Campaign Brainstorming (Warning: Large post)


Homebrew and House Rules


1 person marked this as a favorite.

Edit: Thanks for moving it to the correct section I was kinda lost with all the different board sections!

Hello, Newish to the Pathfinder Game, but not new to the Rollplaying genre. Come from being introduced to a 3.X and have played for the last 2-3 years since College(or rather the end of High school... though the transition from High School to College was 1 day... thanks dad. xD)

Anyways Tangent aside, running a Pathfinder campaign mostly location's Off-The-Cuff for now. Using the 'main' place as "HighWall" named for well it's High wall. I've taken to a pattern of naming places after what is there. A different style than what I usually do but it kind of differentiates this Campaign from the Forgotten Realms one I run as well. And my Ravenloft one. XD

Forgive the forthcoming long post but those who can bear with me for ideas to add on that would be awesome! If not it was worth a shot!
As a quick note, I’m mostly focusing on 1 God in the campaign to make it easier to build but I do have 1 cleric of Torag in the group as opposed to 1 Cleric and 1 Oracle of Sarenrae.

THE ROAD THUS FAR!

Beginning:

Party finds itself chained to each other’s legs before "The Pit" and are read off their rites. (basically that if they survive the pit they are forgiven of all previous crimes, and misdemeanors... if they survive.) The man reads the entire note while someone mentions that after today this form of punishment was being outlawed and how ‘unlucky’ they were to be the last ones. It ends with "Any last words?" Someone tries to speak up and they kick said person in the chain follows the falling person into the pit. They wake up amongst lots of bones.

Needless to say they fight their way through and just before the Exit they find a secret passage that lights up and plays a recording. It foretells of the "Omen Star" and that it signals the coming of the "Dark Ones." There is one Item that will help stop it. Looking in the compartment there is nothing there like someone has come before. They exit the place and a man who has never seen anyone survive reads them that they are now free men. (End of Session one)

The Plot Thickens… :

They get to town rest at an Inn and meet up with additional people (More party members joined first session was only 4). Simon the Barkeep decided to hire them to investigate a town West of Highwall that had gone silent. The place is called “Little Leaf” and the party heads there. Forget what they fought on the way there oh yeah a Scarecrow *grins evily* almost TPK <.< they kept looking at the thing unsure what to do as their allies kept intently staring at it. Ended up out of 8 people 6 were frozen… by it’s staring. They killed that and continued on the way and found an obsidian obelisk(or maybe it’s called a pedestal) in the middle of the town. It had carved into the top of it in abyssal that the “Dark ones were coming.” In one of the houses was a bone golem snake. (Forgot the name again was using it because it fit ‘undeadish’ theme I was going for there even though it was a construct)

No sign of survivors or a struggle just gone. They reported back for pay and Simon asked if they wanted to be one of his go to people for small jobs like that and that he worked for a “pathfinder society”. They accepted and he offered them permanent rooms at the “Dragon’s Bile Inn”.

Simon Says jokes aside he was one of the first “quest giver” NPC’s I introduced. I’d like to make a note, there was another NPC in the first game because I wanted them to have a Rogue in the party. He is a Tengu named “Blackie”. I turn him into more later on….

They ask Simon about this Omen Star and the “Dark Ones” and he says he doesn’t know anything of the sort but he has a few contacts he can ask about. (End of session two)

Fun around town:

So the beginning of this session they begin to interact more with the town. They’ve heard “King Alaster” and a few other mentions throughout the game that I probably don’t remember. A few things happen here, most find out they are the survivors of the Pit. The Cleric of Sarenrae is welcomed back into the Church though is scolded NOT to set things on fire again. (Apparently his crime was Arson) Met crazy Gnome Cleric that was his friend named Fyr(said like the Fur part of “fury”). They met the princess who was armored handing out money to the poor as was customary every week. They stopped an assassination attempt on her and helped assist Sir Galahad of the Princess Guard take out 2 rogues using Mirror image. To the players at first they thought they were fighting eight men all dressed the same. One died another got away. The Cleric not willing to let anyone die healed one of the regular guards who went down during the fight. Helped him to the infirmy, while others were thanked ‘abeit briefly’ by the Princess and Sir Galahad. (Insert character that wants to ‘get with’ the princess *rolls eyes* but at least it’s not the common sterotype player who just wants her because she’s “hot”. Actually acting like a Knight.)

