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Need help with Doomed Sword Coast campaign
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<blockquote data-quote="PrinceBronx" data-source="post: 9619368" data-attributes="member: 7051809"><p><h3>Need help with new campaign in working on please! </h3><p></p><p>Hey people looking for a little help.</p><p></p><p>Starting a new campaign with my group and have my general theme and plot but having a tough time connecting some of the detail.</p><p></p><p>I recently purchased the Doomed Sword Coast from dmsguild and want to incorporate it into this campaign (my players know I have this module so I'm trying to find ways to still surprise them).</p><p></p><p>Here's what I'm thinking for my premise: The players embark on seemingly low stake quests in a sandox style campaign, where they are choosing the quests mostly for gold and getting comfortable with their characters (this is to lower their guard). After a few easier quests/dungeon crawl, they meet a "wizard" who turns out to be Vecna in disguise. This wizard will set the party on a series of quests that will, unknowing to the party, alter the reality of the Sword Coast and turn it to the apocalyptic landscape of the Doomed Sword Coast. This will shift gears (at this point the players will be around level 12 and we transition to high level play), and the players must undo Vecna's plans and return the Sword Coast to its normal state.</p><p></p><p>Here's my problem: If your familiar with the Doomed Sword Coast, it's an alternate time-line where the major DnD 5e campaigns failed and the world is in chaos (Tiamat roams the sky, Zariel successfully pulled BD to Avernus, Demonlords from the abyss wreak havoc). I would like to find some quests that disguised Vecna send the party on, that touch on some key components from each of the major 5e campaigns. Something like they have to acquire key artifacts from those campaigns or something involving the campaigns. I pretty much want my players to unknowingly be pawns manipulated by Vecna himself.</p><p></p><p>I hope this makes sense and would appreciate any help smoothing out this campaign. Thanks!</p></blockquote><p></p>
[QUOTE="PrinceBronx, post: 9619368, member: 7051809"] [HEADING=2]Need help with new campaign in working on please! [/HEADING] Hey people looking for a little help. Starting a new campaign with my group and have my general theme and plot but having a tough time connecting some of the detail. I recently purchased the Doomed Sword Coast from dmsguild and want to incorporate it into this campaign (my players know I have this module so I'm trying to find ways to still surprise them). Here's what I'm thinking for my premise: The players embark on seemingly low stake quests in a sandox style campaign, where they are choosing the quests mostly for gold and getting comfortable with their characters (this is to lower their guard). After a few easier quests/dungeon crawl, they meet a "wizard" who turns out to be Vecna in disguise. This wizard will set the party on a series of quests that will, unknowing to the party, alter the reality of the Sword Coast and turn it to the apocalyptic landscape of the Doomed Sword Coast. This will shift gears (at this point the players will be around level 12 and we transition to high level play), and the players must undo Vecna's plans and return the Sword Coast to its normal state. Here's my problem: If your familiar with the Doomed Sword Coast, it's an alternate time-line where the major DnD 5e campaigns failed and the world is in chaos (Tiamat roams the sky, Zariel successfully pulled BD to Avernus, Demonlords from the abyss wreak havoc). I would like to find some quests that disguised Vecna send the party on, that touch on some key components from each of the major 5e campaigns. Something like they have to acquire key artifacts from those campaigns or something involving the campaigns. I pretty much want my players to unknowingly be pawns manipulated by Vecna himself. I hope this makes sense and would appreciate any help smoothing out this campaign. Thanks! [/QUOTE]
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