Post by viviangrey on Oct 28, 2017 18:27:23 GMT
(Spark note description of the game at the bottom)
The City of Irma. A coastal large town booming in growth and culture. Long ago settlers of Sheyln, (the goddess of art, love, and beauty) established a connection with a local orc tribe in the area that were followers of Kord. Since the mutual alliance, the town was able to experience incredible growth in art, magic, and wealth while Kords followers would be the sword in judgement. Followers of Sheyln have often dealt with the double edge sword that is their wide reaching hug of acceptance, often attracting those with ill intent. The Town grew thanks to their symbiotic relationship.
Our Heroes find themselves at a tavern called the Leading Lady. Starting with the assumed leader who brought them all together we have Lenny the Bard, a charismatic half elf and a follower of Fharlanghn, the god of the traveling road. He seeks for people with that spark of adventuring and hopes that these allies will be worthy enough to be around for many adventurers to come. Such adventurers seem to be like Rose, a human barbarian wielding a brilliant glaive who is known to be a gladiator at the temple of Kord with a very prominent scar across her face that she wears like a badge of honor. The temple of Kord has helped her refine her combat skills in relatively short amounts of time since combatants receive magical healing on the spot. Its is because of this though she now looks out of the arena to see adventure and real danger to put her skills to a proper test. Though she knows she can't do it alone.
Fortunately thanks to her buddy Kyrus, a dwarf Paladin of Kord, arranging the meeting with Lenny made it all the easier. Kyrus the dwarf, having traveled from home to Irma, began a career as a map maker till one unfortunate day their master was slain before them in the towns bazaar. He choose flight over fight, a decision that wounded his heart for years to come and eventually found refuge in the Temple of Kyrus, vowing one day to seek vengeance on his master's killer. They still to this day head to the local library where the cartographer's guild meet up to say hello and keep in touch. By a chance encounter they eventually met Sirenia, a druid new to this town who was groomed in an elf village. Surprisingly she was not much involved with nature, spending the better part of her life reading and keeping to scrolls and such. This socially awkward but thirsty for knowledge elven woman would hit it off well with Kyrus, even getting invited to the party.
Then lastly their is the cleric. A supposed follower of Sheyln but secretly a charlatan selling the holy water equivalent of snake oil for profit. Ski survives on her wit and exploitation of churches she goes to from town to town and as a cleric of light. Blinding radiance to her is easier to hide behind than shadows. Overhearing Lenny preach about his adventures and the wealth to come attracted her attention and now, just like a church, she once again finds herself in a very similar scenario, with just less people to trick.
Their first adventure was clearing out a warehouse full of large rats and picking up a wanted poster for a drow. An easy encounter meant for team building. The Bard played music (irl and in character), my new players (Ski, Kyrus, and Sirenia) began to actually involve themselves and get into the role play, and Rose got to hit things with her very sharp stick. All seemed to have gone well, inspiration was rewarded to the bard for their performance on the piano and one to everyone else who brought foods and beers to help set the setting of their first tavern experience.
The Second adventure had more time presented since everyone's characters were squared away at the beginning. I had crafted an arena at the temple of Kord using Roll20. I have the players sit at their own table in the living room while I sit at my own table near the big screen as I feed through it as a second monitor, running what they see on Roll20. The theme of the Kord temple is that the challenges often change and since this was the beginning of a new season, Rose (or Thorn as her Gladiator name) was challenged by a rival, Belladonna (or her arena name as Nightshade). With Kyrus's help and two other gladiators (guard stats) they squared up against Nightshade and her teammates. A clocked figure that went by the name of Nile and two other known gladiators (guard stats). The idea of this session was to slowly introduce a rival party they'll be competing with from time to time.
