My Campaign Learning Experience. or: What is a new DM to do?

 

My campaign is dead. Long live my campaign.

Explanation: The campaign I was playing in died prematurely a month ago, as two players quit the group because of time-management problems (i.e. Life).
Last week the survivors (myself and three more guys) met and decided to let the previous DM rest and made another player the DM.
Unfortunately, he was unable to prepare sufficiently for sunday's session, so I jumped in to run a trial session/adventure.

Since it was relatively successful, we'll continue with this next week.
The short notice (and my general lack of time) led me to me choose the short adventure built-in in the Eberron Campaign Setting.
If all goes well, this might turn into a proper campaign.

This is where you lot come in!
I'm seeking your help, advice, views and general merriment to assist me in my hour of need.

Disclaimer: I'm a novice GM.
Having only run a couple of sessions previously, and never a whole campaign, I'm probably as new as you can be to DMing without being an RPG newbie.

Disclaimer 2: We're playing D&D 3.5 (-ish).
Yes, I know it's probably not the best out there, but that's what I've got, so let's roll with it.

Disclaimer 3: I do not know the rules by heart.
I should probably start to get to know them better, though, now that I'm God, as it were.

I'll be posting here, starting today, various questions I have, outtakes from sessions and will be taking suggestions. I hope you will find it interesting, pleasing and/or worthy of your wisdom and experience to read and comment on it.

I have three goals:
Primary Goal: To have fun with the guys.
Secondary Goal: To become a better DM and learn about what makes a good game tick.
Tertiary Goal: To make lots and lots of money. This has actually nothing to do with the issue at hand...I just wanted you to know :)

Let the games begin! (and hopefully not fizzle after two sessions...)

Im down, Ill be here with you during your quest to better be the best.

My disclaimer- Im an old fart whos grown up playing since the first box sets...I have no care for your rules system, but most DM tricks n tips dont even take rules into consideration- its more style and flair. I always happy to talk shop, and if it helps anyone be a better DM, even in the smallest way, its worth all the energy.

Ill also enjoy and get worth out of your posts detailing your adventure in creating adventure for your adventurers....whoa.

The hardest things for me to learn as a DM were timelines and world events. When working a "campaign", a DM needs to remember that the world does not revolve around the PCs and their actions. What they do in the coastal town in the east may/may not affect the mountains way across the continent in the west. Likewise, there are events in other countries on the map that occur whether or not the party is there to observe them. This is where the timeline comes in. Major happenings should be listed, and then as a DM keep them in mind when the PCs travel in, near or around those places.

Example, one party was traveling half-way across my map to research (or hopefully find) an artifact. Part way there, they fell into the middle of a skirmish between two minor barons who were involved in a power struggle which had nothing to do with their quest. Eventually, the group met up with the king who didn't have enough time/energy/resources to deal with the issue, so he "outsorced" the party to resolve the dispute to his direction. A side-track for sure, but IMO these kinds of events can add more "realism" to a setting.

A more modern example is where a person in Tennessee traveling to New York doesn't know that something is happening in Denver (excluding mass electronic media for the sake of argument). However, if they later travel to Denver, they will see the results of the earlier actions.

Hope that helps a little. Yes, it does take some planning, but IMO the rewards are worth the effort.

Yes, you gotta always remember to pay attention to the parts of the world that you are not always showing your players. Make effort to allow some sort of story to be happening everywhere the players are not traveling. No need to write a side novel, just small things.

Like what OT said above, a fued between to local lords over some dumb matter like land or cattle, perhaps the dwarves to the west are celibrating a year long holiday where they are not fighting this year...or there just might be a hostile group gaining new power to the south that grows each passing game that the players dont explore it...

An understanding that your world is not just a tv screen that shows direct action to the players as they come to it, but a real 3d world where even if they NEVER travel to the land across the ocean, that land still has a story that evolves along side the timeline of your game, with or without the players attention...

and yes, this sort of thing almost always leads to a landslide of open side-adventures to later explore when short on ideas for next adventures.

NOW FOR THE MOST IMPORTANT ADVICE I HAVE TO GIVE ON THIS SUBJECT!!!
(IMHFO)
The most imortant thing I think I ever learned about GMing is (im VERY serious), is that really REALLY good DMs seem to love the art of DMing, and the rest fall into a catogory filled with GMs who rather play as a player and are only running a game cus no one else wants to.

The best DMs Ive had the honor of learning from, or playing with, always agreed with me on the thought that "DMing kicks the crap outta being a PC, anyday, hands down). Alot of DMs here are prolly saying "that stupid prick! hes saying stuff that i personally think is dead wrong, again)...but guess what, those are people who seriously want to be PCs more the GMs...now picture the guys who think

"Sif, your so right...GMing is where its at."

Those guys love the craft, they prolly do a great job (or good enough job that they stay interested in GMing- no doubt due to a group of players loving his craft). Love being a GM, its not a dirty deed, or a crappy job..its the best thing about dungeons n dragons (or any RPG), and its the main reason I have spent my life playing table top games.

You need to be a control freek, but not a monster. You need to scare your players but allow them a warm DM to come to when they are in need of a DM worth his salt. You need to appear in charge, and not spinless, but never be an iron fisted nazi over the entire gig.

Its a great job.

One of my best tricks is to think from the NPCs point of view. What is the NPCs motivation? What do they get out of helping or hurting the PCs?

For example: a party of thugs ambush the PCs at night. Unless they are hired to hurt the PCs, they are after money or sex. As such, they will back off if a sufficient display of force is made.

I had a single theif rob a party once. The theif simply stood in the middle of the road and asked them to pay a toll before passing. They assumed that he had back-up in the surrounding forest and paid him. He tipped his hat as they passed him by and wished them a well journey. If the PCs had decided to fight, he would have run like a scared rabbit.

While thinking like the NPCs, think of how THEY react to things. If 20 orcs attack three guys and five orcs die in the first second, the rest of the orcs are gonna pause and rethink things. Especially if the three guys are unscathed or they have obvious magic (fireballs, flaming weapons).

