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icthius
2007-11-30, 08:48 PM
So I've decided that I'd like to try my hand at running a D&D campaign. I've tried it before but I've only done it off-the-cuff and as a result the games weren't very good. So, this time around I'm going to try to make a good game with in-depth character development and plot progression. I'm trying to incorporate more puzzles/mysteries and a BBEG and a general recurring theme. We all really like Eberron, so I've chosen that as the setting. Everyone also seemed to really like the concept of being a traveling carnival, but that's essentially all I've come up with so far. I was curious to hear what advice/strategies for planning everyone here has in terms of a new campaign.

icthius
2007-12-13, 09:21 AM
Well, since that didn't exactly spark interest, maybe a run down of all the characters and thier stories will help;

Player/Character Run-Down

Player: Shaunda
Character: Ruby Tweed
Race/Class: Human/Artificer 6
Game preferences (10 being best):
10) Achieving story objectives
9) Solving problems, puzzles or mysteries
8) Being completely unique
7) Role-playing my character's personality or story
6) Being the very best at something (or, very worst... lol)
5) Trying out new rules, techniques or ideas
4) Defeating big boss monsters
3) Being social with the other gamers
2) Fighting monsters at my combat level
1) Fighting lots of weaker monsters (HELL NO)

Background:
Ruby Tweed, scientist and inventor extraordinaire. Her research has
lead to the invention of several life-changing technologies, or so she
claims... no inventions have been credited to her outright. Due to her
slander and ridicule of the men who supposedly "stole" her inventions,
she was forced to retire from her position at the University and is
now seen in the world of science as a joke. (So much so that, in the
science world, when a person lies or claims rewards that are not
rightfully theirs [in essence, 'to bull****'] it is called "to tweed",
ex. "The bloke has tweeded all of his awards and has never done an
hour of research".)

Without the 'qualifications' necessary to get any real work, Tweed is
now forced to test her eccentric inventions on penny-ante crowds at
the carnival. Her show, called "Dr. Tweed's Electric Light Orchestra"
which has killed 2 audience members and wounded dozens. (So much so
that, in the carnival world, when something goes wrong in a
performance or when something is doomed to fail, it is called "to
tweed", ex. "This show has been tweeded to smithereens.")
However, she is consistently appealing the Council of Science and
Technologies to regain her position as Professor, with no luck. She
can often be found rummaging in the dark and making loud noises in her
trailer while doing, what she likes to call, "her life's work". No one
seems to know exactly what that is, however.

Although Tweed consistently fails, she is also known to have sparks of
genius here and there, making her usefulness a toss-up. The carnies
often visit her for solutions to their daily woes with either drastic
success or drastic failure.

Personality:
Tweed is motivated and enigmatic. She can find solutions quickly and
puts her skills to good use by offering a helping hand whenever she
sees fit (sometimes when unnecessary, or unwelcome). She is distracted
easily, speaks out of turn and is attracted to fame and recognition.
She loves to be the center of attention and will look for ways to
succeed under any circumstance.

Story Arch:
Ruby is attempting to make the first Warforged since Cyre was destroyed. She will meet a scientist from the university which kicked her out who has been stealing her half baked ideas and making them marketable. After going through her things to find more ideas to steal he will find her previous attempts (Sparky Mark I, II, III, and IV) and steal the plans for Mark V just as she gets the last of the components to build it. The university is in Thrane, and the research facilities are used to create weapons.

Player: David
Character: Moomba
Race/Class: Shifter/Monk 6
Game preferences (10 being best):
10. Solving problems, puzzles, or mysteries
9. Role-playing my character's personality or story
8. Defeating big boss monsters
7. Being social with the other gamers
6. Achieving story objectives
5. Being the very best at something
4. Fighting monsters at my combat level
3. Being completely unique
2. Trying out new rules, techniques, or ideas
1. Fighting lots of weaker monsters

Background:
Moomba was discovered by the traveling circus living by
himself in the outskirts of Whisper Woods, clinging to life by Whisper
Rock at the age of 18. Once the circus took him in, he began
recovering at an astounding rate, often seen swinging from tree to
tree in a miraculous specticle of acrobatics. Intrigued by his natural
ability to make death defying leaps and swings performed almost
effortlessly, the ringmaster decided to offer him a job to join along
in the marry company of the traveling circus. Never really having
company, Moomba was weary at first, but was soon turned by the
overwhelming amount of hospitality and life-debt of the ringmaster. He
is now one of the star attractions in his "Immovable Rod Acrobatic
Mega Net-less Show!"

