New to DMing

Ferret

Explorer
This is the first time I've Dungeon mastered, but already I have an idea, what I really need is specifics:

Section 1: The bard hires the PCs to retreive the gem. He doesn't tell them what it's for, only that he really needs it. He offers them some great items/money in return. The PCs travel to the mountains, hitting some side quests along the way, and find a dwarf enclave there.

Section 2: The dwarves will only give up the gem if the PCs help them - maybe run off some drow raiders? The PCs hopefully do, get the gem, and return to the bard. He tells them about his entrapped lover. At the same time, a band of githyanki have discovered the dreamworld and are enjoying it - they use it as a training ground for their soldiers, since magic isn't really expended and you can't really die, but they found it with the bards lover in it and captured her in a locket. A githyanki prophet has fortold that the PCs will cause the end of the dreamworld, so they send a squad to take care of them. The PCs are just randomly attacked by these gith and don't know why. But they'll find out...

Section 3: The bard finishes his device and finds a way to help the PCs arrive on the dreamworld. There they have to deal with the weird environment and bands of githyanki and their minions, plus evil native creatures. They look for the woman's soul, but it has been captured by a githzerai who stole it from the githyanki, and are trying to defeat the githyanki. He doesn't realize what he has. The PCs try to barter for it, and the githzerai realizes he has something they want. He agrees to give it up if the PCs will help him go to the ruined world and free Ana from her dreams.

Section 4: To get to the world, they need directions. The PCs have to track down Grumpy, get him to cooperate (maybe by performing a task) and then travel to the mysterious ruined world. There they find all sorts of evil creatures and mabye some fiends or something are setting up a base there. The PCs find a way to free Ana and everyone's happy!

section 1. is 1-5, 2. 6-10, 3. 11-15, 4. 16-20

What can I do to improve?, any tips for DMing?
 

log in or register to remove this ad

Hmm. Do you know anything about your characters' backgrounds yet? I can't recommend strongly enough that the plot be tailored to the characters.

Why is the bard reluctant to tell the PCs what the gem is for? Be cautious about raising your PCs suspicions unduly; remember that they can always walk away from his offer. ("A shady character is making us an offer that sounds too good to be true. I'll just make my own way, thank you.")

Githyanki vs. PCs of levels 5-10: be cautious. Don't underestimate the gith, as ambushes that go badly can easily wipe out your party. Dimension door, SR, and intelligent opponents are very nasty at these levels.

Generally this sounds like a great campaign. I'll give you more thoughts as they occur to me.

. . . . . . . -- Eric
 


It's a good idea. But, it may take a long time. Offer for opportunities for Other adventures, that doesn't do with this.

It's certainly interesting, though.
 

Hiya Ferret!

If this is the first time you DM, and it is new players, start easy on them. A good idea is the classic 'haunted graveyard' scenario, to let the players get a feel for the combat and magic system and give you a feel for DM'ing. The 'graveyard' scenario will acomplish two things: 1. Give the PC's one or two levels under their belts.
2. Give you time to further develop the main campaign.

Good creatures to put in the 'haunted graveyard' are the following:

1. A few small groups of medium-Size skeletons. (3 to 6 skeletons per group, depending on the size of the Party.)
2. A few small groups of zombies (2-4 zombies per group)
3. A couple of ghouls (one or two at a time.)
4. A ghost quest (i.e: find an object in a tomb and retun it to the ghost for Xp.)
5. one Ghast (be sure to reward the PC's with a couple of minor magic items for this one, for example a wand of cure light wounds with 10 to 20 charges, a +1 short sword, and other such stuff.=
6. One or two mummies (in a locked crypt, reward players with minor scrolls and perhaps a ring of protection +1 or some such as a reward if they pull it off.)
7. A few small groups of about 6 dire rats per group, for variety.

An interresting idea that could lead into the big adventure is that the bard is a ghost...

Above all, be creative, and remember, do not be afraid to give out treasure, if in doubt, go with lot's of weaker treasure over a few powerful items.

Happy gaming :D
 

Remove ads

Top