So another Side mission in town is that the Princess lost a broche to a rather rascal of a man. His name was “Valeros” (Some of you may know this name. One of the Pathfinder characters in Pathfinder) Sir Galahad mentioned this saying it wouldn’t be proper for the Princess to request it like this and in public. Meanwhile some people at the inn heard a commotion outside as a ‘duel’ is taking place. It didn’t take long to find “Valeros” when he was dueling for coin and for drinks.
The player character named “Ash” challenged him to a duel, and this was my chance to introduce 3.X players to the “Dueling Rules” of pathfinder. When asked for the bet he wanted the Brooch and told Valeros it was the Princess’. He was surprised and apparently hadn’t known that’s who he had dueled but grinned before upping the betting to 100 or 200gp. They had fun, afterwards another duel of Valeros for 50GP which I think he barely lost or won. Needless to say the “charming hero” managed to win his match, and made a brief friend of Valeros. Tried returning it to the Princess at the castle but when he arrived the guards questioned him and eventually let him through with directions and then came upon Sir Galahad who wouldn’t let him see the Princess Directly and promised to tell her he had recovered it.

Meanwhile a Merchant had sells one of the players an item for a favor later on. * Comes into play later on…. This Merchant had the bad luck to make a deal with a devil for 10 years of good business profits and needed a way out. His 10 years was almost up and the Succubus ‘working’ for him and helping get profits was getting more and more worrisome! (player doesn’t know)

Back onto main quest. Simon had called them to meet with someone who knew a little bit about Dark Ones, and the Omen star. He just reconfirmed all they knew from the recording, that the Omen Star comes once a thousand years or so it is said, and that it is a bad sign meaning the Dark Ones are coming. Which ancient text state is a bad thing and brings Necromancy’s power up. (More on that subject later)
They meet one of Simon’s Contacts. The High Mage Invictus who has briefly heard of them. He’s the one that actually confirms the information they already knew stating that the Dark ones were ‘believed to be a myth.’ Though the Omen Star returning bodes ill. He has a job for them to track down a obsidian dagger from a tomb. (forgot what I named the tomb) Their pay is whatever was left inside the tomb which Invictus was sure would be well worth the effort.

The party set off to the west. Eventually, they came upon a vast Marshland that the tomb was located in….

Fun in the tomb!:

Party enters finding four doorways out of a large room after descending stairs into the swamp.

*Cutscene*
A hooded man in black robes appears as if from nowhere. He speaks vaguely that he believes they have failed, and mentions a name. Alnaethor. (A reoccurring name in the campaign) The person speaks his last sentence to the effect of ‘what have we done?’
*End Cutscene*

They decide to investigate the room first and find a jewel on the floor. (Jewel’s can hold magical recordings in my game) After finding that they look more closely at the room, and from the enterance the far left is open. The closer door on the right is caved in. They decide to take the closed door on the left and find statues. (hinting at a Cockatrice) Moss was in the room, and was shot at with a bow fear of being a monster. (Was screeching Mushrooms) This alerted the two Cockatrice in the other room on the far left to come out. Battle ensues (wizard who wasn’t listening for some reason burning hands the statues that are no were near the cockatrice…. <.< *shakes head*) Afterwards said wizard gets knocked out by cleric for ‘breaking off a hand’ of a ‘statue’ as he didn’t seem to comprehend they were people before being turned to stone by cockatrices. Anyways enough of that.