Personality:
Having lived most of his life in natural solitude, Moomba
keeps somewhat to himself, focusing on new and inventive ways of
taking his body to and beyond its limit. He enjoys sleeping outside
and is in fine-tune with the natural world around him. He is proud of
his shifter heritage, and is constantly seeking out new knowledge of
the culture he was born from.

Story Arch:
Moomba was found by Angus Lionheart a decade ago. The discovery was by chance and neither of the two knows the truth; Moomba was the first of a new race of shifters with psionic abilities. When near other shifters, Moomba will take on their shifter traits, unbeknownst to him. Zealots from Thrane are hunting him down to exterminate him before these traits can be passed to progeny and are nearing finding his home In Whisper Woods, which will almost certainly lead them to the carnival. The cabal of shifters in Sarlona who were responsible for his abilities will arrive and find him gone, and will be captured and brought to a university in Thrane for study, with only one of the grunts escaping to find Moomba and tell him of the abduction.


Player: Bobby
Character: Angus Lionheart
Race/Class: Human/Unsure (probably rogue) 6
Game preferences (10 being best):
10. Role-playing my character's personality or story
9. Being completely unique
8. Being social with the other gamers
7. Solving problems, puzzles or mysteries
6. Trying out new rules, techniques or ideas
5. Being the very best at something
4. Achieving story objectives
3. Defeating big boss monsters
2. Fighting lots of weaker monsters
1. Fighting monsters at my combat level

Background:
Angus was born an innate charmer. At an early age he used his natural
charisma to manipulate and steal from anyone he could. He has spent
the majority of his life homeless, though he has never slept on the
streets, but rather in stranger's homes, people who were easily
convinced he's a sweet and simple guy down on his luck. He is married
to more girls in more provinces than he cares to count.
But as Angus aged he realized he needed something more stable than his
previous pety manipulations. Fortune smiled on him over twenty years
ago when he came across the floating fair of the freakish and
fantastical. He grew a beard, applied makeup to his face, attached
bags of sand to his chest, and wore a silk dress in order to pass as a
bearded lady. When he joined, the freak show was so pathetic that he
was one of the star acts. It wasn't long before he proved himself to
be a more valuable asset to the fair. As the floating fair travels,
often to places that Angus is familiar with, he serves as the fair's
recruiter. He has a talent for sniffing out the abnormal.

Personality:
Upon any first impression Angus seems like a great guy. If you're good
to him, he usually stays that way. He is however, a forward thinking
realist and knows that if he doesn't look out for himself that no one
else will. He can talk his way in and out of nearly any situation.
Needless to say, he's a ladies man. He does have a somewhat erratic
temper when it comes to people interfering with his plans. When
stressed, he's been known to beat his wives and then shower them with
apologies and affection.

Story Arch:
Angus has been treated as an outsider or underling by the Elves that run the carny since he first started working there even though he’s by far the most talented entertainer. Eventually, he’ll want to own the carnival. He’ll do what he needs to do to stop the Silver Flame Zealots from killing his biggest earner (Moomba) and when the House Phiarlan Elves ask him to stop the upcoming crusade he’ll want to bargain for ownership of the carnival. In the beginning of the game, a strange man-bat will attack the caravan looking for the source of a high pitched squeal It infects Angus and causes him to have to look for a cure for this strange, slow acting form of lycanthropy. After they defeat it, it will regenerate and follow Angus’ scent in particular, and begin hunting him for revenge. Angus will be forced to follow the trail of a cure back to Thrane for help.


Player: Miranda
Character: Yanimal Yamer (The Animal Tamer)
Race/Class: Halfling/Ranger
Game preferences (10 being best):
10. BEING THE VERY BEST AT SOMETHING!
9. being social with the other gamers
8. being completely unique
7. solving problems, puzzles or mysteries
6. trying out new rules, techniques or ideas
5. defeating big boss monsters
4. role-playing my character's personality or story
3. achieving story objectives
2. fighting monster at my combat level
1. fighting lots of weaker monsters

Background:
A Nomad by birth, Yanimal Yamer often traveled between
Gatherhold and Thrane for The Dragonmarked House of Hospitality, House
Ghallanda. Before the hundred year war ended, she was assigned to be a
personal escort to the house patriarch Baron Yoren d'Ghallanda into
Cyre. As she scouted ahead of the return party, Cyre was demolished by
the dead-grey mists. Escaping by the skin of her neck from the out
edges of madness, Yanimal and her pets (two small rodents) immediately
sought the source of the mists, and whether they could be removed to
save the leader of the House.

