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Black Jack Rackham
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(Date Posted:05/15/2005 23:57:44)

REBECCA STAY OUT OF THIS ONE

I had this idea for a new thread (forgive me if this has already been done, I did a quick search and couldn't find exactly the same thing) in which we all give a rough outline (or 6) of a campaign/ adventure hook/ random cool idea that has been rumbling around in your head. That way, we might have potentially hundreds more ideas than we currently do. I personally know that there is no way I will get to writing all the ideas I have. I figure someone else may want to make use of them. So in keeping with this ideal, here are a couple of my ideas.

1. Explorer's Society Part I: players can make characters based on any idea they have, however, they must all be members of ES and know each other. One of the heroes or an NPC has researched a new dig site and off they go. Perhaps they have a few adventures on the high seas or maybe even on the docks prior to leaving. In any case, they make it to the site, fight off 6 second bugs and other weirdness, get into the site, do lots of spelunking and eventually come up with some, as yet unseen, new bit of eq. Perhaps it appears to be a combination of multiple Syrneth technologies, whatever. Anyway, it's really cool. Here's where the fun part comes in, one of the heroes, whom you've spoken with the player beforehand, decides that selling the item is more lucrative than sharing with ES. That character turns rogue, murders a few ES members (including the person who originally brought them on the adventure (this is important as that will ensure that all the heroes are unfamiliar with what the whoziwhatsis REALLY does)), and absconds with the item. Now the chase is on. It could lead to a hundred random NPC's who might want it, the (now) rogue villain might make use of it themselves, or perhaps even to Vincenzo...I might also add the important thing here is to make sure the player(s) who will be killing other heroes/being killed are aware of this eventuality prior to actually killing the player. My thought was to have the involved players make up a second character who appears as one of your NPCs aboard ship. Once the nastiness has occurred, the NPCs can "step up."

2. Razors: players make characters of any nationality, with the stipulation being that their swordsman's school MUST be one of the officially recognized by swordsman's guild. Once characters have been made, they are elevated to the status of master of their particular school, and become members of the Razors. Their stated mission of course, being to bring rogue SG members back into the fold. This can have the effect of bringing the heroes all over Theah (and allowing them to get into adventures based on secret societies, backgrounds, etc.) all while dispensing justice where they are ordered. Over time, however, they begin to notice certain patterns, certain facts that just don't seem to fit what they thought the Razors (and Swordsman's Guild) stood for. Worse, the facts seem to point towards the three originators of SG. Perhaps this leads to a direct confrontation, perhaps the heroes go "rogue" themselves as the try to figure out what is going on, and why they have been duped into murdering the wrong people (or the right people, depending on who you ask). Eventually, they find it's not the originators, rather the leader of the Razors who's pulling the strings...

3. Knights of the Rose and Cross: This time, characters must be members of KRC. One of the heroes will be the grizzled old sergeant while the rest of the heroes (and a few NPCs) are younger members. Their stated mission, bring some of the enlightenment of KRC to the Crescent lands. Because of the difficulty with getting permission to sail, the heroes have decided to travel overland. Could be a short journey or, with enough adventurers, quite a lone one. In any case, once they make it far from anything familiar, and as they are crossing the desert, a sandstorm erupts. Being far from a natural storm, it fairly attacks the heroes, and when all looks bleakest and the heroes have been beaten, the grizzled old sergeant gives his/her life that the others might live and carry on the quest. Now lost and alone, what do the heroes do?

4. Invisible College: all heroes members of IC. A message is sent out, we have an emergency. A young naturalist has been out in the Midnight Archipelago cataloguing the various flora and fauna. His observations lead him to have a revelation. He wrote his ideas down in his journal and also sent letters to a "friend". In his missives, he referred to something he called "natural selection". Unfortunately for him, his "friend" was a bit overzealous in his interpretation of the word heresy, and turned the information over to The Inquisition. Can the heroes get to this naturalist and his journal before the flames of The Inquisition? And more importantly, where on Theah can they hide him that The Inquisition won't come looking?

