dragonfriend7738
Explorer
So I'm playing in a small group to pass the time, and some random shenanigans just happened that have created a completely unexpected campaign hook that has my DM senses tingling, and the rest of the party is cool with me taking the reins for it.
Randomness: we fought a couple gargoyles, and ended up getting a critical success on a random loot table, and found a flawless diamond (a gargoyle heart, for fluff purposes.)
Later in the session, we encounter the ghost of a wizard who died decades prior, and whose keep is currently being used for nefarious purposes.
The party manages to convince the ghost to take residence in the diamond, so that the ghost wouldn't be bound to the decaying keep, and the party could share their experiences with the benevolent spirit.
Now for the campaign hook:
We have a couple options for the ghost:
1) keep it in a portable stone and continue about our adventures (bland.)
2) incorporate the gem into a suit of armor and have the wizard join our adventures a la Alphonse of FMA. (Eh.)
3)build a golem and have the spirit inhabit it (a few fetch quests here)
And 4) use this as an opportunity to create the first/prototype of the 'warforged' race (which doesn't exist in our game yet.)
I really like the last option. It allows for quests to find rare materials, find old friends of the wizards (old dwarves and elves who knew them when they were alive, ect) and create something new and world changing.
I have a couple ideas for quests, but would like suggestions.
For party strength info, we just reached level 5, and the party consists of a fighter/barbarian, a rogue, and a cleric.
Randomness: we fought a couple gargoyles, and ended up getting a critical success on a random loot table, and found a flawless diamond (a gargoyle heart, for fluff purposes.)
Later in the session, we encounter the ghost of a wizard who died decades prior, and whose keep is currently being used for nefarious purposes.
The party manages to convince the ghost to take residence in the diamond, so that the ghost wouldn't be bound to the decaying keep, and the party could share their experiences with the benevolent spirit.
Now for the campaign hook:
We have a couple options for the ghost:
1) keep it in a portable stone and continue about our adventures (bland.)
2) incorporate the gem into a suit of armor and have the wizard join our adventures a la Alphonse of FMA. (Eh.)
3)build a golem and have the spirit inhabit it (a few fetch quests here)
And 4) use this as an opportunity to create the first/prototype of the 'warforged' race (which doesn't exist in our game yet.)
I really like the last option. It allows for quests to find rare materials, find old friends of the wizards (old dwarves and elves who knew them when they were alive, ect) and create something new and world changing.
I have a couple ideas for quests, but would like suggestions.
For party strength info, we just reached level 5, and the party consists of a fighter/barbarian, a rogue, and a cleric.