I’m no stranger to National Novel Writing Month (NaNoWriMo), having participated a handful of times (and having succeeded…most of those times? I can’t remember). Unless the calendar is deceiving me, it appears December of 2023 has arrived, and I happened to have an idea that’s not quite a novel but instead a nerdy act of rebellion to both dust the cobwebs off from the bits of my brain that make writing happen and let me indulge in a little TTRPG-related fun.
This year’s NaNoWriMo will instead, for me, be a plot hook or other TTRPG-related thing per day. This allows me to keep it a little more relaxed since I haven’t written at length in…well, in longer than I care to admit. These are written to be plug-and-play with just about any system unless otherwise specified (because I can’t quite quit 5E despite my better judgement and I’m currently obsessed with ink by Snowbright Studios). At any rate, here’s day 1.
It Began with A Letter
Your adventuring party receives a summons from a powerful archmage to the sleepy, small town of Thistlewood. It promises an incredible journey, grand discoveries, and overwhelming treasure should your party accept.
Thistlewood, at least as it is shown on maps, does not exist upon your party’s arrival. A vast, shallow crater occupies where the town should, a series of islands floating above. The undersides of the islands as well as the crater glow with a dull purple aura of unknown magics.
Similarly suspicious: the archmage is nowhere to be found. The party faces a difficult climb upwards to learn what happened to Thistlewood, if the archmage is somehow behind this or was targeted by whoever or whatever caused this curious situation, and if Thistlewood can be restored to its former peaceful state.
Some GM Tools and Tips:
Setting up this adventure is all about building to the surprise of finding Thistlewood in its shattered state. The letter should be interesting enough to grab attention, followed immediately by a scenic but uneventful journey to the town. Play up the scenery, the calm of the trek from where the party is, and so on.
When the party arrives, allow them to explore freely. Don’t speed to letting them know the broken islands at various heights above are Thistlewood. Drop hints based on how they explore—hints about the islands, indications the archmage was indeed here, and that something occurred to cause this curious calamity.
Exploration of the islands should play out as an open-world dungeon crawl. Utilize enemies that are drawn to increased ambient magic—monsters as well as mages craving power—to help keep players on their toes. Additionally, to help build social and exploration aspects: give players a chance to accept quests from the NPCs (townsfolk as well as those who were visiting and find themselves now stuck in the Thistlewood Sky Islands) that encourage exploration and engaging in other NPCs.
Build to a conclusion that allows for a finale you find most satisfying depending on how you role played the archmage. Perhaps in one play through you’ve made the archmage the source of this calamity and therefore they must be defeated in order to restore Thistlewood. In another instance, the town was razed in such a way to trap the archmage high in the sky until they reveal the secret of why they reached out to your party. Perhaps the archmage accidentally caused this and therefore a third party is involved and must be reasoned with or bested so as to return the town to normal. Keeping this flexible allows to play this out for multiple groups at different points in campaigns as well as making it feasible for its own mini-campaign.
Most importantly: have fun.
Happy adventuring! Check back for Day 2. Take care; and, as always, good luck and godspeed.