I'm beginning a campaign with some friends, and I am DMing it. Stop reading here if you are one of my players, PLX.
So, my campaign is called Flightwood Chronicles. It concerns a set of magic items with genuinely strange properties. Things like music boxes that induce the urge to dance, or a parchment that, when written on, translates all languages, but only to some unknown language.
These items themselves are generally pretty innocent, but no one is ever able to find out their origin. If you buy it from someone, they will always lead you on a wild goose chase of happenstance acquisitions, misplaced packages, and other merchants who lead you on just as much. Basically, they seem to have passed through an infinite number of hands.
But in reality they have their origin in a deep, dangeous forest called Flightwood, the kind of place where people go in, but either never come out or they come out insane.
The setup for the plot is that the players stumble accross the journal of a man who has been investigating these items... and also some similar items that aren't quite so innocent. Things like chains that bind creatures in time. Or goblets that cause drinks to become fizzy like carbonation... only drinkers will die in a few hours after drinking from them.
These items also cause horrible corruptions in creatures, like making innocuous dirtworms to grow to monstrous sizes and ruin the crops of a whole village, or making beholders grow more eyestalks and phase through walls.
Any feedback? I think this could be a pretty easy campaign to make somewhat episodic, and I can make it flexible: a new villain one week, a crazy monster the next. And players can have fun with the items I come up with.
So, my campaign is called Flightwood Chronicles. It concerns a set of magic items with genuinely strange properties. Things like music boxes that induce the urge to dance, or a parchment that, when written on, translates all languages, but only to some unknown language.
These items themselves are generally pretty innocent, but no one is ever able to find out their origin. If you buy it from someone, they will always lead you on a wild goose chase of happenstance acquisitions, misplaced packages, and other merchants who lead you on just as much. Basically, they seem to have passed through an infinite number of hands.
But in reality they have their origin in a deep, dangeous forest called Flightwood, the kind of place where people go in, but either never come out or they come out insane.
The setup for the plot is that the players stumble accross the journal of a man who has been investigating these items... and also some similar items that aren't quite so innocent. Things like chains that bind creatures in time. Or goblets that cause drinks to become fizzy like carbonation... only drinkers will die in a few hours after drinking from them.
These items also cause horrible corruptions in creatures, like making innocuous dirtworms to grow to monstrous sizes and ruin the crops of a whole village, or making beholders grow more eyestalks and phase through walls.
Any feedback? I think this could be a pretty easy campaign to make somewhat episodic, and I can make it flexible: a new villain one week, a crazy monster the next. And players can have fun with the items I come up with.