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Hi, Im new here, seeking help on a campaign im throwing together
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<blockquote data-quote="RithTheAwakener" data-source="post: 1313532" data-attributes="member: 16192"><p>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. </p><p></p><p>Let me give you guys the basis of this adventure... </p><p></p><p>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. </p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Thanks again, </p><p>Rith</p></blockquote><p></p>
[QUOTE="RithTheAwakener, post: 1313532, member: 16192"] 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 [/QUOTE]
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