Pilgrimages, Quests and trials are all
narrative structures commonly used in Dungeons and Dragons campaigns, each
serving a distinct purpose in the story. Here's how they differ, along with
examples of quest types that you can incorporate into your adventures:
Pilgrimages:
Pilgrimages are
spiritual journeys or quests undertaken by characters for divine or cultural
reasons, often involving travel to sacred sites, shrines, or locations of
significance. Pilgrimages focus on characters' personal growth, spiritual
development, or exploration of deep moral and philosophical themes.
Five Room Pilgrimage Frame work
- Prologue (Room One):
- Location: Characters meet at the starting point of the pilgrimage, perhaps
an inn or a town square.
- Encounter: Introduce the main PCs and NPCs who will be joining the
pilgrimage. Each NPC should represent a different character archetype or
class, much like the diverse group in "The Canterbury Tales."
- Test of Faith (Room Two):
- Location: Characters begin their journey on the road, heading towards the
first checkpoint.
- Challenge: Along the way, they encounter obstacles that test their skills
and teamwork. This could be a combat encounter with bandits, a navigation
challenge through a dense forest, or a social encounter with a group of
travelers who offer a different perspective on the pilgrimage.
- Test of Virtue (Room Three):
- Location: Characters arrive at the first major checkpoint, a sacred site or
a shrine dedicated to a deity.
- Challenge: The characters face a significant challenge that tests their
resolve and their commitment to the pilgrimage. This could involve a
combat encounter with monsters guarding the site or a roleplaying
challenge where they must negotiate with devotees of the deity.
- Revelation (Room Four):
- Location: Characters continue their journey towards the next checkpoint,
delving deeper into the world's lore and history.
- Revelation: Characters uncover a hidden secret or piece of information
related to the pilgrimage's purpose. This revelation could change their
perspective on the journey and provide new motivation for completing it.
- Final Trial (Room Five):
- Location: Characters reach the destination of the pilgrimage, a grand
cathedral or a sacred grove.
- Climactic Encounter: The characters face a final challenge that tests their faith,
resolve, or character development. This could involve a confrontation
with a powerful deity, a moral dilemma that requires a difficult choice,
or a showdown with a rival group seeking the same goal.
Specific Examples
The following is a model of how it breakdown by cleric
domain using the saint’s of the Elderberry Tales.
Arcana Domain (SCAG) - St. Catherine of Alexandria
- Prologue (Room One) - The Call to Adventure:
- Location: The characters gather at the starting point, a town square, where
they receive a divine calling to embark on the pilgrimage.
- Encounter: Introduce main PCs and NPCs, each representing an aspect of the
Arcana Domain. Reference St. Catherine's wisdom and intellect as
inspiration for the party's journey.
- Test of Faith (Room Two) - The Veil of Doubt:
- Location: As the party sets out, they encounter a magical barrier that
tests their faith in the arcane.
- Challenge: Engage in a puzzle involving deciphering ancient runes or combating
illusions that challenge their beliefs.
- Test of Virtue (Room Three) - Shrine of Knowledge:
- Location: Arriving at a sacred site dedicated to an ancient mystical order,
reminiscent of St. Catherine's dedication to learning.
- Challenge: Characters face a trial that tests their virtue, such as
resisting the temptation of forbidden knowledge or defending the sanctity
of the shrine against a corrupted presence.
- Revelation (Room Four) - The Path of Illumination:
- Location: Continuing the journey, the party uncovers hidden arcane secrets,
guided by visions inspired by St. Catherine's divine wisdom.
- Revelation: Characters discover a lost tome or artifact that reveals insights
into the pilgrimage's purpose, unlocking new abilities or attunements
based on their level.
- Final Trial (Room Five) - The Sanctum of Arcane Ascendance:
- Location: Reaching the pilgrimage's end at a mystical cathedral aligned
with the stars, symbolizing St. Catherine's celestial patronage.
- Climactic Encounter: The characters face their ultimate trial, presented with a choice
that challenges their faith and dedication to the Arcana Domain,
unlocking their full potential based on their level.
By tailoring the pilgrimage adventure to the Arcana Domain
and weaving in elements of St. Catherine of Alexandria, you can create a
narrative rich in lore, character development, and thematic resonance.
Adjusting challenges and rewards based on the party's level ensures a dynamic
and engaging experience that evolves with their progression throughout the
campaign.
Death Domain (DMG)- St. Etheldreda (St. Audrey) and St. Seaxburh
- Prologue (Room One) - The Dark Calling:
- Location: The characters convene at a shadowy chapel dedicated to the
goddess of death, honoring St. Etheldreda and St. Seaxburh.
- Encounter: Characters receive a grim prophecy or vision beckoning them to
undertake a pilgrimage to prove their devotion to the Death Domain.
- Test of Faith (Room Two) - Passage Through the Graveyard:
- Location: The party navigates through a haunted cemetery, where restless
spirits test their resolve.
- Challenge: Characters must make offerings to appease vengeful ghosts or face
a combat encounter with undead guardians, showcasing their commitment to
the Death Domain.
- Test of Virtue (Room Three) - Shrine of Shadows:
- Location: Arriving at a desolate shrine veiled in eternal twilight, paying
homage to St. Audrey and St. Seaxburh's legacies of piety and sacrifice.
