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| The_Shaman04-18-08, 05:24 PM | Hello, I've recently agreed to DM for a group of buddies, and I realize I've gotten myself into, well, quite the mess. This is my first time as a DM and I have practically no experience, so I'll probably use an adventure module. Can anyone recommend a good one, especially one set in a more exotic - but not too hard to set up - locale? I can try finding an adventure or two from a few friends back in my hometown. Things to consider: - I do not have any experience as a DM. I have scanned through the DMG and the parts in the SRD, but that's about it. - We are probably playing in the Realms, with some modifications. It is the setting I know best, and I can't devise a homebrew. Some of the players have some basic knowledge of FR, but most don't know nearly anything about it... I think they've played a computer game or two, but that's about it. - The game allows all core and the first 4 completes. PHBII is mostly in, anything else is unlikely to be used or requested. - We are starting at level 1. No LA races, no gestalt - The game is probably starting in a week or two. - The players have played a few games, but are not, to the best of my knowledge, particularly experienced or rules-savvy. - So far the probable party will have a fighter, warmage, wizard, cleric, druid and thief. This is subject to change, but I am expecting 5-6 people. I have been asked if I can have a campaign with at least some natural settings. Edit: make that beguiler, not a wizard. The cleric may not show up - The party is fairly mature, exclusively over 18 (and 21, for that matter) but afaik are expecting a more or less traditional fantasy adventure. I may be wrong on that one, but I rather doubt it. - Alignment is likely neutral, leaning to good at times. Edit: scratch the good, as it seems, and at least the rogue - who doesn't have much/any experience with pnp - seems to have quite the evil streak. We're having him as N for the time being Any advice? I'm pretty sure I've bitten on more than I can chew, but I don't see why I should not at least give it a good effort. Thanks |
| Lord Karsus04-19-08, 01:43 PM | -You could try the little adventure in the back of the FRCS, maybe. I think that's a 1st level adventure. Or, at least that'd make sense. |
| The_Shaman04-19-08, 02:32 PM | There was an adventure called green bones, but it was a very high-level one - 16 or so, and involved a Dracolich. I'll check if there's something good in the supplements. Anyway, so far it looks like at least 3 of the characters - a rogue, warmage, and beguiler (looks like we won't have a wizard or sorcerer - I'm expecting a fighter and a cleric and/or druid) are from Waterdeep, so I'll probably cook something up in the North. I'm thinking of having them guard a caravan for a level or two, get through a few ambushes, tavern brawls, and maybe one of those one-shot adventures on the WotC site. |
| DM_Death04-19-08, 02:40 PM | Ah, my Friend! Welcome to my world, circa 2 1/2 years ago! I, like you, was a bright-eyed virgin DM, running a game for players with little to no experience with the game. In fact, I was the only one who had actually PLAYED a 3.X game. Two of my players had played several 2nd ed games... Recommendations: Start in the Silver Marches. It's a natural setting, with lots and lots of Orcs. Easy (relatively) encounters for 1st level characters. Also, there is tremendous opportunity for advancement. (Buy the Silver Marches sourcebook on ebay...there's a mini-campaign of sorts set in the town of Deadsnows for four 5th level characters. If you have 6 players, they only need to be 4th level to use the adventure as written.) I had my party start in Silverymoon as caravan guards. By the time they arrived in Deadsnows, they were nearly 5th level, and their caravan was destroyed, giving them the opportunity to pursue their own agendas. I think the adventure Sons of Gruumsh is designed for 1st level characters. You can easily put that in the Silver Marches, and set it near Deadsnows, moving into that area after the party gains some experience. Some advice I could have used when I was still a rookie DM: 1. Do NOT give in to the temptation to give your PCs all the cool gear you think NPCs need to have. Regulate their treasure closely. If you give them too much, they defeat the challenges you have for them too easily, thus gaining more treasure, causing you to throw more difficult creatures at them, which they then defeat, collecting more treasure than they need, allowing the to defeat more difficult creatures, giving them more treasure, allowing...You get the picture. :D 2. Remember what's good for the PCs is good for the NPCs. Don't just use out of the book mooks. Roll stats for Orc Barbarians using the same method you allow your characters to use. Use feats and special abilities to their fullest. If you have an Orc Barbarian NPC, he WILL rage, he WILL Charge, and he WILL power attack for the maximum. 