Nettlekid
2014-03-09, 03:53 PM
As a DM, I have the pretty bad tendency to get excited about the overarching plot that I want to craft around my players' world, putting quite a lot of thought into the secret "This thing you thought wasn't the thing at all!" moment and the final boss and things like that. Unfortunately, this means I tend not to spend quite enough time thinking about the inbetweeny parts, like the little quests that aren't really plot related. I suppose I like a Legend of Zelda style game, where you're going for one big thing the whole time but in order to get there you do a bunch of smaller quests in different locations.
So that said, I'd love some help thinking of those subquests. For background:
The world is mainly one large continent, split into a cold north populated largely by Humans, a forested east populated by Elves, a desert and then mountainous west populated by Dwarves, and an urbanized south with a very mixed demographic. The Elven lands are largely dominated by a kind of mafia syndicate, and I think I should also throw in some Killoren stuff. The Dwarven lands I think can connect to the Underdark, so that opens up some stuff there.
Thus far, the party knows that there is a very subtle plague infecting much of the continent. They've recently learned that the plague is actually someone casting a lot of Necrotic Cysts, but they don't know why yet. Much of the last 500 years of the continent involves a Vampire family placing pawns, and that includes the Cysts. I think I may take it in a "revive Father Llymic" direction, but of course that wouldn't be for a LONG time in the campaign (odds are the group will dissolve before we get there, but you know, it's fun to plan.)
The party is an Elf Factotum who's big on making shoes, a surly Half-Elf Crusader with mafia connections, a Kalashtar Telepath from a foreign land, a Human Shair who just goes along with whatever, and a Killoren Druid whose player claims she wants to be a Necromancer despite never preparing a Necromancy spell and liberally using healing and growth spells. They have just reached level 4, so there's a lot of room for growth.
Anyway, any suggestions for midgame quests? My plan is that they're going to have to track down a missing warrior princess, and to do so (for some reason, help with that too would be nice) they'll have to do some kind of quest for each of the Human, Elf, and Dwarf lands. Maybe like some...scrying device split into three/four parts? I dunno. But anyway, some quest for each side, hopefully that can use each party member's strengths at various stages throughout. It's a newbie campaign, so it's meant to just make them feel good about doing stuff in a D&D world basically.
So that said, I'd love some help thinking of those subquests. For background:
The world is mainly one large continent, split into a cold north populated largely by Humans, a forested east populated by Elves, a desert and then mountainous west populated by Dwarves, and an urbanized south with a very mixed demographic. The Elven lands are largely dominated by a kind of mafia syndicate, and I think I should also throw in some Killoren stuff. The Dwarven lands I think can connect to the Underdark, so that opens up some stuff there.
Thus far, the party knows that there is a very subtle plague infecting much of the continent. They've recently learned that the plague is actually someone casting a lot of Necrotic Cysts, but they don't know why yet. Much of the last 500 years of the continent involves a Vampire family placing pawns, and that includes the Cysts. I think I may take it in a "revive Father Llymic" direction, but of course that wouldn't be for a LONG time in the campaign (odds are the group will dissolve before we get there, but you know, it's fun to plan.)
The party is an Elf Factotum who's big on making shoes, a surly Half-Elf Crusader with mafia connections, a Kalashtar Telepath from a foreign land, a Human Shair who just goes along with whatever, and a Killoren Druid whose player claims she wants to be a Necromancer despite never preparing a Necromancy spell and liberally using healing and growth spells. They have just reached level 4, so there's a lot of room for growth.
Anyway, any suggestions for midgame quests? My plan is that they're going to have to track down a missing warrior princess, and to do so (for some reason, help with that too would be nice) they'll have to do some kind of quest for each of the Human, Elf, and Dwarf lands. Maybe like some...scrying device split into three/four parts? I dunno. But anyway, some quest for each side, hopefully that can use each party member's strengths at various stages throughout. It's a newbie campaign, so it's meant to just make them feel good about doing stuff in a D&D world basically.