I finished LMoP with my group and want to continue the adventure from there on with a homebrew campaign. I would be happy if you could give me some feedback, as this is my first D&D homebrew. I will prepare only the first parts and keep the rest of the journey in my mind to be flexible but guide them in the right direction.
Do you think the plot holds? Where should I add/change things? Fitting side missions? Any lore I should take into consideration about Beshaba & Tymora besides what you can find after 5min of Googling?
My players like, besides murdering things, riddles. Especially bigger riddles, popular in the Zelda games, where you have to use many items, levers, sun position, etc. in unison to open a hidden door. How to add this to a D&D setting?
This is my first post in this forum - Thanks in advance for all the answers!
Main Plot:
The campaign plays in the area north of Neverwinter. Supporters of Beshaba/Lady of Doom, the deity of bad luck, want to remove all good luck and the believe in Tymora, the Lady Luck and (despised) twin sister of Beshaba. They pursue this by removing temples of Tymora, siphon magic from lucky charms, perform acts that can be interpreted as bad luck (e.g. spreading diseases) and encourage people to abandon Tymora and instead worship Beshaba. The PCs will battle Beshaba’s zealots and try to stop the bad deeds they planted. The PCs continuously fall victim to bad luck throughout their travel.
Journey:
The PCs first find out that Tymora’s temple vanishes in Phandelver. They found a compass, guiding them to the next place of mishap, as it detects Beshaba's influence. They learn of a huge crop failure north of Neverwinter (because of monsters introduced by Beshaba's priests).
Zealots with the help of ice giants freeze the rivers around the volcano Mount Hotenow, which leads to the first frozen Neverwinter River for centuries.
They hear of a village near Mount Hotenow that roams with undead dwarves. It turns out that the villagers made a deal with a lich, which protects it from the many attacks from neighboring Gauntlgrym, which wanted to have their treasures, but demands a steady supply of fresh flesh.
Blackford Crossing gets attacked by nature’s forces (animals, treants, etc.). Inhabitants think its Beshaba, but the local druid circle didn’t want to watch how the people destroy nature through mining, logging and poisoning the rivers, so they launched a counter-attack. PCs can decide with whom to ally.
In the ruins of Luskan, most parts are ruled by the “black rat”, with the mage Glassstaff in the lead (This closes ties to the LMoP). The PCs detect vast shipments of lucky charms that leave the port.
The ships all go to the small island Zathun, west of Luskan. The whole island is guarded by her favorite monsters (e.g. half-fiends, bebiliths, bodaks) and acts as the final part.
They enter a labyrinth that moves, based on their actions/spells and is filled with traps & monsters. Quasits (evil imps) try to mess with them by cutting the cords that should lead them back or by creating illusionary doors etc. It’s a bit like the board game “The Labyrinth” by Ravensburger.
After the labyrinth, they find many priestesses and priests of Tymora enslaved and their godly powers siphoned from them. Merrow clerics remove the good luck from the charms and sacrifice it to Beshaba. They can finally fight the BBEG, doom master Dlatha Faenar (high-level Death Domain cleric), who coordinated the collection of power for her goddess.
Sure, your plot holds, as long as you keep that plot point active wherever the characters go. It sounds like you have situations for the players to involve themselves in at most locations, so that’s good. I might counsel you to think more in terms of encounters at locations more within the plots. How will they be encountering the monsters or other NPCs? How will they get their riddles to solve?
So instead of “they find out that Tymora’s temple has vanished” it’s “As they go investigate the grounds of the vanished temple, they will be attacked by 5 zealots, one which carries a compass and a note saying ‘When you’ve completed your work in Phandalin, follow the compass and meet up with your brethren north of Neverwinter. It will point you to Our Lady’s active power.’ On the road to Neverwinter, they pass starving refugees fleeing from the crop failure.”
These are good points. I envisioned that some things like this will happen, but I didn't write them down explicitly. Thinking about them in more detail will definitely help.
You should make sure to give them something to invest them in the initial hook. What if the temple in phamdelver vanished and the players decide they don’t care and would rather go to the islands for a vacation?
Of course the bad luck could go with them and the temple there could be missing too, and maybe they get shipwrecked (which is certainly bad luck). Just make sure you are prepared for the contingency.
Fun fact: this is the first result for Googling "DnD campaigns that involve Beshaba". I'm hoping you're okay if I paraphrase your general campaign outline and adapt it to my own home brew at home with my family.