They proceed through this dungeon of traps and monsters, come to the large room with lined skeletons and a large door. They initially left this door shut. (Good thing too! Opening would temporary cut the cleric’s ties to spell casting! It might have helped that the cleric’s were seeing Large Red eyes following them from it while no one else saw this.) This was the last door they opened after the skeleton’s attacked when approaching the door, and inside was a chaotic pool of dark essence floating around. Behind the swirling Darkness was a pedestal with an Obsidian Dagger. The voice came from the room. “Your god’s power is nothing compared to what is to come.” Or something to that effect. Told the Cleric’s suddenly they feel disconnected. (cleric’s were a little dreading now) Testing the room it hurt them every step they took in the room so they backed out and back tracked looking for anything in this place. Eventually they found a skull ring in a passageway they hadn’t explored yet and tried to go in with this one person. The person made it as the ring seemed to protect them against the darkness swirling about the room. (The skull ring was guarded by a Vargoville and infected one person)

The skull ring ‘burst’ when he picked up the Obsidian Dagger and the tomb started to crumble so they ran out of the place as quickly as they could as there was a roar that seemed to be shaking the place. Once they got outside the Cleric’s could feel the connection reestablish. Their horses however were gone. (Random roll to see if anything came by while they left the horses up there.) Frog like feet tracks but they decided not to pursue because the party member from the Varoville infection was looking bad and his hair was falling out. They made it back to town in time to get him cured as the starts of tenticles were starting to form like the stubble of a beard. xD

High Mage Invictus thanked them and seemed more concerned than the last time they had seen him. They related the story about the black room, and he took note of it before leaving with the Obsidian Dagger. That night after the sun goes down it comes back up from the same direction.

Shadows and the Quest for Light:

*Cutscene 1*
Start this session out with 1 cutscenes. Gathered in the scene are a few unknown characters and a few familiar ones. Sir Galahad, The Princess, and High Mage invictus. Newcomers appear to be a merchant, and the King. They discuss briefly what must be done for a ritual. High Mage invictus needs only a small bit of the princess’ blood in order to complete the ritual for their blood line is important. (Yet to come up with whom they are descended from but somehow linked to Sarenrae…)

During the initial conversation I also identify all but the Merchant as king, and they tell the merchant thank you for not inviting ‘Ironheart’.
After nicking the princess’ hand he proceeds to an arcane circle he has set up in the throne room and drops the dagger after a chant directly in the middle. It is night and suddenly the sun comes up! Billowing through the high glass windows in the throne room shedding light. That is soon covered by Darkness as it spreads throughout the room and the torches that were alight in the room go out save for the ones near the NPC’s present. A dark figure shapes from the black mist, and it has glowing orange eyes.

It berates High Mage Invictus for attempting to call Sarenrae to the world and that she is no longer as strong as she was. Soon they will kill or enslave as they put it… ‘that b@&*& of fire.’ Having failed to summon Sarenrae, Invictus tries to end the ritual but is blasted back by the figure by a red bolt sending him flying past the throne.

The King asks who and what does this thing want. It responds telling the King it wants what is ours. The Kingdom and everyone in it. The Dark One then makes it clear that he will be killing the King and all of his heirs. At this Sir Galahad of the Princess’ guard rushes forward slashing at the thing but hits nothing but smoke. The smoke then rushes into his body and possesses him mocking those who remain now with Sir Galahad’s voice. His eyes are glowing Orange as he walks forward towards the king.

The King responds saying they will fight to the last man, against them as the Dark One possessing Galahad approaches and it only seems to amuse the Dark One. Before Sir Galahad reaches the king the Princess walks in the way pulling her sword to defend her father because Galahad possessed still have a sword in his hand and as the evil thing grins Invictus says, something cocky from the side lines and ends the ritual pulling the Obsidian Dagger from the circle. Sir Galahad drops down to the floor, and Invictus the king and the merchant look between each other as it is night once more. The merchant than speaks…
“Are you sure it was a good thing I didn’t invite Ironheart?”

*Cutscene 2!*

King and Invictus alone now, they speak of invoking the Rite of Fire to select a High Priest, and that we will need all the faith they can get against this thing. Perhaps by selecting a new High Priest it will reinvigorate the faith and strengthen Sarenrae who they had wanted to find out answers from.

