Genoin
2019-11-08, 01:58 PM
So, I am going to be running a campaign for a party of 3-4 level 5 adventurers over the course of a weekend. It is not mandatory that the campaign be able to be finished in this weekend however. I have a rough idea of a concept for the overall game. It is as follows:
At the beginning of the campaign, the adventurers are going for a well deserved vacation to a luxurious cabin in the mountains with nearby hot springs. When they arrive, the clerk managing the cabins in the area regretfully informs them that the cabin they had reserved had burned down just two days before. However, fortunately they do have one more available property, a palatial multi-story cabin with its own private hot spring. To compensate for the inconvenience, our heroes will be upgraded at no extra cost to them. When they reach the cabin, they realize that this cabin is practically a resort on its own, including a private hot spring and a garden, nestled in a large expanse of flat land between two mountains. Upon entering the cabin, everything seems too good to be true, and upon careful examination of the first floor, the adventurers should begin to sense that something is off about this place. Why is all the decor, which seems like normal cabin fare at first glance, so ominous on closer inspection? Why is no one able to muster the courage to go to the second floor? And why does it sound like tiny creatures are scurrying through the walls and ceiling? Little do our heroes know, the cabin they stand in now is not the cabin they entered in the mountains. Instead it was a gate to another dimension. This cabin is even larger, with private (or not so private) boiling hot springs, a menacing hedge maze, and untold other dangers. The only way out? Collect seven artifacts that have been hidden in the mansion and around the estate. That is, if they can defeat the guardians that protect these objects. Currently I have planned for each of the two main floors to hold two of the artifacts, with one each being in the hedge maze in the garden, in the hot spring area, and in the basement. When and if the players collect the 7 objects, they will be given the opportunity to leave freely, or to stay and attempt to confront the entity that trapped them here. Should they choose to stay and manage to defeat that entity, I am going to reward each player with a one time reward that can be cashed in on any future game I run, though the exact nature I have not decided.
The help I would love to see includes, but is not limited to:
1. Ideas on how to ensure that the party maintains a reasonable pace, and does not feel they have time to stop and rest after every encounter (Thinking that if they don't collect the artifacts in a certain amount of time, they will be trapped forever).
2. General or specific ideas about encounters, both combat and puzzle. One I had involved a substantial number of kobolds in the walls, but haven't figured out the best way to implement it yet.
3. Any ways that I could include some role playing opportunities.
4. Cool ideas for what the aforementioned big reward might be.
Thanks for any replies!
At the beginning of the campaign, the adventurers are going for a well deserved vacation to a luxurious cabin in the mountains with nearby hot springs. When they arrive, the clerk managing the cabins in the area regretfully informs them that the cabin they had reserved had burned down just two days before. However, fortunately they do have one more available property, a palatial multi-story cabin with its own private hot spring. To compensate for the inconvenience, our heroes will be upgraded at no extra cost to them. When they reach the cabin, they realize that this cabin is practically a resort on its own, including a private hot spring and a garden, nestled in a large expanse of flat land between two mountains. Upon entering the cabin, everything seems too good to be true, and upon careful examination of the first floor, the adventurers should begin to sense that something is off about this place. Why is all the decor, which seems like normal cabin fare at first glance, so ominous on closer inspection? Why is no one able to muster the courage to go to the second floor? And why does it sound like tiny creatures are scurrying through the walls and ceiling? Little do our heroes know, the cabin they stand in now is not the cabin they entered in the mountains. Instead it was a gate to another dimension. This cabin is even larger, with private (or not so private) boiling hot springs, a menacing hedge maze, and untold other dangers. The only way out? Collect seven artifacts that have been hidden in the mansion and around the estate. That is, if they can defeat the guardians that protect these objects. Currently I have planned for each of the two main floors to hold two of the artifacts, with one each being in the hedge maze in the garden, in the hot spring area, and in the basement. When and if the players collect the 7 objects, they will be given the opportunity to leave freely, or to stay and attempt to confront the entity that trapped them here. Should they choose to stay and manage to defeat that entity, I am going to reward each player with a one time reward that can be cashed in on any future game I run, though the exact nature I have not decided.
The help I would love to see includes, but is not limited to:
1. Ideas on how to ensure that the party maintains a reasonable pace, and does not feel they have time to stop and rest after every encounter (Thinking that if they don't collect the artifacts in a certain amount of time, they will be trapped forever).
2. General or specific ideas about encounters, both combat and puzzle. One I had involved a substantial number of kobolds in the walls, but haven't figured out the best way to implement it yet.
3. Any ways that I could include some role playing opportunities.
4. Cool ideas for what the aforementioned big reward might be.
Thanks for any replies!