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The first arc of the new campaign (aka creating a new D&D world, part 27)

Not too too long ago, I purchased The Ultimate RPG Game Master's Worldbuilding Guide: Prompts and Activities to Create and Customize Your Own Game World by James D'Amato and it, and going whale watching, inspired me to create a new D&D world. So here we go! I'm going to use prompts from the book to begin crafting this world, but not all posts will be from there.

You can read part 1 of my planning hereread part 2 of my planning hereread part 3 of my planning hereread part 4 of my planning hereread part 5 of my planning hereread part 6 of my planning hereread part 7 of my planning hereread part 8 of my planning hereread part 9 of my planning hereread part 10 of my planning hereread part 11 of my planning hereread part 12 of my planning hereread part 13 of my planning hereread part 14 of my planning hereread part 15 of my planning hereread part 16 of my planning hereread part 17 of my planning hereread part 18 of my planning hereread part 19 of my planning hereread part 20 of my planning hereread part 21 of my planning hereread part 22 of my planning hereread part 23 of my planning here, read part 24 of my planning here, read part 25 of my planning here, and read part 26 of my planning here.

  • At tavern The Whispering Selkie, gathered together the night before they get their first information session (told to meet there by Aoife O'Quin--Upper House rep), they were told to all wear their official seal of Eagna so they could find each other (question mark without the dot)
    • Tavern description
      • Lots of wood
      • In the university part of town
      • Respectable sort of place
      • Storytellers are rotating in and out (roll perfomance checks if players ask)
    • Meet up, let them chat a bit
    • Roll perception checks and ask what they're looking for (can adjust roll ranges below depending)
      • 17-20: Can talk to a mysterious figure with a mysterious box (will trade it for tracking a mysterious amphibious creature)--this is the collector
      • 11-16: Can investigate a scuffle outside (break up a bar fight and then a university beach party)
      • 1-10: Can speak to the man who looks damp and is deep in his drink--he stands out as being less prim than the rest of the crowd (he has a quest about recovering items from a shipwreck)
  • Mysterious Figure (Theodom Faeris)
    • Description of man
      • Elf, male, older (shortish white hair with a gentle curle and styled goatee), slim, tall, lithe, seems rich, pale skin, one deep blue eye and one silvery eye
    • Description of box
      • Intricate carvings that seem to almost spell words, but not quite
      • 1 x 1 x 1 foot cube
      • Wooden
      • Gives off magical auras
      • Gently vibrates if touched (need to roll 17+ persuasion for Theodom to allow)
    • Theodom explains that he is a collector of sorts and while he values this box, he is willing ot trade it for the capture of a dolphin delighter (a fae creature) which he swears he has seen offshore
    • Theodom reassures them that he can properly care for the creature which he swears has lost its pod
    • They can go to shore and start looking for the dolphin delighter
      • Delighter encounter
  • Scuffle
    • 2 female scholarly agents in a fight over who stole what research at the university
      • Scholarly agent 1/Khessebera Berylbringer:
        • Dwarf, early 20s, stocky, short, stout, glasses over bright, intelligent green eyes, bronzed skin, red hair
      • Scholarly agent 2/Dezuhilda Sapphirebrow:
        • Dwarf, early 20s, stocky, short, stout, icy blue eyes, pale skin with freckles, bright blonde hair
    • Khessebera claimes Dezuhilda cheated by copying her answers for the latest assignment
    • Dezuhilda claimsKhessebera stole the answers by seducing a professor
    • The fight slowly makes the way to shore
      • Drunk Scuffle encounter
  • Damp Man (Callum McKai)
    • Human, older (mostly salt but some pepper hair), built but not a bodybuilder, average height, deep blue eyes, tanned skin with some freckles
    • Sailor whose ship crashed--he hopes not all is lost
    • He is severely shaken so came to the closest tavern even though he doesn't frequent The Whispering Selkie
    • Can the party take pity on him?
    • This quest will lead them to shore
  • At shore
    • Child in a small boat, but seems to be getting carried further out to sea
  • After the rescue
    • Storyteller investigation
    • University investigation
    • Collector investigation
  • Aquatic creature hunt
  • Jailbreak
(Prompt by me)


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