Adventure-writing advice request

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Narfi Ref's picture
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Adventure-writing advice request

So it has been agreed upon by myself and my DM that once our current campaign finishes, he will become a player, and I will finally get to try my hand at the DM seat. This will be my first time running any game for any system, and the fact that it will be a Planescape campaign makes it more than a little daunting.

Here's the deal. Since none of the players are familiar with the setting the first few sessions will take place on the Prime, specifically Oerth. I'm going to try to engineer it so that completion of the first adventure will bring them to second level. At that time, the PCs will be in a town, and they will have made friends with an aasimar fighter/bard (the head of a sect that I wrote up called the Etchers of the Mark) that has taken a liking to them; he's the one that will have sent them on their first adventure, and they probably won't know he's an aasimar. The day after they get back from the task he sent them on they should be having breakfast at the inn they are staying at when the sounds of explosions and screaming erupt from outside. Then the door bursts open and in walks a githyanki that is dead set on slaughtering everyone in the establishment. The aasimar rushes up to the githyanki and tells the PCs to run, to get to a particular point in the center of town, and to not engage the enemy as they are far too powerful for them to take on directly. He then throws them something that he's been wearing around his neck, a thin iron chain with a ribbon woven through it, that the githyanki also happens to be wearing, as well as his belt pouch which will contain a few minor magic and mundane items.

So here's the situation, the town is infested with githyanki (20 - 30, most no higher than 6th level). The perimiter of the town has been secured before they made their move; the PCs aren't getting out that way. They need to get out of the inn (near the edge of town) to some place in the center of town, where the portal is. I need to figure out "encounters" that are mostly puzzles that can get them through the town relatively safely so long as they keep their wits and don't dawdle. I also want to give them the oportunity to rescue a few people along the way, however doing so means that they will have to secure a second key, which means taking out a Githyanki. I'm not opposed to one or two PCs dieing in this scenario. At least one is preferable, three or more is excessive.

Anyone have advice? Is this just an all around bad idea?

Iavas's picture
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factotums
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Adventure-writing advice request

It seems like a good idea, for the most part. A PC being likely to die so early in the game, particularly as they are escaping from a doomed town for an indeterminate period of time, seems a bit cruel. It would either put one of the players out of commission for quite a while or force him/her to reroll. While the PC's are escaping, their choices should reflect or influence their alignments, which will be important out on the planes. The number of people they choose to save (or sacrifice to ease their way) will reflect the good/evil axis while the amount that they use the town's chaos to their advantage (stealing from abandoned shops, setting things on fire, etc) will reflect the law/chaos axis. Keep in mind that they probably won't know the chain/ribbon thingey for a portal key, nor will they know to get more of them to save people. A dead or severely wounded githyanki near the portal, perhaps with a small challenge to get to it, would help focus the encounter more on figuring out how portals work rather than on actually fighting the enemies. Ooh, and as a final note, if you've ever played Half-Life 2, you could turn the dying town into a sort of Ravenholm, where there are plenty of traps to be used against the 'yanki's by somebody canny enough to spot them.

Anyway, that's my two pence. Good luck on your first campaign. You're luckier than I in that you actually know people that will commit to one.

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Adventure-writing advice request

The first thing that came to my mind is the Red Dragon Pact. Any Githyanki invasion force worth it's salt (I'm assuming that's what this is) is going to have at least one Large Red Dragon along. A good encounter for the PCs might be finding a good way to sneak past/trick/bribe the dragon who might be guarding the portal area. If its rider is already dead, then it might be feeling a little less bound to serve the other Giths nearby, otherwise bribery or deciet would be much less likely to succeed.

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factotums
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Adventure-writing advice request

Not to go too far off-topic, but didn't the pact go kaput with the death of the lich queen?

Narfi Ref's picture
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Adventure-writing advice request