*end Cutscene 2*
The Merchant decides to call the favor now and wants a certain book ‘acquired’ from another merchant. After a quick investigation on who the man is… well it’s one of the wealthiest men in all of high wall. Not wanting to back down on a deal or promise. The PC (fighter)invites the ranger character as well as Blackie a good thief to steal form this man. Blackie says this is why he was thrown in the pit the first time and it wasn’t a good idea but he would help his friends if they really wanted to go through with this. They headed to the merchant quarter at night after staying at the inn for awhile. Valeros briefly checked in with them letting them know they should buy a few drinks sometime soon but tonight he was off with new work.

They headed to the Merchants house scaled the back wall and went through the garden avoiding guards. Through the back door they found a secret door leading to an attic. There it held star constellations and a large star representing the omen star. Moving forward and wondering about this they dropped down a trap door on the third floor and knew they needed to get one more floor down. (Blackie’s info on where it would be in the house) they headed for the stairs and two guards. Blackie passed out sleeping poison daggers and they tossed them. 2 hit 1 missed. 1 Guard made the save however and started to make a commotion. PC’s road the railing down slamming into the guard trying to knock him out. Blackie appeared to have glitched and poisoned himself throwing the dagger. (feint things were already bad he waited until they were gone and drank a invisibility potion to help them while invisible) Hearing people coming they hurried to the room while one checked for blackie. GONE! Rushed back down tried to look for the book and found it. Banging on the door. “THERE IN HERE!” Broke the window and tried to jump out with a rope of the side. Once the book left it reappeared back on the shelf! Tried to grab it again and copy the page the merchant wanted while one of the people jumped out the window! Fall damage and then attack of opportunity while trying to run fell him. The other met a large man by the name of Ironheart who wielded a large greatsword.

Invisible blackie whispers that there is a trap door to your right. Run when smoke pops. The character speaks with Ironheart for a bit and then makes a run as smoke is thrown up and he stumbles down to the ground floor through the secret passageway heading for the back door to get out of there. He is greeted by another guard! Knocks him with one hit before saying the character’s name! It’s Valeros! He was hired for guard duty here! Valeros convinces him that if he gives up now he can probably get him and the already captured man out of this alive.

Valeros takes him out to Ironheart who questions him about what they are doing here and then the Merchant returns home. (Well guess who! The Merchant from the cutscene) He asks what he’s doing there and why they wanted the book of Demon names. He says he will let them go but for a year they are at his beck and call. He spots the rope disappearing on the wall they had come in from and knows that Blackie is getting away.
They agree and the Merchant says he will help the other merchant who seems to be having problems. The next day the PC who owed the merchant stopped by and sees Ironheart just outside the door, and he heads upstairs just in time to see the ensuing fight between succubus and the Merchant wizard. The succubus says he’s going to start a war! The wizard Merchant seems confident in his ability and tries to banish the Succubus. Fails unfortunately, and she tries to run. PC tries to get in her way and the Wizard Merchant shouts no stop! He moves out of the way and the wizard manages to get the Succubus to show her true form. With that the PC charges despite the danger, and attacks. No damage and the succubus slam him against the wall threatening the wizard to let him go or he dies. The wizard decides to take the chance and banish again and this time succeeds. Piter the merchant the PC owes is relieved that the mess is over. The Merchant Wizard just shakes his head telling Piter that he is far from out of the woods yet, and that hopefully this ‘distraction’ doesn’t cost them dearly.

The Priests hear about the Rite of Fire being invoked by King Alaster, and decide to head out for everyone must try. Other Party members hire on as caravan guards. They went northward towards the ‘Tallmountains’ I think I called them. Eventually encountering a Forest, and while traveling along two dragons fell from the sky fighting each other and blocking their path!

Immediately tensions were high as the group moved forward to the front of the caravan’s getting ready to cover the caravan’s retreat. (Laughable in my head but I kept a straight face) The Dragon’s had stopped physical blows and were battering words blaming one another for something. Then the green dragon turns to the caravan and said I will pay you each 1000gp to help me defeat him! Other dragon(red): no! 2000gp to anyone who helps me kill him!

