If you clicked on this - I'm sure you're interested in being an Assistant DM on my high fantasy campaign. Or want to know more about it before making a decision.
Before we start getting into the campaign plot details - here's some info about me: I've been doing Dungeon Mastering for about half a year, I know the basics and a bit of advanced lore. It's my sixth campaign. I normally do one a month and they can extend if the players want it to. My stories focus on magic users and discovering enchanted lands. There is some homebrew sprinkled in with witches and other monsters - I'm working to craft one of my own.
Here's some info about the campaign:
There were once seven lands that connected as one; Feyen (pronounced Fae-in). These lands were ruled by a gracious queen who resided in the Castle of Faye, she gave all that her subjects needed and welcomed new visitors with utmost respect. However one day - seeking to take advantage of her kindness, a witch from the North called Evillene used her knowledge of dark magic to curse the land. The castle fell into ruins surrounded by a purple fog and the green grass became a dead yellow. Now - it's up to three players to restore peace to the kingdom and train a young wizard to take the place the queen once had.
Extra Info:
I have most of the original NPCs and side quests already made - but I would love someone to help me world-build and create more characters as they come along. I'm looking for at least one and no more than two assistants. Also - thanks for reading all this if you got here!
Sounds like you have a decent start on a setting, but don't have much of a roadmap for the adventure itself. What is your call to adventure? How do the players experiences become intertwined with this "young wizard" and get swept into the action? Is the evil witch an end-boss, or is the curse the main driving force? What is the level range of the adventure? What is your expected player count, and outside of the "young wizard" NPC, are the "assistant" NPCs meant to be permanent fixtures in the party or folks who dip in to help from tie to time?
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
1. What is your call to adventure? Each player has their own backstory that I'll add into the story to create individual calls to adventure before they all meet in the game. 2. How do the players experiences become intertwined with this "young wizard" and get swept into the action? A nearby traveler tells the players of a school of promising young knights, where they'll be able to find the late queen's son - who is thirteen. 3. Is the evil witch an end-boss, or is the curse the main driving force? The curse is the main force - however, the witch will come into play throughout the campaign. 4. What is the level range of the adventure? The level range extends between Tier 2 and 3. 5. What is your expected player count, and outside of the "young wizard" NPC? Three main characters (non-NPC) 6. Are the "assistant" NPCs meant to be permanent fixtures in the party or folks who dip in to help from tie to time? What assistant NPCs - I'm looking for another DM.
If all you are looking for is someone to help create NPCs with you as needed, consider this: https://www.npcgenerator.com/
It is a rather useful tool. Without knowing a lot more about your campaign, I doubt many folks will be able to help you beyond being a sounding board for world building ideas, which is fine, but is not really a "co-DM" sort of thing.
If you clicked on this - I'm sure you're interested in being an Assistant DM on my high fantasy campaign. Or want to know more about it before making a decision.
Before we start getting into the campaign plot details - here's some info about me:
I've been doing Dungeon Mastering for about half a year, I know the basics and a bit of advanced lore. It's my sixth campaign. I normally do one a month and they can extend if the players want it to. My stories focus on magic users and discovering enchanted lands. There is some homebrew sprinkled in with witches and other monsters - I'm working to craft one of my own.
Here's some info about the campaign:
There were once seven lands that connected as one; Feyen (pronounced Fae-in). These lands were ruled by a gracious queen who resided in the Castle of Faye, she gave all that her subjects needed and welcomed new visitors with utmost respect. However one day - seeking to take advantage of her kindness, a witch from the North called Evillene used her knowledge of dark magic to curse the land. The castle fell into ruins surrounded by a purple fog and the green grass became a dead yellow. Now - it's up to three players to restore peace to the kingdom and train a young wizard to take the place the queen once had.
Extra Info:
I have most of the original NPCs and side quests already made - but I would love someone to help me world-build and create more characters as they come along. I'm looking for at least one and no more than two assistants. Also - thanks for reading all this if you got here!
Sounds like you have a decent start on a setting, but don't have much of a roadmap for the adventure itself. What is your call to adventure? How do the players experiences become intertwined with this "young wizard" and get swept into the action? Is the evil witch an end-boss, or is the curse the main driving force? What is the level range of the adventure? What is your expected player count, and outside of the "young wizard" NPC, are the "assistant" NPCs meant to be permanent fixtures in the party or folks who dip in to help from tie to time?
1. What is your call to adventure? Each player has their own backstory that I'll add into the story to create individual calls to adventure before they all meet in the game.
2. How do the players experiences become intertwined with this "young wizard" and get swept into the action? A nearby traveler tells the players of a school of promising young knights, where they'll be able to find the late queen's son - who is thirteen.
3. Is the evil witch an end-boss, or is the curse the main driving force? The curse is the main force - however, the witch will come into play throughout the campaign.
4. What is the level range of the adventure? The level range extends between Tier 2 and 3.
5. What is your expected player count, and outside of the "young wizard" NPC? Three main characters (non-NPC)
6. Are the "assistant" NPCs meant to be permanent fixtures in the party or folks who dip in to help from tie to time? What assistant NPCs - I'm looking for another DM.
Hope this answers most of your questions!
If all you are looking for is someone to help create NPCs with you as needed, consider this: https://www.npcgenerator.com/
It is a rather useful tool. Without knowing a lot more about your campaign, I doubt many folks will be able to help you beyond being a sounding board for world building ideas, which is fine, but is not really a "co-DM" sort of thing.
This website helps so much, thanks!
Anytime. I've stockpiled tons of useful material over the years.