Need help for an adventure
Posted: Mon Apr 17, 2006 6:30 am
Hi folks,
I am planning an adventure for my PCs that will have them stranded in a castle with a vampire on the loose. First objective is to leave the castle and regroup in some safe place. Second objective is to kill the vampire.
I've got almost everything set but I like the crucial point: how to make the PCs feel threatened enough to take a certain action.
I'll give you the outline.
The PCs are going from village to village across a forest that they've been told is haunted and populated by were-wolves. In game terms, there are CR7 Spectres and Mountain Loup-Garous which should be enough to scare them. I had to go for the Loup-Garous so they don't have the right weapon to affect them.
They are caught by a storm and the only bridge they could take to cross a river is destroyed. So, their chances are staying in the forest or going to that sinister castle up there. As is turns out, someone comes from the castle to rescue them for, as the coach driver says, "the master knows that on stormy days like this the bridge often breaks and travellers are stranded." So he sent him to rescue eventual travellers.
This places the PCs in the castle. Now, about the characters.
The master of the Castle is Prof. Arcanus 15 years after he decided to quit his travelling show. He came to understand his exhibits were dangerous when he foiled a near-catastrophe so he instead looked for service as a sage and began studying magic. Eventually he became rich enough to buy a castle in Invidia, still with old protraits of Duke Gundar on the walls. He keeps studying magic, but since he has focused on his lycanthropy and is using necromancy, his alignment has shifted to CN. He still thikns of himself as a good person, though, and provides charity for orphanages ran by Hala and Ezra churches in Borca, Mordent and Dementlieu. He even has letters or appreciation from them, and maintains a perfectly cared for altar to Ezra in his room (Dementlieu neutral sect).
He has taken under his custody a girl that he found abandoned on a road as a baby. She is now 17, and despite his efforts to teach her book magic ("wizard", in game terms) she has developed only natural talents ("sorcerer"). She may be of Vistana blood, but I haven't decided if that is necessary. She is called Hélène (but I will use Helen henceforth because of accent marks).
Now, Arcanus and Helen have lived in that castle for 3 years, and since it belonged to the late Duke Gundar himself (although I'm not entirely sure if this is really Hunadora Castle yet) the locals shun them and think they are cursed. This is quite inconvenient to Helen who, as a young girl, wanted more life and diversion. Also, she grew up in Dementlieu and is used to some other settings, so she came to resent Arcanus as a jailkeeper and of her as a prisoner. Arcanus occasionally invites friends, but Helen always feels alienated, so she now harbours some fear and hatred towards him. She merely wants to get free. Besides, she is really evil.
She has noted some peculiarities about Arcanus that have made her believe he is a monster. She has not guessed the true nature, and believes that he is turning into a vampire by his black magic. He never eats in front of her, does not come out by day, has eliminated all mirrors in the castle and claims that he can only be killed with a wooden stake.
when the adventurers arrive, Helen sees this as a chance to become free from Arcanus. So, she convinces them to help her kill him. For that, they should find a proper weapon, but there is no wood in the castle. However, she has found a secret passage that Arcanus keeps always locked. While Arcanus entertains his new guests, Helen profits of one distraction to snatch the key without his noticing and later one asks the players to go down that passage see if they find what secret Arcanus is keeping there.
among other things, they find a skeleton with a plaque hanging on the wall above identifying it as Duke Gundar. Helen does not know anything about him so she takes the stake or urges the players to take the stake. There is no visible consequence (Duke Gundar will only reform during the night).
Ideally, they should take on Arcanus and kill him to find later that he was not such a bad guy at all. When they think all is well, the vampire strikes them and the real fear begins.
Now, that is the intended outline, but I need a way to strongly suggest it (in others words, make it so natural that it is almost forced) to the players.
I only need them to accompany Helen downstairs and watch her take the stake. They may not even kill Arcanus, although I don't know what the reaction would be later. But how do I make them feel threatened enough by Arcanus to accompany Helen through the secret passage and, preferably, take the stake themselves? Or, even, make them go down there of their own accord?
I had the idea that Arcanus is experimenting with the blood of known dead lycanthropes. Currently, only wolves. For that, he has comissioned some Vistani traders to bring them occasionaly corpses of slain werewolves and living wolves. He is experimenting with transfusions of blood from were-wolves to wolves, and theorizes that it should turn the wolf into a were-wolf. He has not tried the transfusion on human beings, but he suffers that temptation when the PCs arrive. His objective is to ascertain that the inffecting agent is in the blood and afterwards to find a way of neutralizing that agent. The mindset is scientific and experimentalist, but the techniques used might be magical. This serves to scare the PCs in one way, so far: during the night, they hear a big noise in the yards below them and see the gypsies unpacking closed but heavy coffins and wild raging wolves in cages.
I'm afraid this is really long, but please, do you have any hint that can help me? My players are not really the heroic kind that will rescue a maiden only because she begs for help. They need either profit or menace, so I want them to really feel they're afraid.
Of course, they're imprisoned in the castle during the day because of the ceaseless storm and blizzard outside that will last for as long as the DM needs, but I wanted more than just that (otherwise, it would seem like an old "kill-the-darklord" theme).
As an afterthought, I think I can have any of the following scenarios afterwards: they stop Helen from killing Arcanus, they kill Arcanus, they try to kill Arcanus but fail. I'll worry with the consequences for each of these later.