NPCs have feelings too. Even the stupid ones. Please remember that. No one wants to die. Not even an orc. If they are outmatched, they will run. If they can't run then they will fight desperately, hoping to win free and escape.

Another thing to remember: Illusion is a powerful tool. So is misdirection. Use them wisely and well. Remember the thief on the road.

I once had a fighter/illusionist NPC scare off a whole group of powerful characters. It was night in a city. Using illusion and darkness spells he made the shadows flow deep around him as he appeared to grow larger. He drew a flaming sword as his eyes glowed red and he started walking towards the PCs. They ran like sissies and the con artist got away. It was cool.

Rich's favourite two DM secrets:

The blank hook: D&D is a creative adventure and sometimes the players can be more imaginative the the DM (Gasp!). I love to drop blank clues to which I have absolutely no idea what their relevance is ... yet.
A good blank hook piques the imaginations of the players and gets them going. For instance -- three people in the same town all have a similar scar on their right arm that they hide and won't talk about; Small figurines of animals are found in various locations; a Paladin character gets a strange sense of evil from a horseshoe but nothing else supports that conclusion. Those that resonate with them can be followed up on and lead to adventures. Players will begin to fill in the story for you and investigate in some odd places.
Inaction is the enemy of the DM and a hook, even a blank one, can precipitate action. Make sure that not all your hooks are blank, and remember that you can tie the hook to the plot much later and make it seem like your pre-planning is greater than it is. You can't ever be caught with a blank hook. Let them discover it and don't offer any explanation -- you don't need one. Don't ever use a blank hook as a riddle or something that is tied to the immediate action. They belong solely as flavour.

The treasure Pile: Plan your treasure. A lot of novice DM's use the treasure pile as a reward -- avoid this. I had been playing with the current group for six years before they got their first magic item. Use the treasure pile to lead to the next adventures. Treasure should have a story. A good story always gives the reader what they want, but does it in an unexpected way. Treasure is often stolen from other people and places, and something that may be a trinket to the PC's is immensely valuable elsewhere. The next part of the story lies in the elsewhere. Include letters in the treasure pile from some far off king pleading to have a glass key returned. Include the glass key in the treasure pile. In order to cash in on the treasure they have to find either the King -- or whatever it is that the key will open.
Twist on treasure from my campaign: Dragons sit on treasure because they take energy from magic. They don't know what is magic so they sit on valuable items (they are likely to be magic). After many years the dragon draws the magic out of the treasure and becomes more powerful, or magical, themselves. Young Dragons haven't acquire much treasure yet -- old dragons have absored the magic from their piles. The players will pull out their hair over that connundrum.

So much good advice here, it's hard to add to.

Here are a few thoughts:

- Balance resonance with unpredictability. This is a tricky one to pull off; players love encountering familiar situations that they can identify with. But if your campaign becomes nothing but a tapestry of clichés with no surprises in it at all it will soon become lacklustre. Throw them a curveball now and again.

- Atmosphere building. A nice piece of narrative or description works well for this, especially if the characters are entering somewhere unfamiliar or alien - you really need to emphasise the alien-ness of it. I use this a lot when the PCs in my campaign go on outer-planar jaunts (well, the higher-level ones at any rate - unlike the 'planescape' settting my outer planes tend to be fairly inimical to lifeforms from the Prime Material plane...). For instance, don't let a layer of the abyss be 'just another wasteland'. A trip through Mordor should be preferable (barring any visits to Barad-Dur of course). On a more mundane level, a bit of narrative now and again works wonders in the jungle or on a snow-covered glacier to set the mood, or when crawling through the caverns of the underdark.

Having said that, don't make your narratives too lengthy. Keep your muse on a leash. If your players wanted to listen to an audiobook they'd have bought one and stayed in listening to that instead of gathering at your gaming table!

- Make them work for their levels / skill points / character points or whatever mechanic your game uses. Can't stress this enough. It's a cheap fix to give out loads of cool stuff or masses of xp to put smiles on their faces but it isn't sustainable that way. Oh, and don't be too lenient on low level characters. Save your mercy (if you are so inclined) for a character who's been in play for five years or more - someone who really matters. I usually recommend, when I'm running a 'start-up' adventure for 1st levels, that people take 2 or even 3 characters each. The handful of surviving higher level characters in my campaign came from low-level mercenary companies 60% of whom are now dead, and about 20% of whom are now retired or low-activity characters.

Hmmm....having said this, if your players don't have much backbone they might desert you if you kill 2 out of 3 of their lower levels...you need to balance this against what's right for your own particular group. All I'm saying is don't let them have it too easy or they won't appreciate what they're given!

(When I first started playing basic D&D back in the late 70's it took me two years before I managed to have a character that survived to 2nd level. That was about my 8th or 9th character I think. As you can see I wasn't a quitter.)

- Treasure. See Gilgamesh. I'll add that you shouldn't feel obliged to give rewards proportionate to challenges all the time. Sometimes life is unfair. A party in my campaign recently completed an adventure that took about sixteen 4-hour sessions to run and at the end of it they got - squat. Nada. Well, that's not strictly true. They got plenty of xp, some important information that will be essential to them in their next venture, made some friends, made some enemies, and broadened their horizons. Not to mention having a great deal of fun along the way.

Something else I was going to add. Don't let ordinary people become unimportant, just because their stats and abilities seem unexciting. Your player characters should be heroes because they are set against a background of a more mundane existence. If your campaign is a quasi-medieval setting then most of the populace should be peasants and labourers, or maybe yeoman farmers and small land-holders. Don't allow your players to fall into the trap of thinking that these people don't matter. Every one of them has a unique personality and an interesting story to tell, and they care about their own lives and the lives of their families. Try to make sure that the players care too.

If your players want to play evil characters, and you decide to allow this (not every GM does), then make sure they (the players) are fully aware of the extent of the evils of their characters if they decide to go around taking the lives of innocents. Don't let them fall into the trap of thinking, 'They're only 3hp peasants, they don't matter'.

ok, ok!
advice overload...:)
i'll probably be printing this page soon

In any case, as I've stated, I'm running a premade adventure in a published world, so some things are set in (very soft) stone.

