#3 Easy Steps That Will Change the Way You Plan Your DnD Campaigns

#3 Easy Steps That Will Change the Way You Plan Your DnD Campaigns

Zabrynn Lander ·

One of the most challenging parts of creating a homebrew campaign is to make a Plot for your party. Your players need some sense of direction but you don't want to rail-road them into one course of action either. 

As a writer, I've studied the plotting and story beats for many years and have learned a thing or two from running my own homebrew games. Because of that, I have created a series of helpful planners for Game Masters! 

Today I'm going to be using this Campaign Planner to plan out a plot for a Tunlands Adventure. 

By the way, I’ve created a book all about this Setting: check it out.

What's the story?

There are many ways to break down storytelling. One is the MICE Quotient, which is a popular way of talking about stories and plot. For D&D three of the four stories can be used as a good guide for your campaign. These are: PLACE, IDEA, and EVENT. 

Place: The party find themselves in a new, unfamiliar setting. Perhaps they are tasked to explore untamed wilds or accidently transported to a foreign kingdom.

Idea: The party find themselves in a situation where they need to find the answer to a pressing question! Examples: who killed this guy? why did this person disappear?

Event: The party find themselves needing to stop a catastrophic event from happening. This could be world-ending, but it might just be a threat to a town or certain individual.

In the case of this example, I'm going to be used a "Place" model. I'm big on worldbuilding and love to have my players interact with their environment and the world's NPCs. 

You’ll also need some creative names for your characters and NPCs, check out these generators.

 

Story Beats

What gets the Characters Moving? 

While at a tavern, the players encounter a cat familiar which is being chased by Purple Dragons (Knights of Cormyr). Either they hide the cat and get drawn into the Rebellion in that way. OR the tavern keeper hides the cat - and tasks them with getting it away from the Purple Dragons. The cat is carrying a small magical disk that needs an expert's eye to read.

From here the characters have a few choices about what they might do: 

  • do they look for the cat's owner?
  • do they seek out a mage who can read the disk?

This early part of the story actually has an IDEA subplot - answering the question of who owns the cat and why is it not with their master? However, that question will be answered around halfway through the campaign. Because of that, it's not the main purpose of the story. 

This is because the "goal" of each of these stories is different. 

IDEA: the party ultimately needs to answer the question, this should involve the revelation of several clues.

PLACE: the party ultimately needs to find a way home, this often requires them to have familiarised themselves with the place.

In the case of this adventure, the new "place" is the world of the Rebel Alliance. They must find rebel bases, meet rebels and familiarise themselves with the "world" of the rebels. The story ends with them becoming Heroes of the cause - and either joing the rebels fully OR returning home with a new understanding of the world (different characters can have different outcomes). 

Creating an important NPC? Record their status, personality, and purpose to the story with this NPC character sheet. 

Facing their First Major Challenge

Once the characters have their footing, it's time to ramp up the challenges! In this case, I'll have a session around the setting of Marpeth's Fang. This is a tower near the Bridge of Fallen Men. There are things to discover, treasure to find, and monsters to fight. 

  • if they roll well, they might find the tower by themselves and be able to sneak inside
  • but if they roll badly, they'll be captured by kenku scouts and brought back to the tower

The party will be presented with several options for how they want to approach the tower from there:

  • They can attempt diplomacy - and if they do, they'll discover the monsters are actually allies of the person they are looking to find: Jiabel Aris. 
  • Alternatively, they can fight their way through the tower in a classic "dungeon crawl". 

The important element here is that is connects to the overall story. This tower isn't just a random dungeon for them to fight through, information is there to be discovered and the world of the Rebel Alliance is fleshed out. 

The Plot Gets Personal & Crisis

At this point, the characters arrive in a new city: Valkur's Roar. The place where Jiabel Aris is being held. 

When planning a campaign, it's a good idea to have a general idea what the characters are (probably) going to do - but be prepared to throw out that plan! A light sketch is all you need in the beginning stages. You can always go back and add in the details later. 

For example, this is around the time I would really try to solidify the characters' personal investment. Beyond the fact they are being hunted by Purple Dragons - now they need to feel like the fight that's coming is Worth It. And that is dependent not only on character backstory but also how the party has grown in the sessions since. 