3. Don't pull punches with the PCs. As DM you have to walk a fine line between providing thrilling adventures the present true danger to the PCs and keeping the PCs alive long enough to enjoy those encounters! Make sure they realize their characters can die. If they constantly feel that the encounters aren't deadly, they won't play their characters properly, and they won't enjoy the game as much. In my campaign, EVERY player has had at least one character die. I told them at the beginning of the game that the Silver Marches were a dangerous place to adventure. Now they've moved on to 16th level, and they're facing ever more difficult challenges, but they STILL know that I can and will kill them. Not maliciously, but because that's the nature of their business... 4. Occasionally fudge the dice. I know the DMG says a lot of these things, but starting from the point you're at now, I can tell you that this "rule" is critical. Sometimes, the PCs just can't hit. Give them a break...but DON'T TELL THEM! On the flip side, sometimes the NPCs just can't hit the PCs...Give yourself a break...but DON'T TELL THE PLAYERS!!! 5. Admit when you make a mistake. If you don't know a rule, or if you forget what you were doing, pause, tell the players, and start again. But, be consistent. If you don't know how something works, and you can't find it quickly, make an ad hoc ruling, make a note of the rule, and check it after the session. If you like your version better, use it. If you like the RAW, use that and tell the group that you now know what's going on. Anyhoo. I'll keep an eye on this thread. Ask more questions! |
| DM_Death04-19-08, 02:51 PM | Sorry. Sons of Gruumsh is for 4th level characters, and is set in the Moonsea region. Of course, you can move the setting to the Silver Marches if you like that idea. I know there is a series of 2 adventures that involve orcs and 1st level characters...I just can't remember the titles! I pimp orcs hardcore for lower level NPCs, 'cause they're easy for you, and they're a reasonable tough challenge for a lower level party. 4 first level orc barbarians are a GREAT challenge for six 1st level PCs...and it has that "Classic Fantasy" feel. For campaign depth, I recommend looking into the Shar/Selune conflict. You can easily work the City of Shade into that, as well. Sharrans infiltrating the Marches, trying to overthrow the newly established confederation, helping the Shades re-establish Netheril, eventually planning to double-cross the Shadovar. And they can help stir up the orcs as a prelude to the Sharran uprising. Finally, 1373 (The Year of Rogue Dragons) finds Faerun's dragons going mad...what better opponents for higher level characters than insane dragons? I'm off...again. |
| The_Shaman04-21-08, 04:31 AM | Any other ideas? I'm thinking of having them start on the way from Waterdeep to Imnesvale (sp?) in the Silver Marches. They will probably be guarding a few ox carts - not a real caravan, just a merchant and his 2 associates. Is the region (the Savage lands, iirc) described in Silver marches, or should I look elsewhere? I'll probably just run them past an ambush or two, a hamlet or a small town, and maybe a few environmental hazards, but I'm looking for a good hook. BTW, this will probably take place in late winter/early spring. I reckon caravans would start in the FR version of March/April, given the climate and latitude. |
| Khaelieth04-21-08, 12:10 PM | Other pointers can be keep a journal of what they do. 1372 Shieldmeet: Meet in tavern. Meet people. Learn of undead plaguing the sewers. 1st Eleasias: Head into the sewers, meet X. Just remember each month's got three weeks, each consisting of 10 days. And tbh, you really don't need to use the modules. Any rookie DM can come up with a campaign, just need a bit of confidence! it won't be perfect anyway!=) |
| Lord Karsus04-21-08, 01:26 PM | Other pointers can be keep a journal of what they do. -No, no, have THEM keep the notes! :P |
| Khaelieth04-21-08, 06:00 PM | -No, no, have THEM keep the notes! :P i use it to keep track of them myself; whether they want one or not's up to them. |