5. Explorer's Society Part II: While it would help if all heroes were ES on this one, I am working with heroes here where there are only a few members. While out tooling around, the heroes or one of their love interests, NPCs etc. come upon a small shop that has various odds and ends for sale. One of the items is a wonderfully rendered painting of a group of ES members standing around a small camp fire on a small island just as the sun is setting. Depicted within the painting, one of the members has a map. Naturally the heroes might be curious but this map (assuming they can make use of a magnifying glass) however, it is a ruse (it leads to a non-existent island SW of Castille). This may get them on trail of the history of the painting. Turns out that the artist was a young ES member in the very early days. While he showed great promise, he died tragically after completing only 3.5 paintings. All of the adventures he went on are known, however, this painting does not depict any of them. A more thorough search reveals that the painting is called "Tears of Theus" it is thought that the name refers to the collection of stars which are visible in the background. However, there is a more obscure legend about the tears that Theus supposedly shed after the world was created. These joyful tears are said to grant eternal life to any who possess them. When the heroes realize this, they also realize that there is a certain Vodacce prince who would dearly love to get ahold of these tears. To ensure that they do not fall into the wrong hands, the heroes will have to figure out how to get to the tears before Vencenzo does. Turns out that the painting really is a map. The shape of the island appears to be the western coast of Theah, while the smoke rising from the fire takes the shape of the Avalonian Isles. With these as the perspective, the brightest star in the sky reveals the location of a blasted hunk of rock which, at one time was an island and now only reveals itself once a month for 6 hours at extreme low tide. The heroes will go to rescue it, and reveal in the process that one of the ES members pictured in the painting has survived, although now, he is insane. After defeating the insane ES member, and coming out triumphant, the heroes face the Crimson Rogers who have been waiting for them. Seems Vincenzo was the one that sold the picture all in the hopes he could lure the heroes into getting the tears for him. As the heroes fight for their lives, the insane ES member comes to his senses and attacks Reis. This allows the heroes to escape with their lives if not the tears. Now the heroes will have to somehow have to get the tears back. (My idea, however, also added that, for the tears to work, you had to have faith, how's that a bonus for taking an advantage you don't know what it does?)

6. If you're still hungry for more of my ideas, check out my thread, http://www.aimoo.com/forum/postview.cfm?id=318938&CategoryID=251084&startcat=26&ThreadID=1954357

Hope this starts some thinking, and inspires others to add to this...

Mark

(Message edited by Black Jack Rackham on 07/08/2008 20:11:00)

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"At times one remains faithful to a cause only because its opponents do not cease to be insipid."
Friedrich Nietzsche

Mr Big
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(Date Posted:05/16/2005 02:44:56)

Setting up shop...in Dionna


Really it could be any Vodacce city you want but I thought this would give the most dangerous aspect.


All the players get together and decide what type of business they want.  It has to be a business that requires a building.  You can't be a band of traveling artists but your shop could build musical instruments.  Then each player decides their player's role in the business.  No one can be the owner.


The players are waiting for the shop's owner to arrive and check in on them.  After waiting for so long they are forced to open shop without him.  In comes a powerful merchant demanding 10,000 guilders or he takes the shop.  It's not until later the heroes see the shop's owner being dragged out of a canal by the morning crew.  Looks like the heroes just inherited the business.


Players will go through the extensive ins and outs of doing Vodacce business.  They figure out what rules are broken and what rules were never rules in the first place if you know the right people.  They attend major social functions to make the right business connections.  They find out just how many merchants they must pay off to let them set up shop.  The heroes attempt to expand only to have their newest shop burn in a fire.  Their trade shipments are attacked by pirates.  Their merchandise is sabotaged causing dozens of angry customers to return in a fit.  A good series of adventures with emphasis on business and scheming.  But that doesn't mean the heroes can't have fun getting revenge.  And of course the ones that are honest citezens of Vodacce always appreciate a good and charitable shop set up by ther heroes, especially when one is needed so badly in Dionna.

