Hello! I'm starting a campaign soon where my players get to a mythical town right before it is attacked. They know about the war beforehand and show up to help. What things can they do to get ready for the war? Ex. What would an NPC ask them to help with to defend against the coming army? Thanks!
basically any fetch quests you can think of or remember from games. Moving cannons into position, going to find black powder for the cannons, Clearing out the nearby woods of monsters to take them out of the battle, getting items to set up traps, asking a nearby hermit Wizard or Monk for help ( can be another quest)
It’s more fantasy based, and less modern. So far I have building fortifications, and attempting to spy on the enemy camp. Items to set up traps is great! This is one of my first times DMing, so any more help would be SUPER appreciated. Thanks so much for helping!
DxJxC's list is pretty good. I can see a lot of interesting stories to be built up from it.
- Deliver supplies could mean a deal with a Hag in a nearby marsh. It's a dangerous mission but a deal has already been set with the creature and all she ask for are the supplies in exchange for making certain nothing marches through her bog. The only problem is, she's not the only creature that lives in this area.
- Fetch supplies if it is a dungeon, imagine fetching supplies from a metallic dragon who is overall neutral about the war and doesn't really want to help. It could be an interesting Role Play encounter that leads to another quest to appease the creature enough for it to give the party some rare ingredient needed for fortification.
- Dealing with beasts or small threats could be more than simply a monster encounter. Imagine having to wrangle several deadly monsters to key positions so that they slow an advancing army. The party has to get 3 (whatever monster) in 3 separate pre determined places. It's a lot more complicated because you can't just kill them.
- Scout the enemy. A small camp has been seen ahead of the major camp and they are already setting up on the outskirts of the duchy. They may have plans of tactical maneuvers from the opposing side. It falls on the party to infiltrate the camp and find 1-5 key bits of information. Once the info is found, sabotage the camp.
- Recruit allies could be a nice touch of a political mission. Bands of barbarians or druids could roam nearby areas and not be interested in the civilized warrings. It falls on the party to try and convince them otherwise. Maybe even there are three tribes that are all in conflict with each other and the party's goal is to convince two of these tribes to join by trying to work out some sort of agreement between them.
- Support allies on the front lines leads up to the final battle. Mages need their material component stores but they have been flanked and cut off, you have to find a way through without losing the components so they can continue casting and pull back to join the other armies. Could be a small platoon was seen coming around a weak flank and the party is the only hope of stopping the soldiers getting through. Maybe even, their deeds has proven they are the most powerful at the battle so the army has chosen to act as a shield and push through to the heart of the enemy while protecting the party (at great casualty) to allow them the chance to end this by taking on the leader and his/her two right hand soldiers.
Doing all of this sounds like a full campaign that could get your party from level 1 to level 5 easily.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello! I'm starting a campaign soon where my players get to a mythical town right before it is attacked. They know about the war beforehand and show up to help. What things can they do to get ready for the war? Ex. What would an NPC ask them to help with to defend against the coming army? Thanks!
basically any fetch quests you can think of or remember from games. Moving cannons into position, going to find black powder for the cannons, Clearing out the nearby woods of monsters to take them out of the battle, getting items to set up traps, asking a nearby hermit Wizard or Monk for help ( can be another quest)
It’s more fantasy based, and less modern. So far I have building fortifications, and attempting to spy on the enemy camp. Items to set up traps is great! This is one of my first times DMing, so any more help would be SUPER appreciated. Thanks so much for helping!
Fetching ingredients for potions or magical defenses can be pretty broad, since you can make those be basically anywhere or anything.
Securing supply lines could be clearing out monsters out of a dungeon.
Locating lost powerful weapons from a dungeon.
Getting a message to reinforcements somewhere (travel)
That kind of thing.
DxJxC's list is pretty good. I can see a lot of interesting stories to be built up from it.
- Deliver supplies could mean a deal with a Hag in a nearby marsh. It's a dangerous mission but a deal has already been set with the creature and all she ask for are the supplies in exchange for making certain nothing marches through her bog. The only problem is, she's not the only creature that lives in this area.
- Fetch supplies if it is a dungeon, imagine fetching supplies from a metallic dragon who is overall neutral about the war and doesn't really want to help. It could be an interesting Role Play encounter that leads to another quest to appease the creature enough for it to give the party some rare ingredient needed for fortification.
- Dealing with beasts or small threats could be more than simply a monster encounter. Imagine having to wrangle several deadly monsters to key positions so that they slow an advancing army. The party has to get 3 (whatever monster) in 3 separate pre determined places. It's a lot more complicated because you can't just kill them.
- Scout the enemy. A small camp has been seen ahead of the major camp and they are already setting up on the outskirts of the duchy. They may have plans of tactical maneuvers from the opposing side. It falls on the party to infiltrate the camp and find 1-5 key bits of information. Once the info is found, sabotage the camp.
- Recruit allies could be a nice touch of a political mission. Bands of barbarians or druids could roam nearby areas and not be interested in the civilized warrings. It falls on the party to try and convince them otherwise. Maybe even there are three tribes that are all in conflict with each other and the party's goal is to convince two of these tribes to join by trying to work out some sort of agreement between them.
- Support allies on the front lines leads up to the final battle. Mages need their material component stores but they have been flanked and cut off, you have to find a way through without losing the components so they can continue casting and pull back to join the other armies. Could be a small platoon was seen coming around a weak flank and the party is the only hope of stopping the soldiers getting through. Maybe even, their deeds has proven they are the most powerful at the battle so the army has chosen to act as a shield and push through to the heart of the enemy while protecting the party (at great casualty) to allow them the chance to end this by taking on the leader and his/her two right hand soldiers.
Doing all of this sounds like a full campaign that could get your party from level 1 to level 5 easily.