Post by Northern Dungeon Master on May 1, 2008 10:45:13 GMT -5
Ok so one of the main points of this board is to give examples of plots that other members use so that other members may "use" them... and by that i mean steal ideas
so i thought that i might as well be first to tell some of my plot line
ok the first plot was an introduction for my little brothers to the game so it has involved alot of barbrawls and easy fights
the story is set in a city where riots have broken out, inspired by a cult that has sprung from the ground as a weed and is proving equaly hard to kill...
make up your own reasons for the heros being here
well then there you go
look out for installment number II
so i thought that i might as well be first to tell some of my plot line
ok the first plot was an introduction for my little brothers to the game so it has involved alot of barbrawls and easy fights
the story is set in a city where riots have broken out, inspired by a cult that has sprung from the ground as a weed and is proving equaly hard to kill...
make up your own reasons for the heros being here
- The two heros meet in a bar, moments before a fight kicks off between two rival gangs
- The duo are thrown out of the pub and have attracted the attention of the local merchants guild
- A merchant offers them a job, its pretty much collecting a sum of money from another bar owner that he invested in
- The heros go to see the barman and are flatly rebuked by some goons, they are however told to meet the bartender at his house.
- The fight with the thugs catches the local law enforcement (town gaurd) and the heros are arrested and interogated by the gaurd captain.
- Having been released by the captain to report back the next day (or flee the city in the night)
- The heros are forced to fight their way through the city wide slaughter riots that have erupted in the wake of the cult (they can meet random gaurds as well and lend a hand)
- If they make it through the night then they can find an inn that will take them for the night (no easy thing) or go and see the bartender and talk to him
- When they go to see the bartender they find that he has been forced to fund the cult that has arisen in the city via a drop off (this information should go too the gaurd captain)
- The heros report to the gaurd captain to find that the gaurds managed to capture a member of the cult and interogate him. He yielded very little information but the gaurds have reported a strange number off signs on the walls and houses of the city.
- The heros are asked by the gaurd captain to investigate the signs with an escort of gaurd (for storyline yo could include any of the gaurdsmen who the duo helped last night)
- upon ariving at one of the signs the heros activate a sigil that opens a door into the undercity. With the sunlight fading the heros are left with a chance, wait for reinforcements and risk being caught in another riot or procede inside with their small force and hope that re inforcements reach them in time
- Once inside the pair watch as crates are moved deeper into the sanctuary of the cult. Upon opening the boxes they find weapons and armour for men and it becomes clear that the cult is planning a coup!
- Now the heros press on further into the sanctuary, leaving the gaurds dead or dying from slit throats (or fighting their way through if your brothers barbarian stubs his toe and curses while trying to be silent and gets the attention of the gaurds)
- The heros reach the very inner sanctum of the cult HQ and the final battle begins (insert boss here)
well then there you go
look out for installment number II