Archived from groups: rec.games.frp.dnd (
More info?)
H. Barker wrote:
> a blindly obedient, rigid LG Paladin
> might cause some problems, in that the group will be fighting their
way
> through the majority of the first level and not stopping for
breathers.
> Caused a few problems.
Yeah, the kobold thing seems pretty key. Well, I'll encourage. But if
they want to fight the kobolds, that's that.
> You might like to move the SC to near a town of your own choosing or
> simply drag and drop it to your own world; either works well, to be
> honest.
Well... I decided I wanted to keep it in a really rural, isolated area.
This loses the possibility of recurring NPCs, but I want the PCs to
feel isolated. IMO it's all about mood, especially for new players.
I'm also adding a framing sequence, which will go like this:
1) Bishop of [good church] sends them on the mission. They must
acquire the mysterious white apple, don't let anyone else get it, find
out where it comes from. [Good church] has only recently found out
about the white apples, and if they fall into the Wrong Hands they
could be used for Great Evil.
Bishop tells them to stop and visit with Sir Walter, who is the (very
minor) feudal lord of Oakhurst.
2) Ther arrive at Sir Walter's house. Sir Walter is a one-legged
veteran, about 60 years old. Kindly old guy, Ftr3.
He tells them some more (including that one party vanished already
trying to get the red apple, six months ago) and that something grows
from the seeds, but then disappears.
Sir Walter was tempted to claim an apple and regrow his leg, but
decided that it was his duty to see it distributed fairly to those most
in need. (New players -- here's what "lawful good" looks like.)
He did save a few peels from one apple and put them into some brandy.
If he likes the PCs he will give them his last flask. One mouthful of
this apple brandy heals 1 hp and gives a second ST vs. poison or
disease (in addition to being mighty fine drinkin'). I added this
because filth fever from the rats might be a problem.
Also, the first person who drinks the brandy inside the citadel will
have a dream that night, in which they see the relevant backstory --
the fall of the citadel, the attack of the armies of Good, the final
battle with Gulthias, the vampire getting staked, and the citadel
sinking into the earth.
3) In the village. The village cleric, Father Dono, is an old friend
of Sir Walter. He's 65-70 years old and only a 2nd level cleric (maybe
a level of warrior or expert too). Very honest and kind, but getting a
bit frail. His ingame purpose is to provide backup healing for the
party.
They'll also be accosted by an NPC, who I'll call Ratso until I have a
better name. Ratso is a wiz3/Rog1 who works for [big evil guy]. He
wants the white apple. He will first wheedle, then bluster. I intend
to play him as obviously evil and rather over the top... again, new
players. "Do you realize who I work for?" "Fools! You'll regret
this!"
Ratso is not much about combat but has spells and skills optimized for
sneaking, defense, and fast escape. In fact he's a very minor henchman
of [big evil guy], and getting the apple is not such a high priority.
But he's going to lose some skin if he fails, so he's motivated.
4) Travelling to the dungeon. I don't think I want to hit them with
anything on the first trip. But we can always make them nervous! I'll
mention the cold weather (just a few days before the solstice) and a
few drifting flakes of snow. Start setting mood here... forest is
silent, isolated, etc.
5) Reach the dungeon. Fun begins! Down the rope to the first (rat)
encounter. Emphasis that the rats are filthy... yellow teeth, sores,
mucus dripping from their eyes, whatever. The players don't know that
rats carry disease, but I want them worried about it anyway.
And so on.
Two things I want to throw at them. One, once they finish the first
level it's going to snow like crazy... blizzard conditions for a couple
of days, then three feet of snow on the ground. The purpose here is to
suddenly move the dungeon from "a few hours from the village" to "at
least a day from the village". So, no more easy retreats to the nice
inn and the helpful cleric... I want them feeling isolated going into
the final encounter.
Two, Ratso will be sniffing around periodically, and will try to
challenge them for the apple (maybe with some hired thugs) after they
finish the dungeon. A McGuffin's not a McGuffin unless someone else
wants it, right?
That seems like enough, if not perhaps too much...
Thoughts?
Waldo