Difference between revisions of "BrokenShade/IndividualChallenges"

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This page is devoted to ideas for one (or two, or even more) game sessions. Many of these ideas were not originally mine, note.
 
This page is devoted to ideas for one (or two, or even more) game sessions. Many of these ideas were not originally mine, note.
  
*/NonFightChallenges
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*[[/NonFightChallenges]]
*/FightChallenges
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*[[/FightChallenges]]
  
The page is a subpage of my /CampaignIdeas section ...
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The page is a subpage of my [[/CampaignIdeas]] section ...
  
 
= Ideas Still to Detail =
 
= Ideas Still to Detail =

Revision as of 09:02, 3 April 2010

This page is devoted to ideas for one (or two, or even more) game sessions. Many of these ideas were not originally mine, note.

The page is a subpage of my /CampaignIdeas section ...

Ideas Still to Detail

  • Natural (or Wyld) disasters affecting mortals (volcano etc)
    • As they are taking the mortals to freedom, they realise one has been left behind. When they get back, they see she is trapped by a fire spirit etc! (time for heroics ^_^)
  • Fair Folk incursions affecting mortals (listless mortals appear in the village)
  • The guild, using (a network of indirect) economic pressure on their relatives etc
    • To force the PCs to work for them? On a specific job, or permanently?
  • Foes that materialise and dematerialise
  • Social Charms
    • ... all the PCs allies turn on them
    • Everyone starts worshipping their ancestors (Abyssal preacher)
  • Fair folk ninjas with glass shuriken that dissolve into essence stealing spiders
  • Meet someone in disguise who appears friendly, but is later revealed as a (known) enemy
  • Barbarian raiders have kidnapped the sister of a PC
  • The local god is threatening to cause a famine if he is not given outrageous new offerings
  • Faeries have been stealing red-headed children out of their beds and spiriting them off
  • Quest to obtain scarce resources
  • Mine collapse ... people stuck beneath the earth
  • In the dark and pouring rain on a bamboo floating redoubt
  • Free the Amber Post Slaves- Attack the Amber Post and free its current slave population. The Guild will pay a bounty for Arguin Cesta, minus the cost of the escaped slaves of course.
  • Escape From the Samikal Fens- Fast paced escape through noxious northern swamp inhabited by fell beasts. Very dark and moody.
  • Rescue a Realm Prisoner from the Imperial City- A mortal ally has been imprisoned by the Wyld Hunt within the Imperial City. The circle must rescue their ally without bringing down the wrath of the Dragon-blooded
  • Ambush a Guild Slave Caravan- Word has reached the circle of a guild caravan en route to a Fair Folk citadel. They must ambush the caravan and free the slaves before the Fair Folk claim them.
  • Destroy a Yozi Cult- A deep cavern in the Southern desert has become home to a festering cult of demon worshippers who are attempting to birth a Malfean lord into creation. The cult must be annihilated to a man.
  • The Nexus Ripper Murders- Horrendous killings have started to take place in Nexus. The circle must find the killer before more innocents die.
  • Night of the Undead- The circle must take shelter for the night in an abandoned wilderness fortress. Unfortunately the castle is already infested with hungry ghosts.
  • Find the Ice Prison- A Lunar ally seeks aid in uncovering his fragmented past. The circle must find a ruined Fair Folk prison deep in the northern mountains.
  • A large bandit army has been marauding through the Hundred Kingdoms. The army is now camped in a mountain pass on the border between two kingdoms. The circle must do serious damage to the army
  • The Infested Manse- The circle receives urgent word from a sorcerous colleague. A demonic summoning performed by an overeager apprentice has gone awry and infested a powerful manse with demons. The demons must be destroyed before they spread to the countryside.
  • Envoy to the Wagon Folk- The circle is sent to recruit a recently reborn Exalt from the nomadic Wagon Folk of the Scavenger Lands. They must gain the tribes’ trust before the young nomad will leave with them.

General Encounter Reminders

Remember

  • Too many fights are about survival
  • Rather than have people try to kill characters, have them instead try to steal items (not the PCs, other items) or kidnap people, or conquer kingdoms
  • Work your story in such ways that there are more ways to achieve victory than just killing their foe
  • Toss an emotional high onto that ("Save the girl!"), then it becomes even more exciting

Try to work out interesting events that alter the dynamics of the fight

  • Fires can erupt
  • Buildings can collapse
  • Reinforcements can arrive
  • Someone can be betrayed

Give the players props to play with

  • Empasize the array of tables and the broken glass of the bar room
  • Remember: COLLATERAL DAMAGE!