- Challenge: Characters confront moral dilemmas reflecting the cycle of life
and death, such as aiding tormented souls or resisting the allure of
necromantic power.
- Revelation (Room Four) - The Veil of Transcendence:
- Location: Progressing deeper into the pilgrimage, the party uncovers
ancient crypts holding secrets of mortality and beyond.
- Revelation: Characters unearth hidden knowledge about death's mysteries,
granting them insights or abilities that align with the Death Domain's
teachings, adapting to their level.
- Final Trial (Room Five) - The Tomb of Ascension:
- Location: Reaching the pilgrimage's culmination at a foreboding sepulcher
dedicated to St. Etheldreda and St. Seaxburh's eternal vigil.
- Climactic Encounter: Characters face a transformative trial where they must make a
profound choice embodying the darkness and inevitability of death,
shaping their destiny and unlocking their full potential based on their
level.
By intertwining the Death Domain, St. Etheldreda, and St.
Seaxburh's themes into a pilgrimage adventure, you can create a narrative that
delves into the mysteries of mortality, sacrifice, and transcendence. Adapting
challenges and rewards to the party's level ensures a compelling and immersive
journey that challenges their beliefs and forges a profound connection to the
Death Domain's enigmatic powers.
Forge Domain (XGtE)- St. Dunstan
- Prologue (Room One) - The Anvil's Call:
- Location: The characters gather at the entrance of a renowned forge,
dedicated to St. Dunstan, the patron saint of blacksmiths.
- Encounter: Introduce the main PCs amidst the ringing of hammers and the glow
of molten metal, setting the tone for their pilgrimage to prove their
dedication to the Forge Domain.
- Test of Faith (Room Two) - The Trial of the Flame:
- Location: The party embarks on their journey through a rugged mountain
pass, marked by volcanic activity and searing heat.
- Challenge: Characters must harness their creativity and resourcefulness to
overcome environmental hazards or forge makeshift tools to progress,
embodying the resilience and adaptability of the Forge Domain.
- Test of Virtue (Room Three) - The Foundry of Trials:
- Location: Reaching a grand foundry dedicated to St. Dunstan's legacy of
craftsmanship and ingenuity.
- Challenge: Characters face trials of skill and precision, such as solving
intricate puzzles or crafting intricate items under pressure,
demonstrating their devotion to the Forge Domain's principles of creation
and industry.
- Revelation (Room Four) - The Crucible of Revelation:
- Location: Delving deeper into the pilgrimage, the party uncovers a hidden
chamber containing ancient relics and divine blueprints.
- Revelation: Characters unlock the secrets of divine craftsmanship, gaining
insights or abilities that enhance their forging capabilities and align
with the Forge Domain's teachings, scaling with their level.
- Final Trial (Room Five) - The Cathedral of St. Dunstan:
- Location: Arriving at the climax of their pilgrimage at a magnificent
cathedral honoring St. Dunstan's divine artistry.
- Climactic Encounter: Characters confront a final trial that tests their mastery of the
forge, tasked with creating a masterpiece that embodies their growth and
dedication to the Forge Domain, unlocking their full potential based on
their level.
Grave Domain (XGtE)
- St. Boniface and St. Dismas
By intertwining the Forge Domain, St. Dunstan's patronage,
and themes of craftsmanship and creation into a pilgrimage adventure, you can
immerse your players in a narrative rich in artisanal lore, divine inspiration,
and creative challenges. Adapting encounters and rewards based on the party's
level ensures a dynamic and engaging journey that celebrates the power of
forging and shaping one's destiny.
- Prologue (Room One) - The Call to Reflection:
- Location: The characters assemble at a somber mausoleum or sacred
graveyard, paying homage to St. Boniface, the patron of burial, and St.
Dismas, the penitent thief.
- Encounter: Characters are drawn together by a shared sense of reverence for
those who have passed, setting the stage for their pilgrimage to explore
themes of repentance, mortality, and the afterlife.
- Test of Faith (Room Two) - The Shadowed Path:
- Location: The party embarks on a journey through a fog-shrouded necropolis,
haunted by echoes of regrets and unfinished business.
- Challenge: Characters face trials that test their resolve and empathy,
encountering lost souls seeking closure or confronting specters of their
past, emphasizing the Grave Domain's connection to the boundary between
life and death.
- Test of Virtue (Room Three) - The Sanctum of Souls:
- Location: Arriving at a crypt dedicated to St. Boniface and St. Dismas,
symbolizing the duality of salvation and judgment.
- Challenge: Characters are presented with moral dilemmas that explore themes
of redemption and forgiveness, engaging in roleplaying encounters that
reflect the sanctity of life and the inevitability of death.
- Revelation (Room Four) - The Veil of Remembrance:
- Location: Venturing further into the pilgrimage, the party uncovers hidden
catacombs containing forgotten truths and echoes of bygone eras.
- Revelation: Characters unearth revelations about the interconnectedness of
life and death, gaining insights or abilities that deepen their
understanding of the Grave Domain's mysteries, evolving with their level.
- Final Trial (Room Five) - The Threshold of Transcendence:
- Location: Reaching the pilgrimage's culmination at a sacred sepulcher where
St. Boniface and St. Dismas are venerated.
- Climactic Encounter: Characters are faced with a final trial that challenges their
perception of mortality and the afterlife, requiring them to make a
profound choice that reflects their journey of repentance, unlocking
their full potential based on their level.
