With less than a week to start a homebrew setting playtest campaign, I'm at a lose for just how to start this game with the characters that I have. The alignment varies from good to evil and lawful to chaotic so even here my work is cut out for me. Speaking in vague terms, how would you start a campaign off if a Monarchy was divided by three or four nations, had an army of darkness on the fringes of invasion and the rest of the world on the brink of cataclysm? I want to start the game with more of a "Tavern" scene but am at a loss for how to begin. Any thoughts?
I have found out that one of the simplest adventure hooks to make is by the factions. From good to evil, every faction has its own motives to move each character in the adventure.
Gordon's Tavern, a popular tavern on this stretch of the road, was standing-room only this night. The party was squeezed together around a table suitable for 3; getting bumped and jostled was common this evening. Aladon the Bard was regaling the tavern patrons with bawdy songs of Heroes and Dragons and the women that bed them. Only 1 member of the party knew that Aladon was also an emissary for the army, bent on the destruction of the kingdom, encamped east of the tavern, about about 1 day's worth of forced march. Amid the cheers, jeers, clanking of tankards, hazy pipe smoke, the party missed the entrance of Roger, the King's Envoy. A meeting was brokered earlier in the day, instructions were shared, and Roger recognized the party member he was to approach. Roger's goal was to convince the party to go on a mission for the King, however, instructing the party the King would disavow all knowledge.
Here's a big list of 100 rumors. There will be strange names and some location references that wont work for you. Change them to fit your game world.
Several children from Caystone went missing around the Summer Solstice. The King of Sullivan despises the Prince of Hillhelm, so he relies upon freelance adventurers and mercenaries. Lady Sende is pregnant with a goblin-blooded child. Strange shadows are cast in the town square at night. Someone has been breaking into tombs at the Gardens (#11). The Old Woman of Celiks Slough offers potions and hexes for a price. The Dead-Crows has gone to war with The Chisel. A herd of giant rabbits has come up from the mid-Ivendel into the AEVYN WOODS just east of the BARREN GLADES (#10). FIRIN O’STONE the husbandman (farmer) has inherited a fortune. THOBYNR THE BARTENDER has been accused of stealing an emerald statue of a hedgehog from DAIVEN THE TRADER. THRINIA the artist ran away from the court of the Morrisey Queen. The fishing ship The Lazy Netter is now a week missing. Grumblings about the weather. It’s been raining more than usual as of late. A number of people have been complaining of stomach ache and insomnia. Old Cooke Keep at the base of Mt Bolan is haunted. Fey weeds infest the lakeside of Ryms. A Daith merchant and miner named Gundren seeks an escort to the hamlet of Andalin. Yadira Delany is looking for some folk to help guard a small woodsmen camp (f5:b1 | 59.05) against goblins while they do their work. Grave Delve of Endstone (f4:b4 | 61.68) is haunted by the ancestors once laid to rest in those tombs. The Prince of Hillhelm has a standing reward of 500 gold coins to the hunter who bring to him the tusks of Dread the dire board. Lady Avis Walsh has been seen near the Kel Aerie ruins (f5:b1 | 53.18) with a company of Blood Cultists. “The Axe Guild” Ghosts, haunt the Willow Marshes (f5:c1 | 26.09). Lloyd Brothers seek out mercs independent of the White Cloaks. A group of wildmen live in Tathren Castle (f5:b1 | 43.22). They’re all that’s left of the village that fell to the bloodvile, so long ago. A few people have seen the Everlight Stone flickering. Maybe it is a sign that a witch is in Hillhelm? Wynhe the Woodcutter was an adventurer but retired after a “event”. On the Ivendel to Caer’Dole (f4:b4 | 48.67), sit the ruins of the Gibbet King (f4:b4 | 62.75). From time to time queer lights are seen in them. A portal to the Labyrinth of Eternal Night lies within the forest just on the other side of the Ivendel border. Herbalist Laeg, Maison’s husband, needs shadow-thorn, and knows of a gorge (f5:c1 | 05.05) where it grows. Small issue is that’s Walsh lands. Everyone knows there are tunnels beneath Hillhelm, once a part of the ancient castle that sat atop the hill. But deeper than those are tunnels far older that go far deeper... A witch has certainly found her way into Hillhelm. In the last month there have been several strange things that have gone on... Willian A’Dale, the Prince’s Castellan, has sent men to search through the ruins of the Monastery of Songs (f4:c4 | 30:68). Someone’s been looting barrows to the north. Many suspect the Walsh, but it maybe its brigands or goblins. The tree