I have a new campaign, called Game of the Last Chance. The plot is the adventurers are invited to a party at Sunshine Castle, yet it gets crashed by the villain who traps seven heroes and the princess in large playing cards. They'd have to complete quests, as well as some to rescue the heroes. I need ideas for quests, NPCs, and town names. This kingdom is part of the renaissance, the area has deserts, plains, forests, and prairies. I'm having a max of four towns, and for the quests, please no quests from other campaigns.
oh, wait, i thought that the seven heroes were referring to the characters and that the whole story takes place in a card game. sorry
Okay, here's a short idea for a prairie one:
Schism of Lightning
As the player characters march across the prairies in search of a sign, they are ambushed by a gang of gnolls who... request help? The gnolls don't know that the great heroes have been imprisoned and mistake one of the player characters as one of them, taking their arrival as a great omen that things might turn their way. The gnoll talks about a sacred weapon enshrined atop a grand hill that the gnolls have fought against roving bands of orcs for, because both sides believe the weapon is a gift from their god (Yeenoghu for gnolls, Gruumsh for orcs). The two sides have agreed to meet on the foot of the hill to discuss, once and for all, which race has custody over the weapon. Maybe there are a few combat encounters in between then with a splinter group of orcs or some suspicious gnolls who don't believe the player character(s) is the great hero. Once they get to the meeting place, the supreme warlords of each of the two races stand forth, commencing what is basically a two-judge trial. Gnolls and orcs stand forth and give testimony one after the other, each saying that they tried to pick up the weapon, but got struck by a bolt of lightning from up above and fled.
This is all i have so far, idk where to go with this, but maybe you might? I kinda just squirted this out lol
One of the Hero Cards is gifted by the villain to a noble’s estate as artwork. The party needs to get in the estate and retrieve the card.
To free a trapped hero from the card, they need to replace them with some other living creature. The cards are made from pulp from wood from an enchanted tree in the forest. If the cards are reunited with the tree, they eject anyone trapped by them as they reintegrate into the tree.
So you have Sunshine Castle. You have a max of 4 towns. You don’t want it to be too on-the-nose with the playing card thing. So the 4 towns wouldn’t be Heartsville, Diamond City, Spadesburg, and Clubtown. But maybe some easter eggs for card players. Maybe Defender’s Bridge. Or Sandbag. Stackings. Queens’ Straight
NPCs. I don’t really know. Nothing’s coming to me right now.
There HAS TO be at least one side quest in which a knave steals a Queen's tarts.
Besides that, I'd include a lot of Lewis Carroll inspired enemies...Alice in Wonderland is pretty well known, but Through the Looking glass might be even better, it features a world that's a giant chessboard with encounters (many game-related) on each square. I'd love to see a D&D monster version of the Caterpillar, the Mock Turtle, and some other less celebrated Alice characters, maybe along with the Hatter or Tweedledee/Tweedledum depending on how obvious you want to be. Magic items might include enlarge/reduce foods, teleportation mirrors, and flamingo-shaped warhammers. Law courts, tea tables, and croquet games could be among the settings. And madness could be a constant threat...
To free a trapped hero from the card, they need to replace them with some other living creature. The cards are made from pulp from wood from an enchanted tree in the forest. If the cards are reunited with the tree, they eject anyone trapped by them as they reintegrate into the tree.
Sorry, I already have a way they get freed: you need to speak a command word within 10ft of the card and they come out completely back to normal, although, for each rescue quest, they need to defeat a boss guarding the card, so the players won't get any ideas, silence will be cast around the card, the characters can speak, yet not be able to free the hero until the boss is defeated.
You could have something based around a deck-switch, where the heroes are sent in the wrong direction, following cards in transit, only to find that they were fooled. The quest need not be fruitless though, they could always have their discovery happen somewhere where magical weapons are found etc. so they end up with some items to help.
