"Voyager" type AP suggestion


Dungeon Magazine General Discussion

Dark Archive

I always liked the Voyager Star Trek, being thrown into a totally unknown place, nothing familiar and having to spend years trying to get back.
I know it wouldn't work well trying to port into other Campaing Settings, but I think that an Adventure Path that teleports/sends 1st-level characters to the other side of their planet would be a cool idea.
New cultures, lands, magic. monsters , etc.

I know this isn't really a plot but an iteresting situation to place characters in.

Thoughts?


It is intriguing, but I think it might only work if the PCs are already "familiar" with a certain world, otehrwise it's just like starting any new campaign with different house rules.

I think you would need to create a campaign where your PCs adventure in their "known" world for x number of levels (say 5th to 10th) and where those x number of levels worth of adventures not only make them feel at home and familiar with their world 9and have ties to family/NPCs/locations) but wherein the recurring main BBEG is pursuing a plot that will endanger the known world, but which also throws the PCs somewhere else.

That way there is more at stake with getting home, and the "new" place will actually feel significantly different from the previous place. It also gives them the increased dire need to get back to see family/loved ones, and to stop the BBEG.

Also, they would have to be sent to a different plane, or you would otherwise have to ban certain spells/items (ie. teleport) and make sure they can't get their hands on a "wish" until you want them to.

But yes, it is an intriguing idea.

Dark Archive

Something like you start off the City of Grethawk, the characters find a threat and when they are 2nd level they have to go throw some magical portal that takes them 10,000 miles away (Mur?). They defeat the threat on the other side but the portal gets destroyed. They are stuck and find out the threat is bigger than they thought, an invasion fleet heading for Greyhawk, so they want/have to work their way across this new (to them) continent to defeat the threat.
Low-level characters ain't teleporting 10,000 miles.
Maybe when the get high enough level to go back "home" via magic, they can help organize defense to meet the comming threat.

This could be a way for Paizo/WOTC to introduce "new lands off the know map"


chopswil wrote:

I always liked the Voyager Star Trek, being thrown into a totally unknown place, nothing familiar and having to spend years trying to get back.

I know it wouldn't work well trying to port into other Campaing Settings, but I think that an Adventure Path that teleports/sends 1st-level characters to the other side of their planet would be a cool idea.
New cultures, lands, magic. monsters , etc.

I know this isn't really a plot but an iteresting situation to place characters in.

Thoughts?

Have you read any of Raymond E. Feist's books, specifically the riftwar saga (if you haven't, you should, they're fantastic)? Basically, it chronicles a war between two worlds joined by a rift in space-time, one a traditional medieval europe type fantasy world called Midkemia and the other a wierd yet very cool world with culture that is Japanese-esque with a splash of roman and aztec thrown in called Kelewan. It sounds like just what your after.

Also, use stuff from oriental adventures if you have it. That has all sorts of cool new monsters and stuff. Try introducing a new type of magic such as pact or truename or incarnum. Have all the fighter types by samurai, or warblades or something else less familiar

I came up with a concept for a time travelling campaign set in Eberron. Basically the Characters are for some reason in the mornland (substite a former great country that has been utterly destroyed), sifting through the ruins of fallen cyre escorting some wizard when they suddenly come across a strange circle of glowing stones and arcane symbols. Before they know it, they've been transported backwards in time to cyre, a month before the day of mourning. The adventure then revolves around them entering whitehearth, and preventing the events of that day. The premise is that House cannith (substitute guild of crazy scientist/artificer/wizards) came up with a magical equivilant to the atom bomb which they would sell to the highest bidder during the last war. However, the the current time line their tinkerings set off an unforseen uncontrolled chain reaction which set off other prototypes, obliterated much of the facility and destroyed cyre (Yep, this is one powerful bomb, especially when not controlled). However, when the adventurers stop this happening, the room swirls and they black out (like in making history by stephen fry if you've read it. Really good! v. funny/interesting) and awaken in a strange half ruined city with the sound of intense battle going on nearby. It turns out that by preventing the day of mourning, they allowed another secret project of house cannith to survive, one of creating constructs that acted with a collective intelligence. This later on, escaped, overran the facility, and took the now many refined versions of the superweapon. Months later, massive magical explosions shook the major cities of Khorvaire, killing thousands (though they weren't as devastating as the day of mourning as they were more refined and controlled) and creating an apocalyptic, magically polluted wasteland. There is now a war of resistance against the constructs in which the remaining humans and the monsters of droaam have put aside their differences and have united for the greater good, mostly forming areas of resistance in the former cities as the surrounding countryside bore the brunt of the magical fall out, the cities being just physically devastated. Rebel groups of both humans, monsters and warforged roam the lands, looting ruined settlements etc. Sarlona has gone quite, with no word from them since the disaster as has stormreach in Xen'drik. The adventurers now have to try and help save humanity while simultaneously working out a way to return to the past and prevent what they did.

