“While the dragon may long be dead, there’s more than one predator in these waters. You best be quick if you wish to claim your prize.“
Setup: Generations ago the crystal clear waters of the Ildathan coast ran red with blood, as a terrible archdrake terrorized the trade routes and savaged any merchant ship it caught eyes on. Known to locals as Hullraker, this beast would use its powerful claws to crack open the body of ships to gorge itself on sailors and treasure alike.
While its a myth that dragons eat gold, they do sometimes devour valuable objects to spit up into their hordes later. This habbit would eventually lead to the drake’s defeat, as a group of clever pirates tired of the drake’s meddling caste a series of golden cannonballs, then hollowed them out and filled them with black powder, and an alchemical compound that would ignite after being exposed to the drake’s insides for some length of time. Loading up a dummy ship with their deadly decoys and piles of coin as bait, they watched in glee as the drake’s belly exploded mid air, showering the sea with golden shrapnel and sending Hullraker plunging into the reef below.
The Challenge: Since the time of its death, treasure hunters have paddled out to the glimmering reef in the hopes of reclaiming a portion of the dragons last, fatal meal. Having stripped most of the upper reef clear of coins. Now after years of plundering only the strongest of divers can make it down to the dark, shark infested shelf of the reef where the dragon’s bones and the bulk of its treasure remains. Tradition is that each diver only takes a single coin, and while one gold piece isn’t much to an adventure, a “drowned queen” (one of the particular printing of coins the pirates used for the bulk of their bait) is a mighty prize among sailors and other folk of the sea, said to confer the luck and cunning of the pirates that took Hullraker down.
Hiya!
Im prepping a ball for my players to go to (its hosted by the mob, half of the PCs are the children of the leaders), and I'm wondering if you had any suggestions on stuff that could happen there! I have a couple of events and bits of gossip and stuff, but I'm running out of ideas (most of the ones i have are expanded on thanks to forums and friends). Thanks!
There comes a time in every adventuring party’s career where they must attend some kind of celebration, whether it be in their own honor or as part of a larger adventure. Ranging from peasant festivals to the indulgent fetes of the upper class, celebrations are to regular social encounters what dungeons are to a random skirmish. Just like dungeons, celebrations are at their best when the group is attempting to explore and navigate a larger structure, looking to discover a way to their goal while fighting a time pressure while fighting against the clock, all the while attempting to dodge various hazards that will slow them down or eject them from the premises. While not every bash the party attends has to be run like this, having an idea how to run a celebration-as-encounter gives you access to a framework that can support important dramatic beats for your campaign, or launch unexpected new ones.
The Timeline
Think of your celebration as being divided up into acts or phases, depending on the general temperament/activity of the guests and the major events you’d like to see take place. When building your acts it’s important to have a goal in mind, something the celebration is building towards regardless of whether the guests or the heroes know about it. This goal often intersects or contrasts in some way with the party’s own objective, forcing them to jam themselves into the sharped toothed gears of polite society in order to get what they want. Here’s a brief example below, where the group’s goal is to ingratiate themselves with the influential duchess.
1 The guests arrive: general meet and greet, folk are a bit tentative
Party meets their intermediary and gets introduced to a few people before getting to split off. Their quarry is nowhere in sight
2 Full Swing: guests loosened up by good drinks and good company
the Influential Duchess finishes up with social niceties and begins talking with friends, the party might have an in, but they need to figure out who the duchess will open her conversational circle for.
The Long Awaited Viscount arrives fashionably late making a spectacular entrance, all but announcing his attempt to woo the Duchess’s daughter
3 First Dance: The party, their new acquaintances, and the duchess are all swept up into the dance, with only the most stubborn of wallflowers being spared from participation.
Atleast one of the party members has a chance to talk to the Duchess, but she is distracted worrying about the Viscount's intentions for her daughter.
Briefly introduce the party to the Viscount and the Daughter, let the party know they’re on some kind of collision course.
4 Refreshments: guests are in very good spirits but the Duchess is on war footing, walling her and her daughter off behind a circle of close acquaintances and trusted social allies. Any forays the party makes is likely to be seen as a ploy of the Viscount's to gain access to her daughter.
Cut out of the loop, the party must contend with all those who don’t pass the Duchess’s muster, but if they made friends with the shy handmaiden earlier, they have an in.
