| Post/Author/DateTime | Post |
|---|---|
| Apprentice_of_Teferi03-29-08, 11:13 PM | I got a couple of my friends to play, and I picked up a players handbook, a DM's guide, Dungeons and Dragons for Dummies (:P ), and a monster manual (monsters of faer-run, or something like that, not the big one) and I'm planning on playing casually with them every once in awhile. We have no storyline, no miniatures, and no idea what to do about it. Is there anywhere in the forums that has some pre-made story lines or something? We just need a start, I know you have to come up with it as you go, but we need something to get us started with that. |
| Cranewings03-29-08, 11:20 PM | The heroes are in a rural area, on the road, taking scriptures from one city to the next. They find a dying man, wounded by goblins. No magic can save him. He says that the goblins that attacked him headed north, and there might be more. He says he is from a village just a few miles up the road. Then he dies. Just then the party is attacked by a couple of goblins. The party can go to the town and get some help. There are 5 men there that can do archery. They can also just go north and find out what the goblins are doing. If the party goes to town, lots of goblins attack the town. If the party goes north, they can disrupt the goblin camp before most of them get there. The goblin leader is an orc with a magical +1 long sword. After saving the day, the party is given a bag of silver by the town mayor and they can travel on down the road on their original mission. |
| Apprentice_of_Teferi03-29-08, 11:24 PM | The heroes are in a rural area, on the road, taking scriptures from one city to the next. They find a dying man, wounded by goblins. No magic can save him. He says that the goblins that attacked him headed north, and there might be more. He says he is from a village just a few miles up the road. Then he dies. Just then the party is attacked by a couple of goblins. The party can go to the town and get some help. There are 5 men there that can do archery. They can also just go north and find out what the goblins are doing. If the party goes to town, lots of goblins attack the town. If the party goes north, they can disrupt the goblin camp before most of them get there. The goblin leader is an orc with a magical +1 long sword. After saving the day, the party is given a bag of silver by the town mayor and they can travel on down the road on their original mission. You.... Are..... GOD! |
| Cranewings03-29-08, 11:29 PM | yeah.......... I like dnd. thx |
| Malcaor03-29-08, 11:56 PM | The only problem I see is with the man not being healable by magic: why shouldn't he be? There's no in game reason other than for the DM to railroad the players, so make sure you have a plan if they want to heal him. Try to never control the players actions. Always try to find a comprosmised way that players still can do anything, but the storyline works. |
| Cranewings03-30-08, 12:02 AM | Explain that the guy is already at -10 hitpoints and is being kept alive long enough to speak, only because of his special willpower. Of course, he could live. It wouldn't really matter. If he did, I'd imagine he would want to go north imediately. |
| pigknight03-30-08, 12:09 AM | You should get the actual MM not fae-ron (spellcheck) because the MM has stats for basic enemies like those CR 1/4 kobolds, gotta love 'em lizard-men-things. |
| Etarnon03-30-08, 12:36 AM | He's not God, he's just a DM living in Ohio, where all Elite DMs abide. My Offerring: A female cleric is hiring extra escorts for her small caravan that is soon to cross the mountains. She is on the way to make peace with the clerics of another temple, who has been inciting their people to a holy war. The trip is estimated to take a week out, and a week back. The mountains are two days away. She will pay them upon the safe return of the caravan, 240 gold pieces each, per adventurer. No pay for familiars and such, nor other hirelings or cohorts. If bargained with, she will very grudgingly relent to 300 gold each. Along the way, storm clouds threaten, but the cleric urges the group to press on. A fierce storm strikes, just as the caravan reaches the most treacherous pass. A skill challenge ensues, to keep wagons on the narrow mountain switchbacks, and to dodge mudslides, which threaten to wash away supplies (such as tents, and ropes) for the trip. Making it past the pass, (perhaps with a loss of some