Signup
Welcome to... Canonfire! World of GreyhawK
Features
Postcards from the Flanaess
Adventures
in Greyhawk
Cities of
Oerth
Deadly
Denizens
Jason Zavoda Presents
The Gord Novels
Greyhawk Wiki
#greytalk
JOIN THE CHAT
ON DISCORD
    Canonfire :: View topic - Need suggestions; What's in the back of that wagon?
    Canonfire Forum Index -> World of Greyhawk Discussion
    Need suggestions; What's in the back of that wagon?
    Author Message
    Apprentice Greytalker

    Joined: Jan 29, 2008
    Posts: 19


    Send private message
    Thu Nov 20, 2008 5:56 am  
    Need suggestions; What's in the back of that wagon?

    Hey all, I was hoping I could trouble you for some suggestions. Here's the background: I'm DMing a group of players in the Bandit Kingdoms. They're currently headed towards Riftcrag. They were camped for the night and nursing their wounds after a run in with one of Iuz's patrols & I decided to throw a non-combat encounter out there just to spice things up. I decided to tell them that during the night a caravan passed by their campsite. I suggested that a caravan travelling by night seemed kind of fishy. I figured some of them would want to investigate, but would hold off because they were wounded and I was right.
    Now I'm getting ready to bait them with a little sidetrek into the Goodman Games adventure The Transmuter's Last Touch. (If anyone has run this before I'd love to hear what you thought of it.) One of the suggested plot hooks is the party runs across a wagon that has been looted. This fits in nicely with my fishy caravan hook, but I'm at a loss as to what the carvan is hauling. The first thing I came up with was an idea about Iuz trying to replenish the strength he lost after the Flight of Fiends, maybe some kind of items for animating dead or summoning fiends, or corpses to be animated as zombies. That idea didn't really thrill me though. I would also love to tie it to Blackmoor somehow, because I'd eventually like to lead the party there, but I couldn't come up with any ideas for it that I liked. Any suggestions? Thanks in advance.
    Journeyman Greytalker

    Joined: Aug 30, 2001
    Posts: 170
    From: Niflheim, 9to5

    Send private message
    Thu Nov 20, 2008 8:09 am  

    Well, presuming you will be running some of the old Blackmoor adventures, I think there were some sort of robots in there. Also, presuming your characters were headed SOUTH to the Riftcrag, the caravan could have been headed south from Blackmoor, toward whomever the Boneheart guy is that is in charge of the Bandit Kingdoms, and passed them up. Iuz could have commanded his Boneheart minion to figure out how the (now defunct) robots work and to construct an army of them to assist in the war against the Shield Landers & Furyondians.

    Don
    Master Greytalker

    Joined: Jul 13, 2002
    Posts: 1077
    From: Orlane, Gran March

    Send private message
    Thu Nov 20, 2008 10:16 am  

    How about Black Ice. Wrapped in straw, and kept cold by a low level adept with some cantrip or another. Not super magical, and you dont have to worry about them "taking the loot," and running so to speak. However it is darn strange; maybe it is necessary from some dark magic.
    Apprentice Greytalker

    Joined: Jan 29, 2008
    Posts: 19


    Send private message
    Thu Nov 20, 2008 12:48 pm  

    I like both of those ideas. Now I just have to decide which to use . . . .

    Thanks for your suggestions!
    Master Greytalker

    Joined: Aug 17, 2004
    Posts: 924
    From: Computer Desk

    Send private message
    Thu Nov 20, 2008 1:23 pm  

    Like the Black Ice idea Smile

    Here I was thinking something more mundane like poor peasants delivering ore or wounded troops; I love giving players moral problems.

    Each his own but I stay away from tech; before too long you have your players wanting to build their own robots.
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Thu Nov 20, 2008 2:00 pm  

    Crag wrote:
    Here I was thinking something more mundane like poor peasants delivering ore or wounded troops; I love giving players moral problems.


    That doesn't sound too mundane, actually. I like a nice moral dilemma, shows what your players are made of. You can think you know someone until you find yourself is such a situation, then the truth comes out. Wink

    What about refugee peasants, maybe two or three families -- some hurt -- fleeing the chaos. Very little clothing, no food left, no healers or supplies; What do your players do? Confused

    A nice little "side" quest, if you like. Cool Do they help the refugees on their way, or leave them to their "fate?" Heal them, feed them and escort them for a day or two? Confused A good way to find out what your characters are made of. It could even cause a serious division between your players; Whose really Good, Neutral or Evil? Confused

    Just my thoughts. Happy
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    CF Admin

    Joined: Jun 29, 2001
    Posts: 1490
    From: Wichita, KS, USA

    Send private message
    Thu Nov 20, 2008 4:29 pm  

    rob44---if you decide to play around with the Black Ice idea, there are a number of other ways you could expand upon that hook in the Far North Design Project forum @ http://www.canonfire.com/cf/modules.php?name=Forums&file=viewforum&f=43
    _________________
    Allan Grohe (grodog@gmail.com)
    http://www.greyhawkonline.com/grodog/greyhawk.html
    Grandmaster Greytalker

    Joined: Nov 07, 2004
    Posts: 1846
    From: Mt. Smolderac

    Send private message
    Fri Nov 21, 2008 9:31 am  

    ** SPOILER ALERT **

    I like the robots idea, though instead of playing the old Blackmoor modules you could lead into The Clockwork Fortress in Dungeon # 126 by having the players find the Nimblewright prince, Oskari Lodestar in the back of the wagon. Don't know if you have that issue and adventure but you can get it pretty cheap by download from Paizo. He is found in Raiders of the Black Ice (Dungeon # 115) at the end, frozen into a block of ice and is used as one of the possible hooks into Clockwork Fortress. Of course if you don't want to have to worry about running an npc you could just have them find Oskari's head and say that it can talk, so it can lead them into Blackmoor. Or if you're playing 3rd or 4th edition and have a player who is really into a role-playing challenge, allow them to run Oskari. You could stat him up yourself using what's given in the adventure, or by using the rules for (I'm gonna burn in hell for this one) a warforged.
    Apprentice Greytalker

    Joined: Aug 24, 2005
    Posts: 46
    From: Toronto

    Send private message
    Fri Nov 21, 2008 1:39 pm  

    smillan_31 wrote:
    ...by using the rules for (I'm gonna burn in hell for this one) a warforged.


    Sorry this is off-topic, but I'm, glad to see that I'm not the only one who likes Warforged. None of my players chose to be one but I allowed them in my Greyhawk campaign by having a legion of them created by Bigby to fight the forces of Iuz in the Greyhawk Wars (instead of being created by house Cannith in the Last War). That way a surprising amount of their fluff can have the serial numbers filled off and imported into Greyhawk.
    Display posts from previous:   
       Canonfire Forum Index -> World of Greyhawk Discussion All times are GMT - 8 Hours
    Page 1 of 1

    Jump to:  

    You cannot post new topics in this forum
    You cannot reply to topics in this forum
    You cannot edit your posts in this forum
    You cannot delete your posts in this forum
    You cannot vote in polls in this forum




    Canonfire! is a production of the Thursday Group in assocation with GREYtalk and Canonfire! Enterprises

    Contact the Webmaster.  Long Live Spidasa!


    Greyhawk Gothic Font by Darlene Pekul is used under the Creative Commons License.

    PHP-Nuke Copyright © 2005 by Francisco Burzi. This is free software, and you may redistribute it under the GPL. PHP-Nuke comes with absolutely no warranty, for details, see the license.
    Page Generation: 0.55 Seconds