The Kord temple believes in honorable fights but due to the chaotic nature of Kord, the arena is deem a place of chaos. No one knows about the new challenges of the arena until they are reviewed which was going to be this event. As they square up with drums and cheers echoing, the arena is different to Rose this time. Its a large square platform with 6 clerics around it in a hexagon pattern. There is a large circle in the center of the ring, a medium sized one around 35ft in diameter, and a small circle in the center and each corner of the ring that is 9 ft in diameter. They are given only one instruction. Get the Captain of the opposing team out of the ring.
At the mark of the start of the fight, the runes on the arena began to blow brightly as the stone outside of the circle begin to sink, giving them the incentive of jumping to the large platform. Throughout the rest of the fight, I begin to roll multipe d4's on a secret chart at the end of a round. During it, each circle or all circles has the chance to either rotate causing dex checks that prone and push back 5ft on a failed, rise or fall causing checks to not go prone, or quake. They learn early as they focus on Nile that Damaging people doesn't keep them out of the fight as just before the arena shifts around, the clerics release 1d4+4 healing words on anyone downed. The shifting of rings have put some people out of harms way just as it put others to get sandwiched by enemies in a square. It was a drawn out fight, the players were very into it, and I think I did well for handling a bunch of Level 1 Characters.
As this was going on, Lenny was making a bet with a seemingly drunk guy. 15 gold for his team to win. They did win but it turned out the guy he bet with was the leader of Nightshades party and secretly used Lenny to get even on the bet, having prior bet the same amount of gold that Nightshade would lose at Nightshade herself. His logic being either she won and gained a confidence boost or she lost and she'll start heading his strategic advice more often. It was to introduce leading styles. Lenny was charismatic and chases noble pursuits while Colton, the other leader was cynical, made decisions based on what was rational, and was a manipulator in a different sense (Inspiration from Rick Sanchez admitting).
So eventually Rose manages to chuck Nightshade off the ring. Bets were exchanged, the group met up and got an update on the drow and a new mission. The drow was last seen wearing purple but the town they were in reported that he was last seen traveling to the underdark, making it unlike they would run into him. The second mission was to follow up on the rat mission since the water treatment plant needed adventurers to go down and take inventory of the damage since large rats somehow busted the pipes. The fighters got a chance to get a long rest in while the rest of the party investigated the matter by going to the hunters lounge. They get key clues such as the improbability that rats could do such damage and the unlikelihood of any creature local could do such a thing.
With new information, the Druid makes adjustment to her spells during the rest and the proceed to head to the treatment plant. The get guided through the sewers till they run into a hole in the wall that looked like it busted outwards, like something from the inside broke through. There's blood trailing past that hole and taking it further down the sewers and a decent perception showed that pipes all over seemed to have been rusted up. Upon inspecting the entry point they discover a room that wasn't in the maps down there with an unusual a scene. A beheaded skeleton that looked like it was sitting in a chair long ago, now on the ground. A smashed box that looked like it was used as a table at some point with old stains of blood trailing in the direction of the skeleton, an open crate, a barrel in pieces, a stone ring in the center of the room, and finally a poem carved in the wall.
End of a story, bitter and sweet
A tale of Revenge ends with defeat
Though blood be dyed and sinner’s rest
My ending seems a jest at best
My Story begins as most from afar
With banter, wit, and drink from a bar
Dreams come true with gold and light
But Mortem turns the soul to blight
Deals be done, deals be wrought
Betrayal was my story’s plot
Bait by gold and fortunes untold
But Blood and gore was all to behold
Guiltless blood stained my hand
As Mortem pushed to rule the land
When profit turned the Noble bold
My daughter was stolen for him to hold
Control was all the Noble had sought
But anger and blood his deed had bought
My songs of magic to inspire the bold
Had tuned to usher a sound most cold
By bone and brick that house was made
Rubble and sticks it turned to laid
Though Mortem’s blade be swift and sharp
Not one who stood could see in the dark
Finally when inspecting the open crate, they would see a black viola without strings and a bow. The Druid rolled a nat 20 upon investigation and discovered with certainty that it was made with darkwood. Upon using detect magic however, nothing pinged up minus the fading energy from the stone ring in the room. At the very least the Druid knew with her experiences with darkwood that the wood itself should have pinged (its magical in nature in other editions but in this game for sure it should have come up). So more mystery.
