dragonspit999
2016-01-30, 11:45 PM
So it's not a major issue, but I'm new to DM'ing, as in this will be my first game, and I'm doing it with close friends, but they have all mostly played D&D before, so their expectations are up there. I do not want to disappoint, and have been brainstorming ideas for my "campaign", but I can't exactly ask them about their ideas on the subject... That would ruin the story. So here I've come, to spill my hours-on-hours of storystorming onto you guys, in hopes somebody can help me sort things out, or add ideas, or whatever else you think might help.
Now, I haven't made any stats or anything yet, but I plan on using the donjon generator to generate my three dungeons, or at least the shape and such. If you have any better ideas for that, shoot, but the generator looks really nice. Also, I'm sticking to core 5e. I don't want to add any of the expansions classes or such for my first game. I want to see my DM'ing in its natural habitat before expanding. If this goes well, maybe we'll see where it goes. Either way, without further ado:
Possible Plots:
- Side Quest Ideas
> To go stop a bar fight
* Barkeep runs from bar/tavern to tell of fight
* Asks anybody to stop it and promises free drinks if you do
* Two very large men are duking it in the middle of the bar
* Everybody else has left or is hiding behind tables
* Men demand party fights them to make them stop
* Easy to beat, opener of city's quest
* Gives citizens a reason to trust
> Quest Board
* Clearing out rats for gold
- Someone's basement is loaded with rats
- Small reward
* Plant collection quest
- Collect so many of ____ (She only needs 5, but will take up to 15)
- Easy to find, but only in one spot
- In middle of woods, hard to spot during day
- Easy to spot at night, but much harder to survive in woods at night
- Glowing plants
- Small to Medium to Medium-Large reward
* A love triangle
- Letter written by wife to go discover husbands doings
- Letter says to check around
- People say to check with [insert lovers name here]'s workplace
* She works at the local meadery
* In the woods away from town
- If party goes to tell wife now, wife gets mad with no evidence
* She sends them to go find who this lover is and confront her for the reward
- Party finds meadery, but no [insert name here]
- Told to go to her house, back in town
- Party finds her there, with the wife
- If party confronts lover in front of wife, both get mad
* Wife fires you from job
* Party can continue to find the lover, but with smaller or no reward
- If party doesn't confront her, they find her later with the husband
* Party can tell wife what they seen for a medium reward
* Party can confront lover and husband, husband offers a large reward to tell wife it was just rumors
- Wife will believe it and give small reward
- Wife will give large reward if told of her husband's adultery
* Escorting someone (important?) at night through the city
- Insert group of assassins?
* Are all really illusions
* If captured, they simply fade away into purple fog and dissipate
* Not hard to fight, hard to capture
* Gives players hints of what the purple fog means
* Escortee has no idea about the illusions
- Fair reward
* Fetch Quest
- Read below
- Promises large reward, but much, much danger
- Search for Book of [insert cool dark magic book title here] ("Fetch" quest)
> Could use dungeon generator for this
> Fetch magic book
* Similar to Tom Riddle's diary/journal
* Magic writing on its own
* Tells a riddle of the teleporting dungeon
- In another language, only be translate by an NPC
> Person dead to cultists when party goes to deliver
* No large reward besides the book itself
> Maybe in a cave, with Kobolds?
- Teleporting Dungeon LV 1
> Teleports into middle of town (maybe out of town, but nearby)
* Only after the Book is collected
> City is cursed
* If players try to leave, they walk for 3 days into purple fog to find themselves back at the city.
> Teleporting Dungeon requires a riddle answer to enter
* Talking Gargoyle heads on the entrance require answer to move
> Party figures out the riddle, goes to stop necromancer
* People in town send party to a spiritual hermit
* Hermit lives in a cottage on the largest hill nearby the town
* Hermit decodes the riddle
> Skeletons and Zombies (Undead Dragons, obviously (maybe small versions?))
