my party is supposed to get told that they need to go to a deferent plane to defeat a evil wizard they are going to get the amulet of the planes soon but how are they going to get told?
when they begin to question the source of this information another cat with another note shows up and the note. the note addresses their hesitations as if the note writer had been listening in.
when the players grin and try to see how many cats they can summon it's a skunk that shows up, this one trailing a larger piece of parchment simply saying "GO!"
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unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
Both, one way to make your worlds incredibly robust and ensure that none of your planning is wasted is to have more than one NPC have clues to the next stages of a journey.
There's a fine line sometimes between guiding and railroading players. That line can be hard to navigate, which is why having just the one NPC that the party are 'supposed' to speak to can actively feel to players like they are being limited.
The two options you've given provide two really differing and interesting ways of sharing the quest hook you'd like to leave for them.
Fortune Teller - Could easily be cryptic - 'I see the clouds part, I see you sworn enemy, they who wish to destroy the very stars themselves. Find the amulet, cross the planes, defeat this enemy' Then have the fortune teller collapse with exhaustion. The really great thing about this is the fortune teller could literally be having the vision out on the street in front of them without them ever having sought out a fortune teller. So even if they go somewhere other than what you expect...they still get the quest hook.
Old Wizard - Could be the person who knows that the evil wizard is planning to start their evil plan. So this wizard needs an adventuring party to venture out and stop the wizard's oldest nemesis. 'When I was younger I fought the evil wizard. I banished him to another plane. Now I am too old, but the magics are being interfered with by the evil wizard once more. I fear the evil wizard is trying to return to our plane. Please find them.' You could have a messenger arrive with a note to come and visit the old wizard as they have a task for the party. Again this means you don't rely on the party choosing to visit the wizard and you don't have to railroad the party by saying 'you all visit an old wizard'.
my party is supposed to get told that they need to go to a deferent plane to defeat a evil wizard they are going to get the amulet of the planes soon but how are they going to get told?
cat with a note tied to it's collar.
when they begin to question the source of this information another cat with another note shows up and the note. the note addresses their hesitations as if the note writer had been listening in.
when the players grin and try to see how many cats they can summon it's a skunk that shows up, this one trailing a larger piece of parchment simply saying "GO!"
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
that would be interesting.🤔
Both, one way to make your worlds incredibly robust and ensure that none of your planning is wasted is to have more than one NPC have clues to the next stages of a journey.
There's a fine line sometimes between guiding and railroading players. That line can be hard to navigate, which is why having just the one NPC that the party are 'supposed' to speak to can actively feel to players like they are being limited.
The two options you've given provide two really differing and interesting ways of sharing the quest hook you'd like to leave for them.
Fortune Teller - Could easily be cryptic - 'I see the clouds part, I see you sworn enemy, they who wish to destroy the very stars themselves. Find the amulet, cross the planes, defeat this enemy' Then have the fortune teller collapse with exhaustion. The really great thing about this is the fortune teller could literally be having the vision out on the street in front of them without them ever having sought out a fortune teller. So even if they go somewhere other than what you expect...they still get the quest hook.
Old Wizard - Could be the person who knows that the evil wizard is planning to start their evil plan. So this wizard needs an adventuring party to venture out and stop the wizard's oldest nemesis. 'When I was younger I fought the evil wizard. I banished him to another plane. Now I am too old, but the magics are being interfered with by the evil wizard once more. I fear the evil wizard is trying to return to our plane. Please find them.' You could have a messenger arrive with a note to come and visit the old wizard as they have a task for the party. Again this means you don't rely on the party choosing to visit the wizard and you don't have to railroad the party by saying 'you all visit an old wizard'.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
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