Hope that helps.

Warmage 101

Dark Archive

chopswil wrote:
to go throw some magical portal

uggg!!!

go through some magical portal


a thought like this screams planscape. i might do this in eberron airship flown though a portal to the planes ,lost trying to find there way home ..maybe lost even outside the norml eberron planes..lost in the vastness of the multivers...just them and there ship and crew trying to get home...oh i have so got to do this


You could also use the world serpent inn to land them in a completely different campaign setting.

Warmage 101

Paizo Employee Creative Director

AP3 was originally gonig to be exactly this kind of campaign; the PCs flee a war-torn homeland and end up on the other side of the world and have to build a colony and explore and learn to live at peace with the natives of the land. In the end, it kind of transformed into Savage Tide, with the Isle of Dread taking the place of the "new world."

The explore the new world campaign made far to many assumptions about the implied campaign setting, AND it was a pretty non-conventional D&D campaign. For something that takes up a third of the magazine for a year, we tend to be a bit more conservative about plots.


James Jacobs wrote:

AP3 was originally gonig to be exactly this kind of campaign; the PCs flee a war-torn homeland and end up on the other side of the world and have to build a colony and explore and learn to live at peace with the natives of the land. In the end, it kind of transformed into Savage Tide, with the Isle of Dread taking the place of the "new world."

The explore the new world campaign made far to many assumptions about the implied campaign setting, AND it was a pretty non-conventional D&D campaign. For something that takes up a third of the magazine for a year, we tend to be a bit more conservative about plots.

So, when are you guys gonna start dropping hints about AP4?

Historically, we're at about that period of time where you guys said you had an outline in with wizards for approval.. (if STAP is an indicator)...

And, you know, greedyguts that I am, I'm curious!

Paizo Employee Creative Director

windnight wrote:

So, when are you guys gonna start dropping hints about AP4?

Historically, we're at about that period of time where you guys said you had an outline in with wizards for approval.. (if STAP is an indicator)...

And, you know, greedyguts that I am, I'm curious!

AP4? OH! You mean the Orcus vs. Santa arc?


James Jacobs wrote:
windnight wrote:

So, when are you guys gonna start dropping hints about AP4?

Historically, we're at about that period of time where you guys said you had an outline in with wizards for approval.. (if STAP is an indicator)...

And, you know, greedyguts that I am, I'm curious!

AP4? OH! You mean the Orcus vs. Santa arc?

-snicker-


I would much rather have a campaign with a home. All the real roleplaying elements are easier if the PC's dont constantly rove. How am I supposed to get my players to know the sherrifs name if they keep switching cities. Why for that matter do they want to know his name? How many times in a campaign to I have to explain local rituals, customs, holidays ect? I think when you keep moving, these things naturally are lessened. And the game is hurt.

Don't get me wrong, it is neat to move, and see how different another culture is. But I think 20 levels is far to showrt for 5-6 cultures/cities. I would rather spend 1-7 in 1 town, 8-16 in some megacity, and beyond on another plane (hell) :) I find players really like knowing a few places they can go to to sell their loot. They like knowing that this magic item shop has better prices, and treats humans better than that other one. All this kind of stuff would be hard to do in a voyager AP.

For example at the end of AOW, I kind of started realizing that it would have been better if all the Alhaster stuff was in Greyhawk.


you know i was going to use the world serpent inn but this sounds more fun

Paizo Employee Chief Creative Officer, Publisher

hanexs wrote:


For example at the end of AOW, I kind of started realizing that it would have been better if all the Alhaster stuff was in Greyhawk.

I think that's absolutely true. The framework of the campaign would have been far better as a regional campaign based on the City of Greyhawk. The chance of Wizards of the Coast approving such a plan would be about the same as me magically ending up in the Flanaess after riding a Dungeons & Dragons ride at the magical carnival.

That said, "Prince of Redhand" is probably my favorite AOW module, so I'm glad we went the route we did.

