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[5E] Ælor Cıtar

[5E] Ælor Cıtar

Hello En World community,

My friends and I have recently begun to take roleplaying a bit more seriously. After running several purely improvised one shot adventures in the theater of our minds, some were talking about progression.

As I've taken the roll of game master most commonly and am ready to put more time into it, I decided to educate my group with the rules of D&D 5E, even though I'm completely new to the system.

My current plan is to use adventures from other modules and suit them to my homebrew setting. Now, I'm a bit overwhelmed by all the great material out there, so finding suitable adventures becomes a challenge by itself. Which is what brought me here, in the hope someone knows adventures that can complement my setting.

The players will be brand new and starting at level 1.

The Setting
The setting is Ganymede, which is the biggest moon around Jupiter. Ganymede's core is gaseous and landmasses of different sizes drift around the surface. On the largest of these landmasses lies the capital of our local super-cluster: Ælor Cıtar.
The layout of Ælor Cıtar feels like an Escher painting, in which its best to ignore any kind of logic in the layout and just accept where you are and what you can see. This gets intenser because of the moon-like gravity, allowing creatures to do all kinds of acrobatics.
As the players arrive in the welcome hall of the arrival center, they meet an NPC that explains them what kind of effects augmented reality has on the livelihood of the city.
They learn that you can earn money through augmented reality while playing various games.
While in AR (augmented reality) I plan to give players normal quests and starting equipment, so they can fight goblins and orcs through the streets of the capital.
The players start with enough money each to buy a single augmented enhancement. The most logical enhancements being a pair of glasses or ear-plugs. Meaning they could pool the money together and have one or several players perceive both sound and sight, or they might choose not to share their money and have either sight or hearing for themselves.
When the players have earned more money, they can buy additional augmentations not necessarily connected to augmented reality. Think shoes that allow you not to drift of while dashing, an exo-skeleton for improved strength, etc.

Plot
I'm already working on a dark scheme that's brewing in the background that the player's are going to face some day. But I want the players to get more accustomed to the world first and have the plot-twist come in an unexpected 3rd or 4th session.

Example quest
An example first quest I'm thinking about is when the players exit the arrival center and find themselves in the square of the bustling metropolis. A desperate looking middle-aged human asks them for help. His house has become occupied with an orc and his goblin followers. The man isn't able to enjoy his AR, nor support his family because the orc is too much of a challenge. He needs help to get rid of him. It's a simple quest; accept terms, fight monsters, earn reward. Which is why I'm looking for quests with a bit more complexity.

Questions and concerns
Being able to flesh the campaign out to something my friends are thrilled to come back to poses me with a couple of questions:
  • What are good story lines that fit this setting?
  • What are major pitfalls that I should look out for with a setting like this?
  • Are there any monsters that could possible thrive in a low-gravity atmosphere?
  • Are there monsters that would do well in an augmented reality environment?
  • Are there certain plots or story-lines that come to your mind when reading about the setting?
  • What changes can I make to the movement rules to make it thematically consistent?
  • A downside to using augmented reality instead of magic is that players can't be influenced physically. Are there ways to circumvent effects like being shoved, knocked down, etc?
  • Do you have any other/additional tips for me?

Thank you in advance,


Dave
  • Do you have any other/additional tips for me?
 
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Hi [MENTION=6968137]Dave Berendhuysen[/MENTION], welcome to ENWorld! Have some XP.

I love the setting you've imagined, very evocative. Because it's such a unique setting nothing leaps out to me from the 5e published adventures - most of them are hardcovers set in specific settings with earth-shaking events that would need more work to port over to your setting then something new.

There are plenty of free adventures out there, as well as good ones on DMsguild. But if you're looking more for plot ideas there system-agnostic resources out there for free like the Net Book of Plots which just have thumbnails of lots of ideas with twists that you could then be free to fit and theme to your setting.
 

For your AR adventures there was some whacky stuff published for 1st edition that would be good: Dungeonland, Land Beyond the Magic Mirror and Castle Amber.
 

In a low-gravity atmosphere, I think learning to jump from platform to platform would be more useful than actual flight, definitely not true for a traditional fantasy setting!
The AR aspect of this is really cool, and having limited senses means that ambush hunters are going to be even more common than on earth.
I’m thinking giant spiders could be fantastic, as could some oozes and such, since they can take advantage of the Escher-ness of the world.
Also: “knockback”- style weapons like hammers and flails would be cool, since throwing people around is fun. Climbing hooks, like the Kor use on Zendikar, could be sweet, too.
 

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