ShadowDenizen
Explorer
Hail, fellow adventurers!
I was looking for feedback (and potential ideas) for a Sandbox D&D Campaign I'm running. (The players seems to have really gelled as a group, and are really enjoy the game thus far, but I think I might actually have TOO MANY potential storyhooks/plotlines in the wings, so could use some help in maybe narrowing the focus a bit...)
The main premise was "Ghosts of Saltmarsh" to start, with Saltmarsh as the players home-base in the early going, leading/tying into "Call from the Deep" (from DM's Guild), since the stories seem to tie together decently. Currently, the party has completed "Sinister Secret of Saltmarsh", and beaten the pirate cell. (Though I had Captain Sigurd Snake Eyes escape.), and have been asked to go to Neverwinter to ask Lord Neverember for help in the form of Naval or Militia Resources.
The party is currently 4th level, and consists of:
There's been a number of subplots I've introduced, including, but not limited to:

I was looking for feedback (and potential ideas) for a Sandbox D&D Campaign I'm running. (The players seems to have really gelled as a group, and are really enjoy the game thus far, but I think I might actually have TOO MANY potential storyhooks/plotlines in the wings, so could use some help in maybe narrowing the focus a bit...)
The main premise was "Ghosts of Saltmarsh" to start, with Saltmarsh as the players home-base in the early going, leading/tying into "Call from the Deep" (from DM's Guild), since the stories seem to tie together decently. Currently, the party has completed "Sinister Secret of Saltmarsh", and beaten the pirate cell. (Though I had Captain Sigurd Snake Eyes escape.), and have been asked to go to Neverwinter to ask Lord Neverember for help in the form of Naval or Militia Resources.
The party is currently 4th level, and consists of:
- Lizard Man Wizard
- Kobold Monk of Serenity
- Variant Human Barbarian
- Human Artificer
- Kenku Warlock (Raven Queen)
There's been a number of subplots I've introduced, including, but not limited to:
- The Rod of 7 Parts: This started as a personal nod, since I've always been fasicnated by it, but one particualr player really seems to have latched into this aspect of the campaign...) I have tnetative plans to expand this more fully, including adapting a (slightly higher level) version on Paizos "Whispering Cairn", whcih has ties to the Rod. (If anyone else has ideas about this aspect, I could defintiely use someone to bounce ideas off!!)
- The Darque Carnival: This was another nod, since I've also been a fan of Ravenloft since the beginning. I envisoned this as a "Mobile Domain of Darkness", and another of the players seems to really gel with this story, as I linked them to the disapperance of Gellan Primewater from Saltmarsh.
- What is "too much" in a sandbox? In Neverwinter, there are MULTIPLE avenues for them to explore; should I just toss plothooks at the group, see what interests them? Or stick to a more narrow few ideas? (I was intrigued by the "Lost Crown of Neverwinter module", but not sure how interested the PC's would be in Neverwinter politics?) My initial idea was to have them segue into the "Call from the Deep" part of the story, where the PC's are asked to go to Gundarlud and investigate a downed Spelljamer ship, which will lead them into the larger story of the Ilithid plots, which I would tie into the main Saltmarsh story.)
- How to give equal time to the disparate storylines.