Grabbing what they could and taking notes, the take the viola and examine the entrance of the room deducing that something here bludgeoned its way out in a panic, dropping a scrap of purple cloth and was proceeded to be chased by "something" that tore up the room. Following the path they rolled an encounter with a crocodile but the druid was quick in the initiative and actually charmed it with animal friendship I believe. They got a little information about the sewers themselves, as much as a crocodile can give and mentioned a big bug crawling around. A little traveling later and they would meet such a bug. A rust monster appears behind a corner and aggressively tries to get at Kyrus, the one wearing the most metal. After a dangerous bout, they decided to drag the dead creature all the way to the exit, having found the issue with the pipes without fail since the crocodile would eat any rats or little things that would bother them. Certainly wouldn't help with any bug monsters since it doesn't know what it is and is naturally hesitant to engage but food is food when it comes to other creatures.
So in the end they got to cash in on the corpse of the rust monster with the hunters lounge, learning that there was much more profit to be made had they found a way to bring it alive (further incentive for other rare games). They got paid by the city for their mission and are expecting further compensation for the difficulty of the task.
Spark Note Description: Big loving town got settled and got an orc settlement sugar daddy following Kord to keep the peace and from it imploding on itself. Party gets together, fights some rats, do some cool obstacle arena challenges, and travel the sewers to find a mystery and beat a rust bug with the power of friendship and cantrips. Party consists of Kyrus the Cowardly Paladin, Lenny Joel the Piano Man, Sirenia the book smarts but Nature inept druid, Ski the Charlatan Cleric, and Rose by any other name is still a Barbarian.
They need team building, exp, and a job to make use of this big elaborate town.
So that's where we left off. It was fun and involving. Brought about some mystery and slowly I'm introducing the city. For my game I made a physical map of Irma that "Kyrus drew". I have an inspiration system set that anyone can gain inspiration by doing the normal ways of getting it plus if you come with something new you worked on, you'll get it. What I mean is, Lenny the bard will get auto passes when he plays a real instrument in the future for his performance checks but should he prepare something he himself worked on learning, a new song or maybe his own, he'll be rewarded for inspiration for it. The key theme of my game is growth. Three of my players are new and don't get a chance to shine (Kyrus, Sirenia, and Sky). The other two are active DMs with wildly different styles. So with all this good here, I have to admit the bad, the things I need help with.
So like I said, I have 2 dm players and 3 new players. Both of the DM players are very knowledgeable about the game. Its fantastic because I can fall back on what Lenny says are the rules for something because honestly I can be forgetful at times and he's always there to push that for people. He'll make encounters harder for himself and friends that way by reminding the DM of functions of monsters and such. He's a rule lawyer as they come but you know, a sport about it. The other one has zero game with his poker face. If he figures something out he'll blurt it out without thinking about it. Playing with him is like that a lot when he discovers something about an npc he's running that he didn't know. Just straight up blurts out "oh damn, it can cast this and that as lvl something spells". When both are in the same room however, they feed off each other in a way that I find unappealing. The two figured out early on it was a rust monster and tried to their hardest to not give what makes them good away but fed off of talk around how scary it was to a degree that the new players shied away. Hell, Kyrus practically hid behind Lenny when it showed up not knowing what to expect but in their defense they are playing a coward trying to become brave. The Doctor's or Jojo's sorta, run from something till I understand it, tactic.
I talked to the players individually and they recognize it. They want to try to do better but its not gonna happen over night because they're sorta wired that way. Lenny can be a tad bit controlling when it comes to helping people get the most out of their sets and Rose is an unfortunate wealth of knowledge of creatures with a tendency to blurt. We've played DnD for a good couple years together now that we just know a bit too much to be kept in the surprise of things, you know? So what I'm going to have to do which is both exciting and tedious, is reskin a lot of the creatures they'll run into. Its early enough game where they haven't been introduced to much.
