Brainstorming an arc


3Mile

 

Posted

Hi ... I just wanted to get some feedback on a story arc I'm working on. I've got a decent first mission set up, but I could use some thoughts on where to go with it.

The concept: A Circle of Thorns magus commissions the PCs to summon faeries of the Seelie Court to serve him, but the ritual goes horribly awry.

So far, here's what I have:

Mission 1: The players enter a Legacy Chain office/cave map, where they find the Grimoire of the Sidhe. After they find the Grimoire, they must destroy the Seal of the Ancients to bring the Fae into our world. I'm thinking of adding a bit more to this, perhaps two more steps to the ritual. Maybe ... recite a spell over an obelisk or similar. After the PCs perform the final ritual, a group of Seelie faeries appear, chastise the PCs for meddling with forces beyond their ken, and attack. Incidentally, this'll surprise the hell out of the players, I expect. I created the faeries, and they're kind of tough.

Mission 2: The CoT mission giver reports that the Fae, not amused with his summons, have taken over his sanctum. He sends the PCs to clear out this sanctum and return it to him. I'm thinking of including a couple optional rescues in here ... but how can I make it more interesting than a standard "beat up all the mobs" mission?

Not sure where to go after this. As a theme, I want to put forward the idea that our CoT magus was foolish to meddle with powers that mortals were not meant to have. I'm thining of a final mission where the PCs must confront a major Sidhe Prince (Archvillain or Elite Boss level), perhaps with the CoT mission giver taking a personal interest in the mission or else sending a couple CoT types along to assist the PCs.

Ideas I'm looking for:

1) What would be a good way to enact a ritual to send the Fae back to where they came from?
2) What might be a good interim mission?
3) How can I make this mission arc stand out?

Thanks for your assistance.


 

Posted

Is this an evil arc. Just trying to figure out PC's motivations.

For mish 2 I would probably add collections - maybe a few arcane artifacts and perhaps a battle or 2. It's always fun to see those going on in the background while you are fighting a seperate mob.

As for your filler mish it always good to cross paths with another faction. Maybe the appearance of this new faction threatens what little balance there is in croatoa and your heroes have to make it right before the big push to the finale. Or if you are redside maybe your Fae have attacked an Arachnos asset and you have to stop it before Arachnos decides "to clean house"

Hope this helps


 

Posted

That does help, actually. And this does give me a few ideas.

The mish is a villain mission. The PCs' initial motivation is a simple exchange ... they help the contact take over the world, they get Australia. Or something like that.

Let's see ... this gives me a general arc:

Mission 1: Search Legacy Chain, get book, summon the Fae. As it is, I have Legacy Chain types showing up as the PCs destroy the Seal. I think I'm going to make the ritual a little mor complicated ... obtain the book (collection), then two new goals pop up: Fetch mystic herbs and add them to a cauldron and speak ritual words over an altar. After this, destroy the seal to let the Fae in.

Mission 2: Retake Magus Alexander's sanctum. The mission will include some rescues that are not essential. Also, they must bring back from Alexander's sanctum a couple grimoires and a wizard that Alexander had held prisoner ... this wizard has some knowledge of the Dreamlands, and his knowledge will be essential to send the fae back.

Mission 3: Magus Alexander is worried that he will be blamed as the fae run amok in an Arachnos base, Magus Alexander wants the PCs to eliminate both the Fae AND Arachnos agents. He also gives them evidence to plant in the base mainframe that will make the incident look like a Longbow attack.

Mission 4: Obtain ingredients needed for a ritual to return the Fae to the Dreamlands. The PCs must obtain essences. To do so, the PCs must venture into the Dreamlands themselves and retrieve the essences. Since it's the Dreamlands, it wil be shaped by the PCs' own experiences (that is, it will be a standard map), but the Fae will haunt the map, as the Dreamlands are their own world. Different groups will guard Essences: LB guarding Essence of Virtue, Arachnos guarding Essence of Evil, and maybe a couple others. After the PCs retrieve the Essences, they'll find themselves trapped in the Dreamlands (i.e., a new mission objective will pop up), and they'll have to defeat the Lord of Dark Imaginings, a powerful Elite Boss fae who does not want the PCs to leave. I may replace this with a destructible object w/ ambushes.

(I think for this, I'll want a map with a jail in it. Is there a good one to recommend).

Mission 5: Magus Alexander has concocted a ritual that will return the Fae to the Dreamlands and seal them there. As he performs his part of the ritual, he sends the PCs to an underground temple. There, they must put into place the Elemental Essences they gained from the Dreamlands and speak a mystic incantation. They must also defeat the Archduke of Valyr, a powerful Seelie Fae whose will is keeping open the portan between the Dreamlands and the Rogue Isles. Once all of this is completed, the Fae will be returned to the Dreamlands.

I think this could work.


 

Posted

Arachnos base, Council base, Cot base (likely best fit given subject matter), And Mayhem mish maps that i know of - but i have never used them in any arcs, so i am not sure they in the AE - if so I would suspect unique maps