adventuresineberron
First Post
So, I'm running a D&D 4e Eberron campaign that has recently entered Paragon Tier. I have some basic ideas on what I want the major story to be, but I'm having trouble getting to the story points and adding more than just "Go North to win!" kinds of situations.
Here's a basic idea of what I have so far.
The players right now are going through the adventure "Dead for a Spell" (Dragon Magazine #206) where the spellbook they will find contains information that would help the Dreaming Dark reconnect Dal Quor and Eberron. The book is mostly in an arcane code designed by the archmage who wrote it, so that's a good way for me to feed the players information at whatever pace. Also, when they first come in contact with it, the spellbook will "react" to one of the players, specifically either the kalashtar psion (best case scenario) or the warforged artificer (magic book + magic robot) to give out the start of the Prophecy (which will be slightly familiar to them since I had some random person in Xen'drik tell them the first 4 lines of it during Heroic Tier!).
The main enemy in this venture is a kalaraq quori who leads a significant portion of the Dreaming Dark. The first connection is an agent of the Royal Eyes of Aundair who is actually an agent of the Dreaming Dark and is possessed by one of the kalaraq's underlings. He's trying to get the spellbook because of the information it contains.
The spellbook and the Prophecy hint at an ancient artifact that could be used to stop the plans of the Dreaming Dark: a key said to be able to "lock the planes." This artifact is, of course, the Keyblade since all my players are huge Kingdom Hearts fans and I just finished playing the series (Stop laughing at me!). That's one quest they'll have to complete by traveling to Xen'drik and in some way interacting with the native Drow and maneuver through their complicated political and social system in order to find out where the Keyblade could possibly be. I was thinking of instead using the Thri-kreen since they would be much more "alien" than the Drow, but either works. Still have to work out the kinks in this plot area...
Any other major quests in this are up in the air right now. I'm thinking the players will need to find out information about the Dreaming Dark's plans through some other quests and mini-quests, but the exact specifics are eluding me.
At some point they meet a woman who has lots of knowledge about the Prophecy and keeps showing up at random times (spoiler alert, she's totally a silver dragon) to assist the players. They'll meet her at the Library of Korranberg where she is an expert on the Draconic Prophecy (for good reason). She goes with them, but is also their guiding light/slight manipulator. She wants this prophecy (Dal Quor being defeated and the planet is saved!) fulfilled for the sake of Eberron and will steer them in directions, good or bad, to make it so since the ends justify the means to her.
Anywho that's my ramble. Specifically I'd like help on the events leading up to the ending. All I really have is "Find the Keyblade!" but I want a few other quests to prepare them for the final battle at the end of the campaign. Also, as I mentioned above, my players HATE dungeon crawls unless they have a really good reason to go there with more story to be given besides just "The MacGuffin you need is in there!" I'm lookimg for more political, stealth, subterfuge, and intrigue style things. Even mysteries are great!
Any suggestions on what kinds of quests I should send them on related to the problem at hand?
Here's a basic idea of what I have so far.
The players right now are going through the adventure "Dead for a Spell" (Dragon Magazine #206) where the spellbook they will find contains information that would help the Dreaming Dark reconnect Dal Quor and Eberron. The book is mostly in an arcane code designed by the archmage who wrote it, so that's a good way for me to feed the players information at whatever pace. Also, when they first come in contact with it, the spellbook will "react" to one of the players, specifically either the kalashtar psion (best case scenario) or the warforged artificer (magic book + magic robot) to give out the start of the Prophecy (which will be slightly familiar to them since I had some random person in Xen'drik tell them the first 4 lines of it during Heroic Tier!).
The main enemy in this venture is a kalaraq quori who leads a significant portion of the Dreaming Dark. The first connection is an agent of the Royal Eyes of Aundair who is actually an agent of the Dreaming Dark and is possessed by one of the kalaraq's underlings. He's trying to get the spellbook because of the information it contains.
The spellbook and the Prophecy hint at an ancient artifact that could be used to stop the plans of the Dreaming Dark: a key said to be able to "lock the planes." This artifact is, of course, the Keyblade since all my players are huge Kingdom Hearts fans and I just finished playing the series (Stop laughing at me!). That's one quest they'll have to complete by traveling to Xen'drik and in some way interacting with the native Drow and maneuver through their complicated political and social system in order to find out where the Keyblade could possibly be. I was thinking of instead using the Thri-kreen since they would be much more "alien" than the Drow, but either works. Still have to work out the kinks in this plot area...
Any other major quests in this are up in the air right now. I'm thinking the players will need to find out information about the Dreaming Dark's plans through some other quests and mini-quests, but the exact specifics are eluding me.
At some point they meet a woman who has lots of knowledge about the Prophecy and keeps showing up at random times (spoiler alert, she's totally a silver dragon) to assist the players. They'll meet her at the Library of Korranberg where she is an expert on the Draconic Prophecy (for good reason). She goes with them, but is also their guiding light/slight manipulator. She wants this prophecy (Dal Quor being defeated and the planet is saved!) fulfilled for the sake of Eberron and will steer them in directions, good or bad, to make it so since the ends justify the means to her.
Anywho that's my ramble. Specifically I'd like help on the events leading up to the ending. All I really have is "Find the Keyblade!" but I want a few other quests to prepare them for the final battle at the end of the campaign. Also, as I mentioned above, my players HATE dungeon crawls unless they have a really good reason to go there with more story to be given besides just "The MacGuffin you need is in there!" I'm lookimg for more political, stealth, subterfuge, and intrigue style things. Even mysteries are great!
Any suggestions on what kinds of quests I should send them on related to the problem at hand?