Skyscraper
Adventurer
Hello,
I'm looking for inspiration for tonight's game session in a game I DM where the storyline writes itself as we go, based on a well-defined set premise. We're 8 sessions into the game, and I hope to have it last about 15, so I don't want to side-track the main plot in any significant way.
Background: a group of savage humans worship a demon, thinking him to be a long-gone deity. They use bugbears, that they control, to instill fear before "freeing" other human cities from the bugbears. This allows them to meet little opposition and then, after, the demons come in, diguised as angels, to feed/corrupt/contaminate humans from whom other demons rise. Also, a group of orcs is tracking an artifact that the human savages have stolen from monks who stole it from the orcs. This artifact allows the human savages to be empowered by cleric-like magical powers. One NPC monk is with the PCs now.
The PCs' situation: They have left a nearby city that was taken by the savages, after having killed a high-ranking "cleric" of the demon/fake deity. When leaving the city, the PCs/players randomly picked a nearby place to go on the map called "the cursed tower" for no reason whatsoever. There, they've been attacked by undead in what looks like a... cursed tower. They are still inside the tower, having fought ghouls outside and wights inside.
My cunundrum: I don't know what to do with this tower, really. Question 1: Should the tower be part of the plot somehow? This seems counter-intuitive, and would support the players deciding again on picking any place randomly to go to, thinking I'll arrange for it to become relevant. Or, should it be a useless side-quest that they'll wonder why they went there?
Either way, question 2: what happened in the tower, why is it cursed?
Question 3: how to link the tower's story to the plot without it being central to the plot?
Any ideas are welcome, in addition to/replacement of the above questions that are there as guides more than anything.
Thanks!
I'm looking for inspiration for tonight's game session in a game I DM where the storyline writes itself as we go, based on a well-defined set premise. We're 8 sessions into the game, and I hope to have it last about 15, so I don't want to side-track the main plot in any significant way.
Background: a group of savage humans worship a demon, thinking him to be a long-gone deity. They use bugbears, that they control, to instill fear before "freeing" other human cities from the bugbears. This allows them to meet little opposition and then, after, the demons come in, diguised as angels, to feed/corrupt/contaminate humans from whom other demons rise. Also, a group of orcs is tracking an artifact that the human savages have stolen from monks who stole it from the orcs. This artifact allows the human savages to be empowered by cleric-like magical powers. One NPC monk is with the PCs now.
The PCs' situation: They have left a nearby city that was taken by the savages, after having killed a high-ranking "cleric" of the demon/fake deity. When leaving the city, the PCs/players randomly picked a nearby place to go on the map called "the cursed tower" for no reason whatsoever. There, they've been attacked by undead in what looks like a... cursed tower. They are still inside the tower, having fought ghouls outside and wights inside.
My cunundrum: I don't know what to do with this tower, really. Question 1: Should the tower be part of the plot somehow? This seems counter-intuitive, and would support the players deciding again on picking any place randomly to go to, thinking I'll arrange for it to become relevant. Or, should it be a useless side-quest that they'll wonder why they went there?
Either way, question 2: what happened in the tower, why is it cursed?
Question 3: how to link the tower's story to the plot without it being central to the plot?
Any ideas are welcome, in addition to/replacement of the above questions that are there as guides more than anything.
Thanks!
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