der_kluge
Adventurer
I'm running a 5e campaign set in the Wilderlands of High Fantasy. The party is 3rd level, and has just acquired the first piece of the Rod of Seven Parts. They don't know what it is just yet. At some point, though, it's going to tell the cleric who is wielding it (who is conveniently already lawful neutral) to "go east".
I have the Rod of the Seven Parts boxed set, but mostly I don't care for the different vignettes in there. I might review them again in order to scrounge for some ideas. It's also 2nd edition stuff, so it would take some conversion.
As far as locales, the Wilderlands has me covered in spades. Literally all I need to do is throw a dice at a random map and I could put the next rod section "there", and the Wilderlands has a sufficient amount of detail, that I'd never be at a loss for being able to describe the journey. But I'm a little concerned about the campaign feeling a little bit linear. Go here, then here, then here, etc., might get a little bit old after a while. And while I don't think it would happen, the party could just abandon completing the rod at some point and just say "to hell with this". I'll obviously have to deal with that if it happens, not that I expect it to. But the first question is - what are some ways you've dealt with an obviously linear campaign? It's not my fault exactly that this campaign has to be linear, and I don't want to be really be heavy-handed with side-quests, although my current thinking along those lines is to just make sure that the party understands destination isn't the goal, but the road they take to get there.
Second question is - I need locations. Ok, a request, not a question. I'm underwhelmed with Tales of the Yawning Portal, although I want to want it, but I don't. I've got some smoldering ideas for where I want the 2nd and 3rd pieces, but I haven't started thinking about the rest. Any recommendations (PDF or otherwise) that people have found to be useful here would be appreciated. I'm talking about just sort of random "plop it anywhere" type dungeon locales. Although, for the 7th, I want to put it somewhere near the same village they started in. I think that'd be hilarious.
I have the Rod of the Seven Parts boxed set, but mostly I don't care for the different vignettes in there. I might review them again in order to scrounge for some ideas. It's also 2nd edition stuff, so it would take some conversion.
As far as locales, the Wilderlands has me covered in spades. Literally all I need to do is throw a dice at a random map and I could put the next rod section "there", and the Wilderlands has a sufficient amount of detail, that I'd never be at a loss for being able to describe the journey. But I'm a little concerned about the campaign feeling a little bit linear. Go here, then here, then here, etc., might get a little bit old after a while. And while I don't think it would happen, the party could just abandon completing the rod at some point and just say "to hell with this". I'll obviously have to deal with that if it happens, not that I expect it to. But the first question is - what are some ways you've dealt with an obviously linear campaign? It's not my fault exactly that this campaign has to be linear, and I don't want to be really be heavy-handed with side-quests, although my current thinking along those lines is to just make sure that the party understands destination isn't the goal, but the road they take to get there.
Second question is - I need locations. Ok, a request, not a question. I'm underwhelmed with Tales of the Yawning Portal, although I want to want it, but I don't. I've got some smoldering ideas for where I want the 2nd and 3rd pieces, but I haven't started thinking about the rest. Any recommendations (PDF or otherwise) that people have found to be useful here would be appreciated. I'm talking about just sort of random "plop it anywhere" type dungeon locales. Although, for the 7th, I want to put it somewhere near the same village they started in. I think that'd be hilarious.