So the first real question I have to ask for my campaign is, how do you guys manage your npcs? Do you have a way of keeping your stuff organized that you prefer? A method to your madness?
Second Question. Do you have something you like to refer to when editing creatures, if you wanted to add abilities and such, how do you weight and judge what you edit as being balanced? If you find out you made something too strong or weak how do you fix it on the spot?
So those are some big questions that'll help make my job a little easier but sadly it doesn't end there. With less than a week to prepare this next session I need a little advise or suggestions on where to take things. It wont be as convoluted as the arena I made. I know they're gonna take the viola to someone to get it inspected and believe it or not, this huge town has just about every building mapped and business on it too. Not something I plan on doing for other towns and such but I had a ton of downtime before I began this game and the majority of the map was made while we were getting hit with Hurricane Irma (Hence the name) so had nothing better to do. Key points to keep in mind, they are half way to 2 right now. Eventually I want to introduce my version of the Shadowfell which I call The Dark. A gothic mirror of the realm they're in that I'm still working with and will have to do more about it later. In the mean time I need some ideas to keep them busy here in town and maybe get a bit more exp.
Other important notes that follow
If there's anything else you guys can think of that you want to know about, let me know. I'm looking for critism, ideas, and
The City of Irma. A coastal large town booming in growth and culture. Long ago settlers of Sheyln, (the goddess of art, love, and beauty) established a connection with a local orc tribe in the area that were followers of Kord. Since the mutual alliance, the town was able to experience incredible growth in art, magic, and wealth while Kords followers would be the sword in judgement. Followers of Sheyln have often dealt with the double edge sword that is their wide reaching hug of acceptance, often attracting those with ill intent. The Town grew thanks to their symbiotic relationship.
Our Heroes find themselves at a tavern called the Leading Lady. Starting with the assumed leader who brought them all together we have Lenny the Bard, a charismatic half elf and a follower of Fharlanghn, the god of the traveling road. He seeks for people with that spark of adventuring and hopes that these allies will be worthy enough to be around for many adventurers to come. Such adventurers seem to be like Rose, a human barbarian wielding a brilliant glaive who is known to be a gladiator at the temple of Kord with a very prominent scar across her face that she wears like a badge of honor. The temple of Kord has helped her refine her combat skills in relatively short amounts of time since combatants receive magical healing on the spot. Its is because of this though she now looks out of the arena to see adventure and real danger to put her skills to a proper test. Though she knows she can't do it alone.
Fortunately thanks to her buddy Kyrus, a dwarf Paladin of Kord, arranging the meeting with Lenny made it all the easier. Kyrus the dwarf, having traveled from home to Irma, began a career as a map maker till one unfortunate day their master was slain before them in the towns bazaar. He choose flight over fight, a decision that wounded his heart for years to come and eventually found refuge in the Temple of Kyrus, vowing one day to seek vengeance on his master's killer. They still to this day head to the local library where the cartographer's guild meet up to say hello and keep in touch. By a chance encounter they eventually met Sirenia, a druid new to this town who was groomed in an elf village. Surprisingly she was not much involved with nature, spending the better part of her life reading and keeping to scrolls and such. This socially awkward but thirsty for knowledge elven woman would hit it off well with Kyrus, even getting invited to the party.
Then lastly their is the cleric. A supposed follower of Sheyln but secretly a charlatan selling the holy water equivalent of snake oil for profit. Ski survives on her wit and exploitation of churches she goes to from town to town and as a cleric of light. Blinding radiance to her is easier to hide behind than shadows. Overhearing Lenny preach about his adventures and the wealth to come attracted her attention and now, just like a church, she once again finds herself in a very similar scenario, with just less people to trick.
