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15 minutes of D&D brainstorming #n+9

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.

  • 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
      • Nothics can help in the fight against them
    • 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
      • Nothics can help in the fight against them but can also be turned to join the Strix with a DC18 persuasion check
  • 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).
      • They have now befriended the nothics
        • Can take with them to the capital
        • Can have them stay somewhere near the capital
        • Can reveal to the temple that they befriended them or not
        • Can ask the Temple of Apollo for help with them
        • Perhaps with enough exposure to the group, their alignment can change to neutral, but this will require some more natural 20 rolls
        • No matter what, here are things they can do with them
          • Bring them to the queen for help
            • She would send them to the Tower of Baile in honor of the Baile guests to help them seek the knowledge they need
          • Bring them to the prince for help
            • He would send them to Durogark
          • Bring them to Durogark for help
            • He would love to use them for their knowledge and would work out a deal that they could keep gaining him knowledge while he looks for a cure
          • Bring them to a temple for help
            • With high enough persuasion (DC 15), they can convince a temple to take them in and help them search for knowledge
            • If the persuasion fails, they will call for the city guard to help them deal with these creaturesf
          • Have them stay as is and be companions
            • The queen will have trouble accepting them and they will have trouble hiding them
            • If they are found out and not revealed, they will be removed from the castle
          • Have them stay as is and be friends nearby
            • They could be important for future quests
          • Have them stay with Millenis
            • She would share her knowledge with them but the danger in this is that she would grow bored of them and set them loose again
          • Have them go on a quest for the knowledge
            • They can pick a tower to journey to and whichever they pick will have the answer (though they won't know that)
            • Make similar puzzles for the tower as the intellectual in the tower will want to make sure they're worthy of receiving knowledge
            • Have them each dig for knowledge and a DC18 to find it on their own. It will take as many days as it takes to get to an 18 to find it. Make up other knowledge that they will find at other levels.
            • After finding the knowledge, they must journey back to the Temple of Apollo to perform the ceremony. 
              • Must convince Father Jesep to let them perform the ceremony
                • DC 18
                • DC 10 if they agree to let others witness it
              • The ceremony requires arranging the bones of old wizards in a pentagram (DC 15 performance) and casting kind magic on the Nothics (open to interpretation)
              • The ceremony must be performed in undercommon, so they must also obtain a book of undercommon (can be found in the capital as well as at the tower, but another DC 18 for them to find)
            • Once the ceremony is performed, two very old and tired wizards reemerge and dedicate their lives to helping other Nothics and are eternally grateful to the adventurers. The adventurers will also gain the support of the wizarding community.
              • The larger one is a half-orc named Branax (female)
              • The smaller one is an elf named Artin Genharice (agender)
      • Is there a cure?
        • Let's cheat and say there is a cure, but it's been lost to common knowledge and will take time to find
    • 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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