Following the trail brought her to Xen'Drik. In the lost continent,
she acquired a penchant for the throwing boomerangs used by the
nomadic barbarous Drow. After a year of traveling, she finally traced
the arcane trail to a wizened old mage living in the ruins of the old
Dragon kingdom. He claimed not to know anything about the gray mist,
but he helped her deal with the loss of family and eventually come to
accept it. When she was ready to leave, he gave her a gift; her pets
were permanently enlarged. She made her way back to Khorvaire, where
she was discovered by Angus. Her considerable talents with dealing
with animals were an asset to the circus and developing an animal show
with it.


Personality:
Yannie is a shy Halfling who often takes to heart only
those who try hard for her attention and affection. Once a person
"passes the test," Yannie accepts them and thoroughly enjoys their
company. (Which is the secondary reason she joined the circus.)
However, she finds it far easier to get along with animals - because
of their unbearable cuteness and excellent cuddle skills. (Which is
the primary reason she joined the circus.) Her giant pet chinchillas,
Dagget and Norbert, are her closest and (now) oldest companions. She's
very independent and loves adventures. Her mind is usually fixated on
random happenings within her environment.


Story Arch:
The old mage was actually an Argonnessen Dragon, searching for the source and significance of destruction of Cyre with regards to the prophecy. Impressed with her ability to track the arcane energy of the giants all the way to Xen’Drik, he actually imbued one of her pets with an unnatural intelligence and a loyalty to him. If anything related to the prophesy or Cyre is revealed, the Dragon will be summoned. Yani will have an interest in Thrane when it’s revealed that they are holding Yoren to weaken the Halfling standing so that Karnnath will be distracted with trouble in Talenta if and when Thrane invades.


I'll update as I generate story ideas.

Tormsskull
2007-12-13, 09:24 AM
I would love to offer help by my creative mind always threatens to leave me for good when I even think about Eberron.

icthius
2007-12-13, 09:26 AM
I would love to offer help by my creative mind always threatens to leave me for good when I even think about Eberron.

Why's that?

ALOR
2007-12-13, 10:29 AM
A traveling carnival sounds like alot of fun. I instantly thought of them being spies for one of the elven dragon marked houses. If your a comic book fan, during the "Age of Apocolypse" storyline in the title X-man there group was a traveling carnival that doubled as an underground resistence cell. This could work in a place that was conquered during the last war or if you want to move your game to selonia(the place that the inspired conquered across the sea) they could be working to free the continent from the dreaming darks oppresive rule. Now if the PC's are evil carnival performers can also make a great group of assasins for hire as they travel from city to city. :smallsmile:

kjones
2007-12-13, 11:27 AM
Sounds like you have some well-developed PCs, and it's good that you asked them for their preferences - seems as though most of them share your interest in a character-driven game.

Now that they've done their part, start doing your homework by creating interesting NPCs for them to interact with. Do it as if you were creating a new character, but you don't have to go into quite as much detail. Since you're playing in Eberron, the setting is pretty much done for you, but make sure you're very familiar with it, so that your players aren't limited as to where they can go and what they can do.

How experienced are your players? Running a more open-ended, RP-heavy game is something that takes some experience; if your players are newer, be prepared to usher them along, since otherwise they'll just stand around, unsure what to do.

What sort of advice are you looking for, specifically? Adventure design? How to make a larger, overarching plot?

Kagan
2007-12-13, 12:24 PM
In my experience, Eberron is a fun system to DM - the only issue that arises is its size. The Eberron world is huge - with so many houses, secret organizations, states and pseudo-states, and an existing stock of NPCs ready to go, it's an issue if figuring out which parts you truly need for your storyline, and which can be set aside. When creating a setting of your own, it's good advice to start small (a town, a few NPCs, etc) and work your way up. When starting from an established setting, start big and work your way down - which nations will the campaign likely be centered in? Which houses are most likely to be a major factor?

