Post by irontaurus on Mar 20, 2017 10:56:21 GMT
Sorry for this wall of text, i've tried to slim it down and I hope you will read it all. Please give feedback.
In order to give myself time to write the next chapter of my rp world I let my players be lost in the campaign Curse of Stradh 5e. Curse of Stradh however did not work well with how my group is as they are more focused on talking (Barovians are a bit dull to talk with) and tend to go to places they shouldn't. In the end I decided to make a major change in the campaign as a means to introduce them back to my world and also as a means to let them feel helpless.
In the campaign curse of stradh there are tarot cards that will predict important plot points in the story. My group got as the ally a kind of worthless little girl named Arabelle. I started my changes with her, in the campaign all I could find about her was that she is blood related to Stradh and the daughter of a Vistani who serves Stradh. I played her as a girl who wish to have a bigger role in the world and wants to go on adventure but has a lack of strength and knowledge of the dangers she would face. The players loved her and demanded from me that she would join them even after this campaign (I said maybe and hinted to that she would). I purposely made it so Arabelle was easy to relate to and put her in a "little sister" role for the players.
Now to the big things: I made a Entity whose power rivals death itself, and it was he who Stradh made a pact to in order to rule his kingdom for all eternity. The entity is named Vel'Kha'Zuul and lives in a empty and dark realm of which he can't leave because his presence is too powerful so the reality itself fights him if he tries to pass over to another realm, he can however create a rip in reality and stretch a hand over to another realm but it creates cracks in the reality when he does it and the gravity around the rip is heavy. Vel'Kha'Zuul wish to enter another realm but to do it he needs to find a certain woman that has the power to freely enter any realm with little effort. The two met briefly but she escaped him and has not entered his realm since then and hides from him.
I made sure that Arabelle's all relatives except Stradh would die in one way or another, all she had left now was the players and she even asked them if she could keep traveling with them after this and they said yes.
In the end when the players had defeated Stradh and the campaign would be over instead nothing happends, it was never Stradh who had control of the curse but rather it was Vel'Kha'Zuul's power and thus only Vel'Kha'zuul can stop it. The players had to walk through a black mirror to enter his realm and speak to him directly, as it happends since Vel'Kha'zuul is blind and relies on smell he can sense the woman he searches for on Throkk (a player's character) because the woman is none other than throkks lost sister. When Vel'Kha'zuul hears this he tells them that he is willing to let them free but only if they bring him the sister of Throkk and since the sister kind of betrayed Throkks family he said yes (but he doesnt mean it since he still considers her family and cares for her) but Vel'Kha'zuul won't let them go with a empty promise and so he said he would take something of theirs to make sure they forfill this deal. He stretches his hand out from the realm and grabs Arabelle and says "I want you to know that for every day, every week and every year that goes until you have forfilled our deal she is here with me!" and he throws the players out from his realm and back to their own.
The conclusion of this is that my players was kind of angry at me but they like it as well, this became the opening of the greatest quest they have yet, to find Throkk's sister and find a way to get Arabelle back. And I do have many plans for both the players and for Arabelle.
In order to give myself time to write the next chapter of my rp world I let my players be lost in the campaign Curse of Stradh 5e. Curse of Stradh however did not work well with how my group is as they are more focused on talking (Barovians are a bit dull to talk with) and tend to go to places they shouldn't. In the end I decided to make a major change in the campaign as a means to introduce them back to my world and also as a means to let them feel helpless.
In the campaign curse of stradh there are tarot cards that will predict important plot points in the story. My group got as the ally a kind of worthless little girl named Arabelle. I started my changes with her, in the campaign all I could find about her was that she is blood related to Stradh and the daughter of a Vistani who serves Stradh. I played her as a girl who wish to have a bigger role in the world and wants to go on adventure but has a lack of strength and knowledge of the dangers she would face. The players loved her and demanded from me that she would join them even after this campaign (I said maybe and hinted to that she would). I purposely made it so Arabelle was easy to relate to and put her in a "little sister" role for the players.
Now to the big things: I made a Entity whose power rivals death itself, and it was he who Stradh made a pact to in order to rule his kingdom for all eternity. The entity is named Vel'Kha'Zuul and lives in a empty and dark realm of which he can't leave because his presence is too powerful so the reality itself fights him if he tries to pass over to another realm, he can however create a rip in reality and stretch a hand over to another realm but it creates cracks in the reality when he does it and the gravity around the rip is heavy. Vel'Kha'Zuul wish to enter another realm but to do it he needs to find a certain woman that has the power to freely enter any realm with little effort. The two met briefly but she escaped him and has not entered his realm since then and hides from him.
I made sure that Arabelle's all relatives except Stradh would die in one way or another, all she had left now was the players and she even asked them if she could keep traveling with them after this and they said yes.
In the end when the players had defeated Stradh and the campaign would be over instead nothing happends, it was never Stradh who had control of the curse but rather it was Vel'Kha'Zuul's power and thus only Vel'Kha'zuul can stop it. The players had to walk through a black mirror to enter his realm and speak to him directly, as it happends since Vel'Kha'zuul is blind and relies on smell he can sense the woman he searches for on Throkk (a player's character) because the woman is none other than throkks lost sister. When Vel'Kha'zuul hears this he tells them that he is willing to let them free but only if they bring him the sister of Throkk and since the sister kind of betrayed Throkks family he said yes (but he doesnt mean it since he still considers her family and cares for her) but Vel'Kha'zuul won't let them go with a empty promise and so he said he would take something of theirs to make sure they forfill this deal. He stretches his hand out from the realm and grabs Arabelle and says "I want you to know that for every day, every week and every year that goes until you have forfilled our deal she is here with me!" and he throws the players out from his realm and back to their own.
The conclusion of this is that my players was kind of angry at me but they like it as well, this became the opening of the greatest quest they have yet, to find Throkk's sister and find a way to get Arabelle back. And I do have many plans for both the players and for Arabelle.