A little help on an adventure for new DM [Archive] - Wizards Community

Post/Author/DateTimePost
Justin54b20l

02-21-08, 01:15 AM
Hi everyone, I’m looking for some help and critique on the adventure I’ve set up for my players. This is my first time DMing (volunteered due to regular DM wanting to take a break), and so while I know the mechanics of the game I’m concerned that what I have currently will be challenging enough for them.
Three of the players are experienced DnD players and one is new to the game (only played a few sessions).

I’m running a FR campaign set in 1374 with some creative modifications to the history as of 1372. Basically the disappearance of Lolth (and 2 other Drow deities) and the return of Bane really jacked things up all throughout the Faerun. Bane is back and ****** and has found a creative way of destroying other Deities by using the outland spire and has off’ed 2 Chosen of Mystra and the Forest Queen god as tests. Menzo and numerous other Drow cities have fallen and most house Matriarchs and Daughters have been killed or forced to the surface as refugees due to a successful male uprising and other outside enemies. There’s other things (Shadovar takeover of Dalelands, Elminster’s disappearance, and the Blackstaff’s takeover of Waterdeep and the Sword Coast) but those are the basics.

The party is starting out at ECL 8 and they will be playing as (for the most part) non-standard evil-aligned monstrous characters. This is my party’s breakdown.

Drow Cleric of Lolth 3 / Sorcerer 2

Reptilian Bugbear Fighter 2

Changeling Vampire (No class levels, home-brew progression modification, 4HD)

And most likely a Githyanki something-or-rather (fighter presumably)

I might get in one more experienced PC but that’s up in the air right now.


I’m starting the PC’s out in the Lost Tomb of Amarak (modified to remove some traps and put in additional rooms) in the enhancement to RoF, but I’m having them as dominated minions of a Lich (Epic char) who found the tomb and made it his own in 1360. My PC’s will have been captured about that time so they’ll pretty much be out of the loop in the local history in the beginning. Anyways, long story short (haha) a do-goody adventure party raids the tomb, kills the lich (and what they believe was his phylactery), and port out as the tomb seems to fall apart from the lich’s contingency spells. PC’s are trapped and unconscious (several days) in an unexplored part of the tomb and will wake up there with the domination spell gone and the last things they remember having been right before being dominated. (And yes, I have created an interesting way of ensuring party cohesion. Ala “Curse of the Azure Bonds” style adventure hook.)

I’m having the do-goody adventure party send word of the tombs location to Silverymoon and as such the elves send a regiment out to “clean up” and “secure” the tomb for future use as a forward outpost. By the time the PC’s wake up I’m having the troops exploring deep into the tomb, bypassing the PC’s location (so they’re in the middle).

I have the regiment broken down as such.

1 Captain (8th Paladin)
3 Lieutenants (6th Cleric)
9 Sergeants (4th Fighter)
9 Corporals (2nd Fighter)
27 Privates (1st Fighter)

The Captain, 2 SGTs, 2 CPLs, and 6 PVTs are located at the entrance where the CPT has set up a command center (modified larger loc. 1).

I have 3 roving guards (Loc. 3 and associated tunnels) consisting of 1 SGT, 1 CPL, and 3 PVTs (with one patrol having one Lt.).

I have 3 stationary guards (make up as above) at locations 14, 15, and 22.

Finally I have one exploratory squad (as above w/ Lt.) at location 28 (Vrocks are gone).

I’m concerned that what I have may be too easy for them. I think the command room might be a challenge but other than that, I feel they might breeze through the separate squads.

Any help, suggestions??? Thanks!!!
Axiomatic_vampire

02-21-08, 01:40 AM
This may sound like a cop out, but look at it like this:

You see this world, this group of unorthodox PCs, this dungeon, this group of enemies. Ok. Can you imagine a contingency you couldn't take the party through? That's always my test. Create the world, drop the players in it, and think "ok, what could they possibly do that I can't deal with?" If there's an obvious "this I cannot deal with" repair or start over. Dungeons are pretty linear (compared to a world to explore), so the odds are you should think more about what happens after they get out of it. If you've got a plan, just run with it. You'll be alright. Don't worry so much about it being easy. First sessions tend to be a little less intense, as the party focuses on getting to know each other and trying out their combat abilities. Maybe i'm just a softie, but I generally make the first session just a bit "softer".

If you're worried about it, the standard advice is to stay away from evil PCs and keep them to core and the completes/campaign setting. I say just let it ride. If it goes down in flames, make some notes about what went wrong and try again. That's how we learn: Spectacular failure.
Justin54b20l

02-21-08, 02:13 AM
Thanks. Yeah I have a good plan on what lies after the tomb so I'm not too worried about that. As for the evil thing, we all felt it would be a good break from what we're usually playing. I also feel it will be a great learning experience as far as enhancing roleplaying techniques by making us all think outside the box so to speak.

Thanks for the advice!