Rusty DM would appreciate input

NewJeffCT

First Post
Well, our group DM is laid up at this time following major surgery, so I may step in for a few weeks as DM while he recovers. (What an inconsiderate guy – he has to go have surgery just when I am hopefully finding time to get back into gaming regularly!) Optimistically, the guys won’t suffer too much with me as the DM, as I am out of practice as both player and DM.

I wanted to run my ideas up the flagpole to see if anybody has any input / suggestions / warnings that I am a total idiot for even considering running this silly adventure. I am not that proud, so feel free to give me any sort of constructive criticism.

But, here is the background: The adventure takes place in Kalamar. The PCs grow up in a small town in the hills near a mountain range in Dodera. They are human and first level and they know each other. I believe it would be 7 players total, all male and I am sure their PCs will be male as well. I am going to allow up to one divine and one arcane spell caster. Dodera is allied with the Kalamaran Empire, and some outsiders may (rightly) say that the Duke of Dodera is a lackey of the Emperor. For the better part of a human generation, Dodera has tried to conquer neighboring Tharggy. The war started back when Kalamar and Dodera together invaded Tharggy. Tharggy survived that invasion and both armies were cut down to nearly their last men. In order to maintain a reasonable defense, the Tharggian army is now populated mostly with women. The Emperor has since left the conquest of Tharggy to the Duke of Dodera. (The Dukeship is a tenuous position, sort of like being a wife of Henry VIII… if you displease the Emperor or you lose a battle to Tharggy, you are either killed or replaced, or both)

The town the PCs grew up in is pretty quiet and not exactly with teeming wealth and adventurers. A small keep outside of town is staffed by a skeleton crew of soldiers as a reminder of times a generation ago when it was a staging ground for war on neighboring Tharggy. The war front has since moved on to more hospitable territory. It is now normally staffed with about 20 soldiers and 4 or 5 support staff. When the war was active in this area, it was staffed by a good 150 soldiers and about 75-80 support staff, with about 50 horses. In addition, there were four small watch towers that were a day’s journey closer to the mountains and were manned by an additional dozen men each, all of whom had horses. These towers are now abandoned.

I am going to give the PCs a little more background than that. But, essentially, the PCs have been given the "line" from local lords that Tharggy is an evil place: the amazon women there use men to breed, then they kill them; evil raiders from Tharggy steal men from Dodera in the night, breed with them, torture and then kill them, etc, etc. And, that the dwarves that live in the mountains (really refugees from the Emperor’s invasion of a dwarven stronghold in Kalamar...) are a particularly vile group of feral bandits who would sooner bury an axe in your chest than shake your hand. Other than that, the town has no problem handling the annual goblin raiding party that comes out of the mountains with the first thaw of springtime. The only time that got exciting was maybe half a dozen years back when a few orcs were in the raid as well and the men from the keep had to come to help out the militia.

However, the Duke of Dodera plans to start secretly using the keep as a staging ground to launch a surprise flank attack at the Tharggy army. This is unknown to the town’s folks, and the PCs, as the keep is a good day's journey outside the town, and they have been trying to keep this as quiet as possible (supplies are being carted in from several sources to not arouse suspicions, too. The soldiers will come later…)

However, the soldiers have been trying to scout a path through the mountains to enter into Tharggy in secret and have been ambushed by the dwarves, who seem to melt back into the mountain if the Duke's men march out in force.

The PCs will be approached by a rep of the Duke to scout out the dwarf headquarters so they (the soldiers) can launch a focused assault on the dwarves and clear the path through the mountains. This rep’s reasoning will be that since they know the region and his men are not exactly subtle, he wants to hire some locals that know the hills and mountains. And, he will sell the PCs on patriotism for their country, and that it would be good to rid the town of the threat of the dwarves. He will not mention that planned assault into Tharggy at all, or that he does not want to ‘waste’ any more valuable soldiers marching randomly through the mountains. The rep also secretly hopes to stir up the orcs in the mountains and drive them into Tharggy. A large group of rampaging humanoids will cause the Tharggians to have to split their defenses, making it a more even battle between Dodera and the larger Tharggian army. If the Doderans make a successful incursion at least part way into Tharggy and can hold their ground, the Duke’s hope is that Emperor Kabori will be pleased and send reinforcements to help them complete the conquest.

My idea was to have the party march at least a few days into the mountain range (it is a few weeks journey across into Tharggy) to be ambushed by a large group of orcs. The PCs are then saved by the “evil dwarves,” who give the PCs the choice of going with them or leaving. If the PCs go with the dwarves, they will hear their sad tale of woe and see how they are living in squalor, barely getting by. They just want to be left alone.

If the PCs are not swayed by that and go back into town to reveal the location of the hideout, the soldiers will find that the suspicious dwarves have moved on – but, that the soldiers just missed them and captured two of them who had acted as a rear guard. The rep of the Duke will come out, congratulate the PCs and take the dwarves back to where he is staying in town. If they come in to town to collect their rewards, they will hear the screams of the dwarves being tortured.

