So I was trying to write a story based around the idea that players need to gather a set number of scrolls to achive the end. The scrolls each hold a piece of an ancient creed held by an order of well known knights that suddenly disappeared. They need to bring these scrolls together and recite the creed to return the order to the world. The creed however, ends up being lyrics from Never Gonna Give You Up. I'm kinda stuck there though. It's just a concept. As you can tell, It's not something that needs to be taken too seriously, but I do want to be able to keep them on track so that this result is a surprise. (Still kinda new to being DM.)
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"Death is not the end. It is merely the beginning of something new."
The scrolls don't have to be written in a language that the players can immediately understand, and can also be written in cypher code that can't be broken by any spells, until the end where the code sheet is obtained or found or whatever, still a surprise; over the course of the campaign might could need to visit several libraries and pursue leads from academic npcs, maybe some scrolls are found deep in dungeons, others in the hordes of dragons or beholders, or stingy/rich/eccentric private collectors or pirates
When running a multi-part quest ala Rod of Seven Parts drop each part in a vastly different setting. Mountaintop, desert, swamp, big city, underwater or a formian hag's candy cottage in the woods. For higher level campaigns don't be afraid to travel the planes or explore alternate prime material planes like greyhawk, krynn, barovia, eberon or wildemont. Each part should require a mini-quest to get the item, otherwise the characters tend to just pop in, grab it and get out- which gets boring for both the players & the DM. Scale up the complexity of each mini-quest as the campaign progresses. Simple for part 1, a relatively easy puzzle or conflict like Monty pythons black knight or Labyrinth's bridge guard increasing in difficulty till the final piece is almost a full quest on its own.
1 word of caution though, not all players appreciate a shaggy dog story.
Personally, I prefer the pun campaign. "They came to seize her Berry, not appraise it!"
Basing anything around monty python is just gold. I had been in a campaign where we had to fight the Rabbit of Caerbannog. I spent the an hour making fun of two party members who were killed by it. The DM got mad and I was struck by lightning.
Rollback Post to RevisionRollBack
"Death is not the end. It is merely the beginning of something new."
So I was trying to write a story based around the idea that players need to gather a set number of scrolls to achive the end. The scrolls each hold a piece of an ancient creed held by an order of well known knights that suddenly disappeared. They need to bring these scrolls together and recite the creed to return the order to the world. The creed however, ends up being lyrics from Never Gonna Give You Up.
I'm kinda stuck there though. It's just a concept.
As you can tell, It's not something that needs to be taken too seriously, but I do want to be able to keep them on track so that this result is a surprise.
(Still kinda new to being DM.)
"Death is not the end. It is merely the beginning of something new."
The scrolls don't have to be written in a language that the players can immediately understand, and can also be written in cypher code that can't be broken by any spells, until the end where the code sheet is obtained or found or whatever, still a surprise; over the course of the campaign might could need to visit several libraries and pursue leads from academic npcs, maybe some scrolls are found deep in dungeons, others in the hordes of dragons or beholders, or stingy/rich/eccentric private collectors or pirates
Boldly go
Oh! Those are great ideas!
"Death is not the end. It is merely the beginning of something new."
LOL
It's a good idea though.
When running a multi-part quest ala Rod of Seven Parts drop each part in a vastly different setting. Mountaintop, desert, swamp, big city, underwater or a formian hag's candy cottage in the woods. For higher level campaigns don't be afraid to travel the planes or explore alternate prime material planes like greyhawk, krynn, barovia, eberon or wildemont. Each part should require a mini-quest to get the item, otherwise the characters tend to just pop in, grab it and get out- which gets boring for both the players & the DM. Scale up the complexity of each mini-quest as the campaign progresses. Simple for part 1, a relatively easy puzzle or conflict like Monty pythons black knight or Labyrinth's bridge guard increasing in difficulty till the final piece is almost a full quest on its own.
1 word of caution though, not all players appreciate a shaggy dog story.
Personally, I prefer the pun campaign. "They came to seize her Berry, not appraise it!"
Basing anything around monty python is just gold. I had been in a campaign where we had to fight the Rabbit of Caerbannog. I spent the an hour making fun of two party members who were killed by it. The DM got mad and I was struck by lightning.
"Death is not the end. It is merely the beginning of something new."
Here's my python tribute character, "Temeritous Burns." (tief drag sorc enchanter & pyromancer extraordinaire)
https://ddb.ac/characters/26150971/GdKRVO
I also suggest that you do the scrolls using a skipped word set up.
Never gonna give you up = 5 words.
First scroll has:
Never _ _ _ _
Second scroll has:
- gonna - - -
Third scroll has:
- - give - -
Etc. etc.