5 Second Dance: The duchess’s wall temporarily breaks for social propriety, letting the party begin to close in once again.
During this dance, the Viscount covertly releases a monster he had polymorphed and secreted onto his person. In the rampage, he and the daughter run off.
The party is forced to decide between battling the monster with improvised weapons, or pursue the Viscount, trusting that the guards will take care of it.
6 Here’s where the story turns: Do they duel the viscount and the daughter preventing them from leaving, or let them slip away? Do they battle the unleashed monster, proving their bravery before the assembled guests, or are their casualties among the attendants?
This example celebration obviously has an unexpected and violent twist at the end, but it’s possible to run one completely straight and have just as meaningful story affecting consequences.
Below the cut, I’m going to give a few different archetypes of the sort of encounters one can have during a celebration, and how to run them in a way that will save you time both during your planning and at the table.
The Opportunities
Less than an encounter, an opportunity represents a narrative thread available to the party during a particular phase of the celebration’s timeline. Ideally there should be more opportunities than the party can capitalize on at once, through some may be hidden unless the party is adventurous or perceptive. Don’t feel a need to be too rigid on how an opportunity “triggers”, as you want to give the heroes an excuse to enjoy all the delightful content you’ve made for them. Lastly, some phases are going to have less opportunities, so once these are exhausted, feel free to move ahead.
Here’s some examples to consider:
Fleeting: Directly related to events that are going to occur in later pheses of the celebration, these opportunities represent a way for the heroes to get ahead of the challenges to come. Think of them as keys to doors that the party have not yet encountered, with the challenge of a celebration-as-encounter being figuring out which opportunities are going to pay off in future phases.
Reoccurring: These stick around for most of the celebration, filling out your list of available opportunities. If a party member doesn't’ know what to do in a particular phase, have one of your Reoccurring opportunities seek them out. Gossips are likely to want new people to chat to, and someone seeking aid will likely grow more bold as the situation gets worse.
Stray threads: Unrelated to the celebration itself, a stray thread is a bit of worldbuilding, rumor, or quest hook that draws the player’s attention away from the mission at hand. These can be great ways to foreshadow upcoming events, or present options for the party for after their current adventure resolves.
Wallflowers: If one of your players feels like they’re not the party type, don’t worry, there’s likely some NPCs that don’t want to be there either. Staying as far away from the social battlefield as decorum will allow them, they’re likely to have wound ways to amuse themselves and be glad of some company. Wallflowers might need to be generated on the fly, but try to match them to the introverted character’s interest. A groundskeeper shares a flask with the uncivil barbarian, the awkward wizard stumbles across a great aunt playing chess against herself on two different boards. The troublemaker stumbles into a couple of bastard cousins playing cards in the smoking room.
Art
Image source This was the first subclass I ever made and I'm stilllll tinkering with the thing - it's, fittingly, stuck in a time loop of rewrites.
Have a great week!
Time to become your local neighbourhood, web-swinging hero.
[G Drive Link]
DETAILS ABOUT OCS !
send an emoji/description of emoji to learn more about a writer's oc! many of these are taken from my munday asks meme, because i thought it would be fun to make a version for characters too! the prompts are categorized by emoji type and given descriptions in case anyone can't see the symbols. can be used for roleplayers and any general writers alike! for roleplayers, these can also be used for your interpretations of canon characters if you so desire as well!
𝐎𝐁𝐉𝐄𝐂𝐓𝐒. 💭 THOUGHT BALLOON — what is your oc's MBTI, enneagram, and/or other personality aspects (if known/interested in)? 🚗 CAR — does your oc have a driver's license? can they drive/operate any automobiles/machinery besides cars? ✈️ AIRPLANE — does your oc like traveling, or do they consider themselves a more homey person? 🎮 VIDEO GAME CONTROLLER — what are three of your oc's favorite hobbies? 💍 RING — does your oc have any piercings? do they want any (more) piercings? 🖊️ BALLPOINT PEN — does your oc have any tattoos? do they want any (more) tattoos? 📚 BOOKS — what level of education has your oc most recently completed/is currently in (GED, undergraduate, grad school, phd, etc)? 🎻 VIOLIN — does your oc play any instruments? what is their skill level (beginner/intermediate/advanced/virtuoso/etc)? 🩹 ADHESIVE BANDAGE — does your oc have any physical and/or mental disabilities? 🩸 DROP OF BLOOD — what is your oc's blood type?
