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I was just reading through some old Dungeon Mags tonight, planning for
the next time I DM, and a thought occurred to, based on the last
scenario I looked at... Details on the party make-up and background are
at the very end of my message.
The adventure involves an elven ghost woman, whose song is
hypnitic/entrancing and its causing the various problems D&D adventures
like to have. To solve the problem, by the book, involves finding out
avbout the ghost, finding her harp, and using it to soothe her.
The harp, of course, is supposed to go with her.
I had the thought that, what if the elven ghost were in some way tied to
the history of the half-elven bard? Then, if he ended up with the harp,
what if it were the key to a greater mystery later?
Then I thought, that that sure puts one PC at the center of things for
the entire campaign, or a long stretch of it.
Then I thought, what if I were to find a way to foreshadow not just this
adventure, but several of them, and tie them together such that the
'McGuffins' in each, while they solve a particular adventure's problem,
also, when used together, will solve a BIGGER problem later?
That got me thnking abot the party makeup. First thing I see that begs
to be used is the swordsmithing fighter and his family. Perhaps one of
the 'lost branches' of the family has discovered a potent formula for
creating a weapon, usuable by any, which might, potentially be world
shattering?
Then I started trying to think of other interesting party stories, and
totally blanked....
What I am trying to come up with is something like where, when all the
pieces of the puzzle are put together: The harp, the weapon, the
'whatnot', in the right place and time, the Portal to the Abyss, or
whatever, is closed.
So, I'm asking for any ideas, either for a Grand Arc tying it all
together, or for bits and pieces that might spark an idea for a Grand Arc.
Hopefully, this basically string of consciousness post made some sort of
sense...
If it helps, I have every issue of Dungeon starting with #7, so if any
of them strike chords with this idea, Let me know.
Thanks for any help you can throw out. I figure I've got a couple weeks
before I have to have a plan, so I can start inserting hints, and
foreshadowing into ongoing sessions (It always seemed cheesy to me when,
suddenly, a portal to the abyss is discovered open, and, hey, could you
guys go close it?... where were the warning signs?)
Thanks again.
DWS
The Party (some of you are familiar with the setup).
Player A - Half-Orc Barbarian - Glarok - adopted by a tribe of halflings
while very young, after his orc village was destroyed by mercenaries
during the last war.
Player A - Halfling Sorceress - Coria - best friend of the Half-Orc, was
the one who found the half-orc, who was hiding, dirty and hungry, in the
woods
Player B - Human Fighter - Hammond - Descendent of a long long of
weaponsmiths, obsessed with his family tree, the player has it worked
out for five or so generations. Dropped out of Paladin training early.
Player B - Human Ranger - Oneilson - Father was murdered by Pirates who
got rowdy one night in the tavern his father owned. Was a petty street
urchin type, using strength and anger to protect his friends until a
Priest took him off to be trained as a Paladin, to channel his emotions
into something more useful. Dropped out, before he could be kicked out,
due to a tendency to Challenge Authority.
DM1 (me) - Elven Wizard - Ansar - Father and Mother were librarians to
the Elven Royal Household. While poor, they were happy. When the PC
showed an aptitude for magic, they hired a string of cut-rate tutors
(the best they could afford). After learning all that his tutors could
teach him (sadly, not much), he set out on his own to hone his skills,
and wants to find someone he respects to admit that, after all, he is
VERY good. hasn't happened quite yet.
DM2 - Half-elven Bard - Troy - Son of a Human Gypsy woman, father was
one of a series of lovers his mother had met. When he came of age, he
set off on his own to discover who he was.. he never fit in with the
wagon train, being the only non-human, and doesn't seem to fit into
civilized society, either.
I was just reading through some old Dungeon Mags tonight, planning for
the next time I DM, and a thought occurred to, based on the last
scenario I looked at... Details on the party make-up and background are
at the very end of my message.
The adventure involves an elven ghost woman, whose song is
hypnitic/entrancing and its causing the various problems D&D adventures
like to have. To solve the problem, by the book, involves finding out
avbout the ghost, finding her harp, and using it to soothe her.
The harp, of course, is supposed to go with her.
I had the thought that, what if the elven ghost were in some way tied to
the history of the half-elven bard? Then, if he ended up with the harp,
what if it were the key to a greater mystery later?
Then I thought, that that sure puts one PC at the center of things for
the entire campaign, or a long stretch of it.
Then I thought, what if I were to find a way to foreshadow not just this
adventure, but several of them, and tie them together such that the
'McGuffins' in each, while they solve a particular adventure's problem,
also, when used together, will solve a BIGGER problem later?
That got me thnking abot the party makeup. First thing I see that begs
to be used is the swordsmithing fighter and his family. Perhaps one of
the 'lost branches' of the family has discovered a potent formula for
creating a weapon, usuable by any, which might, potentially be world
shattering?
Then I started trying to think of other interesting party stories, and
totally blanked....
What I am trying to come up with is something like where, when all the
pieces of the puzzle are put together: The harp, the weapon, the
'whatnot', in the right place and time, the Portal to the Abyss, or
whatever, is closed.
So, I'm asking for any ideas, either for a Grand Arc tying it all
together, or for bits and pieces that might spark an idea for a Grand Arc.
Hopefully, this basically string of consciousness post made some sort of
sense...
If it helps, I have every issue of Dungeon starting with #7, so if any
of them strike chords with this idea, Let me know.
Thanks for any help you can throw out. I figure I've got a couple weeks
before I have to have a plan, so I can start inserting hints, and
foreshadowing into ongoing sessions (It always seemed cheesy to me when,
suddenly, a portal to the abyss is discovered open, and, hey, could you
guys go close it?... where were the warning signs?)
Thanks again.
DWS
The Party (some of you are familiar with the setup).
Player A - Half-Orc Barbarian - Glarok - adopted by a tribe of halflings
while very young, after his orc village was destroyed by mercenaries
during the last war.
Player A - Halfling Sorceress - Coria - best friend of the Half-Orc, was
the one who found the half-orc, who was hiding, dirty and hungry, in the
woods
Player B - Human Fighter - Hammond - Descendent of a long long of
weaponsmiths, obsessed with his family tree, the player has it worked
out for five or so generations. Dropped out of Paladin training early.
Player B - Human Ranger - Oneilson - Father was murdered by Pirates who
got rowdy one night in the tavern his father owned. Was a petty street
urchin type, using strength and anger to protect his friends until a
Priest took him off to be trained as a Paladin, to channel his emotions
into something more useful. Dropped out, before he could be kicked out,
due to a tendency to Challenge Authority.
DM1 (me) - Elven Wizard - Ansar - Father and Mother were librarians to
the Elven Royal Household. While poor, they were happy. When the PC
showed an aptitude for magic, they hired a string of cut-rate tutors
(the best they could afford). After learning all that his tutors could
teach him (sadly, not much), he set out on his own to hone his skills,
and wants to find someone he respects to admit that, after all, he is
VERY good. hasn't happened quite yet.
DM2 - Half-elven Bard - Troy - Son of a Human Gypsy woman, father was
one of a series of lovers his mother had met. When he came of age, he
set off on his own to discover who he was.. he never fit in with the
wagon train, being the only non-human, and doesn't seem to fit into
civilized society, either.