So I'm making a new campaign set in an old homebrew world called Zivhad. Here is the map for it if you're curious.
The campaign is in this country called Icehall, which has jagged, cold mountains, high altitude plains and rocky hills. It has good mines, and, in its lower valleys, grazing pastures for horses and farms. It starts out in a small working/trade village near the border with Oldrin called Isenoris, where the party is in the local tavern where the bartender (and their friend) tells them rumors she has heard about the king having been killed. She heard from her friends, who come from Oldrin and Searest with trade and stopping in Isenoris on their way to Whitefall, that the king was either A) killed by the knights' horses while he and the knights were on a hunting/border check expedition by Redrun when the horses trampled him after being spooked, B) his nephew and impatient heir Morgost killed him to take the throne, ignoring Morgost's sister's claim to the throne as well, or C) a Redrun border guard (Redrun and Icehall have very rigid borders, physical and metaphorical) killed him for trespassing, but that is unlikely, simply because the king would not do so unless properly prepared and such.
So that's the hook, travel to Whitefall and find out what really happened to the king, and decide if Morgost should remain in power. Anyway, I have it all planned out from there until the party reaches Whitefall, because there are a lot of different things that they could choose to do. A few things to consider: Morgost is not a good king (monsters have gained more power since the king, Dorlist, died), Morgost's sister feels entitled to the throne, the civilians of Icehall don't want Morgost but the military and guard want him, Redrun is angry about the last rumor that they had anything to do with the death. They could kill Morgost, Morgost's sister, try to negotiate, take over and kill both siblings, imprison them, etc. If they attempt the assassinate them, the party would be shot with sleeping draught influenced darts by the guards and thrown into the dungeon/prison below Whitefall, but can I count on them doing that?
So... questions...
1. Should I count on them taking a violent path in Whitefall? It is probably characteristic of them. One of them is always the DM, one is kinda rash and doesn't pay attention, one goes for the most interesting thing or thing she thinks I want as DM, and all four of us go for funny stuff.
2. Should I go through with using this adventure of put together another one? Is this a good enough campaign to play (it's my 3rd running I'm doing 2 right now)?
3. What should I do if they successfully take over the kingdom?
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So I'm making a new campaign set in an old homebrew world called Zivhad. Here is the map for it if you're curious.
The campaign is in this country called Icehall, which has jagged, cold mountains, high altitude plains and rocky hills. It has good mines, and, in its lower valleys, grazing pastures for horses and farms. It starts out in a small working/trade village near the border with Oldrin called Isenoris, where the party is in the local tavern where the bartender (and their friend) tells them rumors she has heard about the king having been killed. She heard from her friends, who come from Oldrin and Searest with trade and stopping in Isenoris on their way to Whitefall, that the king was either A) killed by the knights' horses while he and the knights were on a hunting/border check expedition by Redrun when the horses trampled him after being spooked, B) his nephew and impatient heir Morgost killed him to take the throne, ignoring Morgost's sister's claim to the throne as well, or C) a Redrun border guard (Redrun and Icehall have very rigid borders, physical and metaphorical) killed him for trespassing, but that is unlikely, simply because the king would not do so unless properly prepared and such.
So that's the hook, travel to Whitefall and find out what really happened to the king, and decide if Morgost should remain in power. Anyway, I have it all planned out from there until the party reaches Whitefall, because there are a lot of different things that they could choose to do. A few things to consider: Morgost is not a good king (monsters have gained more power since the king, Dorlist, died), Morgost's sister feels entitled to the throne, the civilians of Icehall don't want Morgost but the military and guard want him, Redrun is angry about the last rumor that they had anything to do with the death. They could kill Morgost, Morgost's sister, try to negotiate, take over and kill both siblings, imprison them, etc. If they attempt the assassinate them, the party would be shot with sleeping draught influenced darts by the guards and thrown into the dungeon/prison below Whitefall, but can I count on them doing that?
So... questions...
1. Should I count on them taking a violent path in Whitefall? It is probably characteristic of them. One of them is always the DM, one is kinda rash and doesn't pay attention, one goes for the most interesting thing or thing she thinks I want as DM, and all four of us go for funny stuff.
2. Should I go through with using this adventure of put together another one? Is this a good enough campaign to play (it's my 3rd running I'm doing 2 right now)?
3. What should I do if they successfully take over the kingdom?