is this a good beginer mission? for dm and pcs [Archive] - Wizards Community

Post/Author/DateTimePost
CrabHeart

12-08-06, 09:30 PM
http://www.wizards.com/default.asp?x=dnd/vv/20050617a

this has all the stuff in it so i was wondering if it was a good mission to start my first dnd game with?

so we dont have to make one up or something..
Some_call_me_Tim

12-08-06, 10:13 PM
I haven't completely review the module, but I will say no don't use it.

Why? because it is designed for 6th to 9th level PCs. Even if you made the proper characters they have a significant amount of special abilities by the mid levels.

Best to start with a first-level adventure, maybe even orc and pie (http://www.ptolus.com/cgi-bin/page.cgi?otherd20_orcandpie). :P
Dei

12-09-06, 11:43 AM
I haven't completely review the module, but I will say no don't use it.

Why? because it is designed for 6th to 9th level PCs. Even if you made the proper characters they have a significant amount of special abilities by the mid levels.

Best to start with a first-level adventure, maybe even orc and pie (http://www.ptolus.com/cgi-bin/page.cgi?otherd20_orcandpie). :P

Agreed, by these levels the special effects budget is starting to climb and even experienced DMs can have trouble controlling the flow, particularly in parties with high levels of magic at their disposal. It may be cliche but I'd suggest starting with a standard issue "Your village/town/area is under attack by strange creatures. You as strong/intelligent people decide to go and hit them with sharp things until they leave. Nice little dungeon crawl with some weak undead with maybe a low level necromancer at the end and possibly an adventure hook for greater things when they find a scroll on them written in a strange tongue that after deciphering alludes to the necro being a scout or disciple for a larger threat. Nice, simple and not likely to force anyone into a foetal postion through sheer frustration.
Morrowner

12-09-06, 12:38 PM
What you want to do with running a party in the low mids as your first adventure with a bunch of other noobs is like swan diving in the deep end of the pool before you know how to swim. Don't get caught in the mindset that low level=boring, you can still have plenty of fun. Probably more because you won't have to worry about the effect of tens of thousands of GP worth of magical items, magical abilities that are hard to understand and run for new DMs and players and hard to run monsters.
FntsyWlkr

12-13-06, 05:01 PM
Yup.
I agree with everyone ...

Classical "save the maiden from the labrynth" can be REALLY fun. And you toss in a bunch of goblins, skeletons, a few shrines (for peope to rest and find treasure), and on big ol' bad guy ...

... and you can hit almost any aspect of DnD!
High Octane

12-13-06, 05:52 PM
Classical "save the maiden from the labrynth" can be REALLY fun. And you toss in a bunch of goblins, skeletons, a few shrines (for peope to rest and find treasure), and on big ol' bad guy ...

...played by David Bowie?
Toloran

12-13-06, 07:09 PM
You should always start off new players with a lvl 1 (or maybe 2) adventure. The reason is that the higher level you go, the more things you have to keep track of (spells, abilities, etc). Also, if you play at high levels too much, players tend to develop bad habits (like relying on spells to do mundane things, in short it makes players lazy).
Jutter

12-13-06, 08:05 PM
I agree with the previous posters: the level you're aiming for might be to high to start with.

Just check the free adventure downloads on the website:
http://www.wizards.com/default.asp?x=dnd/oa/20030530b

I recommend "A dark and stormy knight", since it's a relatively easy to run 1st level dungeon crawl.
Calilove

12-18-06, 04:44 PM
Oakspar7777's thread gives some great theory on "intro" adventure, which I've incorporated into my own experience with a similar situation (~25pp but not so bad if you just read his posts... can't find the link, sry).

Basically, his point is that you should look at the key skills and abilities for your players, and build their first couple of adventures around this. This should get them close to lv 2, when you can pop into some modules of that lvl.

You will likely spend first session rolling up your chars. If you still have time to play, drop them right into a combat, this gives them a good chance to meet each other, start their roles, etc., without being too self concious. (Have each of them walking along, their paths seridipitously intersect at a crossroads where 2 townspeople are being attacked by 2 orcs. Easy combat, they now have contacts in town, etc).
FntsyWlkr

12-26-06, 07:58 PM
...played by David Bowie?

David Bowie may be the biggest baddest villian to put at the end of a campaign ...


... that or Ja Rule.
CryoSilver

12-26-06, 08:25 PM
In a campaign I ran last year, the first quest (at level 2), was to journey from the capital city of Tywick through hundreds of miles of frostfell, up a mountain, to find an angel and bring him back to the city.

It took 13 sessions, andonly got them to level 4.
*Grim_Reaper*

01-04-07, 07:04 PM
Some of the best times I've had with a group has been starting at low level and working from there. The DMG has some ideas in it to help you make your own adventure. Also, pay close attention to CR for a low level party. It's no fun getting a total party kill (Unless you're an evil DM then it's great!). Check on wizards sight and look for an adventure for 1st to 4th level players. Good luck with the session!
Corpsekin

01-04-07, 08:58 PM
I start low lvl using undead as the most common enemy, tho my players are starting to get bored of fighting undead all the time, any advice on what to replace them with?