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 Player motivation - chase across Faerūn
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Mystery_Man
Senior Scribe

USA
455 Posts

Posted - 13 Sep 2003 :  14:10:41  Show Profile  Visit Mystery_Man's Homepage Send Mystery_Man a Private Message  Reply with Quote  Delete Topic
I need to somehow get my players riled up enough to chase a guy from Baldur's Gate to the Rawlinswood.

See, this evil guy is a Blightlord minion of the Rotting Man and he is going to be stealing an amulet that is key to the RM and his plan to take over the area.
It has the power to harness the blood of a long dead vampire dragon. In case you're in need to know, I'm converting over the Black Ice Well to 3.5 and the Unapproachable East. It fits almost perfectly into the Rawlinswood and what the Rotting Man is doing.
As far as what happens when the PC's get there I have worked out fine. I'm running into a wall on how to actually *get* them there.

Help me over this wall.

They'll be level 12 at the time they will be coming into contact with this guy and I will probably need to get them up a level on the way to UE.

Thanks!

lowtech
Learned Scribe

USA
315 Posts

Posted - 13 Sep 2003 :  19:08:41  Show Profile  Visit lowtech's Homepage Send lowtech a Private Message  Reply with Quote
We'll need to know more about the characters to determine their motivation.
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Bookwyrm
Great Reader

USA
4740 Posts

Posted - 14 Sep 2003 :  07:06:45  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Same here. Race, class, background history, current level, place of origin . . . all these things come into play with something like that.

Interesting challenge though. If I'm able to I'll certainly help.

Hell hath no fury like all of Candlekeep rising in defense of one of its own.

Download the brickfilm masterpiece by Leftfield Studios! See this page for more.
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Mystery_Man
Senior Scribe

USA
455 Posts

Posted - 14 Sep 2003 :  19:14:52  Show Profile  Visit Mystery_Man's Homepage Send Mystery_Man a Private Message  Reply with Quote
OK

I have 5 players
A level 10 rogue N, whos sanity is coming into question after a good kill he keeps the scalps of his victim. Always haggles down to the last copper.
A level 10 cleric of Torm LG, the moral compass of the party.
A level 8 dwarven Barbarian/level 2 Divine Champion, laying the smackdown of Chaotic Goodness for Clanggedin.
A level 10 druid N, the only elf in the party. Gets on well with the dwarf, thinks the rogue is insane and hates the
Level 9 witch N, (from the quint witch book). Playing a male from Rasheman outcast for being male and trying to practice witch craft.

I have been running a bastardized version of the Banewarrens converted over to FR, version 3.5. The Red wizards found an old entrance to the Banewarrens under the sewers of BG, in attempting to break in the caused the 5000 foot tower to re-thrust itself out of the ground and it now towers over the city. My party is currently working to reseal everything and (according to the BG townsfolk) "make the tower go away".


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Trafaldi
Learned Scribe

264 Posts

Posted - 14 Oct 2003 :  05:06:57  Show Profile  Visit Trafaldi's Homepage Send Trafaldi a Private Message  Reply with Quote
If you don't mind them returning to BG i would have the key component to returning the tower located in Rawlinswood. If this does not work have them seal the tower but in the process have them find a map that shows a great treasure in the Rawlinswood area.

Some believe there is something more after death, if you really want to find out... go kill yourself and stop pestering me.
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Mystery_Man
Senior Scribe

USA
455 Posts

Posted - 14 Oct 2003 :  14:56:56  Show Profile  Visit Mystery_Man's Homepage Send Mystery_Man a Private Message  Reply with Quote
*Update*
The amulet has been taken from them due to extreme stupidity on the dwarfs part.

They are now involved in a search for more info on the amulet (what its used for and its destruction) sent on a quest by Alaundo and Saggarintys. Again due to the aforementioned extreme stupidity on the dwarfs part.

The tome of knowledge in question is in Semmemons tower in Darkhold. Semmemon is no longer there but his stuff is.

They have their disguises, and they even have a way out (teleportation device in sub-basement). They have but to smooze their way in, and get to Semmemon's library undiscovered and get to the basement before capture, death or worse.....

BTW - If anyone has any nasty surprises for them in Darkhold I'm always open to suggestions!

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Trafaldi
Learned Scribe

264 Posts

Posted - 14 Oct 2003 :  16:26:03  Show Profile  Visit Trafaldi's Homepage Send Trafaldi a Private Message  Reply with Quote
Have one floor where every ten feet there is a different trap.

Have a large ornate door that is trapped has puzzle locks and magical riddles on it. Having on the inside of a fairly large room that has a simple chest on it is a button instead fo a key lock. Pressing the buttom opens the chest but making them parinoid is what makes this fun. Put inside the chest two things some nasty monster, and an item.
The monster has no treasure or items on it. The item make it a stale loaf of bread or a cursed item. Maybe a pair of boots that transfers any one within 40 feet or more to the beginning of then tower resurecting every monster again. And the boots dissapear and reapear in a different location of the tower changing their apperance as well.

Some believe there is something more after death, if you really want to find out... go kill yourself and stop pestering me.
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Arion Elenim
Senior Scribe

933 Posts

Posted - 16 Oct 2003 :  06:23:09  Show Profile  Visit Arion Elenim's Homepage Send Arion Elenim a Private Message  Reply with Quote
A great little trick that I like to use is to force the PCs to face aspects of their pasts...in other words...one room might lead to a Shadow Priest who appears to each of the PCs as the person they care most about....or hate the most....or each other....

Dopplegangers are always a great way to add intrigue and sew distrust among PCs....esp. if they are headed somewhere like Semmemmnon's keep...

My latest Realms-based short story, about a bard, a paladin of Lathander and the letter of the law, Debts Repaid. It takes place before the "shattering" and gives the bard Arion a last gasp before he plunges into the present.http://candlekeep.com/campaign/logs/log-debts.htm
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