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===Ideas for low- to mid-level adventures within the campaign framework=== #Unraveling Necromantic Zones (Maltherion’s Influence) #:At lower levels, the party could be tasked with investigating areas where death no longer functions as it should. Villages or small towns may be suffering from unnatural states where the dead do not stay dead, but instead become trapped between life and death—neither fully undead nor fully passed on. #*Encounters: The players could deal with haunting spirits, restless corpses, and confused villagers who cannot lay their loved ones to rest. There could also be cultists working to maintain these zones or performing rituals to expand them. #*Clues: As they investigate these areas, they discover the presence of ancient necromantic sigils or “Weave tears” that disrupt the natural flow of souls. They might uncover notes or journals from Maltherion’s lesser agents that hint at a greater purpose: destabilizing the boundary between life and death. #*Non-combat encounters: Local priests and scholars may seek the party’s help in performing rites to cleanse or heal these areas, leading to a discovery of how deeply the Weave is fraying. #Infiltrating a Cult (Ivelka’s Forces) #:Early on, the party could encounter a death cult rising to power in a small region, openly opposing clerics and temples that seek to preserve the sanctity of life. These cultists are led by fanatical priests and warriors, motivated by Ivelka’s twisted philosophy that death and destruction will free souls. #*Encounters: The party may need to investigate the cult through espionage, infiltrating gatherings or attending forbidden rituals where sacrifices are made. They could also be hired by local authorities to investigate the sudden collapse of noble families or leaders who have mysteriously died. #*Moral Dilemma: Some cultists may have legitimate grievances with how society uses magic to prolong life (such as over-reliance on resurrection magic or immortality). The party must decide whether to completely destroy the cult or seek a way to address these grievances without allowing Durnstang’s influence to take root. #*Clues: Documents and correspondences between cult leaders and Ivelka’s agents could hint at her broader campaign to tear down societal structures linked to life and death, showing that this local uprising is part of a far larger conspiracy. #Dealing with Demonic Contracts (Sarkathus’s Influence) #:Sarkathus’s goal of trapping mortal souls in infernal contracts can lead to early-level missions where the party is hired to resolve disputes over cursed contracts or missing persons who have vanished after dealing with mysterious figures. These contracts are designed to steal souls or bind them to Sarkathus’s demonic legions. #*Encounters: Players might confront demons and devils in disguise who are manipulating townsfolk into making deadly pacts. The party may have to track down a powerful contract broker or destroy a set of infernal documents in order to free the victims. #*Clues: Over time, the party uncovers evidence that these contracts are feeding a larger ritual designed to pull entire sections of the Material Plane into Hell. They may also discover that some of these contracts have been forged not by common devils but by Sarkathus himself, hinting at the involvement of a powerful demonic entity. #*Non-combat encounters: Negotiating with trickster demons to find loopholes in contracts, freeing souls without resorting to violence, or gathering information from individuals who narrowly escaped such deals. #Corruption of Nature (The Viridescent One’s Influence) #:At early levels, the party may investigate areas of wilderness where nature has become perverted or tainted. Forests may be growing uncontrollably, choking out towns and spreading bizarre diseases. Rivers might run black with rot, and animals may turn feral or mutate. #*Encounters: The players could face corrupted fey, twisted plant creatures, or strange fae constructs. As they explore these areas, they might find that the Viridescent One’s agents are deliberately spreading this corruption to create weak points in the Weave. #*Clues: The players could discover the Viridescent One’s fey cultists experimenting with primal magic in secluded groves, perhaps growing a strange “Life Tree” that actually saps life from the surrounding area. #*Environmental hazards: Navigating through dangerous, overgrown forests where the very plants and weather are against them. Finding the right balance between fighting corruption and preserving the natural order could also lead to interactions with non-hostile nature spirits or druids. #Tracking Ancient Relics (Orralax’s Search for Power) #:The players may find themselves on a treasure hunt, tasked with recovering lost magical relics or artifacts. Unbeknownst to them, these relics are pieces of primordial power that Orralax needs to unravel the fabric of reality. The players could be tricked into finding and retrieving these relics for Orralax’s agents, only realizing their mistake later. #*Encounters: Dungeon crawls into forgotten temples, ruined cities, or planar rifts to retrieve artifacts that could be used for either good or ill. Perhaps some of these relics have guardians—powerful ancient beings who once fought to maintain the Weave. #*Clues: Each relic recovered could whisper secrets about the true nature of the universe, giving players cryptic insights into the Weave. Ancient tomes and prophecies found along the way might hint at Orralax’s ultimate goal, and the players might encounter rival factions also searching for these artifacts. #Political Intrigue and Assassinations (Kyros’s Web of Knives) #:At lower levels, the party could be caught in a web of political assassinations and subterfuge. They may be hired to protect an important figure whose life is in danger, or perhaps they stumble across an assassination attempt in progress. The Web of Knives, Kyros’s mercenary organisation, is behind these moves, working to destabilize key regions that hold the natural order intact. #*Encounters: The players could foil assassination attempts, investigate political corruption, or be framed for murders they didn’t commit. Assassins from the Web of Knives will work behind the scenes to destabilize cities, leading to urban chases, espionage, and interrogations. #*Clues: The players might uncover coded messages or secret meetings that point to Kyros’s involvement. Further investigation reveals that the assassination of certain key figures is designed to trigger wars or societal collapse, paving the way for larger disruptions in the Weave. #*Social encounters: The party may need to navigate complex political situations, convincing nobles or guildmasters of the threat posed by Kyros’s assassins without exposing their hand too early. They may also have to choose sides in a larger conflict. #Rifts in Reality (Orralax and Durnstang’s Greater Plan) #:As the players grow more powerful, they may begin to encounter subtle rifts in the fabric of reality. Perhaps they enter an area where time flows differently, or where parts of the world seem to flicker between different states of existence. These anomalies are the result of Durnstang’s ongoing effort to weaken the Weave itself. #*Encounters: These rifts could introduce strange, otherworldly creatures or allow for glimpses into alternate realities where Durnstang’s plan has already succeeded. Navigating through these rifts might require intelligence and cunning, as the players work to stabilize reality and stop the further unraveling. #*Clues: Magical scholars and sages could help the players decipher these anomalies, piecing together the connection between Durnstang’s influence and the weakening of the Weave. The players might even receive guidance from benevolent gods or extraplanar entities who are beginning to take notice of Durnstang’s plan.
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