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D&D Quest Idea
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Kraken
Federated Suns
Marshal
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PostPosted: 31-Aug-2006 15:18    Post subject: D&D Quest Idea Reply to topic Reply with quote

This is an idea I had for a party quest.

Once upon a time, the party's home nation had an arrangement with a group of rangers and clerics. This group agreed to defend a remote region of the country's border; in exchange, the country allowed them to settle their families there and promised not to tax them.

Fifty years before the campaign took place, that all changed. This group rebelled against the kingdom, and fought to the last person. Even women and children took up arms against the country. With everyone in the group dead, the military took control.


The party is part of the military unit assigned to that region. While out on patrol, the party is caught in a bad storm. Fortunately for the party, they discover an abandoned outpost that is reasonably intact.

This outpost is surprisingly large. In the center is a guard tower that also serves as an armory and barracks. Surrounding the tower is a series of bunkhouses, plus a storehouse, a cattle pen, and a small chapel. The outpost is surrounded by a thick wooden wall.

Once inside, the party make a shocking discovery: the skeletal remains of about thirty people - including women and children - who were killed in a battle; based on the injuries, it's apparent that many of them were killed while attempting to flee. The clothing, uniforms, and emblems mark them as members of the group that rebelled.

If the party searches the outpost, they will uncover a handful of journal fragments. If they piece together the fragments, they'll discover a horrorific truth: the group didn't turn against the country; the country turned against them. Gold was discovered in the region, and the "survey unit" the government sent to analyze it was actually an army of conquest.


This leaves the players in a bind. Honor and duty demand that they get the truth out, but if they do then there's a good chance they'll make themselves some powerful enemies.

How does that sound?

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Seraph
Blighted Sun Battalion
2nd Company
"Seraph's Slaughter"
Major
Major


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PostPosted: 31-Aug-2006 22:12    Post subject: RE: D&D Quest Idea Reply to topic Reply with quote

Depends on your gaming group. The groups I have run would not have cared for such plot twists. They would have looked for anything valuable and went off looking for something to kill.
If your group likes plotlines and such I find that to be an interesting storyline to develope. Another thing is that you could use gold as the "cover story", the real deal was when they discovered an artifact kept and guarded by the rangers and clerics and wanted it for themselves. A couple of old survivors are also an interesting plot point to include.

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Nightmare
Lyran Alliance
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PostPosted: 31-Aug-2006 23:44    Post subject: RE: D&D Quest Idea Reply to topic Reply with quote

Quote:

On 2006-08-31 22:12, Seraph wrote:
If your group likes plotlines and such I find that to be an interesting storyline to develope. Another thing is that you could use gold as the "cover story", the real deal was when they discovered an artifact kept and guarded by the rangers and clerics and wanted it for themselves. A couple of old survivors are also an interesting plot point to include.



Another thing to consider is exactly who in the government started the plot. The King? His Minister of Commerce? The leader of the biggest and richest religious order in the kingdom? A powerful noble? Each and every one would have a different reason for doing this.

The king might have need of more gold to keep his discontented kingdom in check. Or perhaps he's a war-crazed loon who needs money for foreign wars? The Minister of Commerce may have to get that money through any means possible just in order to keep his position or possibly avoid a nasty fate.

Religious leaders that would kill people for gold probably don't have any good motivations, but they might still use the money for good deeds. Helping the poor builds goodwill toward the church and results in more influence. Or perhaps the gold goes to massive bribery or government officials in an effort to outlaw other churches.

Nobles usually want money in order to get more power. A weak king (or a tyrant) and many weak rival noble houses means there's no single candidate that can take over. Unless one house happens to get massive funding to buy mercenaries, support and promises of neutrality, of course.

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mud
Draconis Combine
Tai-sho
Tai-sho


Joined: 23-Jul-2002 00:00
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PostPosted: 01-Sep-2006 09:18    Post subject: RE: D&D Quest Idea Reply to topic Reply with quote

This sounds like a sound basis for an interesting campaign.

I'd try to "imbed" your characters a little more. By this I don't mean having the campaign revolve around the local tavern and whorehouse...although this is a staple in every campaign I've ever run

Seriously though, think about who the players are loyal to? Was this patron responsible for the atrocities?

Also, I'd have some curses thrown in for good measure...you don't slaughter a bunch of clerics without pissing some deity or another off.

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SaberDance
Federated Suns
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PostPosted: 01-Sep-2006 13:59    Post subject: RE: D&D Quest Idea Reply to topic Reply with quote

I've tried plot twists like this.

They don't often work.

I remember one particular case when I had to flat-out voice-of-God them that I'd lied to them in the setup, and could they please stop trying to figure out why the bad guy had suddenly turned on them.

Slight twists usually work better. Or a skill I've never quite fully mastered: you let them choose the plot twist.

Reveal to them that the rangers and clerics were murdered, rather than all dieing in battle. Then see where the players go. If you plan for them to track it back to the king, but they decide that the rangers were being unreasonable and had it coming, you'll either have to VOG them or push them where you want them to go.

Which they won't appreciate.
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