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Help With a Campaign


Manic Typist

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This is for my campaign "Fair Semona." I've reached a bit of an impasse as to where to "lead" the group next. I guess I just need some ideas on how to provide them with a little leeway so that the group can more smoothly transition into the next leg of the campaign.

 

Background

Semona is a merchant city that is filthy rich. It is one of the major trading hubs of the entire world, and Semonan dyes are reknowned even in the Underdark. It is part of a larger nation, but right now I do not think that is hugely important, except that the city is ruled by a government agent: the Governor-Prospector.

 

Think of the "Three Musketeers" when trying to imagine the atmosphere, clothing, and fighting styles of the city. Citizens of a House wear clothing themed with the House (all red in Carmine, brown in Umber, etc). However, there is always an large influx of foreigners (about half the city's population in a given time period consists of adventurers and nonhumans traveling through- it's that big a trade hub), so that helps provide a variety of exceptions to exhibited clothing and aramament, etc.

 

There is one, above all rule where Semona and the goverment are concerned: business must not be disturbed. Clarification on this will ensue shortly.

 

Semona is dominated by seven major houses, who were orginally founded based upon their ability to create unique, vibrant dyes. Since then, each House has expanded its economic activities, but it still retains a "theme" based on its color, and the dye is its most important product. Ivory is a unique exception, which is addressed later. The Houses are:

Ebony

Verdigris

Umber

Azure

Carmine

Ocher

Ivory

 

Each House has its own territory, roughly equal to that of the other Houses. They are fiercely territorial. Scuffles between roving groups of fencers is an everyday occurence... but to attempt to penetrate another House's turf (too deeply) is suicidal, unless you are bringing lots of backup.

 

Houses occasionally go to war. This process is regulated. Notice must be served to the Governor Prospector in advance, and you will then have 24-48 hours to wage your conflict before the government steps in. This prevents business from being disrupted too much by these conflicts, and ensures that Houses only make their move when they are ready.

 

A note on Ivory: Ivory has no dye, nor territory of its own. It is a "disgraced" House of sorts. If you have ever read George R.R. Martin's "Game of Thrones" series, then think of it like the Nightwatch. People who have committed crimes and are faced with death or banishment can instead choose to "take the white," and join House Ivory. Ivory serves as an outlet for people too dangerous to keep around, yet too important to actually kill. Instead of producing dyes, it provides an excellent bleaching service that is a valuable part of the treatment process before the dyes are used by other Houses. House Ivory is the weakest House, and it has small towers or stantions in each House Territory so that all can easily bring their fabrics to them for treatment.

 

Let me provide you with some of the information I have given to my players, and then tell you about the campaign.

 

Player Information (mostly via e-mail):

Ivory- white. Very little in the way of actual territory (except for small bastions within each House territory), cleaners and bleachers, led by the disgraced or dangerous of other Houses who had to "take the white." They are the one House that has NO wizards etc

 

Ebony- the largest House in terms of numbers (roughly double any other House). Provide mercenary services as well as dye, but if a House wishes to hire them for a House War, it must hire ALL of Ebony (regardless of how many troops it actually wants), and it may only do so for a single day. This helps prevent getting tangled up in a drawn out conflict that would weaken Ebony. Ebony is the most openly and heavily involved with the Underworld, but they are two DISTINCT entities. They just scratch each others backs quite a bit.

 

Verdigris- green. Richest, but not necessarily the most powerful. However, they know that they are the richest. Associate what you will with this.

 

Umber- brown. Highest non-human population. Mostly concerned with their own business, least aggressive of the Houses in a lot of ways. Still, if you step up in their territory, they will put you down.

 

Azure- blue. They like their drugs. Hedonists, the lot of them. However, their primary "products" are exported and not in great usage within the borders of Azure. Think of Columbia and coccaine (as a parallel).

 

Ocher- yellow. Caters the most to magic users and magic paraphenalia, although all Houses that actually trade areas sell magical supplies and have their areas of magical...... business (except Ivory, which does not have the resources for extra business, magical or otherwise).

