Wednesday, May 29, 2013

Campaign Seed: The Goblins of Parra part 8

These series is meant to introduce a story arc involving another goblin tribe called the Night Fangs.  They live deeper in the Parra region of the mountains and have less outside contact.  They are less combat focused and have increased their magical abilities beyond that of Guirrzek's tribe.


Title: The Gypsies
Minimum Threat: 80
Story:
A group of traveling humans have set up their camp near the goblin territory.  Guirrzek sends the part out of raid them.  The camp is made up of wagons with a few defenders and is generally meant to be easy meat for the goblins.
Battle Success: 100 gold is added to the treasury.  Threat increased by 5.  Treasure is non combative in nature mainly items of comfort. Move Directly onto The Curse story point.
Failure: Gypsies maintain camp and goblin tribe is ridiculed by other monstrous humaniods.  Threat decreases 10 per season the gypsies remain.  If they remain a year unlock " The Assassin" and run that story point where Guirrzek has an attempt on his life.


Title: The Curse
Minimum Threat: 80
Story: 
Someone the goblins have raided has revenge on their mind.  They are approached by a woman in rags who commands powerful magic.  She is able to walk into the camp unmolested and place a Curse on the tribe.  60 goblins must die, four per man, for the curse to be lifted. 

Guirrzek sends the party to deal with the Night Fangs to search for a way to break the curse. 
Diplomacy Success: Goblins shaman will accompany the party back to their home.  Tribe Diplomacy increased.   After success the Night fang cheif is killed and the party fingered for it.  Move on to "the Warriors" story point
Murder and Kidnap Success: Goblins fight off a few of the night fangs and make off with a shaman tied up.  Threat increased by 10.  Move onto "The Warriors" story point.
Failure: The Night Fang chief is killed and the party is fingered move onto "the Warriors"


Title: The Warriors (night fangs)
Minimum Threat: 85
Story:
After the problems dealing with the night fangs the party is on the run in foreign territory.  runners have been sent across the valley fingering the party for the murder and a price is on their heads.  Various war clans are formed to hunt down the party.  The first of the encounters is a group of night fangs tracking down the party.
Battle Success: 25gp of treasure added to the treasury.  Healing potions and invisibility potions are available for party use, consider them restocked on arrows and other goods.  Threat increased by 5.  Move onto The Warriors (The Orphans).
Failure:This arc should be played to party wipe, players are expected to leave comrades that have fallen.  This is on the the dramatic high points of the campaign so killing off players is fine.


Title: The Warriors (orphans)
Minimum Threat: 85
Story:
Still on the run the party encounter a tribe called orphans, the exiles of other tribes.  These goblins are not willing to fight at first.  The party can talk their way through but its up to the game master to decide if exiles from the parties own clan complicate the issue forcing a battle.
Diplomacy Success: Clan diplomacy increased.  Move onto The Warriors (The Bulls).
Battle Success: 75gp of treasure added to the treasury.  Healing potions are available for party use, consider them restocked on arrows and other goods.  Threat increased by 5.  Move onto The Warriors (The Bulls).
Failure:This arc should be played to party wipe, players are expected to leave comrades that have fallen.  This is on the the dramatic high points of the campaign so killing off players is fine.


Title: The Warriors (The Bulls)
Minimum Threat: 85
Story:
Still on the run the party a group of minotaurs are now looking to collect the price on the parties heads.  They are able to track and attack the party at a clearing.  Good stealth on the parties part could reverse this so the party can attack first.
Battle Success: 275gp of treasure added to the treasury.  Party acquire a great axe of considerable power from the party leader.  Healing potions are available for party use, consider them restocked on arrows and other goods.  Threat increased by 15.  Move onto The Warriors (?).
Failure:This arc should be played to party wipe, players are expected to leave comrades that have fallen.  This is on the the dramatic high points of the campaign so killing off players is fine.

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