Thursday, March 15, 2007

Campaign Part III



Part three of the ongoing campaign of no name, should involve, depending on what was resolved or unresolved in part II, a river run. I lives the river locale, similar to the Games Workshop river supplement, which is in the attic, and I cant recall the name, and am too tired to go get it. It could be Nuln, and or Altdorf thing, but you will know it when you see it.




Anywho, let the PCs wander about the wilderness, and stumble onto a ferry, or some type of river transport, kind of a Inn of Intrige on the water. A common threat amongst strangers, and an inability to escape said strife, that is no doubt leathal, works well in story for Hollywood, like Aliens, Jaws, Night of the Living Dead, and many others, and it will work here. (maybe a vampire cloistered away on board).


Or something... maybe the assasin shows up on board, lizardish tail- whipping in all his/her reptilian glory, or maybe the guild has a member or two , with an offer few can, or have refused. Maybe a impish like demon thing is causing the deaths among crew or passengers, invisible and deadly, or maybe a 'ganger posing as such and getting new victims. Its a chance to get new contacts and colorful NPCs, good and bad, and its a different culture and locale that usual, complete with its own language and customs to incorporate into play. PCs give great cues so watch for em.



Anywho, next is the Big City, full of tons of NPCs and interesting people, hooks, adventures, and so on. Pcs should be of decent level 5-6 or so, so they should have plenty of fun, since hits, and skills, and feats should be semi substantial, unless players have fallen, and are new characters that have launched off the crew or passengers, and fellow adventurers from the Inn of Intrigue.


Main plot should move forward thanks to the mobbish guild members, or the emissary of the benefactor paying for the gizmo, or the wizard it was stolen from, and or sect members, or maybe, just maybe, there is a goodie type ready to kill all to destroy it. A knightly sappy guy, that has a big pointy sword or spear.


Anything else that happens is up to the players and or GM. The City Books give good idears for what can be done, but feel free to tweek as you go. I list about 50 or so hooks and idears for the city gear, and it helps to have a list of names and one or two word descriptions so you can add a hook to your characters... like balding pate, stammering, or twitchy.... something that marks him or her memorable to the players. I like the gnomish hookers, who can forget them?

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