| Lord Karsus04-21-08, 10:59 PM | i use it to keep track of them myself; whether they want one or not's up to them. -As a DM, you keep little notes for yourself, sure, but I mandate that a player keeps notes. That way, instead of the characters asking me, "What was the name of the jeweler in that small city, that was digging in his backyward and found those strange bones? We should visit him...", the players say, "We should visit Vaspucci the Wise, in Southvale. He dug up a Veloceraptor skeleton while he was digging, looking for oil. I wonder what else he found...". I also give the player who takes notes (quality notes) a little incentive for doing so, as he/she has less time to concentrate on his/her character(s): An extra 300 EXP when it's time to count everything up. |
| Khaelieth04-22-08, 07:04 PM | Names are obviously written down by players. But i like keeping a log to keep the exact date, ensure things happen as it should, and that things progress properly. |
| The_Shaman04-23-08, 12:01 AM | BTW, how useful is a full-scale battle map? I'm looking to use a chessboard for the first game. Also, I'm looking for a good-sized map of the region, but there should be a few on the Maps and Artwork section on the site. |
| Lord Karsus04-23-08, 12:43 AM | BTW, how useful is a full-scale battle map? I'm looking to use a chessboard for the first game. Also, I'm looking for a good-sized map of the region, but there should be a few on the Maps and Artwork section on the site. -For miniatures? Be weary...I don't want to go into too many details, but I've only actually played D&D with miniatures once, and people focused too much on the miniatures, and not enough on the game itself, in my opinion. |
| Khaelieth04-23-08, 07:19 AM | Also, keeping dates for when full moons occur's always good. What LK said, you don't need miniatures. Use octagonal (or hexagonal) paper and just use that=) |
| ehz04-23-08, 08:35 AM | Hey there, If you have or can find the old 2e Forgotten Realms Campaign setting, there's a great adventure in the "Shadowdale" booklet for a party of 1st level PCs. It could easily be transplanted to a smaller town in the North area. Only caveat, its written for 2e rules and would need to be updated for 3.5e (I've done the update for my own use and could send notes). Otherwise there's another free adventure released as a web enhancement for the 3.5e monster manual. Its called "Hobgoblin Outpost" and can be found HERE (http://www.wizards.com/default.asp?x=dnd/we/20030725a). I think this one is for a party of 3rd or maybe skilled 2nd level PCs, but you could soften it up a bit I suppose. For a group of new PC's I'd suggest running a couple of easy encounters first, just so everyone can get the hang of how things flow in combat - have them encounter a small band of kobolds on the way to wherever they're going. This way you can iron the kinks out before diving into the meat of your story. Good luck and let us know how it goes. |
| Lord Karsus04-23-08, 12:11 PM | What LK said, you don't need miniatures. Use octagonal (or hexagonal) paper and just use that=) -Or, graph paper, with dots to represent individuals, that can be erased and moved, when necessary. |
| Khaelieth04-23-08, 01:05 PM | Well, meant graph paper by octagonal. |
| The_Shaman04-23-08, 08:02 PM | Hello, it seems I may be doing a trial run this saturday.I've decided to start with the PCs escorting a family of merchants and a few NPC guards from Yartar to Everlund. The first 1-2 levels will take place along the way. Due to great demand for whatever they are carrying (I'm thinking weapons of some sort, but I don't want my characters looting the caravan, so it may be something like textile or weapon components), the merchant has dared to move quite early - say early Tarsakh. I'm expecting the temperatures to be quite cold, so I hope everyone gets their fur mittens. In general, once we get past the phase "Who's here and does anyone have a freaking character sheet!" phase, we might actually I'm plannind for a few encounters - orc ambush, a pack of wolves, maybe a bear or two if they try to find refuge in its lair. I have a few problems that remain. a) Does anyone have experience with running mass fights? I'll try to separate the encounters into smaller ones - i.e. 4 wolves attack the NPC guards, 6 the PCs, the orc roll a boulder that closes the road, etc - but I would appreciate any tips for how to make things faster. b) What is the best place to find out what the terrain in this region is? It's not quite silver marches, doesn't look like forests on the map, c) in general, what method of organizing stats/maps/etc works for you? I'm not exactly the best when it comes to organizing stuff, especially when I haven't tried it before. It'll probably involve a lot of improvmi |
