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D&D Writing (Setting and Adventures)

Melisandur Writing DK30 Quarantine 2020 3 4

Description

I am working on a setting introduction guide to share with my friends and on the internet. It has been a long time project I started last fall, and has reached the point where I could reasonably finish in a month. It is important to me to finish the introduction before the adventure work because I have been saving all year to commission a poster size world map and can’t pursue it until the world is done.

Find the details in my Dropbox: https://www.dropbox.com/sh/0hympe64j2hhgl9/AADS3xapuIpVfZIeJwC5OdCHa?dl=0

Recent Updates

Melisandur 5 years ago

Today I finished the last random encounter for Livingwood Harbor. The following is my favorite of the 7 since the last update:

T2: A POSTHUMOUS PORTRAITURE (PAINTER’S)

Active Setup. While the party is at Livingwood Harbor (Location A), they see a richly dressed elderly resident sitting in an oversized chair with an elegance out of place on the dirty dock. They are shouting out commands and criticisms to a painter working hunched over an easel to capture the image of a fresh corpse dressed in fine admiral’s attire. The living spouse to the admiral is in the process of loudly firing the painter when the corpse comes to life, silencing their irate widow(er) and apologizing to the artist who has run from the docks without taking their supplies. While their spouse sits in stunned silence, the undead admiral asks the party if they can help finish the portraiture so they may return to their eternal slumber.

Passive Setup. While the party is in Port Livingwood, engaging a random resident in a social setting such as a tavern or marketplace results in a player hearing rumors of the dead admiral and their spouse who has been setting up the ghoulish display for hours prior to the rumor’s telling.

Painting. If the party agrees to help, a player must describe how they use a tool proficiency, ability check, other action to complete the portraiture, such as a Dexterity check with Painter’s Supplies.

Reward. Passing an easy tool or ability check results in successfully finishing the painting, and the party is rewarded with 5gp for their trouble.

Passing the tool or ability check by 5 or more results in a painting of above average quality, and the party is rewarded with 10gp for their trouble.

Passing the tool or ability check by 10 or more results in a painting of exceptional quality. The party is rewarded with 10gp and an iron martial weapon from the admiral’s private armory. Iron weapons have a +1 bonus to hit.

Aftermath. Surprising even the undead admiral, completing the painting does not return their spirit to the blissful peace of the afterlife. The admiral glumly returns to their previous retired life at home to research ways to free their soul of their decrepit form.

Side-Quest. The admiral has uncovered mention of a ruined temple to a life deity alongside a volcano in the sea west of the city. The temple once conducted rituals that cleansed souls of the chains that bound them to the material plane. They contact the party in hopes of an escort and aid in completing the ritual for themselves.

Melisandur 5 years ago

Today I completed the first three random encounters for Livingwood Harbor, the combat encounters. The following is my favorite of the three:

C2: THE PIED PIPER PARASITE

Active Setup. While a player is at the courier chapter house (Location D), an orphaned child comes barreling into the building shouting for help. If a player engages them, they explain the situation.

Passive Setup. While the party is in Port Livingwood, they hear rumors of a visually stunning character in colorful patchwork clothing moving through the streets with an entourage of rough looking children behind them. If a player investigates these rumors, the orphan from the active setup becomes aware of it and approaches the party to explain the situation.

The Situation. The orphan explains that the colorful stranger appeared a little over a week ago, and since then has been collecting children off the streets with promises of a safe home outside the city. Though unsurprised some are desperate enough to take up the dubious offer, some of the orphan’s family of friends joined up and no longer seem to recognize them. They suspect magic is afoot, and beg the party for their help.

Tracking. If the party agrees to help, the first obstacle is to track down the colorful stranger and is overcome by passing a set of three ability checks. For each check, a player must describe how they use an ability check or other action to locate the colorful stranger such as a Charisma (Persuasion) check to ask around town.

If the party passes all three checks, they track down the stranger on the edge of town. This best-case-scenario provides 3 town guards (MM 347) who can be convinced to help safely restrain enchanted orphans in the fight to come.

If the party passes two checks, they track down the stranger on route to their cottage outside the city. This middle scenario provides a neutral footing.

If the party passes one or zero checks, they track down the strange at their cottage outside the city. This scenario provides a disadvantage as the enchanted orphans are able to take up defensive positions in the cottage and around its surrounding garden.

The Stranger. The colorful stranger is a Vampire Bard who uses their pipe and enchantments to lure children to their cottage, their colorful clothing enchanted to allow them to survive in sunlight. The children act like happy servants seeing to their every need including blood, and sometimes the vampire drinks too deeply requiring them to return town and replenish the herd. They will attack the party and order their orphans to protect them as the faintest glimmer of danger.

Enchanted Orphans. The enchanted orphans defend their vampire master at their command and not without it. If an orphan can be restrained, the enchantment will wear off at the next sunrise. The vampire typically reapplies this enchantment by playing a song on their pipe each day to the children while they sleep.

Reward. If the party defeats the vampire, they found a pouch of 10gp on their person that they use to make purchases while in town. The detect magic spell also pings the vampire’s colorful clothing as imbued with enchantment magic.

Eclipsing Clothing

Wondrous item, rare (requires attunement)

You are immune to radiant damage while wearing this outfit.

Curse. The outfit is cursed by the taint of the vampire’s soul that died within it. (DMG 220) Each time you become attuned to the item, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from shock. If you die, you are instantly transformed into a wight (MM 300) under the DM’s control that is compelled to protect the outfit.

Side-Quest. The orphans decide to live in the cottage creating a by-orphans-for-orphans orphanage outside the city. However, a lingering curse from the vampire’s death is causing various objects in the house to animate and fill with bloodthirsty vengeance. The same orphan from the start of the encounter returns to the party to ask their help in lifting the curse.

Melisandur 5 years ago

I have completed work on the first location (2Q-3Q The Two Sisters) and have begun work on the second location for the introduction package (1Q Livingwood Harbor). Once that is complete I will return to working on settlement introduction pages until my party of PCs is prepared to move to a third settlement.

Estimated Timeframe

Apr 18th - May 18th

Week 1 Goal

Week 2 Goal

Week 3 Goal

Week 4 Goal

Tags

  • D&D
  • DND
  • Worldbuilding
  • Writing
  • Fiction
  • Dungeons and Dragons
  • Tabletop Roleplaying Game