Endings:
4 endings were fully prepared for the descendants campaign:
- Players learn and figure that they can use the Tarrasque to save(?) the realm basically saving themselves but dooming the dragons (this is the ancestor echo ending)
- Players can decide they will be turning the wheel after all, trapping themselves (sacrificial “better than we were” ending)
- Players can learn to use the crystal network to destroy the island, killing dragons, and a high risk escape scenario that ultimately stops the production of Warforged along the way (good and bad ending)
- Players could decide not to do anything, and can work with Presidith to leave the island for good and let the realm be. (Bad ending)
Scavenging Table
Early on, the campaign's priority was survival on a mysterious island, and the following basic crafting systems were implemented for use in sessions 1-3. Depending on the success of a Survival check, the players could roll up to 4d10 and check this table.
(1-4)d10 | Item | Uses |
1 | Sand | Useless |
2 | Fertile Soil | Food |
3 | Dirt | Structure |
4 | Flower | $$$$ |
5 | Feather | $$$$ |
6 | Berries | Food |
7 | Rocks | Structure |
8 | Shell | Weapon |
9 | Ash | Fire |
10 | Butterfly | $$$$ |
11 | Charcoal | Structure |
12 | Salt | Food |
13 | Tall Grass | Rope |
14 | Reeds | Rope |
15 | Clay | adhesive |
16 | Thick Branches | Structure |
17 | Flint | Fire |
18 | Fern Foliage | Structure |
19 | Mushroom | Food |
20 | Manure | adhesive |
21 | Sapling | Rope |
22 | Nuts | Food |
23 | Egg | Food |
24 | Spider Web | adhesive |
25 | Carrot | Food |
26 | Durian | Food |
27 | Vines | Rope |
28 | Seaweed | Rope |
29 | Bones | Structure |
30 | Eggplant | Food |
31 | Claw | Weapon |
32 | Birds Nest (empty) | Rope |
33 | Seeds | Food |
34 | Mango | Food |
35 | Gold Nugget | $$$$ |
36 | Teeth | Weapon |
37 | Hot Peppers | Weapon |
38 | Ichor Paste (Wyvern Gland Resin) | adhesive |
39 | Thorns | Weapon |
40 | Kiston Crystal | $$$$ |
Crafting Table
In combination with the scavenging above, the following rules guided what the players could create using what they scavenged.
Axe | Weapon+Adhesive/Rope |
Shovel | Structure+Adhesive/rope |
Saw | Weapon+Adhesive/Rope |
Hammer | Structure+Adhesive/rope |
Torch | Fire+Structure |
Campfire | Structure+Fire |
Traps | Food+Structure+Rope |
Rope | Rope |
Tent | Structure+Adhesive+Rope |
Fishing Rod | Structure+rope |
Net | Rope+adhesive/rope |
Backpack | Structure+adhesive/rope |
Spear | Weapon+Structure |
Bow+Arrow | Structure+Rope+Weapon |
Sword | Weapon |
Wall/Fence | Structure+Rope/adhesive |
Session Outlines
Session 1
Session 1: Outlive
Players start with no spell slots, level 1 exhaustion.
Both can be fixed on a long rest.
Wake two people up on beach
See one person out at Sea
Combat with SeaSerpantfolk
Find two more people underwater.
Quippers (Pirahnas) in the water
Scavenging
-List of items they can find
-Includes natural things like coconuts, large palms, etc
-Remnants of their ship (AND OTHER SHIPS)
---weapons, armor
Island Checks
-Crossing large rivers/ravines
-Climbing Cliffs
-Constitution Saving versus more exhaustion
Bottle-Episode Esque bit where the players explain what they can do to each other, what good skills they have as far as surviving goes. · Emphasis: Players get to know each other · As the storm starts to subside at dawn, they can explore, search for life, any indication of where they are, etc. But the beaches seem to go on for a while, and the land seems untouched. · Survival checks to hunt down material and such. Maybe start working on weapons. If the players go too far east/west on the beach, have a coastal encounter with the large decapod
More Scavenging and Exploring - Possible Giant Frogs or Giant Eagle Attacks
Ends with Discovery of the Blue Dragon in the Cave