I wanted to note, though, that I've already had misgivings about the rewards in this adventure: as written, it seems the party will get near 2000 gold pieces in treasure and all get to 2nd level in a two (maybe three) session adventure. I'm curbing that.

In addition, as it stands, the campaign is all "fog of war" black except a tiny area around the party right now,
mission 1: get everything ready for session 2.
mission 2: as per your suggestions, start making a wider environment and plots in the world.

- reading a signature is silly -

And while you're doing all that, could you stick a broom up your arse and sweep the floor as well?

;-)

Nice twist! I think I might steal that one.....

Introducing the campaign:

For those who know nothing about Eberron, it is a high-magic world, recovering from the the destruction brought by the last war (the 100 years long Last War).
It is supposed to encourage a "D&D Noir" sort of atmosphere.

Cast of characters (e.g. The Party), these were pre-made by me, in a few hours, so we would have something to play with:
Zix: a Changeling Artificer. Changling are what you get when you breed humans and dopplegangers (sp?), able to change their appearance at will and mistrusted by most people. Artificers are the gadgeteers of magic, able to infuse magical properties into object and to produce (and use ) all sorts of magical items. (background missing)

Ganti: a Shifter Druid. Shifters are result of breeding of humans and Lycanthropes (the last are extinct on Eberron as a result of a crusade). able to manifest a certain animalistic physical feature (claws, teeth, hide, etc.). Also not very popular in high society. Ganti was sent away from his order's home for being too dismissive of life and cultures different than his own.

Nevitash: a Kalashtar Psion. Kalashtar a a race originally formed from symbiosis of human hosts and spirits from another dimention (Quori), which were chased from their home by the dominant caste/people. (these later arrived on eberron and took over one of the continents). Nev is traveling to explore the world and fight the evil Quori wherever he finds them.

Zannak: a Warforged Fighter (NPC). (the warforged are a race of living
constructs that were created as fighting troops in the Last War and now try and find what to do with themselves as it;s over)
strong, but stupid (INT 6), he's my voice in the party (and also an easy way to bring the number up to 4)

current location: Sharn, city of towers. Largest metropolitan on the continent. It's the City of Wonders meets Depression-era New York.

- reading a signature is silly -

lurkinggherkin said, "Don't let them fall into the trap of thinking, 'They're only 3hp peasants, they don't matter'."

Actually, that's exactly what an evil, innocent-life-taking character would say! At least mine does.

Easy way to get some areas up and running soon as possible:

Making a random list for 5-10 local or semi-local places will make things seem more expansive and large to your PCs. The lists dont have to be complex or that fancey...just SOMETHING, anything to show that if your players choose to go west when you wanted then to go east, that they dont just hit an invisible boarder cutting off the rest of the world with a video-game-esk barrier.

What I do takes me about 1 hour oer list, sometimes longer or shorter depending on what the area's complexity and danger level is. Heres a quick one I just made for you to look at...its not one of my realm realm, but if I print it, it just might be soon.

First I take 4-20 pages and number them at the top of the page. 1,2,3,4,5,6,7,8-ect. These are my head page numbers. I usually use a maximum of 6 when dealing with tamer lands such as these I am making now.

Now on each page, I number down the left side of the page usually no higher then 4-to-6) Ill be using a maximum of 4 just for speed's sake, but you can make as many sub-numbers on each page as you feel fit as long as it can be rolled on a single die.

Filling in the pages.
I usually save page "1" for the real bad stuff, and the last page for the good stuff players want to find or meet.

Page-1
1- 2d20 orks. These orks are crude type and carry no metal. they lack any real civilization and are simple wanders from the south mountains. the tribe has enough copper to be considered wealthy to the southern crude civilizations (1d10 cp each) and 1d6 of them are using stolen short swords taken from murdered humans.

The orcs will not allow themselvs to die at any cost. they fear death but enjoy cuasing it. They are not morally above rape, murder, etc- and they enjoy easy prey over a hard battle any day.
The leader's name is ROT-FOOT.
Random names of others- Sthang-ugh, Fhogus, spittz, blemmic, qwog. (i always note a handful of names to use incase these npcs somhow become important, or if the players start asking names...you dont ever want the players to see you think...if you have 2-5 names ready and spit them out in a heartbeat, they think you have a name for everything in the world)

2-A lone oger. His eyes are two colors, one blue one brown. He is a local crude and very uncivil. talking to the oger cuases the player to roll vs CHR to see if the oger attacks on first word (the player must roll under his own stat to calm the oger into parlay).

The oger uses a club carvewd from a branch, and has a bag of halfling heads (this also means if a ranger follows his tracks you can find the dead halflings, so note what they have)

the oger's name is Grendall Skullstomper (a real NPC in my game that has become famous due to player interaction), and he is quite found of humor and violence...but above all money.

if the players seem easy to inslave, he will force the party to fight along side him agaisnt all other crude on this random list in attempts to get all the swords, copper and armor of the area in his own possession and sell it in crude city. If the players fight, he will fight too, if they do not- the oger will try to inslave them and travel with them hunting orks, and other types of crude on this list...(this really did happen actually, the oger made the entire party clear the list of all crude, took the sheilds, swords n coin, and then simply left the party...

3- 1-4 elves. Names: Salliliqwuee, Saytar, Amrah'li'thnya, Ahloombulay...

These elves are seen as police by the elven and woodland people. They usually watch, invisibly from the woods, and rarly interact with those who are not fey... They have bows, short swords, 1d4 healing pointions each (made with local good plants) and one bottle of elven wine between them all.

sal- NG, always in debate with himself. the philospoher. never takes action, always debates the two sides of the coin instead.

saytar- CG, a rable rouser. he enjoys combat and sword play, and tends to provoke the stupid evils of the land into action so he can deal with them with his weapons. he dresses in black and finds crude hunting to be a sort of sport. he is honored as one of the best elven cops in the forest for his long record of success (cop in elf=Ormayus)

Amrah- CG- Fine soul, very close to the good gods with her morals and actions. She usually tries to talk to minor evils to try and guide them to alignment change over killing them outright. She travels only with a dagger and bow...nothing more. She is a tom boyish elf with a flat chest and dreds, but her eyes seem to define wisdom.

