halfpintgamer1976
First Post
Just an update to my original post requesting advice for a one shot. It went extremely well. I originally planned to run a wotc adventure for 4 level 8 pc's, but decided to run something more homegrown, more tailored to the campaign i plan to run in the fall. The group consisted of all male, level 4 faerie characters (using the Blue Rose system). Party composition: half-fey warrior, faerie dragon adept, feeorin adept with winter aspect, sprite adept. I spent a couple weeks getting just the right setup for all the visuals and ended up using a powerpoint presentation to get all the audio and jpegs together.
The basic premise: the pc's were summoned to the Faerier Guild for a mission to retrieve an item. They have to make their way to the guild HQ (a place they'd never been before) using clues and a strange map, receive their mission, then follow clues to the final location of the relic, where they faced an interesting little bogie who intended to have them go in to retrieve the item, then steal it for himself. The party had an easy time getting through the adventure, and a few well placed nat 20's made the minotaur encounter a piece of cake (unfortunately).
Suffice it to say, there were many hints that the pc's received during the advnture that suggested that they would have a tough choice to make at the end. they had been told that the ill man would be truthful with them. He had told them that the item belonged to the queen of the unseelie court (which was true). They were also told that the 'grey feathers' sought to use the relic to rule the world (the imprisoned minotaur gave them this information). But faced with the decision, they decided to return the item to the guild, where the curator referred to the guild as the 'grey feathers' , then apparently locked the item in a large chest guarded by several goblins. The pc's were handsomely rewarded for successfully completing the mission, but had a change of heart when they realized they had handed the relic over to the 'bad guys'.
I had a blast running the adventure, and the players did too! I was asked to run a follow up this weekend.
There were a few problems though. My pacing was way off. The adventure ran over by an hour, although the players said they didn't mind, it gave them more time to really roleplay the characters the way they wanted. I felt I should have made the minotaur tougher to beat, though there was a lot of luck at the table that night. And I should have allowed places to cut material when I saw that we were running late.
Hindsight is 20/20, so those are mistakes I hope I won't repeat, but as a new DM I'm proud of the job I did.
Thanks for all your much needed advice!
The basic premise: the pc's were summoned to the Faerier Guild for a mission to retrieve an item. They have to make their way to the guild HQ (a place they'd never been before) using clues and a strange map, receive their mission, then follow clues to the final location of the relic, where they faced an interesting little bogie who intended to have them go in to retrieve the item, then steal it for himself. The party had an easy time getting through the adventure, and a few well placed nat 20's made the minotaur encounter a piece of cake (unfortunately).
Suffice it to say, there were many hints that the pc's received during the advnture that suggested that they would have a tough choice to make at the end. they had been told that the ill man would be truthful with them. He had told them that the item belonged to the queen of the unseelie court (which was true). They were also told that the 'grey feathers' sought to use the relic to rule the world (the imprisoned minotaur gave them this information). But faced with the decision, they decided to return the item to the guild, where the curator referred to the guild as the 'grey feathers' , then apparently locked the item in a large chest guarded by several goblins. The pc's were handsomely rewarded for successfully completing the mission, but had a change of heart when they realized they had handed the relic over to the 'bad guys'.
I had a blast running the adventure, and the players did too! I was asked to run a follow up this weekend.
There were a few problems though. My pacing was way off. The adventure ran over by an hour, although the players said they didn't mind, it gave them more time to really roleplay the characters the way they wanted. I felt I should have made the minotaur tougher to beat, though there was a lot of luck at the table that night. And I should have allowed places to cut material when I saw that we were running late.
Hindsight is 20/20, so those are mistakes I hope I won't repeat, but as a new DM I'm proud of the job I did.
Thanks for all your much needed advice!
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