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3.5 Eberron Campaign with Draconic focus
Posted: 18 September 2008 10:42 AM   [ Ignore ]  
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Ok, never quite gotten around to posting this, but here goes.  None of my players read this board, and if they have started since I last asked them about it (HEY GUYS, THIS IS FOR YOU), then I ask that they click the “back” button right now…

...

...

...’cause I’m about to spill the guts on the entire campaign concept and potential arc, and ask all you good folks here for any ideas, suggestions, tips, tricks, and improvements you might think to add.

Campaign Startup:

I started the campaign off using a simple system I’ve developed to help “focus” the direction the campaign is going in.  Besides the core (of which I consider Psionics to be included), choose three books:

1) Environment/Setting (this could be Stormwrack for a seafaring campaign, or Eberron for a campaign setting).

2) Monstrous Focus (Draconomicon in this case, could be LM or LoM, etc.)

3) Conceptual/Character Focus (usually a “complete” or “races of” book).

The campaign isn’t restricted to these three sourcebooks, but it provides a focus and emphasis for the campaign, so players who want to choose a Ranger’s favored enemy, or take a class like “Master of Radiance” can do so with confidence that they won’t be campaign-hosed, while still allowing me to do some long-range planning.

So for this campaign, the pics (which haven’t been slavishly followed, mind) was the Eberron campiagn setting, the Draconomicon, and Races of Eberron. 

Initially, the campaign had only 2 players in it, though it’s grown since.  We started off with a True Werewolf Sorceror (bred/altered back into existance by modifying an existing shifter by a Karnathi Wizard intent on providing an alternative to Undead shock troops) and a Changeling Rogue/Chamelion (designed to cover “all the bases” for a small party).

The campaign started in the Lhazaar Principalities, with the PCs working as freelance operatives for House Thuranni in the internal struggles between Lhazar’s various principalities. 

History:

Aside several side tasks, the PCs have:

1) Discovered that a blue dragon (utilizing a host of Dragonspawn creatures as per MM4) has been hunting and eliminating House Thuranni members.

2) Rescued a young elf who apparently has the thought-extinct Mark of Death.

3) Met with a Bronze Dragon layering in the Mror Holds, to whom the Werewolf Sorcerer has become beholden as a Dragon Prophet.

4) Headed off an incursion by the Inspired into an ancient Qbarra temple where a powerful psionic demon (Cerebrilith/Quori crossbreed) has been held imprisoned.

5) Discovered that a coalition of Dragonmarked Houses (The Order of the Seven) has begun a MASSIVE effort to organize an invasion of Argonessen and “take back the wealth of ages stolen from us by dragonkind).  Think early Spanish “gold fever” when learning about Central/South America, only fueled further by knowing that the wealth was stolen in the first place), and has joined in an effort to determine more of their plans.

Since, they have also added several new PCs to the group, and one replacement.  The current group consists of:

Thomas: the aforementioned Werewolf Sorceror/Dragon Prophet
Jazarra: Human Evangelist (variant Cleric)/Sovereign Speaker (used to play the Changeling). 
Gwendolyn: Gnomish Bard/Virtuoso (scholar from Zilargo, does some reporting back to Morgrave University)
Beron: Human Evoker/Geometer (wand-slinger)
and most recently…
Tankhad: Kalashtar Soulknife/Atavist (discovered the PC’s activities vs the Inspired, and wants to be there to protect them when the inevitable reprisals come).

Current Situation:

PC are now 12th/13th.  They’ve been doing several “jobs” for the Order of the Seven to prove their worth and benefit/profit both groups, and know they could be called up for something MAJOR in the near future.  They’ve bested both Nightfang Spire (a rumored Dragon Lair and potential source of further power) and the Amaranth Agenda (Dungeon adventure vs a Dryad Warlock).

Thomas is still the “driver” of much of the plot, as he continues to communicate with his patron via Sendings and update him on what the Order is up to.  Seems to be quite happy making money off of the Order’s tasks while ultimately preparing to betray them when it counts.