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I have a new campaign, called Game of the Last Chance. The plot is the adventurers are invited to a party at Sunshine Castle, yet it gets crashed by the villain who traps seven heroes and the princess in large playing cards. They'd have to complete quests, as well as some to rescue the heroes. I need ideas for quests, NPCs, and town names. This kingdom is part of the renaissance, the area has deserts, plains, forests, and prairies. I'm having a max of four towns, and for the quests, please no quests from other campaigns.
Do you want the quests to be... playing card based?
They don't have to, the kingdom is just well into card games, almost everyone there has one.
oh, wait, i thought that the seven heroes were referring to the characters and that the whole story takes place in a card game. sorry
Okay, here's a short idea for a prairie one:
Schism of Lightning
As the player characters march across the prairies in search of a sign, they are ambushed by a gang of gnolls who... request help? The gnolls don't know that the great heroes have been imprisoned and mistake one of the player characters as one of them, taking their arrival as a great omen that things might turn their way. The gnoll talks about a sacred weapon enshrined atop a grand hill that the gnolls have fought against roving bands of orcs for, because both sides believe the weapon is a gift from their god (Yeenoghu for gnolls, Gruumsh for orcs). The two sides have agreed to meet on the foot of the hill to discuss, once and for all, which race has custody over the weapon. Maybe there are a few combat encounters in between then with a splinter group of orcs or some suspicious gnolls who don't believe the player character(s) is the great hero. Once they get to the meeting place, the supreme warlords of each of the two races stand forth, commencing what is basically a two-judge trial. Gnolls and orcs stand forth and give testimony one after the other, each saying that they tried to pick up the weapon, but got struck by a bolt of lightning from up above and fled.
This is all i have so far, idk where to go with this, but maybe you might? I kinda just squirted this out lol
One of the Hero Cards is gifted by the villain to a noble’s estate as artwork. The party needs to get in the estate and retrieve the card.
To free a trapped hero from the card, they need to replace them with some other living creature. The cards are made from pulp from wood from an enchanted tree in the forest. If the cards are reunited with the tree, they eject anyone trapped by them as they reintegrate into the tree.
So you have Sunshine Castle. You have a max of 4 towns. You don’t want it to be too on-the-nose with the playing card thing. So the 4 towns wouldn’t be Heartsville, Diamond City, Spadesburg, and Clubtown. But maybe some easter eggs for card players. Maybe Defender’s Bridge. Or Sandbag. Stackings. Queens’ Straight
NPCs. I don’t really know. Nothing’s coming to me right now.
There HAS TO be at least one side quest in which a knave steals a Queen's tarts.
Besides that, I'd include a lot of Lewis Carroll inspired enemies...Alice in Wonderland is pretty well known, but Through the Looking glass might be even better, it features a world that's a giant chessboard with encounters (many game-related) on each square. I'd love to see a D&D monster version of the Caterpillar, the Mock Turtle, and some other less celebrated Alice characters, maybe along with the Hatter or Tweedledee/Tweedledum depending on how obvious you want to be. Magic items might include enlarge/reduce foods, teleportation mirrors, and flamingo-shaped warhammers. Law courts, tea tables, and croquet games could be among the settings. And madness could be a constant threat...
Wizard (Gandalf) of the Tolkien Club
Naviria, honestly, my intent was not to go for Alice in Wonderland. In fact, the trapping in cards was inspired by Luigi's Mansion 3.
Actually, those town names aren't half bad. Maybe I could use them for this adventure
Sorry, I already have a way they get freed: you need to speak a command word within 10ft of the card and they come out completely back to normal, although, for each rescue quest, they need to defeat a boss guarding the card, so the players won't get any ideas, silence will be cast around the card, the characters can speak, yet not be able to free the hero until the boss is defeated.
You could have something based around a deck-switch, where the heroes are sent in the wrong direction, following cards in transit, only to find that they were fooled. The quest need not be fruitless though, they could always have their discovery happen somewhere where magical weapons are found etc. so they end up with some items to help.