They go back and forth up to 20,000gp and that seems to spur some of the greed in the party as they were actually thinking about it while the Oracle of the group decides to ask why they are fighting. It’s over a female dragon, and the group then tries suggestions on how to solve the situation. From Poetry from the Cleric of Torag who tried to make something up on the spot, to just asking the dragon herself which she likes better. Forget what exactly the Oracle said then but it convinced them to settle their differences and they told her she had passed the first test! Cleric of Sarenrae then remembered (knowledge religion) that Sarenrae had met to squabbling brothers on her travels, but it hadn’t mentioned they were DRAGONS!

Next test was blind men sitting on trunks of wood asking for anything they could spare for old men. Had the group thrown for a loop giving them all sorts of things when what was required was generosity beyond the normal. Aka willing to give up a magical item. One of the Caravan Guard character’s actually figured it out and handed a magical necklace that protects against diseases and he grinned a toothless smile leaving behind a blue sapphire gem.

Frost Giants, Rivers of lava! What’s next!??!:

I’ll mention they are about level2-3’s here.

So they pass that test and go up the mountain and find a large dark red door too large to be opened by mortals left ajar enough for people to pass through. They go in and find a icy room with stalactites and mites all around the room and the only exit guarded by a Frost Giant who will not let them past. He squashes a PC that comes too close. Luckily only to bleeding status and healed by the clerics. It was clear brute force was NOT the answer. A few stayed just out of the Frost Giants way and the Oracle tried to diplomacy again but the Frost Giant would not budge. Someone noticed the rays of light I kept mentioning from the ceiling and went to go check it out. They saw a mirror up above and tried to shoot it for it was redirecting the light. (closer… but not quite right) It was eventually worked out that you had to redirect the beam at the Frost Giant and that pissed him off! Other’s scrambled to do the same thing for 4d6 Unresistable fire damage to the Frost Giant. Touch AC of the Giant easy to hit for most with the Ray, someone almost died again but they manage to put the Frost Giant down before it stomped everyone down into the ground.

Next they run into a room of lava! It’s over 50 feet across and seems to be no way across. The ground is covered in black soot. So they keep looking until one person decides to hit the ground and cracks a bit of the black covering off the rough ground. They find underneath the layer of black silt (not sure it’s real name) is deep colored red rocks about the size of stepping stones. Throwing one into the Lava they see it floats! So they build a bridge out of them and make it across.

They have finally arrived at the hidden temple of Sarenrae. They are greeted by a golden hound who allows them to rest before the ‘trial begins.’ A few talk with the Hound Archon and someone from the Party spars with him Dueling rules again. I think they either barely win or lose(forget again damnit!) The next day he asks for the Blue Sapphires the group had collected and opened up a stairway leading down. Soon everyone started disappearing until they only saw themselves wondering in blackness. An endless void. (I took different people aside for this part)

*interactive cutscene*
First I took a party member aside and gave a glimpse as combat with a large black mist. Four people seemed to be fighting it, and it was in the vague shape of a dragon. Two of the companions fell fighting it while a third one snuck up somewhere high, The focus primarily on the wizard vs the dragon it seemed to get the better of him a claw finally smashing throw his wards, as the dragon’s jaws descended from above a figure jumped and stabbed downwards. The darkness roared flinging the figure off and leaving the mage down on the ground dying as it slowly disappeared. An explosion of white energy seemed to clear the area around. He went up to the wizard laying on the ground and saw an Elf blood coming from his mouth speak what appears to be two words he could barely recognize as Elven. Not the common dialect but ‘Moon elf’. He memorized those to words to eventually have them translated.
*end first one*

Another aside here, I’ve been giving out “moon items” like a bow that does extra damage in the moon light. A sword that stores moon energy and can be unleashed anywhere from 1-5 charges for 1-5d6 for up to 30 feet attack. (kinda like a wave then explosion upon impact) In my campaign Moon Elves are believed to be extinct and their items rare.

