D&D 5E [Primeval Thule] What have you done?

ChrisCarlson

First Post
I've been reading through my 5e pdf a lot lately and a million ideas are swimming through my brain. I'm not sure yet what exactly I will settle on for the campaign I plan on starting up in the near future. I will probably wait for the other two books to hit before I move forward with anything solid.

But in the meantime, anyone else using it already? If so, what are you doing?
 

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Ooooooo [MENTION=59406]DeathMutant[/MENTION]. Very very cool.

Once I get my players grounded a bit, I do want to run an exploration/travel series of scenarios. Maybe make the pc's part of a larger expedition to some nasty place to really showcase the setting. I want to get them out of the cities because I have a sneaking suspicion that urban Thule adventures might turn out too ... bog standard dnd for what I want.
 

I am considering using some of the old Conan-themed adventures to get started, like from here: http://www.hyboria.xoth.net/adventures/index.htm

Everything will require a system (mechanics) conversion, more tentacles and reworked to fit the Primeval Thule setting but, worst case, these are great sources of inspiration.
Yeah, I purchased The Spider God's Bride pdf a few weeks ago from Xoth. Very cool stuff. I will definitely be utilizing it to varying degrees.
 

Ooooooo [MENTION=59406]DeathMutant[/MENTION]. Very very cool.

Once I get my players grounded a bit, I do want to run an exploration/travel series of scenarios. Maybe make the pc's part of a larger expedition to some nasty place to really showcase the setting. I want to get them out of the cities because I have a sneaking suspicion that urban Thule adventures might turn out too ... bog standard dnd for what I want.
Very cool. Like the campaign book says, cities should be dangerous places full of treachery for adventuring types. Make them places the PC's would rather only visit when they absolutely have to. And only for as long as necessary.
 





Primeval Thule, as well as the Spider God's Bride pdf mentioned earlier, get into the idea that magic-use is all one basic overarching power source, just utilized differently by the various traditions (arcane, divine, and natural) to serve different focuses and achieve different results.

The more I read and consider this, the more I want to build a single, all-encompassing spellcasting class. Including a subclass for each tradition. I'm just not sure how much of a payoff there would be for the amount of work it would entail.

My initial thoughts are to use some sort of warlock/sorcerer chassis. While also having hints of defiler-style incentives and/or cost-for-bennies choices. The goal being to emulate the inherent dangers in its use as well as the lure of power, and giving it a "turning to the darkside" feel.

Hrmmmm....
 

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