The Drowned Crown: a D&D campaign
Four sessions, one village, one sunken temple. NPCs, places, loot and the villain, wired by what leads to what.
Example board made by the Imagination Board team.
Nodes in order 20
What feeds into a node comes before it.
NPC: Harbourmaster Veyra
Place: the lighthouse
Monster: drowned guards
Handout: harbour map
Place: Tidewatch village
NPC: keeper Odd
Place: sunken temple
Fed by NPC: keeper Odd (points to)
Villain: the Tidequeen
Wants her crown back, and the village with it.
Player hooks
Premise: the tide stopped
The sea has not moved in nine days.
Fed by Player hooks (tied to)
Loot: crown shard 2
Fed by Place: sunken temple (hides)
Loot: crown shard 3
Fed by Villain: the Tidequeen (wears)
Faction: Smugglers' Guild
Session 1: Tidewatch
Fed by Premise: the tide stopped (starts) · NPC: Harbourmaster Veyra (hires the party) · Place: Tidewatch village (set in) · Faction: Smugglers' Guild (ambush in) · Handout: harbour map (handed out in)
Session 2: the lighthouse
Fed by Session 1: Tidewatch (leads to) · Place: the lighthouse (set in) · NPC: keeper Odd (knows)
Loot: crown shard 1
Fed by Faction: Smugglers' Guild (holds)
Session 3: the sunken temple
Fed by Session 2: the lighthouse (leads to) · Place: sunken temple (set in) · Monster: drowned guards (guards) · Loot: crown shard 1 (unlocks)
Session 4: the Tidequeen
Fed by Session 3: the sunken temple (leads to) · Loot: crown shard 2 (needed for) · Loot: crown shard 3 (needed for) · Villain: the Tidequeen (faced in)
Final fight: the stilled sea
Fed by Session 4: the Tidequeen (ends in)
Reward: the tide returns
Fed by Final fight: the stilled sea (pays out)