'Iavas' wrote:
A PC being likely to die so early in the game, particularly as they are escaping from a doomed town for an indeterminate period of time, seems a bit cruel. It would either put one of the players out of commission for quite a while or force him/her to reroll.
I was wanting the players to have a serious hate for the Githyanki, and the slaying of a family member or new friend should do that. This would also allow a player to play a planar race (preferably Githzerai) that could enter the game as soon as the portal opens to Sigil.
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While the PC's are escaping, their choices should reflect or influence their alignments, which will be important out on the planes. The number of people they choose to save (or sacrifice to ease their way) will reflect the good/evil axis while the amount that they use the town's chaos to their advantage (stealing from abandoned shops, setting things on fire, etc) will reflect the law/chaos axis.
Good idea; I like it.
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Keep in mind that they probably won't know the chain/ribbon thingey for a portal key, nor will they know to get more of them to save people.
Yeah, I'll have to think about this one. That is a bit of a problem.
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A dead or severely wounded githyanki near the portal, perhaps with a small challenge to get to it, would help focus the encounter more on figuring out how portals work rather than on actually fighting the enemies.
To be honest, I was thinking on giving them the opportunity to push rubble onto an unsuspecting gith from above. But that still leaves the problem of getting the players to figure out that they need a second key. Perhaps the aasimar can say something like "This'll work for six!" as he tosses it to them.
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Ooh, and as a final note, if you've ever played Half-Life 2, you could turn the dying town into a sort of Ravenholm, where there are plenty of traps to be used against the 'yanki's by somebody canny enough to spot them.
I've never played the Half-Life games, but that's kind of the idea; however, they should still only be able to take out a small handful of the bastards.
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Anyway, that's my two pence. Good luck on your first campaign. You're luckier than I in that you actually know people that will commit to one.
Thanks, but I part of me still thinks that at some point the DM's going to forget again that I've said repeatedly that I want to give it a shot. But as long as I can get the first to adventures ready to go by the time we're ready to switch campaigns I've got a decent shot.
'Hymneth' wrote:
The first thing that came to my mind is the Red Dragon Pact. Any Githyanki invasion force worth it's salt (I'm assuming that's what this is) is going to have at least one Large Red Dragon along.
Yeah, I forgot to mention that I was planning on having some red draconic presence of some sort. I'll give your suggestion some thought.
'Iavas' wrote:
Not to go too far off-topic, but didn't the pact go kaput with the death of the lich queen?
If that's the case, it still won't matter since I'm planning on letting the PCs kill her themselves eventually.

Thanks for the advice you've given so far, it'll be handy. What I'd really like is some advice on planning/running skill-based and non-combat encounters that are challenging but appropriate for a party of level 2s and will allow them to believably get past a town full of murderous Githyanki. Even if someone could point me to some .pdfs for sale on the subject I'd very much appreciate it.

For the record, every time I think about running this adventure I imagine the players (who know what githyanki are) dropping their jaws and/or shoutting "You sick f***!" once they realize what's going on. When this happens I feel all warm and tingly inside Laughing out loud

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Adventure-writing advice request

A skill based challenge, eh? Ok. Well, it's gonna need to be a little more tailored to the party, but I can throw out some suggestions based on possible actions.

A PC might be able to confuse a lone Gith for a round with a good Bluff, but they'd better have a backup plan to pull on them during that round.

Diplomacy is probably right out. The Gith just don't care. The PCs best bet would be convincing them to make slaves of them instead of killing them, and that's not the point of it all.

A few well placed simple booby traps could be rigged up with Disable device, although it's going to be a Scooby Doo type of trap, probably. Then again, you can be pretty deadly with some thought. Trick a few Gith into going in a building that you've jammed all the doors and windows, then lock the door behind them and you're pretty safe. Or you could just burn the building down on them. Your Alignment may vary.

If the PCs manage to take out at least one Gith, then some creative Disguise checks might pass a PC off as a Gith from a distance, if they wear the clothing. Close up it would probably fail instantly, but it might get you through a clearing. They could even lead the other PCs at the end of a rope if any captive taking is happening.

A little Intimidation might have the same effect as a good Bluff, confusing them for a round or so.

A good Knowledge (The Planes) might give the PCs a little edge in at least knowing what their enemy was and maybe some of their common activities.

If the PCs have something like Alchemist's fire or acid flasks, then Sleight of Handing them onto a Gith with a string attached to the lid makes for an interesting diversion.

Spellcraft might allow a PC to figure out what's going on with the portal.

As far as low level non-combat spell use goes, there are a few that could be pretty handy:

Comprehend languages of course helps with figuring out what the Gith are planning.
Disguise self would be handy for the obvious.
Grease is a good trap spell.
Hypnotism can cover 2d4 levels of Gith, so it stands a fair chance of working on a 5th level one
Various illusions are great distractions, at least at a distance.
Hold Portal slows down pursuit at least temporarily.

That's a good start. I'm sure that in actual play the PCs will surprise you by pulling stunts you never even guessed would happen, but that's up to you Laughing out loud

Narfi Ref's picture
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Adventure-writing advice request

You have some ideas there that I might use, and I thank you for them, but they aren't exactly what I was looking for. First of all, I want the PCs to keep their actual interactions with the githyanki to a minimum; the more interactions, the greater the likelyhood of a TPK. I'm thinking more along the lines of ways that the PCs can interact with the architecture and what not to get through the city without being noticed. The problem is that I need to make them both level appropriate and believable. Thankfully githyanki aren't the wisest of creatures.

Eldan's picture
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Adventure-writing advice request

You should remember this:
The PCs won't do what you want them to. I had a similar scenario and it ended nearly with a TPK because the characters didn't want to run but stay behind and the defend the village.