supplies), the caravan begins to descend the mountain. Now they are crossing into the hill country, which is rocky, and generally dry. A group of locals are sighted amongst the craggy, dry foothills, who speak of hunting for a lost flock. An Evil Cleric came a few days ago, and he caused great sorrow for the people of the border area, who are friendly, and trade wool and sheep in exchange for trade goods from the friendly kingdom. There was a skirmish, and many of the families were scattered, and the flocks were driven into the hills, although many (and some people who resisted) were slaughtered, but they do remember the Evil cleric and his men asking about some kind of Gem. They were advised that they were now part of the Cleric's Domain, and are now to arrange to pay tribute in a week's time. Arriving at the town, near dark, a few buildings show signs of having been burned. The air gets cold at night, with few clouds, and no moon. There is still a large barn left standing, among a dozen other buildings of the town, where the remnants of the caravan might seek shelter. Groups that camp out in the open unless tents were saved or retrieved earlier, will suffer from exposure to the cold. Fires and such will prevent this, but since they know enemies might be nearby, do they risk it? If they build a fire, depending on how they have set guards and such, archers equal in number to the party attack in the darkness, fire two shots each, and assess how it is going. If they have done effective damage, they close in, and the party camping out is robbed, or an attempt to rob is made. In either case, the archers depart, fleeing at full speed to the north. Distinctive arrows with blue feathers are found. In the darkness, or in the morning, They party faces a critical choice:. Revenge upon the people that attacked last night, or Continue to protect the Cleric as best they can. A) If they decide to leave the cleric, and the caravan was not successfully robbed, she pays them 1/4 pay, with a bonus if they have done well in protecting the caravan to this point or have acted heroically. She wishes they could aid her further, but they must do as they think best. If they take this deal, she will offer them no further jobs, nor money, ever. Tracks lead north to an old road, that dates from the long ago days. Following this road north leads to the bandit camp. At this point, they can slay the bandits, rob their stuff (if any was taken, earlier) back, offer to join them, or parley. If they offer to join, the bandits have a leader 2 levels higher than the party's best warrior. A hand to hand brawl ensues, and if the PC does well, they'll be allowed to join. Determine events from there. If they parley or if they join, the bandits tell the story of how this evil cleric has recently gotten new land from the King, who is not a bad king, but he's hardly ever heard from, and doesn't patrol nor care about this area, which is generally poor. The bandits much range long distances, and be careful in when and where they strike. Most of them were mercenaries, hired to hold the border to the north, but since a new treaty was made, they were no longer being paid. Determine events from there. B) If they press on with the Cleric, they'll arrive with no further attacks, but will recieve a very hostile reception at the local town, where they are supposed to go. It turns out that the Clerical Temple they are supposed to meet is run by this Evil Cleric. There is an Inn, which has been arranged as quarters for the Cleric and her party. B1) If the group kills him (the BBEG) outright, then war is in the offing, the mission of peace fails. If the party does not plan whatever attack they do well, the Female Cleric will likely be captured, and beheaded, along with some of the party, being very likely. B2) The surviving Cleric's guards and the clerics make it to the meeting. The Cleric says that she will spend the day negotiating, and they need to be back in the morning for the return trip. Walking around town, or speaking to people, the people are sullen and quiet, and perhaps one, if carefully coaxed reveals that They don't like this Cleric, he's very greedy, and collects very high taxes, they believe he intends to use this money to fight a war across the mountains, since a new peace treaty was signed by the king with the country to the north. They have tried to send word for help to the King, about this unfair oppression, and