During our last game I had the PCs come to a town that had been attacked by shadows and killed all teh defenders. The defenders then became shadows who then attacked the players who were helping the survivors who had hidden escape to the nearest city. The PCs believed the shadows are following the loved ones who remained and are now in fear of an outbreak. This is not something I anticipated but love the idea of. I am now moving the campaign in a direction where the outbreak is caused by a cult of ocus. Any suggestions as to how continue down this storyline. I am thinking Orcus imbued a specific cult leader the ability to raise undead of different stregnths who are now spreading across the continent.
Seems like a good start. Now, what made the first town the match-point of this outbreak? Was the cult just looking for a small unassuming town to get things rolling with as a sacrifice, or did the cult leader have some revenge needs against the town that needed filled? Are their cult agents that are also tracking the party's progress? What is the eventual end-game for this cult leader?
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Thanks for the questions they got me thinking. Initially the town was just a random town my thought was never to go down this road but the players did and I decided to run with it. I think I am going to go with the the town was a random town selected due to its location a few days out from a Lords keep. With the town attack being successful now the cult leader can release them on other towns/villages as they move toward the Lords keep. End game of the cult leader is to leader becoiing a lich through Orcus and ruling a kingdom of undead. if the players like this I will continue further down this road and eventually tie in that the leader is a necromancer who wants revenge on the Lord for imprisoning him. The Lord does not initially reveal this to the characters as his pride won't let him admit this whole thing may be his fault.
Does the lord have some group of "professional" Paladins or Clerics that he would rather use to solve this matter? Like, if the party offers to help, the lord shuts them down and sends some haughty church jerks to handle it instead of some unlicensed group of adventurers? but then the group stumbles upon information about the cult and tries to get this information to people who can help, but the "pros" won't listen and so it is up to the group to end-run around the lord's wishes and save the day?
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
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During our last game I had the PCs come to a town that had been attacked by shadows and killed all teh defenders. The defenders then became shadows who then attacked the players who were helping the survivors who had hidden escape to the nearest city. The PCs believed the shadows are following the loved ones who remained and are now in fear of an outbreak. This is not something I anticipated but love the idea of. I am now moving the campaign in a direction where the outbreak is caused by a cult of ocus. Any suggestions as to how continue down this storyline. I am thinking Orcus imbued a specific cult leader the ability to raise undead of different stregnths who are now spreading across the continent.
Thanks!
Seems like a good start. Now, what made the first town the match-point of this outbreak? Was the cult just looking for a small unassuming town to get things rolling with as a sacrifice, or did the cult leader have some revenge needs against the town that needed filled? Are their cult agents that are also tracking the party's progress? What is the eventual end-game for this cult leader?
Thanks for the questions they got me thinking. Initially the town was just a random town my thought was never to go down this road but the players did and I decided to run with it. I think I am going to go with the the town was a random town selected due to its location a few days out from a Lords keep. With the town attack being successful now the cult leader can release them on other towns/villages as they move toward the Lords keep. End game of the cult leader is to leader becoiing a lich through Orcus and ruling a kingdom of undead. if the players like this I will continue further down this road and eventually tie in that the leader is a necromancer who wants revenge on the Lord for imprisoning him. The Lord does not initially reveal this to the characters as his pride won't let him admit this whole thing may be his fault.
Does the lord have some group of "professional" Paladins or Clerics that he would rather use to solve this matter? Like, if the party offers to help, the lord shuts them down and sends some haughty church jerks to handle it instead of some unlicensed group of adventurers? but then the group stumbles upon information about the cult and tries to get this information to people who can help, but the "pros" won't listen and so it is up to the group to end-run around the lord's wishes and save the day?