next to the Hopespring has a hidden Brownie Door in its roots. Bowmaker Grey Feather has taken a new apprentice, a slip of a girl named Evarra Malloy. A Hooded Man has been seen in the woods. He answers no challenges. Is he a brigand? Witch hunter? Walsh spy? A Blackthorn Ranger? A Helmguard sergeant with one eye looks the other way. The southern Tower of Hillhelm has a secret level hidden by magic. A spectral stag has been seen in the woods—a satyr is chasing after it. The wizard Agnes holds a demon imprisoned in the chambers beneath her “Tower of Quills”. The Helmguard Captain conspires to overthrow the Prince, her brother. There's a mad hermit who lives in the Redsong Hills (f4:c4 | 05.58). Ghost-Warg have been spotted in packs, hunting in a manner far more canny than usual for their kind. The Sullivan King is slowly dying of an incurable wasting affliction. A tall-tree of the Mawre Woodland (f5:c1 | 20.15) is sentient and it speaks to those it deems worthy. A woodsman was found in the deeper woods, his body turned to amber. The Prince has a open bounty on goblin, their kin, and the warg that often stalk the region. A wizard in Riverrun (f5:c1 | 30.37) is said to have a reward for the living capture of a will-o-wisp. The Prince is in secret negotiations to betray the pact with King Sullivan and ally with King Walsh. Bastard! The mother Conna won’t touch her child, she claims it’s a changeling. A band of brigands has found a place to hide from the White Cloaks, and raids those who travel the road at their leisure. (f5:b1 | 74.15) They say there is a fairie-stone grove but a day’s walk north (f4:b4 | 73.72). At the new Krauvel, hundreds of butterflies converge there. Several of Agnes’ birds have not returned. Byrne says that scath fiach might have taken a nest in the area. Honest Grek sells the finest chariots in Caer’Dole. The Lachlan Queen is said to bathe in the Red Waters of the Bloodwell. A witch lives in a hovel in the Bittenhill Forest (f5:b1 | 75.20). She uses dark wards to hide her home. Two weeks ago a caravan was found on the road by a local farmer. Beasts and carts were fine, but all signs of caravan folk were naught. Maro puts gifts for the fey-folk just off the Road, Callie steals them. The harvest looks to be meager this year. Aria Old-Bones says winter will gust early and hard this year. King Ollavery has called for heroes to go into the Lisburne, lost homeland of the Ollavery. (f4:a4 | 73.70) Lady Brie (a Hag) rules goblin town Haelltode, it was once Robin-Brie, home of the Dhairmaed vuatha. Midhearth (f5:c1 | 06.17), the only Village betwixt Hillhelm and Riverrun was burnt to the ground by fey. Old Bair came down from his mountain mine (f5:b1 | 54.10) going on about a ghost! Centuries ago, a wizard names Castan o’Mir built a hidden mage’s tower and library on a lake island. Spiders of Unusual Sizes are a common danger in the Bulwarks. Earicht the Old has a treasure map tattooed on his skull under all that hair on his head. A ancient croc-a-gator rules the waters of Lake Coullan (f5:b1 | 57.14). Aranhil, the third son of Queen Morrisey is dead. They say he was slain while adventuring. The Mysenian follow a living God and Goddess with golden eyes. A firbolg named Joshere rides on the Slough and Lake Estolin (f5:b1 | 49.22) in a giant walnut half-shell. Just on the western side of the Drochaid Mountains is a tower made of black glass. A nasty git has set dangerous traps in the area, treating it like a game, with such as “got ya” scrawled on it. Maran Mac Kull’s sister and brother went to Stonegate (Ollavery) on family business and have not been seen since. They are a few weeks late in returning home... The farmers of Galenroth Hamlet (f4:b4 | 57.57) found a dead body outside their walls. It was undead! An haunted Mysenian aership sails the Essian Skies, its crew undead, its captain possessed by a sword. Slain in the first Blackwing War, the Knight-King Ghyer Ollavery will return to serve his vuatha if the heartstone is set upon his breast. The Prince commissioned a sword from Fain Longspear in Caer’Dole. The caravan carrying the sword was attacked, the blade stolen. There’s a reward for it and the thieves. The Fey King considers the land between Bulwark the Road to be a border. One that Men or Goblin should not pass, least they wish to give away their lives. Avram Lloyd, the brothers’ uncle, is a bit soft in the thinking. Elosin O’Rulle, a Walsh merchant, claims a fat troll attacked him and took off with his wagon. Ships of the dragnordmen are living things that can breath fire and ice. A mage’s familiar flew into town. Byrne says it repeats but only a name: Dran’nor. A fey-lost kingdom. The king of the Valekiin vuatha is said to be half-bear and half-man. A lizard-folk King lives in the fetid swamps of Dunwater (f5:b1 | 47.17), he carries the hero-spear