Once you've sketched an outline of what existing elements in the setting your campaign will use to its advantage, you'll have a solid foundation to fill in the rest.

icthius
2007-12-14, 08:08 AM
A traveling carnival sounds like alot of fun. I instantly thought of them being spies for one of the elven dragon marked houses. If your a comic book fan, during the "Age of Apocolypse" storyline in the title X-man there group was a traveling carnival that doubled as an underground resistence cell. This could work in a place that was conquered during the last war or if you want to move your game to selonia(the place that the inspired conquered across the sea) they could be working to free the continent from the dreaming darks oppresive rule. Now if the PC's are evil carnival performers can also make a great group of assasins for hire as they travel from city to city. :smallsmile:


I was re-reading about house Phiarlan last night and came to a similar conclusion. The catch will be that although they aren't spy's, everyone else in the carnival (unbeknownst to them) are. I think that the spy's they are with will discover a plot by the Church in Thrane to start another crusade against shifters, and they'll be the ones that have to stop it, for various reasons (motivation depending on the character).



Sounds like you have some well-developed PCs, and it's good that you asked them for their preferences - seems as though most of them share your interest in a character-driven game.

Now that they've done their part, start doing your homework by creating interesting NPCs for them to interact with. Do it as if you were creating a new character, but you don't have to go into quite as much detail. Since you're playing in Eberron, the setting is pretty much done for you, but make sure you're very familiar with it, so that your players aren't limited as to where they can go and what they can do.

How experienced are your players? Running a more open-ended, RP-heavy game is something that takes some experience; if your players are newer, be prepared to usher them along, since otherwise they'll just stand around, unsure what to do.

What sort of advice are you looking for, specifically? Adventure design? How to make a larger, overarching plot?

Unfortunately, they are inexperienced, and therein lies my problem. With a low-RP setting, only one of the players would play- they just hate the hack-and-slash roll play type games. I'm trying to get them introduced to D&D and have them stay interested by making a good story. What I really need help with is creating a low-combat game that will keep them interested.


In my experience, Eberron is a fun system to DM - the only issue that arises is its size. The Eberron world is huge - with so many houses, secret organizations, states and pseudo-states, and an existing stock of NPCs ready to go, it's an issue if figuring out which parts you truly need for your storyline, and which can be set aside. When creating a setting of your own, it's good advice to start small (a town, a few NPCs, etc) and work your way up. When starting from an established setting, start big and work your way down - which nations will the campaign likely be centered in? Which houses are most likely to be a major factor?

Once you've sketched an outline of what existing elements in the setting your campaign will use to its advantage, you'll have a solid foundation to fill in the rest.

I've already got that covered, fortunately. I've read up a great deal on shifters, the church of the silver flame, the Talenta halflings, Karrnath, Aundair and Thrane (the circus circuit will be from Talenta to Karrnath to Aundair to Thrane and back, but they'll be starting in Talenta and going to Thrane only once, I think). I should be ready with some diverse NPCs and neat encounters that showcase some of the cool stuff about Eberron.

icthius
2007-12-14, 09:25 AM
Would this thread be better in the Homebrew forum, or is this the right place?

Inyssius Tor
2007-12-14, 09:40 AM
Nah, this is good.

...but I can't actually help or anything. Sorry.

icthius
2007-12-14, 10:00 AM
Nah, this is good.

...but I can't actually help or anything. Sorry.

Heh, that's not a problem. Maybe you could answer anothe general forum customs question: the player who is the artificer doesn't want much to do with magic, so I'm thinking about changing her infusion list to a list of inventions. They'll do the same things, but I could use help naming everything and creating the flavor. Should I do this here, or post a new thread in the homegrown forum?

ALOR
2007-12-14, 10:10 AM
Heh, that's not a problem. Maybe you could answer anothe general forum customs question: the player who is the artificer doesn't want much to do with magic, so I'm thinking about changing her infusion list to a list of inventions. They'll do the same things, but I could use help naming everything and creating the flavor. Should I do this here, or post a new thread in the homegrown forum?

there is a inventor class out there for dragon lance somewhere on the net, I've played one once and it was pretty fun. You could adopt it for your own use.

icthius
2007-12-14, 10:28 AM
there is a inventor class out there for dragon lance somewhere on the net, I've played one once and it was pretty fun. You could adopt it for your own use.

Well that's interesting. Anyone have any idea where this class can be found?