Jazarra is in possession of a middling artifact...the “Scrolls of the Sovereign Speaker”.  A set of nine scrolls that each holds a spell (1 1st, 1 2nd, 1 3rd, etc.) that is replenished each morning.  The kicker is that the spell that appears on each scroll changes each day, cycling through 9 different options (one culled from a domain associated with each of the nine deities of the Sovereign Host).  So one day the 5th level scroll may have Flamestrike, but once cast it would then be replaced with Rary’s Telepathic Bond.

She only has the 1st through 5th level scrolls, and is using divinations to try to track down the others.  The 6th is in the hands of another Order of the Seven “employee”, a priest of the Mockery with a sizable following of Hobgoblin warriors and monks.

So her driving plot is assembling the full set of scrolls, something that aligns well enough with the rest of my plans.

Gwendolyn isn’t really very plot-centric.  She’s the party’s cheerleader and booster, hanging around for the thrills and the new discoveries.  She’s also been something of the moral compass of the group when they start finding “dirt” that could make them very uncomfortable.

Beron is a power-monger.  Initially recruited by the Order as a crafter, he’s having a better time doing “field work” and blowing things up.

Tankhad is new...like “not going to be introduced until tomorrow night” new. 

Over-arching plots:

1) The Draconic Prophecy has shown that the imbalance between Dragonmarks and Dragonmark Houses is a grave threat...one which must be reconciled.  Three dragons sought to research this matter and find a solution, concluding that the Mark of Shadow is the focal point, and that something needs be done about it.

The Blue decided that it can be solved by eliminating House Thuranni.

The Bronze has a more reasoned approach...seeking to bring about a reconciliation between the two sundered houses.

The Shadow Dragon is mostly involved as a “consultant” into the nature of Shadow, and hasn’t taken a stance either way. 

Thomas is a Dragon Prophet of the aforementioned Bronze, and will continue to come into conflict with the Blue’s Dragonspawn creatures seeking to do away with House Thuranni, anyone who stands in the way, and anyone working for his rival.

2) The young Elf with the Mark of Death doesn’t know this herself, but she is, in point of fact, a clone of Vol’s mother, created by Vol herself to attempt to bring the Mark of Death back into existance.  Vol arranged for her to get pregnant, and then lost track of the young Elf (Merissa), who has been on the run from the Emerald Claw ever since.  The PCs think this part of the storyline is done (having found a “safe” place for her to hide out and raise her just-born child).  I haven’t decided yet if this is over with or not, though, as Vol was originally the “final foe” of the campaign before I shifted the focus, significantly.

3) The Order of the Seven isn’t delusional...they’re dead serious about their goal, and may have the manpower to pull it off, at least to some extent.  They have some ambitious plans, though.  The “big job” the PCs have heard rumors about, and which they’ll soon be called in to undertake, involves stealing the Brellish Flying Fortress (not Argonth, the other one...notes are missing with the name) and delivering it across several hostile nations not happy to see it to their base of operations in QBarra.

Another group will attempt to raise the fortress lost in the fight with the Goblinoids and bring it as well.  These two massive flying fortresses form the backbone of the invasion effort.

Conveniently, the seventh scroll of the Sovereign Speaker is held in this fortress.

4) The whole thing is a massive-scale Xoortinval (MMV) move.  The heads of the Order of the Seven are Exarchs for Rhashaak (see ECS 196), the guardian dragon of Haka’torvhak.  Resentful of his “imprisonment” and corrupted by demonic power, he seeks to pay back his draconic kin.  The Order’s invasion is for real, and will be fueled by considerable power.  Modified (to take the limits off) Ring Gates will be utilized to shovel wealth through to the base of operations back in QBarra, which will then be invaded by a host of Blackscale Lizardfolk, and the wealth hauled back to Haka’torvhak. 

