music of the night rituals and the games children play. He slept soundly to his mother's singing, using the old language of the tribe that only few knew.

Travellers would pass through the village and one such traveller was Rorhgar, a tradesman also of half-orc descent. When he saw U'rhar being raised by the human's he took it upon himself to teach him the ways of his orcish ancesters. He came to be called Yebba-Pai (a father ... of sorts) and U'rhar was his Pai's "Pau Oras" (Little bear).

U'rhar grew up to be shy because of his differences, and like most boys of the village he was smitten by the chief's daughter. He would regularly venture off into the wild to kill bears and elks,to bring back a crudley carved piece of bone or an animal pelt to lay at her tent before sunrise. As was the custom with most of the 'shy boys' in the village.

Once a year the adults of the tribe would take all the children who had reached of fighting age (15) and make a pilgrimage to the barren gorge three leagues away The year of U'rhar's pilgrimage had finally come, and he was hoping for a chance to make a name for himself at the ritual site. As with most things in life, his first pilgrimage was accompanied by his mother, singing her lullaby song in the front of the caravan.

The night of the ritual U'rhar's mother came into their tent and sat U'rhar down. "U'rhar, these are the words my father passed down to me; to be handed down to my children so that it can take root in our sons and all of our line. Courage is not a man with a sword fighting, it's knowing that you will be beaten before you begin ... but you have to see it through no matter what. Live as a brave man; and if fortune is adverse, confront it with a brave heart".

He didn't know that those lullabies he was sung were the songs of the ritual, a song the tribe will sing to his mother as she descends into the ravine to marry their deity. Her name was given to her at birth, she was Pai d'Chancen (bearer/father of the ritual) the one who would save the village from drought and appease the desert god. He didn't know that those words will be the last U'rhar would hear his mother say.

He was now alone, a son without parents, an orphan with no family name ... that died with his mother. As was the tradition with his new caste he was made to be a servant to the tribe, living outside of the village listening in on the songs of the ritual which he now understands their meaning. No possibility of attaining the recognition he needed or a place in the tribe to be proud of.

Rorhgar traveled back to the village in the first days of Spring. He did not see his Pau Oras, and none in the village would reply to his questions. To know the name of a low caste was to be tainted by his status.

Rorhgar eventually found U'rhar, his face badly swollen as the other people of his caste took out their misfortune on the one who was different. U'rhar lived his life as his mother had asked him to, by her last words ... but U'rhar seemed to take a different meaning to it. That he should punish himself by always fighting a losing battle. As rorhgar stared into him he realized that half of his face no longer moved. A grin that normally would bring joy to his

Yebba-Pai was now just a mockery of the emotion. Seeing his lifestyle he took the young lightfoot and said to him "Live as a brave man; and if fortune is adverse front it's blows with a brave heart, but do not seek misfortune, that is not a brave man, that is a man who has turned his back on life and that is a man of fear". U'rhar cried, he was now 16 and his Yebba-Pai wanted to do something for him, but he could not take him on the journey's he rode upon, that was not the life he wanted for his Little Bear. Nonetheless he took U'rhar and never rode back to the village. He taught him all that he could in the ways of hunting, surviving in the wild, and U'rhar learned eagerly, for a season they enjoyed each other's company as they travelled from city to city. U'rhar didn't know that Rorhgar was looking for something that would put a twinkle back in his eye, some place that would make U'rhar happy. Then it happened that during a trip through the desert the winds carried the songs of a caravan, not songs of ritual, but songs that raised his spirits and reminded U'rhar of his loneliness. Rorhgar saw this change in U'rhar and went down to meet the caravan.

Many hours passed and Rorhgar came back. He told the young boy that the caravan would take him, and that he could not for much longer. A violent fit saw to it that U'rhar was no lying on the ground with Rorhgar sitting atop him. "Listen well, for I love you like my own son and I would speak to you as best I can". He somehow made his Little Bear understand – as was Rorhgar's gft - that he must make his own path in life ... and then word for word told him his mother's last words. "Make a name for yourself, but make sure you know who you are before you name yourself", a chuckle left Rorhgar's lips as if reminiscing on his own life. U'rhar packed up his belongings and strode out towards the red sunset towards the caravan. Stepping no farther than 10 yards he turned around and stood. Rorhgar was afraid he might have to sit on the 16 year old U'rhar again, but U'rhar forced him to do no such thing. He said "I know who I am Yebba-Pai, I am Uthgardt", and then turned around towards the caravan. Rorhgar was stunned. A smile on his face formed as he pondered U'rhar ... Uthgardt's new name "Blessed" [fortune found, a small play on words, with his original name meaning future tense, and his new name meaning present tense]. [/sblock]

DM's note: It is PURELY by coincidence that both are named Lightfoot.

And, I'm pretty sure that the Elf is also just a guy who got wanderlust and left his elven homeland. So, I'm not really dealing with characters who have a strong heritage tied with the gypsies.

Thusfar, the only goal I've been given is "Find our missing troupe". Which, I think having the troupe disappear/cursed/frame them works well.

One thing I definitely intend to do is have them get way in over their heads. Steal from a wizard and him know about it. Or, someone manages to con them; intentionally allowing them to steal something of his, for some nefarious reason. Also, cursed money/items. Yes. Finally, I can see them getting dragged to jail, and then offered a "way out" by being given a task to do (either under the table by someone in the jail, or an official situation; likely the former).

