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<blockquote data-quote="aco175" data-source="post: 8517710" data-attributes="member: 27385"><p>I like to plan a campaign in arcs of a few levels to keep things fresh and to keep from boredom creeping in. A good starting arc may involve getting to Waterdeep and finding out about the death cult and putting a stop to a base plan of theirs along with defeating the BBEG. This may take the PCs from levels 1-5 and then another arc from levels 6-9 or something where they infiltrate the larger cult and defeat the 3 heads of the order only to find the overarching leader is a masked lord of the city. Levels 10-13/14 is where the PCs need to deal with politics as much as combat in order to stop the final plans from coming true. My campaigns do not get past this level.</p><p></p><p>Starting off, the PCs fins themselves lost at sea or washed up on shore. They are found by some low level cultists to save them or help them. You can have one o f the npcs be someone the players like and want to befriend. The cultist may have a problem they need adventurers for and hire the PCs to clean out a goblin temple, which is a perfect base for the local cultist chapter to form in. The PCs gain a level, friends, and some knowledge of the temple for when they need to come back in a few levels. The cultist/friend asks the PCs to drop something off in the city since the PCs are going there anyways. </p><p></p><p>This sets up some great elements. Would the PCs try to reform the NPC friend after they find out about the demon cult. Will the PCs open the sealed letter being delivered? Would the city hire them since they know about the temple location? Maybe have the 5th level BBEG show up after the PCs clear out the goblin temple and thank them but show the players that he is not the best of people by having him suck the life out of a goblin that was captured. This foreshadows that the PCs may not have done the best thing but should realize that they are not that powerful to stop it yet. There are some good Matt Colville videos on this.</p></blockquote><p></p>
[QUOTE="aco175, post: 8517710, member: 27385"] I like to plan a campaign in arcs of a few levels to keep things fresh and to keep from boredom creeping in. A good starting arc may involve getting to Waterdeep and finding out about the death cult and putting a stop to a base plan of theirs along with defeating the BBEG. This may take the PCs from levels 1-5 and then another arc from levels 6-9 or something where they infiltrate the larger cult and defeat the 3 heads of the order only to find the overarching leader is a masked lord of the city. Levels 10-13/14 is where the PCs need to deal with politics as much as combat in order to stop the final plans from coming true. My campaigns do not get past this level. Starting off, the PCs fins themselves lost at sea or washed up on shore. They are found by some low level cultists to save them or help them. You can have one o f the npcs be someone the players like and want to befriend. The cultist may have a problem they need adventurers for and hire the PCs to clean out a goblin temple, which is a perfect base for the local cultist chapter to form in. The PCs gain a level, friends, and some knowledge of the temple for when they need to come back in a few levels. The cultist/friend asks the PCs to drop something off in the city since the PCs are going there anyways. This sets up some great elements. Would the PCs try to reform the NPC friend after they find out about the demon cult. Will the PCs open the sealed letter being delivered? Would the city hire them since they know about the temple location? Maybe have the 5th level BBEG show up after the PCs clear out the goblin temple and thank them but show the players that he is not the best of people by having him suck the life out of a goblin that was captured. This foreshadows that the PCs may not have done the best thing but should realize that they are not that powerful to stop it yet. There are some good Matt Colville videos on this. [/QUOTE]
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