Scubasteve0209
2021-08-19, 01:37 AM
I have passable ideas for campaigns, but I'm terrible at putting all the pieces together into a coherent story. I was hoping to share my ideas here & see what works, what doesn't, and see if anyone has advice on how to tighten the story & make it better.
Score of the Heartsong
The premise:
All PCs are crewmates on a merchant ship, "The Heartsong"
Pulls from various nautical/coastal adventures, such as Saltmarsh, or a few other adventures I've come across, but most adventures tie into an overarching story.
The Background:
"The Heartsong" is captained by a retired adventurer, Harkon "Hark" the Herald (Aasamir Bard)
At the climax of his own adventuring days, Harkon's party freed a malicious Marid lord, Deroh the Great. The Marid has been gathering allies and power ever since.
Other members of Harkon's former party:
+King Helmore- The adventure that freed the Marid was part of what secured his throne/kingdom
+Noel Heartsong- deceased. Died at the climax of the adventure. Probably tragically.
+Xaver Mohr- a mute knight
+[I]+1-2 others, haven't named them since they don't seem relevant.
Part of the reason Harkon captains his ship is to keep an eye out for signs of the Marid's activities. This is how the PC's become entangled in the adventure.
I'm not sure what the Marid's plan is, but one of my ideas is that he's working to release an evil sea goddess in order to gain the power to overthrow the ocean's kingdoms.
Deroh the Great is power-hungry, and has a number of schemes to stumble upon such as:
Deroh has enslaved a tribe of Sahuagin and is using them to take over regions, and raid inland communities to secure weapons and components (GoS: The "Sinister Secret of Saltmarsh" & "The Final Enemy")
Summoning creatures from the Plane of Water to do it's bidding (DM Guild: Tides of Fate)
A tribe of Lizardfolk expelled by the expanding Sahuagin forces (GoS: "Danger at Dunwater")
He is the patron of a shady town leader tricking adventurers into clearing a temple in order to find a powerful magic item (DM Guild: "Shore of Dreams")
Any other suggested Coastal/Aquatic/Shipborne adventures I could tie in.
but the arc that will likely bring Deroh to the forefront for the adventurers will be the kidnapping of King Helmore's newborn child, at its naming ceremony (the PC's will be in attendance, since Harkon will be performing). My idea is that the child's blood is needed as part of a ritual which must be performed at "x date, x location" ("The simultaneous eclipses of the Twin moons on the isle of Giants," etc) to release the chains of the Sea God's prison.
It feel like a fairly bare-bones concept at the moment. What would you recommend?
Score of the Heartsong
The premise:
All PCs are crewmates on a merchant ship, "The Heartsong"
Pulls from various nautical/coastal adventures, such as Saltmarsh, or a few other adventures I've come across, but most adventures tie into an overarching story.
The Background:
"The Heartsong" is captained by a retired adventurer, Harkon "Hark" the Herald (Aasamir Bard)
At the climax of his own adventuring days, Harkon's party freed a malicious Marid lord, Deroh the Great. The Marid has been gathering allies and power ever since.
Other members of Harkon's former party:
+King Helmore- The adventure that freed the Marid was part of what secured his throne/kingdom
+Noel Heartsong- deceased. Died at the climax of the adventure. Probably tragically.
+Xaver Mohr- a mute knight
+[I]+1-2 others, haven't named them since they don't seem relevant.
Part of the reason Harkon captains his ship is to keep an eye out for signs of the Marid's activities. This is how the PC's become entangled in the adventure.
I'm not sure what the Marid's plan is, but one of my ideas is that he's working to release an evil sea goddess in order to gain the power to overthrow the ocean's kingdoms.
Deroh the Great is power-hungry, and has a number of schemes to stumble upon such as:
Deroh has enslaved a tribe of Sahuagin and is using them to take over regions, and raid inland communities to secure weapons and components (GoS: The "Sinister Secret of Saltmarsh" & "The Final Enemy")
Summoning creatures from the Plane of Water to do it's bidding (DM Guild: Tides of Fate)
A tribe of Lizardfolk expelled by the expanding Sahuagin forces (GoS: "Danger at Dunwater")
He is the patron of a shady town leader tricking adventurers into clearing a temple in order to find a powerful magic item (DM Guild: "Shore of Dreams")
Any other suggested Coastal/Aquatic/Shipborne adventures I could tie in.
but the arc that will likely bring Deroh to the forefront for the adventurers will be the kidnapping of King Helmore's newborn child, at its naming ceremony (the PC's will be in attendance, since Harkon will be performing). My idea is that the child's blood is needed as part of a ritual which must be performed at "x date, x location" ("The simultaneous eclipses of the Twin moons on the isle of Giants," etc) to release the chains of the Sea God's prison.
It feel like a fairly bare-bones concept at the moment. What would you recommend?