The campaign conclusion that I forsee involves the PCs taking part in the invasion of Argonessen, the initial successes against a few dragons, hordes being shoveled “down the drain”, a frantic message from home base telling what happened…

...a return and tracing the Lizardfolk back to Haka’torvhak, with a last-minute warning from Thomas’ Bronze patron that Rhashaak CANNOT be killed, lest it free the bound Rakshasa Lord underneath the city. 

The PCs then have to survive until the Bronze arrives, and keep the Bronze alive until they can successfully eliminate Rhashakk (the Bronze taking his place as the new guardian), THEN defend him from the horde of pissed off Order dragonhunters intent on reclaiming their stolen wealth and furious Blackscale zealots.

What I’m looking for:

General comments, hints and tips.

Suggested related side-treks.

ANY resources on the flying fortresses, especially a map or even just a solid idea of the proper scale for the dang thing.

Ideas for how to convince the PCs that the Order isn’t just delusional and poses a real threat, if not to Argonessen as a whole, at least to a number of its Dragonic occupants.

I’ve already made it clear that they’re at least competent, and that they’re taking some measures (Altars hallowed with Remove Fear, large numbers of Wands of True Strike and Dragonslaying arrows) that make sense for such an endeavor.

Any obvious Leviathan-sized holes in my plot and plan.

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Posted: 18 September 2008 12:29 PM   [ Ignore ]   [ # 1 ]  
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First off, this campaign concept is very interesting. Well done. I really like the switching of sides that the PCs will be forced to do.

As for what you wanted help with:

I am not familiar with Xoortinval.

Will the PCs be helping find the other fortress/moving the fortresses/be in command positions?

I have always thought of the flying fortresses as fairly massive, but don’t know much more than the image in the ECS:
82132.jpg

Maybe find some way to reveal a small section of the Order’s army and have that section be fairly massive in and of itself. Going for pure size factor here. Competence should be something shown off via the higher ranks.

I don’t see any major holes in your plot.

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Posted: 18 September 2008 01:11 PM   [ Ignore ]   [ # 2 ]  
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The PCs have already had a good look at the size and scale of the Order’s forces...they’ve basically taken over an old, ruined city in QBarra about fifty miles out of NewThrone and have been uncovering/cleaning up/utilizing more of it each day.

As for competence, the PCs’ efforts in Nightfang Spire were part of a direct competition between themselves and another “elite squad” to see who can deal with it first and best.  The PCs wound up succeeding where the other group failed, but it lets them know that other high-level PCs are part of the organization (to say nothing of the impending conflict with the cleric of the Mockery coming up soon).

I have actually toyed with having the PCs capture the first fortress, and drive it to where the one lost to the goblins sit, using it as a base of operations and launching point (with forces supplied by the Order) for the invasion of the Goblin-held one (and thus touching off a renewed conflict between Breland and Darguun).

The Dragonmarked houses involved in the Order of the Seven:

Medani Half of their information sources...Dragons are hard to find out lore on.
Tharashk Gathering of “alternative” forces.
Jorasco Got to have someone to heal people up
Cannith MAJOR backer - particularly Cannith East.  Zorlan is personally involved.
Deneith Gathering of “conventional” forces.  Need LOTS of manpower for this endeavor.
Thuranni Other half of the information sources.  Someone* seems to be driving them out though.
Kundark MAJOR backer - Succumbing to Dwarven greed, Kundark is betting their future on this effort with their default-losses at the end of the war.

* That someone, of course, is agents of the Blue Dragon.

Other groups are also involved to one degree or another.  The Arenal Elves have pledged some support (if for no other reason than to get some measure of revenge on the dragons), and the Zilargo Gnomes have been providing bound-elemental items to fill in what Cannith can’t manage on its own.

Most notable in their absence are the Inspired (very involved otherwise in QBarra).  A few very dedicated and skilled Kalashtar have been cutting off any Inspired inroads.