Ahloom- LG, by the law and by the book, Ahloombulay is a cop as well and he protects and governs the area as the highest ranking elven law offical this far from the kingdom. He will almost always never be seen and chooses to watch the party from afar if they are being criminal in any way.

All elvs are first lev fighters, and they all have the ability to chase away game, and move invisibly in the trees as long as they move silently and use cuation not to be noticed.

4-Good plant. A bush containing 1d10 berries that heal one point of damage per berry eaten. Any with herbalism can turn three berries to a healing potion if given the time.

Page 2
1- A cockatrice.
Party meets 1 cocktrice, but there is a maximum of 6 in the woods. Each one killed or removed should be removed from the maximum. if the six finally are removed, this slot is reduced to treasure- rewarding the party 1d10 gold in fallen money when rolled.

2-wolves. A local pack of wolves runs in these woods. The elves protect them as natrual creatures of the woods, and the wolves are natrual animals. (wolves rule, and are dangerous)

the pack is 8 wolves, but the party only meets 2d4 at any time. Killing the main wolf (random one, you pick it) the pack will be lost for a leader and leave the woods perminitly...or for 1d4 games.

3-Rain. Heavey. All tracking ability is reduced by -4, surprise gets +3, water can be refilled, and hearing is greatly reduced. (in winter this can be snow)

4- Crude trap 1d6, trap can be any type you wish. i usually keep in mind who makes them. ork trap, vines and sharp wood.

trap attacks with a thaco of 19, and deals damage only to one random player if attack succeeds.

Page-3

1- Humans. 1d4 human rangers. Names: Tharkus, Rob Baker, Tween, and Colby Cotterodd.

These rangers are out here hunting for a living. They are good and have what ever skills a ranger would have for such work. they are armed with bows and short swords, a dagger each and all carry 1d4 good berries in their pockets.
They all live close together and hunt every day to sapport their wives and children. They have info on the location of any crude in this l;ist (cus they see them but dont get involved) and they also can offer you direction to anything else on this list that a ranger might know of. they are all good and you might want to note any quirks of any individual one you want...

The rangers also have access to a place they located a few summers ago- a cave that leads deep into the waterfall-wall and seems to be man made...who ever carved somthing this far out here, into a mountain side, must have a reason...we didnt go down there cus there was moaning and screaming from its depths...we fear it.

(make a small map, zombies , sumthing! this is a side plot, the party just found it)

2- Bugbears, max of 6 (1d6) leader's name is Stank. (random names- Chugmuck, Swiggneck, Faygofuss, Pogsnot.

These Bugbears have metal (stolen) armor, chain, and short swords stolen from merchents they recently killed (perhaps you heard of it, or perhaps you will when your in town). These bugbears are pissed at the orcs now invaiding the area from the south...stupid orcs.

They plan to kill them, and are not in the mood for smalll talk. A CHR roll vs them attacking is needed sinc ethey are very uncivil and crude.

Merchent stuff stolen. 1d20 silver, 1d6 gold, 1d20 copper. 1d20 swords, furrs, tobbacco, and 1d10 chainmail. this is a small fortune to a race that buys n sells things with rocks, teeth and fingers...

3- A wandering dog. Its a home-breed used for hunting and house guarding. The dog can be tamed and owned by anyone with animal handling or ranger class. the dog can be named by the players. If no one is able to tame the dog, it will run away...(this dog may sumday be the party's pet)

4- Bugbear trap- 1d4+1- set for orcs and rangers. the traps are limited to 10 traps in the area. mark one off each time. All traps are reset in one week, and each trap is checked for victims by the bugbears once a week...if the party waits around they will find bugbears.

the trap is a vine/stick design and damages a max of one player. trap thaco is 19.

Page-4

1- Fairies. The party is jumped by crazy fairies. each player saves vs spell vs random effect.
1= laughing 1d6 hours, 2=sleep 1d6 hours, 3=drunk 1d6 days -4 to all rolls vs dex, attack or int ,4= Blind 1d4 days.

The fairies mean no harm and just want to party with the party. there are hundreds of them and they swarm the party laughing and sprinkling powders of all colors...

A player can escape a fairy raid if they make 3 dex rolls vs running away...any fail results in you being hit by the fairy dusts. save vs spell.

2- Fine bottle of wine, left on rock.

This is really a Kobold trap. A ranger or anyone with tracking or simular skills has a chance to notice the tracks of kobolds (but they took care to hide them). The Kobolds have poisoned the wine, and will come here to track who took the wine in 1d4 days from now.

The wine is poison vs death- and smells fine. it was simply injected with a small shot of Spike-fish venom, and will cuase any who drink it a save vs posion within one hour after consumption.

The Kobolds do this sort of thing alot. They will arrive to track the bottle's taker in 1d4 days in numbers of 2d10 kobolds. they are cowards and will leave any party of great challenge alone.

3- Peryton (giant birds with elk heads) flying above. 1d4 of them. They are from the nearby mountains to the west, and hunt for food. There is a 10% chance rolled vs each player present (one individual roll at 10% per player.) that the Perytons see and attack in search of prey. They are not interested in treasure, just food. A peryton will select a target and only attack that target until dead, then it will grab it and leave with it...

4- A horse, black, horse with full hitpoints, and a +1 to all damage it delivers with hooves (horse trained to defend itself). the horse belonged to a well known knight that dissipeared in this area (Sir Phenton Phallus "yes! I have n NPC named Sir Phallus...what?)...the horse is inteligent for a horse, and has stood by the knight for many adventures...saddly the knight is now stone (cockitrice accident) and can be found on another random list to the south. The horse has been out here for over a year, and can be claimed or tamed only by a ranger or one with animal handling...