Fon’ral. A fey who lives on Lake Myrurglen (f5:b1 |16.31) makes beautiful wooden items, including bows, by singing to the wood. A pack of Miremal attacked some White-Cloaks on the edge of the Ivendel and the marsh-swamps to the south. (f5:b1 |16.31) A boggle has found its way into town A dead centaur was found on the Ivendel, a dozen arrows piercing it A tree in the Cradgell Woods has gained sentience and speech Abeth has been spending strange coins, each bearing the image of a eye Adis the Sorceress (King Sullivan’s sister) left Caer’Dole without word Alvik Culowen’s (Holly’s uncle) farm suffers from fey or witch curse In the woods east of Hillhelm there’s caves with glowing crystals Mayor Gwythe is stricken, his wife Maery Gwythe manages Hillhelm The farm-hold of Rankin was raided, by the Walsh no doubt Mysterious lights have appeared in the Nagoy Marsh Nightmoor is besieged by the goblin horde of Illfang the Ghost-Warg Oddan Proudfoot offers a reward of 500sm for his vengeance The goblins of the Cruel Shrine are as strong as giants The trees of the Angen Vale have died. The Vale Brigands found a ancient cache of weapons and armor There is a hamlet of statues in the Wetlands There is unpredictable results of magic use within the Melica Downs There are ancient daith mines in the hills known as “the Labyrinth” #25. The Woodsman Arran has been visiting the ruins of Estolin to spend time in the company of a fey-elf maiden. The red-robed Druids of the Great Forest are actually a sacrifice-cult. A castle frozen in time lies deep within the chaos of the Tillwisp (#18). An undead knight in the ruins of RYMS TOWERS holds a demon imprisoned. Several streaks of light fell from the sky a week or so back. One pounded into the Sardemm Wetlands, across the lake.
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After the game, the king and the pawn go into the same box. – Proverb
With less than a week to start a homebrew setting playtest campaign, I'm at a lose for just how to start this game with the characters that I have. The alignment varies from good to evil and lawful to chaotic so even here my work is cut out for me. Speaking in vague terms, how would you start a campaign off if a Monarchy was divided by three or four nations, had an army of darkness on the fringes of invasion and the rest of the world on the brink of cataclysm? I want to start the game with more of a "Tavern" scene but am at a loss for how to begin. Any thoughts?
I have a lot of thoughts but most of them are not helpful, so I will stick to those that might be of use to you. First, given the impossibly wide disparity of alignments you will need to come up with a strong common goal to keep the group from self-destructing. Second you have too much going on in the background, which at 1st level is just noise, so don't even bring it up it will just make things worse. Now, given the whole vague terms condition of your request doesn't leave me with a lot to work with, I would find something in each character's background that could tie them together. Barring that you can provide a short term goal that appeals to each character's motivation. Perhaps a nearby ancient ruin holds some ancient lore and is also home to some local baddies (kobolds or gobilns), perhaps they have raided a caravan of a wealthy caravan owner and he wants to hire the PCs to get a particular item back. These baddies have been raiding caravans and farmsteads for a while now and probably collected some wealth as well. This gives motivation to the good characters, the greedy characters, the power hungry characters, etc. Any way that is what I got off the top of my head, if you care to give me more information perhaps I can help you work out something stronger. PM me if interested.
J
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Thanks for the incoming information. All of it is very useful. I been mostly working on the introduction which I think will set the tone and pace. I'm looking for players so if anyone is game hit me up too. I'm on discord and roll20 and I can provide the link to the game. I'd like for those that have posted here to drop a line to say hi and mention that you helped with the game. I have used some not all of everything that was mentioned and could understand where everyone is coming from. Thank you. If there is more please feel free to help. This is going to be long term, so there shouldn't be no shortages of hooks.
Just as a heads up, I have the introduction written, well most of it any way. Time has been extended because of availability issues with the players so I have more time to work on a hook. Still trying to figure one out that will immerse the players and give them a reason to begin. The more I think of it, the more it comes down to a series of events that will lead them in the right direction.