𝐒𝐘𝐌𝐁𝐎𝐋𝐒. 🎶 MUSICAL NOTES — what type of music does your oc like? do they listen to music very often? 💯 HUNDRED POINTS SYMBOL — share three random facts about your oc that others may not know. 💤 SLEEPING SIGN — is your oc a light sleeper or a heavy sleeper? how are their sleeping habits? 🔱 TRIDENT EMBLEM — can your oc swim? do they enjoy swimming? 🔺 RED TRIANGLE POINTED UP — does your oc know how to use any weapons? 🔶 LARGE ORANGE DIAMOND — does your oc know cpr? do they have any other medical expertise? 🚫 PROHIBITED — does your oc drink/smoke? do they do it regularly, or is it more on occasion or for special events?
𝐍𝐀𝐓𝐔𝐑𝐄. 🌈 RAINBOW — what is your oc's sexual orientation/gender identity? what pronouns do they use? 🎄 CHRISTMAS TREE — what is your oc's favorite holiday? 🐶 DOG FACE — does your oc have any pets? 🐈 CAT — does your oc prefer a wide circle of friends or a few close friends? 🐷 PIG FACE — what is your oc's favorite animal? 🐉 DRAGON — what is your oc's favorite mythical creature? 🍃 LEAVES FLUTTERING IN WIND — what is/was your oc's favorite subject in school? 🌴 PALM TREE — does your oc have a green thumb? do they enjoy gardening? 🍎 RED APPLE — where was your oc born? do they still live in/around their place of birth or do they live somewhere else? how do they feel about their birthplace?
𝐇𝐄𝐀𝐑𝐓𝐒. ❤️ RED HEART — what are three of your oc's positive traits? 🤍 WHITE HEART — what are three of your oc's neutral/questionable traits? 💔 BROKEN HEART — what are three of your oc's negative traits? 💘 HEART WITH ARROW — what and/or who do(es) your oc consider the most important to them? 🧡 ORANGE HEART — does your oc tend to prioritize family or friends? 💛 YELLOW HEART — how many languages does your oc speak? what language(s) are they learning, if any? 💚 GREEN HEART — does your oc prefer being inside or outside? 💙 BLUE HEART — does your oc have any cool/special powers and/or abilities? how are they with magic, if it exists in their world? 💜 PURPLE HEART — what is your oc's ancestry/genetic background? 🖤 BLACK HEART — has your oc killed or seriously wounded anyone before? have they broken someone's heart and/or broken someone's trust?
𝐅𝐎𝐎𝐃𝐒. 🎂 BIRTHDAY CAKE — when is your oc's birthday? how old are they? what are their sun, moon, & rising signs (if known)? what about their tarot card, ruling planet, & ruling number (if known)? do they fit the typical traits of these sun, moon, & rising signs? 🍝 SPAGHETTI — what is/are your oc's favorite food(s)? 🍰 SHORTCAKE — what is/are your oc's favorite sweet(s)/dessert(s)? 🍦 SOFT ICE CREAM — what is/are your oc's favorite ice cream flavor(s)? 🍔 HAMBURGER — is your oc good at cooking? are they good at baking? which one do they prefer? 🥯 BAGEL — what does your oc's typical breakfast look like? do they usually eat breakfast? 🥪 SANDWICH — what does your oc's typical lunch look like? do they usually eat lunch? 🍛 CURRY AND RICE — what does your oc's typical dinner look like? do they usually eat dinner? 🍸 COCKTAIL GLASS — what is your oc's favorite alcoholic drink, if they can drink? ☕️ HOT BEVERAGE — does your oc prefer coffee, tea, hot chocolate, milk, water, or some other drink? how do they like to take this drink (ex. coffee with milk, hot chocolate with whipped cream, a specific kind of tea, etc)?