I had wanted to run Curse of the Crimson Throne, but because it comes out in February, and the group wants to play NOW, I am just hoping I can somehow work them into the AP without a whole hell of a lot of hassle, but oh well. :)

So, part of my challenge is coming up with plots that suit the party, and partly those that suit the campaign. I don't want to take a standard situation and try and shoehorn them in.

But as I said, part of what I want is some sort of over-arching story, or something that builds over time. Something moving in the background, rather than continual string of unrelated events. Most of it would be unrelated, yes, but something that keeps drifting into view would be nice.
 
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I think an encounter where the Rogue/Sorcerer gets in way over her head, and then the Barbarian Half-Orc has to rush in to save her (facing down a horde of monsters) would be right up their alley.

I get the feeling that the Rogue/Sorcerer wants to cause lots of trouble and then try to find a way out of it (and succeed). Are you using Action Points? You might want to consider it.

I don't have much in the way of specifics, but here are a few generalized encounters that might work:

- Dangle something shiny and attractive in front of Kipsa at the start of the adventure, making it pretty clear it will cause trouble. I bet she'll go for it, and then the rest of the session you deal with the fallout. Don't get to hardassed or realistic in NPC actions; just enough for her to do the swashbuckling hero thing.

I'm thinking about having some fat, slave-owning merchant with a smooth, mysterious wizard bodyguard hire the troupe for some entertainment. When he tries to seduce Kipsa (but fails, he's way too drunk, or she tricks him), she steals something valuable; then the wizard is unleashed on them. This wizard might be a link to a bigger plot - why is he with this rich loser?

- Introduce an NPC half-orc or "civilized" orc that the barbarian encounters... on his own, or maybe as a part of the group. Have him play up the "you are an outsider, your friends are weak/not really your friends" card. Make him just unlikeably enough for the barbarian to turn his back on him.

- Have the PCs come across some elves doing something mercenary or evil, thus validating the swashbuckler's desire to leave home.

- Throw some kind of visions the cleric's way. Something needs to be stolen that links into your greater plot.
 

To those who suggested it, a rival bard-off sounds fun.

LostSoul said:
I think an encounter where the Rogue/Sorcerer gets in way over her head, and then the Barbarian Half-Orc has to rush in to save her (facing down a horde of monsters) would be right up their alley.

I get the feeling that the Rogue/Sorcerer wants to cause lots of trouble and then try to find a way out of it (and succeed).
It's amusing that you mention that, because I think that's the Swashbuckler's intent too. He's got all the social skills - except sense motive, and he has a horrible will, so he's likely going to say something "stupid" in the process, or let him talk himself into trouble.

- Have the PCs come across some elves doing something mercenary or evil, thus validating the swashbuckler's desire to leave home.
I think that the player's character left out of wanderlust, so I'm not sure if this is appropriate.

- Throw some kind of visions the cleric's way. Something needs to be stolen that links into your greater plot.
A thought occurs to me. She's primarily a Fake fortune teller. Augury is sort've an iffy Fortune telling spell (and something beyond her reach), so she's going to fake it for the most part. But if she actually does get a strong reading, and maybe if that reading indicates the party, that might be interesting.

The "dangle something shiny" sounds about right.
 
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Something else of note.

This campaign is likely going to last as far as late July/early August. I'll be starting graduate school out of state in the fall, so I can't extend it beyond that.

So I suppose any sort of "Long term" plot would have to be Relatively short term. But I hope to play every weekend, so we should get fairly far.
 

Given the timeline, you should probably think more like "series of short stories" or "campaign arc" rather than a full-fledged campaign. Think about 3 module-length adventures, or more likely one fairly long (but still module-length) adventure that can be broken up into 3 parts with small sub-plots in between.
 

Can't help but think oceans x type plotline. Find someone big powerful good or bad doesn't matter it's business, they scam him, skip town. Insert a semi large organization or other con-group they want the action. They end up with all the money, items, ect. So now the pc's need some revenge, they set it up using some allies various guilds underpaid workers, and disgruntled citizens that the group thinks they have in their pocket. They get their revenge plus the cash and then some. The now dishelved group goes after the PC's troupe, so it's no longer business it just got personal.

Hope this helps
 

How about if they find out that the leaders of the carinval troupe were actually using an artifact that gave a random curse that spread like a disease at each place you they had traveled to. The PC's find out, and decide to write the wrong of their parents/elders by returning to each place and trying to reverse the curse. By having it be a random thing, you could do your undead portion, your abberation portion and pretty much anything you can think of. And have it be where the longer the curse was set in the stronger the creatures are. That way as they progress back they start fighting tougher and tougher challenges.

Would start with the PC's stumbling onto a ritual of some kind, then stopping them, wouldnt be too hard at earlier levels because its the artifact doing much of the work, not the idiot boss. Then they would probably have to figure out something about the item, once they did, you could have them figure out how to reverse it. Thats a few months worth of game play.
 

One of the first orders of business is figuring out what to do about their main troupe. The How and Why they are separated, and what's going on behind the scene.

The curse thing works. As does "The carnival is a front for assassins". Though that doesnt' tell me how they were separated. I could have the PCs just wake up and everyone is GONE mysteriously, or a rock slide, or something else that's convenient. Thoughts?
 

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