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Before I'm able to answer all your questions, I have one to ask you. Do you know what "broad idea," means?


Hello, reader. I'm hoping to get tips, criticism, etc. On a broad idea for a campaign as well as some ideas to end it. It plays through as follows:

We begin the adventure traversing the wilds. Upon nightfall, flames can be seen in the distance enveloping a city as beastial cries are heard.

Reaching the city will evoke the dragon to leave and allow players to find the king and offer assistance. They will be told of a scholar out in the forest, banned from the city years ago.

Orcs will be assaulting the hermit’s hut and the players can negotiate with or kill them to gain access to Scholar Windslow.

Windslow will tell the players the dragon is an elder of the Dra’ha clan. That said, he can only be slain with a weapon blessed by the monks of Toe’ma’ro. Bad news, they were all killed 200 years ago. But he tells players of a library to the far north that will lead to the last blessed weapons.

Journeying north will take PC’s through a mountainous pass in a never ending blizzard. They'll come to a bridge which will snap and cause them to land in snow outside the frozen library. The door will be completely frozen so the party must find a way to thaw it. This can be achieved by finding a note in the skeleton near the stairs. It will show a picture of a cave opening.

PC’s will need to cross a freezing lake by hopping across frozen ice blocks. Half way across, a dire shark will begin chasing the PC’s. Reaching the other side will bring the players to a glacier. They must climb part way up to find a Crack resembling the picture and inside is a hole to an old temple.

Inside are wraiths and mummies. The players will locate a mimic in the heart of the prayer room that will drop a Holy Forged Bow which will fire beam arrows and can open the library.

Inside the library is a skeletal guide. He explains knowledge is best kept by those who discover it. He leads you to a circular room where chairs are all set up in the center, a person in each. As PC’s get closer they realize they're corpses. Players can ask the guide to use a spell which will allow communication between the corpses and players. Speaking to the warrior king will reveal the location of the blessed blades and he gives you his own.

Leaving the library will activate a mini boss fight with the elder dragon. PC’s will break off a claw before he flees.

As they travel back they find a master arcane smith who offers to create magic whetstones from the claw.

Returning to the city of Lodelith will reveal the king has been preparing upgrades to defend against the dragon. He only needs one last ingredient. The heart of a basilisk. Players may do this side quest and help with the final battle.

The swords were buried in a tomb within what is now the grand forest. The PC’s begin getting visions of the last heroes as they near it. Upon finding the door, each player must pay blood to open the door. A cut scene plays revealing the PC’s are reincarnations of the past heroes who each took on a small piece of the dragon’s soul to be reborn with him. The players gain access to the treasure room within, giving each Mastercrafted armor and weapons.