relate as to how he's not a bad king, but he's very hands offish about events in this region. In the morning, or if the PC's attack, the climactic battle happens, when The Cleric's guards surround the Inn where the Female Cleric is staying, and bar the doors, and set it alight. He personally has his men try to capture or kill the heroes, in a separate battle. Set it up so that the heroes have a chance to save themselves, or the Cleric and her men. If they do some inspiring stuff, The cleric's men with fight with a bonus, while she leads them in a skirmish battle, but don't roll dice for those groups, it is the PC's show not that of the Cleric and her men. The PCs job at this point will be to drive off, capture or vanquish the evil cleric. When he is low on hit points, or after a blow that would drop him to zero, he goes on his knees, and surrenders. If they kill him, there will be serious repercussions later. WRAP UP: The countries' King arrives, with a huge force of 40 men at arms. Do whatever roleplay needed, but essentially the King decides that he just signed a peace treaty with the North, and he doesn't want to get embroiled in a war because of this greedy cleric. Anyone who slew the evil cleric is an outlaw with a price on his head of 500 gold, as of that instant, so orders the king. If the evil cleric is not dead, he is clapped in irons, and headed to the capitol for a church trial. The King invites the cleric to the capitol for further negotiations, guaranteeing her safe passage, whereupon she arranges to pay the heroes, and releases them from their duties. If anyone tries to attack the king or his men, they get fired upon, and can be taken prisoner, be killed or attempt to flee, at the DM's option. If the heroes have acted honorably, They can be offered positions in the army, or as a unit of scouts, or what have you. Obviously there are many details left, but that's what I came up with in about an hour. If you use it, let me know what happens. Good luck. |
| Cranewings03-30-08, 12:40 AM | Etarnon, how did you know I'm from Ohio? Did you google me? :eek: Your story is pimp. I dig it. |
| Jaxgaret03-30-08, 01:28 AM | Etarnon, how did you know I'm from Ohio? Did you google me? :eek: Etarnon is like ninja. Also, good taste in music there cranewings. Your story is pimp. I dig it. Yeah, me too. Keep up the good work guys. Good luck in your campaign, Apprentice! Remember the most important thing when playing D&D - everyone working together to have a good time :) |
| Cranewings03-30-08, 01:38 AM | gag. I just googled my screen name. I really have polluted the net. :P |
| Cranewings03-30-08, 01:44 AM | gone. |
| lifeblender03-30-08, 03:41 AM | I'm surprised no one has mentioned the SRD yet, which includes the majority of the Monster Manual. Tisk! These are important links for people wanting to play D&D v3.5 who don't have all the books, or who are just getting started: If you want to play 3.5 now, you can use the official SRD, although it's a little clunky. http://www.wizards.com/default.asp?x=d20/article/srd35 Also use the FAQ and errata, which I don't think have been incorporated into the SRD: http://www.wizards.com/default.asp?x=dnd/er/20030221a http://www.wizards.com/default.asp?x=dnd/er/20040125a You can get 3.5 core books at used book stores for not so much money, although you have to hunt a bit. If you buy a 3.0 core book by mistake, you can use the official updates (and these are the only official updates for the MM2): http://www.wizards.com/default.asp?x=dnd/dnd/20030718a |
| Theuberkodama03-30-08, 08:21 AM | Your culd also get the DMing for dummies guide. That's got ten premade maps in there for begginers and regular players. It also has some very helpful stuff for DM's. (duh) |
| Rood_Inverse03-30-08, 08:45 AM | Many good adventure ideas here... But since he's just starting out, why not give him the framework of a pre-made adventure? I've been told this is a good introductory adventure (never run it myself): A Dark and Stormy Knight (http://www.wizards.com/default.asp?x=dnd/oa/20050329a) The pre-made adventure will give whoever DMs a sense of using stat blocks and CR and XP awards. That's the idea, anyway. |
| annoyinglizardvoice03-30-08, 11:10 AM | He's not God, he's just a DM living in Ohio, where all Elite DMs abide. Ohio? That's an interesting spelling of Cheshire! |
