So, I'm currently DMing a homebrew campaign, where one of my players plays a character heavily inspired by Dragonball Z. I wanted to toy around with that idea, and have the party look for Ords of Dragonkind, seven in total.
Now, I've already figured out where they'll encounter about four of them. But, I'm drawing a blank on more fun ways to challenge my players and rewarding them with finding these orbs.
The party consists out of a cleric, ranger, sorcerer, monk and bard. The monk comes from a temple that worships the emerald dragon, but it was destroyed by a barbarian raiding party, who was also looking for one of the orbs. The orb still remains there, hidden. The sorcerer unknowingly carries one of the orbs with her, hidden in a magical egg created by an artificer. A third one is being guarded by a young green dragon in their lair. And the fourth one is in possession of the monk's friend he's currently looking for.
Think of some interesting stories for the other 3. You've tied the first 4 into their stories directly, so the other 3 need to be parts of their own stories. Perhaps give 3 distant locations which are said to house the orbs. The first is a dungeon which was built to protect it. The second is in the horde of a dragon who guards it fiercely. The third is in a mages castle, where a mad wizard experiments on it.
Then, they get to choose the order they go for it in. And the world moves with them;
First one, no concerns, it goes as expected - the dragon is there/the dungeon is there/the mage's castle is there.
Second one, there are signs of a barbarian scouting party - dead in the traps, cooked in the corridors, or now being undead thralls for the mage - but the orb is still there.
Third one, the barbarians have already been here, and they have taken the Orb. The dragon is dead, the dungeon is destroyed, the mages castle has been besieged.
Cue the final boss fight music, where they discover that this barbarian king is actually able to use the orb and has become the biggest, baddest so-and-so in the land. They face the fact that he now wants the rest of the orbs (which they have) and that they need to get his off him before he swamps the land in war. They might hide them or just go in with them in their pockets, but it will be a good climactic finish to the compaign!
May I ask why only some of the orbs are tied into the players' backstories? As long as you're incorporating the monk and the sorcerer into the plot, you may as well work the others in there.
An auction with all kinds of powerful figures coming to bid on it. The players either needing to raise the money to out bid the others or steal it.
Lost at sea. One can be sunk at the bottom of an ocean with a ship
Part of another legendary artefact being used in a war or by a hero, noble or villain
Heart of the forest. This artefact was was used to terraform a region and is buried in the heart of a forest guarded by fey or living plants.
Dragon escape. The orbs of dragon kind in standard dnd lore contain a dragons essence. So why cant one be a dracolichs phylactery?
Pocket dimensions. They let you do some crazy stuff in terms of terrain and a powerful wizard could have taken one to a Mordenkainen’s magnificent mansion or something. you can have an exploded wizards tower frozen in time in a pocket dimension.
Burried treasure. Some one could have hidden it some where maybe a pirate on a deserted island
May I ask why only some of the orbs are tied into the players' backstories? As long as you're incorporating the monk and the sorcerer into the plot, you may as well work the others in there.
I have story beats set up for the other players, but was struggling to find ways to tie the orbs into their stories, which was why I asked for ideas.
An auction with all kinds of powerful figures coming to bid on it. The players either needing to raise the money to out bid the others or steal it.
Lost at sea. One can be sunk at the bottom of an ocean with a ship
Part of another legendary artefact being used in a war or by a hero, noble or villain
Heart of the forest. This artefact was was used to terraform a region and is buried in the heart of a forest guarded by fey or living plants.
Dragon escape. The orbs of dragon kind in standard dnd lore contain a dragons essence. So why cant one be a dracolichs phylactery?
Pocket dimensions. They let you do some crazy stuff in terms of terrain and a powerful wizard could have taken one to a Mordenkainen’s magnificent mansion or something. you can have an exploded wizards tower frozen in time in a pocket dimension.
Burried treasure. Some one could have hidden it some where maybe a pirate on a deserted island
Some one ate it and turned into a dragon
Yes, thank you, I can def work with a lot of these!
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So, I'm currently DMing a homebrew campaign, where one of my players plays a character heavily inspired by Dragonball Z. I wanted to toy around with that idea, and have the party look for Ords of Dragonkind, seven in total.
Now, I've already figured out where they'll encounter about four of them. But, I'm drawing a blank on more fun ways to challenge my players and rewarding them with finding these orbs.
The party consists out of a cleric, ranger, sorcerer, monk and bard. The monk comes from a temple that worships the emerald dragon, but it was destroyed by a barbarian raiding party, who was also looking for one of the orbs. The orb still remains there, hidden. The sorcerer unknowingly carries one of the orbs with her, hidden in a magical egg created by an artificer. A third one is being guarded by a young green dragon in their lair. And the fourth one is in possession of the monk's friend he's currently looking for.
Anyone have any cool ideas?
Think of some interesting stories for the other 3. You've tied the first 4 into their stories directly, so the other 3 need to be parts of their own stories. Perhaps give 3 distant locations which are said to house the orbs. The first is a dungeon which was built to protect it. The second is in the horde of a dragon who guards it fiercely. The third is in a mages castle, where a mad wizard experiments on it.
Then, they get to choose the order they go for it in. And the world moves with them;
First one, no concerns, it goes as expected - the dragon is there/the dungeon is there/the mage's castle is there.
Second one, there are signs of a barbarian scouting party - dead in the traps, cooked in the corridors, or now being undead thralls for the mage - but the orb is still there.
Third one, the barbarians have already been here, and they have taken the Orb. The dragon is dead, the dungeon is destroyed, the mages castle has been besieged.
Cue the final boss fight music, where they discover that this barbarian king is actually able to use the orb and has become the biggest, baddest so-and-so in the land. They face the fact that he now wants the rest of the orbs (which they have) and that they need to get his off him before he swamps the land in war. They might hide them or just go in with them in their pockets, but it will be a good climactic finish to the compaign!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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May I ask why only some of the orbs are tied into the players' backstories? As long as you're incorporating the monk and the sorcerer into the plot, you may as well work the others in there.
Some ideas
I have story beats set up for the other players, but was struggling to find ways to tie the orbs into their stories, which was why I asked for ideas.
Yes, thank you, I can def work with a lot of these!