------------------------------------------------------

Thats how I do random lists, of course I add a little more color and depth into colorful areas with alot going on. but 6 lists like this in six directions from where you begin the adventure can really make the party think there is an entire world....when you get board between games, take an hour to create one...make it 10 pages! with sub-numbering of 10! 10x10 random list can be used many many many times before a party begins to see a pattern...

To use one of these lists, you can do what you want...what I do is this.

First I roll the encounter chance-
For this forest: there is a 25% chance per day that an encounter happens. the party can reduce this number to a 5% if they are guided by a ranger. All rolls resulting in a encounter are then applied to a time of day by rolling 1d4.

1=moring 2=noon, 3=night (setting up camp 4=during watch (night)

the party can increase the chance of encounter too...somtimes players want to...weird i know. Try screaming, banging pots, smelling like blood, or just walking around at night with alot of tourches...this can bring a random encounter up.

I had a mage once who was shooting magic into the air to create fireworks, just to get attention of the local random monsters (he was searching for the orcs who killed his PC friend)...the encounter chance rose to 75% a day.

Then next- if the chance makes an encounter happen, I roll two dice. one for page, and one for sub-number. On the list above there is a max of 4 pages, so i roll 1d4...it rolls a 2. so I goto page two.

Now I roll sub-number...there is a max of 4, so I roll 1d4. It rolls 2.

thats a 2,2 for encounter.
resulting in Wolves.

I currently have been running a place called Qwom, a new realm of my design. Its first game had about 5-6 of these type lists, and few hooks to back up things in the long scope. the lists double as great notes for what truly lives in each area.

You dont need to randomly roll rangers if you need them...simply have good reason to go get them, have them show up at town, or simply make them bump into the party...the good thing is, the lists allow you randomness and a working/moving background to throw your stories inside of...and they also are a long tally of all things living in the areas of your world.

Dunno if this helped...but thats how I get a world to be big from the start.

Ps- I also want to point out...two games ago, an entire 9 hour session of play was based off the players going to hunt a stone giant in a mountain area...the game was so good, with the players swearing a blood oath to have reveng on the giant for its horrible deeds (killing locals), and they wanted his blood in return for his act of killing a ranger they were friends with (npc that just became important but started as a random list person).

9 hours to find, hike to, and kill the giant...it was amazing how they built an entire 9 hour session around something that originally was a 5 minute sub-note of page 4 in a random mountain area that i never wanted them to goto in the first place...now the giant is dead and I have the party wanting to live there.

remember, retweek, move and erase things alot between games. the lists will only keep their integrity if you keep them updated.
if they found the wine, replace it..if they kill the wolves, replace them...allow the replacment to somtimes be logical next-steps in what was removed...you killed the orcs, ok, now the rest of the tribe down south wants to know what happend...now there is double the orcs, cuasing the woods to be even MORE dangerous.....or, you killed the cokitrices, allowing you to replace them with wild turkey, bringing the forest to a tamer level.

any of this help? who knows..im just board.

Ah....yes, I know that's what the character would say!

The party im running now came in as evil pirates, cut-throats who wanted blood and fortune at any price...they were mad dogs, killers in the making...

4-6 levels later, they are all now dudes who feel bad about killing certain things, they consider feelings waaaaaay to much, and they only seem to do evil in a selective way to promote the good of the land...

this is cus I used all my nice NPCs to give them guilty thoughts and consideration of even small peasents n farmers through detailing their pain and suffering in day to day common life...

evil PC? HA! bring them on...good display of NPCs can turn any man into a big soft dork when faced with the chance to do unspeakable evil towards the weak...

Blank Hook: hes right, this is the bread n butter of good DMing. thats where you find rivers of good motivation. How many times have my PCs insisted on following and investigating somthing I just threw in to give a illusion of somthing going on...and then turned it into a full blow adventure after watching the group get obssessed with my "blank hook".

yeah...Gilly gave some 100% good advice.

Another mistake alot of newer DMs make, is giving favour to NPCs over the players. Its a GM's job to be the realms physics and logic, not just story teller.

No PC likes eeing a DM save a NPC from certain death or defeat just to save his/her prescious story. If an NPC made the mistake of being vunerable, then the NPC should pay whatever price that mistake earns.

Even if your story was written with the idea of one NPC being the main actor in your story, the one who is there at the last act, pushing all the PC's buttons and ruining the day of the realm's collective life- a npc shouldnt get specile favour in the face of his/her early downfall.

Ive had epic villians that were to be the Darth Vader of all times simply fail and die in the first 2 minutes of meeting the PCs...a son of a great dead NPC (the father was the worlds worst bad guy for over a hundred years) was gunna be my next big bad badass for the PCs. He was going to be my little Hitler/hanible-lector for the entire campaign....his personality was great, his entire plan for world domination was awsome...he was the COOLEST npc bad-guy I had made in a very long time.

In his introduction he had many guards and was gloating about his plans for the land he was slowly gaining control over. He was preaching his evil to the gathered people of a town the PCs were visiting...one PC attacked him, rolled a 20, and delivered a critical blow that took off his head...

I was in awe, I paniced, I lost my mind...I was so pissed! He was the first born of an NPC that kicked the entire world's ass in my last campaign...this was his SON! destined to be my end-all hated and loved bad guy...

Now i coulda ressurected him, or rushed to find a way to say it wasnt true (you killed his stun double used for public relations!), but all that wasnt true...there was no double, and ressurection has been almost entirly lost to my realm in the past 5 campaigns...

So...he stayed dead. His armies were taken over by a Sgt in his command, a man I detailed as his right-hand go-to-guy, but never really intended to be the BIG evil. But, chaos happend, and he was promoted...now he is the world's new Hitler/hanibal-lector, and my dead NPC was buried in an unmarked grave forever forgotten.

I owed the rightful death of my NPC to my party...thats why they trust me to kill them, cus I dont take sides in dishing out death...

good notion, but how do you keep that many optional encounters that are both interesting and not totally wrong in their difficulty without a lot of hard work? over a long period?

