Been a long time since I posted here. Things are still going great with a play session every other week. Although due to holidays, people going on vacation, we had a period of experimental one-shots. Also some players trying their hands at it. Now we're getting back into the campaign. Still lots of room to improve, but can't really complain.
Got my hands on Matt Colville's Stronghold&Followers document which has some cool ideas for development of the Vraath Keep. Also seeing some of my baddies pretty much having a "keep" and thus gaining additional benefits. Really makes combat more challenging and diverse. Orcs that get 18-20 crit range after they moved a minimum of 20ft inside their stronghold is pretty hard at lvl 5. Also the setup for large combat for the Red Hand of Doom massive battle looks interesting.
Last time I asked for some feedback (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/26572-req-creative-assistance). That translated into an side adventure where a Night Hag is pestering Brindol citizens. Visiting them in their dreams in her ethereal state and preying on their weaknesses. Eventually led to her manipulating a young man from the aristocracy. One that had some minor magical training from Immerstal the Red. Due to his grief and such the Night Hag managed to turn him into a necromancing start up. Causing trouble around the local cemetery tying in the Raven Queens clergy, showing some of their competition with the church of Pelor etc etc. In short my players going off track is used wonderfully to bring the world come to live even more. Also means the players still haven't even left to travel towards Witchcross, the next village with the druid circle.
This means back to the drawing board. A rite/trial for the druid circle and proceed her training on that path. Some Kenku's can be used here as well now instead of trying to force in a Hag. If possible I'd like to have a Hag present in the marshes of the woods. She'd be the third one in the campaign....the third sister of the coven that could make a return later on. However now there is apparently mysterious disappearances of (half)elven children at play as well.
After talking with one of my players it became clear that he rather wants to be a gnome instead of a firbolg, while keeping the rest of the character the same. He suggested to make it happen with some sort of "pay" if needed. My initial idea is perhaps one of the Kenku's has a cursed ring that would turn its wearer into a gnome over time. Thus allowing the gnome to walk among the others in the village and luring away children. Just need some ideas of possible cursed effects as well. This could tie into the Kenku's doing some ritual, getting children to power that ritual in order to remove that damn ring from one of their own. Pretty much allowing for some roleplay options.
Then somehow tie in the trials of the druid, or make it an event of itself. One part of the trial could be something like Star Wars. Where Luke entered the tree and came face to face to "vader". Could use that to mind**** the cleric of the group.
Ideas are much appreciated regarding cursed items. I have 0 experience with creating them. Some sound boarding ideas for possible quest options/development always welcome as well.
PS. I forgot something else. During a side venture the group stumbled upon an 800-1000 year old dwarven tomb. A top assassin was buried there who did her duties as Spymaster during the era of Dwarven Empire. In there they carefully dismantled some traps and obtained a Thunder Blunderbuss as described in a previous post. In Brindol they decided to talk with a shopkeep and see if he could investigate how this device works. Then replicate it, sell it to the army, ask a % of each sale. While bolstering the forces of Brindol as well. Now i need to come up with a business plan and a guestimate on how long research + production would take.
Been a long time since I posted here. Things are still going great with a play session every other week. Although due to holidays, people going on vacation, we had a period of experimental one-shots. Also some players trying their hands at it. Now we're getting back into the campaign. Still lots of room to improve, but can't really complain.
Got my hands on Matt Colville's Stronghold&Followers document which has some cool ideas for development of the Vraath Keep. Also seeing some of my baddies pretty much having a "keep" and thus gaining additional benefits. Really makes combat more challenging and diverse. Orcs that get 18-20 crit range after they moved a minimum of 20ft inside their stronghold is pretty hard at lvl 5. Also the setup for large combat for the Red Hand of Doom massive battle looks interesting.
Last time I asked for some feedback (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/26572-req-creative-assistance). That translated into an side adventure where a Night Hag is pestering Brindol citizens. Visiting them in their dreams in her ethereal state and preying on their weaknesses. Eventually led to her manipulating a young man from the aristocracy. One that had some minor magical training from Immerstal the Red. Due to his grief and such the Night Hag managed to turn him into a necromancing start up. Causing trouble around the local cemetery tying in the Raven Queens clergy, showing some of their competition with the church of Pelor etc etc. In short my players going off track is used wonderfully to bring the world come to live even more. Also means the players still haven't even left to travel towards Witchcross, the next village with the druid circle.
This means back to the drawing board. A rite/trial for the druid circle and proceed her training on that path. Some Kenku's can be used here as well now instead of trying to force in a Hag. If possible I'd like to have a Hag present in the marshes of the woods. She'd be the third one in the campaign....the third sister of the coven that could make a return later on. However now there is apparently mysterious disappearances of (half)elven children at play as well.
After talking with one of my players it became clear that he rather wants to be a gnome instead of a firbolg, while keeping the rest of the character the same. He suggested to make it happen with some sort of "pay" if needed. My initial idea is perhaps one of the Kenku's has a cursed ring that would turn its wearer into a gnome over time. Thus allowing the gnome to walk among the others in the village and luring away children. Just need some ideas of possible cursed effects as well. This could tie into the Kenku's doing some ritual, getting children to power that ritual in order to remove that damn ring from one of their own. Pretty much allowing for some roleplay options.
Then somehow tie in the trials of the druid, or make it an event of itself. One part of the trial could be something like Star Wars. Where Luke entered the tree and came face to face to "vader". Could use that to mind**** the cleric of the group.
Ideas are much appreciated regarding cursed items. I have 0 experience with creating them. Some sound boarding ideas for possible quest options/development always welcome as well.
PS.
I forgot something else. During a side venture the group stumbled upon an 800-1000 year old dwarven tomb. A top assassin was buried there who did her duties as Spymaster during the era of Dwarven Empire. In there they carefully dismantled some traps and obtained a Thunder Blunderbuss as described in a previous post. In Brindol they decided to talk with a shopkeep and see if he could investigate how this device works. Then replicate it, sell it to the army, ask a % of each sale. While bolstering the forces of Brindol as well. Now i need to come up with a business plan and a guestimate on how long research + production would take.