Lazarous
- Quote
- Posted: Wed, 01 Feb 2012 00:53:24 +0000
Lately I've been thinking about setting up a Kerberos Club campaign for some friends. I've been mulling on some plot ideas, but I figure I could use some more input. Here's what I have so far:
I know I will probably feature cultists at least once, especially if one of the characters decides to play a Magus. Actually, pretty much everything in this post is subject to change based on the characters created. A campaign theme is a pretty overarching thing and not something that will show up in every adventure.
There's one adventure I have in mind that's time critical, taking place between William IV's death in June 20 1837 and Victoria's coronation in June 28 1838.
I have at least one adventure in mind that isn't time critical. Of course, the later in the century it is, the more overblown it should be.
That's pretty much all the plans I have for adventures right now, so I'd appreciate some suggestions to round them out. Very brief plot hooks are very welcome as well, since I can totally see a session of several very short adventures.
Of course, there are some things in the official time line that I would like to involve the characters in. I can say exactly why they attract me, but I can hazard a guess.
In addition to those fascinating plot events there are some things I might want to cram in there.
Ok, that's a bunch of stuff written down now. Now it's your turn to add stuff. Whether entirely new or to round out what's already around. Or just comments. Any replies are welcome. Any at all.
General campaign theme
I'm currently weighing
I could of course combine them or use them all, but not sure how I want to lean on it. As long as it involves battles on flaming airships I'll be happy.
- Lost Kerbereans have secret dark designs on the fate of the empire
Obscure Cultists have secret dark designs on the fate of the empire
Secret plans for power
I could of course combine them or use them all, but not sure how I want to lean on it. As long as it involves battles on flaming airships I'll be happy.
I know I will probably feature cultists at least once, especially if one of the characters decides to play a Magus. Actually, pretty much everything in this post is subject to change based on the characters created. A campaign theme is a pretty overarching thing and not something that will show up in every adventure.
Introductory adventure
My plan is to start during the reign of King William IV; 1835 at the very latest. The introductory adventure will take place before the PCs have become Kerbereans. Basically, it will be their introduction challenge (though they will be unaware of that).
My story so far is that the British Museum has gotten hold of the lost Notes of Lord Byron and are about to open a big exhibition. Alas, there was always something Strange about Byron's writing, and especially his uncensored works may have drastic effects on the unprepared human psyche. Each of the players will be tasked by their respective sponsors to bring back the Notes to him/her and make sure nobody else gets them.
However:
My story so far is that the British Museum has gotten hold of the lost Notes of Lord Byron and are about to open a big exhibition. Alas, there was always something Strange about Byron's writing, and especially his uncensored works may have drastic effects on the unprepared human psyche. Each of the players will be tasked by their respective sponsors to bring back the Notes to him/her and make sure nobody else gets them.
However:
- What effects will the Notes actually have?
Some Kerbereans may find the challenge too easy and decide to spice things up a little. How?
I've more or less decided to use Beau Brummel as an immortal Kerberean, but I'm not sure how to use him?
There's one adventure I have in mind that's time critical, taking place between William IV's death in June 20 1837 and Victoria's coronation in June 28 1838.
The 1838 affair
Fanatical cultists are trying to summon one of their Abominable Overlords to possess the young Queen and rule all of the British Empire through her. Not sure how to lead things up to this.
My hope is for a climactic final battle against the cultists as they try to complete their rituals. Possibly even a fight against an Appendage from out of Time and Space to really sum things up at the end. If the fight is timed well enough, the players can ask themselves if they're the reason for Her growing divinity throughout the century and if it's really so benevolent as it seems. Especially when She gets cultists of Her own.
Bonus points if the cultists are performing their ritual on some sort of vessel. Probably not an airship this early, but an offshore naval vessel might work. I'm sure they also burn quite well.
Tying this to a Lost Kerberean shouldn't be hard. Neither should it be to tie it to international cultist organisations, though I'd have to write one up - which could lead to the whole business with the CSA.
