Post by ranzunar on Mar 10, 2009 14:01:30 GMT -5
Okay people, I'm going to be running the next game so here are some things to consider tat may come in handy unless there are any objections. You officially leave the big side quest forest and have entered the Western Kingdom of well let's call it Clantonia. More cosmopolitan than any other kingdom, they are quite tolerant of everyone but evil people will still be brought to the local authorities. You get to the city of Titria. This place is near the border of the kingdom and it is actually an important trading outpost. You can shop here and anything under 6,500gp is assumed to be present unless it is oddly specific or just plain weird. Dolo's gather information checks point you at three potential side quests, since main plot is still being designed. Reply to the post and vote on which one you prefer, majority rules. In case of a tie my dice make the tiebreaker. Depending on how the story goes there is a chance that the other choices may not exist afterwards. All adventures are a days travel from Titria and adventure begins with you guys already on the way there. Shopping is assumed to be finished before that.
1. Defeat the big baddie or goodie in this case: The mountains from the South of Clantonia are said to contain a powerful entity of good which is about to shower the the kingdom with a fine powder as it flies overhead, marking the yearly festival of the equivalent to grounhogday but actually important. The powder has the following effects, cure light wounds, remove disease, and gives +1 luck to everything for 24 hours. One problem, it also works as insane glitter dust on any evil characters. Being indoors barely helps, so might as well destroy the thing before it gets us in trouble. Rewards: Lots of XP. Decent treasure.
2. Fetch Quest: The most powerful of lights can also create the most powerful shadows. A cavern system to the North East is said to contain what can only be described as solid shadow. I'm not sure how yet, but it's supposed to help Hypnogogia and the plot, possibly by allowing shadow magic to be used at full power even when shadows don't exist or in the outer planes. Rewards: decent treasure, decent xp, and plot advancement.
3. Escort mission for ransom: The church of Ratsakh/ Assassins Guild is under heavy scrutiny by local authorities so their normal operatives are in hiding, besides see Plot 1 and you see why they would be doing so. They have recently kidnapped Leo, the ten year old son of a local noble for a hefty ransom. To ensure success they need to take the kid from Titria to a safe house they have outside kingdom limits in the North. Protect the kid from physical damage (child is to be returned unharmed to get full ransom) against monsters, rival guilds, and anyone trying to stop you. Rewards: Lots of gold decent xp.
Note: Any choice would put you so far away from the town that you avoid being noticed from plot point A reason for doing so.
1. Defeat the big baddie or goodie in this case: The mountains from the South of Clantonia are said to contain a powerful entity of good which is about to shower the the kingdom with a fine powder as it flies overhead, marking the yearly festival of the equivalent to grounhogday but actually important. The powder has the following effects, cure light wounds, remove disease, and gives +1 luck to everything for 24 hours. One problem, it also works as insane glitter dust on any evil characters. Being indoors barely helps, so might as well destroy the thing before it gets us in trouble. Rewards: Lots of XP. Decent treasure.
2. Fetch Quest: The most powerful of lights can also create the most powerful shadows. A cavern system to the North East is said to contain what can only be described as solid shadow. I'm not sure how yet, but it's supposed to help Hypnogogia and the plot, possibly by allowing shadow magic to be used at full power even when shadows don't exist or in the outer planes. Rewards: decent treasure, decent xp, and plot advancement.
3. Escort mission for ransom: The church of Ratsakh/ Assassins Guild is under heavy scrutiny by local authorities so their normal operatives are in hiding, besides see Plot 1 and you see why they would be doing so. They have recently kidnapped Leo, the ten year old son of a local noble for a hefty ransom. To ensure success they need to take the kid from Titria to a safe house they have outside kingdom limits in the North. Protect the kid from physical damage (child is to be returned unharmed to get full ransom) against monsters, rival guilds, and anyone trying to stop you. Rewards: Lots of gold decent xp.
Note: Any choice would put you so far away from the town that you avoid being noticed from plot point A reason for doing so.