In this story, Jiabel Aris will have to die but exactly how that happens is not something I want to plan out until much closer to the date. 

Finish Line

I've discussed the different types of stories above. In the class of my example plot, the party will play a key role in securing the city of Valkur's Roar. While I generally have the idea of them infiltrating Castle Ebonhawk (the castle attached to the city) this might not vibe with the party. They might prefer to take down the city's ships, rally the commonfolk of the city, or any number of things. The important part is that, by the end, they are heroes! 

With victory in hand, they can choose to join the Rebel Alliance as leaders or return home with wealth and a greater understanding of the world. 

What does this all mean?

Player choice is an important part of Dungeons and Dragons. It's a collaborative process to tell the story. In many ways, as the DM, you're there to provide the framework for the plot and world. The players are there to help fill in the details. 

Looking to plan your own campaign? Here's a helpful worksheet that follows the same model I used here!

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The region known as Cormanthor lies south of the Moonsea and north of the Dalelands.

Depending on pronunciation, Cormanthor can mean "The King's Vow Forest", "Ruler of the Forest True" or "Place of Great Promise" in Elvish. It is also known as the Elven Woods or the Northern Forest.

Retreat of the Elves

Myth Drannor’s heyday is a millennium passed. The elves lost control of the city and it languished in ruins for six centuries, hidden by magic to keep it from being despoiled. Only with the instruction of Lathander was Myth Drannor once more opened up and a temple founded.

Meanwhile, the Elves were undergoing a great Retreat, leaving their homes for Evermeet. By 1344 DR (some 150 years before 5th edition) many of the old elven settlements had been abandoned. By the end, nine in ten elves had left their homes.

With Myth Drannor opened up and few left to defend it, monsters overran the city. Wave after wave of groups took over the city and came to dwell in its ruins: nagas, phaerimm, alhoons and baatezu, Banites, knights of various orders, cultists, daemonfey.

Arrival of the Drow

Meanwhile, the drow saw a chance to lay claim to vast swaths of the surface. They moved into the forests of Cormanthor, both to raid and to seize the mythals in Myth Drannor. They were never able to control the city, though they became a major presence elsewhere.

Finally, an Elven Crusade returned to Faerûn from Evermeet to reclaim Myth Drannor. In their success, Ilsevele became the new coronal and began to restore the city. Over the next century, Myth Drannor became a flourishing city once more, with many of its ancient artefacts recovered. The Crusade also fought off the drow, defeating their primary leader: House Dlardrageth.

The Drow that stayed in Cormanthor lost much of their direction at the death of their god, Vhaeraun, died in the 1370s DR.

Destruction of Myth Drannor

However, the success of the Crusade was not to last. Only a few years ago, in 1487 DR, the flying Netherese city of Thultanthar crashed into Myth Drannor, killing forty thousand people. Those elves that survived fled to Semberholme.

Furthermore, the drow god Vhaeraun has since come back to life and without resistance from the Army of Myth Drannor, the Drow of Cormanthor has renewed their attacks on the surrounding regions.

  

Explore this region with your own printable map!

Explore Cormanthor

The Forests of Cormanthor

The woodlands that stretch from the Moonsea to the Desertmouth Mountains vary in their make up. Upon the edges of the forest, you will find the Rimwood, known as Srinār in Elvish. Blueridge and needleleaf pines scatter across the outer reaches of Cormanthor. In the sandy soil of the Rimwood, these only grow about twenty feet tall. The pines drop needles on the forest floor, where only softwood ferms peak through.

Deeper into the forests, you will find the Midwood, known as Aegār in Elvish. In the region that is called "Shadowdale" is part of the Midwood, though on maps it will be marked as part of the Dalelands. Along the Tarkhen Hills and into the forest proper, you will find chestnuts and red maples. Some of the weirder vegetation you will come across include: beetle plam, foxberry and roseneedle pine.

At the heart of these woods, grows the Starwood, also known as Neiār. Giant oaks and maples loom large in these woods. Some oaks grow as large as 400 feet tall. The soil is rich and dark, with wildfire growing thick and prosperous. It isn't easy to trek through these woods, nor to keep your way without a guide. It should not be underestimated, either, the variety of wood you will find across the vast forests. In the woodlands that stretch into Mistledale, you will find spruce and hemlock trees, but other places with the Starwood are home to cedars, maples, and firs.

