So, those who know the Out Of The Abyss Campaign, I was curious about doing that (the first chapter only with the escape idea of the prison of the drow.) then veer off into a world where some harsh magic (maybe the magic of the forest that you enter after the whole escape thing) got out and made the entire world a forgotten area. Pretty much each town and civilization is an area all of its own. To the point of each city believing that they are the last one. The players jobs would be to figure out how this happened, and try to reverse the effects by the end of the campaign. I was thinking of having a strong Tiefling or Elf Sorcerer warlock multiclass be the final boss, though I know it would be hard to do. Does this sound at all like a good idea, or do you think this idea should remain just that? I could really use some advice as this is only my third time being dm/gm, and I am still fairly new. If you have any ideas on how to help me, feel free to comment, or shoot me a private message. Also, feel free to take this idea and make it your own by adding a couple of cool twists. Thanks. It will really help. Till then,
I like the idea. Perhaps in the past there was a world destroying conflict between warring nations. As a result the survivors broke into small insular groups and saw the only way to prevent another world destroying event was to keep their small civilizations hidden from envious and prying eyes.
Each city is ruled by an elite group of wizards, priests or elders who are fully aware of the truth and meet occasionally to discuss matters of importance. meanwhile the common folk are kept unaware of the existence of any other groups believing the outside world is filled with monsters and mayhem. Whenever any outsiders wander into town they are escorted to the town authorities and told to keep their insane ramblings to themselves and are eventually brought in front of the ruling elite. At which point they are dealt with in whatever way suits your campaign.
I would say you've got a decent bedrock level idea with the forgotten cities thing, but I would hold off on designing your villain until you give more thought to how they're connected to that idea. Are they... responsible for it? Taking advantage of it for personal gain? Is it a side-effect of something else they've done? Once you figure out the relation your villain has to the cataclysm that caused all the cities to forget about each other, then you might find it easier to decide who they actually are.
And I'd usually hesitate to assign player classes to a final boss NPC, just because D&D is not balanced for PvP, and a reasonably sized player party against a single foe is still more than likely just going to clobber them through sheer action economy. If you increase the NPC level drastically tov try to avoid this, that'll likely still happen, just after the boss one-shot-kills some of your players with a high level save-or-die spell, which isn't really satisfying for anyone. Instead, I'd take note of actual monster/npc stat blocks of around the power level you're looking for, take note of what features they have, spells, spell slots, etc, and borrow heavily from them to combine into something that looks like you're going for. The result should be able to challenge a full party in a more satisfying way than just "high level sorcerer warlock" and you can still flavor it however you want.
Thank you guys so much for the suggestions. They are really helping. CharlesThePlant, I understand the whole thing of monster instead of pvp, and will definitely take that into account. Nakadnu, thank you for the idea of the “secret societies” so to speak. I really love the idea and will be sure to think more upon it and expand it. Thanks again!
Tennyson Out!
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So, those who know the Out Of The Abyss Campaign, I was curious about doing that (the first chapter only with the escape idea of the prison of the drow.) then veer off into a world where some harsh magic (maybe the magic of the forest that you enter after the whole escape thing) got out and made the entire world a forgotten area. Pretty much each town and civilization is an area all of its own. To the point of each city believing that they are the last one. The players jobs would be to figure out how this happened, and try to reverse the effects by the end of the campaign. I was thinking of having a strong Tiefling or Elf Sorcerer warlock multiclass be the final boss, though I know it would be hard to do. Does this sound at all like a good idea, or do you think this idea should remain just that? I could really use some advice as this is only my third time being dm/gm, and I am still fairly new. If you have any ideas on how to help me, feel free to comment, or shoot me a private message. Also, feel free to take this idea and make it your own by adding a couple of cool twists. Thanks. It will really help. Till then,
Tennyson Out!!💀💀💀💀
I like the idea. Perhaps in the past there was a world destroying conflict between warring nations. As a result the survivors broke into small insular groups and saw the only way to prevent another world destroying event was to keep their small civilizations hidden from envious and prying eyes.
Each city is ruled by an elite group of wizards, priests or elders who are fully aware of the truth and meet occasionally to discuss matters of importance. meanwhile the common folk are kept unaware of the existence of any other groups believing the outside world is filled with monsters and mayhem. Whenever any outsiders wander into town they are escorted to the town authorities and told to keep their insane ramblings to themselves and are eventually brought in front of the ruling elite. At which point they are dealt with in whatever way suits your campaign.
Kind of reminds me of a movie I watched one time.
GOOD LUCK!
I would say you've got a decent bedrock level idea with the forgotten cities thing, but I would hold off on designing your villain until you give more thought to how they're connected to that idea. Are they... responsible for it? Taking advantage of it for personal gain? Is it a side-effect of something else they've done? Once you figure out the relation your villain has to the cataclysm that caused all the cities to forget about each other, then you might find it easier to decide who they actually are.
And I'd usually hesitate to assign player classes to a final boss NPC, just because D&D is not balanced for PvP, and a reasonably sized player party against a single foe is still more than likely just going to clobber them through sheer action economy. If you increase the NPC level drastically tov try to avoid this, that'll likely still happen, just after the boss one-shot-kills some of your players with a high level save-or-die spell, which isn't really satisfying for anyone. Instead, I'd take note of actual monster/npc stat blocks of around the power level you're looking for, take note of what features they have, spells, spell slots, etc, and borrow heavily from them to combine into something that looks like you're going for. The result should be able to challenge a full party in a more satisfying way than just "high level sorcerer warlock" and you can still flavor it however you want.
Thank you guys so much for the suggestions. They are really helping. CharlesThePlant, I understand the whole thing of monster instead of pvp, and will definitely take that into account. Nakadnu, thank you for the idea of the “secret societies” so to speak. I really love the idea and will be sure to think more upon it and expand it. Thanks again!
Tennyson Out!