The first 5ed campaign I have started running has taken on a life of its own, Ill give you a rough background on how its grown and progressed and try to make it quick. I had 2 veteran players and 5 that were brand new to the game. After a somewhat painful character creation process, because I had a large group of newbs I gave each player 5 minutes to tell the group about their character without revealing alignment maybe some secret motivations ect. Just did this to get newb's comfortable with the game. So the group comes upon a village on what should be a thriving community, it is on a major set of crossroads between northern and southern kingdoms, along the main trade route, but instead the locals cower in homes and shut doors as the strangers arrive in the village. many of the farms away from the main village are abandoned and some burned down. Makeshift defenses surround the village. when they enter the village proper they meet a few of the remaining men of the watch and learn that the town is beset almost nightly by raids from the undead (skeletons/zombies), and as expected that night our heroes come to the towns defense and set out to "The Tree of Woes" a place were hundreds of years ago was used to hang Thieves from, its there they catch the trail to a local cemetery. They venture in down into a crypt where the find a glowing container which contains a bound, and weak Lich. Its not a threat for it has been bound but its presence has been raising the local corpses (you can fun with this cause the undead are the relatives of the townsfolk). The item is returned to the village and whisked away by a wizard in service of the northern kingdom to be disposed of (He becomes a source of info throughout). They also find along the way a strange coin with the symbol of the hand inside a flame. The Wizard goes quite stating it belonged to A vicious thieves/assassins guiled destroyed by the kingdoms 200 years ago. The story goes A prince of the Northern Kingdom was killed by the guild 200 years ago in retaliation for the killing of the guildmaster's brother. Upon hearing of Phillips death The princess of the Southern kingdom Valecia throws herself from the castle walls in anguish, thus bringing the Southern Kingdoms wrath upon the guild as well. The village you stand on was where the guild retreated to and made their last stand before being obliterated. By the armies of the 2 Kings. Well They appear to be back. I filled in a few adventures with Goblins/Orcs seeing a weakened village and trying to raid to get them to lvl 3-4. They run into a pair of Mysterious Worgs in the forest that seem to be highly intelligent, and later discover they are forest spirits, and as the party clears the area of badies, and the forest begins to loose the doom and gloom they become stronger and begin to become protectors of the people of the village as a thanks for the protection of the forest, and become attached to a young girl in the village who the worgs saved during a goblin raid (This just a side story but I used it cause the party was quite convinced these were the returned spirits of Phillip and Valecia but their not as you will soon see). The next big encounter was in a bog in a place called The Witch's Glen, more undead, but the appearance on a Hill overlooking the glen (which is a fallen monastery) The cloaked figure on a jet black horse has glowing red eyes, and raises dozens of dead on the battle field upon command. alongside him are two generals A female cleric in darkened chainmail and with blackened mace, and a warrior clad in blackened platemail with a vicious serrated sword (As the party finds out much later these 2 are Phillip and Valecia raised to undeath by the mysterious figure so they can once more be together.) when the undead are dispatched (not to difficult they are spread out and slow a smart party can dispatch them in groups of 4-5. The cleric opens a portal upon her masters command and out come demons (low lvl, manes and the such), but the important thing is not to overwhelm the party. (The evil leader could easily ride down and dispatch the party but that's not what he wants. These are tryouts and he wants the heroes on his team unbeknownst to our party). Returning to the village they arrive at night entering the tavern. several members of the watch are unconscious somes necks have been slit and there's the assassin about to kill the captain, and its the Tavern owner who disappears into a hidden hatch in the floor and low and behold the assassins guild has been underneath the village the entire time. The friendly wizard and others appear after the group shouts out then its down in pursuit of the assassin this is where it gets dicey. Our party if not careful could buy it hear with potential traps and hidden doors with backstabbers hidden within. At the end they find a cryptic message talking about locating the items signed with only an S. As the story progresses our heroes find that the original Thieves guild buried weapons of power somewhere In the area but they were encased in a chest that was imbued with spells hiding their location from magical means. also after a few more adventures the party returns after a long trip (away for almost 8 months) and the town is once more thriving with traders, and new settelers the heroes are hailed as heroes, but the magistrate that has been assigned the the province has ulterior motives He has removed your wizard friend and taken away the power of the captain of the watch a good friend of yours, he's still there but the contingency of soldiers with magistrate has taken over "protection" of the town, you find out they are after the weapon. The party has dreams of a skeletal hand and a decaying eye, a message of doom that he will rise again and all will walk in undeath. To finish off the story I'm going to wrap it up. TheBig bad guy is Lord Soth the 1st Deathnight. Check out Deathnight in 5ed Monster Manual there's a boxed text that tells Soth's tale. He seeks two artifacts to use as a weapon against the living to thrust the realms into a state of undead that were buried (at the base of the Tree of Woes), 200 years ago. The artifacts are the only remaining parts of a powerful Lich that created Soth a millennia ago, VECNA, his hand and eye still hold power enough to power the spell. The party must find the sword of Kas to destroy the artifacts before Soth can get them. In the end Phillip and Valecia betray Soth moved by the partys dedication to one another, and hanging on to that small bit of humanity help the heroes (if they make it this far) to win the day. This will easily take the party to lvls 14-15 if not higher. The whole thing is intermixed with little side quests (helping a gnome alchemist recover a special potion stolen by soths minions the potion mutates creatures into horrible things, a fight with giants that Soth is trying to recruit, etc.).