- reading a signature is silly -

ah-ha! glad you asked...

The lists keep a realm open and free for player interaction. yes there is story laced into them, plot, hooks, secrets, hints to other places etc...the list is limited only by your effort to make them interesting.

Most encounters on the list need nothing more then names, a few stats and a desire or motive for them being there...they would also be suffering the same encounter list that you are, since they exsist in it, so i normally keep all things on a list within a close relation in power...keeps things seemingly real.

What stops the players from running into things that keep them in a fair fight? Heres the deal...nothing.

Rumor, lore, story, warnings..these are all I will give the PCs to keep them off a random list that has major monsters that will whupp them in a fight hands down...I tell them plainly

"look, the rangers of this area have noted giant activity to the northern mountains...if you go there, they may run into you..and then...well"

this usually keeps the PCs away till they assume they can take giants, if they fail..they die, or worse...

I dont guide my parties (see my other posts about open gameing and free-form play), nor do I restrict their movment through my realms just cus they are underclassed to deal with a monster on a list...

I know for a fact that down town Harlem is filled with guns and gangsters....whats keeping me from going there with my weapons and screaming for a fight? common sence...

PCs learn quickly in my realms, just cus it is there doenst mean you are powerful enough to fight it...heck, the local king might have sent 40 soilders a month ago, with only 4 returning, telling of a horrible sluaghter...this sort of forshadowing will give PCs a good idea of wheather or not they should go sword-in-hand toe-to-toe with my northern mountains.

From game one I have many areas detailed, and my PCs are always level 1 to begin. but There are areas that have enemies or monsters that could easyly challenge any group of 5th-to-6th level PCs right from the get-go.
From first game they know that certain areas are said to be "certain death"...those who over come this become heros, those who dont -went too far too fast.

If you make an entire realm for your 1st level players with no lists or stats for monsters able to fight higher levels, then you will be adding that stuff as you go (most DMs do this, from my view) and it sorta makes an arms race...

"whole party got 2 levels last game!? oh=no, better invent a new area on the fly to challenge them"

This can be fine..but my PCs live in a realm that is known for its diversity and challenge. I never direct them one way or another. the lists run themselves, leaving me the freedom to rest my writting hand and simply play my NPCs by the notes I made.

I have been playing a new realm that started a few months ago called Qwom (wrote alot about here if your interested check it out). I have sat down maybe 4 times in the past 5 months to actually add to that realm...it has been working fine for all these months, still with many areas that my PCs still fear to go to.

The PCs have killed the stone giants to the north (much more dangerous then Morge wood to the south) but they still fear going south to the woods...Now I know that the woods to the south are nothing compaired to the mountains they have been exploring and removing evil from...but they assume morge-wood to be far more dangerous due to a single monster on that list that drain's levels. Yes draining levels is dangerous, but killing three stone giants is far worse then that...

anyway...the PCs are allowed to go anywhere, they are also allowed to dare fate into killing them by travling to places normal men avoid like the pluage. its all up to them.

This remove any blame on my behalf...thats fun...cus I can watch them fail without them ever bitching sumthing was too hard or that i threw sumthing too strong at them..they are to blame for their own actions, and they only meet monsters in places they choose to go.

make sence?

Ill end this with saying..

In the old TSR blue-book catacombs n campaign making (sumthing like that, and the best book for any DM of any game to find, no matter the system or addition) says plainly...

"A good DM never makes choices for his players. The PCs are allowed total freedom of the realm and their choices within it. Leading a party or soft-handed direction is never a good idea"

The book plainly sapports a game like mine, and poops on the types of games that id say 95% of all DMs run...When you guide or direct the PCs they prolly dont mind...but once they have hand at a game like mine, one that allows total freedom they may never play a directed game again.(wanna make a house? make one...wanna go fishing? go...wanna travel 100 mile north to hunt the she-hag? fine..you might not survive, but if you do- your a hero).

I have personally had many PCs tell me the way I run things is amazing, and that I have ruined all other games for them..im not bragging, im simply saying I have a cult of players who call me all weeks begging for the next instalment, I have a bounty of players who have quit other games to play mine..and I currently am teaching two DMs how I run my game so they can do the same type of mechanics in their own realms they rule over.

I recently played in a game that started using a system based on freedom and my advice...and man, it was the best game this kid ever ran, and every player knew it..it was llike black n white, night n day...how fast this DM went from "eh, not bad" to "wow, that was REALLY fun stuff!"

Best game I ever played a PC in..and I cant wait to play again...I never am dieing to play a PC in any game cus it lacks freedom and realism...his game now sapports that philospohy and mechanic...and I for one am addicted now...first game realm I ever was addicted to other then my own.

The style is documented in that catacombs-n-campaign source book by TSR. Its a thin blue book and in my opinion its the best peice of writting any DM could ever get his hands on to hoan his craft. Please, find it, read it, learn from it...it has done more for me then any monster manual or DMs guide. It made me a artist in DMing, not just a number crunching fool who works really hard, game to game, plotting a sure path for the feet of my players, right before we play...

First, you are right, of course, about not having to tailor encounters to your PCs...and while avoiding too-hard monsters is easy (if the PCS heed the warnings), how do you avoid encounters which are too easy (and thus unrewarding) for the PCs?

Second, I think a friend of mine has a copy of the Catacomb Guide...but I downloaded a copy anyway. I hope I'll have enough time to read it, what with my new copy of GURPS Religion waiting for me at the post ofice.

Third, I read almost eveything that's posted on GG, so I know all (or at least something) about Qwom.

- reading a signature is silly -

I don't think you should avoid encounters which are too easy for the PCs... not every encounter will be a challenge. That can make things more realistic.

Also, it might make them a bit overconfident, which will make a later encounter that much more interesting.

Bingo...most encounters shouldnt be a challenge...its not a race to kill or torture your players. Ive seen whole games go by with no action (battle) just talking and political debate...

thes egames are good for my players, they tend to be role-play junkies, not roll-play junkies...your group might not be these types.