By meshing the Grave Domain, St. Boniface, and St. Dismas'
influences into a pilgrimage adventure, you can craft a narrative rich in
contemplation, redemption, and spiritual growth. Adapting challenges and
revelations to suit the party's level ensures a transformative and poignant
journey that delves into the complexities of life, death, and the beyond,
offering a profound and memorable experience for your players.
Knowledge Domain
(PHB) - St. Isidore of Seville
- Prologue (Room One) - The Library of Beginnings:
- Location: The characters convene at a grand library adorned with tomes and
scrolls, paying homage to St. Isidore's scholarly pursuits.
- Encounter: Introduce main PCs in a setting of academia and erudition,
setting the stage for their pilgrimage to seek enlightenment and divine
wisdom.
- Test of Faith (Room Two) - The Labyrinthine Archive:
- Location: The party embarks on a journey through a labyrinthine archive,
filled with esoteric texts and hidden knowledge.
- Challenge: Characters encounter puzzles and riddles that test their
intellect and analytical skills, reflecting the pursuit of knowledge
inherent in the Knowledge Domain.
- Test of Virtue (Room Three) - The Hall of Epiphanies:
- Location: Arriving at a sanctum dedicated to St. Isidore's teachings and
insights, embodying the pursuit of truth and enlightenment.
- Challenge: Characters engage in debates and discussions with scholars or
face moral quandaries that challenge their understanding of knowledge and
its ethical implications, reflecting the virtues upheld by the Knowledge
Domain.
- Revelation (Room Four) - The Chronicle of Insights:
- Location: Progressing deeper into the pilgrimage, the party uncovers a
hidden chamber containing lost chronicles and prophetic scrolls.
- Revelation: Characters unearth profound truths and esoteric secrets, gaining
knowledge or abilities that heighten their intellectual acumen and align
with the Knowledge Domain's principles, adapting to their level.
- Final Trial (Room Five) - The Observatory of Illumination:
- Location: Reaching the pilgrimage's zenith at an otherworldly observatory
honoring St. Isidore's quest for enlightenment.
- Climactic Encounter: Characters face a final trial that challenges their understanding
of the cosmos and the mysteries of the universe, tasked with unlocking a
celestial revelation that transcends mortal comprehension, unlocking
their full potential based on their level.
By weaving the Knowledge Domain, St. Isidore of Seville's
teachings, and themes of intellectual pursuit and enlightenment into a
pilgrimage adventure, you can immerse your players in a narrative rich in
scholarly intrigue, philosophical contemplation, and spiritual growth. Adapting
challenges and revelations based on the party's level ensures a compelling and
insightful journey that celebrates the power of knowledge and the quest for
wisdom and understanding.
Life Domain (PHB) - St. Brigid of Kildare and St. Anastasia
- Prologue (Room One) - The Sanctuary of Beginnings:
- Location: The characters gather at a serene healing sanctuary, dedicated to
St. Brigid of Kildare and St. Anastasia, known for their healing
miracles.
- Encounter: Introduce the main PCs in an atmosphere of tranquility and
compassion, setting the stage for their pilgrimage to bring light and
restoration to the world.
- Test of Faith (Room Two) - The Path of Renewal:
- Location: The party embarks on a journey through a lush forest teeming with
life, where nature's vitality is a testament to the Life Domain.
- Challenge: Characters encounter trials that test their nurturing instincts,
such as healing injured animals, restoring blighted lands, or mediating
conflicts in the natural world, showcasing their commitment to life and
vitality.
- Test of Virtue (Room Three) - The Hearth of Hope:
- Location: Arriving at a hospice or healing center inspired by St. Brigid
and St. Anastasia's legacies of compassion and care.
- Challenge: Characters face moral dilemmas that explore themes of mercy and
forgiveness, aiding the sick and downtrodden, or resolving conflicts with
empathy and understanding, demonstrating their dedication to the Life
Domain's ethos of healing and renewal.
- Revelation (Room Four) - The Fountain of Revitalization:
- Location: Venturing further into the pilgrimage, the party uncovers a
sacred spring or sanctified pool imbued with rejuvenating energies.
- Revelation: Characters receive divine insights or blessings that amplify
their healing abilities and spiritual connection to life, granting them
new powers or enhancements scaling with their level.
- Final Trial (Room Five) - The Garden of Reclamation:
- Location: Reaching the pilgrimage's culmination at a sacred garden blooming
with life and vitality, reflecting St. Brigid and St. Anastasia's legacy
of renewal.
- Climactic Encounter: Characters confront a final trial that challenges their devotion
to life and restoration, tasked with restoring balance to a sacred grove
or healing a grievous wound in the land, unlocking their full potential
based on their level.
Light Domain (PHB) - St. David
- Prologue (Room One) - The Shrine of Radiance:
- Location: The characters gather at a radiant temple dedicated to St. David,
a beacon of light and spiritual enlightenment.
- Encounter: Introduce the main PCs in a setting bathed in celestial radiance,
symbolizing their call to embark on a pilgrimage to spread illumination
and hope.
- Test of Faith (Room Two) - The Path of Clarity:
- Location: The party begins their journey through a sun-dappled forest or
luminous glade, where shadows are dispelled by divine light.
- Challenge: Characters face trials that test their resolve and clarity, such
as dispelling illusions, revealing hidden truths, or guiding lost souls
towards the path of enlightenment, embodying the principles of the Light
Domain.
