Adventure help: redesigning From the Shadows
Posted: Wed May 03, 2006 4:12 pm
I've got a sketch of an adventure brewing, and I need a bit of help. Next session coming up in early June. My plan is to replace the headless horseman bit that opens From the Shadows with a new plot of my own devising, and then run the rest of the module from there. Trouble is, my plot needs work:
Rather than using the Headless Horseman to collect heads and bodies for his experiment, Azalin is using a much more convenient option: his own Kargat. A Kargat cell is dispatched to a large town/small city in Darkon (Viaki, maybe?) to root out dissidents and other troublemakers, behead them, and ship them off to Avernus for use as test subjects.
The PC's enter town and find out something is wrong. People have been disappearing and the authorities haven't done anything about it. (having been dominated by the Kargat agents). The party will hopefully be convinced to investigate, eventually figuring out some connection to the town undertaker, under new management as of recently. (The Kargat have been shipping the subjects out of town in coffins, with the cover story of exporting coffins to another town due to a crimson fever epidemic.) Once ready for the showdown, they will enter the mortuary. After a few encounters with trap or guardian minions, they will enter the morgue proper. They open the door and...
Cut to an "interactive cut scene" where the players will be given pre-generated NPC's to play for a bit, so they can see what's been happening to the disappearing townsfolk. They play From the Shadows from the head-on-shelf part through the wedding, the escape, and up to the library, where they find that they are not pre-gen characters at all, but actually their real PC's whose memories have been altered. Reading their books, and crossing out their names, their memories flood back....
flash back to the undertakers, where they enter the morgue. Once inside the darkened room, they see that the ceiling is covered in bats. After a moment, one "bat" flies down, shifts to humanoid form, and gives some evil banter. (Tavelia, maybe?) Then dozens of the other bats swarm around and resolve themselves into vampires as well, all around the room, blocking all exits. The party is surrounded by an overwhelming amount of vamps, and is subdued, beheaded, and shipped out to Avernus. Flash forward to the castle and proceed with the adventure.
Now, the issues:
1) The town adventure needs fleshing out, big time. I need clues that lead to the conclusions that a) the new undertaker is involved. b) the people are being beheaded before disappearing (how can I make this clear with no body left behind?) c) the seemingly unconnected victims are all in some way subversives or law-breakers. Also, I need some townie NPCs. Some with information, some victims (with reasons for them being marked for abduction), some red herrings/obstructions. It's important that the clues lead to the Mortuary, but not IMMEDIATELY to the Mortuary. I'd like to have a bit of build-up and connection between clues.
2) Do I dare run the "flashback" vampire fight in-game, forcing them to lose, but letting them "Go down fighting" and choose the way they lose? A pack of 30 or so vamps should be able to take them down with a minimum of cheating, but players can be unpredictable, and who knows? they might find a way to escape when they've already been told that they didn't. Or do I just tell them what happened, and face possible resentment that they didn't get to play it out?
3) some minions would be nice, to allow for some succesful fighting before the doomed battle. What's good and fits the story? dominated animals? maybe some werebeast Kargat?
Here are some scenes I've thought about including:
1) as soon as they enter town, a woman runs up, thinking her son has returned, but upon closer inspection, sees that the PC she was running toward is not him.
2) tracks at one of the abduction sites indicate a scuffle, and lead toward the mortuary.
3) the ghostsighted PC catches a glimpse of a ghost in the water served at the inn. Investigation turns up a body dumped in the well, fangmarks, drained of blood. (One of the vamps got hungry. this was not an authorized kill. Is it the only one? Aren't the other vamps hungry too?)
4) One of the missing is a woodsman, who was beheaded with his own axe, which can be found as a clue.
5) the dominated guards blame some fey creatures of the woods for the disappearances. (dare I copy the monsters from the movie The Village?)
6) some NPC contact arranges to meet with some information but never shows up, since they are the latest victim. Paranoia sets in as people they've met start disappearing.
7) maybe a Head Hunter is involved somehow? or is that too much of a red herring?