Narfi Ref's picture
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Adventure-writing advice request

Yeah, I'm afraid of this possibilty. I'm hoping I'll be able to get them to discard the assumption that the DM should always give the PCs an oportunity to save the day.

Iavas's picture
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Adventure-writing advice request

A couple of blatantly powerful red dragons picking the remains of the local hero out of their teeth would really go far in that regard.

Eldan's picture
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Adventure-writing advice request

Red dragons would indeed be a powerful indicator. On the other hand, no way low level heroes can evade adult dragons, so forget that.
Just remember: The Githyanki are humanoid and players often assume that humanoids aren't that powerful. I know it's metagaming, but the kind of metagaming that happens rather often and sometimes without hte players even noticing it themselves.

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Adventure-writing advice request

Alright, how about a sleeping dragon (after a big meal Laughing out loud ) and/or some 'yanki's killing obviously powerful bashers in the town that the PC's have learned to fear or respect over the previous part of the adventure.

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Adventure-writing advice request

Is "Adult" the youngest age category of red dragon that will accompany a githyanki invasion force? If not, than it shouldn't be a problem. BTW, what source has the most information on githyanki military tactics? Guide to the Astral?

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Adventure-writing advice request

Yeah, Guide to the Astral has a lot of info in it. If you have access to those Dungeon/Dragon magazine articles about the Githyanki invasion, then they're chock full of stuff also, but with most of the Planescape flavor expurgated.

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Well, any flight through town is going to provide pleanty of opportunity to use stealth based skills - while moving from building to building, or even cutting through a few to save time. (in which case pick locks will become important - though a muscular fighter might just have to bash a few doors down)

It might serve the party well to leave simple booby traps or distractions in their wake, disable divice and set traps being obvious skills there.

Any tactical skills may allow players to observe the 'yanks attack strategy and grant them bonuses in avoiding confrontations. ("the attackers are moving outward in this formation, meaning they are weakest here, when their direct line of sight is obscured by buildings - they always seem to respond to threats in groups of three, which means a well placed disctration will open up this area here ...")

Observant pcs may quickly notice that the 'yanks remove the ribbon from any fallen allies, indicating the items are important and the fact they don't want them falling into the citizen's hands.

For the warrior types in the party you should have at least one - preferably just one - very dramatic fight between the group and a single Gith warrior, in which they defeat him, but just barely. (remember, the gm should always feel free to flub rolls, hit points, etc. in order to make a scene more dramatic - few pcs want to overcome a frightening foe with a few quick, lucky hits)

Note that, while other Gith are going to see through disguises with ease, Dragons likely have a difficult time distinguishing one humanoid race from another - particularly if they are dressed the same. ("humanoids, how can you tell 'em apart?")

Alternately, you might have the Asimar occompany the pcs, guarding and guiding them toward the center of town - while also having them round up what citizens they can save along the way ... thus the Asimar handles the heavy battle, while the players have to deal with gathering, moving and keeping an ever growing number of refugees together and safe.

The most important thing here is to keep the energy up and the scene dramatic - the pcs could be kicking chickens out of there way, so long as you make it seem dangerous they will be happy.

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Adventure-writing advice request

OK, I'll be more specific. I'm thinking of lots of jump, balance, climb, use rope, and knowledge: (a&e) checks as well as physical attacks on objects, strength checks to lift people/things and spot/search checks to find useful tools that in order for the the PCs to get from all the while making hide and move silently checks to keep from being detected, and done in a timely manner before a githyanki wandering the streets notices them.

First off, I need to think of the specific challenges. Second, I need to figure out how to diversify them to let everybody contribute to the escape. And third, I need to figure out ways to get everybody through the challenges, even if they have a penalty to the skill roll in question. And they need to be level appropriate to second level.

I am going to throw them a few bones, like 2 extra skill points/level (amounting to 10 extra points at 2nd), 1 feat/level (giving them 1 extra at second), reduced cost of cross-class skills, and skill tricks (giving them the ability to have 1 each at 2nd level). Of course, the githyanki will also have these benefits giving the players even more of an incentive to avoid them at all costs.

I'm not expecting any of you to come up with these challenges for me, but I am trying to find out if anyone knows of any good guides (be they 1st, 2nd, or 3rd party sources) that may help me design these.

Also, the aasimar is not to accompany them. There are many reasons for this. 1) Player's don't generally like to have their characters be completely overshadowed by allied NPCs and for good reason; when it happens it tends to be due to DM egotism rather than an actual need. 2) I want the players to think that he might have died saving their asses, and I want to bring him back later, once they've become canny planeswalkers. Keeping him around them kills the drama of the scene where they leave the inn, and adds the possibility of them actually seeing his death; so long as they don't see a body, he might have survived.

Again, I thank you all for the help given so far; a lot of it is stuff I haven't thought about. However, this means that a lot of it is stuff I wasn't looking for.

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