ALOR
2007-12-14, 10:37 AM
Well that's interesting. Anyone have any idea where this class can be found?
Lol if I did I would have linked it, lol. I think it came from a offical dragon lance fan site before the DL campaign books came out again. it might be called gnomish inventor or something close to that, you could try and google it.

Ethdred
2007-12-14, 11:02 AM
Unfortunately, they are inexperienced, and therein lies my problem. With a low-RP setting, only one of the players would play- they just hate the hack-and-slash roll play type games. I'm trying to get them introduced to D&D and have them stay interested by making a good story. What I really need help with is creating a low-combat game that will keep them interested.


Well, I think you've covered this, but you really need lots of good characters for them to interact with. From what little I know of Eberron there's a lot of different organisations for them to intrigue with/against - try to play that element up a lot. Especially since they all seem keen to be unique - they can play out being the individuals against this background of 'salarymen'.

Also, have lots of side quests and little bits of stories they can pick up as they go along. Try to tailor some of these to an individual PC's interests, so s/he has to persuade the others to come along. These don't have to be big things - they can be as simple as the one in Baldur's Gate where you help a boy find his lost dog. But they give the impression of a world where things are happening whether the PCs are there or not, and not somewhere where everything just happens to be geared around the main plot. And if they don't pick up a quest, make sure something happens anyway - not necessarily to them, but they might later hear something about that village they didn't have time to help, or meet the other party of adventurers who did! Equally, some of these side quests could join up over time to be a mini-adventure.

One idea I've picked up is to have a nemesis - either party or individual. That's someone who starts off as a standard encounter, but gets away. And then keeps turning up elsewhere. Eventually they might get a grudge against the party and start deliberately organising things. Don't overplay this too much, as it can get very old very quickly if every other day they are being attacked by a gang of bandits paid by a man with six fingers. But for the circus/carnival, there might be some stick in the mud who hates circuses - it never actually comes to a fight, but there is always trouble with the authorities, or a bunch of demonstrators who turn up at every performance.

One thing I noticed from the backgrounds is that they don't seem to have the same idea as to what this circus is. Maybe you could define it better for them - or work with them on that. One guy mentions it floating - do you want it to be set on water? And they are 6th level, so what have they been doing all this time. OK, they're not experienced players, but I would be wanting much better backgrounds from people starting at a higher level. You could give them details about other members of the circus and ask for stories about events that have happened - or even let them write their own supporting cast (needs very careful handling!)

I do like the idea about everyone else being spies - could work out really well.

DraPrime
2007-12-14, 11:06 AM
Why's that?

Because Ebberon is the incarnation of a mediocre setting.

icthius
2007-12-14, 11:28 AM
Well, I think you've covered this, but you really need lots of good characters for them to interact with. From what little I know of Eberron there's a lot of different organisations for them to intrigue with/against - try to play that element up a lot. Especially since they all seem keen to be unique - they can play out being the individuals against this background of 'salarymen'.

Also, have lots of side quests and little bits of stories they can pick up as they go along. Try to tailor some of these to an individual PC's interests, so s/he has to persuade the others to come along. These don't have to be big things - they can be as simple as the one in Baldur's Gate where you help a boy find his lost dog. But they give the impression of a world where things are happening whether the PCs are there or not, and not somewhere where everything just happens to be geared around the main plot. And if they don't pick up a quest, make sure something happens anyway - not necessarily to them, but they might later hear something about that village they didn't have time to help, or meet the other party of adventurers who did! Equally, some of these side quests could join up over time to be a mini-adventure.

One thing I noticed from the backgrounds is that they don't seem to have the same idea as to what this circus is. Maybe you could define it better for them - or work with them on that. One guy mentions it floating - do you want it to be set on water? And they are 6th level, so what have they been doing all this time. OK, they're not experienced players, but I would be wanting much better backgrounds from people starting at a higher level. You could give them details about other members of the circus and ask for stories about events that have happened - or even let them write their own supporting cast (needs very careful handling!)

I do like the idea about everyone else being spies - could work out really well.
Great feedback Ethdred, the first two paragraphs especially. As for the circus, it's more of a carnival/traveling freakshow. The official name is "The Floating Fair of the Freakish and Fantastical," so that should give you a little better idea about what it pertains exactly. I think for level 6, as beginners when it comes to D&D, they have a pretty well fleshed-out history that explains why they are as neato as they are, for instance the rogue's history with the carnival, the shifter's growing up alone in the wild and the artificer's time in the university.