I will say, if those types are what your running the game for, then you may want to just write and plan every encounter to produce a big impactive battle or giant plot twist...but thats feeding the players, and not allowing them to "find" or "adventure" for it.

The games of freeform style (matrix style) are not as "in your face action" as games where the DM plots n plans every step of the session for the players. But it is more real and open. I dont have to prepear a long walk to the store for my players- i know the store, who runs it, whats there, and whos selling what...so when the players get there, i turn to the page detailing this store and act out the NPCs.

the good part is this can happen anytime and dosnt need to be planned. if there are orcs to the north being trained to fight humans by an evil wizard...then that can be found and delt with when the players find or wish to deal with it..i dont prepear them for a day of orc killing...i ask them at the begining of every game

"where we going guys? and why?"

then they drive..and i act and tally all rolls. thats it.

yes there are times when we meet 10 orcs who have no ability to challenge the players in battle, but so? so what really....why is a band of orcs being seen as a battle-challenge in the first place? i dont see a single encounter as a fight waiting to happen. i see them as living things with desires and plans of their own.

ive seen many evil npcs actually join or help the party for whatever reason, when most DMs woulda just said "heres a fight, lets roll dice now"

seeing past the "fighting" of d&d has led me to producing a realer world filled with kobolds not 1-hitdie monsters who are there just to fight...real kobolds, with problems and lives that are important to them, if not the players...

you meet a goblin and i play the goblin as a real living thing with ability to think and act. you ask him, "whats up" and he will tell you about his tribe, his cave, its problems and enemies, his desire for a mate, or just how much he really loves gold but is jealous cus his cave mate stole mit all and he is searching for him.

its all about role playing....and orcs on my list are no less important then any big challenging fight agiasnt a powerful monster. infact, a troll is almost a sure fight, so a kobold interests me more, cus i may be able to avoid a fight and achieve a moment where my players get to feel like real people in a real world communicating with a strange little real monster who dosnt want a fight cus he is highly out-guned.

I'm totally picking up what you're putting down man. Every single living thing in my setting is an NPC waiting to be interacted with. I don't even write down stats for NPCs most of the time...I've been using these rules long enough to know approximately how many HP any given creature type has (or whatever it is...not necessarily HP).

Even the animals are NPCs when it comes down to it...you never know when someones going to make a character with the ability to speak to animals. I once had a whole story line centered around the "Thumper King" and the problems he was having with his subjects. (Thumpers are what very large jack rabbits call themselves in this setting).

Bingo...

and yes, alot of my encounter notes lack any numbers as well (I too know the numbers by heart and keep a bunch of monster manuals ready in case i forget). everything i put into my realm is an NPC, not a chance to get some xp...its all about creation of real living breathing creatures with thoughts, feelings and goals.

just cus the players are tenth level, it dont mean that the orcs stop living around that neck of the woods (unless forced to move by said players). 10 orcs CAN be a challeng for any group if they have connection to a large tribe that can be sent to kill your town...sure you can fight a ton of them, but can your town handle it? can the children and woman of the town deal with 500 orcs running around with bladed weapons and fire? no..they cant...so dont count the orc out as a nonchallenging thing.

I am.

see what you did here...?
you posted at the bottom instead of as a reply :)

for some reason my new post doesn't get posted :(

- reading a signature is silly -

I commonly only use the "reply" feature when I'm going slightly off topic in my response to any individual post. I guess it does make the page kinda cluttered though sometimes...

Odd though...your new post was there, and now it's gone. My cat probably took that too.

Another Tip.

I started doing this along time ago and now its sorta a house rule among the DMs I know. I always make a treasure list of 1-20 or more unique treasures for any area that may have alot of danger and or hideing places.

1-King's ring; the fabled lost ruby ring of king Frederick Von vashmere the 4th. Stolen decades ago, and never found...in a small bag on the skeliton of a human theif who no doubt didnt make it much farther then this. worth: 15,000gld

2-Dwarven helmit, slightly rusted by ingraved with magical wording on the inside brim (rad magic will allow one to see its an old dwarven knight's helm, -1 AC bonus)

3- A dropped bag of coin, but old, all minted money in the bag is worth 25 times the normal emount due to collector's value, but only to those who reconsie its worth. 1d20gld, 2d20 silver, 3d20 cp 1d10 pltn

4-The lost diary of some great knight (insert name), it fully details his los adventures here in this dangerous area. It fully discribes each and every bad monster out here worth avoiding, as well as how to kill any weird creature or undead that needs specile things to kill. The diary is worth 1-10 thousand depending on who buys it. The family of this knight, if tracked down (insert name and location of family) will spend much of their fortune to recapture this lost writing...the diary also contains a hand drawn map of local tunnles, areas and rivers.

5-hidden loot, stolen or smuggled and forgotten. it contains 1d% bottles of booze, each worth 1-6gld. the booze is very good grade and has gained value with age.

6-abandoned wagon cart. once of great make and fasion, this armored car was used to transport king's treasure. it has been smashed and looted by some foe long ago, if the party searches the seemingly empty wagon, they will find a secret compartment carry a random magical item...(if returned to king, will be rewarded with 1d6 hundred gold, and a job offer)

7-a cave containing an old giant, dead of old age...his hoard hasnt been touched. 1d%gld, 4d20 silver, a random magic item, and 1d6 healing poitions mixed in randomly with 1d20 small bottles of wine.

8- the final resting place of said knight (see #4) crushed by a large weapon of sum type (the giant got em)...his sheild is destroyed, along with his helm...but his King given sword and armor still functions properly if not a little rusted. sword +1/+2, armor-plate +2.
the items are very reconizable by anyone of that kingdom, and may be criminal to even wear them.

9- scroll case attached to a bone hand and wrist...the mage who ran with this died gripping it tight. The scroll contains 1d4 1st level spells, 1d4 2nd level spells, and 1d4 3rd level spells. the hand still wears a wizard's ring with his symbol (open book with a puff of smoke), the ring offers +1 int when wearing and can be dated back to an acient guild of magi who practiced in this parts well over 1000 years ago..a racoon dug it up recently...lucky you.