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With less than a week to start a homebrew setting playtest campaign, I'm at a lose for just how to start this game with the characters that I have. The alignment varies from good to evil and lawful to chaotic so even here my work is cut out for me. Speaking in vague terms, how would you start a campaign off if a Monarchy was divided by three or four nations, had an army of darkness on the fringes of invasion and the rest of the world on the brink of cataclysm? I want to start the game with more of a "Tavern" scene but am at a loss for how to begin. Any thoughts?
I have found out that one of the simplest adventure hooks to make is by the factions. From good to evil, every faction has its own motives to move each character in the adventure.
You can you the official factions, only homebrew some.
Some hooks from factions can be:
1) Retrieving a special item (magical or not)
2) Helping a certain NPC to do something
3) Investigating
Gordon's Tavern, a popular tavern on this stretch of the road, was standing-room only this night. The party was squeezed together around a table suitable for 3; getting bumped and jostled was common this evening. Aladon the Bard was regaling the tavern patrons with bawdy songs of Heroes and Dragons and the women that bed them. Only 1 member of the party knew that Aladon was also an emissary for the army, bent on the destruction of the kingdom, encamped east of the tavern, about about 1 day's worth of forced march. Amid the cheers, jeers, clanking of tankards, hazy pipe smoke, the party missed the entrance of Roger, the King's Envoy. A meeting was brokered earlier in the day, instructions were shared, and Roger recognized the party member he was to approach. Roger's goal was to convince the party to go on a mission for the King, however, instructing the party the King would disavow all knowledge.
...
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
Here's a big list of 100 rumors. There will be strange names and some location references that wont work for you. Change them to fit your game world.
Several children from Caystone went missing around the Summer Solstice.
The King of Sullivan despises the Prince of Hillhelm, so he relies upon freelance adventurers and mercenaries.
Lady Sende is pregnant with a goblin-blooded child.
Strange shadows are cast in the town square at night.
Someone has been breaking into tombs at the Gardens (#11).
The Old Woman of Celiks Slough offers potions and hexes for a price.
The Dead-Crows has gone to war with The Chisel.
A herd of giant rabbits has come up from the mid-Ivendel into the AEVYN WOODS just east of the BARREN GLADES (#10).
FIRIN O’STONE the husbandman (farmer) has inherited a fortune.
THOBYNR THE BARTENDER has been accused of stealing an emerald statue of a hedgehog from DAIVEN THE TRADER.
THRINIA the artist ran away from the court of the Morrisey Queen.
The fishing ship The Lazy Netter is now a week missing.
Grumblings about the weather. It’s been raining more than usual as of late.
A number of people have been complaining of stomach ache and insomnia.
Old Cooke Keep at the base of Mt Bolan is haunted.
Fey weeds infest the lakeside of Ryms.
A Daith merchant and miner named Gundren seeks an escort to the hamlet of Andalin.
Yadira Delany is looking for some folk to help guard a small woodsmen camp (f5:b1 | 59.05) against goblins while they do their work.
Grave Delve of Endstone (f4:b4 | 61.68) is haunted by the ancestors once laid to rest in those tombs.
The Prince of Hillhelm has a standing reward of 500 gold coins to the hunter who bring to him the tusks of Dread the dire board.
Lady Avis Walsh has been seen near the Kel Aerie ruins (f5:b1 | 53.18) with a company of Blood Cultists.
“The Axe Guild” Ghosts, haunt the Willow Marshes (f5:c1 | 26.09).
Lloyd Brothers seek out mercs independent of the White Cloaks.
A group of wildmen live in Tathren Castle (f5:b1 | 43.22). They’re all that’s left of the village that fell to the bloodvile, so long ago.
A few people have seen the Everlight Stone flickering. Maybe it is a sign that a witch is in Hillhelm?
Wynhe the Woodcutter was an adventurer but retired after a “event”.
On the Ivendel to Caer’Dole (f4:b4 | 48.67), sit the ruins of the Gibbet King (f4:b4 | 62.75). From time to time queer lights are seen in them.
A portal to the Labyrinth of Eternal Night lies within the forest just on the other side of the Ivendel border.
