Dungeons and Dragons
Intro
Tone
- The Sword Coast, Arcane style, high fantasy, Genshin, vistas and views
Plot Inspirations
- FF4 - a knight rebels against his evil king who is collecting elemental crystals (power)
- FF6/Arcane - a new source of power is found and enslaved/harnessed by a military
- FF7 - mad scientist experiments fusing spirits and humans create a super baddie
- FF8 - power mad time sorceress wants to compress all time and steal other sorceresses' power
- Owl House - emperor is a secret witch hunter trying to destroy all magic via a Day of Unity celebration
Fun Mechanics
Players
- 5 emotions, themes, visual motifs or adjectives
- A secret special unique ability they learn about
- A moral theme or tale
- A quest they can complete
GM
- Story thread list
- Actors based on player back stories, with goals and per-session turns
- Chaos level
Players
Nova — Half-Elf Bard
- Raised by elves in the High Forest.
- Her mother and elven community value music, art and tradition.
- Nova finds formal music lessons long, repetitive and difficult to sit through.
- Much more interested in bugs, lights, mushrooms, strange objects and anything she has been told not to investigate.
- Curious to the point of recklessness.
- Has a collection of strange objects she has picked up during her wanderings:
- A mushroom that never decays.
- A button from a coat nobody remembers owning.
- A stone that is warm at midnight.
- A feather that always points north.
- A tiny bottle containing water that tastes different every time.
- A coin with a king nobody recognises.
- A moth wing she refuses to throw away.
- A key she has never found a lock for.
- The lantern.
- Her magical lantern is made from extremely rare Dreamglass, although nobody initially realises this.
- The lantern allows her to see possibilities when its light falls onto surfaces.
- She can see distant people, places and possible events through the projected light.
- She does not initially understand what the lantern is doing.
- The lantern is not sentient.
- Nova follows a will-o'-wisp / strange light into the forest despite obvious warnings.
- Her lantern runs out.
- Improbably, the will-o'-wisp enters the open lantern.
- Nova closes it, and the strange light allows her to see the other player characters.
- This begins her journey toward Tikva and Mitch.
- Nova becomes the travelling member of the party, crossing the Dessarin Valley and Sword Mountains.
- Her father is a travelling Harper.
- He is charming, rogueish, restless and incapable of committing to staying anywhere.
- He follows a god of travel and wandering.
- He loves Nova but is an unreliable father.
- He can plausibly be travelling near wherever Mitch's character is located.
- Nova does not initially know she has a half-sister.
- If Sara and Nova share a father, Nova's father has no idea Sara exists.
- Nova's curiosity is both her greatest strength and her greatest source of trouble.
- Character themes: curiosity, freedom, possibility, wonder, mischief.
- Potential character question: Is Nova merely someone who sees possibilities, or someone who learns to choose among them?
Tikva — Mostly-Halfling Goblin Fighter
- Raised in a halfling home/community.
- Her family is mostly halfling, but she inherited an improbable concentration of goblin traits.
- Dark skin, long ears and striking yellow eyes.
- As a child, she played with a halfling friend in Phandalin.
- Adults eventually decided that she was not an acceptable companion.
- Her family tried to conceal her unusual appearance with illusion potions and spells.
- Eventually the village discovered the truth.
- Her parents abandoned her.
- Carries family shame, resentment and hurt.
- Has a strong hero heart despite everything.
- Wants self-respect rather than simply external approval.
- Her story is partly about discovering what goblins and halflings are actually like rather than accepting either group's stereotypes.
- Her quest is to learn about goblin-kind and halfling-kind — the good, bad and complicated parts of both.
- Wants to become a hero who proves that goblins, half-breeds and outsiders are not inherently monstrous.
- Her unusual goblin traits may simply be an improbable genetic roll rather than evidence of destiny.
- Has a special Goblin NRG ability:
- When provoked, makes a WIS save.
- On success, anger becomes a focused warrior flow state.
- Everything appears predictable and slow.
- Advantage on attacks.
- Disadvantage on attacks against her.
- Lasts up to her WIS bonus in rounds.
- Taking damage requires another WIS save to maintain it.
- Failure leads toward aggression and chaos.
- The ability could eventually become a mechanical expression of her broader character journey: anger can be something she chooses how to use rather than something that controls her.
- Nova finds Tikva through the lantern and travels to find her.
- Tikva's abandonment gives her a strong reason to attach herself to the new people who choose to stay.
- Character themes: family, shame, anger, identity, self-respect, belonging.
- Potential character question: Is Tikva what her ancestry says she is, or what she chooses to become?
Sara — Human Shadow Sorcerer
- Born in/around Beregost.
- Her mother worked at a tavern.
- Her biological father was a travelling man passing through Beregost.
- Her mother eventually found another man to raise Sara.
- Her biological father never knew Sara existed.
- As a child, Sara played in an old ruin with her half-sister.
- Something happened there.
- Sara was later found at the bottom of a cliff with her half-sister dead.