| Khaelieth04-24-08, 09:36 AM | i usually prefer as few enemies as possible. Keeps things fast paced and means less waiting time for the players. Also, why are wolves attacking a caravan? Wolves are dead shy when it comes to humans, unless there's absolutely no other game to be had. Don't know how to do the place thingy. As for maps and stats, i roll city using the guidelines in the DMG and fix the different power groups to tailor my needs. As for maps, i usually use MT's. |
| Rinonalyrna Fathomlin04-24-08, 04:09 PM | I agree with Khaelieth about the wolves. |
| Lord Karsus04-24-08, 05:02 PM | a) Does anyone have experience with running mass fights? I'll try to separate the encounters into smaller ones - i.e. 4 wolves attack the NPC guards, 6 the PCs, the orc roll a boulder that closes the road, etc - but I would appreciate any tips for how to make things faster. -Have the NPCs fight "off screen". The PC notice they are fighting, but have it far away enough, ot whatever, that the PCs have to deal with the wolves in front of them first. By the time they finish, the NPCs also finish. No need for rolls or anything. When the battle is over, everyone is fine, there are a few wounded NPCs, there is a dead NPC, whatever you want. c) in general, what method of organizing stats/maps/etc works for you? I'm not exactly the best when it comes to organizing stuff, especially when I haven't tried it before. It'll probably involve a lot of improvmi -I just keep everything on seperate papers behind my screen, that I shuffle though. On one paper, I have the general plot, on another paper, I have monster/enemy stats and any treasure, on another paper, I have any maps I need, and so on. -And, of course, I save all of the old things, but put them aside. You never know when you might need an old map, or when the PCs don't identify a magical item for a long time, or whatever else it is. |
| The_Shaman04-24-08, 05:39 PM | i usually prefer as few enemies as possible. Keeps things fast paced and means less waiting time for the players. Also, why are wolves attacking a caravan? Wolves are dead shy when it comes to humans, unless there's absolutely no other game to be had. Well, considering that it's the North, and practically winter, I think it's not too unlikely. I was planning on the PCs find shelter within a cave with a bear in it, as well, but that may come later. Still, I wanted a more "natural" encounter. If not a pack of hungry wolves, maybe a worg or two? As for maps, i usually use MT's. MT? Anyway, thank you everyone for the ideas. I'm pretty sure I won't be done by saturday, but I doubt the PCs will be ready to go, either. I may have to make an intro like ye olde bar brawl scenario :rolleyes: Hmm, speaking of which, any idea how the CR of wererats would increase if the party is fighting them with improvised weapons/unarmed? |
| Rinonalyrna Fathomlin04-24-08, 08:33 PM | Well, considering that it's the North, and practically winter, I think it's not too unlikely. I was planning on the PCs find shelter within a cave with a bear in it, as well, but that may come later. Still, I wanted a more "natural" encounter. If not a pack of hungry wolves, maybe a worg or two? I'd find that more believable. Or, use winter wolves.:) |
| Lord Karsus04-24-08, 10:31 PM | MT? -MT. Mark. The Orc guy. :P Hmm, speaking of which, any idea how the CR of wererats would increase if the party is fighting them with improvised weapons/unarmed? -With CR, I play things by ear. If the PCs do something to give them a huge advantage (ie, use the terrain to their benefit), I'll give a little bonus to whoever thought out that, but I might knock down the CR of the enemy by one or two or whatever. I'd find that more believable. Or, use winter wolves.:) -Winter Wolves are a pretty tough encounter, if I'm not mistaken. I don't really think they are a good encounter for 1st Level. |
| The_Shaman04-25-08, 08:37 AM | MarkusTay? I'll look for his maps, hopefully I can find a few. |
| Khaelieth04-25-08, 10:01 AM | Well, considering that it's the North, and practically winter, I think it's not too unlikely. I was planning on the PCs find shelter within a cave with a bear in it, as well, but that may come later. Still, I wanted a more "natural" encounter. If not a pack of hungry wolves, maybe a worg or two? On the topic of worgs... am i the only one who thinks they need a higher CR? They're DANGEROUS! Also, wolves attacking a caravan isn't realistic in any context. Could have bandits? |
| Lord Karsus04-25-08, 11:37 AM | MarkusTay? I'll look for his maps, hopefully I can find a few. -His maps are of broad swaths of land. You might have to make up something of your own if you are going to be 'zooming in'. Also, wolves attacking a caravan isn't realistic in any context. -Sure...Food supplies for the pack have diminished such that the Wolves are now in full blown predator mode, rather than predator-carrion mode, and are simply attacking anything that enters into their terratory, in order to eat. |
