Meech17
WotC President Runner-Up.
I'm posting this under D&D 5e, as that's what we play.. But this could largely be in the general TTRPG thread.
My group have kind of been on Hiatus, due to the holidays, family obligations, and what not. Everyone has been itching to get back to the table, and I think we're hoping to get to it right after New Years. I'm struggling however. Even after months of time to prepare, I've got zip. We just wrapped up The Sunless Citadel, and my party will be level 5 going into the next adventure. I just don't know where to go. I'd love some suggestions, or adventure recommendations.
I didn't really have any strong major plot threads, and I was hoping something would materialize by now for me to cling to. Instead I've got a few loose threads that are all kind of entwined.
1) The McGuffin: The party are chasing down a set of magical gem stones. They don't know what they are, or what they do (Besides each one being attached to a core stat, and providing the holder of it bonuses in that area) and they don't really know why they're chasing them down besides the fact they're heroes, and that's just the kind of thing heroes do.
1.A) My original plan for the McGuffin was that these gems when assembled will summon some sort of Djinn or other powerful entity, and it will grant a wish, Dragon Ball style. I've failed to find any way to introduce this plot thread to the party however.
2) The Mercs: The party was thwarted a few adventures ago by a Mercenary company who stole one of the gems out from under their noses, and burned down an innocent village while doing it. They really don't like these guys, which is good.. That was the point. They've kind of made an in-roads with one of the lieutenants of the company, and that's how they ended up in the Sunless Citadel tracking down another gem. The Lieutenant ended up dead at the end and the ranger took his branded armor. I get the feeling they're going to try and infiltrate the Company, which I think is pretty rad.
3) The Cult: I laid the ground work for some cultists. My original idea was that the leader of this cult, is also the religious leader of a neighboring kingdom, and he's also vying the for magical gems to get a wish.. Probably something lame and BBEG-y like immortality or something. I seeded this with some pamphlets and a run in with some pilgrims early on in the campaign but we've failed to expand upon it since. The party remembers however.
4) The Princess: Very early on, I had a guard drop a throw-away line about how he was going to be escorting the Princess on her diplomatic mission to the neighboring kingdom. This led the party to asking about the Princess, and the structure of the monarchy and what not. This was admittedly an Easter Egg for myself. I played in a game in my teen years featuring a Princess Sophie, and I just slapped in her place. I gave some bogus answer about how she is Regent, but not technically Queen yet because she's unmarried and some dumb rules about that or whatever. For whatever reason the party is now infatuated with this monarch they've never met, and know very little about, and have brought her up a couple of times. I'd like to find a way to incorporate her into the story to make the players happy.
I'm thinking they're going to go after 2. They know the Mercs have at least one of the gems they're after, and they have an ax to grind so it seems most likely. I'm considering dropping number 3 entirely. I'd love some suggestions for a module or adventure that might incorporate some of these ideas. It doesn't have to be 5e, or even D&D. I've been running stuff from 3e, and even from Dungeon Magazine, so I don't mind just taking the bones of something else and plugging in my own monsters and what not.
Also, would appreciate some advice for getting over that mid-campaign hump. I feel like if our campaign was a TV show, we just finished season 1, and now I don't know how to start season 2.
My group have kind of been on Hiatus, due to the holidays, family obligations, and what not. Everyone has been itching to get back to the table, and I think we're hoping to get to it right after New Years. I'm struggling however. Even after months of time to prepare, I've got zip. We just wrapped up The Sunless Citadel, and my party will be level 5 going into the next adventure. I just don't know where to go. I'd love some suggestions, or adventure recommendations.
I didn't really have any strong major plot threads, and I was hoping something would materialize by now for me to cling to. Instead I've got a few loose threads that are all kind of entwined.
1) The McGuffin: The party are chasing down a set of magical gem stones. They don't know what they are, or what they do (Besides each one being attached to a core stat, and providing the holder of it bonuses in that area) and they don't really know why they're chasing them down besides the fact they're heroes, and that's just the kind of thing heroes do.
1.A) My original plan for the McGuffin was that these gems when assembled will summon some sort of Djinn or other powerful entity, and it will grant a wish, Dragon Ball style. I've failed to find any way to introduce this plot thread to the party however.
2) The Mercs: The party was thwarted a few adventures ago by a Mercenary company who stole one of the gems out from under their noses, and burned down an innocent village while doing it. They really don't like these guys, which is good.. That was the point. They've kind of made an in-roads with one of the lieutenants of the company, and that's how they ended up in the Sunless Citadel tracking down another gem. The Lieutenant ended up dead at the end and the ranger took his branded armor. I get the feeling they're going to try and infiltrate the Company, which I think is pretty rad.
3) The Cult: I laid the ground work for some cultists. My original idea was that the leader of this cult, is also the religious leader of a neighboring kingdom, and he's also vying the for magical gems to get a wish.. Probably something lame and BBEG-y like immortality or something. I seeded this with some pamphlets and a run in with some pilgrims early on in the campaign but we've failed to expand upon it since. The party remembers however.
4) The Princess: Very early on, I had a guard drop a throw-away line about how he was going to be escorting the Princess on her diplomatic mission to the neighboring kingdom. This led the party to asking about the Princess, and the structure of the monarchy and what not. This was admittedly an Easter Egg for myself. I played in a game in my teen years featuring a Princess Sophie, and I just slapped in her place. I gave some bogus answer about how she is Regent, but not technically Queen yet because she's unmarried and some dumb rules about that or whatever. For whatever reason the party is now infatuated with this monarch they've never met, and know very little about, and have brought her up a couple of times. I'd like to find a way to incorporate her into the story to make the players happy.
I'm thinking they're going to go after 2. They know the Mercs have at least one of the gems they're after, and they have an ax to grind so it seems most likely. I'm considering dropping number 3 entirely. I'd love some suggestions for a module or adventure that might incorporate some of these ideas. It doesn't have to be 5e, or even D&D. I've been running stuff from 3e, and even from Dungeon Magazine, so I don't mind just taking the bones of something else and plugging in my own monsters and what not.
Also, would appreciate some advice for getting over that mid-campaign hump. I feel like if our campaign was a TV show, we just finished season 1, and now I don't know how to start season 2.