--Erik

PS: This was, essentially, what the original Age of Worms was supposed to be, which is why so much attention is given to regional plots like the lizardfolk uprising (which goes nowhere in the final version), Balabar Smenk (whose fate is left to the DM, but who ought to put in appearances in "The Hall of Harsh Reflections" and "The Champion's Belt"), and the city itself. Originally, the PCs were to become embroiled in politics with the Directing Oligarchy with a side-plot involving Rary and Tenser playing a kind of grand Dragonchess game with fragments of the Rod of Seven Parts. Foolishly, I thought a 20-module Adventure Path was a good idea, and the second draft of the outline ended up much better as a campaign and much better as a business venture for the magazine and for (if I can be so humble) for the D&D brand. But traces of that first draft are all over the first third of the Adventure Path, and in the material I wrote in my adventure and backdrop especially.

The Exchange

Warmage 101 wrote:
I came up with a concept for a time travelling campaign set in Eberron. Basically the Characters are for some reason in the mornland (substite a former great country that has been utterly destroyed), sifting through the ruins of fallen cyre escorting some wizard when they suddenly come across a strange circle of glowing stones and arcane symbols. Before they know it, they've been transported backwards in time to cyre, a month before the day of mourning....

What a good idea! I might well use something like this in my next Eberron campaign, though the specifics might change.

Scarab Sages

James Jacobs wrote:
AP4? OH! You mean the Orcus vs. Santa arc?

Santa vs. Orcus.

This is a joke right? This is no contest! Santa would kick Orcus' butt. With complete knowledge of his plans (both naughty and nice), Santa could deploy elite elfin strike teams immediately and transglobally to annihilate all of Orcus' minions (even those only considering evil) in a single night. Further, Santa's command of global infrastructure and market domination make him the leader of an industrial powerhouse without peer.

Orcus, on the other hand, is just a fat bloated goat-head dude who's been whacked before. Monte Cook isn't around to save you anymore, loser!

But Santa's real advantage ... Orcus is just a made up D&D character. Santa is for real!

Please reconsider this AP.

Gary


How about other TV shows with similar "Out of their element" plots?

- Sliders: the PCs have been stuck with a cursed item that keeps throwing them from world to world right in to the middle of interesting and exciting adventures. Maybe, just maybe, they'll find the gnome who invented the item in the first place (and who disappeared from his lab with one of the prototypes) who can help them get home.

- Quantum Leap: This would be a bit harder to do, but an interesting concept if you can pull it off. Each adventure the PCs "jump" into the bodies of new people somewhere in time/space. They have to fix some problem in the lives of these people before they can "jump" again, all while the wizards council back home tries to fix the mess created by one of their members who accidentally sent the PCs on their "trip" in the first place.

- Battlestar Galactica: Sort of like the idea Warmage 101 had. The Constructs were created by Humans. They rebelled. They evolved. And they have a plan. (I've paraphrased badly, I know).

- Deep Space 9: The PCs are stationed in a magical fort that floats high in the sky. They have been sent by the King to watch over this outer area of the Kingdom which was recently retaken from a neighbouring enemy, with whom peace has now been made. The PCs have lots of exciting, and occasionally wacky, adventures maintaining the peace. Throw in some interesting NPCs like an orcish tailor, and a goblin tavern owner, and maybe add a slightly unstable teleportation gate that goes to a distant plane.

I mean, I could go on and on, but I'm sure I don't have to.


Erik, yes 20 issues would probably be far to much, things get dull after a while, and its nice to show off new candy. 12 issues sounds good and fits with subscriptions. Although personally I like the idea of more "arks" too...

As for PoR, I would say it is amazing too, second only to Champions Belt (which my players rated as their favourite adventure ever (and we are talking 20+ years of D&D for some of them).

I think the "moving Alhaster to Greyhawk" kind of stuff does little for the adventures. The adventures can still be fun, immersive, interesting ect on their own merits. In the AOW campaign I am finishing up, I would say that EVERY SINGLE adventure was fun, interesting ect, it really was a stellar AP. But when the players have a home, and remember NPC's, and know that after their trip to the Abyss they are going back home, then the world seems more real to them. I never played SCAP but I imagine there are many more players that will think with nostalgia about Cauldron then their are who will think of Diamond Lake.

Erik Mona wrote:


I think that's absolutely true. The framework of the campaign would have been far better as a regional campaign based on the City of Greyhawk. The chance of Wizards of the Coast approving such a plan would be about the same as me magically ending up in the Flanaess after riding a Dungeons & Dragons ride at the magical carnival.

That said, "Prince of Redhand" is probably my favorite AOW module, so I'm glad we went the route we did.