Their first adventure was clearing out a warehouse full of large rats and picking up a wanted poster for a drow. An easy encounter meant for team building. The Bard played music (irl and in character), my new players (Ski, Kyrus, and Sirenia) began to actually involve themselves and get into the role play, and Rose got to hit things with her very sharp stick. All seemed to have gone well, inspiration was rewarded to the bard for their performance on the piano and one to everyone else who brought foods and beers to help set the setting of their first tavern experience.
The Second adventure had more time presented since everyone's characters were squared away at the beginning. I had crafted an arena at the temple of Kord using Roll20. I have the players sit at their own table in the living room while I sit at my own table near the big screen as I feed through it as a second monitor, running what they see on Roll20. The theme of the Kord temple is that the challenges often change and since this was the beginning of a new season, Rose (or Thorn as her Gladiator name) was challenged by a rival, Belladonna (or her arena name as Nightshade). With Kyrus's help and two other gladiators (guard stats) they squared up against Nightshade and her teammates. A clocked figure that went by the name of Nile and two other known gladiators (guard stats). The idea of this session was to slowly introduce a rival party they'll be competing with from time to time.
The Kord temple believes in honorable fights but due to the chaotic nature of Kord, the arena is deem a place of chaos. No one knows about the new challenges of the arena until they are reviewed which was going to be this event. As they square up with drums and cheers echoing, the arena is different to Rose this time. Its a large square platform with 6 clerics around it in a hexagon pattern. There is a large circle in the center of the ring, a medium sized one around 35ft in diameter, and a small circle in the center and each corner of the ring that is 9 ft in diameter. They are given only one instruction. Get the Captain of the opposing team out of the ring.
At the mark of the start of the fight, the runes on the arena began to blow brightly as the stone outside of the circle begin to sink, giving them the incentive of jumping to the large platform. Throughout the rest of the fight, I begin to roll multipe d4's on a secret chart at the end of a round. During it, each circle or all circles has the chance to either rotate causing dex checks that prone and push back 5ft on a failed, rise or fall causing checks to not go prone, or quake. They learn early as they focus on Nile that Damaging people doesn't keep them out of the fight as just before the arena shifts around, the clerics release 1d4+4 healing words on anyone downed. The shifting of rings have put some people out of harms way just as it put others to get sandwiched by enemies in a square. It was a drawn out fight, the players were very into it, and I think I did well for handling a bunch of Level 1 Characters.
As this was going on, Lenny was making a bet with a seemingly drunk guy. 15 gold for his team to win. They did win but it turned out the guy he bet with was the leader of Nightshades party and secretly used Lenny to get even on the bet, having prior bet the same amount of gold that Nightshade would lose at Nightshade herself. His logic being either she won and gained a confidence boost or she lost and she'll start heading his strategic advice more often. It was to introduce leading styles. Lenny was charismatic and chases noble pursuits while Colton, the other leader was cynical, made decisions based on what was rational, and was a manipulator in a different sense (Inspiration from Rick Sanchez admitting).
So eventually Rose manages to chuck Nightshade off the ring. Bets were exchanged, the group met up and got an update on the drow and a new mission. The drow was last seen wearing purple but the town they were in reported that he was last seen traveling to the underdark, making it unlike they would run into him. The second mission was to follow up on the rat mission since the water treatment plant needed adventurers to go down and take inventory of the damage since large rats somehow busted the pipes. The fighters got a chance to get a long rest in while the rest of the party investigated the matter by going to the hunters lounge. They get key clues such as the improbability that rats could do such damage and the unlikelihood of any creature local could do such a thing.
With new information, the Druid makes adjustment to her spells during the rest and the proceed to head to the treatment plant. The get guided through the sewers till they run into a hole in the wall that looked like it busted outwards, like something from the inside broke through. There's blood trailing past that hole and taking it further down the sewers and a decent perception showed that pipes all over seemed to have been rusted up. Upon inspecting the entry point they discover a room that wasn't in the maps down there with an unusual a scene. A beheaded skeleton that looked like it was sitting in a chair long ago, now on the ground. A smashed box that looked like it was used as a table at some point with old stains of blood trailing in the direction of the skeleton, an open crate, a barrel in pieces, a stone ring in the center of the room, and finally a poem carved in the wall.