*cutscene 2*
4 Party members this time are in what appear to be glass coffins unable to escape as someone addresses a large crowd of people. He speaks that these four heroes gave up their lives to save us all, and that they were only able to achieve victory with this! (holds up item but from their angle they cannot see it because they are behind the man)
*End Cutscene*

*cutscene/Battle 3*
The Cleric’s and Oracle of Sarenrae and Torag meet with the Hound. He speaks of a Darkness inside one of the Cleric’s that has made this pilgrimage and will possibly betray the faith. He also goes on to state that they must find ‘shards’ of the Omen Star. Black crystals that have been raining from the sky. They corrupt all that finds them. Accepting this mission from Sarenrae’s Liason he says there is one last thing. They must kill him in combat. He reveals a shard in his chest that is slowly killing him, regrettably they agree and are almost killed by him but they managed to defeat him by the skin of the cleric’s teeth! Doesn’t help the Oracle is cursed with a -4 to all attack rolls. xD
*End cutscene/Battle*

Everyone is returned to the temple and the clerics/oracles receive a rings signifying high priest status. (+1 protection rings).

ORCS!!!!!:

On the way back they come across a large horde of Orcs far too many to take on themselves number somewhere near 100. They are traveling to East. They decide to start waiting it out as the orcs move and hide behind hills. From behind the hills they see rider’s headed their way with a banner of a demonic helmet. ENTER HELLKNIGHTS.

The Hellknights were scouting rumors of the Orc horde that seems to be headed to Belldale. Confirming this they were about to ride to Belldale to defeat off the Orc Horde but they did not expect to succeed in defending the town. They would fight to the last however. The party became split on the topic some wanting to get paid for the returning of the High Priest, others wanted to save Belldale. So party split up. (good idea gang!)

Most rode hard with the Hellknights to beat the Orcs to Belldale and have time to prepare. The others headed forward and during the night a falling star fell towards belldale. Cleric of Torag decided it was now more important to go to belldale and headed off after the others. Crazy Sorcerer and Mercenary barbarian were out the rest of the session unfortunately because of this.

After having a small skirmish with the Orcs the Cleric was able to beat the orc horde if barely to the gates. Other’s had prepared traps, and actually tamed a pack of wolves. (20 crit on handle animal) So they decided the hellknights would wait to flank mid battle to hit them hard from the side upon a fiery arrow shot. The group with stood first wave of Goblins. (Cutscene they were just the bait for the traps) Then the orcs came with ladders in groups of twenty. Some got up and started fighting the second group was 10, and then another wave a few rounds later with 10 more orcs and a orge with a battering ram. The ogre managed to bash in the door, and wolves got to feast on some orc flesh. Unfortunately most of the wolves died despite the ranger flying into battle with them.

Hellknights hit another group of 20 orcs on their way loosing 3 knights in the process but pulling away with only one or two of them dead. (again cutscene for dramtic effect)

Surprisingly the last of the orc horde turned away. (Was waaaaaay to late to continue and most people were tired by this point so I ended it this way, for a possible plot hook later.)

They returned to the capitol Highwall and were paid. People who had fought for Belldale that weren’t now High Priests were now knighted with the Sir title and granted should they accept the area of Belldale. (playing this like a build your own town type of thing. Originally only about 10 able bodied men, a smith with no smith and a governor’s manner and a few houses. Was already decided governors’ manner was going bye bye to make way for an inn.)

Thieves, and Murder:

This session sent some people investigating recent murders around town while a few other’s decided what they wanted to do with belldale. (hired guards about 10 of them, a Journeyman Blacksmith, as well as a few other things like wood to rebuild or expand current wooden walls, Woodworkers)

Meanwhile an investigation happened at three locations searching. Eventually the evidence of a black feather at the crime scene leads some to believe that “Blackie” was behind the murders. In fact he was being framed by the thieves’ guild. Blackie had been hiding since the Merchant wizard incident.

They asked Simon to help find Blackie and his contacts set up a meeting with Blackie. Some of the Party questioned blackie who says this is why he was starting to hide even more. The thieves guild wanted him dead and he used to be second in command.

The barbarian who started this mission was convinced by something I said that Summoners summoning rats to do the murders for them was happening and they would retreat into the sewers…. <.< not quite but they headed to the sewers. Only three PC’s right into the den of thieves…. Smart was wondering if they were going to die here. They met with the leader of the thieves guild who explained he would not stop the killings until Blackie was dead. A good 20 minutes of roll playing had one of the PC’s sweating that things were going to come to blows since he wanted to save blackie and the other PC didn’t care mission solved and he could collect his pay.

