I need a hook
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I need a hook
OK, I recently started a campaign that will mostly be made up of published adventures. The problem is that, since all the adventures have completely unrelated story lines, I can't figure out how to get the heroes from one adventure to the next.
I kicked off the campaign by saying that the characters each got an invitation to Mordentshire to see someone called R. Richten (my players are all new to Ravenloft and have no idea who Rudolph van Richten is). So, right now the characters are working their way along the coast of the Sea of Sorrows, and they'll stumble into a couple adventures along the way. The problem is that I have no idea what to do once the characters actually reach Mordentshire.
I have tons of adventures I want to run, but I can't figure out why the characters would actually do them. I mean, why would the characters travel from Mordentshire to Sithicus to do When Black Roses Bloom? How can I get the characters into Forlorn to do Castles Forlorn?
The only idea I can think of is to have the Mist transport the characters from place to place. They arrive in a new location, deal with the evil, then get whisked away to their next location. I guess that might work (kind of like the Ravenloft version of Quantum Leap), but it might start to get annoying after a while.
Apart from simply saying "OK, here's a map of Ravenloft, where do you want to visit next", what other reason methods have DMs used to get the characters from adventure to adventure when there is no overall campaign, just episodic adventures?
I kicked off the campaign by saying that the characters each got an invitation to Mordentshire to see someone called R. Richten (my players are all new to Ravenloft and have no idea who Rudolph van Richten is). So, right now the characters are working their way along the coast of the Sea of Sorrows, and they'll stumble into a couple adventures along the way. The problem is that I have no idea what to do once the characters actually reach Mordentshire.
I have tons of adventures I want to run, but I can't figure out why the characters would actually do them. I mean, why would the characters travel from Mordentshire to Sithicus to do When Black Roses Bloom? How can I get the characters into Forlorn to do Castles Forlorn?
The only idea I can think of is to have the Mist transport the characters from place to place. They arrive in a new location, deal with the evil, then get whisked away to their next location. I guess that might work (kind of like the Ravenloft version of Quantum Leap), but it might start to get annoying after a while.
Apart from simply saying "OK, here's a map of Ravenloft, where do you want to visit next", what other reason methods have DMs used to get the characters from adventure to adventure when there is no overall campaign, just episodic adventures?
- ewancummins
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They could travel in a hot-air balloon, somewhat at the mercy of the winds. That set-up would probably require a small party that didn't carry around a lot of equipment. 

Delight is to him- a far, far upward, and inward delight- who against the proud gods and commodores of this earth, ever stands forth his own inexorable self.
-from Moby Dick (Hermann Melville)
-from Moby Dick (Hermann Melville)
- A G Thing
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My "Blank" is gone!!!: Something precious is stolen from one of the party, and they trace the thief to the next location.
His name is my name too!: Someone in one of the nations contacts one of the players having the same last name and while they may not truly be related the coincidence is enough. Works best if the characters have a reputation though.
Is there a Doctor in the Core?: A sickness or condition develops that requires the players to transport someone for treatment to a specific location that promises a cure.
Time to Relax.: The promise of a party or event the party or at least one of the players is invited to maybe a good way to get them to travel to a distant location. Perhaps useful more for a return trip unless they have a widespread reputation.
The Following Darkness!: Have the characters have seemingly random nightmares or other events. Then slowly make it more apparent that the closer they head to a certain location the less intense or even more intense depending upon the group the effects become. Drop hints as well giving them just enough to draw them in.
Gift of Direction!: The players find or receive an old map. Whether fake or not which you may wish to avoid telling them or making easy to discern it leads them to the next location. If fake once they get out of the trouble they may return and then have to track down the seller or giver if they left the previous place. Perhaps it is a cursed item or simply a tool of the dark powers and may need to be destroyed or occasionally reveals another location. A good way to have them look again after several adventures is to damage the scroll case in which it is carried. Of course unless you want it to the map should only function sporadically or the players may rely on it.
Just a few ideas... Good luck on the game!
His name is my name too!: Someone in one of the nations contacts one of the players having the same last name and while they may not truly be related the coincidence is enough. Works best if the characters have a reputation though.
Is there a Doctor in the Core?: A sickness or condition develops that requires the players to transport someone for treatment to a specific location that promises a cure.
Time to Relax.: The promise of a party or event the party or at least one of the players is invited to maybe a good way to get them to travel to a distant location. Perhaps useful more for a return trip unless they have a widespread reputation.
The Following Darkness!: Have the characters have seemingly random nightmares or other events. Then slowly make it more apparent that the closer they head to a certain location the less intense or even more intense depending upon the group the effects become. Drop hints as well giving them just enough to draw them in.
Gift of Direction!: The players find or receive an old map. Whether fake or not which you may wish to avoid telling them or making easy to discern it leads them to the next location. If fake once they get out of the trouble they may return and then have to track down the seller or giver if they left the previous place. Perhaps it is a cursed item or simply a tool of the dark powers and may need to be destroyed or occasionally reveals another location. A good way to have them look again after several adventures is to damage the scroll case in which it is carried. Of course unless you want it to the map should only function sporadically or the players may rely on it.
Just a few ideas... Good luck on the game!

"There is only one true answer to any and every question. The rest are just vagaries and obfuscations."
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"Around the Core in 80 days!"ewancummins wrote:They could travel in a hot-air balloon, somewhat at the mercy of the winds. That set-up would probably require a small party that didn't carry around a lot of equipment.
Right now I think I'm leaning towards something like what A G Thing suggested. I can come up with small reasons for the heroes to travel from one place to another. It's still kind of railroading the characters, but it wont be as heavy handed (hopefully) as bouncing characters around in the Mists or having them sent out on missions by a patron.
Maybe a character is called to Invidia on family business, which leads to The Evil Eye. And who wouldn't want to explore Castle Tristenoira to see if any lootable treasure can be found.
- ewancummins
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Nab away, my friend!brass wrote:I must nab that, a session in a balloon would be really cool.ewancummins wrote:They could travel in a hot-air balloon, somewhat at the mercy of the winds. That set-up would probably require a small party that didn't carry around a lot of equipment.

Delight is to him- a far, far upward, and inward delight- who against the proud gods and commodores of this earth, ever stands forth his own inexorable self.
-from Moby Dick (Hermann Melville)
-from Moby Dick (Hermann Melville)
A villain or child of the night who narrowly escapes the group and leaves a bitter taste in their mouths. The chase that pursues can take them to another point of your interest for a final confrontation or another evasion.
I swear Azalin can be killed by the spell Prestidigitation, its all apart of his curse. -Failure
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Just to keep it interesting, you could have them finally arrive in Mordentshire, only to discover that Van Richten is missing. Either he's already disappeared into Bleak House -- in which case, you could do a whole campaign arc about the PCs searching for him; the Twins are too young to tag along, but their father and grandfather have the authority to hire adventurers to search for a prominent citizen and friend -- or he was abducted by someone/something nasty mere hours before the PCs came into town, and they're just in time to head out in hot pursuit of the kidnappers.
"Who [u]cares[/u] what the Dark Powers are? They're [i]bastards![/i] That's all I need to know of them." -- Crow
- Gonzoron of the FoS
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In my campaign, I had Van Richten using the alias "Dr. Hansel Ritter" to avoid notice by the creatures he fought. When the PCs arrived in Mordentshire the first time to look for him, no one knew who they were talking about.
"We're realistic heroes. We're not here to save the world, just nudge the world into a better place."
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- Gonzoron of the FoS
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