 

Carmine- red. Most religious of the bunch, but not in an overbearing way (yet people can still chage a little under the impression that they are constantly being judged). Consequentially, they are the most conservative in their vices. Borders on the prudish. They allow whoring and drinking in their territory, with some small illegal things such as gambling, but the big stuff (drugs, fight pits, etc) are ruthlessly cracked down on.

 

Campaign highlights:

-Starts with a barfight which allows everyone to be introduced. Begining involvement with "A Gray Area," an inn which is trying to establish itself as neutral territory (and it is located in the direct center of the city). This is the "surface purpose" of the campaign. Most of the Houses will not want this (at least they think that) and will act to shut down this business.

 

-A kidnapping of one of the waitresses. The group rescues the girl as the Verdigris members attempt to hijack an Ivory cart full of spell components.

 

- One character, Cristobal, becomes more heavily involved. He liasions with the Underworld runners (people who make a living by running messages and packages between Houses, secretly. A dangerous job, and anyone caught with a "double cloak" is usually killed as a spy), and makes a deal. In return for helping the runners with a mysterious rash of unusual occurences, the runners won't bother the inn. Apparently, the runners have been losing time, appearing in places without how knowing how they came to be there, and one has even murdered his friend for no apparent reason. Memory loss for all cases. They eventually discover that mind altering magic is being used, even though that is HIGHLY forbidden and anathemic. Think of snuff in terms of how people react to the idea of mind control.

 

-The mage, Kyle, has a tendency to "drift." He often focuses more upon side issues, such as how he has started performing at a local orphanage, rather than the campaign. To redirect, I allowed him to discover a crazy man who was wandering near the orphanage. He was the local candy vendor, and was behaving erratically. Kyle took him to a church that has some experience with mental issues, the Church of Sandlin (God of Truth and Lies). He just left the guy there, even though the man had been babbling about "One Color falling to another, until all Colors are consumed in the All Color..." etc. So, the next time he started to focus heavily on the orphanage, I had... well... let me just copy and paste the e-mails and you can see for yourself (I have cut the player's responses except for one, it is pretty straightforward):

 

You approach the orphanage along the winding, cobblestone streets of Semona. It's early afternoon, but it feels later because the rainclouds block out the sun. The rain drizzles onto the road, and sometimes you have to detour from one side of the street to the next to avoid puddles. Finally, you round a corner and see the orphanage before you. It is a tired looking building, which blends in well with the rest of the slightly run down neighborhood. Its walls show signs of cracking and peeling, with various discolorations covering its exterior, but it also appears to be well cared for. While the building has definitely seen better times, it is kept reasonably clean, the windows are all intact, and all of the important facilities are kept up to standards.

 

As you approach the double doors, you glance up to the letters nailed to the top overhang of the building, reading: "Semona's Grace # 5." You have to wait for a minute after knocking on the doors, but fortunately the slight overhang protects you from the worst of the rain. Eventually, the door opens inward (smoothly and with little noise, another sign of care for the structure), and the smiling face of Supervisor Hesha greets you. She is in her mid-50's, slightly plump and shorter than average, but with a perpetually cheerful (if tired) face. She tucks some of her slightly frayed, graying hair behind her ear, but quickly gives up after it escapes once more. Obviously, this is a battle she has been waging before.

 

She steps back and beckons you inside, "Oh please come in Master Katarn. Please excuse the mess (gesturing to her apron and light covering of flour), I was helping Cook prepare a meal in the kitchen, and feeding over 40 people is not an neat task let me tell you that." She wipes her hands on her apron and closes the door behind you, and brings you towels so that you can dry off.

 

She begins to lead you through the building. "I'm glad you've come. The children always enjoy your visits, and you help bring a little break to their lives." As you two round a corner, two little scamps come tearing towards you from down the hall, until they catch sight of Hesha and then they desperately try to backpedal the way they had come. Hesha catches them by their shirtcollars and asks them in a commanding tone, "What have I told you about running indoors?"