Herbalist Laeg, Maison’s husband, needs shadow-thorn, and knows of a gorge (f5:c1 | 05.05) where it grows. Small issue is that’s Walsh lands.
Everyone knows there are tunnels beneath Hillhelm, once a part of the ancient castle that sat atop the hill. But deeper than those are tunnels far older that go far deeper...
A witch has certainly found her way into Hillhelm. In the last month there have been several strange things that have gone on...
Willian A’Dale, the Prince’s Castellan, has sent men to search through the ruins of the Monastery of Songs (f4:c4 | 30:68).
Someone’s been looting barrows to the north. Many suspect the Walsh, but it maybe its brigands or goblins.
The tree next to the Hopespring has a hidden Brownie Door in its roots.
Bowmaker Grey Feather has taken a new apprentice, a slip of a girl named Evarra Malloy.
A Hooded Man has been seen in the woods. He answers no challenges. Is he a brigand? Witch hunter? Walsh spy? A Blackthorn Ranger?
A Helmguard sergeant with one eye looks the other way.
The southern Tower of Hillhelm has a secret level hidden by magic.
A spectral stag has been seen in the woods—a satyr is chasing after it.
The wizard Agnes holds a demon imprisoned in the chambers beneath her “Tower of Quills”.
The Helmguard Captain conspires to overthrow the Prince, her brother.
There's a mad hermit who lives in the Redsong Hills (f4:c4 | 05.58).
Ghost-Warg have been spotted in packs, hunting in a manner far more canny than usual for their kind.
The Sullivan King is slowly dying of an incurable wasting affliction.
A tall-tree of the Mawre Woodland (f5:c1 | 20.15) is sentient and it speaks to those it deems worthy.
A woodsman was found in the deeper woods, his body turned to amber.
The Prince has a open bounty on goblin, their kin, and the warg that often stalk the region.
A wizard in Riverrun (f5:c1 | 30.37) is said to have a reward for the living capture of a will-o-wisp.
The Prince is in secret negotiations to betray the pact with King Sullivan and ally with King Walsh. Bastard!
The mother Conna won’t touch her child, she claims it’s a changeling.
A band of brigands has found a place to hide from the White Cloaks, and raids those who travel the road at their leisure. (f5:b1 | 74.15)
They say there is a fairie-stone grove but a day’s walk north (f4:b4 | 73.72). At the new Krauvel, hundreds of butterflies converge there.
Several of Agnes’ birds have not returned. Byrne says that scath fiach might have taken a nest in the area.
Honest Grek sells the finest chariots in Caer’Dole.
The Lachlan Queen is said to bathe in the Red Waters of the Bloodwell.
A witch lives in a hovel in the Bittenhill Forest (f5:b1 | 75.20). She uses dark wards to hide her home.
Two weeks ago a caravan was found on the road by a local farmer. Beasts and carts were fine, but all signs of caravan folk were naught.
Maro puts gifts for the fey-folk just off the Road, Callie steals them.
The harvest looks to be meager this year. Aria Old-Bones says winter will gust early and hard this year.
King Ollavery has called for heroes to go into the Lisburne, lost homeland of the Ollavery. (f4:a4 | 73.70)
Lady Brie (a Hag) rules goblin town Haelltode, it was once Robin-Brie, home of the Dhairmaed vuatha.
Midhearth (f5:c1 | 06.17), the only Village betwixt Hillhelm and Riverrun was burnt to the ground by fey.
Old Bair came down from his mountain mine (f5:b1 | 54.10) going on about a ghost!
Centuries ago, a wizard names Castan o’Mir built a hidden mage’s tower and library on a lake island.
Spiders of Unusual Sizes are a common danger in the Bulwarks.
Earicht the Old has a treasure map tattooed on his skull under all that hair on his head.
A ancient croc-a-gator rules the waters of Lake Coullan (f5:b1 | 57.14).
Aranhil, the third son of Queen Morrisey is dead. They say he was slain while adventuring.
The Mysenian follow a living God and Goddess with golden eyes.
A firbolg named Joshere rides on the Slough and Lake Estolin (f5:b1 | 49.22) in a giant walnut half-shell.
Just on the western side of the Drochaid Mountains is a tower made of black glass.
A nasty git has set dangerous traps in the area, treating it like a game, with such as “got ya” scrawled on it.
Maran Mac Kull’s sister and brother went to Stonegate (Ollavery) on family business and have not been seen since. They are a few weeks late in returning home...
The farmers of Galenroth Hamlet (f4:b4 | 57.57) found a dead body outside their walls. It was undead!
