Hi, Im new here, seeking help on a campaign im throwing together

RithTheAwakener

First Post
Hi, im new here. Ive been playing dnd for about 5 years now, and i have yet to try DMing. So now im giving it a shot. Ive got a homebrew world lined up, along with the "meat" of the adventure planned out. Unfortunately it has no "skeleton" so its just one big pile at the moment. I cant think of a good hook that would keep the players moving thru the adventure, *without* it being cliche, IE: a mad wizard is going to get to this stuff, dont let him get it! Or anything corny like that.

Let me give you guys the basis of this adventure...

Basic overview: the players will be teleported off of their home continent, and into a more "primal" world. The people here worship the elemental sides of the world, with many temples and priests of the gods of earth wind water fire life death etc. They players, depending on where they decide to go first, could either hit a village, or find a cave. Following either of these options will lead to a temple devoted to the earth god. There is an incredibly powerful artifact inside the temple that requires orbs of different elements to activate, and the riddle that *guards* the activation processes is very difficult, and may prove for the players not to solve. If solved the artifact + the orbs can imbue incredible power to either the players themselves or equipment.

They'll find new orbs of other elements and reach other temples, most likely not in order, since they wont have a map, and Ive got everything jammed full of interesting stuff, but i cannot make a hook for the life of me. Any help or ideas are GREATLY appreciated :D

Thanks again,
Rith
 

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Hello there,

After a quick read through, I have a question: what level are the characters? If they're low level, it's really easy and you've already provided the hook: Find a way home! :)

~Wonka
 

Yes details on the characters helps. This way you can formulate a wide all encompassing goal for all them and individual ones for each PC.
 

ah levels would probably help, heh. The characters will start off 5th level, and should gain significant power throughout the campaign. There are 4 players, each have decided classes, they will be Wizard, Rogue, Fighter, Cleric. The four core classes.

The problem with giving the characters individual goals is that: A: the players can be prone to turning on eachother rather easily, and B: They dont know where they are... although I was thinking of having the mage have a bit of pre-history knowledge about their area and the artifacts.
 

Well if they turn on each other a lot...then I don't think I'd hold out much hope no matter HOW you do it. When it comes to issues like that...it's not like you have a lot of hope.
 

Couple things that may help you with your hook ...

WHO teleported the characters off their home continent?

WHY did he/she/they teleport the characters?

(Perhaps the person wants the characters to do the elemental temple thing in exchange for something? their own Freedom back home? Threaten to hurt others on their home world? Begging for help "for the good" but maybe it's a trick?)

Depending on how the players are ... if one of them is the really really curious type, you only need to have them find the dead body of a previous adventurer going on the same quest, perhaps with a map. If they take the bait, they'll start chasing this down without any further effort -- of course, this takes a lot of gambling on the assumption that curiosity is motivation alone for character.
 

Thanks fba827, that helps me quite a bit, the Rogue PC is very curious. That would be a great way to get them into it, thanks.

Nightfall, the players can be prone to turning on one another, but we can get passed that easily, its only if they feel they need to. Its a good group.
 

Well if that's the case, I'd suggest this:

In addition to being stuck together, they find themselves under an unusual curse. They cannot be separated more than 100 feet without ALL of them suffering ability damage and losing HP. They also find themselves unable to harm each other, otherwise they will end up killing themselves in the process. They are informed of this by a local shaman that proclaim when the gods fought, many on both sides died. A Divine Truce was inacted and now to determine the fate of this world, only outsiders/elementals are used in such combats. Thus now the tribes live in harmony with each other...at least within each region. They still raid and steal, but there is no murder, only tribal warfare with others that follow other gods.

Howse that?
 

In addition to being stuck together, they find themselves under an unusual curse. They cannot be separated more than 100 feet without ALL of them suffering ability damage and losing HP. They also find themselves unable to harm each other, otherwise they will end up killing themselves in the process. They are informed of this by a local shaman that proclaim when the gods fought, many on both sides died. A Divine Truce was inacted and now to determine the fate of this world, only outsiders/elementals are used in such combats. Thus now the tribes live in harmony with each other...at least within each region. They still raid and steal, but there is no murder, only tribal warfare with others that follow other gods.

Howse that?

ROFL! That is hilarious and entirely unnecessary. Thanks..? lol
 


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