𝐏𝐄𝐎𝐏𝐋𝐄. 😊 SMILING FACE WITH SMILING EYES — what are your oc's career/general life desires? what do they want to get the most out of life? 😖 CONFOUNDED FACE — is your oc an introvert, an extrovert, or an ambivert? do they let people in easily, or are they more reserved? 🤔 THINKING FACE — what are some of your oc's quirks/mannerisms? 🧐 FACE WITH MONOCLE — is your oc more logical or emotional? 🤓 SMILING FACE WITH GLASSES — is your oc chatty or quiet? are they at ease in social situations, or are they more shy? 🤩 FACE WITH STARRY EYES — is your oc a planner, or are they more spontaneous in their actions? 😥 SAD BUT RELIEVED FACE — is your oc prone to getting stressed out, or is it easy for them to keep their cool? 😓 DOWNCAST FACE WITH SWEAT — is your oc open-minded or stubborn? are they inquisitive or do they prefer to keep to their bubble of knowledge? 😞 DISAPPOINTED FACE — does your oc attract others, or do they tend to be left alone? 🤒 FACE WITH THERMOMETER — does your oc get sick easily? 👨👩👧👦 FAMILY WITH MOTHER, FATHER, SON AND DAUGHTER — how many people are in your oc's immediate family? how many people are in your oc's extended family? do they have aunts, uncles, cousins, grandparents, etc? who in their family are they closest with? are they close with their birth family, or do they have a found family?
nate | he/him
this is a little tag guide so i know what i'm doing
#the thundering isles - campaign i'm planning for friends
#general
#materials
#character inspo
#class inspo
#character building
#cities
#monsters
#events
i think reframing 'writing a campaign' or 'writing a plot' as writing beats has dramatically changed the quality of my dming. for me personally, i work best when i have a world with pieces that would be moving (regardless of whether the players would be there but obviously, you put the players in the crosshairs to effect change) and plan each 2-4 sessions as its own small story and i've developed a method that really works for me that i use for oneshots, mini campaigns, and in arcs for longer games.
[ID: a screenshot of a bullet point list with template headers: Location, Framing Plot (subheaders Social, Exploration, and Combat), Key NPCS, World Plot Progression, Player Hooks (subheaders repeating Player to be replaced with a PC's name)]
to further explain:
Location(s) — where the sessions will likely take place, so I have a manageable list of places to develop further in terms of worldbuilding.
Framing Plot — What is happening, what is the inciting the incident and what are the things the players cannot control. Then the subheaders are the three tiers of play. I think it's important to have an idea to tap into all of them or lean heavier into what your party is interested in but consider all of them for fun and exciting Mechanical gameplay as well as story and roleplay.
Key NPCS — Who are the NPCS that are going to be important to the framing and to the players. This is usually just a handful.
World Plot Progression — How does / how will the events of this scenario push forward what your players are working towards?
Player Hooks — Specific thoughts for how to connect the framing plot to each player character and make each player feel invested and like their choices matter.
and that's what I do to plot out my games. It's never "this is how things will resolve" it is, "this is what the situation is and this is how i want to connect my players to it and see what they do"
So this is a cheat-sheet I’ve made for personal use to just have an overview over all the basic D&D rules. The first page covers most of the text rules. The color divides the sections more or less from one another.
The second page covers most of the important tables and stats, that you’ll probably need through the game. Hope you like it and find some use for this! Cheers.
1 2 3 4
An adventurer’s desire to explore isn’t the sole province of those born to the land, as the seas contain just as many if not more secrets waiting to be explored.
A naturally curious creature, Dru’ugo has always been fascinated with artifacts left behind by ‘bovers, those mysterious folk who live beyond the scintillating surface of his watery world, and has spent his youthful decades exploring wrecks, salvaging from ruins, and collecting whatever ( often erroneous) gossip the merfolk see fit to trade him. Fittingly, this makes him one of the best contacts the party can ally with when trying to explore the sea, as the shoalworm is happy to share his findings and provide water-taxi services if the party will explain to him things like agriculture or share the stories of the places they explore together.
Adventure Hooks:
A sea beast has been menacing ships throughout a high-trafic trade channel, forcing them to veer widely off course in order to avoid a confrontation. Tired of profits lost after shipments are delayed by days, the local commerce commission offers an open bounty on the beast’s head after a reputable crew of leviathan hunters very publicly turned the job down. As it turns out this “beast” is just Dru’ugo, excited at having found a reliable place to try and make contact with ‘bovers and ask them questions, rearing up before their ship and trying to mime out what he needs with fins and tail.