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Background:
I finished LMoP with my group and want to continue the adventure from there on with a homebrew campaign. I would be happy if you could give me some feedback, as this is my first D&D homebrew. I will prepare only the first parts and keep the rest of the journey in my mind to be flexible but guide them in the right direction.
Do you think the plot holds? Where should I add/change things? Fitting side missions? Any lore I should take into consideration about Beshaba & Tymora besides what you can find after 5min of Googling?
My players like, besides murdering things, riddles. Especially bigger riddles, popular in the Zelda games, where you have to use many items, levers, sun position, etc. in unison to open a hidden door. How to add this to a D&D setting?
This is my first post in this forum - Thanks in advance for all the answers!
Main Plot:
The campaign plays in the area north of Neverwinter. Supporters of Beshaba/Lady of Doom, the deity of bad luck, want to remove all good luck and the believe in Tymora, the Lady Luck and (despised) twin sister of Beshaba. They pursue this by removing temples of Tymora, siphon magic from lucky charms, perform acts that can be interpreted as bad luck (e.g. spreading diseases) and encourage people to abandon Tymora and instead worship Beshaba. The PCs will battle Beshaba’s zealots and try to stop the bad deeds they planted. The PCs continuously fall victim to bad luck throughout their travel.
Journey:
The PCs first find out that Tymora’s temple vanishes in Phandelver. They found a compass, guiding them to the next place of mishap, as it detects Beshaba's influence. They learn of a huge crop failure north of Neverwinter (because of monsters introduced by Beshaba's priests).
Zealots with the help of ice giants freeze the rivers around the volcano Mount Hotenow, which leads to the first frozen Neverwinter River for centuries.
They hear of a village near Mount Hotenow that roams with undead dwarves. It turns out that the villagers made a deal with a lich, which protects it from the many attacks from neighboring Gauntlgrym, which wanted to have their treasures, but demands a steady supply of fresh flesh.
Blackford Crossing gets attacked by nature’s forces (animals, treants, etc.). Inhabitants think its Beshaba, but the local druid circle didn’t want to watch how the people destroy nature through mining, logging and poisoning the rivers, so they launched a counter-attack. PCs can decide with whom to ally.
In the ruins of Luskan, most parts are ruled by the “black rat”, with the mage Glassstaff in the lead (This closes ties to the LMoP). The PCs detect vast shipments of lucky charms that leave the port.
The ships all go to the small island Zathun, west of Luskan. The whole island is guarded by her favorite monsters (e.g. half-fiends, bebiliths, bodaks) and acts as the final part.
They enter a labyrinth that moves, based on their actions/spells and is filled with traps & monsters. Quasits (evil imps) try to mess with them by cutting the cords that should lead them back or by creating illusionary doors etc. It’s a bit like the board game “The Labyrinth” by Ravensburger.
After the labyrinth, they find many priestesses and priests of Tymora enslaved and their godly powers siphoned from them. Merrow clerics remove the good luck from the charms and sacrifice it to Beshaba. They can finally fight the BBEG, doom master Dlatha Faenar (high-level Death Domain cleric), who coordinated the collection of power for her goddess.
Sure, your plot holds, as long as you keep that plot point active wherever the characters go. It sounds like you have situations for the players to involve themselves in at most locations, so that’s good. I might counsel you to think more in terms of encounters at locations more within the plots. How will they be encountering the monsters or other NPCs? How will they get their riddles to solve?
So instead of “they find out that Tymora’s temple has vanished” it’s “As they go investigate the grounds of the vanished temple, they will be attacked by 5 zealots, one which carries a compass and a note saying ‘When you’ve completed your work in Phandalin, follow the compass and meet up with your brethren north of Neverwinter. It will point you to Our Lady’s active power.’ On the road to Neverwinter, they pass starving refugees fleeing from the crop failure.”
These are good points. I envisioned that some things like this will happen, but I didn't write them down explicitly. Thinking about them in more detail will definitely help.
You should make sure to give them something to invest them in the initial hook. What if the temple in phamdelver vanished and the players decide they don’t care and would rather go to the islands for a vacation?
Of course the bad luck could go with them and the temple there could be missing too, and maybe they get shipwrecked (which is certainly bad luck). Just make sure you are prepared for the contingency.
Fun fact: this is the first result for Googling "DnD campaigns that involve Beshaba". I'm hoping you're okay if I paraphrase your general campaign outline and adapt it to my own home brew at home with my family.