D&D 5E Any Adventure Recommendations?

jasper

Rotten DM
I was not planning on using the secrets at all because they seemed like a good way to derail the campaign, create inter party conflict, and personal anger between the players when the deceit and backstabbing comes into it. That hasn't been your experience?
No. You don't have to reveal the secrets. Only the dm and one pc need to knows them. I had the players draw from the deck and not put the card back in. Here is what I did with the secrets.
Scion Assassin Arrives 30 days after the start of the adventure.

Doppelganger. My player is abusing this. But After chapter 5 another doppelganger has arrive and is using the partys’ faces to murder.

Drizzit Fan. Gave this to the player who could keep a secret.

Paramour. Bounty hunter shows up in 60 days after the start of adventure.

Escaped prisioner. Works well will the space ship.

Yeti. Will only work if they do the quest or random encounter.

Midwinter. I added in that Auril some time chat with them.

Old Flame. No problem and got the group room and board in a cith.

Owlbear Whisper. Can be abused. My group has two owlbears who are waiting on an egg.

Cannibal. Lead in to a Chapter 2 quest.

Reghed Heir. Various quests tie in. Helped with two quests.

Reincarnation another quest tie in. Now PC fears white moose and squirrel.

Ring Hunter. A joke quest.

Author, another nothing quest.

Host. This sucks buck can be good drama. Had a NPC explode on them during dinner.

Spy good tie to one quest. Can be expand for other factions.
Do create a calendar with full moon dim light for 3 days at night. And new moon the sacrifice.
Do a session zero because Chapter 3 has a strange end choice. Chapter 5 can end the book.
 

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I was really considering those. I was concerned that Zeitgeist currently has only two chapters on Roll20, and I didn't want to risk outpacing their releases.
WotBS was something I got way back in the 3.x era, but didn't know how my group would take to the politics of it. But it's definitely on my radar.
If it helps, ZEITGEIST's second adventure is pretty long and has a lot of mysteries to keep you gaming for five or six sessions.
 

Beware of Chapter 2. If you run all the mini quests, the pcs will be over leveled. Do use the secrets. If you any questions about Rime ask me. My group is about to finish Chapter 6.
Indeed. They may well be ready for chapter 3 after completing chapter 1. My group blew through chapter 3. Some of the chapter 2 encounters can be upscaled to be done later though. Alternatively consider boosting the enemies in chapter 3/4.
 
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I was not planning on using the secrets at all because they seemed like a good way to derail the campaign, create inter party conflict, and personal anger between the players when the deceit and backstabbing comes into it. That hasn't been your experience?
Nope, not my experience at all.

Only one or two give characters conflicting objectives, but others give personal ties to locations and stories the party will encounter over the course of the adventure.

I suggest you find out the PC's backstories then allocate secrets that suit them.
 

Retreater

Legend
My plan is to slow the milestone advancement in Rime. Have two town quests before getting to Level 2, four to Level 3, etc. As it is, I can't justify giving a level for one roleplaying or combat encounter that is over in about 10 minutes.
 

My plan is to slow the milestone advancement in Rime. Have two town quests before getting to Level 2, four to Level 3, etc. As it is, I can't justify giving a level for one roleplaying or combat encounter that is over in about 10 minutes.
I found each of the chapter one quests fit quite nicely into one of our 3 hour sessions.
 


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