8 ) speak with dead and/or speak with animals always come up in my group. What clues can I feed through those channels?
Any other ideas that can make this prelude adventure last a couple hours or so?
Rather than using the Headless Horseman to collect heads and bodies for his experiment, Azalin is using a much more convenient option: his own Kargat. A Kargat cell is dispatched to a large town/small city in Darkon (Viaki, maybe?) to root out dissidents and other troublemakers, behead them, and ship them off to Avernus for use as test subjects.
The PC's enter town and find out something is wrong. People have been disappearing and the authorities haven't done anything about it. (having been dominated by the Kargat agents). The party will hopefully be convinced to investigate, eventually figuring out some connection to the town undertaker, under new management as of recently. (The Kargat have been shipping the subjects out of town in coffins, with the cover story of exporting coffins to another town due to a crimson fever epidemic.) Once ready for the showdown, they will enter the mortuary. After a few encounters with trap or guardian minions, they will enter the morgue proper. They open the door and...
Cut to an "interactive cut scene" where the players will be given pre-generated NPC's to play for a bit, so they can see what's been happening to the disappearing townsfolk. They play From the Shadows from the head-on-shelf part through the wedding, the escape, and up to the library, where they find that they are not pre-gen characters at all, but actually their real PC's whose memories have been altered. Reading their books, and crossing out their names, their memories flood back....
flash back to the undertakers, where they enter the morgue. Once inside the darkened room, they see that the ceiling is covered in bats. After a moment, one "bat" flies down, shifts to humanoid form, and gives some evil banter. (Tavelia, maybe?) Then dozens of the other bats swarm around and resolve themselves into vampires as well, all around the room, blocking all exits. The party is surrounded by an overwhelming amount of vamps, and is subdued, beheaded, and shipped out to Avernus. Flash forward to the castle and proceed with the adventure.
Now, the issues:
1) The town adventure needs fleshing out, big time. I need clues that lead to the conclusions that a) the new undertaker is involved. b) the people are being beheaded before disappearing (how can I make this clear with no body left behind?) c) the seemingly unconnected victims are all in some way subversives or law-breakers. Also, I need some townie NPCs. Some with information, some victims (with reasons for them being marked for abduction), some red herrings/obstructions. It's important that the clues lead to the Mortuary, but not IMMEDIATELY to the Mortuary. I'd like to have a bit of build-up and connection between clues.
2) Do I dare run the "flashback" vampire fight in-game, forcing them to lose, but letting them "Go down fighting" and choose the way they lose? A pack of 30 or so vamps should be able to take them down with a minimum of cheating, but players can be unpredictable, and who knows? they might find a way to escape when they've already been told that they didn't. Or do I just tell them what happened, and face possible resentment that they didn't get to play it out?
3) some minions would be nice, to allow for some succesful fighting before the doomed battle. What's good and fits the story? dominated animals? maybe some werebeast Kargat?
Here are some scenes I've thought about including:
1) as soon as they enter town, a woman runs up, thinking her son has returned, but upon closer inspection, sees that the PC she was running toward is not him.
2) tracks at one of the abduction sites indicate a scuffle, and lead toward the mortuary.
3) the ghostsighted PC catches a glimpse of a ghost in the water served at the inn. Investigation turns up a body dumped in the well, fangmarks, drained of blood. (One of the vamps got hungry. this was not an authorized kill. Is it the only one? Aren't the other vamps hungry too?)
4) One of the missing is a woodsman, who was beheaded with his own axe, which can be found as a clue.
5) the dominated guards blame some fey creatures of the woods for the disappearances. (dare I copy the monsters from the movie The Village?)
6) some NPC contact arranges to meet with some information but never shows up, since they are the latest victim. Paranoia sets in as people they've met start disappearing.
7) maybe a Head Hunter is involved somehow? or is that too much of a red herring?
8 ) speak with dead and/or speak with animals always come up in my group. What clues can I feed through those channels?
Any other ideas that can make this prelude adventure last a couple hours or so?