| EvilVegan03-30-08, 11:18 AM | Here's all you need to know: "Okay, You guys are in a tavern on a rainy night when the princess is kidnapped by ninjas. Are you a bad enough dude to rescue the princess?" |
| Callista03-30-08, 11:59 AM | The only problem I see is with the man not being healable by magic: why shouldn't he be? There's no in game reason other than for the DM to railroad the players, so make sure you have a plan if they want to heal him. Try to never control the players actions. Always try to find a comprosmised way that players still can do anything, but the storyline works.I have a houserule for that. 1. Dying creatures at -1 to -9 (without the Diehard feat) are allowed to speak, but not act. (That includes purely mental actions too. No casting a silent/still spell.) For purposes other than communication, he's treated as an unconscious character. 2. If you're below -10 and above -20 or negative your usual HP, you're dying and only resurrection magic can save you. However, you're still allowed to speak, just as you would be at -1 to -9. I usually allow a short sentence or so. You die within 5 rounds. You can choose to have your character be unconscious. That allows for a lot of dramatics, such as the "dying messenger" plot hook, a dying-BBEG speech, and a dying PC's communication of "good bye" or "you guys better resurrect me". It's a minor houserule, but it adds to the drama. Most of the time it's the DM who uses it, anyway, so it's not like it comes into play enough to really skew anything. |
| Cranewings03-30-08, 12:07 PM | lolz are you a bad enough dude! WOW MISTER PEE BODY! You sure reached into the way back machine for that one! |
| Ariakus03-30-08, 12:08 PM | He's not God, he's just a DM living in Ohio, where all Elite DMs abide. That is where I am from originally as well :D The 'burbs around Columbus. |
| Cranewings03-30-08, 12:09 PM | Callista, that's a good rule, I'm stealing it. (: |
| Rood_Inverse03-30-08, 12:27 PM | lolz are you a bad enough dude! WOW MISTER PEE BODY! You sure reached into the way back machine for that one! Or maybe you're just a younge upstart punk of a whippersnapper. Now, get off my battle mat! :shakes cane angrily: |
| Jaxgaret03-30-08, 12:35 PM | I'm surprised no one has mentioned the SRD yet, which includes the majority of the Monster Manual. Tisk! Well the OP did state that they have the PHB, DMG, D&D for Dummies (which includes the links you gave IIRC) and Monsters of Faerun, which has a plethora of interesting monsters. I highly recommend d20srd.org (http://www.d20srd.org) for SRD purposes. It includes all of the latest FAQ and errata, unlike the Wizards' one that lifeblender linked to, and it's much easier to navigate. Another good resource for free D&D info is Crystal Keep (http://www.crystalkeep.com/d20/). |
| Etarnon03-30-08, 12:42 PM | Cranewings: Some time ago, might be days, might be weeks, you jumped in to the Wiccans love Satanists are in bed totgether Vs, Aw Hell Naw debate, that came out of should this teen dodge his moms to roll dice mit ze homies. In that thread, you said, "I used to work at a Game store in columbus, we sold Tarot decks too", something like that. I live in Dayton, Just near Dayton Mall. We go to Columbus to half price books, and have been to the game store there that's overpriced. It's been literally months, because of aforesaid overpricing. And yes, I have friends who study with Stephen K. Hayes. His dojo is / was in Kettering, Ohio (though I just read his books.) I took note because it was in Ohio, and our group's numbers have fallen, so we're likely to start recruiting again. So my Ohio bandpass freq filter got triggered. Mystery Solved. |
| Ariakus03-30-08, 12:50 PM | I met S. Hayes back in the mid 80's after reading one of his books, I didn't know he had a dojo in Ohio, interesting. I would've killed to be in his dojo when I was a teenager taking martial arts, I was fascinated by the Ninja back then... with the movies out about them then, Revenge of the Ninja series with Sho Kosugi was a big one, then American Ninja series came out. Then Bloodsport later on, but it didn't focus on the style Frank Dux trained in, I met him in the late 80's, 89 I think. |
| antichris_the_mad03-30-08, 01:55 PM | Cranewings: I live in Dayton, Just near Dayton Mall. We go to Columbus to half price books, and have been to the game store there that's overpriced. It's been literally months, because of aforesaid overpricing. Which store is the overpriced one? Guard Tower is the only one I know on the west side there. Hilliard represent! ~AC |
