After what I think has been two solid years of not getting to run a game (though there were several failed attempts at such), I finally got to run a game last week. We only got to one encounter, but that was all I had prepared since it was a first session and everyone was getting their characters finalized as well as discussing how everyone came together.
Now, my group is made up of veteran players, some more veteran than others; two of the players have been playing D&D since 2nd Edition, and both of these players have been DMs (one especially more than others). We have a devout power gamer, a few story oriented players, and one player who just likes to play and try out new characters.
Our game is set in my campaign setting, so I hope it will allow me to create more material for the world. We have started at first level, and the players are playing a group of fledgling Demigods. Two do not know their true natures (though both have been told all their young lives that they are very special), one was a god and has been forced to be mortal, one is the reincarnation of an ancient hero-turned-deity, and the last is the son of a fey king.
This game picks up where my first (and longest running) campaign left off, so I'm excited about the continuity (one of the players was in that game). The first adventure has the players following he former god player into the woods in search of the "heart of the woods", where the Great Oak lives. There a weak point exists to the Spirit World, where the players hope to travel to awaken their divine sparks. A group of warlocks has been stealing power from the gods (and one of the players was a victim of these same warlocks), and the unbalance this is creating is spreading darkness amongst the Spirit World. This darkness is endangering the denizens of the Spirit World, and destruction there will reek havok on the mortal world.
I am using this game to test a host of house rules, using 4E D&D as the baseline. One house rule is that players will gain a feat at every level in return for having no magic items; the basic enhancement bonuses are built into the progression. I will be working with players to create feats to substitute for magic items, using Arcana, Religion, and Nature skill requirements for some of the blatantly magical effects said feats could grant (like a flaming weapon could require one of these skills).
Additionally, I hope to test out some ideas I want to use for D&D Insider article submissions.
Does anyone have ideas for cool encounters or events to use in this adventure (the trek through the forest that is). I've already introduced a group of goblins who seem to be commanding magic that is a bit abnormal (a group of goblin scouts summoned a lesser fire demon to attack the party). I was thinking to guide the players to face off with these goblins, uncover their association with the warlocks, and defend the elves in return for the elf's guidance through the woods. My concern is I do not want to railroad the party, and I do not want to overuse ambushes in their trek; the first encounter was an ambush, and the setting (as in the forest) lends itself to such encounters. I'd love to put the players on the offensive, so they feel more in control and more powerful.
Thoughts?
Give them something to make them feel a connection to the situation. Perhaps these dark manifestations in the spirit world are affecting the locals in some way who are begging the party to help them. Ultimately this is just treating the side effects of the real issue but it gives the chance to ease them into it so they see where the darkness is already starting to corrupt the material world. Gives them extra incentive to succeed if you know what I mean. Just something extra to draw them in before they plunge into the spirit world.
Oh and welcome back :)
The oft under used river crossing. How do we all get across? -wait this rock is a sentient turtle...
Poison snake in the sleeping bag at night. Did the PC even notice? -why do i feel like shit today?
A small lake/pond with a beaver lodge is the secret hiding place of... -something other than beavers!
Four Words: Fire Ant Pit Trap
Two Words: Owl Bear
A friendly forest gnome who accually rescues/helps the party is not friendly but secretly... - an Owl Bear?!?!
just some random stuff off the top of my head
Have you ever seen the japanese animation movie (or is it american? I think it's jap... not sure) Princess Mononoke?
When they wander in the wood, they have different spiritual animals. Such as a very nice looking and even imposing Deer-king. They ahve a sort of spirit leprechaun which walk in masses. If you don't know, I still suggest the movie, I'm 100% sure it'll spark up a few ideas for your forest/spirit campaign, for sure.
And it's also "low" magic, even though there are spirits and demons... a bit like what I udnerstand your campaign aims to be. So you might be able to create feats and whatnot based off of that.
I personaly am designing a sort of tribal-primeval setting... so one thing I'd do there since your situation seems similar to mine (although yours might be more advanced technology-wise) is to make use of alot of animals.