- Test of Virtue (Room Three) - The Beacon of Guidance:
- Location: Arriving at a lighthouse or sacred tower symbolizing St. David's
teachings of illumination and spiritual guidance.
- Challenge: Characters encounter moral dilemmas that reflect themes of purity
and righteousness, such as defending the light against encroaching
darkness, offering solace to the lost, or championing virtues of
compassion and forgiveness, demonstrating their commitment to the Light
Domain's ideals.
- Revelation (Room Four) - The Prism of Revelation:
- Location: Journeying deeper into the pilgrimage, the party discovers a
crystalline chamber resonating with divine light.
- Revelation: Characters experience epiphanies or receive gifts of insight that
deepen their connection to the Light Domain, bestowing them with radiant
abilities or revelations that enhance their powers and understanding,
scaling with their level.
- Final Trial (Room Five) - The Celestial Summit:
- Location: Reaching the pilgrimage's apex at a mountain peak bathed in
celestial light, a tribute to St. David's enlightenment.
- Climactic Encounter: Characters face a final trial that tests their dedication to
spreading light and dispelling darkness, challenging them to confront
their inner shadows or champion the cause of illumination, unlocking
their full potential based on their level.
By intertwining the Light Domain, St. David's luminous
legacy, and themes of enlightenment and purity into a pilgrimage adventure, you
can immerse your players in a narrative rich in spiritual awakening, divine
radiance, and transcendent growth. Adapting challenges and revelations based on
the party's level ensures a transformative and enlightening journey that
illuminates the path to greater understanding, hope, and celestial grace.
Nature Domain (PHB) - St. Columba and St. Piran
1.
Prologue (Room One) -
The Grove of Beginnings:
o
Location: The characters convene in a tranquil grove or sacred
glen, honoring St. Columba and St. Piran as patrons of nature.
o
Encounter: Introduce the main PCs amidst the rustling of leaves and
the songs of birds, setting the tone for their pilgrimage to explore the
mysteries and wonders of the natural world.
2.
Test of Faith (Room Two)
- The Enchanted Woods:
o
Location: The party sets out on a journey through an enchanted
forest, where the spirits of nature test their bond with the land.
o
Challenge: Characters encounter trials that test their attunement to
nature, such as navigating through dense foliage, communing with forest
creatures, or protecting the woodland from threats, showcasing their dedication
to the Nature Domain.
3.
Test of Virtue (Room
Three) - The Shrine of Balance:
o
Location: Arriving at a sacred grove or stone circle symbolizing
the equilibrium of nature, inspired by St. Columba and St. Piran's teachings of
interconnectedness.
o
Challenge: Characters face moral dilemmas that explore themes of
preservation and stewardship, such as mediating between feuding natural
spirits, restoring a blighted ecosystem, or safeguarding endangered wildlife,
demonstrating their commitment to the Nature Domain's ethos of balance and
harmony.
4.
Revelation (Room Four) -
The Heart of the Wild:
o
Location: Venturing deeper into the pilgrimage, the party discovers
a hidden glade pulsating with primal energies and ancient wisdom.
o
Revelation: Characters receive insights or gifts from the spirits of
nature, deepening their connection to the Natural Domain and granting them
abilities or knowledge that amplify their bond with the natural world, scaling
with their level.
5.
Final Trial (Room Five)
- The Summit of Serenity:
o
Location: Reaching the pilgrimage's apex at a sacred mountaintop
shrouded in mist, a testament to peace and balance in nature.
o
Climactic Encounter: Characters face a final trial that challenges their
commitment to preserving nature's harmony, tasked with confronting threats to
the balance of the land or harmonizing discordant forces in the environment,
unlocking their full potential based on their level.
By intertwining the Nature Domain, St. Columba, St. Piran's
reverence for nature, and themes of balance and harmony into a pilgrimage
adventure, you can immerse your players in a narrative that celebrates the
interconnectedness of all living things, the sanctity of the natural world, and
the profound wisdom found in nature's embrace. Adapting challenges and
revelations based on the party's level ensures a transformative and
enlightening journey that deepens their appreciation for the beauty and
complexity of the world around them.
Order Domain (GGtR / TCoE) - St. Alban
- Prologue (Room One) - The Hall of Command:
- Location: The characters convene at a bastion of order and authority,
honoring St. Alban as a patron of structure and governance.
- Encounter: Introduce the main PCs in a setting of hierarchy and discipline,
symbolizing their call to embark on a pilgrimage to uphold justice and
maintain order in the world.
- Test of Faith (Room Two) - The Trial of Tribunal:
- Location: The party sets out on a journey through a city governed by strict
laws and regulations, where order is both upheld and challenged.
- Challenge: Characters face trials that test their adherence to law and
order, such as resolving disputes, enforcing justice, or navigating
intricate political intrigues, reflecting the principles of the Order
Domain.
- Test of Virtue (Room Three) - The Chambers of Balance:
- Location: Arriving at a grand courthouse or council chamber symbolizing St.
Alban's ideals of fairness and equity.
- Challenge: Characters confront moral dilemmas that explore themes of justice
and integrity, such as presiding over legal trials, uncovering
corruption, or mediating conflicts to ensure a just resolution, embodying
their commitment to the Order Domain's ethos of balance and
righteousness.