 

"Only if the building is on fire," they reply meekly, toeing the wooden floor and staring down.

"And is the building on fire?" she demands.

"Well... it could be," one of them ventures hopefully.

"Try again. I'm standing next to a wizard. He would know if there was a fire. Just like he will know if you aren't back to your chores within the next thirty seconds." They look at each other, her, and then you hopefully.

"Which he will tell me, and I will assign extra duties to each of you. Twenty-three, by the way." The glance at each other in panic, and dart off at a fast walk the way they come, but as soon as they pass through a door you can hear their feet pounding as they bolt back to where they need to be so that you don't report them to Hesha. She "tsks," after them, and mutters "What will I ever do about them?" Returning to the business at hand, she apologizes and continues. "Most of the children are busy now with their schooling or chores, especially the older ones who are preparing for their entrance exams, so I am afraid you may have wasted a trip out here. Still, you are more than welcome to join us in our meal. We all break to share in lunch, but I'm afraid it may not be quite up to the standards that a licensed wizard such as yourself is probably used too... Oh, by the way! I meant to thank you for paying that vendor to make extra rounds through this area for the kids. It's helped cheer their spirits after the loss of that poor man. However, the little ones keep asking me about the candyseller, and to be frank I don't know what to say. Do you have any news about him? Will he be coming back?" By now, you have arrived at the central portion of the facility, which has a small square which is open to the sky, a small patch of grass which has a few stone benches and tables scattered around it. The rain has lightened to a light drizzle...

 

***

 

She smiles at you and begins to lead you toward the kitchen. "Thank you for offering to help with the food, and really you are too kind to offer help with the building. That really isn't necessary, and it is much too generous." Once you arrive at the kitchen, she introduces you to roughskinned man with a beergut and various tattoos on his arm who is a heavily stained apron. "Cook, this is Master Katarn from the Wizard's Isle. He is the one who has been helping us so much lately." Cook shakes your hand with a firm grip, and his hand feels like it is capable of a lot more pressure than he gives you.

 

"Glad to meet ya. 'Preciate the help with the kids 'n such, they are sweet creatures. For the most part. Howeva', they eat more than the lads I knew back in me sailin' days." He resumes his work.

 

As you and Hesha begin to knead dough, she continues with the earlier conversation. "I'm not really worried about the older children. We have a fine batch this year, and I don't doubt they shall go far once they've passed their exams. As a matter of fact, Semona's Grace #5 has never had a student who couldn't meet the Imperial Admitance Standards," she says with some pride. "However, the younger ones are still slightly sensitive. To some of them, this place is still new and rather scary. Perhaps you can tell me where the candyseller was taken... oh, what was his name again, Cook?" She glances back over her shoulder.

 

"Rorsch, I believe M'am. Always spoilin' the kids' appetites before meal time," Cook says as he scowls.

 

Hesha laughs, "Oh stop it, Cook! Don't think for a minute that I haven't noticed you feeding the kids an occasional snack yourself when I'm not around."

 

"But... but... that's differnt!" splutters Cook, and, abashed, he resumes his work.

 

"Yes, if you could tell me where Mr. Rorsch was taken, then I could go check up on him and see how he is doing. Hopefully it will be good news... but if it isn't... well, I can think decide what to tell the children." She starts to put the dough into the oven as she listens for your response...

 

Player: I relate to Hesha the place I took him and warn her to be careful there,

that people may not be.. "safe" .. and things may not be what they seem

there, nor may the people...*says ominously*.. and I can tell that such

 

Glances at the cook, and it is good that we both spoil the children.. with

some of the hardships in life to come for them, and the ones they face now..

such breaks and spoilings are lifesavers during times of hardships.. You my

friend, where might you be from? and what brings you here (keeping

conversation while working on the kneading)

 

Also, I wouldn't mind asking Hesha if any of the kids (though by now I am

sure I would of noticed) that are going to be leaving this year might have

any inclinations into the magical.. if so I wouldn't mind putting in a word

at a few of the colleges

 

