atawag
Villager
Hey, everyone. I'm hoping I can get some help with ideas on how to start a new campaign I want to run for my wife and 3 kids. I'm struggling with the opening (actually, ALL of it, ha), so let me explain to you the basic premise and how I hope to have it open up. I am lacking a LOT of details, however, and so ideas are very welcome.
I want to have the campaign set in a remote area, possibly a small town (but bigger than a village) that is located in a valley surrounded by natural obstacles like dense forests and mountain ranges, which makes it easy to cut off from the rest of the world when forest paths become too dangerous or mountain passes get blocked. My basic idea is that something bad has happened, perhaps even cataclysmic, in the world at large and the natural world is sort of reacting like when Scar takes over in The Lion King. In that movie, it doesn't make much sense, but just because the "bad guy" is in charge, the grass dies and the rivers dry up and it is perpetually overcast. I maybe don't want to go to that extreme, but whatever has happened in the wider world has made it so that the natural world seems to be reacting, that crops don't grow as well, that the sun is constantly obscured by clouds, and what's more, the areas around the town are growing more and more dangerous. Dangerous wild creatures are coming closer and closer to town for unknown reasons. People who attempt to reach the outside world never come back, etc. The whole landscape seems to be growing more evil and malevolent.
And so my thought is that the group of adventurers come together to figure out what is going on and if there's any way they can put a stop to it. Something about this that I like is that this cataclysmic event probably doesn't even have anything to do with this remote town. Perhaps some other adventurers failed in their quest to stop The Big Bad in some other area of the world and now these folks are just trying to handle the fallout from that.
And one thought I had on how to start all this up is that in close proximity to the town is a wizard's mansion. But the town never knew about it because the wizard decided to settle in this remote location as a sort of retirement where he could study the stars and continue his arcane research in peace, and so all his holdings were under some sort of cloaking spell so the townsfolk never knew he was there. But then, by whatever means, he realized that this cataclysmic event was coming and he tried to put some sort of shield around the area of the town, or he tried to do something to protect the himself and the people from the cataclysm. And maybe it sapped so much of his power that he was on the brink of death, and with the last of his strength, he sent out a psychic message calling people to him in the hopes that they can do what it takes to protect the town. And perhaps the 4 adventurers were the only ones naturally attuned enough to receive the message in their dreams to seek him out. But having used the last of his power, the wizard passes away and so his "cloak" spell fizzles and his mansion and all his holdings become visible for the adventurers to find.
Now, these are all just incredibly rough ideas. Nothing is sacred, I am willing to change anything. I think there is something good here, but I'm having such a hard time getting a bead on exactly how to formulate all this.
Because one of the things I was also thinking about is not even having the party create their characters until they make their way to the wizard's mansion and they find his notes, or perhaps his ghost, or a recurring memory that delivers a message, or something.... and somehow the wizard, whether himself or though some artifact he left behind, imbues some power into the adventurers which explains why they are able to level up and gain magical powers and spectacular abilities inherent to DnD adventurers and such.
Again, I realize this is like a cat's hairball of ideas. What do you think of some of these ideas in terms of a basis for a larger story? My basic idea was that in the early stages of the campaign, the party would simply be clearing out and "cleansing" certain areas close to town. I'm not sure in what manner the "cleansing" would happen, but it'd be kind of cool if their progress was noted by brighter skies or the immediate surroundings of the town becoming safer. I want the party to see their exploits having an effect on the people of the town.
Does this inspire any ideas in you that might fill in the massive gaps I have left open? What ideas might you have? If this was your campaign, what direction would you take it? If you were going to play something with this basic premise, as a player, what would you like to see happen?
Thank you for your help!
I want to have the campaign set in a remote area, possibly a small town (but bigger than a village) that is located in a valley surrounded by natural obstacles like dense forests and mountain ranges, which makes it easy to cut off from the rest of the world when forest paths become too dangerous or mountain passes get blocked. My basic idea is that something bad has happened, perhaps even cataclysmic, in the world at large and the natural world is sort of reacting like when Scar takes over in The Lion King. In that movie, it doesn't make much sense, but just because the "bad guy" is in charge, the grass dies and the rivers dry up and it is perpetually overcast. I maybe don't want to go to that extreme, but whatever has happened in the wider world has made it so that the natural world seems to be reacting, that crops don't grow as well, that the sun is constantly obscured by clouds, and what's more, the areas around the town are growing more and more dangerous. Dangerous wild creatures are coming closer and closer to town for unknown reasons. People who attempt to reach the outside world never come back, etc. The whole landscape seems to be growing more evil and malevolent.
And so my thought is that the group of adventurers come together to figure out what is going on and if there's any way they can put a stop to it. Something about this that I like is that this cataclysmic event probably doesn't even have anything to do with this remote town. Perhaps some other adventurers failed in their quest to stop The Big Bad in some other area of the world and now these folks are just trying to handle the fallout from that.
And one thought I had on how to start all this up is that in close proximity to the town is a wizard's mansion. But the town never knew about it because the wizard decided to settle in this remote location as a sort of retirement where he could study the stars and continue his arcane research in peace, and so all his holdings were under some sort of cloaking spell so the townsfolk never knew he was there. But then, by whatever means, he realized that this cataclysmic event was coming and he tried to put some sort of shield around the area of the town, or he tried to do something to protect the himself and the people from the cataclysm. And maybe it sapped so much of his power that he was on the brink of death, and with the last of his strength, he sent out a psychic message calling people to him in the hopes that they can do what it takes to protect the town. And perhaps the 4 adventurers were the only ones naturally attuned enough to receive the message in their dreams to seek him out. But having used the last of his power, the wizard passes away and so his "cloak" spell fizzles and his mansion and all his holdings become visible for the adventurers to find.
Now, these are all just incredibly rough ideas. Nothing is sacred, I am willing to change anything. I think there is something good here, but I'm having such a hard time getting a bead on exactly how to formulate all this.
Because one of the things I was also thinking about is not even having the party create their characters until they make their way to the wizard's mansion and they find his notes, or perhaps his ghost, or a recurring memory that delivers a message, or something.... and somehow the wizard, whether himself or though some artifact he left behind, imbues some power into the adventurers which explains why they are able to level up and gain magical powers and spectacular abilities inherent to DnD adventurers and such.
Again, I realize this is like a cat's hairball of ideas. What do you think of some of these ideas in terms of a basis for a larger story? My basic idea was that in the early stages of the campaign, the party would simply be clearing out and "cleansing" certain areas close to town. I'm not sure in what manner the "cleansing" would happen, but it'd be kind of cool if their progress was noted by brighter skies or the immediate surroundings of the town becoming safer. I want the party to see their exploits having an effect on the people of the town.
Does this inspire any ideas in you that might fill in the massive gaps I have left open? What ideas might you have? If this was your campaign, what direction would you take it? If you were going to play something with this basic premise, as a player, what would you like to see happen?
Thank you for your help!