- Revelation (Room Four) - The Scroll of Edicts:
- Location: Venturing deeper into the pilgrimage, the party uncovers a
chamber filled with ancient scrolls and codices detailing the laws and
codes of conduct.
- Revelation: Characters gain insights or blessings that deepen their
understanding of order and governance, granting them new abilities or
powers that enhance their ability to uphold justice and maintain order,
scaling with their level.
- Final Trial (Room Five) - The Citadel of Harmony:
- Location: Reaching the pilgrimage's climax at a bastion of law and order, a
testament to St. Alban's legacy of justice.
- Climactic Encounter: Characters face a final trial that challenges their devotion to
maintaining order and upholding justice, tasked with preserving harmony
amid chaos or restoring balance in the face of upheaval, unlocking their
full potential based on their level.
By intertwining the Order Domain, St. Alban's influence,
and themes of structure and justice into a pilgrimage adventure, you can
immerse your players in a narrative that celebrates the virtues of
organization, discipline, and moral integrity. Adapting challenges and
revelations based on the party's level ensures a transformative and
enlightening journey that deepens their understanding of the principles of
order and the importance of upholding justice.
Peace Domain (TCoE) - St. Hilda of Whitby
- Prologue (Room One) - The Abbey of Tranquility:
- Location: The characters gather at a serene abbey or monastery dedicated to
St. Hilda, known for her advocacy of peace and mediation.
- Encounter: Introduce the main PCs in a setting of serenity and
contemplation, symbolizing their call to embark on a pilgrimage to foster
harmony and understanding in the world.
- Test of Faith (Room Two) - The Path of Serenity:
- Location: The party begins their journey through a tranquil meadow or
peaceful village, where the essence of peace permeates the surroundings.
- Challenge: Characters face trials that test their composure and conflict
resolution skills, such as negotiating disputes, calming agitated
spirits, or resolving tensions between feuding factions, embodying the
principles of the Peace Domain.
- Test of Virtue (Room Three) - The Hall of Mediation:
- Location: Arriving at a solemn hall dedicated to St. Hilda's legacy of
peace and understanding.
- Challenge: Characters encounter moral dilemmas that explore themes of
reconciliation and empathy, such as bridging cultural divides, fostering
diplomatic relations, or promoting mutual respect among conflicting
parties, demonstrating their dedication to the Peace Domain's ethos of
unity and concord.
- Revelation (Room Four) - The Pool of Reflection:
- Location: Delving deeper into the pilgrimage, the party discovers a
tranquil pool reflecting the essence of inner peace and harmony.
- Revelation: Characters receive insights or gifts that deepen their
understanding of fostering tranquility and unity, granting them new
abilities or blessings that enhance their diplomatic skills and promote
peace, scaling with their level.
- Final Trial (Room Five) - The Sanctuary of Unity:
- Location: Reaching the pilgrimage's zenith at a sanctuary of peace and
harmony, embodying St. Hilda's vision of a world united in tranquility.
- Climactic Encounter: Characters face a final trial that tests their commitment to
fostering peace and unity, tasked with preventing conflict or healing
deep-rooted divisions to create a lasting sense of serenity and
understanding, unlocking their full potential based on their level.
By intertwining the Peace Domain, St. Hilda of Whitby's
influence, and themes of reconciliation and tranquility in a pilgrimage
adventure, you can immerse your players in a narrative that celebrates the
virtues of peace, diplomacy, and inner harmony. Adapting challenges and
revelations based on the party's level ensures a transformative and
enlightening journey that deepens their appreciation for the power of unity and
the importance of fostering peace in a world marked by discord and division.
Tempest Domain (PHB) - St. Patrick and St. Brendan
- Prologue (Room One) - The Storm's Prelude:
- Location: The characters convene at a cliffside chapel overlooking
tumultuous seas, honoring St. Patrick and St. Brendan as patrons of
tempests and voyages.
- Encounter: Introduce the main PCs amidst crashing waves and howling winds,
foretelling their pilgrimage through storms and uncharted waters in
pursuit of divine revelation.
- Test of Faith (Room Two) - The Tempest's Embrace:
- Location: The party sets sail on a tumultuous sea, where fierce storms and
raging tempests test their mettle and resolve.
- Challenge: Characters face trials of survival and resilience as they
navigate treacherous waters, endure shipwrecks, or battle against
elemental forces, embodying the chaos and power of the Tempest Domain.
- Test of Virtue (Room Three) - The Isle of Redemption:
- Location: Arriving at a windswept isle or rocky sanctuary symbolizing St.
Patrick's penitence and St. Brendan's endurance.
- Challenge: Characters confront moral dilemmas that explore themes of
resilience and faith, such as aiding stranded sailors, taming wrathful
spirits, or choosing mercy over vengeance in the face of destruction,
showcasing their dedication to the Tempest Domain's ethos of strength and
temerity.
- Revelation (Room Four) - The Gale's Enigma:
- Location: Venturing deeper into the pilgrimage, the party discovers a
secluded cove battered by relentless storms with hidden secrets within.
- Revelation: Characters receive insights or blessings that deepen their
connection to the Tempest Domain, granting them new abilities or powers
tied to storms and the natural forces they encountered, scaling with
their level.
- Final Trial (Room Five) - The Breach of Enlightenment:
- Location: Reaching the pilgrimage's apex at the legendary Breach of
Enlightenment where sky and sea converge in a tempestuous display.