| Cranewings03-30-08, 02:29 PM | Etarnon, I here ya. Yeah, that was a good conversation. I like to Troll and hear myself talk. (: Steven Haze is a strange character. He charges like 500 dollars an hour for private instruction. I'm going to a submission kick boxing place that is letting me train in exchange for cleaning, sense I'm so poor. I'll admit, I'm a little jealous of the Ninja Master. I wish I had jedi mind tricks that worked well enough to get rich people to pay me that kind of money. (: I actually live in Dayton near the Patterson Pony Keg in Kettering, off wilmington ave. if you know where that is. I go to half price by the dayton mall all the time. They have some first ed books I've been thinking about getting, sense I sold mine a long time ago and always kinda regretted it. |
| EvilVegan03-30-08, 02:51 PM | lolz are you a bad enough dude! WOW MISTER PEE BODY! You sure reached into the way back machine for that one! How about this: "You are enjoying a drink at the local tavern. A man runs in and declares -"Somebody set us up the bomb.". A cloaked man with a half-metalic face Materializes before you. -"How are you gentlemen !! All your base are belong to us. You are on the way to destruction. You have no chance to survive make your time. Ha Ha Ha Ha....." http://upload.wikimedia.org/wikipedia/en/5/52/AllYourBaseAnimated.gif These are true classics and they work in any medium. All of my suggested campaigns are fully playtested with the Nintendo seal of quality. |
| Andrew03-30-08, 03:17 PM | One resource you can draw on are pre-made adventures. There is a large collection of them here: http://www.wizards.com/default.asp?x=dnd/oa/20030530b These include the excellent introductory adventure mentioned above, A Dark and Stormy Knight (http://www.wizards.com/default.asp?x=dnd/oa/20050329a). It is very good as a starter because it is easy to bring together very different characters, provides a good selection of challenges and rewards, is very self-contained, and very hard to mess up. I recommend adding a non-player character that has already arrived and taken shelter before the player's characters. He does not have to be on his/her last breath as above, but being a weak Commoner with 2 hit points is probably best. Adding a character is a good way to introduce the concept of storm-peace that is supposed to allow the characters opportunity to lower their fears and befriend each other. A character like this is a good chance to spark introductions by asking characters who they are, which will provide the nudge for the PC's to start forming bonds between each other. After introductions, the NPC can then relate that he's come seeking aid from his mining villiage, Duvik's Pass. Some evil has stirred deep in the silver mines, and the town is wracked by the Burning Plague (http://www.wizards.com/default.asp?x=dnd/oa/20000801a). After relating the story and giving directions, he's free to be senselessly massacred in the first encounter. |
| Cranewings03-30-08, 03:20 PM | FAIL but funny! |
| EvilVegan03-30-08, 03:51 PM | FAIL but funny! True. Double true. To be honest, I have actually used some cheesy plot hooks, like "rescue the princess" and as mindless as the overview of the synopsis is, with enough modification and ad libbing these campaigns have been some of the richest I've been involved in. Don't be scared to pay homage to good stories with a story of your own. My last long term campaign was actually a "rescue the princess" campaign (including at least one castle in which she was not at the end of, sorry Mario!) that led to "fight the zerg" and also had a few resident evil moments. Bottom line: _______________Everyone has fun_______________ |
| cool_dude101003-30-08, 04:06 PM | gag. I just googled my screen name. I really have polluted the net. :P Dayton,Ohio yo. |
| Cranewings03-30-08, 04:54 PM | Evil Vegan, my party is actually on a save the princess mission right now... They've gotten side tracked because a pc Binder betrayed the party and left the group, along with the cleric, so they are on a mad dash for revenge. You know it is real hate when they will literally follow someone into the Abyss. We are in Plane Scape right now. You are right though, the basic, good old stories are the best. I have a hong kong action rpg that says, "We keep telling the same stories over and over, not because we lack new ones, but because those are the best stories." |
