So, I'm putting together a setting pitch document for some new players I'm gonna introduce to DND.
I was thinking of some ideas for potential campaigns and then I thought "Hey, I like the Red Wizards. How about I do something in Thay?"
So I've been delving into some of the lore (I'm not that worried about keeping continuity), like the Tharchions and the Zulkirs and I'm still struggling to think of how I'm gonna be able to pull this off.
My idea for the campaign is that the PC's are some folks put to death for some crime against Thay, but are able to escape (Haven't thought of how yet)
When they escape, they below the city they are in to find a small resistance cell that operates here. During the day, they are like any Thayan citizen, but at nightfall, they retreat to this hideout, devising plans on how to stop the local Red Wizards.
The adventurers then ally with the cell and slowly grow a resistance that spans Thay, their first obstacle being the local ruling wizards of the city they are in (Which may just be the capital of the Tharch they are in)
Now that I'm done with my rambling, do any DM's have some tips on how to go about all this?
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Hi. I'm a 14 year old student looking to play D&D. If you don't have a problem with me, I would gladly join your session!
"My idea for the campaign is that the PC's are some folks put to death for some crime against Thay, but are able to escape (Haven't thought of how yet)"
If the campaign begins with the players having already escaped, then you could give the players the narrative authority to explain how they escaped. That could be a fun way to let the players introduce their characters. Give a brief explanation about the prison or stockade they were being kept in and then allow them to explain how they used their abilities to escape.
If you want, you could draw a lot of inspiration from the events that occur in the Dead in Thay adventure module. Basically, the Thayans are attempting to expand their dominion leading to conflict and resistance from nearby regions. The resistance group could be a faction like The Harpers or The Order of the Guantlet working to undermine the Thayan plans for expansion.
For the beginning levels, the main bad guy should be some strong hireling of the Thayans. I'm thinking a Bobba Fett-esque bounty hunter character with a cadre of hobgoblin stormtroopers as his backup. Once this bounty hunter is dealt with by the PCs, they get the Red Wizard (aka Darth Vader's) attention.
Now that I'm done with MY rambling, I hope some of this is helpful to you.
So, I'm putting together a setting pitch document for some new players I'm gonna introduce to DND.
I was thinking of some ideas for potential campaigns and then I thought "Hey, I like the Red Wizards. How about I do something in Thay?"
So I've been delving into some of the lore (I'm not that worried about keeping continuity), like the Tharchions and the Zulkirs and I'm still struggling to think of how I'm gonna be able to pull this off.
My idea for the campaign is that the PC's are some folks put to death for some crime against Thay, but are able to escape (Haven't thought of how yet)
When they escape, they below the city they are in to find a small resistance cell that operates here. During the day, they are like any Thayan citizen, but at nightfall, they retreat to this hideout, devising plans on how to stop the local Red Wizards.
The adventurers then ally with the cell and slowly grow a resistance that spans Thay, their first obstacle being the local ruling wizards of the city they are in (Which may just be the capital of the Tharch they are in)
Now that I'm done with my rambling, do any DM's have some tips on how to go about all this?
Hi. I'm a 14 year old student looking to play D&D. If you don't have a problem with me, I would gladly join your session!
"My idea for the campaign is that the PC's are some folks put to death for some crime against Thay, but are able to escape (Haven't thought of how yet)"
If the campaign begins with the players having already escaped, then you could give the players the narrative authority to explain how they escaped. That could be a fun way to let the players introduce their characters. Give a brief explanation about the prison or stockade they were being kept in and then allow them to explain how they used their abilities to escape.
If you want, you could draw a lot of inspiration from the events that occur in the Dead in Thay adventure module. Basically, the Thayans are attempting to expand their dominion leading to conflict and resistance from nearby regions. The resistance group could be a faction like The Harpers or The Order of the Guantlet working to undermine the Thayan plans for expansion.
For the beginning levels, the main bad guy should be some strong hireling of the Thayans. I'm thinking a Bobba Fett-esque bounty hunter character with a cadre of hobgoblin stormtroopers as his backup. Once this bounty hunter is dealt with by the PCs, they get the Red Wizard (aka Darth Vader's) attention.
Now that I'm done with MY rambling, I hope some of this is helpful to you.
You should get a copy of The Unapproachable East. It has some great information on that part of the world.