In a bit of a sticky wicket - I ran my players through a one-shot between completing LMoP and the next campaign (TBD) such that they're left now kinda stranded atthe base of the Spine of the World, ~80mi east of Mirabar, north of Lurkwood. They got there from Neverwinter via "Travel with Plants" spell cast by an ally druid, alas they didn't think to plan/arrange how to return ... nutz.
Now I need a hook that'll either get this 5x level6 back to NW, or someplace else (not in the middle of nowhere!) where we can kick off the next campaign; not sure what that next campaign will be (TBD, open to suggestions!), but I'm leaning towards an available D&D module (time is scant to prep homebrew stuff) on D&D beyond - perhaps Stom King's Thunder, Waterdeep Mad Mage, Dragons Icespire?
Any suggestions/recommendations/leads would be much appreciated!
Moving onto Storm King's Thunder is a good possibility. Or, if you're feeling mean, they walk in a direction and get surrounded by mist during a long rest and find themselves in Barovia for Curse of Strahd.
If the players are happy to make the journey overland, you can pull some Encounters of the Week to use for a few weeks while on their journey! So maybe the whole journey takes three sessions, in between sessions they travel for a few uneventful days, but then you put an EotW in front of them so there's some excitement during the trip. If the table is not interested in hard core nitty gritty travel then this is a good way to get the characters across huge tracts of land while only "playing" the more interactive bits.
fwiw, I'm thinking to make the next campign "princes of the apocalypse" ... reading through various hook options in the module now to see if anything might fit.
Legacy of the Crystal Shard is a D&D Next module set in and around the Ten Towns, which are up in the Spine. It will probs take a little modifying stats, but the meat of the story is solid.
fwiw, I'm thinking to make the next campign "princes of the apocalypse" ... reading through various hook options in the module now to see if anything might fit.
I'm currently running a heavily modified version of this campaign. If the players are heading back to civilization (I can't speak to the geography of the campaign settings), it'll be a good hook for the players to be seeing elemental devastation as they go: Small villages that have been destroyed by the elemental cults and their Devastation Orbs (or whatever they're called).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In a bit of a sticky wicket - I ran my players through a one-shot between completing LMoP and the next campaign (TBD) such that they're left now kinda stranded atthe base of the Spine of the World, ~80mi east of Mirabar, north of Lurkwood. They got there from Neverwinter via "Travel with Plants" spell cast by an ally druid, alas they didn't think to plan/arrange how to return ... nutz.
Now I need a hook that'll either get this 5x level6 back to NW, or someplace else (not in the middle of nowhere!) where we can kick off the next campaign; not sure what that next campaign will be (TBD, open to suggestions!), but I'm leaning towards an available D&D module (time is scant to prep homebrew stuff) on D&D beyond - perhaps Stom King's Thunder, Waterdeep Mad Mage, Dragons Icespire?
Any suggestions/recommendations/leads would be much appreciated!
Moving onto Storm King's Thunder is a good possibility. Or, if you're feeling mean, they walk in a direction and get surrounded by mist during a long rest and find themselves in Barovia for Curse of Strahd.
If the players are happy to make the journey overland, you can pull some Encounters of the Week to use for a few weeks while on their journey! So maybe the whole journey takes three sessions, in between sessions they travel for a few uneventful days, but then you put an EotW in front of them so there's some excitement during the trip. If the table is not interested in hard core nitty gritty travel then this is a good way to get the characters across huge tracts of land while only "playing" the more interactive bits.
Find me on Twitter: @OboeLauren
fwiw, I'm thinking to make the next campign "princes of the apocalypse" ... reading through various hook options in the module now to see if anything might fit.
Legacy of the Crystal Shard is a D&D Next module set in and around the Ten Towns, which are up in the Spine. It will probs take a little modifying stats, but the meat of the story is solid.
I'm currently running a heavily modified version of this campaign. If the players are heading back to civilization (I can't speak to the geography of the campaign settings), it'll be a good hook for the players to be seeing elemental devastation as they go: Small villages that have been destroyed by the elemental cults and their Devastation Orbs (or whatever they're called).