- Climactic Encounter: Characters face a final trial that challenges their resolve and
control over tempestuous power, tasked with harnessing divine wrath,
quelling the storm's fury, or navigating through the maelstrom to reveal
hidden truths, unlocking their full potential based on their level.
By intertwining the Tempest Domain, St. Patrick, St.
Brendan's legacy, and themes of storms and exploration, you can immerse your
players in a narrative steeped in elemental power, divine intervention, and the
tumultuous journey of faith and discovery. Adapting challenges and revelations
based on the party's level ensures a dynamic and immersive pilgrimage that
tests their courage, endurance, and ability to weather the storms of fate and
emergence enlightened on the other side.
Trickery Domain (PHB) - St. Faith
- Prologue (Room One) - The Hall of Illusions:
- Location: The characters gather at a mysterious and whimsical hall
dedicated to St. Faith, known for her cleverness and trickery.
- Encounter: Introduce the main PCs in an environment shrouded in illusions
and riddles, setting the stage for their pilgrimage through deception and
intrigue.
- Test of Faith (Room Two) - The Maze of Shadows:
- Location: The party navigates through a labyrinthine maze filled with
illusions and shifting paths, testing their perception and cunning.
- Challenge: Characters encounter devious puzzles and traps that challenge
their wit and ability to unravel the mysteries hidden within the shadows,
embodying the essence of the Trickery Domain.
- Test of Virtue (Room Three) - The Garden of Mirrors:
- Location: Arriving at a garden of shimmering reflections and distorted
images, reflecting St. Faith's enigmatic nature.
- Challenge: Characters confront moral dilemmas that blur the lines between
truth and falsehood, such as navigating through a hall of mirrors that
distort reality or deciphering cryptic messages that challenge their
beliefs, showcasing their dedication to the Trickery Domain's ethos of
cleverness and adaptability.
- Revelation (Room Four) - The Veil of Secrets:
- Location: Venturing deeper into the pilgrimage, the party uncovers a hidden
chamber filled with hidden compartments and concealed truths.
- Revelation: Characters unlock enigmatic insights or receive trickster
blessings that deepen their connection to the Trickery Domain, granting
them new abilities or illusions that enhance their cunning and
subterfuge, adapting to their level.
- Final Trial (Room Five) - The Hall of Revelations:
- Location: Reaching the pilgrimage's culmination at a grand hall of
illusions and revelations, embodying St. Faith's legacy of tricky riddles
and unexpected truths.
- Climactic Encounter: Characters face a final trial that challenges their perception
and cunning, tasked with solving the ultimate riddle or unraveling a
grand illusion to reveal hidden truths, unlocking their full potential
based on their level.
By intertwining the Trickery Domain, St. Faith's influence,
and themes of cunning and deception into a pilgrimage adventure, you can
immerse your players in a narrative filled with mystery, subterfuge, and
unexpected twists. Adapting challenges and revelations based on the party's
level ensures a dynamic and engaging journey that tests their abilities to
outwit and outmaneuver the challenges before them, providing a unique and
memorable experience that celebrates the art of illusion and cleverness.
Twilight Domain (TCoE) - St. Tatiana of Rome
- Prologue (Room One) - The Temple of Twilight:
- Location: The characters gather at a sanctified temple that stands on the
edge of light and darkness, dedicated to St. Tatiana as a patron of
balance and transition.
- Encounter: Introduce the main PCs in an atmosphere where shadows and light converge,
hinting at the pilgrimage that will explore the harmony between opposing
forces.
- Test of Faith (Room Two) - The Twilight Path:
- Location: The party embarks on a journey through a forest shrouded in
twilight, where the boundary between day and night is blurred.
- Challenge: Characters face trials that test their adaptability and
understanding of duality, such as navigating shifting environments,
harmonizing opposing elements, or mediating conflicts between polarized
factions, embodying the essence of the Twilight Domain.
- Test of Virtue (Room Three) - The Equilibrium Grove:
- Location: Arriving at a tranquil grove where night and day coexist in
harmonious balance, reflecting St. Tatiana's teachings of unity and
acceptance.
- Challenge: Characters confront moral dilemmas that explore themes of
reconciliation and acceptance, such as embracing the shadow within,
resolving conflicts between opposing forces, or fostering cooperation
among estranged factions, showcasing their dedication to the Twilight
Domain's ethos of harmony and unity.
- Revelation (Room Four) - The Stillness of Dawn:
- Location: Venturing deeper into the pilgrimage, the party discovers a
serene glade where day breaks upon the horizon, illuminating the world
with a gentle light.
- Revelation: Characters receive insights or blessings that deepen their
understanding of balance and transition, granting them new abilities or
powers that enhance their connection to the liminal space between light
and darkness, scaling with their level.
- Final Trial (Room Five) - The Horizon's Convergence:
- Location: Reaching the pilgrimage's zenith at a sacred altar where shadows
and light intermingle, a symbol of St. Tatiana's divine presence.
- Climactic Encounter: Characters face a final trial that challenges their ability to
embrace both light and darkness, tasked with navigating the twilight
realm and unlocking the secrets of balance, unlocking their full
potential based on their level.