--Erik

PS: This was, essentially, what the original Age of Worms was supposed to be, which is why so much attention is given to regional plots like the lizardfolk uprising (which goes nowhere in the final version), Balabar Smenk (whose fate is left to the DM, but who ought to put in appearances in "The Hall of Harsh Reflections" and "The Champion's Belt"), and the city itself. Originally, the PCs were to become embroiled in politics with the Directing Oligarchy with a side-plot involving Rary and Tenser playing a kind of grand Dragonchess game with fragments of the Rod of Seven Parts. Foolishly, I thought a 20-module Adventure Path was a good idea, and the second draft of the outline ended up much better as a campaign and much better as a business venture for the magazine and for (if I can be so humble) for the D&D brand. But traces of that first draft are all over the first third of the Adventure Path, and in the material I wrote in my adventure and backdrop especially.


Deimodius wrote:

How about other TV shows with similar "Out of their element" plots?

- Quantum Leap: This would be a bit harder to do, but an interesting concept if you can pull it off. Each adventure the PCs "jump" into the bodies of new people somewhere in time/space. They have to fix some problem in the lives of these people before they can "jump" again, all while the wizards council back home tries to fix the mess created by one of their members who accidentally sent the PCs on their "trip" in the first place.

Hehe... when I read the title of this thread I thought it was referring to "Voyagers!" (exclamation mark and all). Anybody remember that one from the 80s? Awesome show, and semi-educational too (go youtube it for a sample).

Quantum Leap was good too, but Voyagers! was 1st, and the omni was just too cool.

Anyway, I've always wondered if I can pull off a campaign like that... in Greyhawk of course...

The party comes across an artifact that transports them through time "to help history along, give it a little push where it's needed". But then I think of all the different points in history I have to make up and I realize I just don't have the time :(

But it would be awesome meeting Zagyg before he went over the deep end. Or Mordenkainen when he was a wee little mage. Or have an encounter way back with the original Keraptis. Or a wyrmling Dragotha. Or be key players at some scheme preceding the Battle of Emridy Meadows...

At the end of each mini adventure the fighter would mess up the halfling's hair and say "Relax kid. We did it!"

Awesome


chopswil wrote:

I always liked the Voyager Star Trek, being thrown into a totally unknown place, nothing familiar and having to spend years trying to get back.

I know it wouldn't work well trying to port into other Campaing Settings, but I think that an Adventure Path that teleports/sends 1st-level characters to the other side of their planet would be a cool idea.
New cultures, lands, magic. monsters , etc.

I know this isn't really a plot but an iteresting situation to place characters in.

Thoughts?

In a way it's been done - by Dragon magazine's 'Voyage of the Princess Ark' series.

That said you could get a spelljammer campaign going, although as has been said you're unlikely to get anything that specific in Dungeon.

Regards
Mortis

Dark Archive

Quote:

That said you could get a spelljammer campaign going, although as has been said you're unlikely to get anything that specific in Dungeon.

I didn't mean with a ship, just the characters

Contributor

Erik Mona wrote:


That said, "Prince of Redhand" is probably my favorite AOW module, so I'm glad we went the route we did.

--Erik

I love you Erik:)

Now to go and tell Logue>)

Contributor

Email is so amazingly handy at times like this - you got my email yet smell-features?

Contributor

Richard Pett wrote:
Erik Mona wrote:


That said, "Prince of Redhand" is probably my favorite AOW module, so I'm glad we went the route we did.

--Erik

I love you Erik:)

Now to go and tell Logue>)

::Doubles over as if punched in the solar plexus by Jet Li...then hangs himself from his ceiling fan.::

Paizo Employee Chief Creative Officer, Publisher

I guess that makes me Jet Li?

Cool.

--Erik

Contributor

Erik Mona wrote:

I guess that makes me Jet Li?

Cool.

--Erik

Erik, Jet Li has nothing on you. You'd dust him up and leave him for dead. But, please, no more punching me. I'm a fragile guy. ;-)

Contributor

...the bout to be decided by two falls, two submissions, or a knock out.

The first fall to Pett.

Gentlemen...round two.

Ding! Ding!

Dark Archive

I just finished Prince of Redhand and so far I have to agree it's my favorite installment. It was a welcome diversion from the hack n slash of the previous mod.

Contributor

Huzzah! Logue's on the ropes.

And Pett comes in with a joint submission with the master himself - Willie Walsh.

Logue's on the floor - will he get up?

(Remembers receiving some hate mail - the synopsis to the sequel to chimes at midnight and inexplicably collapses).


Round two:

Serpents of Scuttlecove v. Sea Wyvern's Wake?

gentlement, where do you stand?

(scuttlecove, baby! shaved harpies! snakemen blackguards and crazy waterlogged nailed together shipstructures... vs like, what? some giant plant?)

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