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15 minutes of D&D brainstorming #n+8

I have another session coming up Friday! I don't think my party reads my blog. If you do--STOP IT! I'm going to copy and paste a lot of my last posts so I can build on it.

  • New character is also at the Temple of Apollo
    • They were responding to the job posting too
      • Talk to new player about her character's backstory.
        • Whether they were warned or not depends on where they were from (check notes)
        • Needs reason why they responded to this job posting
        • Needs a reason why they're in Limisteer (needs to know where they're from)
        • Needs to have a reason to be journeying to the queen's court (it's okay if they're hesitant about it)
        • Needs to find joining the group appealing (could just be safety in numbers)
        • In general, should have a backstory
  • Journey to the capital
    • Giant snake attack
      • Beasts so they can't be charmed or reasoned with
      • They're hungry so they want to eat the players
    • Strix (in Ekphrastic Beasts) attack (1 blonde, 1 redhead)
      • They want to destroy all humans and elves etc. because of how the country has treated them, so they can't be reasoned with
        • Could be a cause that they group looks into
      • If they charm them, have them come after them an hour later
  • Town of Limisteer
    • Large town, like Baile
    • Has almost everything you want because of the closeness to the capital
    • Have them stumble across a pet shop, Snookums & Company
    • Large Pub-Cloak and Stagger
      • Owner=Lark and Rarmad Granitebraid, Lark is a female half-orc. Big smile with jagged teeth, very friendly and wears suspenders. Has the best brews in town. Rarmad is a sorcerer with great cooking skills and used to run The Half Pint.
    • Job board has the city guard and kitchen help quests posted
    • Two elf city guard are at Cloak and Stagger are talking about getting spooked in the catacombs of the Temple of Apollo
      • The city guard is looking for help with strange sounds coming from the catacombs
      • Location: Temple of Apollo NPCFather Jesep, a very, VERY old human male who mumbles and shuffles. Reward: 500 gold Quest: Father Jesep has been the head of the temple for longer than just about anyone can remember. Some even say he has a touch of Elf blood in his veins, that’s wait helps him live so long. Father Jesep is sloooooooow. Speaking in a quiet, slow mumble and walking with shuffling feet. Mostly, his assistant, Friar Morgan (young, too perky), speaks for him. The Temple is in charge of maintaining the catacombs. Friar’s go down daily to offer prayers for the day and make sure there is no foul play. There haven’t been any problems for years, but lately, Friars have begun to hear strange noises coming from the oldest parts of the catacombs where the great wizards of the past are housed. Some Friars investigated but ran out when they saw a singular green eye staring at them in the darkness. No one has been to that area since. They have gated that section off and warded the area, but they can’t simply leave whatever it is down there forever. If the adventurers can investigate and find out exactly what they are dealing with, the Temple will pay them 250 gold. If they can eliminate the problem, the Temple will pay an additional 250 gold (500 total).
      • Cursed arcanists who strive to obtain godhood and fail can become nothic. Nothics do not remember their past lives, but they are still drawn to magical knowledge and weapons by impulses they don’t understand. Usually, nothics are content to watch creatures it encounters, weighing and measuring them with their strange insight. However, when attacked, it can use its one eye to rot the flesh of its adversaries. These nothics have been drawn to the catacombs by the tombs and weapons of the ancient wizards buried here. They have opened all the tombs and taken out the wizard tomes and items, collecting them together to pour over them. Nothics can be bargained with, often exchanging magical secrets for magical items. In this case, your party can try to bargain with the nothics or slay them.
        • They can offer the magical rabbit sculpture (the blood magic element will intrigue them, but the adventurers must also offer a vial of blood)
        • They can share information about Millenis (the nothics have not heard of such a creature)
        • They can offer wands
        • If they go the offering route, then the nothics will vacate the catacombs through underground caves
        • If the adventurers decide to slay the nothics, they find treasure
        • If the adventurers decide to rob the catacombs, they find treasure
          • Magic table C
          • 0-5: Nothing
          • 6-10: Loose bones
          • 11-15: One item
          • 15+: Two items
          • Natural 20: Three items
    • Two humans who work at the Queen's Head inquire about jobs at Cloak and Stagger because the Queen's Head is always such a mess in the morning. They say that the owner is advertising for more help.
      • The Queen's Head, the smaller of the two pubs in town, is advertising kitchen help
      • Location: The Queen's Head NPCButch Marcle, Male Half-Orc Reward: 20 gold plus room & board Quest: Butch is former Sergeant turned tavern owner. He prides himself on running a clean and respectable business. (This should be surprising to players based on how dirty his job posting was! Turns out that the posting has been up for a long time.) For the past few months, Butch has been under attack. Something is sneaking into his kitchen nearly every night, stealing food and making a mess! The place is locked up tight each night. There is no way anything is getting in through the doors or windows. Butch has set traps, waited up, and even hired other adventurers, but nothing has worked! If word gets out he has a…*gulp*…pest issue, it would ruin him! If you can find whatever it is and put an end to its late-night foraging, Butch will gladly give you 20 gold and a free place to stay when you visit the city!
      • The Encounter: A Rogue KoboldThis kobold has been separated from its clan (during a chaotic storm when its clan fled the area) and has chosen to live under the Queen's Head Tavern. The kobold has created an entire lair under the tavern with a tunneling system that spans nearly the entire town! It has been sneaking in and stealing from all the taverns in town, collecting a tiny hoard of odds and ends. The kobold has an entrance to Butch’s kitchen from a tunnel under a loose stone slab on the floor (DC 15 Investigation/Perception). This tunnel is small, easy for the kobold to move through, but difficult for larger creatures 
      • Options! For this quest the party has some options. They can choose to: *Kill the kobold *Convince the Kobold to join them and leave to find a new clan *Convince the kobold it is wrong to steal and he should help Butch out to pay for what he takes

 (Prompt by me)

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