Salamanca
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(Date Posted:05/16/2005 21:17:33)

Mr. Big's plot works just as well if you simply make all players assume the role of representatives to the Vendel trade guilds handling the guild affiars in the city of your choice for all members. You then can toss them into every combination and angle of a business problem. (being the neutral party in the disagreement between two others, being the offended party when the tradesmen refuse the edicts of the guild, being the injured party defense when someone takes advantage of a member merchant, etc. Plus the issues of making deals between members, the local government, etc.



As for Black Jack's first recommendation: Be a little wary about this plot idea. In a good mature group, the players will accept this as a task assigned by a GM to a player and roll with the effect before moving on. IF you have less experienced players or players with attitudes that do not allow the words "forgive and forget", you will end up with a group that has one of your players forever labled as the turncoat. The rest will suspect and distrust him as a player for many years hence as well as never agian acting in a cohesive manner. I've been there and seen that. So make sure you have the right players before trying this "turn one against the rest" trick.



Promise before I retire or die, I'll toss everything i have ever considered and never used for the rest of you to abuse.

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Damn! Asking for exposition is like kryptonite to NPCs!

Black Jack Rackham
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(Date Posted:05/16/2005 22:51:13)

Reply to : Salamanca



As for Black Jack's first recommendation: Be a little wary about this plot idea. In a good mature group, the players will accept this as a task assigned by a GM to a player and roll with the effect before moving on. IF you have less experienced players or players with attitudes...



I can't agree with Sal's comments here enough.  Part of the reason I tabled this idea (at least for now) is that I have far too many gun-bunnies in my group to possibly pull this off.  While I like this particular plot, I think, if I ever do get to use it, it will have to be much later when I have a much more cohesive group. 


Although I have to say, I've done a pretty good job getting them to realize that, when something TRULY funky happens, it's most likely not a player's doing, it's mine. 


In the end, I think it gets back to that, "keeping open lines of communication between players and GM" thingy.


Mark

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"At times one remains faithful to a cause only because its opponents do not cease to be insipid."
Friedrich Nietzsche

Black Jack Rackham
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(Date Posted:05/17/2005 18:42:04)

Ok, got another one.  This one's more of an outline for a campaign than actual adventures but I thought interesting none-the-less.


All the heroes are members of a traveling circus (strong man, carnival barker, contortionist, sword swallower, etc.) with skills based on their occupation (strong man has high brawn, barker lots of social skills, and so on).  The circus, as I mentioned, travels.  Thus the circus could head across boarders and have adventures in many different towns.  One thought was to involve them in the Montaigne Revolution by helping smuggle decent nobles out of harm's way (perhaps a certain Musketeer and his Wife?)

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"At times one remains faithful to a cause only because its opponents do not cease to be insipid."
Friedrich Nietzsche

Rebecca Iavelli
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(Date Posted:05/17/2005 23:19:58)

Ok, Mark talked to me, and asked me to post something on this thread, without reading it.  Of course, I had to have him tell me somthing about the thread, in order to post, wasn't going to just plop something in here without knowing what I was talking about. Well, got sort of an idea, that may have already been mentioned somewhere, but was re-watching "Titanic", (Yes I know, not the best movie out there, but sometimes a girl likes a bit of romance, lol), and that got me to thinking.


The Bao Chuan was a huge ship, in it's time, and from the history of Theah, not many of them have been around for a while.  I was wondering what an adventure it would be to have one discovered, maybe abandoned in a hidden cove, or actually floating loose on one of the oceans.  Maybe the crew had come down with the "White Plague", and all died out,  (or maybe not, hmmm.  to her GM Mark).  I think it would make an interesting bit of exploring.

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Fate, a four letter word, with a lot of strings attached.
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"We Pay to Plunder!!"
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The price of anything is the amount of life you exchange for it.
Henry David Thoreau
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Do not mettle in the affairs of Dragons...for you are crunchy and tastey with ketchup.

Salamanca
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(Date Posted:05/18/2005 04:34:53)

However, we all know that there is not a single Player in the world that would opt to drop the necklace overboard at the end.



couple of neat ideas. I like the travelling circus routine (which could easily be altered to any sort of sideshow or performer crew. Jugglers, acrobats, managers, roadies, etc.)

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Damn! Asking for exposition is like kryptonite to NPCs!

Ian Mackinder
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