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first time dm creating 4e world, help pls?
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<blockquote data-quote="Flipguarder" data-source="post: 4106690" data-attributes="member: 61430"><p>The great advice keeps coming, thanks so much</p><p></p><p></p><p></p><p>An idea that I've had for a long time, is that I would totally be fine with changing a situation to fit the level, and moving the location of the dungeon.</p><p></p><p>Example I have a "plan" that's not necessary for the plot, but helpful. I thought it would be fun to put near the beginning of paragon tier, but would work just as well later, with some modification if the levels aren't too terribly different in 4e</p><p></p><p>Olidimarras temple. The temple of a now dead god who loved to trick people and considered dishonesty a virtue. His temple has been abandoned by his clerics, and as a last homage by them, they filled the temple with traps (and I've made some doosies, about 50% of my prep time so far has been building traps and situational/strategic battles) and constructs. and at the center, some "ultimate treasure" waits inside. If they want to do it fine, if not, Im ok with a few of my "instances" being unused.</p><p></p><p>They don't ever visit the town of Eccel, they can do it later in Ristone. just move the temple, change the damage and difficulty of traps.</p><p></p><p></p><p></p><p>BEST IDEA EVER. I have a lot of work on my hands now. *hugs iron sky*</p><p></p><p>I would probably work something out that I have several character driven sub-plots that worm their way into more important parts of the story later. This still utilizes my in-depth story, but I can morph it later, and the character's will feel more in control.</p><p></p><p>Thank you so much</p><p></p><p></p><p></p><p></p><p>Im doing this exact thing, I run 3 sessions each seperatly, then I end with them being captured in various ways.</p><p></p><p></p><p></p><p>I'm a noob using a noob tactic, I've made peace with this. By the time I know what I'm doing in this campaign, it will be unimportant outside of a plot item.</p><p></p><p></p><p></p><p>first off, overexplaining is what I do, no one else comes close.</p><p></p><p>I love this BBEG. For most of the campaign until this point, most of the help they get, and the obstacles they face is this guy. The will also learn before the battle that the only reason they have the artifact is because the "good side" of him, the sane side, used them to destroy pandorym capturing them outside of orders and giving them the artifact to protect. However, his dominated side is what they see when they finally see him, and I hope their feelings on the fight will be conflicted at best.</p><p></p><p>My plan is to figure out what abilities my characters favor (3.5 example, my character in our campaign has a sudden empowered sound lance I love to use.) Dm decided last sunday we were gonna fight some green slads:</p><p></p><p>DM: Jon what do you wanna do?</p><p>Jon: Soundlance</p><p>DM: You sure? (not really hinting at anything, he says this all the time)</p><p>Jon: yup</p><p>DM: it fizzles against him</p><p>Jon: I don't even get to roll damage?</p><p></p><p>I want to have all my player's favorite abilities useless against him, invisible sneak attacking caster/rogue, invisibility purge. He's been watching the PCs through his cohorts and soldiers, he knows what they can do, and is prepared for it.</p><p></p><p></p><p></p><p>The player's each find themselves in a prison cell with a ladder next to it, other cells exist in a vertical format. There are two treasure chests in each cell. One of the chests opens without a key and holds 1-2 keys the keys must be traded back and forth between the characters to escape and then escape out the prison door, this leads to a corridor with doors that are powerfully arcane locked, they can cause an encounter if too loud here, there is a chest with a sign above it that says, do not open. its trapped.</p><p></p><p>The door out of the hallway has a lever next to it, this lever is trapped, the door is unlocked. </p><p></p><p>Later they go to a trio of doorways that lead to the same path on the other side, there are switches near the entrances from each doorway, pressing one gives them thier items back, pressing two opens the door, pressing three releases a swarm of rats.</p><p></p><p>Later on they enter a room and a large, very deadly, very scary golem rises from a cylinder platform with a hourglass next to him, it will wake up when it runs out and attack anyone in the room.</p><p></p><p>Later on they find a virtually impassable passageway, that has large visible rewards at the other side, but is obviously going to kill them, taking 20 on a search check reveals a secret door to the outside of the jail.</p><p></p><p>After that they can get the jump on some goblins if they are quiet and smart, they are currently arguing about a game of cards. Using the only pathway, they find a stargate.</p><p></p><p>Okay the stargate, long, complicated, I've worked it out, but yes, it looks exactly like they do in the show and movie, its commonly called a gate, or a planar gate and are powered in odd ways involving Flarhgan (or however you spell it) long ago. I have contingency plans but if they follow reason, they will go back to the material plane (midworld)</p><p></p><p>When they get there they are inside some mostly destroyed teifling ruins and outside there is a cliff, in the valley below the cliff they see a battle between two gods Nerull and Kord and there clerics. and THAT's where i end it.</p><p> </p><p>thus the long-winded Noobguarder shuts his mouth.</p></blockquote><p></p>