End of a story, bitter and sweet
A tale of Revenge ends with defeat
Though blood be dyed and sinner’s rest
My ending seems a jest at best
My Story begins as most from afar
With banter, wit, and drink from a bar
Dreams come true with gold and light
But Mortem turns the soul to blight
Deals be done, deals be wrought
Betrayal was my story’s plot
Bait by gold and fortunes untold
But Blood and gore was all to behold
Guiltless blood stained my hand
As Mortem pushed to rule the land
When profit turned the Noble bold
My daughter was stolen for him to hold
Control was all the Noble had sought
But anger and blood his deed had bought
My songs of magic to inspire the bold
Had tuned to usher a sound most cold
By bone and brick that house was made
Rubble and sticks it turned to laid
Though Mortem’s blade be swift and sharp
Not one who stood could see in the dark
Finally when inspecting the open crate, they would see a black viola without strings and a bow. The Druid rolled a nat 20 upon investigation and discovered with certainty that it was made with darkwood. Upon using detect magic however, nothing pinged up minus the fading energy from the stone ring in the room. At the very least the Druid knew with her experiences with darkwood that the wood itself should have pinged (its magical in nature in other editions but in this game for sure it should have come up). So more mystery.
Grabbing what they could and taking notes, the take the viola and examine the entrance of the room deducing that something here bludgeoned its way out in a panic, dropping a scrap of purple cloth and was proceeded to be chased by "something" that tore up the room. Following the path they rolled an encounter with a crocodile but the druid was quick in the initiative and actually charmed it with animal friendship I believe. They got a little information about the sewers themselves, as much as a crocodile can give and mentioned a big bug crawling around. A little traveling later and they would meet such a bug. A rust monster appears behind a corner and aggressively tries to get at Kyrus, the one wearing the most metal. After a dangerous bout, they decided to drag the dead creature all the way to the exit, having found the issue with the pipes without fail since the crocodile would eat any rats or little things that would bother them. Certainly wouldn't help with any bug monsters since it doesn't know what it is and is naturally hesitant to engage but food is food when it comes to other creatures.
So in the end they got to cash in on the corpse of the rust monster with the hunters lounge, learning that there was much more profit to be made had they found a way to bring it alive (further incentive for other rare games). They got paid by the city for their mission and are expecting further compensation for the difficulty of the task.
Spark Note Description: Big loving town got settled and got an orc settlement sugar daddy following Kord to keep the peace and from it imploding on itself. Party gets together, fights some rats, do some cool obstacle arena challenges, and travel the sewers to find a mystery and beat a rust bug with the power of friendship and cantrips. Party consists of Kyrus the Cowardly Paladin, Lenny Joel the Piano Man, Sirenia the book smarts but Nature inept druid, Ski the Charlatan Cleric, and Rose by any other name is still a Barbarian.
They need team building, exp, and a job to make use of this big elaborate town.
So that's where we left off. It was fun and involving. Brought about some mystery and slowly I'm introducing the city. For my game I made a physical map of Irma that "Kyrus drew". I have an inspiration system set that anyone can gain inspiration by doing the normal ways of getting it plus if you come with something new you worked on, you'll get it. What I mean is, Lenny the bard will get auto passes when he plays a real instrument in the future for his performance checks but should he prepare something he himself worked on learning, a new song or maybe his own, he'll be rewarded for inspiration for it. The key theme of my game is growth. Three of my players are new and don't get a chance to shine (Kyrus, Sirenia, and Sky). The other two are active DMs with wildly different styles. So with all this good here, I have to admit the bad, the things I need help with.
