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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:

General campaign theme
I'm currently weighing
  • 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:

  • 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.


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:
  • 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.
Come on now, just go wild with the pulp! Bonus points for flaming airships!

Cultists
Cultists (Fair Minions)

Aspects
Conviction: "Shub'shub Tsog'gorath!"
Otherwise regular middle class

Scopes
+2 Mental
+1 Physical

Default group size
Four cultists, with +5 Mental, +4 Physical

Power Tiers
Extraordinary Physical (+1FP), bone daggers blessed by entropy.
Extraordinary Mental (+1FP), scrolls with Words Not Meant To Be Spoken.
Don't be scared, folks. I don't need anything resembling mechanics, just pleasant fluff and plot nodes.

Villain
The Notes of Lord Byron
The Strange notebook in the British Museum. Will attempt to control the mind of anyone who touches it or reads it to go on a murderous rampage.

Aspects
Defining: Old and torn but filled with malice
Conviction: "What I say goes"
Obsession: "Kill! Kill! KILL!"

Skills
Convincing Insanity +3 (Extraordinary)
[Convince + Psychic; Drawback: Requires touch or being read; Extra: Zone (1FP)]

Looking innocent +2
[Hide; Guile]

Stress and consequences
oo

Trifling:
I changed the title around a little to perhaps more accurately reflect what I'm looking for. I'll also add a few themes to riff off.

  • Pirates!
  • Slaves!
  • Robot Pirates!
  • Air Pirates!
  • Air Cavalry!
  • War Veterans! (Napoleonic war? Crimean war? Afghan war?)
  • Pirate Fortress!
  • Bee Man!
  • Rescue Operation!
  • Hell God!
  • Flaming Airships!


Go ahead! Make something of it!
Going back to the intro adventure, any ideas of things that should show up? So far I'm thinking:

Fair minions
Tripoli Triplets - Ionas, Kostas and Loukas Andrianos
Three Greek brothers, looking for the Notes. Knew (of) Byron during the Greek Revolution.

Aspects
Moustached Revolutionaries
"The Notes will lead us to the treasure"

Scopes
Physical +2
Mental +1

Default group size
Three brothers, with +4 Physical, +3 Mental

Power Tiers
Extraordinary Physical (+1FP, Snag: Requires preparation), improvised weapons and tactics


Scenes
Exhibitions at the British Museum

  • Egyptian exhibition
  • Greek exhibition
  • Native american exhibition
  • Indian exhibition
  • Chinese exhibition
  • Australian exhibition
  • African exhibition
  • History and culture of Ireland exhibition
Don't be intimidated by my well thought out and detailed plot ideas, folks. Any help is appreciated.

Opponent
Special Branch Agent
You bet these guys are going after the Notes.

Aspects
Card-carrying officer of Metropolitan Police Special Branch
Strange jurisdiction

Skills
Special Branch Agent +3
[Menace; Initiative (Mental); Networking; Minions + Unusual: Drafting; Examine; Information; Notice; Security]

Endurance +2

Arms +1, Resolve +1

Gifts
Special Branch Badge, (+1FP) to make Extraordinary Mental Attacks
Special Branch Training, (+1FP) Extraordinary defence against the Strange

Minions
An agent of Special Branch may draft as minions any Peelers in the vicinity, co-opt security guards or recruit any right-thinking man of the Empire

Stress and consequences
Health: ooo o
Composure: ooo o
Reputation: ooo

Trifling:
Middling:

Special Branch collateral
Trifling:
Middling:
Grievous:


Side story
A Rural Wedding
One winter in the 30's or 40's.

Aspects
Quite ghastly weather
High spirits kill

Summary
The protagonists are travelling by coach to [intended destination] when it sadly breaks down in the wilderness. The coachman insists the passengers move along the road to find shelter, as the weather is growing worse.

The protagonists come across a mansion which appears to be readying for a party. They are invited to stay, as the young miss of the house is getting married; the guests will be back from the church any time now.

After the guests return, the banquet starts. The banquet is followed by pleasant discourse, drinking and dancing. As the evening progresses the party grows wilder and wilder while the guests grow correspondingly more cheery.

Fights break out and people seemingly get hurt, but they get back up with bright smiles. A fire breaks out but nobody cares. The party descends into a maelstrom of violence and madness.

If at any point the protagonists attempt to leave, the party goers will insist that they stay. The more insistently they try to leave, the more insistent their hosts. If need be, the hosts will attack and drag them back inside.

Should the protagonists survive and recount their tale, they will learn that there was a mansion there once, but it burned down decades ago when the young miss got married. Only the head butler survived, but he was never quite right again, and disappeared.

Locations
The dining hall
The ball room
The smoking salon
The front salon
The rear salon
The front library
The kitchens

Assorted studies and bedrooms
Assorted guest rooms
Assorted servants quarters

The hidden crypt, filled with bones of the departed and the most powerful spirit of them all, Butler Jones.
I'm starting to think that TTGaming is scared of long pieces of text; surely it cannot be? [/obvious taunt]

Recently I've started considering doing some troupe style gaming for this campaign. Since I intend to make it fairly player-driven, players will probably end up going off in different directions at times. On such occasions I'd tell the other players to quickly make up an NPC (like: a name, two aspects and a skill at +3, +2 and +1) to place in the situation and have them play those. Anyone tried something like that?

I've also started suspecting that my players won't have the decency to stay at the Museum once they get their mitts on the Notes. I'll need to consider how the other actors in the drama would go about getting the book in the open streets. I'll also need more actors.

Adversary
Professor Alexander Mitts
Professor in literature and occultology at Oxford. Knows what the book can do and wants it for his own purposes.

Aspects
Professor of the Really Weird
Insanity is just a label

Skills
Professor in Literature and Occultology +3 (Extraordinary)
[Information; Networking; Persuasion; Strike + Unusual: Mental, Snag: Spoken Word; Research]

Deceit +1, Empathy +1
Regarding the Notes adventure at the Museum: Trying to sum up those individuals with a possible interest in the Notes whose actions should be considered.

  • The Notes - Violently Anarchistic, will try to corrupt people to rise against the Imperial Government in the most destructive way possible.
  • The Tripoli Triplets - Will even kill for the Notes if necessary, their plan is to get it and depart for Greece in several days. The Notes would have other plans.
  • Special Branch - Knows enough to be careful with the Notes. Will only use violence where Authority fails. Will probably bring the Notes to a safe location (Scotland Yard? Bethlem Hospital?). May appear later in the schemes of the Branch.
  • Professor Mitts - Academic who wouldn't know which end of a stick to hold in a fight. Will attempt to sneak the Notes out with the least resistance and return to Oxford to study it and divine its powers; which will never end up well.
  • Museum Staff - Will likely be bewildered but attempt to stop any robbery or violence where possible. Easily used by the Notes.
  • Visitors - Victims, easily controlled by the Notes, used as hostages or collateral damage.
  • Thieves? - Not interested in the Notes, but may distract players briefly?
  • Kerbereans? - Those who think the test is too easy and looking to spice it up a little. How?
  • Cultists? - Maybe not even looking for the notes, just cultist stuff?
  • Stuff from the character backgrounds? - Maybe if something fits.


Any thoughts or suggestions? I could really use some.

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