Hesha nods and states, "I'll be careful when I visit the Church of Sandlin, if that is what you suggest. It is kind of you to offer to write such a letter, but really I doubt it would be of any merit. After all, these young adults won't be affiliating with any of the Colleges if they do test out as possible adepts." *There is no real reason for you to have noticed if any were magical anyway, since in the vast majority of cases there is no obvious display of magical affinity in a person before they actually undergo some sort of testing. Virtually anybody can practice magic. Think of like advanced calculus or some other difficult, esoteric subject. Anybody can do it, but only people who are inclined towards "math" (or in this case, magic) are really going to take to it naturally. Some people are math wizzes, others are amazing athletes... and some are wizards. People who naturally exhibit magical properties (such as yourself) are looked upon as aberrations and sometimes even with suspicion.*

 

Cook glares at you suspiciously, "If ye don't know me origins or me business, then what makes ye think 'at you be knowin' me as a friend? An' since yer so curious, I'm from the room at the top of the stairs, third door on ye left, and lunch brings me here. Heya! Try slicin' those tomatoes a mite thinna, will ye? Can't make a good sauce if they be too thick now."

 

***

You and Hesha arrive at the Church of Sandlin. You are shown into the back area, which leads under street level to various cells. It is a bit dark and a little creepy, especially with the ravings of the inmates around you. The walls and doors are all thick and sturdy, and look like they are designed to take quite a bit of punishment. At one point you pass over a large grate through which an unpleasant odor wafts. This provides drainage directly into the sewers. As you glance down into the stygian darkness, you catch a glimpse of light reflecting off of stark, yellow eyes staring up at you from the shadows. This place creeps you out. Then you pass through the "hopeless cases" block and head slightly upward. Finally, you hit light again. Apparently you had passed under the street to the opposite side, and the Church is more extensive than you had orignially thought. It is one facility that spans the road, but underneath the road rather than over it.

 

You enter the cell in which Rorsche is. He is lying on his back in a bed, staring feverishly up at the ceiling. He has been restrained because he has been rather agitated lately, and isn't allowed extended periods of time free while unsupervised. The room smells of stale sweat, and Rorsche is muttering to himself when you enter.

 

When you draw closer to the bed, Rorsche snaps his head over to look at you with wild eyes. "You're here for the children yes? You must watch my hands. Always watch my hands. That's all that matters now, that's all that can be done to prevent the Voices from having their way. Why is it raining in here? Did you bring the rain? I don't want you to bring rain, I want silence! No one cares, no one is actually listening. The All Color certainly won't listen except to its own concerns, not ours. Not the concerns of the little men who have nothing left anymore, not in Semona, especially after the All Color subsumes All Colors..."

 

***

 

"No one listens, yet I can't help but hear! Oh the irony! The pure irony of it all, how the least likely is the one that is! Soon, all will hear, all will hear and become the All Color, even if they are their own color. You must look to the Light! The Light containts the truth! It blinds everyone, so they cannot see. They look at the Dark when the answer lies in Light... the Dark is separate from the Light, but still they are related. Afterall, how else could the Light move in Shadows? *He laughs at what would otherwise be a paradox, to him* Are you the one who will... Who are you? Can you hear the silence? I can't, I can't even watch my hands, but it is so important..." *his head sags back onto his pillow and he seems to sleep*

 

At first, the player was just going to let it drop! He would rather focus on writing the kids some College recommendations that escorting a defenseless woman into an area HE just described as dangerous, to see a man that HE had committed!!! Fortunately, at this point I sent out an e-mail encouraging the group to be more proactive, because if they weren't, they would "lose." One of the players had been coming into the leadership position, even though we both agreed in advance that he shouldn't be leader because A- he wanted to relax (he is our other GM) and just play, and B- his character would take the campaign in his own direction, and not necessarily the best one. It went something like this:

 

Consider this a corollary to Stephen's declaration of non-leadership.