* Room before necromancer is a large skeletal Cerberus-style dog, chained to the floor next to the door
* Party has to fight dog to get through door
> Last room, fight necromancer
- Necromancer
> Head boss of the Teleporting Dungeon
* He gives up immediatley
* Hes innocent, was trapped by cultists
* Party has to stop the cultists
- Dark Magic / Cultists
> Plot twist with necromancer as head of TD
* They were really controlling the dungeon
* The dungeon is a religious ordeal used for sacrificing to the gods
* It happens annually, as a kind of Purge ordeal, but only for travelers or adventurers
- People in the town are super afraid of it
- Nobody will ever go near it, because nobody has ever come out, only gone in
* They attempt to sacrifice the party when the party finds out
* Knocks out the party, leaves them inside the dungeon to fend for themselves
- Uses magic gaseous forms to knock out party
- Party is left inside Teleporting Dungeon again, only bigger and better
* Party has to escape and stop the cultists (or not)
> One has majorly high-level spell book, used for the dungeon illusion and hiding the castle of dark magic
* So no super-high level sorcerer or wizard is around to fight
- Teleporting Dungeon LV 2
> More dangerous, higher level and more plentiful monsters
> Rooms have changed, same look, different layout (Except new dark purple fog around certain doors...)
* This fog can be seen through with the magic book, if used here.
* Appears to be regular wall with fog
* Is actually doors to secret rooms in which some contain loot and some contain monsters
> Dark and evil magic abound all over
> Next to no loot, but that on monsters
> Loaded with traps
> End-of-story castle-like dungeon, all illusionary
* Very large, tough, large rewards
* Group of nine cultists as bosses in dungeon
* Last one is main boss
* Book is destroyed when last guy dies, linked to his soul
* Each is in a different room, containing a key
- Other than the two large men
* Main door with 8 keyholes in main room
* Leads to last boss guy
* 9 cultists
- Guy who decoded riddle
- Lover of love triangle
- The barkeep maid
- One looks oddly like the necromancer, only much older
* Necromancer's father
- The escortee's sister, sent the assassins
- The two large men who were bar fighting
- The rats-in-the-basement questgiver
- The main boss, who wields the book
* All in black cloaks, fully covered, shadowed hoods
* Before each fight, they flip their hoods back to reveal who they are
- And maybe say something witty about how the party knows them
- Town rewards you for your valiant efforts, access to approx. ___ gp worth of things from each place
> Their only way of reawrding party
> Maybe just one thing from each place?
Also, my one of my players dared me to add in a fat elf, but he/she doesn't fit into the story, so what's a humorous way to add a fat elf into a small town or such?
Now, I haven't made any stats or anything yet, but I plan on using the donjon generator to generate my three dungeons, or at least the shape and such. If you have any better ideas for that, shoot, but the generator looks really nice. Also, I'm sticking to core 5e. I don't want to add any of the expansions classes or such for my first game. I want to see my DM'ing in its natural habitat before expanding. If this goes well, maybe we'll see where it goes. Either way, without further ado:
Possible Plots:
- Side Quest Ideas
> To go stop a bar fight
* Barkeep runs from bar/tavern to tell of fight
* Asks anybody to stop it and promises free drinks if you do
* Two very large men are duking it in the middle of the bar
* Everybody else has left or is hiding behind tables
* Men demand party fights them to make them stop
* Easy to beat, opener of city's quest
* Gives citizens a reason to trust
> Quest Board
* Clearing out rats for gold
- Someone's basement is loaded with rats
- Small reward
* Plant collection quest
- Collect so many of ____ (She only needs 5, but will take up to 15)
- Easy to find, but only in one spot
- In middle of woods, hard to spot during day
- Easy to spot at night, but much harder to survive in woods at night
- Glowing plants
- Small to Medium to Medium-Large reward
* A love triangle
- Letter written by wife to go discover husbands doings
- Letter says to check around
- People say to check with [insert lovers name here]'s workplace
* She works at the local meadery
* In the woods away from town
- If party goes to tell wife now, wife gets mad with no evidence
* She sends them to go find who this lover is and confront her for the reward
- Party finds meadery, but no [insert name here]
- Told to go to her house, back in town
- Party finds her there, with the wife
- If party confronts lover in front of wife, both get mad
* Wife fires you from job
* Party can continue to find the lover, but with smaller or no reward
- If party doesn't confront her, they find her later with the husband
* Party can tell wife what they seen for a medium reward
* Party can confront lover and husband, husband offers a large reward to tell wife it was just rumors
- Wife will believe it and give small reward
- Wife will give large reward if told of her husband's adultery
* Escorting someone (important?) at night through the city
- Insert group of assassins?
