Find inspiration for a Dungeons & Dragons campaign can be difficult. The possibilities are endless, so it can be difficult to know where to start. A good solution for Dungeon Masters facing Writer’s Block is to turn to their favorite video games for help. The Elder Scrolls III: Morrowind is full of interesting quests which, with a few tweaks, can be dropped directly into a D&D countryside.
Players who do not know Morrowind won’t know the difference, while series veterans might enjoy these quests like Easter eggs. The biggest difference between Morrowind and D&Dof course, is that one is single player while the other is multiplayer. Additional content may need to be added to each quest to ensure that everyone can share the limelight.
ten Hannat Zainsubani looks straightforward but could introduce the main villains
“Hannat Zainsubani” is quite straightforward, as the player is tasked with entering a cave and saving a local’s son. It becomes more interesting when you take into account the content of Mamaea, the cave in question. The ruins are in fact a base for the Sixth House, one of the main antagonists of Morrowind. Have a D&D The group stumbles into the machinations of the campaign’s main villains during a seemingly straightforward rescue mission is a great way to present antagonists while keeping players on their toes.
9 Mad Milk Lord forces players to pass judgment
A Morrowind the player working to secure a place in House Redoran might find himself faced with this quest. “The Mad Lord of Milk” follows the story of Arethan Mandas, a nobleman who went mad after his daughter was kidnapped. He has locked himself in a cave called Milk and demands homage from passing travelers. The player can solve the quest either by saving Arethan’s daughter and calming his madness, or by simply killing him. This structure is a great way to get a D&D party thinking of their enemies, rather than just rushing the sword clear.
8 Players can judge good from bad in I’m NOT a Necromancer!
The morality of magic occupies a central place in this quest for the Mages Guild. The player is tasked with investigating mage Sharn gra-Muzgob to test his claims that he does not practice necromancy. For many Morrowind the quests consist of obtaining certain rewards for the player, this ends with Sharn giving the player several spells in exchange for his silence.
In one D&D A campaign where the story can be much more flexible, this prompt could be the start of a long debate about what types of magic are allowed. Perhaps the characters themselves are the target of these accusations.
seven An invisible son is a beautiful quest for downtime
Not all quests in Morrowind is an extremely high stake, and “An Invisible Son” is a perfect example. While wandering around Vivec City, the player may come across an almost invisible man named Cassius Olcinius. He claims to have been cursed by a wizard and implores the player’s help. The truth is, Cassius requested to be made invisible but refused to pay for the service. This little confusion could be a great way to introduce a set of NPCs to a new colony and give players something to do while resting in town.
6 Ondres Nerano’s slander could spark a political scandal
In this quest, the player defends the honor of House Redoran against the slanderous remarks of a nobleman. the Morrowind version is solved quite simply through a duel, but there are many more options open in a tabletop role-playing game. A D&D party may be able to right the immediate wrong through a single combat trial, but the implications may be much more difficult to manage. Claims about a noble house, even bogus, could linger in the minds of those who have heard them for months or years, causing problems for the characters long after the slanderer has been dealt with.
5 Scholars and Kagouti mating have players who save people from role models in nature
Science is the driving force behind the conflict in this quest. Two wandering pilgrims are separated when one goes to study the mating habits of the dreaded kagouti. He is trapped, unable to leave the area for fear of provoking the creatures.
This is a fairly narrow concept but could easily be extended to fulfill a D&D countryside. Perhaps rather than a single explorer, an entire city is threatened by the seasonal patterns of a dangerous beast.
4 Falling wizard drops loot straight from the sky
“A Falling Wizard” demonstrates dry humor Old scrolls the games are famous for. While wandering the countryside, the player can see a wizard appear in the sky and quickly collapse to his death. A search of his belongings reveals that he was testing an experimental flight spell with disastrous effects. Investigating the remains of a reckless wizard is a great way for a D&D party to stumble upon a resource they might need at the cost of knowing that that resource can actually kill them.
3 Gateway Ghost is an obsession with a twist
Player choice is again a theme in “Gateway Ghost,” which involves investigating a supposedly haunted inn. After snooping, the player discovers that the culprit was not a ghost after all. Instead, they encounter a mage specializing in conjuring magic named Uleni Heleran. She has bad feelings towards the owner of the inn and has faked the haunting as a prank. The player can then choose to return Uleni or let her go. Letting players choose the ultimate fate of their “enemies” is a great way to encourage engagement in the game. D&Dbecause it gets them to really think about the people in the world.
2 The codebook is a great way to introduce factions
Most of the Fighters Guild Quests in Morrowind involve fulfilling bonus contracts or collecting debt, but “The Code Book” is a little different. The player is dispatched to retrieve a codebook from a member of the Thieves Guild named Sottilde.
This is part of a larger storyline of the conflict between these two guilds. Interaction between factions is always fun in D&Dand sending players on different types of quests than they’re used to is a great way to keep things up to date.
1 Pilgrimages of the Seven Graces
The intro questline for the Temple of the Tribunal could form part of a D&D countryside. “Pilgrimage of the Seven Graces” allows the player to make seven pilgrimages to seven different shrines on the game map. Each requires a specific offering, not to mention the long travel times between the two. Sending characters to explore the world in search of a set number of objectives is a perfect campaign hook, and it’s easy to complete plenty of extra complications and side quests along the way.
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