 

It is very important for you guys to step up and take charge of things, as a group. Stephen is going to be relaxing because my campaign is a chance for him to take a break from the stress of "being in charge," even if its only to a minor or informal extent.

 

Thus, if this campaign is going to go anywhere, it is crucial for you guys to be aggressive towards the plot. I'm not saying that you need to metagame outside of your character concepts, merely that your characters are more likely to investigate things than "normal" people might. After all, stories about heroes are always about people who do MORE than others. Thus, this story about YOU (as heroes) hinges upon the same premise: that you were people living your lives who began to become more and more involved in something (that other people wouldn't have bothered with), and became swept up into something far larger than anyone could have foreseen...

 

Ultimately, you guys need to be proactive. If you are purely reactive, you will get mad at me as you will feel like you have no control, or you will become completely out maunvered and the campaign will basically end, because neither Stephen nor I is going to lead you. The more that you guys become involved, the more that things will develop. Simply, the more you do, the more that occurs.

 

-Thankfully, JUST NOW, the player has asked about Rorsch's garments. Now he will discover that it has been infused with mind altering magic, just like the runners'.

 

-The group is left off having arranged a meeting between two "Scions," one of House Azure and one of Carmine. Apparently, they are secret lovers. This is a direct steal from "Romeo and Juliet," except that both are men. :eek:

 

But what is NEXT?

 

Now let me reveal my GM Cards: the true villain of the plot is... Ivory! The clues are rather obvious in retrospect, but the most obvious one (IN THE FIRST SESSION) about the wagon of spell components was completely missed by the players (as I had hopped... muwahaha. :eg: ). The leader of House Ivory, whose character sheet is being drawn up in another thread, has been working for years to prepare Ivory to take over Semona and restore him to his proper place of glory (he has been "banished" to Ivory). Obviously, he needs soldiers, wizards, and to somehow make the city vulnerable to an Ivory takeover.

 

I haven't worked out the specifics about the soldiers or the wizards (I have ideas, but I'm open to more) but he is making the city vulnerable via mind control. He is working with an illithid, who is bringing him the fluids that bathe one of their "Greater Minds" or whatever they are called. The liquid is infused into the "bleached" fabrics after having mental commands instilled in it. Essentially, once Ivory is ready to move, most of the city will be wearing clothes that are giving them suggestions to cooperate with Ivory. In return, the illithid is getting valuable dyes, "exotic" surface goods (such as flowers and other things that can only be found on the surface), and human beings.

 

Suggestions?

 

My next idea is tha once the Scions are done... meeting, they can suggest that the group investigate a series of caravan raids which seem to be unusually precise in their targetting on Semonan dyes... which would lead through an angry band of orcs, an elf collaborator (who ties in with one of the character's backstories), and hopefully to the sewers themselves... where the illithid might be discovered....

 

Anyone else?

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Re: Help With a Campaign

 

It looks pretty good. (I did not know the game was already underway.)

I would suggest having the Arch Villain not be the only threat.

 

Imagine if you have a couple subplots and let the players feel some small victories before getting straight to the thick of it. A few plots that do not seem related to commerce and power may even get them thinking about other stuff then you could wheel them back into the thick.

 

From where you are coming from the game looks good and I can see it developing very nicely.

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Re: Help With a Campaign

 

Hm...it sounds like there might be a disconnect between the level of inter-connectedness you are providing and the level your players are expecting. Especially at the start of a game, they might want to just explore their characters, doing some relatively innocuous stuff just to get a feel for the world and the other PCs.

 

My suggestion: let the main plot fade to the background for a little while -- not out of the picture, but don't go out of your way to make it the focus. Let the mage work with his orphans (after all, working with the downtrodden is heroic), let the players have their fun.

 

Maybe a drunk starts causing trouble at the inn, or an obnoxious bard takes up residence, or something totally unrelated to the inn happens. Whatever.

 

During this time, drop a few hints about the main plotline, but nothing super-urgent.

