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Fortune
post Feb 5 2005, 12:16 PM
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QUOTE (DrJest)
The most important thing to think about is WHY the vamps are squatting in the mines. What do they get out of it? After all, vamps are not, as a rule, sub-sentient; they'd want the comforts of home as much as anyone.

That was my first question as well.
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Grinder
post Feb 5 2005, 03:57 PM
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Maybe they gain access to an old Liferock - much, very much magical energy. They could use it to power some magical research....
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Wounded Ronin
post Feb 5 2005, 05:14 PM
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If I were you, I'd fill the dungeon with orcs who for some reason have nothing better to do than to stand around in the dungeon and attack anyone who comes in with rusty short swords.
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Grinder
post Feb 5 2005, 05:32 PM
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Dwarves with axes. Elven mages. :D
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Kagetenshi
post Feb 5 2005, 05:35 PM
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QUOTE (Wounded Ronin)
If I were you, I'd fill the dungeon with orcs who for some reason have nothing better to do than to stand around in the dungeon and attack anyone who comes in with rusty short swords.

And the hook to get the players to keep coming? The orks are all guarding pie.

Kill the pie, eat the ork.

~J
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Fortune
post Feb 5 2005, 05:36 PM
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I was going to suggest a bunch of Gnomes who had SURGEd into little dog-like humanoids called Kobolds. :grinbig:
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Mensche
post Feb 5 2005, 07:48 PM
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MAGE "Alright guys, I need to go into an abandoned mine for my initiation group."
SAMMY "What for?"
MAGE "Oh nothing...prove myself, you know? They said if I survive the mine and wipe out the evil I am destined to be with the group."
SAMMY "So what do we get out of it?" *looks at other gun-toting individuals of the group*
MAGE "...uh...satisfaction in helping my skill develop, therefore providing us more protection than ever from enemy mojo."
SAMMY "Hmmm....No. You're not giving me much reason here."
MAGE "Oh, please. PLease?"
SAMMY "Uhhh. ..Nah."
MAGE *thinking hard* "There'll be treasure." *A BLATANT LIE*
SAMMY "REally...lots?"
MAGE "Yeah. Lots."

IMHO the group should have no idea what they're getting into. Its an abandoned mine. Let them do the legwork if at all. Maybe then they'll find out why the mine was abandoned in the first place. If they go in blind, let them face the dankest evil you can conjure (I like the free spirit idea. it could be the one responsible for gathering vampires.)

When they get in the mine, constantly make the other members of the group want to leave and say 'F*ck this noise. Nothing but dirt and darkness'.
Try and get the group seperated.
Make the entrance collapse, then they have to stick together.

I love dungeons.
Then the group has to decide wether they want to commit to their mage or not.
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DrJest
post Feb 5 2005, 10:01 PM
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I'm thinking someone's been reading Order of the Stick again... :)
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Crimson Jack
post Feb 5 2005, 10:22 PM
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Does the mage already know about this magic group's schtick (ie. "We Hate Vampires")? If not, they could send him in there after a load of orichalcum, not telling him what dangers lie within. If he already knows about the vampires in the mine, then you're left with a bit more of a dilemna in getting the rest of the party to join the 'adventure'. It could be that the mage will have to pony up some nuyen for the rest of the team to accompany him also.
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Senelif
post Feb 5 2005, 11:02 PM
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I have a few more details now. The mine will be located in the Hell's Kitchen area of the Puyallup Barrens, somewhere near Mt. Rainier. The mage will know about the group's mandate against vampirism, and as such he will then have to choose whether or not this is the type of group he would like to initiate with. If he agrees, then the first rite of initiation will be to route out and destroy the cabal located in this mine.

The mine will be pretty shabby at first, but as they get deeper into it there will be the furnishings of a fully operational research facility. Taking an idea from another post, the runners will get some hooks into a larger, worldwide vampiric plot. Somewhere in the mine will be the corpse of another runner, hired by Martin de Vries. He was supposed to clean out this hive as well, but fell victim to the dangers inside the "dungeon". In the room where the corpse is will be some kind of note, or pocket secretary hidden for the runners to find with some kind of oblique reference to de Vries, and also to the larger vampiric conspiracy.

If my group picks up on it then I imagine they will attempt to uncover the details of this conspiracy, and furthermore track down Martin de Vries, himself. This will inevitably lead to the group going to Europe to find and meet with de Vries, and then they will obviously have to put an end to the vampire threat.

I'm still working out the entire arc, but it seems like it could be fairly epic for my fledgling group.
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FrostyNSO
post Feb 5 2005, 11:25 PM
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QUOTE (Senelif @ Feb 5 2005, 06:02 PM)
If my group picks up on it then I imagine they will attempt to uncover the details of this conspiracy, and furthermore track down Martin de Vries, himself. This will inevitably lead to the group going to Europe to find and meet with de Vries, and then they will obviously have to put an end to the vampire threat.

Good luck. Make sure this is something your characters want to do, and that they don't have other, self-planned goals in mind that might derail the hell outta your well-laid campaign.