Because Ebberon is the incarnation of a mediocre setting.

How so?

icthius
2007-12-31, 03:05 PM
Okay, I've updated the second post with details of the story archs for all of the characters, including Yanimal Yamer (The animal tamer), the halfling ranger. Now, I just need to weave a full story into the individual story archs and start making encounters with distinct and interesting NPCs. Any more comments, suggestions or ideas?

icthius
2008-01-06, 12:18 PM
Okay, I have the plot to the first-fourth of the campaign:

The game begins in a marsh under Lake Cyre. The rainy season is ended, but there is still mud and grime everywhere. As one of the steam powered carts (the heavy one with Tweed's equipment) crosses a patch of heavy mud, it begins to emit a high pitched squeal due to lack of oil and gear grinding. This attracts a local lycanthrope who goes into a fit of rage at the noise. They have to either kill it or stop the squeaking, but either way Angus will be infected with some sort of lycanthropy, but very slow acting. He should not notice this for a while, he'll take a fortitude check every day starting at 25, lowering 5 every day that passes. His hearing will slowly increase, and at night his physical form will change.

Meanwhile, on the road to Gatherhold they'll encounter a lone Shifter (A Moonspeaker named Journey Yett), peddling 3 wares that he's spent his life creating. The first is an Amulet of Emergency Healing (Magic Item Compendium, pg. 68, looks like a piece of amber shaped like a semicircle with three eyes on a silver chain), the second is the Bones of Li-Peng (Weapons of Legacy, Pg 32, two femurs with cartilage holding them together) and the last is the Infiltrator (Weapons of Legacy, Pg 108, looks like a plain, rusted chain shirt). Depending on their actions, he will give them one or more of the items (or not). If he makes physical contact with David, his body will erode and a soul will escape from his body and head toward Sarlona. He's secretly a member of a cabal of shifters from Sarlona attempting to breed a superior psionic shifter. If he simply recognizes David, he'll move on with the intention of contacting his friends in Sarlona.

When the PCs reach Gatherhold, they find a fractured Halfling nation. With the disappearance of Yoren, the tribes are vying for power amongst each other and their alliance is quickly dissolving. They are in the middle of last-effort talks to save the nation and request entertainment for the diplomats. A group of aggressive halfling riders are using a saddle that's strange and made of plastic. Ruby will be able to recognize it as a prototype that someone stole from her in the university. They set up the show, and begin a simple carnival while preparing for a specific show (of their own design) for the tribal leaders. At the regular carnival, there are two attendees of particular note; the first is professor Mariam Caine, one of Ruby's old competitors in her university. He will attempt to sneak into Ruby's lab and steal her ideas for more inventions. A member of Yanimal's old escort party, Yathen Uldom, will be at the acrobatics show with friends. If spotted he will reveal that he woke up a year ago between Aundair and Thrane, with no knowledge of where he was or how he got there. He had assumed Yanimal died with the rest of the group, and so did not seek her out.

At night (or possibly the next day), the party is to begin preparations in the amphitheater for the show. Ruby's equipment has been sabotaged and one of Moomba's rods has been disenchanted. After they are paid, they'll be invited to do some light juggling in the meeting room to relieve tension among the guests at the talks by Lathon Halpum, the halfling hero. At the meeting are representatives from 6 tribes (including Halpum and Holy Uldra), along with a representative from both house Ghallanda and Jorasco, and one retainer each. Uldra's retainer is Mariam Caine. The meeting will get heated and end with Uldra, on the advice of Mariam, declaring war on Karnnath, the Valenar and both house Jorasco and Ghallanda (barring interference from the PCs). Mariam will perceive the group as a threat to Thrane's plans to start a war between Aundair and Karnnath and will plant dinosaur pheromones on them.

The dinosaurs will hunt them until the reach Karnnath, and will follow them in. Another rain storm will occur as they are finally pulling away from the wild dinosaurs, and Ruby's wagon will get stuck again. This time, when she attempts to repair it quickly, her arm will be severed. They will need to make haste to a Fort (either Bones or Zombie) in order to get help for both the dinosaurs, and Ruby's arm which she will probably attempt to replace with a robotic arm (taking the Renegade Mastermaker PrC from Magic of Eberron).