 

Then, after the players have had some time, give the bad guys a minor victory. ASSUME that this will happen, so it doesn't end the campaign or throw things out of whack. Let this victory serve as a message to the PCs that Things Are Afoot, and they might want to investigate. If they don't...well...then you get my campaign. :)

 

(I spent about two years dropping hints about the Bad Guys -- prophecies, strange spies with odd maps -- but the players didn't put two and two together. After the Bad Guys assassinated the leaders of all local kingdoms, allied with the evil dragon, and invaded the entire campaign area, the players realized they might need to do something. :))

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Re: Help With a Campaign

 

Interesting concept behind the dye manufacturing. I like it a bunch. Not so fond of Ivory being a cast out group since bleachers were pretty important in the medieval textile industry.

 

Odd questions for you.

 

1. Are there any guilds in the city?

1a... any specific guilds?

1b... What are their roles?

 

2. Guineve: Stones of Peace is a city setting for Kalamar that has the same "tone" as your own. It might be a goldmine of useful ideas for you (it might not but it sure seems like it would be a useful datamine to me).

 

3. I thought the "transporting spell components" was a little too blatant personally. I chalked it up to DM error rather than thinking it was a clue.

 

4. I'd like to read more about the city as you develop it.

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Re: Help With a Campaign

 

You can have Ivory framing members of the other houses for treason' date=' or other crimes. Maybe use the PCs to do the dirty work. That might hook up some of the minor things you want to use to keep the ball rolling.[/quote']

 

I was thinking have Ivory frame another house to make it appear that the other house is trying to frame Ivory. Make Ivory the obvious villain in the beginning, then clear their name. Two months later, reveal that it really was Ivory.

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Re: Help With a Campaign

 

I was thinking have Ivory frame another house to make it appear that the other house is trying to frame Ivory. Make Ivory the obvious villain in the beginning' date=' then clear their name. Two months later, reveal that it really was Ivory.[/quote']

This sounds like a pretty cool idea. If you are luckythe players will only beat you a little worse than when you threw all the dice in the garbage.

 

 

I think you should add this to your game Maniac.

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Re: Help With a Campaign

 

No need to walk around with Urkle... walk around with Urkle... walk around with Urkle (walk around with...)

 

What were we talking about? Sorry, MT, I got partially through your thread and just started skimming. Can you give me the Reader's Digest version of what you're trying to accomplish?

 

i.e., "Ivory is really the Evil Overlord and I need to chain the PCs to that next" or "Bob is really HIS uncle but everyone thinks he's YOUR uncle - how do you build a plot about him being his own grampa?" Something tight that I can focus on. Otherwise I'll just nod and say "Yep... looks fine" because I didn't read the whole thing. Which is unfair.

 

So. From the standpoint of a writer, you need to give me (us) one single CORE idea and then build on that. You've given tons of pre-built material and I don't see where the question really is.

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Re: Help With a Campaign

 

Interesting concept behind the dye manufacturing. I like it a bunch. Not so fond of Ivory being a cast out group since bleachers were pretty important in the medieval textile industry.

 

Odd questions for you.

 

1. Are there any guilds in the city?

1a... any specific guilds?

1b... What are their roles?

 

2. Guineve: Stones of Peace is a city setting for Kalamar that has the same "tone" as your own. It might be a goldmine of useful ideas for you (it might not but it sure seems like it would be a useful datamine to me).

 

3. I thought the "transporting spell components" was a little too blatant personally. I chalked it up to DM error rather than thinking it was a clue.

 

4. I'd like to read more about the city as you develop it.

 

Ivory's role is essential, but they are looked down upon in a social sense. Which is partly why they are primed to make this move...

 

1. Yes, but they are weak. The Houses dominate everything except the magical Colleges, who had the firepower to resist.

 

2. Link?

 

3. It was, except that I made it extremely understated. I played it off as a minor detail, and they fell for it hook, line, and sinker.

 

4. Wilco.

 

Thia- I'll get to work on this, I'm just tired right now.

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Re: Help With a Campaign

 

Who says all the subplots have to connect to the main plot?

 

If they don't, then the campaign will fall apart. Right now it's a matter of LOCKING the characters into the plot, fully.