My hope is for a climactic final battle against the cultists as they try to complete their rituals. Possibly even a fight against an Appendage from out of Time and Space to really sum things up at the end. If the fight is timed well enough, the players can ask themselves if they're the reason for Her growing divinity throughout the century and if it's really so benevolent as it seems. Especially when She gets cultists of Her own.
Bonus points if the cultists are performing their ritual on some sort of vessel. Probably not an airship this early, but an offshore naval vessel might work. I'm sure they also burn quite well.
Tying this to a Lost Kerberean shouldn't be hard. Neither should it be to tie it to international cultist organisations, though I'd have to write one up - which could lead to the whole business with the CSA.
I have at least one adventure in mind that isn't time critical. Of course, the later in the century it is, the more overblown it should be.
Vacation on the heath
I'll be asking the players to write up a couple of NPCs important to their characters. I'm hoping at least one will be a family member. This family member will ask the PCs to go check up on her recently widowed cousin in the countryside; a charming little place in Scotland called Baskerville.
As the PCs arrive they learn of both a series of mysterious disappearances and recent sightings of enormous flaming Hounds. This is meant to be a sort of early or interlude adventure, so the forecast states a minimal chance of flaming airships.
Not yet sure on what the cause for all of this should be. I think it'd be wise to avoid fanatical cultists again, so I'm wavering between:
As the PCs arrive they learn of both a series of mysterious disappearances and recent sightings of enormous flaming Hounds. This is meant to be a sort of early or interlude adventure, so the forecast states a minimal chance of flaming airships.
Not yet sure on what the cause for all of this should be. I think it'd be wise to avoid fanatical cultists again, so I'm wavering between:
- French commando occultists opening a gateway to Hell to destabilize British government in preparation for another anglo-french war.
Alien invasion.
That's pretty much all the plans I have for adventures right now, so I'd appreciate some suggestions to round them out. Very brief plot hooks are very welcome as well, since I can totally see a session of several very short adventures.
Of course, there are some things in the official time line that I would like to involve the characters in. I can say exactly why they attract me, but I can hazard a guess.
- 1859 - The launch of the first British Navy Airship HMAS Queen. I'm sure there will be plots all around something like that.
Late 1860's - Syphilitic Vampirism. Hunting in the London Sewers.
1869 - The London Invasion. Because I would love to see my players wrecking entire neighbourhoods to bring down a flying Atlantean war pyramid.
1880 - I suppose if the players are going to be of the criminal variety, I might ship them off to Afghanistan. Syphilitic vampires in hidden mountain caverns?
1885 - The Automechanical Rebellion. I should probably foreshadow it in earlier adventures by interaction with Marxists and/or the movement for improved working conditions for pixies and goblins. Should also lead up to some detective work for where the Manifesto Deck actually came from.
1889 - The Ghost Dance, if the PCs seem like the sort who'd be into that. To me it seems like a good headline, but not a whole lot of plot to work with.
1901 - The fall of the Confederate States. Because Eldritch Abomination From Out of Time and Space. That might actually work out well as the culmination of a cultist campaign theme.
1902 - The End. More of an epilogue than anything else, really. Should cram plenty of foreshadowing into previous adventures so the players can just execute their escape plans. Or just let them freeform whatever they want. Either way, the characters would be pushing 100 by now.
In addition to those fascinating plot events there are some things I might want to cram in there.
- Special Branch, because hard-nosed spiteful antagonists with official charter to do whatever they want will hopefully be at least annoying.
Bethlem Hospital; related to the above.
India! Adventures in the most inaccessible jungles in the Empire, of course.
China! Western magic vs. Oriental mysteries!
The centre of the World! Because anything Jules Verne is worth it.
An Airship Race Around The World In 80 Days. Could include all the other destinations in the process.
Air pirates! Related to the above.
Railroad Robo Knights! ....Maybe in some other campaign.
Ok, that's a bunch of stuff written down now. Now it's your turn to add stuff. Whether entirely new or to round out what's already around. Or just comments. Any replies are welcome. Any at all.