Perhaps a shadow jaguar, manifestation of the corrupted souls of slain animals by the warlocks? Or something like that...
Just trying to throw some ideas.
I've seen Mononoke. It was one of the inspirations for the setting when I first saw it 12 years ago (damn, it's been that long?). Many of the gods are big animals; the player who was a god/demon was a wolf-bat-thing, and the forest they are in is protected by a Buck, an Oak, and a Wolf.
I fully intend on an overwhelming fight/chase scene with a manifestation of the Wolf demon (demon being deities that people worship to stay their wrath, where gods are deities that people worship to receive their blessing).
I love the idea of having them clean up some of the mess that is cropping up; you're right, that would definitely give them the feeling of belonging to the world.
A river crossing scene could be good, perhaps with a parlay with a river spirit to mix things up; everyone would think it's a physical skill challenge until the spirit rears its head and it becomes social for the last couple of successes.
For drawing the players to help the locals, should I just flat out have the locals approach them? Maybe lead the players to think it's another ambush, turn it into a chase, only to turn it around that the elves were just investigating the heroes?
Did you mention what level they are? You say they are all demigods, but have fought goblins; I'm a bit confused about the power level.
Well, check what the scouter says.
On topic: I like the environment and situation as you've described them, but lacking much actual roleplaying experience I don't really have anything constructive to add.
Quote from: Conumdrum CrowDid you mention what level they are? You say they are all demigods, but have fought goblins; I'm a bit confused about the power level.
I get the feeling they're more like the Herculese type of demi-god, human but powerful than the minor all powerful being kind.
Am I right in gathering that this setting is not the Three Worlds?
Some ideas are, going inside the Great Oak ala Deku Tree from Orcarina of Time. Maybe the Great Oak has some kind of parasite/disease that manifests as a physical thing inside of it? Maybe some warlocks are in there?
I'll second the Owl Bear just because they're cool.
Maybe the party has to hunt for food (dunno how you handle rations) and as they hunt they see a large moose or w/e and kill it. But, turns out another set of people were tracking the moose too, and desperately need the meat/bones/antlers for some reason. Or they might get aggressive with the PCs.
Heck, maybe they even end up hunting the same thing as some goblins.
You mention that there are no magic items, does that mean there aren't any in existance or just nothing a PC would use (+2 sword etc..), so maybe they could run across *something*, like maybe a Druids Scroll or what have you.
This is what Three Worlds is evolving into; I'm having to drop the name because I'm switching to just having two worlds. And Llum is right; they are first level, more like Hercules type demi-gods, just starting out. I'm going to have them level up more quickly than suggested, tied to the passing of the game and not to xp.
Considering they made Deku Tree jokes the moment they fought a group of goblins (which was an amazing fight btw) who were ransacking an abandoned elf-house in a big tree, I may have to avoid any other references. Though making them do something for the Great Oak in order to use its gateway to the spirit world would be fitting ...
I like making them hunt for food. After the ball gets rolling, I am going to have them get hopelessly lost in the woods. The former-demon in the party is familiar with this area, but not so familiar to be able to navigate it when the forest is moving to help defend it from the intruders.
There are no "stock" magic items, aside from wondrous items (as 4E describes them), consumables, and artifacts/relics. Nothing like a +2 sword or a +3 fireproof armor will exist. Potions, flying carpets, and the Sword of the Red Knight all exist, and I will have each of the players acquire an artifact for themselves at some point.
On to roleplaying, the group is taking just a little longer than I'd like to fall into their characters, but they're going. I figured starting the campaign with more action would work best, and it has. The characters are as followed (I'm especially proud of a few of them):
Borborygmos the Stalwart: Bory (as I shorten his name) is a half-fire giant who grew up amongst the Red House being told that he is the reincarnation of the Black Knight. He took to the training they provided, but never took to the stories. Bory uses the leverage that his supposed heritage provides, but he doesn't place much stock in them. Further still, he is amongst what the setting would call Atheists; as atheist as you can be in an animist world. He believes, that while the deities are very powerful, mortals can get powerful too, so why does that mean the deities deserve our worship? He is on the adventure because the elves of the forest put aside their dislike of humans enough to ask for the Church's help, and the Church only sent token assistance. Rather than let this happen, he left to help the elves on his own (and sent the assistance elsewhere). He intends to make a name for himself, but most importantly he intends to control his own destiny; little does he realize that joining up with other demigods is destiny itself.
