BlackDragonKing
2014-08-21, 02:17 PM
Hi there. I'm a pathfinder GM going into his second campaign, and I'm looking to have things a little more plotted out than my first time, which was mostly improvisation past the first half.
To this end, I've focused on a narrative "spine" for the campaign to have an idea of beginning, middle, and end to build all the other stuff around. The simple one-two-three structure of the "spine" as it currently stands goes thusly:
1. The campaign mostly takes place between the sea and a chain of islands and coastal villages and a deep jungle full of old temples and dinosaurs. One of the first plot hooks I intend to throw out is that there's some new pirates making life hell for the coastal and island villages, and the guild the players work for has a job open to put a stop to that.
2. After the pirates from part 1 are defeated, things progress for a while until rumors of ghost ships start, and the players will at some point encounter a resurrected derelict staffed by skeletal pirates and a necromancer "captain", who is part of a cabal of wizards raising old shipwrecks from the depths for treasure and cheap undead armies; since I intend to mention that one such shipwreck had a king's ransom in onyx and necromantic tools on board when it sank, I think that explains pretty handily why the necromancers would bother and how they can afford to do all this.
3. The lynchpin is that the cabal's initial greed has been overtaken by something a lot more ominous; plumbing the depths for treasure and corpses ended up freeing a vengeful Magus who had been trapped in his sunken ship for twenty years after he drowned and revived as an insane Grave Knight, and the Grave Knight has since taken over the Cabal to make them his flunkies in building a dead armada to take revenge on the children of the island folk who killed him.
My main question is, does it make sense that a 14th or so level Magus with Grave Knight powers (Ruinous Revivification: Cold, from drowning) would be trapped deep beneath the sea for two decades? I'm running on the assumption that he was drowned wearing mithral full plate after his spell book was destroyed, but I'm concerned I need some further explanation for how he was trapped for that long until someone came along and released him by mistake. I don't want to introduce a BBEG whose time sealed indicates he was only stuck that long because he was a moron, but I'm rather attached to the idea of the BBEG being a vengeful, insane undead raised from the depths of the sea.
To this end, I've focused on a narrative "spine" for the campaign to have an idea of beginning, middle, and end to build all the other stuff around. The simple one-two-three structure of the "spine" as it currently stands goes thusly:
1. The campaign mostly takes place between the sea and a chain of islands and coastal villages and a deep jungle full of old temples and dinosaurs. One of the first plot hooks I intend to throw out is that there's some new pirates making life hell for the coastal and island villages, and the guild the players work for has a job open to put a stop to that.
2. After the pirates from part 1 are defeated, things progress for a while until rumors of ghost ships start, and the players will at some point encounter a resurrected derelict staffed by skeletal pirates and a necromancer "captain", who is part of a cabal of wizards raising old shipwrecks from the depths for treasure and cheap undead armies; since I intend to mention that one such shipwreck had a king's ransom in onyx and necromantic tools on board when it sank, I think that explains pretty handily why the necromancers would bother and how they can afford to do all this.
3. The lynchpin is that the cabal's initial greed has been overtaken by something a lot more ominous; plumbing the depths for treasure and corpses ended up freeing a vengeful Magus who had been trapped in his sunken ship for twenty years after he drowned and revived as an insane Grave Knight, and the Grave Knight has since taken over the Cabal to make them his flunkies in building a dead armada to take revenge on the children of the island folk who killed him.
My main question is, does it make sense that a 14th or so level Magus with Grave Knight powers (Ruinous Revivification: Cold, from drowning) would be trapped deep beneath the sea for two decades? I'm running on the assumption that he was drowned wearing mithral full plate after his spell book was destroyed, but I'm concerned I need some further explanation for how he was trapped for that long until someone came along and released him by mistake. I don't want to introduce a BBEG whose time sealed indicates he was only stuck that long because he was a moron, but I'm rather attached to the idea of the BBEG being a vengeful, insane undead raised from the depths of the sea.