| Rinonalyrna Fathomlin04-25-08, 12:54 PM | --Winter Wolves are a pretty tough encounter, if I'm not mistaken. I don't really think they are a good encounter for 1st Level. Ah, I didn't even take that into account, sorry.:embarrass |
| Lord Karsus04-25-08, 02:17 PM | Ah, I didn't even take that into account, sorry.:embarrass -That's okay, no need to apologize. |
| Khaelieth04-25-08, 03:19 PM | -Sure...Food supplies for the pack have diminished such that the Wolves are now in full blown predator mode, rather than predator-carrion mode, and are simply attacking anything that enters into their terratory, in order to eat. There better be a real shortage of food in that case. But let's not discuss it, it's up to the DM=) i know WoW and such often use wolves as low-level enemies, if you prefer that, go ahead=) |
| The_Shaman04-25-08, 07:07 PM | Welll, it is going to be winter anyway - early Tarsakh, which is basically winter in the North... But I guess a pair of worgs will be easier to manage. The wolves may come later. |
| Khaelieth04-25-08, 07:44 PM | Welll, it is going to be winter anyway - early Tarsakh, which is basically winter in the North... But I guess a pair of worgs will be easier to manage. The wolves may come later. Worgs are a good idea, as there'll be fewer enemies (less dice rolling) and quite realistic. But remember that worgs are smart. Also, i'd take a look at the worgs. if they use their trip ability constantly on close combatants and they have a few unlucky dice rolls, things can get messy quite fast. Don't underestimate worgs, which i think should have one HD less. |
| The_Shaman04-26-08, 09:03 PM | Oh boy, it didn't really go that well. On some level, I expected it... but when I got 8 characters I was kinda scared. I mean, a regular party is 4, 6 is fairly big, and 8... might be a bit too much. I had to go out of my way to make NPCs useless and fights take less than a day each. 2 barbarians and fighter? ouch Note to self: a beguiler with 16+int and SF enchantment is a pain in the bum. It is not fun when 2 out of 4 orc barbarians drop down and take a nap. I'm seriously thinking about doubling the normal number of NPCs per encounter, or at least introducing some heavier stuff like ogres. Note to self #2: do your homework. Not knowing how much XP 4 orc barbs give is not a good thing (I'm thinking 4x300 = 1200, 150 apiece, but I could be wrong On the other hand, the party is bad at anything out of combat. Even with me fudging the dice somewhat, our ranger managed to get lost :) |
| Khaelieth04-27-08, 10:13 AM | Sounds excellent=) Don't let the beguiler win all the time, but let him feel that his SF Enchantment actually helps. What you could do is have them face ogres or someone with iron will. The problem with ogres is that they do a stupid amount of damage to level one characters. Also, you could perhaps make their enemy have a fireball scroll once you get a bit higher up. Will really hurt them, seen as there's 8 of them. You could use a sleep spell against them, or burning hands. Sleep would wreak havoc with the fighter and barbarians. So, an example could be: Preliminary scout: Adventurers get scouted by bugbears from hiding, Spot check to discover them. When/if discovered, bugbears pull back. 1. Bugbear Rogue with use magic device - Sleep from hiding. 2. Some other bugbear bandits with the stealthy feat charge from hiding, with some bandits staying back, firing arrows at the spellcasters. 3. Profit! Bugbears are pretty cunning, and i can easily see them doing this. |
| The_Shaman04-27-08, 04:49 PM | We continued today and I put them through a pretty tough fight... I had to fudge a roll or two so it doesn't get out of hand and have the NPCs help, and it was still a tough one imo - 3 characters ended in the negatives and the mages were pretty much spent in their second encounter/day. I had the rest of the orc band attack them during the night, and though they were near the fire, 5 orc barbarians (1 2nd level), 2 ogres, and 2 orc warriors put up an ok fight. I was thinking of adding 2 worgs to this too, but in retrospect it would have been an overkill. On the plus side, I arranged it that everyone who survived hit 2nd level, I don't want them KOd by a stray orc javelin - which is what happened to the rogue. On the same topic, random encounters can be fun. The party conveniently rolled for a dragon and had a minor tussle with a very young white - which still got clobbered when it got closed and decided to high-tail it out of there. |