Due to a tragedy of anatomy and never having attended a non-fish based school, Dru’ugo is incapable of speaking the common tongue, and his chances to learn to understand it are sparse. This has forced him to be reliant on a friendly mermaid by the name of “Opportunity-bubbles-up-from-below” ( or Ublup for short) to serve has his translator. For her part, Ublup gets figity when her friend makes her play mouthpiece for too long, as she’d much rather be out manta racing with the other deepsea layabouts. If the party could somehow find some means of breaching the language barrier, whether by using telepathy or devising some enchantment, they’ll earn themselves a friend for all time, provided they can handle the ensuing barrage of the shoalworm’s questions.
Some time after their first excursion with the shoalworm, Dru’ugo gets word to the party that he’s found another ruin, and would love to explore it together in order to hang out with them once again. Drawn in by the prospect of looting a sunken city in good company, the group and their sea-noodle ally don’t notice that the place they’ve exploring are occupied by a cult of marrow dedicated to a terrible goddess of the deep ocean. Angered above all at Dru’ugo for helping these land-dwellers to trespass into the goddess’s domain, the high priest of this cult calls down a curse that transforms the mostly harmless shoalworm into a rampaging leviathan. While Dru’ugo struggles in vain against the curse in order to give them time to escape, the party must break for land and devise some means of subverting the goddess’s wrath, before they’re forced to slay their transmogrified buddy as he mindlessly rampages along the coast.
There’s a reason everyone everyone goes to bed so early out in the country.
Adventure Hooks:
The party has come to the small village of Tolthurt, perhaps because they were traveling through the region with a caravan, or because their quest takes them to a dungeon in the nearby wilderness. After getting out of the rain and arranging lodging for the night ( Tolthurt is so small that it’s inn is more of a common room the party is welcome to lay their bedrolls out on), the party meets with Ralson Rollick, an over-the-hill bard who boasts a cheery attitude and a love of the minstrel’s trade despite never making it big. While they swap stories about their travels, Ralson takes a shine to the party, and hints he might’ve learned something that’ll be of interest to them, which he’ll tell them about once he’s sobered up in the morning.
When the party awakes, they discover a crowd of villagers clustered around a body laying in the road. Half submerged in mud and blood, the victim has been heavily mauled, but is very clearly Ralson, robbed along with his life of his instruments, packs, and his purse. Tolhurt’s Mayor insists that no one be allowed to leave until the killers are caught, as clearly Ralson was set upon by a group of attackers, which puts the party and their traveling companions as the primary suspects.
Though regarded with suspicion, the publican at the commonroom insists she saw the party there all night, and on her word they’re allowed to attempt to prove their innocence. Asking the villagers about Ralson’s activities reveal he was in town for a few days claiming to need to rest from a long time on the road, while examining his body reveals it wasn’t blades he was savaged by, but claws and teeth. Clearly something more than petty banditry is going on here, which the party will obviously discover on the second night when their wagon and mounts mysteriously go missing, preventing them from easily leaving town.
Setup: Raimus Rollick wasn’t just a minstrel, but an agent of the duke’s court, sent to investigate strange goings on in Tolthurt by his liege’s request. Through stealthy observation he discovered that ancestral enemies of the Duke’s family had survived a clash between their clans, and settled in Tolthurt to bide their time and lick their wounds.
Said enemies (The Ibrerynne) happened to be a family of werewolves, who in the intervening generations have expanded themselves into a pack, swaying key individuals such as the mayor with the promise of predatory power, while threatening others (like the stablemaster) with savage violence should their secret ever leak. The Iberynne family themselves live near constantly in wolf form, dwelling in a tumbeldown ruin that they’ve made into their new “estate” and stewing in their decades long thoughts of revenge. Raimus found one of their noble seals in the mayor’s office (the Ibrerynne had been reaching out to old allies and needed someone to handle their mail), and put it, a coded letter to the duke, and his emblem of safe travel in the party’s bag before he was killed by the Ibrerynne following him.
The mayor, having not yet received his marching orders from his half-feral masters, didn’t know who’d killed the minstrel or why, but knew he needed to defer blame. A good number of Tolthurt’s inhabitants don’t know anything about the werewolves in the forest, and his job was to keep it that way. For their part, the Iberynne are finding the seal at any cost, and are cutting off hope of escape from the village one avenue at a time, will the party realize it before it’s too late?
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