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Post by bigbsonnier on Dec 20, 2016 6:24:50 GMT -8
The Setup: I've got a DnD game going and my big bad is an especially nasty zombie horde being controlled by a dracolich of sorts, growing out of a swampy foresty area in the middle of nowhere. Ideally i wanted the players to have enough time to build up power before the threat became too menacing.
My Problem: I would like to the players the opportunity to have some meaningful NPC interactions but everything takes place in B.F.E. where the only population (goblins and orcs) have either fled or been turned. I need Help crafting a way to give the PC's options.
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Post by uncommonman on Dec 20, 2016 6:47:42 GMT -8
Make a town of stalwart defenders trying to manage the zombie threat.
Add a few kids and weak commoners that need protection.
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sbloyd
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Post by sbloyd on Dec 20, 2016 6:51:17 GMT -8
Trade caravan on the way through? Or on the same vibe, a big group of settlers en route to found a village passing nearby.
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Post by Probie Tim on Dec 20, 2016 7:11:53 GMT -8
A loose, refugee camp made up of survivors of the zombie horde exists somewhere on the outskirts of the swampy foresty area; think along the lines of any of the groups Rick and crew have come across in the Walking Dead. The players could come across it as they explore the area, or maybe come across a message pointing other survivors that way ('cuz, zombies can't read and all).
It's out of the way, fairly well defended, and camouflaged just enough that it hasn't yet been noticed. The inhabitants are very secretive about forays outside of the camp, and work very hard to not be noticed by the zombie horde.
At some point, though, after the PCs make contact and figure out what's going on, something will happen that reveals the location of the camp to the dracolich...
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Post by Deleted on Dec 20, 2016 7:30:35 GMT -8
Other adventurers / local army units are another option, especially as they could easily become allies or rivals. They also add the potential for other high level factions such as a nearby noble who seems a little too interested in the forest.
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sbloyd
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Post by sbloyd on Dec 20, 2016 7:34:49 GMT -8
Displaced tribe of frog-like humanoi...
"They're Bullywugs, Pat."
Damnit. Yes, they're bullywugs.
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Post by bigbsonnier on Dec 20, 2016 7:55:20 GMT -8
Displaced tribe of frog-like humanoi... "They're Bullywugs, Pat." Damnit. Yes, they're bullywugs. lol, Take 1 point of wandering damage.
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Post by bigbsonnier on Dec 20, 2016 7:55:43 GMT -8
Thank you guys for the help. You've given me a lot of ideas to work with.
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Post by ayslyn on Dec 20, 2016 9:06:27 GMT -8
Displaced tribe of frog-like humanoi... "They're Bullywugs, Pat." Damnit. Yes, they're bullywugs. lol, Take 1 point of wandering damage. That's what metal dice are for... "Player takes d20 damage!" wooosh.....thwack!* *Please note this is no way advocating actually assaulting your players with dice....
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dnddad
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They're bullywugs aren't they Pat...
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Post by dnddad on Dec 20, 2016 14:44:08 GMT -8
lol, Take 1 point of wandering damage. That's what metal dice are for... "Player takes d20 damage!" wooosh.....thwack!* *Please note this is now way advocating actually assaulting your players with dice.... I'll never get tired of hearing that story... Anyways, you could have some sort of spirit, maybe a lesser god, in that area trying to subvert the big bad. Maybe the lesser god of "whoever in your party needs some face time," seeks to regain the magical mcguffin stone of all the magics, and will help lead the party to a group of "friends." Those friends being the resistance or some primitive tribe that the undead won't go near because they have the anti-magical mcguffin stone of all the magics.
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Post by chronovore on Dec 22, 2016 19:51:42 GMT -8
More personal, NPC interaction time?
It turns out the dracolich is just lonely, all those centuries and all its other dragon-pals having opted for a natural lifespan and death. Have the dracolich show up for coffee, and maybe just talk things over.
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Post by jonas on Dec 22, 2016 23:19:16 GMT -8
Another suggestion:
Some zombies that weren't turned properly and still have their personality left. They are still willful and try not to get noticed by their dracolich overlord (the other zombies are to dumb to notice that they are acting weird), but are willing to help the adventures with insider information - hoping that they will slay the dracolich and set them free.
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Post by Yeoman Colubris on Jan 16, 2017 2:39:45 GMT -8
May be a fundamental change to your world, but Goblins or orcs who are not necessarily Evil, just ruthless. If they come to an agreement, they will follow it. If you save one, it will owe you and be loyal about it. You may need to show superiority, but there is a method and these are actually characters out there, not just XP.
ALTERNATIVELY, add another non-evil race---one that's good at hiding---or tribal humans like Tolkien's Wild Men and introduce them as a third aspect to the political situation in the region.
Constant brutal guerrilla warfare is a political situation.
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Post by ilina on Jan 16, 2017 7:45:17 GMT -8
not every Orc or Goblinoid is inherently evil. most of them are probably neutral and likely to be Lawful. maybe the Group Saves the Life of an Honorable Hobgoblin Officer and he works alongside them as part of a Life Debt, and proceeds to provide them safe passage to his leader's encampment and they end up Befriending the Hobgoblins, then they have to Arrange an Agreement between the Orcs and the Hobgoblins whom had been Warring each other for years, for the Orcs to call them Brave Jaguar Spirits.
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sbloyd
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Post by sbloyd on Jan 22, 2017 18:53:27 GMT -8
ALTERNATIVELY, add another non-evil race---one that's good at hiding---or tribal humans like Tolkien's Wild Men and introduce them as a third aspect to the political situation in the region. Mongrelmen are kind of the tailor-made solution to this. They're everybody's slave race, they toil in the mud, and kowtow to anyone that comes along.
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