Thank you all.
Ail
I am planning an adventure for my PCs that will have them stranded in a castle with a vampire on the loose. First objective is to leave the castle and regroup in some safe place. Second objective is to kill the vampire.
I've got almost everything set but I like the crucial point: how to make the PCs feel threatened enough to take a certain action.
I'll give you the outline.
The PCs are going from village to village across a forest that they've been told is haunted and populated by were-wolves. In game terms, there are CR7 Spectres and Mountain Loup-Garous which should be enough to scare them. I had to go for the Loup-Garous so they don't have the right weapon to affect them.
They are caught by a storm and the only bridge they could take to cross a river is destroyed. So, their chances are staying in the forest or going to that sinister castle up there. As is turns out, someone comes from the castle to rescue them for, as the coach driver says, "the master knows that on stormy days like this the bridge often breaks and travellers are stranded." So he sent him to rescue eventual travellers.
This places the PCs in the castle. Now, about the characters.
The master of the Castle is Prof. Arcanus 15 years after he decided to quit his travelling show. He came to understand his exhibits were dangerous when he foiled a near-catastrophe so he instead looked for service as a sage and began studying magic. Eventually he became rich enough to buy a castle in Invidia, still with old protraits of Duke Gundar on the walls. He keeps studying magic, but since he has focused on his lycanthropy and is using necromancy, his alignment has shifted to CN. He still thikns of himself as a good person, though, and provides charity for orphanages ran by Hala and Ezra churches in Borca, Mordent and Dementlieu. He even has letters or appreciation from them, and maintains a perfectly cared for altar to Ezra in his room (Dementlieu neutral sect).
He has taken under his custody a girl that he found abandoned on a road as a baby. She is now 17, and despite his efforts to teach her book magic ("wizard", in game terms) she has developed only natural talents ("sorcerer"). She may be of Vistana blood, but I haven't decided if that is necessary. She is called Hélène (but I will use Helen henceforth because of accent marks).
Now, Arcanus and Helen have lived in that castle for 3 years, and since it belonged to the late Duke Gundar himself (although I'm not entirely sure if this is really Hunadora Castle yet) the locals shun them and think they are cursed. This is quite inconvenient to Helen who, as a young girl, wanted more life and diversion. Also, she grew up in Dementlieu and is used to some other settings, so she came to resent Arcanus as a jailkeeper and of her as a prisoner. Arcanus occasionally invites friends, but Helen always feels alienated, so she now harbours some fear and hatred towards him. She merely wants to get free. Besides, she is really evil.
She has noted some peculiarities about Arcanus that have made her believe he is a monster. She has not guessed the true nature, and believes that he is turning into a vampire by his black magic. He never eats in front of her, does not come out by day, has eliminated all mirrors in the castle and claims that he can only be killed with a wooden stake.
when the adventurers arrive, Helen sees this as a chance to become free from Arcanus. So, she convinces them to help her kill him. For that, they should find a proper weapon, but there is no wood in the castle. However, she has found a secret passage that Arcanus keeps always locked. While Arcanus entertains his new guests, Helen profits of one distraction to snatch the key without his noticing and later one asks the players to go down that passage see if they find what secret Arcanus is keeping there.
among other things, they find a skeleton with a plaque hanging on the wall above identifying it as Duke Gundar. Helen does not know anything about him so she takes the stake or urges the players to take the stake. There is no visible consequence (Duke Gundar will only reform during the night).
Ideally, they should take on Arcanus and kill him to find later that he was not such a bad guy at all. When they think all is well, the vampire strikes them and the real fear begins.
Now, that is the intended outline, but I need a way to strongly suggest it (in others words, make it so natural that it is almost forced) to the players.
I only need them to accompany Helen downstairs and watch her take the stake. They may not even kill Arcanus, although I don't know what the reaction would be later. But how do I make them feel threatened enough by Arcanus to accompany Helen through the secret passage and, preferably, take the stake themselves? Or, even, make them go down there of their own accord?
I had the idea that Arcanus is experimenting with the blood of known dead lycanthropes. Currently, only wolves. For that, he has comissioned some Vistani traders to bring them occasionaly corpses of slain werewolves and living wolves. He is experimenting with transfusions of blood from were-wolves to wolves, and theorizes that it should turn the wolf into a were-wolf. He has not tried the transfusion on human beings, but he suffers that temptation when the PCs arrive. His objective is to ascertain that the inffecting agent is in the blood and afterwards to find a way of neutralizing that agent. The mindset is scientific and experimentalist, but the techniques used might be magical. This serves to scare the PCs in one way, so far: during the night, they hear a big noise in the yards below them and see the gypsies unpacking closed but heavy coffins and wild raging wolves in cages.
I'm afraid this is really long, but please, do you have any hint that can help me? My players are not really the heroic kind that will rescue a maiden only because she begs for help. They need either profit or menace, so I want them to really feel they're afraid.
Of course, they're imprisoned in the castle during the day because of the ceaseless storm and blizzard outside that will last for as long as the DM needs, but I wanted more than just that (otherwise, it would seem like an old "kill-the-darklord" theme).
As an afterthought, I think I can have any of the following scenarios afterwards: they stop Helen from killing Arcanus, they kill Arcanus, they try to kill Arcanus but fail. I'll worry with the consequences for each of these later.
Thank you all.
Ail