An haunted Mysenian aership sails the Essian Skies, its crew undead, its captain possessed by a sword.
Slain in the first Blackwing War, the Knight-King Ghyer Ollavery will return to serve his vuatha if the heartstone is set upon his breast.
The Prince commissioned a sword from Fain Longspear in Caer’Dole. The caravan carrying the sword was attacked, the blade stolen. There’s a reward for it and the thieves.
The Fey King considers the land between Bulwark the Road to be a border. One that Men or Goblin should not pass, least they wish to give away their lives.
Avram Lloyd, the brothers’ uncle, is a bit soft in the thinking.
Elosin O’Rulle, a Walsh merchant, claims a fat troll attacked him and took off with his wagon.
Ships of the dragnordmen are living things that can breath fire and ice.
A mage’s familiar flew into town. Byrne says it repeats but only a name: Dran’nor. A fey-lost kingdom.
The king of the Valekiin vuatha is said to be half-bear and half-man.
A lizard-folk King lives in the fetid swamps of Dunwater (f5:b1 | 47.17), he carries the hero-spear Fon’ral.
A fey who lives on Lake Myrurglen (f5:b1 |16.31) makes beautiful wooden items, including bows, by singing to the wood.
A pack of Miremal attacked some White-Cloaks on the edge of the Ivendel and the marsh-swamps to the south. (f5:b1 |16.31)
A boggle has found its way into town
A dead centaur was found on the Ivendel, a dozen arrows piercing it
A tree in the Cradgell Woods has gained sentience and speech
Abeth has been spending strange coins, each bearing the image of a eye
Adis the Sorceress (King Sullivan’s sister) left Caer’Dole without word
Alvik Culowen’s (Holly’s uncle) farm suffers from fey or witch curse
In the woods east of Hillhelm there’s caves with glowing crystals
Mayor Gwythe is stricken, his wife Maery Gwythe manages Hillhelm
The farm-hold of Rankin was raided, by the Walsh no doubt
Mysterious lights have appeared in the Nagoy Marsh
Nightmoor is besieged by the goblin horde of Illfang the Ghost-Warg
Oddan Proudfoot offers a reward of 500sm for his vengeance
The goblins of the Cruel Shrine are as strong as giants
The trees of the Angen Vale have died.
The Vale Brigands found a ancient cache of weapons and armor
There is a hamlet of statues in the Wetlands
There is unpredictable results of magic use within the Melica Downs
There are ancient daith mines in the hills known as “the Labyrinth” #25.
The Woodsman Arran has been visiting the ruins of Estolin to spend time in the company of a fey-elf maiden.
The red-robed Druids of the Great Forest are actually a sacrifice-cult.
A castle frozen in time lies deep within the chaos of the Tillwisp (#18).
An undead knight in the ruins of RYMS TOWERS holds a demon imprisoned.
Several streaks of light fell from the sky a week or so back. One pounded into the Sardemm Wetlands, across the lake.
After the game, the king and the pawn go into the same box. – Proverb
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Thanks for the incoming information. All of it is very useful. I been mostly working on the introduction which I think will set the tone and pace. I'm looking for players so if anyone is game hit me up too. I'm on discord and roll20 and I can provide the link to the game. I'd like for those that have posted here to drop a line to say hi and mention that you helped with the game. I have used some not all of everything that was mentioned and could understand where everyone is coming from. Thank you. If there is more please feel free to help. This is going to be long term, so there shouldn't be no shortages of hooks.
Just as a heads up, I have the introduction written, well most of it any way. Time has been extended because of availability issues with the players so I have more time to work on a hook. Still trying to figure one out that will immerse the players and give them a reason to begin. The more I think of it, the more it comes down to a series of events that will lead them in the right direction.
