Endings:[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Session 1[edit | edit source]
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