So I'm starting up a new 5e campaign, starting at level 1 and going until whenever, and because one of the players was wanting to play a paladin'y, anti-slavery type (path of vengeance), I thought that setting up the Dao as a major player/antagonist would make for an interesting choice.
I'm using the game world I had previously developed, with it's close connections to the Inner Planes. I may or may not have to address the different apocalypses. Probably will just leave it be for now.
I guess I'm kinda looking to develop a plan of attack when it comes to laying out how the campaign will progress. Broadly:
1-5th levels: Dealing with individual groups of goblinoid slaver types, introduction to the inner planar connection.
6-10th: Taking on the goblinoid "mob boss" who's coordinating all of the mounting slaving attacks.
11-15th: Entering the plane of Earth to deal with the Dao head on.
I don't really want to try to plan beyond that, because I don't know how much my plans will change when the player starts getting into everything.
The current party make-up is:
Human paladin, Path of Vengeance
Human rogue, assassin I think
Dwarf fighter, will be multi-classing into a cleric, pursuing a Tempest build (he wants to build a Thor-like superhero type of character)
Gnome warlock, Fiend-pact
The game started off as such: PCs at a harvest festival. Evening falls. Kids in costumes show up. The party notices that there are more kids than there really should be. Goblins unmask themselves and start trying to carry kids off. PCs intervene. Sounds of battle coming from one of the town gates. Hobgoblins attack. Battle. PCs victorious.
In the aftermath, guards are sent out to scour the outlying areas for any straggler attackers. One couple says that their kid wasn't feeling good and was left behind at their homestead. The PCs are sent to investigate. Naturally the kid is missing and the party follows a trail to a cave. They fought some monsters and that's pretty much where I left things.
Right now, I'm planning on some minor delving, some quick encounters with goblins, and starting to discover that these goblins are trying to meet quotas (or something along those lines). There will also be some hints that people are being sent through a portal (don't know if this will just be to the goblinoid homeland, or if it'll go directly to the plane of Earth; probably the former).
After that, I'm planning on turning the whole thing into a short reverse dungeon, wherein the PCs will have to defend themselves from a group of returning hobgoblins. If things get too hairy, I'll have some city guards arrive just in time to save their bacon, but I'll try to balance it so that won't be necessary.
I'll probably use this thread to brainstorm in, but if anybody has any suggestions, I'm all ears.