- Sara was inexplicably cold to the touch.
- Nobody ever gets a complete explanation of what happened.
- She was too young to be blamed for what happened, but was subsequently shunned because of her strangeness.
- Her supernatural symptoms gradually became more pronounced.
- Often extremely cold to the touch.
- Sometimes does not blink.
- Experiences sudden, unnatural changes in temperature.
- Has an unsettling connection to currawongs.
- Often has one currawong watching or following her.
- The birds feel predatory and observant rather than cute or comforting.
- Her shadow magic should feel eerie, beautiful and increasingly difficult to distinguish from ordinary reality.
- Sara's initial motivation is straightforward:
- Find her biological father.
- Discover who he really is.
- Determine whether he had anything to do with what happened to her.
- She may initially suspect increasingly bizarre possibilities:
- Demigod in disguise.
- Shadow creature.
- Shadow dragon.
- Ancient magical being.
- Something responsible for what happened that night.
- The eventual joke/tragedy is that he may just be a completely ordinary travelling Harper who never knew she existed.
- Sara encounters Nova and the party while following her father's trail.
- Nova and Sara therefore have an immediate mundane reason to stay together if they discover their shared father.
- Sara has a unique interaction with Nova's lantern.
- Nova normally looks at the light projected outward onto surfaces.
- Sara discovers that she can somehow dim or enter the lantern's light and look into it.
- Inside the light, she can perceive possibilities across time.
- She may see the Sword Coast as it could have been:
- Netherese cities still floating.
- Orcs and goblins overrunning the land.
- Waterdeep drowned beneath the ocean.
- The dead walking everywhere.
- Other catastrophic or bizarre alternate histories.
- The exact nature of these visions should remain open for improv.
- The first major vision should be cataclysmic.
- The party initially assumes Sara has seen the future and that they need to prevent the apocalypse.
- Eventually they discover that Sara was not seeing the future.
- She was seeing a discarded possibility — a catastrophe that was possible but never happened.
- Her ability to perceive discarded possibilities may make her extremely interesting to the Magisters.
- Character themes: identity, memory, loss, the past, fear of becoming something else, selfhood.
- Potential character question: If something changed you without your consent, does that change who you are?
Mitch's Character
- Leave intentionally blank for now.
- Do not build a major plot connection around them before Mitch has created the character.
- Let Mitch's character introduce their own themes, problems, aesthetics and relationships.
- Find a natural location for them somewhere around the Sword Mountains / central Sword Coast if convenient.
- Nova can discover them through the lantern.
- Nova and Tikva can then travel toward them.
- Nova's dad can conveniently be travelling nearby if useful.
- Let Mitch's character determine the next major direction rather than forcing them into an existing plot.
- Once created, add:
- Character name/race/class.
- 5 emotions/themes/visual motifs.
- Backstory.
- Special ability.
- Personal quest.
- Important actors.
- Important locations.
- Unresolved threads.
NPCs
The Magisters
- A small group of powerful Netherese-descended magicians who have developed the Prism.
- They have discovered that improbability can be separated, concentrated and harvested.
- They call Dreamglass Elseglass; "Dreamglass" is an older/less technical name.
- They believe the consequences are unfortunate but manageable.
- Their internal disagreement: how much instability is acceptable in exchange for power?
- At least 2–3 lead Magisters with different personalities and priorities:
- The Architect: wants to perfect the Prism and believes everything can be controlled.
- The Opportunist: cares primarily about what Elseglass can accomplish.
- The Doubter: knows something is going badly wrong but is afraid to stop.
- Their agents range from scholars to magical constructs.
- They don't initially know about the player characters.
- They become increasingly interested in Sara once they realise she can perceive discarded possibilities.
Nova's Dad
- Harper.
- Traveller, charming, rogueish, restless, cannot commit.
- Follower of Shaundakul, god of travel.
- Knows an enormous number of people and places.
- Appears exactly when useful and disappears before things become complicated.
- Loves Nova, even if he's unreliable.
- Does not know Sara exists.
- Has unknowingly crossed paths with Prism-related phenomena during Harper work.
- Can conveniently be travelling wherever Mitch's character is introduced.
- Probably has several stories about places that "don't exist anymore."
The Harpers
- Loose network investigating unusual magical activity.
- Some members suspect the Magisters are doing something dangerous.
- Dad has been investigating apparently unrelated incidents.
- Provide rumours, safehouses, contacts and occasional complications.
- Potentially one Harper has quietly tracked Dreamglass for years.
Nova's Mum & the High Forest Elves
- Traditional elven community.
- Value music, art and long-lived culture.
- Love Nova but don't understand her curiosity.
- Increasingly concerned by Fey weirdness around the forest.
- Nova's mother worries her daughter is becoming more like her father every year.
Sara's Mum
- Lives in Beregost.
- Practical, protective and private.
- Chose another man to raise Sara.
- Never contacted Sara's biological father.