By intertwining the Twilight Domain, St. Tatiana's
influence, and themes of duality and balance in a pilgrimage adventure, you can
immerse your players in a narrative that delves into the beauty and complexity
of transitions, harmony, and coexistence. Adapting challenges and revelations
based on the party's level ensures a transformative and enlightening journey
that explores the liminal space between opposing forces, providing a unique and
reflective experience that celebrates the unity found in twilight's embrace.
War Domain (PHB) - St. Genevieve
- Prologue (Room One) - The Garrison of Courage:
- Location: The characters gather at a fortified garrison dedicated to St.
Genevieve, a symbol of strength and protection.
- Encounter: Introduce the main PCs in a setting of martial valor and
determination, foreshadowing the pilgrimage that will test their bravery
and combat prowess.
- Test of Faith (Room Two) - The Path of Heroism:
- Location: The party embarks on a journey through a war-torn region, where
conflicts test their mettle and dedication to the cause.
- Challenge: Characters face trials of bravery and resilience as they engage
in battles, defend the weak, or protect the innocent, embodying the
principles of the War Domain in combat situations.
- Test of Virtue (Room Three) - The Citadel of Honor:
- Location: Arriving at a sturdy citadel dedicated to St. Genevieve's legacy
of protection and valor.
- Challenge: Characters confront moral dilemmas that explore themes of
sacrifice and duty, such as defending the defenseless, upholding oaths of
loyalty, or making tough decisions in the heat of battle, showcasing
their dedication to the War Domain's ethos of courage and righteousness.
- Revelation (Room Four) - The Armory of Resolve:
- Location: Venturing deeper into the pilgrimage, the party uncovers a hidden
armory filled with ancient weapons and artifacts of war.
- Revelation: Characters gain insights or blessings that deepen their
connection to the War Domain, granting them new abilities or martial
skills that enhance their combat prowess and leadership qualities,
adapting to their level.
- Final Trial (Room Five) - The Summit of Triumph:
- Location: Reaching the pilgrimage's climax at a high peak overlooking the
battlefield, a testament to St. Genevieve's victories.
- Climactic Encounter: Characters face a final trial that tests their courage and
strategic acumen, tasked with leading their allies to victory, defending
against overwhelming odds, or making a stand against a formidable foe,
unlocking their full potential based on their level.
By intertwining the War Domain, St. Genevieve's influence,
and themes of valor and protection in a pilgrimage adventure, you can immerse
your players in a narrative steeped in battlefield prowess, strategic
leadership, and the noble virtues of honor and courage. Adapting challenges and
revelations based on the party's level ensures a dynamic and engaging journey
that hones their combat skills, tests their resolve, and celebrates the
strength found in unity and bravery.
Quests
Quests are tasks or missions assigned to characters that
typically involve a specific goal or objective, such as retrieving an item,
defeating a powerful enemy, or unraveling a mystery. Quests drive the main
storyline of the campaign and offer opportunities for characters to progress,
grow, and interact with the world.
1.
Rescue the Captives: A
nearby village has been raided, and several villagers have been taken captive
by bandits or a rival noble. The heroes must rescue them.
2.
Defend the Harvest:
Protect the village's harvest from raiders, wild animals, or supernatural
creatures threatening to destroy the crops.
3.
Retrieve the Stolen Relic:
A sacred relic has been stolen from the village church. Track down the thieves
and bring it back.
4.
Investigate the Haunting:
A local manor is haunted by restless spirits. Discover the cause of the
haunting and put the spirits to rest.
5.
Stop the Saboteur:
Someone is sabotaging the village's efforts to build a new mill. Find out who
is responsible and stop them.
6.
Heal the Plague: A
mysterious plague has struck the village. Gather the ingredients for a cure or
find a healer who can help.
7.
Explore the Forgotten Ruins:
Uncover the secrets of ancient ruins hidden in the forest, which may hold
valuable artifacts or dangerous traps.
8.
Escort the Merchant Caravan:
Protect a merchant caravan traveling through dangerous territory to trade goods
with a neighboring village.
9.
Resolve the Feud: Two
rival families in the village are on the brink of violence. Mediate the dispute
and find a peaceful resolution.
10. Hunt
the Beast: A dangerous beast is terrorizing the countryside.
Track it down and eliminate the threat.
11. Recover
the Lost Treasure: A map to a buried treasure has been
discovered. Follow the clues and recover the treasure.
12. Save
the Kidnapped Heir: The heir to a noble house has been
kidnapped. Rescue them before a ransom can be demanded.
13. Find
the Missing Scouts: Scouts sent to explore a nearby forest have
gone missing. Discover their fate and bring back any survivors.
14. Protect
the Festival: A village festival is threatened by saboteurs or
supernatural forces. Ensure the event goes off without a hitch.
15. Investigate
the Strange Phenomena: Mysterious lights and sounds are coming
from an abandoned tower. Discover the source and deal with any threats.
16. Deliver
the Urgent Message: Carry a vital message to a distant ally,
facing dangers along the way to ensure it is delivered safely.
17. Reclaim
the Outpost: A border outpost has been overrun by enemies.
Retake it and secure the area.
18. Aid
the Refugees: Help a group of refugees fleeing from war or
disaster find safety and a new home.
19. Find
the Hidden Cache: Rumors of a hidden cache of supplies or
weapons have surfaced. Locate it before others do.
20. Stop
the Dark Ritual: A cult is planning a dark ritual that could
bring disaster. Disrupt their plans and prevent the ritual from being
completed.