I've also written the Mole-Man encounter, using a slightly modified Hook Horror:

Attack the Killer Mole-Man



Setting: Night on the edge of lake Crye at the bottom of the Talenta Plains. There is heavy rain, and mud is everywhere. Visibility is low but is made up by a very vibrant full-moon. The PCs are traveling slowly but surely along the lake's edge toward Gatherhold for thier next performance when Ruby Tweed's Automated Steam Wagon® hits a large puddle and gets stuck in the mud. As the mud enters the gears, it begins to make a squealing noise (DC 21 Disable Device or Craft to shut it down). As the PCs work to unstick the train, a rumbling below thier feet will get thier attention until a large Mole will break the ground beneath thier feet. It will attack whoever is nearest to the train until the noise stops, at which time it will flee.


Background: a lycanthropic Mole has taken up residence below Lake Cyre on the other side of the Mournland to get away from Thrane. He has exceptionally sensitive hearing, especially when out of control of himself, and is awakened by the squealing.


Tactics: the Mole will attack anything near it until the squealing stops and make it's way toward the source of the noise. It will begin beating against the wagon if left unattended.

Treasure: The mole is unarmed and has no weapons

Bonus Opportunity: Extra 800 XP to anyone who suggests or deactivates the machine, Extra 400 to anyone who blinds him, or purposefully hits him with sound. 200 for good RP.


Hook_Horror (Mole Man) CR 6(Qty 1)
N Large Aberration
MM II, page 126


Init +3; Senses Tremorsense; Listen +13, Spot -5
AC 22, Touch 12, flat-footed 19
hp 65 (10 HD)
Fort +5, Ref +3, Will +9

Spd Walk, 20’ (4 squares), Burrow 20'
Melee slam +13 (1d6+7) and bite +8 (2d6+3)

Ranged None
Grapple: +18

Special Qualities: Light Sensitivity, Sound Sensitivity
Combat Gear: none
____________________________________

Abilities: Str 24, Dex 14, Con 14, Int 7, Wis 12, Cha 8

Feats: Cleave, power attack, Improved Trip

Skills: Hide +16

Improved Grab: An opponent hit with both claws gets grapples (+18). Grapples opponents take 3d6+12 per round.

Light Sensitivity: exposure to regular light gets a -4 on all attack rolls, bright light stuns for 1 round

Sound sensitivity: sonic deals double damage

icthius
2008-01-07, 05:51 PM
Okay, so I've got the structure of the circus and the personalities of some key NPCs. I think in the next section I'll have one of them be a serial killer and the PCs will have to find out who.

Members of the freakshow are divided into 4 categories, depending on what they do. These are often treated like castes, in order from most wealthy and well-bred, to the most menial and replaceable. The carnival is nearly 100 people strong, and pulls in just barely enough money to support them all.



The highest group on the totem pole, the Owners, are comprised of 7 House Phiarlan Elves who manage a suspiciously small amount of money from the carnival and spend most of their time outside of the business and in the city running "personal errands". The few times that members of the management have accompanied them on these "errands", they've gotten drunk at local taverns and passed out, waking up just barely in time to catch up with the caravan.



The Management is comprised of the real accounting. They find the talent, coach them on their shows, collect a percentage from them (usually a third of the earnings), deal with any complaints or troubles and make sure everyone plays nice. The also deal with purchase and management of equipment, the booking of special shows and the rousing the public into Elves comprise most of the 12 or so managers, although extremely talented people can sometime work their way up into the ranks without association to the House Phiarlan.



The Talent is comprised of the actual freakshow, as well as the acrobats, jugglers, animal handlers, game players and clowns. They are often as broke as the menial laborers, with brief bursts of wealth that are quickly spent on drugs, alcohol or pet projects or collections. Although they are have a higher authority than the laborers in the confines of the carnival, their strangeness is often time prohibitive to normal society. As such, they usually stay in their tents or wagons. There are close to 30 people strong, and often form cliques within the group.



Workers comprise the last group of carnival employees, and are on the lowest "rung" in the ladder. They do what everyone else tells them to do and they'll like it, too. They can range from large menial laborers, to 24 hour men (they travel a day ahead of the carnival to try to garner interest and excitement), to trash duty, to consessions sales, to anything that needs to be done, but the Management and Talent doesn't want to do. There are around 50 Workers, but they come and go constantly.



