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My First campaign: Need Dming advice/tips
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<blockquote data-quote="Scrivener of Doom" data-source="post: 5399842" data-attributes="member: 87576"><p><u><strong>Building Block Adventure Design</strong></u></p><p><u><strong></strong></u></p><p>As a general piece of advice, I really like referring people to this Dungeoncraft article by James Wyatt: <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/dudc/2009august" target="_blank">Dungeons & Dragons Roleplaying Game Official Home Page - Article (Building-Block Adventure Design)</a></p><p></p><p>It boils down to this: design your adventures in groups of three encounters much like the delves we see in <em>Dungeon Delve</em>. Three encounters allows for some variety without becoming too complicated. It also seems consistent with your friend's advice. (And, if inspiration strikes, it's always easy to add encounters.)</p><p></p><p><u><strong>Swamp Adventures</strong></u></p><p><u><strong></strong></u></p><p>Here are some ideas for sites:</p><p></p><p><em>1. The Sunken Temple</em></p><p><em></em></p><p>This is shamelessly stolen from a 2E <em>Dungeon</em> adventure.</p><p></p><p>Basically, this sunken temple can only be accessed when three items are found and brought together in the vicinity of where the temple sunk. This could make for a nice higher level adventure and the items (rings? an unholy symbol broken into three parts?) add a nice problem-solving dimension to the campaign.</p><p></p><p>In the original, the reason for wanting to raise the temple was that it contained the remains of a powerful black dragon and its treasure. In the context of your campaign, perhaps this dead black dragon is the father of the black dragon that ruled the lizardfolk tribe before?</p><p></p><p>The other good thing about a site like this is that it provides a logical reason for other groups to want to be in the swamp: they're looking for the temple so that they can also recover the dragon's treasure.</p><p></p><p><em>2. The Witchlight Fens</em></p><p><em></em></p><p>OK, so the name is stolen from PoL-land.</p><p></p><p>Essentially, this is an area of the swamp that is more treacherous than usual. It takes a skill challenge to traverse.</p><p></p><p>In the event of a failure, you create an encounter with a sucking bog/area of quicksand (a lurker trap) and will-o'-wisps using the the skill challenge XP as the encounter budget (if the will-o'-wisps are too high in level for your PCs, try de-levelling them but keeping the XP award for a single one the same by changing it to an elite or solo creature of much lower level [rule of thumbs: standard level x = elite level x - 4 = solo level x - 8]).</p><p></p><p><em>3. Fey Barrow</em></p><p><em></em></p><p>Deep in the swamp there is some solid land, circular in shape, and marked by a ring of poisonous toadstools ranging in height from a halfling to a goliath.</p><p></p><p>In the centre of the ring is a raised mound: it's a barrow (tomb) for a variety of fey. The site is also a weak point between the Feywild and the world.</p><p></p><p>The barrow is guarded by a serpent with eyes of gold and opalescent skin (basically a feyborn constrictor, but I would make it a solo controller of an appropriate level for the party and with a dominating gaze attack). Before the party can reach the barrow, I would suggest having myconids or your own custom mushroom-/toadstool-folk attack and have the anyone slain transformed into a toadstool (this could also be the leader's attack: think of it as petrification [three failed saving throws required] but with a slightly different outcome). The leader should also be able to animate the toadstools as minions.</p><p></p><p>Inside the barrow are various fey remains. If you want to be nasty, you could include a banshee guardian. If you like the sunken temple idea I mentioned above, I would have one of the three keys located within the barrow. It may also be possible to negotiate with the guardian for the key in exchange for (insert good idea here- slaying the banshee?).</p><p></p><p></p><p></p><p>I'll edit in some other ideas later.</p></blockquote><p></p>
[QUOTE="Scrivener of Doom, post: 5399842, member: 87576"] [U][B]Building Block Adventure Design [/B][/U] As a general piece of advice, I really like referring people to this Dungeoncraft article by James Wyatt: [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/dudc/2009august"]Dungeons & Dragons Roleplaying Game Official Home Page - Article (Building-Block Adventure Design)[/URL] It boils down to this: design your adventures in groups of three encounters much like the delves we see in [I]Dungeon Delve[/I]. Three encounters allows for some variety without becoming too complicated. It also seems consistent with your friend's advice. (And, if inspiration strikes, it's always easy to add encounters.) [U][B]Swamp Adventures [/B][/U] Here are some ideas for sites: [I]1. The Sunken Temple [/I] This is shamelessly stolen from a 2E [I]Dungeon[/I] adventure. Basically, this sunken temple can only be accessed when three items are found and brought together in the vicinity of where the temple sunk. This could make for a nice higher level adventure and the items (rings? an unholy symbol broken into three parts?) add a nice problem-solving dimension to the campaign. In the original, the reason for wanting to raise the temple was that it contained the remains of a powerful black dragon and its treasure. In the context of your campaign, perhaps this dead black dragon is the father of the black dragon that ruled the lizardfolk tribe before? The other good thing about a site like this is that it provides a logical reason for other groups to want to be in the swamp: they're looking for the temple so that they can also recover the dragon's treasure. [I]2. The Witchlight Fens [/I] OK, so the name is stolen from PoL-land. Essentially, this is an area of the swamp that is more treacherous than usual. It takes a skill challenge to traverse. In the event of a failure, you create an encounter with a sucking bog/area of quicksand (a lurker trap) and will-o'-wisps using the the skill challenge XP as the encounter budget (if the will-o'-wisps are too high in level for your PCs, try de-levelling them but keeping the XP award for a single one the same by changing it to an elite or solo creature of much lower level [rule of thumbs: standard level x = elite level x - 4 = solo level x - 8]). [I]3. Fey Barrow [/I] Deep in the swamp there is some solid land, circular in shape, and marked by a ring of poisonous toadstools ranging in height from a halfling to a goliath. In the centre of the ring is a raised mound: it's a barrow (tomb) for a variety of fey. The site is also a weak point between the Feywild and the world. The barrow is guarded by a serpent with eyes of gold and opalescent skin (basically a feyborn constrictor, but I would make it a solo controller of an appropriate level for the party and with a dominating gaze attack). Before the party can reach the barrow, I would suggest having myconids or your own custom mushroom-/toadstool-folk attack and have the anyone slain transformed into a toadstool (this could also be the leader's attack: think of it as petrification [three failed saving throws required] but with a slightly different outcome). The leader should also be able to animate the toadstools as minions. Inside the barrow are various fey remains. If you want to be nasty, you could include a banshee guardian. If you like the sunken temple idea I mentioned above, I would have one of the three keys located within the barrow. It may also be possible to negotiate with the guardian for the key in exchange for (insert good idea here- slaying the banshee?). I'll edit in some other ideas later. [/QUOTE]
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