Beware, as you travel through the Starwood, of the various animals you might come across. Not all are friendly.

Manticore, dire wolves, and emerald constrictors stalk these woods. You are also likely to find an abundance of animals to hunt: deer, elk, finches and wood rats are all found here. Interesting flore such as medquat, chime oak, hinnies, and zebra grass also grow in the Starwood.

Eastern Fringe

Biome: Rimwood

Elvish: Lam Ain

The wide River Lys, known as Nautha Lis in Elvish, borders these woods. As its name implies, the Eastern Fringe is the further east Cormanthor stretches. The woodslands on the far side of the river belong to other folk.

The dangerous rapids of the River Lys have no encouraged much settlement in this region. Drow have been known to move through this place, but there are no notable locations

Halvan's Wood

Biome: Rimwood

Elvish: Mista Halvanni

The River Duathamper flows along the western side of Halvan's Wood.

In the 1100s DR, a human by the name of Halvan became lord of Harrowdale. The Harrans live around Velarswood, but this was not enough for Halvan. He pushed his control into the woodlands to the north, into Cormanthor.

As part of this expansion, he established a road up to the Moonsea. Despite resistence from the elves, he had workers chop down large swathes of woodland to make way from the road. Since then, the forest has reclaimed most of the land, leaving only the small Halfaxe Trail.

While long dead, Halvane's legacy remains in the name of this section of Cormanthor.

Halvan's Keep can be found within these woods. As can the village of Blessus.

Tangled Vale

Biome: Midwood

Elvish: Sérāgh

These woods were once home to one of the four major elven communities in Cormanthor. Long ago, the city of Faelorin held a large population of elves. Upon its ruins, the village of Tangled Trees was founded.

Exploring the Tangled Vale you will find meadows covered with honeysuckle and snapdragons. Groves of beautiful cherry trees and blue cedars grow here. Due to its proximity to the Dun Hills (simply Tath Duna in Elvish, "the Hills") the Tangle Vale sits on a higher elevation than its surrounds. It has many gullys and rock formations where creatures make their home.

The few elves that still live in the Tangled Vale range through networks of twisted paths and webbed throughways. Keep watch for ancient tree forts, built on high platforms in the canopy. The elves of the Tangled Vale are not welcoming to outsiders.

The Darkwoods

Biome: Rimwood

Elvish: Oumrae Mista

The Darkwoods rim the coast of the Moonsea. However with little in the way of protected bays or coves, few ships lands on its beaches.

Drow are known to inhabit the Darkwoods.

It is also the location of the Darkwoods Massacre, where Elves fought against Orcs, in 335 DR.

To the north-west lays Elventree, a small village of around 1000 people. Elventree is surrounded on three sides by low hills dotted with caves. The wooden buildings of Elventree are built atop stone ruins from a previous settlement. Like many Elven settlements to the south, its residents made their homes above ground, connecting each building through a network of bridges, walkways, and ropes.

Emerald Vale

Biome: Starwood

Elvish: Mìragh

Firs and elms grow tall in this deep forest. Within the Emerald Vale, you will come across many elven towns such as Duathamper, Dysrisa and Eerienne.

Ruins of places long lost are plenty among these trees. Near the River Duathamper, you will find the Old Elven Court, the ancient capitol of Cormanthor. It is covered with shadowtop trees, with long abandoned arboreal dwellings high in the branches.

Drow once made their home in the ruins of the Old Elven Court, but were eventually driven out. They now seek to return to their old haunts.

The Emerald Vale and the Tangled Vale are often considered to be the same place, and indeed they have much shared history, though their ecology is very different.

Vale of Lost Voices

Biome: Starwood

Elvish: Agh i Que Drana

These trees hide the burial places of ancient elves. Rauthauvyr's Road passes through these woods, but be warned against straying. Interferring with the tombs and mausoleums found off this path will not end well for you.

You will find no Drow in these woods, however; not even on the road itself.

