Any expert advice or opinions on my campaign? First time making a campaign (4E)

Post/Author/DateTimePost
#1

alucidmind

Apr 20, 2010 1:32:39

The PCs don't want to start off any higher than level 5 due to being very new to 4E. This is my first campaign that I'm making.


My plan is to create a city where about a century or two ago, a massive battle was waged against the rampaging Tarrasque. The loss of so many people was great but they did manage to defeat, but not destroy, it. Instead of just beating it into submission, they managed to keep it down by impaling gigantic spikes into it. These very people decided to build an entire civilization around the tarrasque. They ensured to keep it caged beneath the city. Butchers cut strips of meat off the tarrasque while mages ensure to keep it just barely alive.
Now, nobody knows about the tarrasque except for this civilization's government. However, it's purpose is still the same. Due to the tarrasque's magical existance, some have become tainted and twisted (physically, mentally, or both) due to the constant consumption of it's flesh. Multiple other civilizations have wondered how they have managed so well with food when there is no hint of cattle of any kind. A neighboring civilization has become extremely jealous due to their food supply being strained to the point where they have declared it temorarily illegal to have more than one child, illegitimate or otherwise. So they wish to steal it for themselves and have everything set up to start a war.


A sorceress wishes to destroy all modern civilizations due to her past. When she was young, Neogi attacked her home. All but her were either killed or enslaved during the attack. Multiple distress signals have been sent prior to the attack and during but all were ignored. She now blames every living, Neogi included, being responsible for the destruction and enslavement of her people. Knowing full well that her people are likely all dead now, she wants revenge. Upon destroying all civilizations, she will force all into her rule or die. She wants to create a single civilization where, in her eyes, everyone truly cares everyone else. In essense, form a communistic empire that evolves into a true democratic utopia. She has found an orb in an ancient Primordial ruin that, according to legend, grants her power over the Tarrasque.


The players will be drafted into the military by the food-strained city to go into the city where the tarrasque is in and find out what and where the food source is. Meant to be a pure infiltration mission with little to no casualties. They will find out about it the tarrasque through gathering information throughout the city. They will then have the choice of informing their king or to go into the government building and gain more information. Doing the latter will earn them A LOT more gold and the favor of their king. Doing the former will just earn them 500 gold. Either way, they must return to the king which in turn sparks the attack thus bringing about the war where the PCs are the shadow team meant to sneak in and sabatage the enemy forces and kill all guards. If they chose to infiltrate the government building before going to the king, security will be even more hostile. Recognizing who they are is even higher if they were spotted last time and they will be in for a tougher fight. If this is the first time then it will be the same difficulty as it would have been before they informed their king, but just with more enemies.


As the PCs are doing their little dungeon delve, the sorceress attacks after finally learning that the tarrasque is not under the Earth resting like it usually is, but rather under this city. She then attacks the city while the attack is going on, but her forces are a full army of giants, archons, bullywugs, Djinns, and Hell Hounds. I specifically chose these creatures due to their description stating they were either created by the Primordials or aided them to make the world and fight the Gods so I figured it fits since she wishes to use the Tarrasque (a Primordial creation) to destroy the world so she came re-make it.


As the PCs get to the tarrasque, they see from several floors above it's cage that it is trying (and actually succeeding) in breaking loose. The PCs level is far too low to deal with the tarrasque. The PCs must now escape the city dodging/killing enemies and avoiding falling rubble and collapsing ground. I will have one NPC that might join the PCs based on their decisions.


The PCs must get ahold of the sorceress' orb to stop the tarrasque and must do so before she destroys all civilizations. I am going to have the final battle of the campaign actually be on the back of the tarrasque with her army marching along with it on the way to the one of the two remaining cities.


Is there anything I should change? Add? Flat out get rid of?
Any holes that you noticed and if so, any suggestions on what can fill them?
What is your general opinion of my idea? (This is the first campaign I've made, let alone DM-ed)
I would like to also add some horror elements to it as well as some random humor that doesn't kill the dire nature of the situation. Anything you think would be good in this matter?


Looking forward to literally any and all feedback I can get. Especially ideas I can add or advice I can use for this (and future) campaigns.

#2

ratchetsg

Apr 20, 2010 6:28:41
I advise that you start at level 1.  It allows you and your players to learn the game from the beginning.  You dont have to many powers to worry about and the monsties arent complicated.


I wrote this guide for our group, as we have just started a shared DMing campaign.  Works quite well for us.


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Tips for DM’ing



  • Make sure your quest includes all players. Try not to exclude characters due to race or class. Try to make things accessible for characters either physically or mentally focused.




  • When making a map create reasons to move in the encounter, such as places the players want to move away from, due to debuffs, or towards due to buffs, or obvious traps and fortifications that make certain areas.




  • Vary objectives for both players and monsters. Remember that if your fights involve characters standing still trading blows then either your objectives or your environment or both are lacking something.




  • Include a healthy spread of hazards and traps. These make fights far more entertaining, but don't over-use.




  • Try to include a 'pitch shift' at roughly the half way point of each fight. This keeps people on their toes, raises tension and forces tactical rethinking. For instance; Lurkers attack, the floor starts to give way, A land-level black hole opens on the horizon, the solo transforms when bloodied... you get the idea.




  • Stick to the guidelines for encounter spread; I.e. 1 easy, 4 equal in level, 4 in level higher and 1 between 2 and 4 levels higher across a level.




  • Manage the availability of extended rest, through blocking access (constant attacks, uncomfortable terrain etc) or forcing repercussions (harder fight at end, miss out on bonuses) as fights with all powers are long-winded and lack tension if repeated often.




  • Should be roughly 2-4 sessions in length (which is roughly a level)



    • Normal monsters shouldn’t be more than lvl +2. I recommend most monsters to be the party's level or lower




    • Elites lvl+1




    • Solo’s lvl





  • Treasure parcels as per the guidelines in DMG. I would advise splitting them between wish lists requested, something you think is cool and something random + gp equal to suggested amount.




  • Use the Skill Challenge DC’s as set in the DMG2. Skill challenges can cross multiple adventures with multiple DM’s.




  • Always include an obvious route the players can take to progress. When you place choice or obstacles into the campaign, ensure they can always fall back on a potentially less rewarding but more obvious idea. Keeps this OBVIOUS. This will allow you to include choices and barriers without having the story come to a grinding halt.