Trials
Trials in Dungeons and Dragons can
provide a compelling narrative device that challenges characters to overcome
obstacles, prove their worth, or navigate moral quandaries. Two classic trial
types, trial by combat and trial by ordeal, are often used, but there are other
intriguing trial methods that can add depth and variety to your adventures.
Here are some trial types that could be fun to incorporate mechanically in a
divine legal system setting in D&D:
1. Trial by Combat: Characters must engage in physical
combat or a duel to prove their innocence or worth. This trial tests their
martial prowess, combat tactics, and ability to overcome opponents in a battle
of skill and might.
- Trial by Devotion: Characters
must complete tasks or undertake quests that demonstrate their dedication
to a deity, cause, or ideal. This trial focuses on faith, commitment, and
the willingness to sacrifice for a greater purpose.
- Trial by Diplomacy: Characters
engage in negotiations, persuasion, or bargaining to resolve conflicts or
sway the opinions of judges. This trial emphasizes social skills,
charisma, and the ability to navigate intricate political landscapes.
- Trial by Endurance: Characters
face physical challenges, endure harsh conditions, or undergo grueling
tasks to showcase their stamina, resilience, and determination. This trial
tests characters' ability to withstand hardship and push themselves beyond
their limits.
- Trial by Knowledge: Characters
must prove their expertise in a particular field or solve complex puzzles
to demonstrate their intelligence and wisdom. This trial could involve
riddles, challenges of memory, or tests of lore and history.
6. Trial by Ordeal: Characters undergo a challenging or
dangerous ritual to determine their guilt or innocence. This could involve
tasks like walking through fire, enduring poison, or facing supernatural tests
that showcase their resilience and determination.
- Trial by Stealth: Characters
must complete stealthy missions, infiltrate secure locations, or evade
detection to prove their prowess in subterfuge and deception. This trial
challenges characters' abilities in stealth, sleight of hand, and
deception.
Setting up these different types of trials can vary the
gameplay experience and provide opportunities for different character strengths
to shine. When incorporating trials into your campaign, consider the following:
- Diverse Challenges: Include a mix of challenges that cater to different character
abilities and playstyles to ensure each party member has a chance to
contribute.
- Narrative Significance: Tie the trials into the overarching story or main quest to make
them feel integral to the campaign's progression.
- Reward Structure: Determine rewards for successfully completing trials, such as
divine blessings, unique items, or enhanced reputation.
- Consequences of Failure: Establish consequences for failure that are meaningful but don't
derail the campaign, such as setbacks in the main quest or loss of
resources.
By incorporating a variety of trial types into your divine
legal system setting, you can add depth and complexity to your adventures,
providing exciting challenges that test characters' skills, virtues, and
resolve in unique and engaging ways within the framework of Dungeons and
Dragons.
By incorporating a mix of quests, pilgrimages, and trials
into your Dungeons and Dragons campaign, you can create a diverse and engaging
storyline that offers a variety of challenges and opportunities for character
growth and development. Each narrative structure contributes to the overall
depth and richness of the campaign, providing players with unique experiences
and memorable adventures in the world you've created.
Other adventuring notes
The Bastard – Tiers of Play
The main framing device of the
Elderberry Tales is how the Bastard has disrupted the divine covenant and the
party’s need to oppose them. The
following is a framework to best use this during gameplay.
- Tier 1 (Levels 1-4) - The
Prophecy Unveiled:
- The characters uncover ancient
prophecies foretelling the rise of a tyrant known as "The
Bastard," threatening to disrupt the balance of power and defy
divine will.
- Quests may involve investigating
unusual occurrences, thwarting minor agents of "The Bastard,"
and seeking allies who share a vested interest in preventing his ascent.
- Tier 2 (Levels 5-10) - Gathering
Allies and Secrets:
- With "The Bastard"
consolidating power and instigating chaos, the characters must rally
allies and unlock hidden knowledge to stand against the impending threat.
- Adventures could include forging
alliances with factions opposed to "The Bastard," delving into
ancient ruins to uncover lost artifacts, and unraveling the mysterious
origins of their adversary.
- Tier 3 (Levels 11-16) -
Confronting the Legions of Darkness:
- As "The Bastard"
amasses his forces and enacts devastating plans, the characters face
pivotal battles and moral dilemmas that test their resolve and
principles.
- Adventures might involve leading
armies in epic clashes against "The Bastard's" legions,
navigating treacherous political intrigues, and making decisions that
determine the fate of kingdoms and civilizations.
- Tier 4 (Levels 17-20) - The Final
Showdown:
- The characters prepare for a
climactic showdown with "The Bastard," as their destinies
intertwine in a battle that will determine the course of history.
- Epic quests may include delving
into forbidden realms to uncover ancient artifacts of power, marshaling
divine forces to challenge "The Bastard's" hold on reality, and
ultimately confronting the tyrant in a final battle of wills and divine
intervention.
By structuring your adventures across different tiers of
gameplay progression, you can guide your players through a dynamic and
escalating narrative that culminates in a high-stakes conflict with "The
Bastard," offering challenges, revelations, and opportunities for heroism
at each stage of their journey. As the characters progress and engage with the
world around them, they will uncover the truth behind the rise of the tyrant
and their role in opposing this threat to divine will in your Elderberry Tales
campaign.
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