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Need some help on my Campaign.

Hey guys! First of all, thank you so much to the creators of Roll20. Secondly, the issue. Im currently making a miniatured version of a 4-episode campaign. Taking basis on 4 trials, Might, cleverness, wisdom and courage. I hope that people might give me some ideas on how to improve the scenario, story, and so on. This is some of what I got so far. "The X-amount adventurer were suddenly teleported into what seemed to be a camp, or an outpost of sorts. A few paces away, they see a huge lizard-man corpse, and four dead human bodies. Judging on their looks, they were slain for few moments ago, as you see the blood havent stiffened yet. What strikes the adventurers first (perception if you want..) is that the humans have sword cuts on their bodies, as do the lizard-man. They run over to look for survivors, when 5 mercenary-looking thugs come out from under a tree nearby." (These are the killers, which you can find out by intimidating etc) -After the thugs has been deal with, an old geezer comes out of nowhere, welcomes the adventurers and welcomes the adventurers to Mar'Noth, who "obviously are here for the trials". The adventurers, being completely confused, either questions the old geezer (who doesnt give out much information other than treasures, treasures and.. some more treasures..) Later they meet on some soldiers, being pissed about not being able to pass an invisible wall that seem endless sideways. This is the might challenge, which is fairly easy as of now (roll a 1d20+str modifier. Need 17'ish to break the wall.) What they do to the soldiers is up to the dm. The scenario continues through with the remaining three trials. (courage being the last one, no doubt) Im not sure if im going to make "plot-twist" after the third, right before the 4th during the 4th or after the 4th trial, with some ancient evil coming back, seeing that i will end it in the ruins of Mar'Karra. Dragons, demons, devils.. Something evil and sinister. This miniature version that im working on now is designed for "new players" so around lvl 1-6. While the bigger one I'll be aiming for a 4 or 6 layered map, and a lvl of about 15 or so. Not quite sure yet. I hope that this campaign can be a fun one, as well as challenging one, because of the multiple choices you are to be given, and the senile old Geezer randomly appearin for no reason at all. here <a href="https://app.roll20.net/join/17548/NXDPGg" rel="nofollow">https://app.roll20.net/join/17548/NXDPGg</a> you can see some of the things I've mentioned at the start. Currently just a beta, in the beta. Betaception if you'd like. Playing and working a lot on the sides, so wont be able to dedicate that much time sadly, but its a nice project. The white text is not supposed to be seen by the players, but I've made it visible for you to further understand the way im thinking in.
Ok here some ideas that may fall into these categories: 1. Strength - what you have is good, you can also have some bars that need to be bent out of the way, blocks that have to be moved. Consider that there is a combined 30 strength check to move/bend/break something that way the group has to work together. 2. Cleverness - You can go with some classic stuff such as riddles, or traps that have to be overcome. Maybe have a puzzle with a missing piece that was found before or that a word will overcome. For example you can have a bunch of different colored arches, Yellow, Blue, Orange, Green, Violet, Red, and Indigo and the PCs have to figure out how to stack them (clue: think rainbow) hehehe 3. Wisdom - Maybe give the group a series of choices in which one choice has material rewards, but the other choice is the ethically correct one. This makes it so that when they choose correctly, they move ahead. 4. Courage - This could be something as simple as facing something the group fears or seeing if they will do what is needed of them, even if failure is almost assured. Mind you these are some things right off the top of my head, but it may help.
That helped quite alot actually! As of now, the first test will just remain a simple "hulk-smash". Simplicity of brute force. The simple thing is often the best. So on and so on.. Though I might add the need for the group to work together as a whole. As for the cleverness, I've added a basement for the mansion, out there, I've placed quite alot of contraptions designed to make perceptionless and careless quickly meet their death. (lol) Though I did like the colour idea of yours. Might take that one! Also, kind of like in skyrim, you face a door where you have to take the three pictures/symbols in the correct order. If they make it all the way through a attention-whore of a manticore who "simply adore riddles". Unless they satisfy his Quiz-round, he'll keep them there. And they can only escape through his death, or other dm-decided ways. Loved your idea on Wisdom. Might have many pillars which they have to stand on, and if they complete the questions, they can move forward to a direction depending on their answer. So they might end up different places! As I mentioned, either before, during, or after the courage challenge (most likely during) the prime evil in this campaign will appear. This will serve as the final test. Because the enemy will take form as the thing each PC fear the most! Which will give them reduced initiative roll etc. For being ideas right off the top of your head, they were quite good. Why dont you bring some of those ideas to a campaign? Saw that you're doing a regular Pathfinder.
I do things like that when I run a game, I prefer that the PC play and think their way through a game then just attack/smash all obstacles. I let PCs find things that may seem inconsequential, but have an importance in the future, or put them in situations where they may do something only to find out later that they have been duped and the person they killed, hunted, or bought back was really the innocent good guy :-) When in game the players questions the motives of their PCs, then I think that the game is getting interested :-)