
Well, part two usually begins with a journey somewhere depending on what happened in the Inn of Intrigue beginning. Hopefully the players have not gone too awry from the plot as my players often do, but sometimes it leads to good gaming.
Hopefully they have gotten a clue about the magical thingy, and have gone to find some more knowledgable person in the BIG CITY .
This trek could allow a crawl or two depending on size, like lost tombs that do not have to be so extensive. Anywho, this allows an opportunity for the player and or players to hopefully build on some side plots, and introduce some contacts along the way that might be beneficial to the team, or not, or ones that just draw the players into all sorts of wacky goodness. This also allows the characters to experience the free form of play, as they transverse to the next site.
Big City is a hotbed for this style of play... PCs off exploring at will. I generate a list of side plots, mostly a NPC or two, bare bones, as a jump off point of sorts and let the PCs guide play. I will on ocassion bring them back to the campaign if need be to set up the next night's play, but the city should provide much, and the imagination of the players should fill in the rest.
But the road there should involve some of the major players currently in the game. The secret zealots could be there with spider god acolytes with crazy granted powers, or some adepts riding spiders of various natures, more of scouting than an assualt team. The re-occurring villian from the Inn could have the Assassin (hot Lizard Chick) tailing the party from the Inn, or whatever transpired if anything. Maybe hold off on the Guild until the Big City to introduce them as a mob like organization smart and widespread rather than the low lifes people take them for.
As a sidebar, maybe a female of pixie-ish origin, might fall in live with a party member, or a party's member, (hahahaha), and could launch salvos of sleepy arrows and cart him off to the secret pixie village in the faerie wood with some woodland friends and her sisters.
Hopefully they have gotten a clue about the magical thingy, and have gone to find some more knowledgable person in the BIG CITY .
This trek could allow a crawl or two depending on size, like lost tombs that do not have to be so extensive. Anywho, this allows an opportunity for the player and or players to hopefully build on some side plots, and introduce some contacts along the way that might be beneficial to the team, or not, or ones that just draw the players into all sorts of wacky goodness. This also allows the characters to experience the free form of play, as they transverse to the next site.
Big City is a hotbed for this style of play... PCs off exploring at will. I generate a list of side plots, mostly a NPC or two, bare bones, as a jump off point of sorts and let the PCs guide play. I will on ocassion bring them back to the campaign if need be to set up the next night's play, but the city should provide much, and the imagination of the players should fill in the rest.
But the road there should involve some of the major players currently in the game. The secret zealots could be there with spider god acolytes with crazy granted powers, or some adepts riding spiders of various natures, more of scouting than an assualt team. The re-occurring villian from the Inn could have the Assassin (hot Lizard Chick) tailing the party from the Inn, or whatever transpired if anything. Maybe hold off on the Guild until the Big City to introduce them as a mob like organization smart and widespread rather than the low lifes people take them for.
As a sidebar, maybe a female of pixie-ish origin, might fall in live with a party member, or a party's member, (hahahaha), and could launch salvos of sleepy arrows and cart him off to the secret pixie village in the faerie wood with some woodland friends and her sisters.
Maybe our heroes meet with a wizard, residing in a city, currently atop a live giant tortoise. Yes this is grand theft idea from Jeff's Gameblog. (see links) That's why his blog is so cool. He shares the gaming nuggets like this one. He (the Wizard, not Jeff) could pop up again later in the campaign, and help the PCs now with info, raise the dead, or spout cryptic riddles, and semi truthful fortune telling.

So what we have here, is the cult, maybe the assasin, maybe not, the pesky Pixie love tryst and possibly love-child, the turtle riding wizard, and whatever side plots, and or small dungeon crawls you might put in.
I likes a little river run down to the Big City, a litle river barge action, river gypies, and what not, prior to the scary city.

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