Here are some select personalities that are well known in the circus:



Owner:

Baelan d'Phiarlan is the self-appointed leader of the owners. With ties to the leadership of House Phiarlan and Aerenal itself, Baelan keeps his ears open and his wits about him. He's extremely approachable, but is absolutely terrifying if crossed or if work is brought up. When he defers work, he'll do it down to a Manager rather than another Owner or the Talent.



Talents:

Big Ulgha was born a halfling, in the same tribe as Holy Uldra, in the Talenta Plains. As a girl, she was taught to ride the traditional Talenta dinosaur. Refusing, she demanded a pony. When no pony was provided, Ulgha went into a fit of rage and, grabbing the dinosaur by the tail and swinging it as hard as she could, killed her Lath. She has been disowned by the tribe who pawned her off onto the circus, with the understanding that she is no longer considered a halfling (which is fine, because she looks more like a muscular dwarf). Ulgha is stupid and childish, and although she's very tempermental, she's easy to manipulate.



Madame Panatari is a Kalashtar psion of very small skill. She acts quite haughty and is rarely aware of her surroundings, but is quite clever and quick witted with things she puts her mind to. She makes her way by reading the minds of the carnival goers and claims to commune with thier dead. One of the more lucrative acts, her theatrics combined with her accuracy and her spacey personality make her very entertaining. She won't associate with anyone who claims that she's a fraude or disbelieves in her craft. The management is constantly having trouble getting thier share of her profits.



Gato is a warforged who only seems to say one thing; "My name is Gato. I have metal joints. Beat me up and earn 15 silver points!" People fight him, and though they rarely win, when they do he is good as his word and gives them 15 silver coins.



Jingles is a changeling clown with a few personal problems. A master of disguises, Jingles learned his craft through necessity. Often borrowing money and gambling it away instantly, Jingles has to disappear and find some other person to be when the loan sharks come calling. Almost everyone in the circus already knows not to gamble with him. He'll probably cheat, and even if he doesn't he won't pay you.



Workers:

Joel is a stoic mute who is believed to be retarded. Given to the carnival by his parents, he stands at almost 7 feet tall and could almost appear in the show itself due to his overwhelming physical strength. Not very bright, Joel keeps to himself and only does what he's asked (in very small words).



Bruno d'Kundarak is probably not actually a member of house d'Kundarak, but that doesn't stop him from telling people he is, and expecting the clout from it. He can often be seen grifting or even stealing from the patrons of the circus. He's well respected among the workers, so when the show's not going he'll often supervise it's break down and set up.

BRC
2008-01-07, 06:17 PM
First of all, be sure to make sure you award XP on a goal-based system, not encounter-based. The circus idea sounds good, but it seems like it would get limiting after awhile, investigation type stuff would be very good. If you feel like doing some slightly more combat oriented stuff a good thing would be to have some member of the circus hear about a particurally exotic beast that he wants to add to his act that lives nearbye. However what you have here seems preety awsome.

icthius
2008-01-08, 08:27 AM
First of all, be sure to make sure you award XP on a goal-based system, not encounter-based.

This is a very good point. They hate fighting enought that if I gave xp for fighting only, they'd never progress past 6. Roleplay goals, character progression and clever thinking will all be awarded with xp.


The circus idea sounds good, but it seems like it would get limiting after awhile, investigation type stuff would be very good.

Another good point. I think the next chapter will be very noir-oriented, with a murder mystery and a change on your suggestion that follows;


If you feel like doing some slightly more combat oriented stuff a good thing would be to have some member of the circus hear about a particurally exotic beast that he wants to add to his act that lives nearbye. However what you have here seems preety awsome.

I thought about that, and it's a good hook, but I'll have to find a way to make it a plot based event rather than just a fight. I'm thinking along these lines: Madame Panatari insists that she's seen a vision of an extremely rare creature (around CR 7), and Baelan d'Phiarlan asks Angus and Yanimal to take two others and go take a look. They do just as snow starts in the Karnnathi mountains (or some area that snows), and need to find shelter. Through pure luck alone (although I'll basically have her roll survival till she rolls well with consequences for low rolls), Yanimal is able to find an overgrown mansion that looks just two steps down from a fortress. In it are 4 zealots of the silver flame torturing several shifters in captivity. The group will either have to kill them and release the captives or hide the fact that moomba is a shifter and escape unscathed.