Xoortinval is a template from MMV that takes a dragon’s spellcasting ability and replaces it with a host of other benefits, binding said dragon into the “game” of Xoortinval, which involves all sorts of strategic moves involving pawns (non-dragons) and wealth.  It’s hard to explain in a simple paragraph...suffice it to say, though, that this whole situation is a major coup for Rhashaak.

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Posted: 20 September 2008 03:28 PM   [ Ignore ]   [ # 3 ]  
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Um....anybody else?  No help/comments/ideas/tips?

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Posted: 20 September 2008 04:04 PM   [ Ignore ]   [ # 4 ]  
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Have the Seven show the PC’s their power with something, such as an already dead dragon, or (I’m not sure if its to late for new plot ideas) but have the Seven dealing with Green Dragons who want to get revenge against the other dragons for what happened with the mark of death.  Then when the players think that the Seven don’t really have an ace in the whole a green dragon pops down and tells them they do.

As for the fortress, I would look at real castles that were used to house several thousand in case of war for the floating fortress.  Then change the blue prints so theirs areas for a boiler room or such.

Hope that helped, sounds like an interesting game.

Halgrath Standfast

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Posted: 21 September 2008 04:39 AM   [ Ignore ]   [ # 5 ]  
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I’d love to comment to help but it really looks like you have most all your bases covered.  Seems like you have everything under control grin

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Posted: 21 September 2008 06:42 AM   [ Ignore ]   [ # 6 ]  
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Chad Reynolds - 21 September 2008 04:39 AM

I’d love to comment to help but it really looks like you have most all your bases covered.  Seems like you have everything under control grin

I agree with this statement. Maybe you could reiterate what you want specifically for us to help with and it could spark some ideas.

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Posted: 22 September 2008 08:09 AM   [ Ignore ]   [ # 7 ]  
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On the one hand, I guess it’s reassuring that people don’t immediately see things to add to the discussion. 

On the other hand, it’s frustrating.  I know I can make this campaign even better, so I’m trying to tap into the many other DMs out there who might be able to give me some new ideas to play with.

Here’s what I’m looking for here:

1) Does anyone else see any particular flaws, holes, or discrepancies in this plotline...things that may completely derail it, cause it to fail, or even just be very “awkward”?

2) Any ideas for further sub-plots, side-treks, or even interesting individual encounters that might be a good fit?  I’m particularly at a loss for how to run taking over the flying fortress(es), and potential encounters thereafter in getting it safely back to Q’Bara.

3) Other general advice on how to improve on the campaign (it’s my first forray into Eberron), deal with having a serious difference in player styles (the Soulknife, Tankhad, is run by a very aggressive fight-oriented player who frequently “gets tired of” characters that don’t just outright die off...Thomas is run by a RP-focused player who is extremely highly attached to his characters and would be devistated if one got killed off in a permanent, messy manner), or anything else you think might well be helpful in improving on my campaign.

Campaign Update:  Last Friday, the group made another attempt (ill-fated) at trying to fish the sixth scroll out from under the priest of the Mockery.  They attempted to have the bard set up a diversion by drawing out various goblinoids with her bardic music and fascinate ability, then tried to get one fairly high-placed Hobgoblin follower from out of the temple, Dominate him, and send him back in.

Problem is...they attempted to Dominate a Hobgoblin Warcaster who both made his save and his spellcraft check to identify the spell being cast on him.

A brief fight ensued, and they *think* they got away without any witnesses (Beron disintegrated the warcaster) and are now laying low for a couple weeks while pursuing another adventure thread...the Lost Temple of Demogorgon (Dungeon 120, leaving out the death knight).

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Posted: 22 September 2008 08:15 AM   [ Ignore ]   [ # 8 ]  
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I’ll try to think about things you can add today, I’ll post again if I can come up with anything worthwhile

If your ever lost in the woods, build a house.  I was lost, but now I live here.” - Mitch Hedburg

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