Beast Marches

Biome: Midwood

Elvish: Rah Aine

This region is named for its large population of monsters. Beasts of all kinds occupy these woods and often spill out into the open plains to the north or into the rest of Cormanthor.

A hundred years ago, this forest was full of conflict as Isvele Miritar, leading the Army of Myth Dranor, faced off against the Drow in the region.

Little much else has been recorded about this region. All that was known was lost in the destruction of Myth Dranor.

Heartwood

Biome: Starwood

Elvish: Nesór

The Heartwood is eerie in its emptiness.

Myth Drannor (Elvish for "City of Song") could once be found within the Heartwood. Much as it name implies, this was the heart of Cormanthor. For a century, Elves saw to restore it to this former glory but it was all for naught. In 1487 DR, the floating city of Thultanthar crashed into it.

The remains of both cities lay scattered through these woods between crushed trunks of grand cedars and wild magic of ancient mages past.

Greentree

Biome: Rimwood

Elvish: Ēlshantal (and Kerymmīr)

Greentree, while technically part of the Rimwood, has its own unique features by virtue of the Dagger Hills to the west. Upon the hillsides willow, spruce, and wiregrass grow. Insects are in abundance here.

Mosstrunks

Biome: Starwood

This particular section of Cormanthor is known for its high humanity. Lichen and moss grows in abundance here, which is where the region gets its name.

Semberholme

Biome: Starwood

Located around Lake Sember, Semberholme is nestled between the foothills of the Thunder Peaks. It cuts the Dalelands in half, with Mistledale to its north and Deepingdale to its south and east.

The woods here are some of the thickest in all of Cormanthor, intersperces with massive poplars and gumtrees. Walking along the ground will keep you in near darkness, ideal for a Drow perhaps but even the elves build their homes in the canopy for light.

A thick grey fog rolls of Lake Sember when its raining - and it is nearly always raining - which does not make finding your way through this region any easier.

Unlike many of the other Elven community in Cormanthor, Semberholme has continued to thrive, though many of its settlements were abandoned in the Retreat. It has a large mix of human and half-elven residents due to its close promixity to major trade routes. For this reason, many elves choose to stay, some becoming citizens of Deepingdale.

A network of limestone caves connect the forest, forming secret passages and hideaways. These caves are used to store supplies and travel without discovery when Semberholme is threatened. Aquatic elves dwell within these caves and the Sember Lake to which they are connected.

Adventure through Cormanthor with your own printable map!

Explore Cormanthor

Other Nearby Woodlands

While Cormanthor compases much of the forests in this area, there are plenty of smaller woods nearby.

These are: Border Forest, Dagger Wood, Spiderhaunt Woods, Archwood, Yevenwood, and Velarswood.

Border Forest

To the north of the Desertmount Mountains, on the far side of the River Tesh, lays the Border Forest. A mixture of oak and pines grow in this area. Its abundant undergrowth makes travel difficult. It is inhabited by wolves, orcs, trolls, and fey. Members of the Eldreth Veluuthra have been known to reside here.

Dagger Wood

A land of wild ridges. Steep cart tracks link overgrown farms. It lies northwest of Shadowdale, along the River Ashaba,. Even further northwest, you will find Daggerdale proper.

Spiderhaunt Woods

Found to the west of the Tethyamar Trail. These woods have earned their name. A large population of spiders dwells within its trees. Many spellcasters and cunning traders travel to this place to collect supplies. Only one settlement can be found here: Stormpenhauder, a village of forest gnomes. Lake Melishar, at the heart of the forest, provides fresh water to the region.

Archwood

This is a dense forest will a thick canopy casting the undergrowth in entire gloom. Oak, ash, elm, shadowtop and duskwoods all grow here. Long ago, elves has a school of wizardry here, though it has long since fallen into ruin.

Yevenwood

Also known as Battlewood, Satyr's Run, Forester's Freehold, and Wood of Many Names. It has an abundance of relshar mushrooms.

Velarswood

Located with Harrowdale, these woods may be claimed by the Harrans but they are not solely ruled by them. To the north of the forest rises the Shadetop Glade, a temple to Eilistraee. Drow and elves alike worhsip here. They were not aligned with the drow who revere Vhaeraun.