My players are about to embark on a mini-arc within the larger campaign. They are aware of a loose confederacy of adventurers who are battling "necromancers and undead" in a neighboring region. They are traveling there to offer some assistance and with a larger goal of establishing an alliance with this other adventuring group against the BBEG. They have bumped into this groups members a few times so they have a reasonable expectation they should succeed in making friends.
I have the major players in the region fleshed out... vampires, necromancers and a handful of corrupted village elders and fallen priests are behind the undead plague. "Plague" may be overstating it. Many folk in the region may not even be aware of an undead problem. It is a vast farming province and it is the dead of winter. But a few folk know the dark secrets and these other adventurers have been waging a running guerrilla campaign against the necromancers. My players are sufficiently leveled and equipped to put their boots up the collective bad guys behinds, all the way up to the vampire calling the shots.
What I am struggling with is filler. I have all the important NPCs, dungeons, and quests. But how can I sell this quiet, cold, largely poor countryside which is harboring this dark secret? I want an atmosphere where no one is talking about undead in the inns, but the people all have a sense that something is amiss and are on edge.
Maybe a clever NPV encounter at an inn you may have used? Maybe a scripted roadside encounter or two? Or maybe something like a fun and unique undead variant I could toss in to keep the players on their toes?
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This is what I'm going to suggest: Omens, omens, omens! Lots of omens. Omens on rocks, omens climbing trees, omens in the sky.
Maybe not omens around every single turn, but any time while traveling, have the characters roll something, and if they roll above a certain number, they run into something creepy or some form of omen. Either vague or creepily specific.
Personally, I have players roll d12/day while traveling, with a 12 (or lower numbers depending on the danger in the area) starting an encounter. I'd say that on a 6 or 7 and above, I would roll on an omens table, which could do something like change the color of the sky, they find a body that's been gnawed, a swarm of crows, lots of possibilities.
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I am currently running a Paranormal Investigators/Exterminators storyline. The characters are a group of classmates from Wilfreds Paranormal College. The college also serves as a base of operations to fall back on if needed. Get items at a slightly lessor cost, etc. Some of the omens I've loved using. As the group gets nearer an area stronger with a paranormal effect, stuff like--
air seems cold but it very sunny.
Suddenly clouded over and cold damp air.
Fewer normal animals, and more dark toads, cats, rats, crows, and wolves watching them from the woods some distance off.
A random dead skeleton laying off to the side of the road with wolf markings on it and a rusty old nasty looking dagger.
A dead animal or person that is laid out in a way that suggests a ritual killing was done.
Odd cold creep fog/mist that seems to cling to a certain area and is not burnt off by the sun.
Old mangy cats, bats, rats, etc. that look like they should be dead but aren't.
The odd scream from nowhere.
Have their item of warning randomly go off for no apparent reason (there is a reason, they just can't see it--- spying bat, cat, crow, wolf... they can roll a perception to see if they spot it).
Additionally some items I added to the game to help with paranormal at a lower character level... Oil of radiance. Apply to a weapon, gives 1 hours use of radiant damage add on per hit (d6). One vial is good for a pair of light weapons, 1 med or larger weapon, or 40 missiles. Sells for 50 to 100gp depending on where the characters are. Makes it a temporary magic weapon for hitting certain creatures. Similar concept, oil of magic weapon +1 (1 hr). Oil of defense (+1 to AC) apply to armor, shield, bracers, etc. (1hr) Similar cost... 50 to 100gp maybe more depending on where the characters are and how available it is.
My players are about to embark on a mini-arc within the larger campaign. They are aware of a loose confederacy of adventurers who are battling "necromancers and undead" in a neighboring region. They are traveling there to offer some assistance and with a larger goal of establishing an alliance with this other adventuring group against the BBEG. They have bumped into this groups members a few times so they have a reasonable expectation they should succeed in making friends.
I have the major players in the region fleshed out... vampires, necromancers and a handful of corrupted village elders and fallen priests are behind the undead plague. "Plague" may be overstating it. Many folk in the region may not even be aware of an undead problem. It is a vast farming province and it is the dead of winter. But a few folk know the dark secrets and these other adventurers have been waging a running guerrilla campaign against the necromancers. My players are sufficiently leveled and equipped to put their boots up the collective bad guys behinds, all the way up to the vampire calling the shots.
What I am struggling with is filler. I have all the important NPCs, dungeons, and quests. But how can I sell this quiet, cold, largely poor countryside which is harboring this dark secret? I want an atmosphere where no one is talking about undead in the inns, but the people all have a sense that something is amiss and are on edge.
Maybe a clever NPV encounter at an inn you may have used? Maybe a scripted roadside encounter or two? Or maybe something like a fun and unique undead variant I could toss in to keep the players on their toes?
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Hey there! Loving the idea and sound of this.
This is what I'm going to suggest: Omens, omens, omens! Lots of omens. Omens on rocks, omens climbing trees, omens in the sky.
Maybe not omens around every single turn, but any time while traveling, have the characters roll something, and if they roll above a certain number, they run into something creepy or some form of omen. Either vague or creepily specific.
Personally, I have players roll d12/day while traveling, with a 12 (or lower numbers depending on the danger in the area) starting an encounter. I'd say that on a 6 or 7 and above, I would roll on an omens table, which could do something like change the color of the sky, they find a body that's been gnawed, a swarm of crows, lots of possibilities.
I am currently running a Paranormal Investigators/Exterminators storyline. The characters are a group of classmates from Wilfreds Paranormal College. The college also serves as a base of operations to fall back on if needed. Get items at a slightly lessor cost, etc. Some of the omens I've loved using. As the group gets nearer an area stronger with a paranormal effect, stuff like--
Additionally some items I added to the game to help with paranormal at a lower character level... Oil of radiance. Apply to a weapon, gives 1 hours use of radiant damage add on per hit (d6). One vial is good for a pair of light weapons, 1 med or larger weapon, or 40 missiles. Sells for 50 to 100gp depending on where the characters are. Makes it a temporary magic weapon for hitting certain creatures. Similar concept, oil of magic weapon +1 (1 hr). Oil of defense (+1 to AC) apply to armor, shield, bracers, etc. (1hr) Similar cost... 50 to 100gp maybe more depending on where the characters are and how available it is.