Pitchfang: Formerly a demon of the mountains, Pitchfang was the wolf-bat, a trickster demon who enjoyed meddling in the affairs of mortals. This meant he was well known and easy to find, so he was an early target of new group of warlocks who have taken up the mantle of an ancient priesthood. These warlocks trapped Pitchfang and siphoned his power away, leaving him trapped in mortal form, that of a cambion (tiefling) with only a tenuous connection to his former demonic powers (read: warlock). Previously to this, he has been trying to fill the vacuum left by the death of the Dragoness of Darkness, but now he is focused on getting his own power back. His knowledge of mortals lead him to one demigod, Sleeth, to assist in recovering his power (in return for helping Sleeth awaken his), and now he has met up with others who hope to clean up the growing mess oozing forth from the Spirit World. Will Pitchfangs time with lesser mortals give him a change of heart, or will he go through sacrificing his new companions to regain his power?
Sleeth Azoth: A young Ifrit born under auspicious circumstances (he was born with a birthmark on his left palm, right where an adulthood ritual brand would normally go, of the Fire Dragon's symbol, leading people to believe he is His chosen), he left his jungle home to bring glory to his people. In his travels, he met Pitchfang who claims to have a way to awaken the power which dwells inside him.
Tanuvial: The son of the Sidhe Lord the Autumn King, Tanuvial has witnessed the encroaching darkness first hand. This Autumn, when his city leaves the spirit world to reside on the mortal world, he was sent out to find help in cleaning up this darkness. He is cynical and calculating, but deeply loyal to his cause and his companions. He met up with young Pecky and went to answer the elves' call for help. It was then he met with the others.
Pecky: A six year old Valkyrie, her egg was dropped while her flock was migrating south for the summer. She was raised by elves, who didn't know enough about Valkyries to find her snow white feathers to be anything out of the ordinary; females are normally gray to brown in color. While they knew little of Valkyries, they could tell Pecky (the child name they gave her) was special. She quickly outgrew the elves she grew up with (since Valkyries reach adolescence in three years, while Elves take nearly fifty), but she also took to a desire to protect nature (especially her forest home). When Tanuvial came looking for help, Pecky was the first to offer her aid.
The campaign is dealing with the echoes of my first and most successful campaign. Decades ago, the dragon goddesses of light and dark killed each other. In the previous campaign, a cultist brought about these goddess's reincarnation; to strengthen the Dragoness of Darkness's power, he had Light's soul divided into three parts. The heroes were unable to stop the ritual from being completed, but they did smash the dragon eggs present to keep the reincarnation from happening.
The ritual had been crafted so meticulously that the renewed spirits sought somewhere to go. Darkness's soul took the form of a tiny, young dragon, corrupted by her own overwhelming power. Needing more power to create a more suitable form, she began urging her new followers to steal the power of other gods, especially those who had tried to take her seat of power in her absence.
The Lady of Light's soul had been broken into three, and it sought out mortal vessels to reside within, to guide these mortals to greatness and help set right which had been wronged.
The new heroes will end up having to track down this Trinity of Light, and help them to defeat the darkness. But that is a path for their paragon and epic journeys. For now, their goal is to awaken their power, and to avoid Pitchfang's treachery.
Lol Pecky.. then again my wife is Rebecca and we call her Becky... so need to talk her into making a harpy character for Discworld next time...
Pecky's name is her child-name. In Elven culture, children are raised by the adolescents; their parents can't be "bothered" to raise them (this practice is very slowly falling out of use). The adolescents name the children, and when an elf reaches adulthood they choose a new name for their self.
Hopefully, she'll find a name for herself soon, otherwise she'll be the Goddess Pecky some day.