In a brilliant stroke of off-the-cuff the leader of the thieves said ok. Blackie can live on one condition. “One of you take his place as the inside man in the castle.” The leader knew they had been knighted and could provide him information he didn’t have. In this conversation not sure if PC’s noticed but it is hinted Xander or “Blackie” as the group calls him used to work inside the Castle for the thieves guild and that he betrayed them for some reason or seemed to betray them. Then they did a pact between the Ranger and the Leader sealing it with mixing blood off a cut in their hands. Both people(PC and thief leader) now have serpent tattoos coiled around their arms. He speaks of sealing this pact with “royal blood.” Again not sure if the PC’s were paying attention or noted this, but I’ll play up this fact in the future. They also were going to blame the murders on the Crazy Sorcerer character who wasn’t playing but had throughout these sessions made most of the party not like them.

**An aside the thief leader is actually a disgruntled or exiled prince. Perhaps a bastard prince that the King has thrown away or exiled because of rash behavior. What he really wants is to kill the king or get his sister and/or lover. Haven’t decided if blood relatives or not, or where this plotline is going to go.

Now the PC’s were hired by Invictus again to go find out about a wizard who was studying Moon Elves in the DeepMountains near the dwarven Kingdom. This was spurred on by the one asking about what the two words meant in Moon Elvish.

Ok that is where I am currently. Now let me lay out some background information from the DM’s side.

First, The Dark Ones I’m found of picturing as Magma dragon. I think they would be cool to fight at the apex of this campaign or maybe close to the end. Second the way to destroy the Dark Ones is actually the Castle that was build for the purpose of destroying the Omen Star. This has of course been forgotten and locked away in a vault. Killing a Dark One only results in them respawning after a set amount of days. I thought then that possibly the Omen Star is a Phylactery sort of thing. That’s why the Dark one’s keep coming back every thousand years when a comet passes by the world. Maybe they are a lich? Or just bound their soul to the comet like a lich does. I’ve also found of the idea they can manipulate things from far away and have been maneuvering things mentally to put things in their favor I’ll explain this more later.
Anyways found that Idea interesting though I’m interested in brainstorming other ideas for the Dark ones and possible plot lines. Dark Stalkers and Creepers seem like good monsters to use as the servants of the Dark Ones. I forgot where but the Party has fought some Dark Creepers and one Stalker. Oh yes! On the travel to Sarenrae’s temple. The Dark ones were trying to stop them not that they know that.

Previously unmentioned to not bore you to death there is a Blacksmith in High Wall with a large Rock arm granted blessing by Torag. The Dwarf lost his arm trying to save his kin from a dragon and was granted a solid rock arm that moves and works. Good for forging too! Anyways his arm is the ‘Key’ to a vault in an old forgotten Dwarven Kingdom (well maybe not forgotten but lost). It opens the vault. This vault is where there will be details on the Castle which seems to have been made by dwarves and humans to ‘blow up’ the omen star. Now the reason this was lost is the Dark ones drove the last Dwarven king of the city mad. The madness included killing his own son, is what I have on that so far.

Help on:
*Dark Ones EndGame
*I’ll probably need a few more villains besides the Dark ones, I’m thinking that might be reoccurring.
*Furthermore, I’d like to add a bit more to Alnaethor(Moon Elf wizard group keeps finding records of) and what happened in the past. Perhaps Alnaethor is actually still alive?
*What’s up with the Queen not being there? Subconciously I think I decided she was not there but I haven’t come up with a reason… dead? Lost? Angry with father because of the rejection of prince/son illegitimate or not?
*Any other possible ideas. Kinda got a brain over load. Feel free to ask questions!

I appologize for the long post! Take your time to read or skim. Feel free to ask questions or for clarification! My games not until Saturday and looking for possible ideas or to help solidify where I'm going with this. Most of this has been developed on a thinking in the shower basis. Best ideas there I'll tell you :P.


no takers huh?

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Campaign Brainstorming (Warning: Large post) All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules