I think this is a nice, clean outline for a first campaign. To give you a bit of constructive criticism, I think that setting all that out for the players at the start might make the campaign a little flat as it may end up feeling like they are completing items on a checklist, rather than adventuring and foiling an evil plot.
Taking your idea and expanding on it, I would start the campaign with the party not knowing about Garatoth at all - instead, a local lord/ruler/village leader has gathered adventurers to deal with a seemingly mundane threat of your choosing. This threat should tie in to what one of Garatoth's henchmen is up to. Personally, I'm drawn to starting off with the Necromancer - have the players be hired to defend a village from the undead, and then go and investigate the source of the undead. They could then find the Necromancer and discover some letters that hint that he is part of a larger plot. Whether you start off with the Necromancer or not, have a think about how the other henchmen are causing trouble for, or trying to control the locals and start dropping hints as your players adventure.
https://docs.google.com/document/d/15vLESJ5nJcxKI9u1yMHoip4PTs_9tEdrVQHiEDUqSzg/edit?usp=drivesdk
I think this is a nice, clean outline for a first campaign. To give you a bit of constructive criticism, I think that setting all that out for the players at the start might make the campaign a little flat as it may end up feeling like they are completing items on a checklist, rather than adventuring and foiling an evil plot.
Taking your idea and expanding on it, I would start the campaign with the party not knowing about Garatoth at all - instead, a local lord/ruler/village leader has gathered adventurers to deal with a seemingly mundane threat of your choosing. This threat should tie in to what one of Garatoth's henchmen is up to. Personally, I'm drawn to starting off with the Necromancer - have the players be hired to defend a village from the undead, and then go and investigate the source of the undead. They could then find the Necromancer and discover some letters that hint that he is part of a larger plot. Whether you start off with the Necromancer or not, have a think about how the other henchmen are causing trouble for, or trying to control the locals and start dropping hints as your players adventure.
Do you have quest hook, so the players (inevitably) going off the rails will be countered?
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