So like I said, I have 2 dm players and 3 new players. Both of the DM players are very knowledgeable about the game. Its fantastic because I can fall back on what Lenny says are the rules for something because honestly I can be forgetful at times and he's always there to push that for people. He'll make encounters harder for himself and friends that way by reminding the DM of functions of monsters and such. He's a rule lawyer as they come but you know, a sport about it. The other one has zero game with his poker face. If he figures something out he'll blurt it out without thinking about it. Playing with him is like that a lot when he discovers something about an npc he's running that he didn't know. Just straight up blurts out "oh damn, it can cast this and that as lvl something spells". When both are in the same room however, they feed off each other in a way that I find unappealing. The two figured out early on it was a rust monster and tried to their hardest to not give what makes them good away but fed off of talk around how scary it was to a degree that the new players shied away. Hell, Kyrus practically hid behind Lenny when it showed up not knowing what to expect but in their defense they are playing a coward trying to become brave. The Doctor's or Jojo's sorta, run from something till I understand it, tactic.
I talked to the players individually and they recognize it. They want to try to do better but its not gonna happen over night because they're sorta wired that way. Lenny can be a tad bit controlling when it comes to helping people get the most out of their sets and Rose is an unfortunate wealth of knowledge of creatures with a tendency to blurt. We've played DnD for a good couple years together now that we just know a bit too much to be kept in the surprise of things, you know? So what I'm going to have to do which is both exciting and tedious, is reskin a lot of the creatures they'll run into. Its early enough game where they haven't been introduced to much.
So the first real question I have to ask for my campaign is, how do you guys manage your npcs? Do you have a way of keeping your stuff organized that you prefer? A method to your madness?
Second Question. Do you have something you like to refer to when editing creatures, if you wanted to add abilities and such, how do you weight and judge what you edit as being balanced? If you find out you made something too strong or weak how do you fix it on the spot?
So those are some big questions that'll help make my job a little easier but sadly it doesn't end there. With less than a week to prepare this next session I need a little advise or suggestions on where to take things. It wont be as convoluted as the arena I made. I know they're gonna take the viola to someone to get it inspected and believe it or not, this huge town has just about every building mapped and business on it too. Not something I plan on doing for other towns and such but I had a ton of downtime before I began this game and the majority of the map was made while we were getting hit with Hurricane Irma (Hence the name) so had nothing better to do. Key points to keep in mind, they are half way to 2 right now. Eventually I want to introduce my version of the Shadowfell which I call The Dark. A gothic mirror of the realm they're in that I'm still working with and will have to do more about it later. In the mean time I need some ideas to keep them busy here in town and maybe get a bit more exp.
Other important notes that follow
- This realm doesn't heavily keep creatures centered on alignment. There are goblins in town that are rather fond of the idea of not having their heads bashed on sight and try to keep that going.
- There's a bards graduation festival going on right now which they are opening up into day 3 of 7. (Bards party hard) They haven't been involved in the festive yet.
- This is the fall season and pumpkins and all things flavored as such is a specialty here (even had Kyrus make a pumpkin cake for our first tavern meet up)
- I need a Halloween equivalent of the town that doesn't need to fall on the same day but just also happens to be a day where the The Dark and the material planes borders are a bit weakened and odd things tend to happen, along with examples as such.
- I also need to eventually incorporate mundane and neat to have gear kind of items to have because this town is starting to boom in that direction as a functioning working clock tower would suggest.
- Not all bards in the bards college are actually, well, magic bards. A lot are there just to be in the local theater.
- I need a bit of a focus of the next game to revolve around any combination of Lenny, Ski or Sirenia since last game focused on Kyrus and Rose. Note that Ski is sassy as **** and Lenny is suspicious of her attitude while Sirenia for the most part has been calm and quiet but in a timid to act sorta way.
- Lastly there is a place called The Maze which is the poor district of the place. The residents move and change things around to make people who dont belong lost. The Drow in question they are looking for is licking his wounds in here.
If there's anything else you guys can think of that you want to know about, let me know. I'm looking for critism, ideas, and