why your party go to Easthaven ?
Danacm
Member Posts: 951
I always wonder, why the party of adventurers go to icewind dale, especially Easthaven ?
Why your parties go there ? Gold, the possibility for adventure, gain power ?
Why your parties go there ? Gold, the possibility for adventure, gain power ?
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Meet the crew:
Capt (Human Fighter/Mage),
Spock (Half-Elf wannabe Monk),
Scotty (Gnome Illusionist/Thief),
Bones (Dwarven Cleric),
Uhura (Human Bard),
Security (Halfling Fighter - mostly dead by the end of the first battle)
Edit: Having said that, my current party of two bards, a blade, a skald, a crusader and a cleric/ranger might actually be a good case for what you're proposing. A crusader, looking for fame and glory, travels to Easthaven with his troupe of bards, meets up with a skald in the tavern and hires a local yokel ( the cleric/ranger) to be their scout. I like it!
This assumes a Non-Canonical setting that takes place after BG rather than the canonical setting that takes place before BG.
I haven't gotten Icewind Dale: EE yet but I've created my party. It's full of inside jokes from a now defunct let's play. The party is led by the Son of Gorion's Ward.
So we have the five:
Nar'Exethellen, a fight/mage/thief who acts as the group's face and goes by "Narex" as it's easier on humans. He's the most gregarious and outgoing of the five and sees this as a chance to see the world. The journey up to Easthaven was fascinating but uneventful and he wants to see more, but he is deeply loyal to his original mission.
Talathar, a fighter/priest of Corellon, has been sent with them to be the group's stalwart anchor and bulwark against whatever they may face His military expertise makes his advice invaluable as does his skill with the mace and shield.
Ardanthis, a totemic druid, was sent to investigate the disturbance in nature that his elders have sensed in the vicinity. He's going to help the group look into the Hand while they will help him restore the balance to the area after that. His knowledge of the wilds will also help the group survive in such a hostile environment.
Quenvanar, a fight/mage, is unusual in his study of two handed weapons. Skilled at both the longbow and a variety of melee weapons, he's the group's muscle.
Siluraun, a sorcerer, is going as the group's adviser on magical matters. Wise and somewhat aloof, he brings his arcane might to their mission.
Figuring that it was safer to travel with a caravan, they set off for Kuldahar. After surviving the avalanche, they were shaken by the suddenly dark turn their otherwise peaceful adventure had taken. As they fight their way through the goblins attacking the other survivors of the avalanche, they see a human man apparently unarmoured and armed with only two daggers. They rush to his aid only to see him gracefully cut down the four goblins threatening him. They decide to let this man, Kendras, join them and eventually he begins to study magic under the tutelage of the elves.
Now they're trapped in this place of dark magic and monsters and they have to fight their way out.
1.) All halfling party just out for fun and adventure. So why not explore Easthaven and the surrounding area, they then get dragged into the unfolding events.
2.) Barbarian Tribe investigating the build-up of other tribes and the threat of war. Consisting of barbarians, shaman and druid shapeshifter.
3.) Typical party out for adventure, glory and gold. Sometimes evil based.
4.) Elf party similar to Empyrial .
5.) The all good undead destroyers. Sent to purge the area of evil and undead. Consisting oh Undead Hunter, Fighter/Cleric, Priest of Lathander, Sun Soul Monk and Lawful/Neutral good mage.
I do think creating a theme and reason for being their helps to immerse yourself in the story and give a reason for trying to keep all party members alive and progress.