D&D General Actual Play: Heroes of the Borderlands Starter Set


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Session 5 with my son (age 6) and daughter (age 9). He's playing a dwarf rogue, she's an elf cleric.
They went to the cave with the steam mephits and kuo-toa. Another big, pitched battle. They defeated all the enemies but haven't quite explored all the caves or recovered all the loot. We're continuing to have a lot of fun and the kids are getting better at fighting monsters instead of each other!
My players have all played too many CRPGs and, once I explained we were doing milestone leveling, and what those milestones were (explore all four quadrants of the wilderness, do X number of keep quests), they've focused on doing those first, which should make the caves a lot easier when the time comes.
 


So the Quick-Start Guide suggests that new DMs begin with the Wilderness booklet. That booklet suggests they start with the Trail region. The first bit of read-aloud text indicates that the PCs are traveling on "a well-kept trail east of the Keep on the Borderlands".

There's no attempt to explain how the PCs got there. Did they come from the west and bypass the keep, heading straight into the wilderness? Or did they come from the east and go past the caves on their way to the Keep?

I am going to have the PCs start off the map to the west. They will be friends off to have adventures in the Borderlands. They will be heading for the Keep as the natural jumping-off point for adventures. However, they will come across an abandoned wagon on the way.

In terms of kicking things off: I will start with the abandoned wagon encounter, and I might take a page from @THEMNGMNT and have Mallyn be the driver and then have some goblins (one per player) attack. (Perhaps a larger force looted the wagon and took the horse but a few remained behind in case more travelers came along and stopped to investigate.)

We will then go to the keep, where they can pick up quests so they aren't just randomly wandering around in the wilderness.
 
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If you want to create some urgency, you could even have the goblins kidnap a couple NPCs who were on the wagon. Maybe one of them is a guard from the Keep and the other is a shop owner (weapons or armor, perhaps). Maybe the goblins are holding one for ransom, and gave the other to the Chaos Cultists as an offering. As the players rescue those NPCs, it deepens their connection to the Keep, and dramatizes the threat posed by the Caves.
 


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