 

If I throw an nontangential subplot at them, then that could become the dominant focus, and the game would basically end. I don't need to distract them or offer a break yet, I need to give them the beef, so to say.

 

I have ideas, but I'm always open to more.

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Re: Help With a Campaign

 

No need to walk around with Urkle... walk around with Urkle... walk around with Urkle (walk around with...)

 

 

 

i.e., "Ivory is really the Evil Overlord and I need to chain the PCs to that next"

 

I don't get the reference.

 

 

I started to formulate a response, and then I saw that you had exactly stated what I am asking for help with.

 

Here's some possible areas that I haven't actually thought through, because it would have to be handled well for it to be believable:

Where is Ivory getting its weapons?

Where is Ivory getting its wizards?

How did the illithid and head of Ivory first make contact that such an arrangement could come to pass? (Actually, I just had a thought....)

 

Or, spot something else entirely. I'm completely open.

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Re: Help With a Campaign

 

If they don't' date=' then the campaign will fall apart. Right now it's a matter of LOCKING the characters into the plot, fully.[/quote']

 

Problem is, most players hate being "locked" into anything. If they feel they have to do something, they probably won't. So you need to make them /think/ they have a choice. :)

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Re: Help With a Campaign

 

I don't get the reference.

 

 

I started to formulate a response, and then I saw that you had exactly stated what I am asking for help with.

 

Here's some possible areas that I haven't actually thought through, because it would have to be handled well for it to be believable:

Where is Ivory getting its weapons?

Where is Ivory getting its wizards?

How did the illithid and head of Ivory first make contact that such an arrangement could come to pass? (Actually, I just had a thought....)

 

Or, spot something else entirely. I'm completely open.

 

 

Well as it seems you are coming from the aspect of a D&D like high magic world, it could be that help from the outside was not enlisted and instead was solicited. Imagine how quickly the Earl of Ivory would have jumped on it when he was solicited aid from the ilithids. Little does he know that he is just another pawn. And the ilithids central brain will have a much more powerful control than the one that Ivory thinks to have.

 

As for where they are getting their Equipment and allies. All sorts of outside backing could come into play. Imagine in real life how much the U.S.A. aids foreign insurgents to help get the government the way they want it and the people in power who see things their way. In a fantasy game with a political bent it would be little to no stretch to see ivory forming allies with outsiders and getting aid in the form of finance.

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Re: Help With a Campaign

 

Ivory is getting some money by looting caravans by hiring orcs, which goes to fund its efforts.

 

Yes, the illithids are trying to play Ivory, who are trying to play the illithids, and neither force knows that they are truly pawns in turn...

 

The logistics is my concern. How does Ivory go about hiring mercenaries or sneaking troops about and not get noticed? I could see it having hired trainers in secret and start training its troops for a few years, and then have a few specialized merc squads and officers to reinforce their own troops...

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Re: Help With a Campaign

 

Ivory is getting some money by looting caravans by hiring orcs, which goes to fund its efforts.

 

Yes, the illithids are trying to play Ivory, who are trying to play the illithids, and neither force knows that they are truly pawns in turn...

 

The logistics is my concern. How does Ivory go about hiring mercenaries or sneaking troops about and not get noticed? I could see it having hired trainers in secret and start training its troops for a few years, and then have a few specialized merc squads and officers to reinforce their own troops...

 

Frontier duty. With all the politicking in the capital, other houses will welcome the chance to concetrate their resources at home; and before people twig onto what's going on, Ivory can have most of the outlying garrisons under their control (or can neutralize them). Especially if there's an especially active/messy sector, where others don't want to waste their resources, but would make a great live-fire training ground for mercenaries.

 

This also provides an open door for traditional fantasy adventuring into wilderness areas, either on traditional quetss/dungeon crawls for goodies, or missions to find out what's going on (espionage, official visits, etc.).

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Re: Help With a Campaign

 

Update for anyone interested: I've come up with some additional background information for my campaign.