The first 5ed campaign I have started running has taken on a life of its own, Ill give you a rough background on how its grown and progressed and try to make it quick. I had 2 veteran players and 5 that were brand new to the game. After a somewhat painful character creation process, because I had a large group of newbs I gave each player 5 minutes to tell the group about their character without revealing alignment maybe some secret motivations ect. Just did this to get newb's comfortable with the game. So the group comes upon a village on what should be a thriving community, it is on a major set of crossroads between northern and southern kingdoms, along the main trade route, but instead the locals cower in homes and shut doors as the strangers arrive in the village. many of the farms away from the main village are abandoned and some burned down. Makeshift defenses surround the village. when they enter the village proper they meet a few of the remaining men of the watch and learn that the town is beset almost nightly by raids from the undead (skeletons/zombies), and as expected that night our heroes come to the towns defense and set out to "The Tree of Woes" a place were hundreds of years ago was used to hang Thieves from, its there they catch the trail to a local cemetery. They venture in down into a crypt where the find a glowing container which contains a bound, and weak Lich. Its not a threat for it has been bound but its presence has been raising the local corpses (you can fun with this cause the undead are the relatives of the townsfolk). The item is returned to the village and whisked away by a wizard in service of the northern kingdom to be disposed of (He becomes a source of info throughout). They also find along the way a strange coin with the symbol of the hand inside a flame. The Wizard goes quite stating it belonged to A vicious thieves/assassins guiled destroyed by the kingdoms 200 years ago. The story goes A prince of the Northern Kingdom was killed by the guild 200 years ago in retaliation for the killing of the guildmaster's brother. Upon hearing of Phillips death The princess of the Southern kingdom Valecia throws herself from the castle walls in anguish, thus bringing the Southern Kingdoms wrath upon the guild as well. The village you stand on was where the guild retreated to and made their last stand before being obliterated. By the armies of the 2 Kings. Well They appear to be back. I filled in a few adventures with Goblins/Orcs seeing a weakened village and trying to raid to get them to lvl 3-4. They run into a pair of Mysterious Worgs in the forest that seem to be highly intelligent, and later discover they are forest spirits, and as the party clears the area of badies, and the forest begins to loose the doom and gloom they become stronger and begin to become protectors of the people of the village as a thanks for the protection of the forest, and become attached to a young girl in the village who the worgs saved during a goblin raid (This just a side story but I used it cause the party was quite convinced these were the returned spirits of Phillip and Valecia but their not as you will soon see). The next big encounter was in a bog in a place called The Witch's Glen, more undead, but the appearance on a Hill overlooking the glen (which is a fallen monastery) The cloaked figure on a jet black horse has glowing red eyes, and raises dozens of dead on the battle field upon command. alongside him are two generals A female cleric in darkened chainmail and with blackened mace, and a warrior clad in blackened platemail with a vicious serrated sword (As the party finds out much later these 2 are Phillip and Valecia raised to undeath by the mysterious figure so they can once more be together.) when the undead are dispatched (not to difficult they are spread out and slow a smart party can dispatch them in groups of 4-5. The cleric opens a portal upon her masters command and out come demons (low lvl, manes and the such), but the important thing is not to overwhelm the party. (The evil leader could easily ride down and dispatch the party but that's not what he wants. These are tryouts and he wants the heroes on his team unbeknownst to our party). Returning to the village they arrive at night entering the tavern. several members of the watch are unconscious somes necks have been slit and there's the assassin about to kill the captain, and its the Tavern owner who disappears into a hidden hatch in the floor and low and behold the assassins guild has been underneath the village the entire time. The friendly wizard and others appear after the group shouts out then its down in pursuit of the assassin this is where it gets dicey. Our party if not careful could buy it hear with potential traps and hidden doors with backstabbers hidden within. At the end they find a cryptic message talking about locating the items signed with only an S. As the story progresses our heroes find that the original Thieves guild buried weapons of power somewhere In the area but they were encased in a chest that was imbued with spells hiding their location from magical means. also after a few more adventures the party returns after a long trip (away for almost 8 months) and the town is once more thriving with traders, and new settelers the heroes are hailed as heroes, but the magistrate that has been assigned the the province has ulterior motives He has removed your wizard friend and taken away the power of the captain of the watch a good friend of yours, he's still there but the contingency of soldiers with magistrate has taken over "protection" of the town, you find out they are after the weapon. The party has dreams of a skeletal hand and a decaying eye, a message of doom that he will rise again and all will walk in undeath. To finish off the story I'm going to wrap it up. TheBig bad guy is Lord Soth the 1st Deathnight. Check out Deathnight in 5ed Monster Manual there's a boxed text that tells Soth's tale. He seeks two artifacts to use as a weapon against the living to thrust the realms into a state of undead that were buried (at the base of the Tree of Woes), 200 years ago. The artifacts are the only remaining parts of a powerful Lich that created Soth a millennia ago, VECNA, his hand and eye still hold power enough to power the spell. The party must find the sword of Kas to destroy the artifacts before Soth can get them. In the end Phillip and Valecia betray Soth moved by the partys dedication to one another, and hanging on to that small bit of humanity help the heroes (if they make it this far) to win the day. This will easily take the party to lvls 14-15 if not higher. The whole thing is intermixed with little side quests (helping a gnome alchemist recover a special potion stolen by soths minions the potion mutates creatures into horrible things, a fight with giants that Soth is trying to recruit, etc.).