Traveling Question


Homebrew and House Rules


I am starting up a new campaign where I'm adding in Mods and Scenarios as the primary experience. The only thing I am having trouble with is why they suddenly appear in a new location.

I went the cliche' route and decided a long lost god/diety is observing the party teleporting the PCs at his whim once a particular mod or scenario wraps up that he has greater plans for them later. The party gets to interact with him briefly, but as soon as they start asking too many questions or the right questions he snaps his fingers and the PCs re-materialize to the next adventure setting.

We are starting at the beginning of October and I was wondering if this is a good enough reasonable story hook of why the PC's are bouncing all over the map.

If you have a better story hook or solution I would love to hear it. Any advice or suggestions are welcome.

Thank you in Advance,

Pexx


There are many reasons the PCs move around:

accused of a crime they didnt commit

part of a caravan/gypsy family/traveling circus

trailing after a villain

While I don't think there's anything WRONG with your scenario I might envision something different. For example:

The PCs begin at the Keep on the Borderlands - a lonely outpost of civilization on the edge of the wilds. They've assembled here following a tip that an ancient artifact lies nearby.

After a couple area adventures the party finds part 1 of the device and gets a clue is near...

The town of Saltmarsh has a Sinister Secret. Landing in this sleepy port the party has several adventures embroiling them in a plot that nearly destroys the region. But upon conclusion the sahuagin give up their piece of the artifact as well as the next stop in...

Maure Castle stands on a gloomy peak amid the ruins of a failed empire. Here is the third and final piece of the puzzle. But retrieving it from the dungeons below might be more than the party bargained for...

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