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The Horseman, War, and the Siege on Tolkeen...

Posted: Wed Jan 19, 2011 10:11 pm
by rc_brooks
I just thought I would share a relatively successful campaign we just wrapped up that might be a fun idea for those dealing with radically diverse players. The premise allowed for magic users and d-bees to ally with coalition in a time frame where it was the most unlikely.

No sense in trying to convey every detail, but to sum it up...

I had wanted to take the party through the war on Tolkeen again. I also wanted to try once again to take on the four horsemen (we had tried twice before over the past decade without success). So I after a mild brainstorm, I decided to combine them in a fashion.

Obviously some aspects of the four horsemen had to be tweaked. In my case I only chose one and a semi accomplice. War and Pestilence. The first of which was that the entities grew in power the more "souls" they consumed or in essence were sacrificed. Any person killed in the name of war was his for the taking. Once enough power was gained, these entities could split themselves. Also they were given the ability of shape changing. They were also dedicated to larger plans of destruction, rather than a straight out fight.

To state simply, War had planted himself into both the Coalition Army and in the counsels of Tolkeen. Using a shard from the dimensional prison where the rest of his bretheren lie, he was able to mask his supernatural presence. Then using a spell to temporarily become S.D.C, he joined the ranks of the Coalition (that and combined with his powers, manipulated his way up). Pestilence did the same, but she was more of an accomplice.

Anyhow, our coalition player was a special ops member who along with his superior, suspected the disguised horsemen of nefarious actions. Upon further discovery he confirmed this. Our magic users had a similar discovery in Tolkeen with one of military advisers.

Neither government believed anything the players had to say and after revealing his secret, War spent time and resources trying to find and kill the pcs, while the PCs were trying to stop War from gaining enough power to fully break open the prison and release the complete entity, of which it was a fragment.

It was a wild romp with my version of the mobius, prison camps, disguises, dissenters, a rift to the moon and a whole lot more. Definitely one of the crazier adventures I have had the pleasure of GMing, but thought I would share with anyone looking for general premise of something slightly mad that could put a new spin on adventures already ran once or twice (or more).

It was also a good opportunity to break the "all Coalition are evil" stereotype our group has fallen in to. They had started to become the object of all hate amongst some of the group, so I wanted a chance for the group to get to work with the Coalition and see some positive things in them as well.

Anyone else combined book adventures to good effect?