Running my first adventure in decades and having a blast. My skills are very rusty - also running the game for intelligent wily adults I really have to stay on my toes.
I'm looking for some "how am I doing/what should I do next" advice.
The players are using the Starter Set pregens, so they decided to pull a Star Wars move, dress up as Redbrands and hold the Rogue (who was an ex-Redbrand) as a hostage.
I didn't want to just have them skip the whole dungeon via escort so I had each group of Redbrands they encountered act stubborn and refuse to take them to Glasstaff. The argument was they were all too afraid to cross the crevasse - giving foreshadowing to the Nothic.
The skeletons didn't attack because they were wearing the cloaks so that encounter didn't happen.
No one got freed from the cells because they wanted to convince the guards to take them to Glasstaff but again the guards refused to leave their posts.
I had the Nothic mess with their minds by laughing at their fears and it asked for meat and money. They gave it both. When it was playing with the "shinies" they decided to kill it. I let them have a surprise round (seems fair right? It was distracted playing with coins) and they killed it within two rounds. It fired off its gaze and missed then was killed. Not that climatic.
They missed the room with the bugbears.
They got to Glasstaffs lab and I made the call that the familiar would know they were imposters (because a mouse would go by smell recognition not outfit), so Glasstaff fled.
We ended the session there and I've been thinking about how I could have done it better. The Redbrands are still technically a threat! They didn't kill a single one. Also wondering what to do with Glasstaff now. I'm thinking I'll have him become a reoccurring villain...but how do they stop the threat? Maybe double the amount of Redbrands to reflect the missed opportunity?
Interested to see if what calls other DMs would make here...
Thanks!
I'm looking for some "how am I doing/what should I do next" advice.
The players are using the Starter Set pregens, so they decided to pull a Star Wars move, dress up as Redbrands and hold the Rogue (who was an ex-Redbrand) as a hostage.
I didn't want to just have them skip the whole dungeon via escort so I had each group of Redbrands they encountered act stubborn and refuse to take them to Glasstaff. The argument was they were all too afraid to cross the crevasse - giving foreshadowing to the Nothic.
The skeletons didn't attack because they were wearing the cloaks so that encounter didn't happen.
No one got freed from the cells because they wanted to convince the guards to take them to Glasstaff but again the guards refused to leave their posts.
I had the Nothic mess with their minds by laughing at their fears and it asked for meat and money. They gave it both. When it was playing with the "shinies" they decided to kill it. I let them have a surprise round (seems fair right? It was distracted playing with coins) and they killed it within two rounds. It fired off its gaze and missed then was killed. Not that climatic.
They missed the room with the bugbears.
They got to Glasstaffs lab and I made the call that the familiar would know they were imposters (because a mouse would go by smell recognition not outfit), so Glasstaff fled.
We ended the session there and I've been thinking about how I could have done it better. The Redbrands are still technically a threat! They didn't kill a single one. Also wondering what to do with Glasstaff now. I'm thinking I'll have him become a reoccurring villain...but how do they stop the threat? Maybe double the amount of Redbrands to reflect the missed opportunity?
Interested to see if what calls other DMs would make here...
Thanks!