pukunui
Legend
EDIT: See post #31 for the most up-to-date version of my plans.
Hi all,
I'm close to completing a two-year+ campaign, and my thoughts are turning towards what I'll run next. I ran Tomb of Annihilation a while back, and while I enjoyed it, I found that the urgency of the death curse meant that my players weren't so keen to explore all the little nooks and crannies. The focus of the campaign was finding the Soulmonger, and what exploration they did do was focused primarily on finding / getting to Omu. Ever since, I've been wanting to revisit Chult as more of an open-ended hexcrawl exploration adventure.
The thing is: I've never run an open-ended hexcrawl exploration adventure before. My campaigns have always had a story element to them that makes it easy to draw the players in and get their PCs hooked into resolving the plot (be it defeating Strahd to find a way out of Barovia or ending the threat posed by rampaging giants or what-have-you).
The premise is that the PCs are all going to Chult for the first time. They will all be adventurous sorts keen to explore the great unknown jungle. Perhaps they are naive and don't fully understand its dangers, but they are clearly not the timid, stay-at-home types and will not likely turn down opportunities to venture into the jungle, either to find out what's there or to obtain some wonderful treasure.
The campaign will begin with the PCs on board a ship bound for Chult. They will meet Aremag the dragon turtle on the way to Port Nyanzaru. They will spend a few levels exploring the city and getting the lay of the land (including the fact that they will need to obtain a charter from the Flaming Fists in order to be able to loot any jungle ruins). They will then be presented with various quests, and they can choose which ones they want to go on and what order they want to do them in.
So the question is: why are these particular PCs doing these things together? What is the glue that is holding the party together?
Yes, I will talk to my players about this and get them to do some brainstorming. However, I must acknowledge that they are a passive bunch and struggle to come up with ideas on their own, so I'd like to be able to present them with a few suggestions for inspirational purposes, at the very least.
Some ideas I've come up with:
*The PCs are all friends / relations who want to seek gold and glory together
*The PCs are all friends / relations who want to "get rich quick" in order to gain enough capital to start a business back home
*The PCs are strangers who got to know each other en route and have merely decided to band together for survival
*The PCs are all members of the same organisation -- either one of the five factions or an explorers' society (like how Artus Cimber was a member of Cormyr's Society of Stalwart Adventurers when he went to Chult for the first time).
Any and all constructive suggestions are most welcome!
Thank you.
Hi all,
I'm close to completing a two-year+ campaign, and my thoughts are turning towards what I'll run next. I ran Tomb of Annihilation a while back, and while I enjoyed it, I found that the urgency of the death curse meant that my players weren't so keen to explore all the little nooks and crannies. The focus of the campaign was finding the Soulmonger, and what exploration they did do was focused primarily on finding / getting to Omu. Ever since, I've been wanting to revisit Chult as more of an open-ended hexcrawl exploration adventure.
The thing is: I've never run an open-ended hexcrawl exploration adventure before. My campaigns have always had a story element to them that makes it easy to draw the players in and get their PCs hooked into resolving the plot (be it defeating Strahd to find a way out of Barovia or ending the threat posed by rampaging giants or what-have-you).
The premise is that the PCs are all going to Chult for the first time. They will all be adventurous sorts keen to explore the great unknown jungle. Perhaps they are naive and don't fully understand its dangers, but they are clearly not the timid, stay-at-home types and will not likely turn down opportunities to venture into the jungle, either to find out what's there or to obtain some wonderful treasure.
The campaign will begin with the PCs on board a ship bound for Chult. They will meet Aremag the dragon turtle on the way to Port Nyanzaru. They will spend a few levels exploring the city and getting the lay of the land (including the fact that they will need to obtain a charter from the Flaming Fists in order to be able to loot any jungle ruins). They will then be presented with various quests, and they can choose which ones they want to go on and what order they want to do them in.
So the question is: why are these particular PCs doing these things together? What is the glue that is holding the party together?
Yes, I will talk to my players about this and get them to do some brainstorming. However, I must acknowledge that they are a passive bunch and struggle to come up with ideas on their own, so I'd like to be able to present them with a few suggestions for inspirational purposes, at the very least.
Some ideas I've come up with:
*The PCs are all friends / relations who want to seek gold and glory together
*The PCs are all friends / relations who want to "get rich quick" in order to gain enough capital to start a business back home
*The PCs are strangers who got to know each other en route and have merely decided to band together for survival
*The PCs are all members of the same organisation -- either one of the five factions or an explorers' society (like how Artus Cimber was a member of Cormyr's Society of Stalwart Adventurers when he went to Chult for the first time).
Any and all constructive suggestions are most welcome!
Thank you.
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