- Knows nothing supernatural about Sara's condition.
- Eventually has to confront Sara's search for answers.
Sara's Adoptive Father
- The man who actually raised Sara.
- Entirely ordinary.
- Loved Sara as his daughter.
- Has complicated feelings about the absent biological father.
Tikva's Halfling Family
- Raised Tikva despite her goblin ancestry.
- Tried to hide her appearance.
- Abandoned her out of fear.
- Different family members carry guilt, shame, denial or hope.
- Potential reconciliation much later.
Goblin Communities
- Diverse, not monolithic.
- Some hostile, some welcoming, some deeply strange.
- Allow Tikva to discover what goblin identity really means.
Ancient Dragon
- Remembers Dreamglass from long before the Magisters.
- Knows the current experiments are dangerous.
- Not necessarily benevolent.
- Believes mortals are repeating an ancient mistake.
- Reveals information only reluctantly.
Fey Figure
- Has noticed the Material Plane becoming unusually close.
- Knows something about Nova's moth connection.
- Treats the thinning boundary as both fascinating and alarming.
Shadowfell Figure
- Has noticed the same thinning from the opposite side.
- May know something about what entered Sara that night.
- Potentially from Barovia.
- Has motives that don't necessarily align with the party.
Settings
High Forest
- Nova's home.
- Ancient forests and elven settlements.
- Music lessons.
- Moths and Fey weirdness.
Phandalin
- Tikva's childhood home.
- Halfling community.
- Family history.
- Shame and belonging.
Sword Mountains
- Tikva's broader home region.
- Goblins, ruins, roads and wilderness.
- Early adventure region.
Beregost
- Sara's home.
- Tavern.
- Sara's family.
- Starting point of her search.
The Ruin
- Where Sara and her sister played.
- Contained an insignificant Dreamglass object.
- Something crossed from the Shadowfell.
- Do not decide exactly what happened yet.
Rikrok
- Orphan treehouse town.
- Excellent recurring neutral location.
- Strange NPCs and side adventures.
Dessarin Valley
- Nova's journey toward Tikva.
- Travel montages.
- Roads, rivers, caravans and odd encounters.
Feywild
- Existing crossings.
- Becoming increasingly accessible.
- Closely tied to Nova.
Shadowfell
- Existing crossings.
- Becoming increasingly accessible.
- Closely tied to Sara.
Barovia
- Potential Shadowfell location.
- Source of ancient knowledge about impossible events.
The Magisters' Halls
- Beautiful magical architecture.
- Elseglass everywhere.
- Home of the Prism.
- Controlled, wealthy and visually spectacular.
Plot Threads
Nova
- What exactly can the lantern do?
- Why is it made of Dreamglass?
- Where did it come from?
- Why did the will-o'-wisp enter it?
- Why does Nova see possibilities projected onto surfaces?
- What stories belong to the other strange objects in her collection?
- Why do moths follow her?
- What is her connection to the Feywild?
Tikva
- What really happened when her family abandoned her?
- Does she ever reconcile with them?
- What does she discover about goblins?
- What does she discover about halflings?
- What does becoming a "hero goblin" actually mean?
- How does she redefine family?
- Why does she possess such an improbably goblin appearance?
Sara
- What happened in the ruin?
- What happened to her sister?
- What entered Sara?
- Why is she always cold?
- Why do currawongs follow her?
- What does the Shadowfell presence want?
- Who is her biological father?
- What happens when she looks into the lantern?
- Why can she do something Nova cannot?
- What alternate histories does she see?
- Is there a world where her sister survived?
- Does she eventually realise the catastrophe she witnessed already failed to happen?
Mitch
- Leave blank.
- Build entirely from Session 0.
Nova & Sara's Father
- Are they actually half-sisters?
- How do they discover it?
- How does Dad react?
- What old Harper investigations become relevant later?
The Prism
- Who built it?
- How does it harvest improbability?
- What does it actually look like?
- What becomes of discarded possibilities?
- Why are planar crossings increasing?
- Can it be stopped?
- Should it be stopped?
Dreamglass / Elseglass
- Where did it come from?
- Why is it so rare?
- Why does it anchor possibilities?
- Why can it connect planes?
- Why does the lantern work?
- Why can Sara perceive something different?
- What do ancient beings know about it?
The Cataclysmic Vision
- What exactly does Sara see?
- Why does it appear to be the future?
- Which details matter?
- Which details are unique to that discarded history?
- How do the players discover it never actually happened?
The Magisters' Endgame
- What are they ultimately trying to achieve?
- Are they simply seeking power?
- Are they trying to engineer a perfect future?
- Do they understand the consequences?
- What happens when they discover the party?
Campaign Theme
- Nobody is destined.
- Nobody is secretly chosen.
- Race, ancestry and magic do not determine identity.
- The Magisters are trying to engineer what is possible.
- The players repeatedly encounter people who defy what they are supposed to be.
- The campaign ultimately asks one question:
What do you choose to become?