So my party made a point of finding a foster home for a random street urchin NPC.
So this gave me an idea. A very young Tiefling has heard of the party's deed and would like them to find him some foster parents. He offers to pay them with...
I like the idea that he's got something he really shouldn't have. Something powerful or rare that he knows is valuable but doesn't know exactly why.
This would prompt the questions.
What the hell is it?
How did they get it?
What does the party do with it?
Anyone done something like this before or have some interesting ideas?
An idea I've toyed with is warlock street urchins. Basically imps or other minor devils make pacts with desperate orphans to help them survive and in return they act as agents for devils in the material plane until they eventually die and become devils themselves. They could make a good pawn for a larger devil plot where they give an item to the party to lure them to something else.
Mechanically I'd run it as a commoner with subtle luck based powers like hex, bane and dark ones own luck that they use to support a devil like an imp familiar. It makes them more of an inconvenience than them doing damage by doing things like making checks harder and resurrecting a minor monster like an imp it keeps the threat relatively low so the party doesn't have to kill them but if they do they also become an imp.
As for what it is it could be a relatively mundane item with a riddle or prophecy on it like a sword, a very elegant key that opens some strange lock. An enchanted story book that contains a hidden message. Those kinds of things work well for kicking off plots. The actual text on it could be a recipe for a magic item or spell, or a lead to the location of a dungeon.
I haven't done that, but I'm absolutely stealing it. ;-)
If you can tie the tiefling's item into an existing plot thread, that could be a nice lead-in for a continuation of the adventure or a pivot point. Maybe the tiefling stole it from some cultists or a wealthy noble and is trying to offload it and get adopted as protection? Maybe the tiefling is actually in possession of something incriminating and his thieves' guild told him to plant it on some people as his final rite of initiation. The party can get swept up in the aftermath - be it with the authorities or the thieves' guild who want their MacGuffin back.
It feels to me that you're approaching this in a linear kind of way. You have found the character that is going to be your delivery system but you're searching what hes going to be delivering so that you can then plan the next adventure.
I would approach this differently. I would rather choose what is going to be the next adventure. Let's say, i'd like the party to investigated an haunted manor. Now i have found the adventure. If you've gotten an adventure like on the DMsGuild or elsewhere, then you already have your villain, encounters and others. If you do not have anything, the next thing would be to plan your villain and it's puppets. What will the PC be able to discover and so on and so fort for your haunted manor. Then the answer to your question becomes much easier. I got my NPC who's going to be the delivery system, now i just need a piece of information for the PC to head there; an old key with the manor name inscribed on it. PC start asking question around the village to learn that this manor belonged to an old and powerful mage but since he has passed away, it has been deserted as it has bring madness to anyone who step foot in it... this would intrigue the PC to head over there in the hope of finding valuables and thus why it belonged to an old powerful mage.....
If your party likes to help out urchin, then you can easily tailor the chosen adventure; this urchin is deadly scared of this manor as some of his friends has tried to used it as a sleeping place especially during the winter as it is hard to find a warm place... but none of them has ever came back.... and there is a rumor running among urchin to avoid this place....but the cold sometimes makes you forget....and hope to find a welcoming place.... you want to tackle demons, you've make the manor a worshiping place and change its concept and instead it belong to a powerful warlock....
Now, if you're asking for an adventure, one would need to know the average party level, number of PC, setting, alignment, class, race and could even be backstory and others to suggest something more specific
Professor orb from a crazy old wizard who became a lich the tiefling child ran when he or she figured out the wizard who they were appretince to asspired to be a lich and stole a professor orb with dark knowledge in it you could literally make a entire campaign with a arch lich as bbeg with this.
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So my party made a point of finding a foster home for a random street urchin NPC.
So this gave me an idea. A very young Tiefling has heard of the party's deed and would like them to find him some foster parents. He offers to pay them with...
I like the idea that he's got something he really shouldn't have. Something powerful or rare that he knows is valuable but doesn't know exactly why.
This would prompt the questions.
What the hell is it?
How did they get it?
What does the party do with it?
Anyone done something like this before or have some interesting ideas?
An idea I've toyed with is warlock street urchins. Basically imps or other minor devils make pacts with desperate orphans to help them survive and in return they act as agents for devils in the material plane until they eventually die and become devils themselves. They could make a good pawn for a larger devil plot where they give an item to the party to lure them to something else.
Mechanically I'd run it as a commoner with subtle luck based powers like hex, bane and dark ones own luck that they use to support a devil like an imp familiar. It makes them more of an inconvenience than them doing damage by doing things like making checks harder and resurrecting a minor monster like an imp it keeps the threat relatively low so the party doesn't have to kill them but if they do they also become an imp.
As for what it is it could be a relatively mundane item with a riddle or prophecy on it like a sword, a very elegant key that opens some strange lock. An enchanted story book that contains a hidden message. Those kinds of things work well for kicking off plots. The actual text on it could be a recipe for a magic item or spell, or a lead to the location of a dungeon.
I haven't done that, but I'm absolutely stealing it. ;-)
If you can tie the tiefling's item into an existing plot thread, that could be a nice lead-in for a continuation of the adventure or a pivot point. Maybe the tiefling stole it from some cultists or a wealthy noble and is trying to offload it and get adopted as protection? Maybe the tiefling is actually in possession of something incriminating and his thieves' guild told him to plant it on some people as his final rite of initiation. The party can get swept up in the aftermath - be it with the authorities or the thieves' guild who want their MacGuffin back.
It feels to me that you're approaching this in a linear kind of way. You have found the character that is going to be your delivery system but you're searching what hes going to be delivering so that you can then plan the next adventure.
I would approach this differently. I would rather choose what is going to be the next adventure. Let's say, i'd like the party to investigated an haunted manor. Now i have found the adventure. If you've gotten an adventure like on the DMsGuild or elsewhere, then you already have your villain, encounters and others. If you do not have anything, the next thing would be to plan your villain and it's puppets. What will the PC be able to discover and so on and so fort for your haunted manor. Then the answer to your question becomes much easier. I got my NPC who's going to be the delivery system, now i just need a piece of information for the PC to head there; an old key with the manor name inscribed on it. PC start asking question around the village to learn that this manor belonged to an old and powerful mage but since he has passed away, it has been deserted as it has bring madness to anyone who step foot in it... this would intrigue the PC to head over there in the hope of finding valuables and thus why it belonged to an old powerful mage.....
If your party likes to help out urchin, then you can easily tailor the chosen adventure; this urchin is deadly scared of this manor as some of his friends has tried to used it as a sleeping place especially during the winter as it is hard to find a warm place... but none of them has ever came back.... and there is a rumor running among urchin to avoid this place....but the cold sometimes makes you forget....and hope to find a welcoming place.... you want to tackle demons, you've make the manor a worshiping place and change its concept and instead it belong to a powerful warlock....
Now, if you're asking for an adventure, one would need to know the average party level, number of PC, setting, alignment, class, race and could even be backstory and others to suggest something more specific
Professor orb from a crazy old wizard who became a lich the tiefling child ran when he or she figured out the wizard who they were appretince to asspired to be a lich and stole a professor orb with dark knowledge in it you could literally make a entire campaign with a arch lich as bbeg with this.