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  1. #1
    Community Member Doxmaster's Avatar
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    Default I need ideas (3.5 campaign)

    In my campaign, I will be pitting a Warlock a Monk and a Dread necromancer against whatever party my group wants to make. The subquest: stop the three from reaching 20 and completing a ritual that will change existance (destroy it, recreate it, dominate it, become gods, undo gods...). The party will be aware of this threat, but it is my hope that they wont be able to do much about it.

    While none of their classes are known for being extremely powerful, the three will basically annoy the group while they complete other quests; They might pop in to kill the king who was just about to pay the party, or the team might rescue the party from a a dragon slightly older than the party expected.

    Of course, for every one level the party gains, the trio will gain one or two and the they won't be interested in really fighting to make things fair; an eldritch blast here, a grapple there, the occasional stolen and returned spellbook...but they won't stay long and they will try not to actually kill the party.

    Now I need ideas as to what the party should be doing while they arent stopping my little team; every problem they face has to be a quest in and of itself, however it must also be something the three can intrude upon to remind the party that they have other problems.

    -----IF I can win rock-paper-scissors to be DM, that is.
    Last edited by Doxmaster; 08-08-2010 at 02:15 PM.

  2. #2
    Community Member dkyle's Avatar
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    I'm no expert in DMing 3.5. But as a fairly experienced DM in general, I can tell you that after the second or third run-in with them, your players' number one goal will be to kill them. They will do whatever they can to do it, and they will likely come up with some pretty good ways to do it. When they do, what's your response going to be?

    I had a DM who liked to use untouchable NPCs to taunt the players. They remained untouchable. His status as DM did not.

  3. #3
    Community Member Doxmaster's Avatar
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    Other than the guys not being around to be killed and having other things to do, each has a reasonable chance of suviving at level 5:
    The dread necromancer- fear aura, cause fear, darkness, Blindness and command undead on any undead nearby. I doubt the fear effects will come into play, but blindness on a caster from within darkness is lovely.

    The monk- slowfall, fast movement and few neat feats.Jumping off a cliff or simply running will do the trick most of the time and carrying one or both of the others isnt out of the question.

    The warlock- Spider walk+anything nearby. It can be a house, the castle, the cave walls...

    There wont be anything stopping the group from ignoring more pressing matters to kill these roaches. Each one, if build correctly, can take care of himself and wont be in situations where he will die, unless everyone is willing to ignore a real threat to take him out. With them popping in only once or twice every few encounters, they won't be part of the game for long periods at a time anyway.

    I thought it would make for a great plot driving mechanic: a PC rolls Spot in a market and sees one running out of the corner of her eye. They chase them and the PCs end up where the campaign needs them to be with little DM poking and prodding, once they finish playing around a bit.

  4. #4
    Community Member Arel's Avatar
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    Try not having them in the same place at the same time, if at all possible, till near the end. Let your players' paranoia work against them.

    Let's say you have the monk 'annoy' them the first time or three. When you start hearing them talk about plans to stop the monk, then make your next annoyance be by the warlock. Flip back and forth randomly for a while so they don't know which to expect, or when, then spring the necromancer on them.

  5. #5
    Community Member Doxmaster's Avatar
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    That's the plan Arel, but I still need ideas of main quests. King blah blah needs to blah blah or blah blah will happen and make him sad.

  6. #6
    Community Member PJCDragon's Avatar
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    I have a question, are your players more into solving problems with force or intellect?

    As for some ideas, here are some generic ideas that might help get the ball rolling.

    Stolen crown/(insert valuable object here): Someone stole the king's(or other important/wealthy person's) object(s) and they are willing to pay discreetly to get it back, no questions asked.

    Absentminded wizard: A wizard accidentally locks himself out of his own tower (if it really is his tower) and wants the party to go in and disable his magical defenses/guardians.

    Cult: A church asks the pc's cleric(and by default the entire party) to assist them on a holy quest to eradicate a diametrically opposed group of "heretics" who do not appear to have done anything wrong, creating a moral dilemma (unless they are evil). ex. Church LG declares that Church CN is a group of heretics, and must be destroyed to stop their chaotic nature from infecting the populace and creating anarchy or something.

    Guardians: the PCs are hired to guard/escort an item of significant importance from thieves(the monk maybe?). Whether or not the PCs succeed could lead to another mission or 2.

    Just what I could think of at the moment, I will post more if I think of any.
    Hope this helps, and good luck with the rock-paper-scissors
    Last edited by PJCDragon; 08-08-2010 at 08:06 PM.

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