| Etarnon03-31-08, 03:37 AM | Yes, I have lived in this area since 1994. I go to Dayton Mall half price books twice a week. I live right in that area. Okay New scenario for the OP: The heroes travel down the road to an Inn. They meet an old crone who calls herself Griselda. She says she will cast their fortunes, for 10 gold. She rolls some old bones of a cat, which come to rest in front of her forming, an X, a cross, and three lines. They are warned to stay away from the forest to the north, and especially the Blue Woman, for "she brings power at great price." If they go to the woods of the north, they will meet a force of bandits equal in power to their number, who will try to attack by surprise, from atop a hillock that is a very tough, steep climb. It so happens that eventually, the heroes thus do encounter an attractive woman of age around 19 or appearing to be, wearing robes of deep pure blue, and white. This enchanting young woman thus gives the wizard (or failing that, the cleric) of the party a magic dagger that glows with a brilliant blue light when within 30 feet of evil. This dagger has strange runes and sigils upon it, that are not decipherable by normal means. She says, "go forth to your destiny." Eventually, the heroes discover that another group wants this dagger, and is willing to pay handsomely for it. This dagger is but the first step into a much larger mystery, that will only be solved over time. They never see the Blue Woman again. If they return to the town, the residents deny ever having known an old woman named Griselda, nor anyone fitting that description. |
| Cranewings03-31-08, 04:10 AM | Rockin! Sleep calls. I just now updated my journal for the dnd game I ran tonight. It is a piece of work, check it out. |
| Frizko03-31-08, 07:44 PM | One more quick idea for the OP. This particular adventure being excellent rather then just run of the mill hinges on two things. 1: You have to either have a great sense of timing(dropping the hook close enough to the end of the session that you can full-prep how the story will play out), or you have to be a good enough improv DM that the players wont really know the difference. 2: Your players have to be fairly creative. Here goes. This works best if the characters are fairly well known, or at least seeking work. While in town, the characters are contacted and hired to do a short investigation. No one has heard from a nearby town(better if said town is fairly remote) recently. A worried relative, a professional with business ties... someone wants the characters to make sure everything is ok(or deliver a message, or escort someone there, or whatever other reason you can think of that means they have to travel there). Wages are negotiated, etc. When the PCs make it to the remote town(the closer to dusk when they arrive, the better) they find the place deserted. Theres no sign of struggle, but even the tiniest bit of searching shows that the people left suddenly. The visual i like here is a family dinner left on the table half eaten(and maybe a couple days old). Cultivate the creepy atmosphere as much as you can. Do you usually have background music when you play? Pause it for now. They dont hear or see a single creature, living or dead, anywhere near the town. Now once the basics are spelled out, just listen to them as they try to figure out who did it, or what happened. Use the ideas that they brainstorm to fill in the missing details. Do they spend the coming night in this creepy abandoned town? Does anything happen? And who dunnit: Is it the dastardly work of a recurring villain? A slave raid from some underdark race(mindflayer, drow... take your pick)? Some powerful magik gone awry? The more ideas they think of, the better. If possible, use their second best idea, and toss in a red herring or two pointing to their best idea. If properly pulled off, they get an interesting investigation that ends with them being proven right about one of their initial theories. They get to feel smart, and you get to let them do some of the work for you. |
| pmurray@bigpond.com04-01-08, 04:27 AM | The monsters of faerun is a suplement - it has extra monsters. If you don't want to get the Monster Manual, you can get the SRD (Standard Reference Document) which has all the monsters except for the cooler ones. As for stories, there ar heaps of free "modules" as they are called on the wizards site, graded according to difficulty. |