Quixal wrote...
I have several thoughts.
First, for something like the Tarrasque it is unlikely that only one group would be tasked to deal with it. Not only would a given faction likely hedge their bets with more than one group but it is likely a lot of people would have a personal interest in seeing the threat ended, altered or maintained. I think you shoudl run into other groups.
Another thought is that as an alternative to having locations destroyed over time, actually work the destruction of a location into the final battle. Say you come across the Tarrasque as it is attacking a city and how you engage it has an impact on how well the location comes through the fight.
Finally, what about encountering the Tarrasque several times over the course of the story? Whatiif ye old ancient lore suggests several ways to combat it, only one of which actually works and there are several aborted attempts to defeat the creature by the party or other parties?
Edit: One day I will get used to the quirky formatting here.
The T does need to have more than one group fighting it, I agree. The creature has an apocalyptic air to it, and I cannot imagine everyone just sitting around(either running or trying to fight it).
I also think that it should be encountered multiple times as the story progresses. In what capacity would have to be decided later on, but I don't want it to be distant. It needs to be an engine of destruction eating whatever is in its way. That's how it ought to be, and it can be made no differently.
_Knightmare_ wrote...
Here's my various suggestions:
- I like the idea that a group of druids (or something similar) is seeking to protect the T. They are doing so simply from the point of view that is is a force of Nature and Balance (as is the forest fire mentioned before). They might be a True Neutral group, but with a couple factional/sub-group differences: one group within this druid group sees the T going around destroying civilization itself as a good thing (these guys are Neutral Evil for the most part). The other half are seeking to protect the T as the afore mentioned "last of its kind and a part of Nature" (these are Neutral Good members). Having the player face off against a "rival" good aligned group can lead to some interesting adventures. What do they do - you can't (or shouldn't) just wipe out/kill off an entire group of Good people.
- Set the campaign somewhere outside the Heartlands of Fearun. Not only are they played out, but they are also full of "super-heroes" - this avoids the "why are we doing this when people like Elminster live just down the road."
- Have the player start off as like a Henchman for the more powerful/well-known group of adventurers (those who eventually die fighting the T as others have mentioned). And I more mean "henchmen" in the old 2nd edition AD&D than the current version. Back in those days, henchies were low level "followers" of more powerful adventurers/heroes, sort of like a knight's squire. This is a good reason the player is such a low starting level.
- Don't have the T as the opening point of the story. Just have the player do a couple "squireish" (is that a word, if not here's my TM) adventures. On that terrible day the T comes to town, the player returns to find the place totally destroyed by some unknown force, which of course is the T.
I can offer some help out with scripting and I've done work in my own module with moving creatures around the OM plus worked on having locations change (both in terms of the people/NPCs there and the visual look). You will need a scripter to help keep track of variables and such that might transfer between the different submitted modules. As my new son will be born in about 8 weeks, I may have very limited time to do things, but I'll offer what help I can.
1) I think you're spot on here, and Hellfire's addedndum to this point is fantastic as well. I can imagine Druids doing this from a lore perspective and, perhaps equally important, is that Druids would make a very interesting "antagonist" for the story as well. It would make the adventure very different, and I like that. The idea sits very nicely with me.
See my post after this for the rest(and congratulations on your future blessing).
dunniteowl wrote...
I think, honestly, having a very tight plot specific setup for the Tarrasque is not only doable, but important. It will be the glue that holds this module effort together. That said, I also believe that the plot devices shouldn't be too heavy handed. If you read the little piece I whipped up from the first post I made, all that is written is nothing more than a huge clue. You'll need to find these items, based on rumors of someone having an artifact or item that grants them special powers. You'll have to gather them all together, then go near the Tarrasque and assemble it. (this is how you get your +5 enchantments to bypass the DR, this is how you get healing for that awful final battle, this is where you get a few extra spells and this is where you get your primary buffs or effects that prevent you from being struck with awe from the might of the creature, etc.)
It doesn't do anything more than provide a little flavor background beyond telling you there is at least one way to stop the beast. You'll also note that the fight didn't end until a character in the original story shouted, "I wish this beast would die!" Hint hint, it says, you have to bring it to -30 HPs and then use either a Full Wish or a Miracle.
This is what the Might of Turm provides when it is assembled.
That doesn't mean it should be the Only way to defeat the Tarrasque. Or that it will be easy to find the items. Note that in the story, all such rumors and stories of folks finding the device parts all died suddenly and the items disappeared.
Was it this insane Cult of Destruction responsible? Could they have the missing pieces? Are they hunting for the other missing pieces? Can you stop them? More importantly, can they stop you?
Could you choose to join them and allow the Tarrasque to ravage the lands until the level of destruction is completed and the beast just goes away and goes back to sleep?
I design story ideas with the intent that each one is a short story, complete to itself, independant of the happenings in other short stories. One day I had an epiphany about how life is like that. You have all these little short stories of what goes on in a person's life, a town's doings, the occurrences in a region, etc. and they all sort of entertwine to become a piecemeal collection of Your Story as you move through them and deal with what happens.
Sandbox play does not mean there is no story, or that there can't be a compelling plot. It only means you get to experience these Short Story events in the order in which you find them instead of experiencing them as the train slides by them in orderly fashion. So. My offer still stands, I wouldn't mind focusing on story elements and will also attempt to provide a few interiors and exterior areas (mostly for others to populate) though would make my primary focus on having the "weaver of tales" position.
You guys can hash out the rest.
dunniteowl
(by the way, I just totally whipped up that little story about the previous encounter right there as I posted it. There is no canonical basis for a Tarrasque showing up anywhere. I also did a little Turmish Lands study when Hellfire and Baron first broached it as I was going to do the Library at Aglahon Reach.)
I agree with you on this. Non-linearity doesn't mean there's no story, it's just a matter of having a different methodology of how the story operates. Our lives are collected of thin fabrics of experience sewn together haphazardly into what may or may not be a quilt. I like your idea here.
Now, it's a matter of how we want things to be set up(I'm giving my notions the post after this), but I do think setting up a framework would allow people to work more cohesively and, ultimately, make for a better adventure(two gains). If you want to help direct certain story strands, I'm all for it. It's a matter of combining existing lore with a new adventure, and I think you have a knack for it.
There definitely needs to be a plot, and I would like it to be more involved than just "get X, slay Y" and I wholeheartedly support the idea of continiuing with it. As I plan on using the Turmish lands as the setting, your knowledge would be very useful in particular.
Modifié par Chaos Wielder, 22 février 2011 - 04:33 .




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