[QUOTE="Flipguarder, post: 4106690, member: 61430"] The great advice keeps coming, thanks so much An idea that I've had for a long time, is that I would totally be fine with changing a situation to fit the level, and moving the location of the dungeon. Example I have a "plan" that's not necessary for the plot, but helpful. I thought it would be fun to put near the beginning of paragon tier, but would work just as well later, with some modification if the levels aren't too terribly different in 4e Olidimarras temple. The temple of a now dead god who loved to trick people and considered dishonesty a virtue. His temple has been abandoned by his clerics, and as a last homage by them, they filled the temple with traps (and I've made some doosies, about 50% of my prep time so far has been building traps and situational/strategic battles) and constructs. and at the center, some "ultimate treasure" waits inside. If they want to do it fine, if not, Im ok with a few of my "instances" being unused. They don't ever visit the town of Eccel, they can do it later in Ristone. just move the temple, change the damage and difficulty of traps. BEST IDEA EVER. I have a lot of work on my hands now. *hugs iron sky* I would probably work something out that I have several character driven sub-plots that worm their way into more important parts of the story later. This still utilizes my in-depth story, but I can morph it later, and the character's will feel more in control. Thank you so much Im doing this exact thing, I run 3 sessions each seperatly, then I end with them being captured in various ways. I'm a noob using a noob tactic, I've made peace with this. By the time I know what I'm doing in this campaign, it will be unimportant outside of a plot item. first off, overexplaining is what I do, no one else comes close. I love this BBEG. For most of the campaign until this point, most of the help they get, and the obstacles they face is this guy. The will also learn before the battle that the only reason they have the artifact is because the "good side" of him, the sane side, used them to destroy pandorym capturing them outside of orders and giving them the artifact to protect. However, his dominated side is what they see when they finally see him, and I hope their feelings on the fight will be conflicted at best. My plan is to figure out what abilities my characters favor (3.5 example, my character in our campaign has a sudden empowered sound lance I love to use.) Dm decided last sunday we were gonna fight some green slads: DM: Jon what do you wanna do? Jon: Soundlance DM: You sure? (not really hinting at anything, he says this all the time) Jon: yup DM: it fizzles against him Jon: I don't even get to roll damage? I want to have all my player's favorite abilities useless against him, invisible sneak attacking caster/rogue, invisibility purge. He's been watching the PCs through his cohorts and soldiers, he knows what they can do, and is prepared for it. The player's each find themselves in a prison cell with a ladder next to it, other cells exist in a vertical format. There are two treasure chests in each cell. One of the chests opens without a key and holds 1-2 keys the keys must be traded back and forth between the characters to escape and then escape out the prison door, this leads to a corridor with doors that are powerfully arcane locked, they can cause an encounter if too loud here, there is a chest with a sign above it that says, do not open. its trapped. The door out of the hallway has a lever next to it, this lever is trapped, the door is unlocked. Later they go to a trio of doorways that lead to the same path on the other side, there are switches near the entrances from each doorway, pressing one gives them thier items back, pressing two opens the door, pressing three releases a swarm of rats. Later on they enter a room and a large, very deadly, very scary golem rises from a cylinder platform with a hourglass next to him, it will wake up when it runs out and attack anyone in the room. Later on they find a virtually impassable passageway, that has large visible rewards at the other side, but is obviously going to kill them, taking 20 on a search check reveals a secret door to the outside of the jail. After that they can get the jump on some goblins if they are quiet and smart, they are currently arguing about a game of cards. Using the only pathway, they find a stargate. Okay the stargate, long, complicated, I've worked it out, but yes, it looks exactly like they do in the show and movie, its commonly called a gate, or a planar gate and are powered in odd ways involving Flarhgan (or however you spell it) long ago. I have contingency plans but if they follow reason, they will go back to the material plane (midworld) When they get there they are inside some mostly destroyed teifling ruins and outside there is a cliff, in the valley below the cliff they see a battle between two gods Nerull and Kord and there clerics. and THAT's where i end it. thus the long-winded Noobguarder shuts his mouth. [/QUOTE]
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first time dm creating 4e world, help pls?
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