And then... nothing.
Sorry about that.
Plans changed. I'm a full-time student in a masters program, plus I was working. Then I stopped working in mid-July, freeing up some time to play... Witcher 3. And now that I've beaten that glorious game, I sat down to write... non-Zendikar adventures. D'oh!
Again, sorry about that.
Good news, however: I am writing more D&D adventures. I don't want to reveal to much, not yet, but I'm pumped about this new project. The Innistrad project taught me a lot -- everything I know about adventure writing, actually, since it was my first endeavor. First time writing in an "official" adventure-y style, first time ever using Adobe InDesign and making a PDF. I can do much better now. So if you liked my previous stuff, I think you'll enjoy what I have in store!
I haven't completely shelved Zendikar adventure though. I still really want to do it, but now it's a secondary goal for me, something to work on when I need a break from writing other adventures. I've read all the "Planeswalker's Guide to Zendikar," looked over wikis, still getting through all related Uncharted Realms but I feel comfortable with the world and its people at this point.
Here's what I'm thinking for Zendikar:
- The adventure will start at level 1 and end probably around 4. It takes place during the events of Zendikar / Worldwake and ends with Rise of the Eldrazi, shortly after Jace/Chandra/Sarkhan free the Eldrazi and Shit Gets Real.
- This is a time-based adventure: the final chapter begins after X days, when the planeswalker trio unleashes the Eldrazi. The PCs do not know about this time frame.
- New playable races: Kor, Merfolk, Goblins, along with PHB Humans and Elves. Maybe vampires too.
- New PC variant: planeswalker! Essentially planeswalker PCs are like normal PCs, except they have the ability to inherently cast a personal-only version of the Planeshift spell once per long rest. Tack this on to PCs if you want to run a planeshopping Magic campaign.
- Main hub: The Perch (or some cooler name, The [Noun] is what the cool kids use); a massive floating hedron sliced in half, basically a floating inverted pyramid with a small adventuring settlement built on top. This is where the PCs pick up the initial quests. The NPCs here are all adventurers or running the settlement: each has hooks, motivations, relationships with others. PCs can get quests, hire companions, catch the attention of rival groups or Anowon's spies, and more. Rinuk the Iron Belly, a boisterous goblin heavy in debt, wagers his wine-skinned vellum map of a secret passage into Ior, the well-known yet unexplored ruins submerged under Glasspool. Do the PCs take his bet and win? Do they steal the map from him? If they get the map, do they sell it off to one of Anowon's emissaries, or do they launch an expedition to seek out the treasure? If they launch an expedition, do they hire any companions? Maybe Rinuk, the Five-Fingered, a legendary trapsmith of renown who has orders to betray the party and steal the map? And on and on
- Teleport Gimmick: Zendikar is a huge place. It doesn't make sense to have PCs trekking through entire continents to get to the next adventure -- that'd be tedious. Early on in the adventure they will uncover a magical way to transport themselves to teleportation circles scattered all over the continents. There will still be travelling and random encounters, but not months of travel to get from Point A to B.
- This is a sandbox campaign: there are hooks to multiple locations, there are a limited number of days, and the PCs are free to choose where to go. There is no true "main storyline": the PCs can get involved the the Eldrazi's awakening, or they might not even hear about it depending on what leads they follow. They choose the adventure! The PCs can launch expeditions to any of the continents, or they can help Gideon track down a mysterious woman named Chandra.
- The Perch floats above the Guum Wilds of Bala Geld. Journeying down into the thick jungle, the PCs may run into vicious beasts, including the Surrakar. They may also encounter elves: the xenophobic Joraga, which may end in bloodshed; the Tajuru, friendlier folk that may act as guides and companions; and the Mul Daya, who recognize one of the PCs as a Child of Destiny and usher them to their leader, Hazzan.
- Seven Continents, Seven Quests. Each Continent has its own Chapter, each Chapter will have random encounters and one set thing to explore. I may shorten this to less continents. Err.. probably definitely.
- Ior will be explored. Underground dungeon with an eldrazi spawn, you betcha. Scaling the floating ruins of Emeria with the kor, being attacked by giant wasps, yes yes. Murasa is the most exciting for me, and if I focus the story on one thing, it will be this. Multiple methods to enter the continent, including bumping into Kazuul, Tyrant of the Cliffs.