I am toying with the idea of having the rep of the Duke send along one soldier with the PCs to help them out, and to “keep an eye on them.”

But, I am also hoping to get the PCs to realize that the rep of the Duke is evil, as is the Duke. His plans are to conquer and enslave Tharggy and control both sides of the mountain range. Unbeknownst to all, the orcs in the mountains have been massing under the banner of a powerful black orc warlord, who has managed to keep all the humanoids in line so far. With several hundred orcs and an equal number of goblins, as well as some ogres, trolls and a few hill giants, the full Tharggian army would be hard pressed to stop this massive war band, especially if they know the Doderan army has started to march.

So, the plan for the PCs would be to stop the Duke's plans of stirring up the orcs and driving them into Tharggy, as well as warning the Tharggian army that the Duke is using the orcs to split the Tharggian defense forces. And, if the PCs think of stopping the orcs from heading into Tharggy, (i.e., by intercepting the orcs & goblins they bribed to stir up the orcs...) they face the possibility of the orcs swooping down from the mountains into Dodera and overrunning their home town. After all, that many orcs aren't going to be happy just staying in the mountains.

So, what am I missing? What can I add in to this adventure? What should I take out? If you were the PCs faced with a rag tag band of dwarves after hearing that the dwarves were evil for your whole life, how would you react if those evil dwarves just saved your life?

Thanks for any input
 

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Howdy!

I'm going to move this to General Discussion - since this is not a story hour or story hour related you are more likely to get a response there.

Your Friendly Neighborhood Moderator. :)
 

First Impressions:

Lots of stuff there. It seems to me you have to story all planned out, even though the PC's haven't been generated yet :).

The story seems pretty rigid. In order for the story to work, I feel that you'll have to railroad the PC's a lot (ie thinking up ways of getting them to do what you want them to do). This could have less-than-fun consequences: a) You get frustrated because things aren't going according to plan and b) The players get frustrated because they can't really do what they want. Also, since you say you are a bit rusty in the DM'ing department, I suggest, for your enjoyment's sake, to tackle simpler, less world-altering plots :)

I think the plot elements are good, though. There is enough stuff in there to last many sessions. I mean, the Duke secretly wanting to invade, the evil but not so evil dwarves, the savage Amazon Women in the Mood, the Orc tribe, the political schemes, etc...

At what level do you plan to have the PC's start? Starting low is a good idea if you're a little rusty with rules and DM'ing in general. If they do start low, I think that having them trying to foil invasions and all-out wars is a bit much for low-level characters to tackle.

One other thing, even if its your world / your game, the players still play in it, and of course they want to have fun too. Especially since you're going to have a big group, maybe you should sit down with them and talk about what kind of things they would want to be doing...

Other than that, I think your ideas are good, that you shouldn't feel ashamed or whatever about your post, and I wish you the best of luck. Always remember to have fun!

Take care

TS
 

I think that your concepts are fine, and assuming the PCs begin at 1st level, evading an orcish army would make a fun adventure. I don't think it's too epic or world-shaking for low-level characters, but I agree with Tabarnak that you run the risk of railroading your plot.

Specifically:

My idea was to have the party march at least a few days into the mountain range (it is a few weeks journey across into Tharggy) to be ambushed by a large group of orcs. The PCs are then saved by the “evil dwarves,” who give the PCs the choice of going with them or leaving.

This passage makes me curious. As an event, it's fine, but you have to be careful not to make your players feel like "why did we show up for this fight again?"

Depending on your group, this could be four-star cinema, or lead to a lot of frustration. I think the key is that you've identified that the choice is really the players' to make.

Who knows? Maybe they'll throw in lots with the Duke (Evil pays better, after all) and use their relationship with the dwarves to sell out the bearded rock-farmers . . .
 

Hi - thanks for the input. (This is NewJeffCT from home)... It is probably a 1, 2 or 3 (at the most) session adventure. So, there is probably going to be a bit of railroading to get them started. I'm sure if I was developing a campaign to last a year of real time, I would be more open ended...

I do have a little flow chart in mind "if the PCs try to turn in the dwarves..." then X will happen; "if the PCs go immediately to help the dwarves..." then Y will happen; "if the PCs leave to head back to town, but decide to do nothing" then Z will happen... however, no matter what happens, the orc host marches on the evening of Day 10. So, if the PCs decide to turn evil (very unlikely... I know the guys fairly well)... I have a few things in mind.

And, I did not intend for the PCs to fight off the massive orc horde. My intention was that if they decide the duke and his minions are evil, they will have to move quicker than the orcs on a forced march to warn Tharggy in time for them to get their defenses ready; however, if they do warn Tharggy, and the orc passage to Tharggy is blocked (or well defended).. they risk having the orc horde turn back and march over their home town and in to Dodera. They also will have to do some good role-playing to convince the distrustful Tharggians, who will likely think they are Doderan spies sent to try and split their forces.
 

JeffKCT1966 said:
It is probably a 1, 2 or 3 (at the most) session adventure.

You think you can cram all of this in 3 sessions? :) Man that's going to be one hell of a ride...

I think your game is pretty well thought out, and wish you the best of times.

