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DM Dilemma - I Need Help, ENWorld! - *UPDATED* - Putting YOUR ideas to work!
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<blockquote data-quote="WizarDru" data-source="post: 5298465" data-attributes="member: 151"><p>My methods can vary according to my available free time. When I was in college, I produced VOLUMES of material. Material I still have, in fact. I produced hand-outs constantly and wrote detailed material for every session. Now, many years and two children later....not so much.</p><p></p><p>My process for game prep starts with brain-storming, often to music, many times while in transit. Sometimes even moments before the game. The goal is to figure out the raw kernel of the adventure. I then usually generate a small document with major plot-points or beats that will be things to hook the adventure on...gravity wells, if you will, that I will have the players pulled towards. This allows them their choice of actions, but I will guide things towards these points, if it can be done organically.</p><p></p><p>I then crib material in a major fashion. A quick perusal of ENWorld, DDI or the intarwebs usually get me the mechanical information I need. Mostly I want some level appropriate challenges and monsters or occasionally some maps. If I'm feeling adventurous, I may craft my own maps using Campaign Cartographer. If I create a map, the key will serve me better than a detailed write-up of the dungeon. If I name something 'Former Prayer Chamber', I'll remember that it now contains the Zombie Gravedigger I grabbed from DDI and why he's there in the fallen temple. I may reskin the monsters, a trivial task....the Orc Dervish Champion can easily become the Corsair Captain with just a little descriptive change.</p><p></p><p>Under the spoiler tag is an example of what I would use for a session. Attached to this would be details of a challenge I cribbed from somewhere and then edited to meet my needs. Then finally I would attach a monster I either created from the monster editor, copied straight from DDI or grabbed from the one of the forums here.</p><p></p><p>[sblock]ISLE OF DREAD</p><p></p><p>First Chapter – 09/04/2009</p><p></p><p>PLOT OVERVIEW:</p><p>The players, on board the HMS Resolute Justice, put in at Northwatch for supplies before heading for the location of the pirate base on the island the locals call Yarthoom, but that everone else calls the “Isle of Dread”. The Iron Quarrel damages the ship, causing the players to have to abandon it and swim for the shore. They meet the people of Grandmother Squirrel, an aspect of Airmed of the Fields (one of the greater Sidhe), who tell them that since the appearance of the Metal Monster that attacked their ship and the recent arrivals at the corsairs lair elsewhere on the island, members of their tribe have been disappearing into the jungle. Worse, the dinosaurs that travel the island have become more dangerous and strange new creatures have appeared, threatening to upset the relative peace of the island. </p><p>They also tell the players that the corsairs base is heavily fortified, but they may know a secret way in, but it requires going through dangerous caves and an abandoned temple to get there.</p><p></p><p></p><p>• Stop at Northwatch</p><p>Crimson Knight finds that his apprentice, Branca Stone, has been goaded into preceeding him on their mission to the Isle of Dread, nearly loses control of his power when angered.</p><p> Threefinger is approached by crewman, given vague warning that when the time comes, he better be sure where his true loyalties lie</p><p> Skrag, Owyn and his team are given new orders and they disembark at Northwatch, Shipmaster Tolvin is worried about trip to Yarthoom, but orders are orders</p><p> Ship takes on considerable amount of supplies for journey</p><p>• Rough Landing</p><p> - Upon approach to the Isle of Dread, captain notices the air seems ‘electric’. Waters are calm, when suddenly the feel a chill as the cross the terminus line. Sashvanna and Alador both realize they’ve crossed into the Feywild at the same moment as someone yells ‘Breakers!’ and the calm sea suddenly becomes violent and tosses the ship</p><p> - Captain tries to get control of ship, have players thrown about until she does</p><p>- Suddenly, the Iron Quarrel surfaces just a bit and runs under the ship, tearing the hull irreparably and cracking the ship in two within sight of the shore</p><p> - Initiate challenge to save the crewmen and escape the sinking ship. Worst consequence is the players arrive tired on shore, but all other crewmen are dead Best result is they save a good number of crewmen and the captain.</p><p>• Welcome Wagon</p><p> - Branca greets the players at the shore, somewhat defensively with illusionary spirit dinosaur; has it roar challenge</p><p>- Is accompanied by Shaman Three-leg (with crutch) and Chieftain Treeneck, plus four young warriors. If players save Crimson Knight, he greets Branca. If they fail, he pulls nearly drowned CK from surf.