If they're anything like my players, they have a nice list of things they want to accomplish and have plans on how they want to do it. This pretty much makes me have to make long campaigns custom-tailored to the PCs' goals.

I'm not complaining, it actually makes it really nice and easy for me. Just if you are making a huge over-arcing plot with this, there is always a good chance (at least in my group) that this could be a run that they do, and then never think about it again unless they leave nice big clues that you can use to justify the bloodsucking bastards dogging them for the rest of their natural lives.

edit: Chances are, if you think you'll have trouble getting them to go with the mage to clear this mine, you'll have trouble getting them to follow the whole campaign that the mine marks the beginning of.
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Lindt
post Feb 6 2005, 04:19 AM
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Remember that unique enchanments are always fun. Mabey that weapon foci only works for 3 days during this alignment of jupiter and mars?
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Grinder
post Feb 6 2005, 08:41 AM
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QUOTE (Senelif)
If he agrees, then the first rite of initiation will be to route out and destroy the cabal located in this mine.

That's pretty tough for a newbie. I would say his first quest should be the killing of one vampire, not a whole cabal. Otherwise the group would soon run out of candidates willing (and able) to join. ;)
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FrostyNSO
post Feb 6 2005, 09:50 AM
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"Damn, that guy DeVries sent didn't make it. Oh well, lets just send another recruit."
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Grinder
post Feb 6 2005, 04:02 PM
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"Wanna become member of a iniatory group? Don't try DeVries group - their recruits tend to disappear, never to be seen again. " :D

As like characters, groups will get a reputation. And having a rep for killing 99% of your recruits during their initial test is not a good rep i would say.
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Senelif
post Feb 7 2005, 01:03 AM
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QUOTE (Grinder)
"Wanna become member of a iniatory group? Don't try DeVries group - their recruits tend to disappear, never to be seen again. " :D

As like characters, groups will get a reputation. And having a rep for killing 99% of your recruits during their initial test is not a good rep i would say.

The group will not actually have anything to do with de Vries. In fact, it will be just coincidental that de Vries had sent in a runner in the past. And whether that runner's job was to exterminate or just to reconnoiter, is unknown. Also, because in this arc, de Vries is based out of Europe it is doubtful that the neophyte runners that are participating would hear or know anything about it. Hell, the dead runner might be from Europe, himself. The whole de Vries arc is completely unanticipated by all the parties previously involved in the affair. What the overall consequences will be are still to be determined.

The initiate's group is clashing with the vampires as they are in their general vicinity and have a mandate against vamps. I still have not decided what the motivations are yet behind the mandate. I'm taking a stance on leaving a lot of the plot details open until my players actually get involved in the whole affair, that way I can insert hooks and twists that I previously hadn't thought of. I think that it is best to leave some details open so I can play it by ear if need be, that way a runner, or a failed run won't necessarily frag the entire story arc.
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Crimson Jack
post Feb 7 2005, 04:22 AM
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One way you might hook them on the De Vries angle is if the pocket sec that the poor slot who bit the bullet had on him, had a message from De Vries, instructing the guy to bring something back to him that the group will positively run across in the mine research center. You include a big enough payoff for said retrieval and you might find at least a mild curiousity in finding out some more about the 'dead man's run'. In fact, that might make a good run title.
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Mensche
post Feb 7 2005, 06:39 AM
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that sounds like a solid run
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Garland
post Feb 7 2005, 12:23 PM
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QUOTE (Fortune)
I was going to suggest a bunch of Gnomes who had SURGEd into little dog-like humanoids called Kobolds. :grinbig:

I heartily endorse this. Kobolds automatically up the fun level to at least "Wacky."
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lodestar
post Feb 7 2005, 05:37 PM
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You so gotta put an E H P in this! ;)
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hyzmarca
post Feb 7 2005, 06:31 PM
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Two words: Vampire-Dragon Toenails. Imagine how much they'll be worth. And all they'll have to do is off a Vampiric Dragon.

The first rule of determining treasure: Know the antagonists. Know what they'd have around and how it would be guarded. It has to make sense. The big problem with classic dungeon crawls is locked traped chests lying around for no apparent reason.

And remember, the evil wizard isn't going to put a deathtrap on his wardrobe closet unless he is immune to it. No one wants to accidently kill himself getting dressed in the morning, even if he closet is full of expensive +7 Robes of Immunity to magic and +12 pants of immunity to sharp and/or pointy things.

In a mine, raw metals are a good reward. Maybe some gold or silver that can be fenced. Maybe some natural orihalcum.
An Ancient and powerful vampire menance should have some ancient artifacts. Such a creature could have trinkets of historical significance or powerful Artifacts from the Fourth World. Either way he'd keep them close.
A militant cabal would be fairly well armed should have some high-end guns, maybe some combat drones, as well. Some Vampiric physads and mages may have weapon foci.
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Crimson Jack
post Feb 7 2005, 07:55 PM
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QUOTE (hyzmarca)
+12 pants of immunity

Why am I laughing at this? :rotfl:
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