 

I've finally come up with an identity and motivation for my Primary Villain.

 

Lutra Gabicho was a Houseless child of Semona, who through the public childcare system became a member of the nation's military (basically, the government pays for orphans to have an excellent upbringing and education, but in return the orphans are obligated to join the military or some other branch of government service, usually for about twenty years). Through luck and skill, he became one of the foremost generals of the army. He was a brillant strategist, well liked by his troops, and overall a rising star. He fought with distinction in the Orc Suppresions and border expansion conflicts, and was known for his strict but fair code of honor.

 

During this period, one of the top students of a prestigious sword school was Lutra's chief aide and bodyguard. Breek and Lutra were good friends and worked well together.

 

Lutra was sent to deal with a bandit leader in a rural, backwoods region. Apparently, the badnit had been posioning the local water supplies to make the locals sick, and would rob the weakened populace under the guise of "The Widower." The Widower was a mysterious and ruthless bandit leader who lived in the woods, and not to be trifled with.

 

The general, after several months of hard work (consulting with wizards, investigationg the citizens, tracking, and using baited convoys) manages to crack The Widower's operation wide open.

 

However, the bandit leader gets wind of the impending raid, Abadoning his "Widower" costume and persona, he takes his most loyal men and begins to publicly spread a cure around while simultaneously slaughtering his more disposable troops. He becomes a hero to the gullible villagers of the region and is buoyed by massive popularity. He is essentially untouchable because the government realizes it would be foolish to execute the local "hero," and knew that the residents would only perceive any evidence presented condeming this man as an attempt to deface someone who had "one upped" their troops.

 

Lutra is furious, especially when the former bandit is made into the local sheriff for the region. Publically, this is a "reward" from the government for his "noble service" to the nation. In reality, it is a punishment that helps contain this potential problem. The post burdens the bandit with public responsibilities and duties, and limits his actions. If he steps out of line or abuses his power, he will loose his popluarity with the people and become vulnerable to the government's reprisal. Ironically, he makes an ideal sheriff: he knows the law and knows the methods of thieves and brigands, and he works hard to keep the people's affection.

 

This was too much for the general's sense of honor and right: after all, he had lost good men in an attempt to bring this dog to justice. Two years later, the general and Breek privately "dealt" with this fraud of justice.

 

The sheriff becomes a martyr after dying in a "bandit attack," and the government is furious with the general. It forces him to "don a pale cloak" and return to Semona as a member of House Ivory, shamed. It also insists that the swordschool expel its prize student, before he can attain the rank of Swordmaster.

 

Breek goes on to form a mercenary unit under a new, masked identity: The Headsman. The unit prospers and earns good credentials.

 

Ten years later... the campaign starts.

 

Lutra's motivations are fairly straightforward, and I hope to present him as one of those villains that people feel like they can relate to. You know, "if only things had turned out different," etc.

 

1) Lutra feels slighted, and wants to redress the injustice that has been done to him.

 

2) He wants to reclaim his lost prestige and potential he had as a rising star in the army, and national politics.

 

3) He feels that the system has become corrupt, and wants to fix it his way. He thinks he can start with Semona and eliminate the graft and corruption that infests the Houses. He intends to make it more "efficient" and refuses to "put up" with the House rivalries.

 

What do you guys think?

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Re: Help With a Campaign

 

A centaur's back isn't a weak point in melee, it's got those horse's hooves that pack a mean punch. I imagine it could also compensate by using weapons with a long reach - spears or halberds, maybe even greatswords.

If you know anything about Mongol/Tartar/Cossack cavalry, how they could ride and shoot, a trained centaur could do at least that well and better, since they are (opf course) a natural blend of "horse" and "rider." Centaurs would be excellent cavalry, using mobility and archery to keep away from foes big enough to hurt them and smart enough to dash in where they can do the most damage. Cavalry ruled the battlefield throughout the Medieval world when it was trained, disciplined and employed properly. The only thing that could stand up to it (other than stone walls) was massed pike formation, and those couldnt take archery.

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