halp! halp! hobgoblins ate my party!

Summer-Knight925

First Post
Now that I have your attention, Im trying to start DMing with a group of...well people who have never played before, like none of them have played

and I need ideas of how to start it slow....perhaps the "goblin warband moves in to town..." or "you hear legends of treasure hidden in the not to distant mountains..."


anything else? like...please help
 

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Dandu speaks the truth! :)

Following that, Paizo publishes a good introduction to the game for free called Hollows Last Hope (search it on their site). It's fairly non-threatening, but also entertaining for people who aren't acquianted with what can happen to you in a D&D game. Should be good role-playing for some newbies.
 


I'd go with all the old cliches. After all, they can't be cliches if they've never played before, right?

The party is hanging out at an [inn/marketplace/castle] where [their old mentor/messanger from a local duke/the king] is telling them of [marauding goblins/murder of the dukes friend/stolen princess] and is offering them [a share in the loot/favours owed/a royal reward].

You could even do them at the same time. Give the characters choices for adventure and have them lead in the same direction. The goblins were the killers of the dukes friend, and were hired by a local necromancer who stole the princess and is blackmailing the king to have the PC's old mentor killed because the mentor knows his secret and is trying to use the PC's to help deal with the matter.
 

Start with an environment that's very much under your control and one in which the players can learn their characters without going off the rails or worrying too much about interacting with the "background". One of my most consistent findings with new players is their desire to make conversation with every single person I describe, and fiddle with/deface/steal every bit of potentially interactive scenery ;)

How's this... the characters know each other already. They're headed for the nearest village to find a place to stay for the night, when they're approached by a tearful woman who begs for their assistance: her village has been overrun by goblins! The villagers weren't expecting it: the goblins have broken entirely with their usual practice by attacking during the day (a nice hook to come back to later is why) and caught everyone with the gate open and their pants down.

When the party get to the village, there is only a small handful of survivors remaining (all noncombatants), and absolutely no trace of where the goblins or the other villagers went. The survivors were hiding out in the cellar of the local inn, and didn't see anything beyond the first minute or so of the initial attack before bolting for safety. They desperately need to reach the nearest town, both to warn the local garrison of this alarming change in the goblins' tactics, and to enlist assistance in tracking down their kidnapped loved ones.

They know of a secret route: there's an abandoned mine with an entrance just outside the village palisade, which leads to a cave just a mile or two from the closest town. Going aboveground over the mountains would take days - all the horses are gone - and would make the villagers very difficult to protect from the goblins in the passes. They don't think the goblins know about the mine... and they need the party to protect them while they make the trip.

If the party balk, perhaps one of the survivors has (or claims to have) a wealthy brother in town who will reward and/or equip them well if they bring the villagers through safely.

There y'go. You can make the "abandoned mine" as complex or straightforward as you want, you can populate it with whatever low-level mookery you feel like and you can give the party the thrills and spills of trying to defend the NPC's*. When they get to the other end, you can either have a more powerful NPC step in and say "Thanks very much, we'll take it from here" or you can hire the PC's to go back to the village and set up an ambush/look for clues/whatever you like.

There are enough "mystery" elements (Why did the goblins attack in the day? What happened to their tracks? Why no dead bodies, or dead horses at least?) to make this part of a larger campaign, or you can just throw it away and never return. :D




*Fudge. The. Fricken. Dice. Rolls. If the NPC's all die, it won't be much fun. ;)
 

well now the problem I am facing is one player wants to play a necromancer...and considering the main bad guys are necromancers/demon summoners/baby eaters, it would jive right to have a necromance as a good guy

any thoughts of how to halp me?
 


Take a leaf out of Nancy Reagan's book and "just say no"?

That said you want to encourage them to participate, which probably means going with their first choices. Try setting him/her up as a Cleric of Wee Jas. They can access some of the undead creating spells by 5th level without breaking the "tone" of the character. 5th level should be in a few months time, by which time you have hopefully made the point that the undead (and those that create them) are the bad guys.
 

he is hell bent on playing a necromancer

and I thought of a way to do it, and considering it is a different pantheon in my setting (the god of death is actually the "judge" god, lawful neutral)

what he will do is still be an electron character but using dark powers against those who are evil (the nightmare of a nightmare cant be nice and pretty, it has to be scarrier!!! mwhahahahaahhaah status)
 

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