* Are all really illusions
* If captured, they simply fade away into purple fog and dissipate
* Not hard to fight, hard to capture
* Gives players hints of what the purple fog means
* Escortee has no idea about the illusions
- Fair reward
* Fetch Quest
- Read below
- Promises large reward, but much, much danger
- Search for Book of [insert cool dark magic book title here] ("Fetch" quest)
> Could use dungeon generator for this
> Fetch magic book
* Similar to Tom Riddle's diary/journal
* Magic writing on its own
* Tells a riddle of the teleporting dungeon
- In another language, only be translate by an NPC
> Person dead to cultists when party goes to deliver
* No large reward besides the book itself
> Maybe in a cave, with Kobolds?
- Teleporting Dungeon LV 1
> Teleports into middle of town (maybe out of town, but nearby)
* Only after the Book is collected
> City is cursed
* If players try to leave, they walk for 3 days into purple fog to find themselves back at the city.
> Teleporting Dungeon requires a riddle answer to enter
* Talking Gargoyle heads on the entrance require answer to move
> Party figures out the riddle, goes to stop necromancer
* People in town send party to a spiritual hermit
* Hermit lives in a cottage on the largest hill nearby the town
* Hermit decodes the riddle
> Skeletons and Zombies (Undead Dragons, obviously (maybe small versions?))
* Room before necromancer is a large skeletal Cerberus-style dog, chained to the floor next to the door
* Party has to fight dog to get through door
> Last room, fight necromancer
- Necromancer
> Head boss of the Teleporting Dungeon
* He gives up immediatley
* Hes innocent, was trapped by cultists
* Party has to stop the cultists
- Dark Magic / Cultists
> Plot twist with necromancer as head of TD
* They were really controlling the dungeon
* The dungeon is a religious ordeal used for sacrificing to the gods
* It happens annually, as a kind of Purge ordeal, but only for travelers or adventurers
- People in the town are super afraid of it
- Nobody will ever go near it, because nobody has ever come out, only gone in
* They attempt to sacrifice the party when the party finds out
* Knocks out the party, leaves them inside the dungeon to fend for themselves
- Uses magic gaseous forms to knock out party
- Party is left inside Teleporting Dungeon again, only bigger and better
* Party has to escape and stop the cultists (or not)
> One has majorly high-level spell book, used for the dungeon illusion and hiding the castle of dark magic
* So no super-high level sorcerer or wizard is around to fight
- Teleporting Dungeon LV 2
> More dangerous, higher level and more plentiful monsters
> Rooms have changed, same look, different layout (Except new dark purple fog around certain doors...)
* This fog can be seen through with the magic book, if used here.
* Appears to be regular wall with fog
* Is actually doors to secret rooms in which some contain loot and some contain monsters
> Dark and evil magic abound all over
> Next to no loot, but that on monsters
> Loaded with traps
> End-of-story castle-like dungeon, all illusionary
* Very large, tough, large rewards
* Group of nine cultists as bosses in dungeon
* Last one is main boss
* Book is destroyed when last guy dies, linked to his soul
* Each is in a different room, containing a key
- Other than the two large men
* Main door with 8 keyholes in main room
* Leads to last boss guy
* 9 cultists
- Guy who decoded riddle
- Lover of love triangle
- The barkeep maid
- One looks oddly like the necromancer, only much older
* Necromancer's father
- The escortee's sister, sent the assassins
- The two large men who were bar fighting
- The rats-in-the-basement questgiver
- The main boss, who wields the book
* All in black cloaks, fully covered, shadowed hoods
* Before each fight, they flip their hoods back to reveal who they are
- And maybe say something witty about how the party knows them
- Town rewards you for your valiant efforts, access to approx. ___ gp worth of things from each place
> Their only way of reawrding party
> Maybe just one thing from each place?
Also, my one of my players dared me to add in a fat elf, but he/she doesn't fit into the story, so what's a humorous way to add a fat elf into a small town or such?