</p><p> - Unfortunately, the spirit dinosuar’s challenge roar has been heard by a thunderwalker who comes looking for a territorial challenge and sees lunch – the PCs and villagers; initiate combat</p><p> - Jungle Palm Squirrel wanders into combat (sidhe in disguise)</p><p>• War Council</p><p> - Tribe shares details of the local terrain and describes their current predicament</p><p> - Asks for help of guardsmen and offers what they can in return (location of corsair base, knowledge of terrain, intel on the corsair operations)</p><p> - Three-Leg offers to teach shaman skills to Alador</p><p> - Warriors disappear in jungle</p><p> - wilder creatures in the interior</p><p> - recent arrival of stranger non-pirates among the corsairs</p><p> - exploration by cruel wizards into the interior</p><p> - hidden temple to vergan</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="WizarDru, post: 5298465, member: 151"] My methods can vary according to my available free time. When I was in college, I produced VOLUMES of material. Material I still have, in fact. I produced hand-outs constantly and wrote detailed material for every session. Now, many years and two children later....not so much. My process for game prep starts with brain-storming, often to music, many times while in transit. Sometimes even moments before the game. The goal is to figure out the raw kernel of the adventure. I then usually generate a small document with major plot-points or beats that will be things to hook the adventure on...gravity wells, if you will, that I will have the players pulled towards. This allows them their choice of actions, but I will guide things towards these points, if it can be done organically. I then crib material in a major fashion. A quick perusal of ENWorld, DDI or the intarwebs usually get me the mechanical information I need. Mostly I want some level appropriate challenges and monsters or occasionally some maps. If I'm feeling adventurous, I may craft my own maps using Campaign Cartographer. If I create a map, the key will serve me better than a detailed write-up of the dungeon. If I name something 'Former Prayer Chamber', I'll remember that it now contains the Zombie Gravedigger I grabbed from DDI and why he's there in the fallen temple. I may reskin the monsters, a trivial task....the Orc Dervish Champion can easily become the Corsair Captain with just a little descriptive change. Under the spoiler tag is an example of what I would use for a session. Attached to this would be details of a challenge I cribbed from somewhere and then edited to meet my needs. Then finally I would attach a monster I either created from the monster editor, copied straight from DDI or grabbed from the one of the forums here. [sblock]ISLE OF DREAD First Chapter – 09/04/2009 PLOT OVERVIEW: The players, on board the HMS Resolute Justice, put in at Northwatch for supplies before heading for the location of the pirate base on the island the locals call Yarthoom, but that everone else calls the “Isle of Dread”. The Iron Quarrel damages the ship, causing the players to have to abandon it and swim for the shore. They meet the people of Grandmother Squirrel, an aspect of Airmed of the Fields (one of the greater Sidhe), who tell them that since the appearance of the Metal Monster that attacked their ship and the recent arrivals at the corsairs lair elsewhere on the island, members of their tribe have been disappearing into the jungle. Worse, the dinosaurs that travel the island have become more dangerous and strange new creatures have appeared, threatening to upset the relative peace of the island. They also tell the players that the corsairs base is heavily fortified, but they may know a secret way in, but it requires going through dangerous caves and an abandoned temple to get there. • Stop at Northwatch Crimson Knight finds that his apprentice, Branca Stone, has been goaded into preceeding him on their mission to the Isle of Dread, nearly loses control of his power when angered. Threefinger is approached by crewman, given vague warning that when the time comes, he better be sure where his true loyalties lie Skrag, Owyn and his team are given new orders and they disembark at Northwatch, Shipmaster Tolvin is worried about trip to Yarthoom, but orders are orders Ship takes on considerable amount of supplies for journey • Rough Landing - Upon approach to the Isle of Dread, captain notices the air seems ‘electric’. Waters are calm, when suddenly the feel a chill as the cross the terminus line. Sashvanna and Alador both realize they’ve crossed into the Feywild at the same moment as someone yells ‘Breakers!’ and the calm sea suddenly becomes violent and tosses the ship - Captain tries to get control of ship, have players thrown about until she does - Suddenly, the Iron Quarrel surfaces just a bit and runs under the ship, tearing the hull irreparably and cracking the ship in two within sight of the shore - Initiate challenge to save the crewmen and escape the sinking ship. Worst consequence is the players arrive tired on shore, but all other crewmen are dead Best result is they save a good number of crewmen and the captain. • Welcome Wagon - Branca greets the players at the shore, somewhat defensively with illusionary spirit dinosaur; has it roar challenge - Is accompanied by Shaman Three-leg (with crutch) and Chieftain Treeneck, plus four young warriors. If players save Crimson Knight, he greets Branca. If they fail, he pulls nearly drowned CK from surf. - Unfortunately, the spirit dinosuar’s challenge roar has been heard by a thunderwalker who comes looking for a territorial challenge and sees lunch – the PCs and villagers; initiate combat - Jungle Palm Squirrel wanders into combat (sidhe in disguise) • War Council - Tribe shares details of the local terrain and describes their current predicament - Asks for help of guardsmen and offers what they can in return (location of corsair base, knowledge of terrain, intel on the corsair operations) - Three-Leg offers to teach shaman skills to Alador - Warriors disappear in jungle - wilder creatures in the interior - recent arrival of stranger non-pirates among the corsairs - exploration by cruel wizards into the interior - hidden temple to vergan [/sblock] [/QUOTE]
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