TS
 

Session 1 – PCs are summoned to meet the Duke’s representative. On the way to meet the rep, a small band of goblins may try to attack the PCs. The rep of the Duke, who had asked about the small town for some competent young men to go into the mountains for a mission to help their country, is scouting out this little attack to judge the competence level of the PCs. When they finally meet the rep, he states that the dwarves of the mountains are killing off their two enemies – driving goblins down in to town, where they will most likely be killed… but, will hopefully knock off a few humans in town as well. if not, the goblin raids will increase in numbers and frequency. He will offer them the job of finding the dwarves’ headquarters. I am guessing that the PCs will take the BIG ADVENTURE HOOK…

From there, I assume the PCs will tell their families that they are going away for up to a few weeks. It should give them some good role-playing opportunities (Mom, “you can’t leave little Danny, we need you on the farm…”). They march off into the mountains and look for signs of the dwarves. I may insert a random encounter with some more goblins as well once they reach the mountains. Approximately 24 hours after they reach a designated point in the mountains, they may be spotted by orc watchers, who will alert his superiors. This will lead to the showdown with the orcs towards the end of the session. (I am hoping it will be a cliffhanger…” As you round the corner, you hear the distinctive “thwack” of an arrow being fired. A black feathered arrow thuds into the ground maybe 5 feet in front of (the party’s first in line)… you then hear some shuffling noises all around you, and then a loud war cry pierces the relative quiet of the valley. A figure directly in front of you rises up, not bothering to be subtle any more, and then, to your left and right, more figures rise up. Much bigger and more muscled than the goblins you had encountered the other day, they are dressed in studded leather armor and they carry huge, wicked looking two handed axes. Orcs, by the look of them (if the guys don’t cry out “orc” already) at least a dozen…”

Session 2 would then start with the battle against the orcs, and the PCs subsequent rescue by the dwarves. The PCs are then brought to the dwarven camp. If the PCs refuse, and try to follow the dwarves, they will be led in to an ambush. If the PCs head back to town to say “the dwarves are near here…”, the dwarves will have packed up their camp and moved…and they will have to start their search all over again. (and the Duke's rep will not be pleased...)

However, I suspect that the PCs will follow the dwarves into camp to make sure they got the location right. From there, they will see that the rag tag band of dwarves lives pretty poorly. The dwarves will be mistrustful of the PCs, however, and keep them under guard. If the PCs are reasonable, the dwarves will tell them their story, accusing the Duke of Dodera of being a lackey of the Emperor; that Dodera & Kalamar started the war against Tharggy and were also responsible for defeating the dwarves. They will also be told that the orcs are much more active than normal, and that something is brewing.

If the PCs are not reasonable, they will be told that they will be escorted back to the border, but may instead be marched to the border of Tharggy. One human is as good to another to the dwarves. Then, they will hear a different story of Tharggy than the one they have been given their whole lives. If the PCs are reasonable and decide to leave, they will head back in to town. The dwarves will soon pack up and move as well. Just in case...

If the PCs decide to stay in the mountains and scout out the orc threat, I have other things planned.. but, they will be able to find the main orc host fairly easily several days to the North. The rep of the Duke has been using bribed goblins to stir things up among the orcs, and to hopefully send the orc host into Tharggy some time soon. (After all, if the orcs fight women and win, they can have their way with the women afterwards…but, the Tharggian army is 50% larger than the Dodera army)

So, I think I have a lot of possibilities thought out in advance.

Since I am out of practice, I would like to plan for things, as I am not as good as I used to be at improvisation. I have not been a full time DM in a good 10 years.
 

just don't rush your players. That sounds like enough content for a half-dozen sessions, to be honest. :)

I think you've planned ahead well and you should be fine. I like the overall story.
 

does anyone else see a little of the 1ed Dragonlance modules when they read this? the war railroading i mean.


as a short campaign. let the players know up front it is a short campaign.

otherwise they will dog everything to try and flesh out their characters. which is at least a session unto itself.
 

NewJeffCT said:

But, here is the background: The adventure takes place in Kalamar. The PCs grow up in a small town in the hills near a mountain range in Dodera. They are human and first level and they know each other. I believe it would be 7 players total, all male and I am sure their PCs will be male as well. I am going to allow up to one divine and one arcane spell caster.


Thanks for any input

Since other have given very good advice on the story line, I am going to comment on your party mix.

For a group of 7 to have only one arcane and one divine caster means they will have a tough choice on character types. Unless you mean only one cleric and one wizard/sorcerer with this statement.

Arcane casters include not only the traditional wizard and the new sorcerer variant but also bards. A bard while being extremely useful for your purpose (bardic knowledge little back ground hints), also can support your cleric. In a party this large and because of the higher average hit points at most levels you will probably need more healing then a single cleric can give.

For your divine casters: A druid or ranger both have outdoor skills the are important for this type of out door adventure. The druid also has a limited amount of healing to support the cleric on as need bases. While a paladin might be hard to justify, and complicate the game plot. They provide a excellent source of extra healing and give you source of control/hints for the players.
 

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