10-Solid gold holy symbol (random god), the strap snapped or this symbol was chucked by the evil that killed the holy man...either way its worth 250 gold and may or may not offer blessing to the player depending on alignment and wish of DM.

Now i usually make a list of 20 lost things, some very old and wished for by the best of treasure hunters. If the party clears a spot on the random encounter list in one session and re-rolls that same spot within the same session, i usually allow them a roll on the random treasure list of that area.

this takes a little more work, but once you get a few lost-treasure lists for remote places, players start to get very excited when they know they found sumthing.

I also make lists like this for non-dangerous places, but not so often. I usually only put alot of time into detailing lost things of great worth for areas that are extreamly dangerous, cus thats an easy place for any great traveler to drop things....after being killed.

cool. if they leave the city, will things get less magical? is this drastic mix of races in the party going to draw unwanted attention in the farthest lands away from the city?

2 openly gay men leave new york to travel to Kentucky...uh oh. People there may not embrace such a sight as two male lovers in an area as conservitive...

if the players ever leave the city, will you attempt to show them a difference of thinking between city folk (sassy, tech savey, consumers) and farm folk (hard working, self reliant, practical)?

and will they see a difference in what is available to them through markets of trade depending on city vs rural area? I bought a big mac in the city for like 5 bucks man!!!

the city may provide anything and everything, being a consumer mecca of the known world, but are all lands like that?

im interested in you city's structure of religeion, law and scholastic studies...and what its like for your players the first time they ever walk down that street...dont forget to discribe the smells, thats what makes newyork really newyork.

I can't post my session recap!!!

Morbus, help!

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Session 1 recap

The adventure starts off with finding a body in the middle of the street on a stormy night. I added that they were getting out of the crowded, noisy tavern they were staying in

After finding the body, fighting an assailant and being taken into questioning by the Watch, I had a representative of a noble house (one of Eberron's Dragonmarked Houses) offer them to find a relic under the city's lower reaches for a reward.
This is where I hit a major snag: one of the characters (Zix) decided that splitting 1000 gold isn't enough for going to the sewers and searching for the hidden forge, insisting he wanted a magic item (as the ontact was from the House of Making) ,and after failing a diplomacy check to convince her, decided he didn't want to take the mission at all and started looking for work in enchanting scrolls (he's an artificer)

Not only has this thrown a wrench into my (copied) plans, but the other players DID want to get on with it and do the mission. Eventually (and after failing to land a job at one magic shop) the two other players swayed him to comply.

So, my question: what would you have done to avert/in response to this situation?

Later they had a fight with a rogue and 2 fighters, they killed of the fighters after being seriously hurt, but the rogue wasn't hit a single time. However, after the first round of combat, he didn't hit a single time, either. As the session time ran out, with the characters closing in on him, I pronounced him dead (so people could go home). I am now questioning my hasty decision.

for some reason, my post would disappear if i mentioned g a m b l i n g

I'll give you immediate reactions in order.

1. What does the body have to do with anything? It doesn't sound like it had anything to do with the rest of your adventure (quest to get something from sewer).

2. Why didn't the PCs ignore the body or just leave? I wouldn't stick around a corpse:

3. You skip from interrogation with the Watch (which could provide some cool drama) to being hired by a noble. What noble would hire three guys accused of assault or murder? Even if the PCs aren't charged with the corpse, they still got into a fight immediately afterwards.

4. Wouldn't the Watch, having arrested, interrogated, and freed the PCs, still be a bit suspicious of them? After all, I highly doubt that the PCs had overwhelming evidence of their guiltless status. Having just left a tavern, I can safely assume that none of them are cold sober. It's not like they had to drive home after all.

If they Watch was keeping an eye on the PCs, wouldn't that 2nd fight land them right back in jail?

5. Why did you kill the thief? Why didn't he just run? Doesn't he have a sense of survival? In my earlier comments I advised you to think like the NPCs. If I attacked three guys with two of my buddies and I couldn't seem to do anything, I wouldn't stick around, I'd run off like Forest Gump on Speed. In fact, I'd probably run straight to the Watch to report the mugging/murder of my two friends:

He would've made a great enemy that wanted revenge on the PCs for the death of his friends. Could've popped up whenever things started to drag, foiled PC plans for spite, hired assassins later in life. Death is so final. I never kill an NPC when I don't have to.

6. You were intent of forcing your one player to go down into the sewers because that is what your adventure called for. He didn't want to without getting a magical item. He failed his role to convince the Johnson (Shadowrun term) and so turned down the contract. While I assume that the other players weren't mute of this issue (unless their characters weren't there) I'll stick with the one PC and his Johnson. A sticky situation indeed ;-) Why wouldn't the Johnson compromise? Instead of $1k Gold, he could have given the GROUP one small magical item.

It depends on how much a gold piece is worth and how common magical items are. In my world a gold piece is worth a hundred dollars. Imagine $100 bill in the 1950's.

Magical items aren't very common in my world, especially when compared to magical dumping grounds like the Forgotten Realms. So the price of magical items goes up as a result of supply and demand.

A wand of fireballs would cost would cost a thousand dollars or so per charge, 50% more if it were rechargeable. The cost goes up with how powerful the fireball is as well.

If we used an example from D&D a wand with 10 fireballs would start at $10k. If they were set by a 9th lvl mage, you can multiply the cost by at least 9, one for ech lvl for a sum of $90k. You'll want a rechargeable wand so add another $40k for a grand total of $130,000!

If you have a world where money is precious and doesn't grow on trees (again, the Forgotten Realms is a good opposite of what I am referring to) than the characters will have to work very hard indeed to get this wand. That means that the average bloke on the street won't have one either.

Your one player wanted a magical item instead of $1K. That's fine. Imagine what kind of trinket would cost $1k if the above mentioned wand cost $130k. He'd probably get a flower that changes colors or insoles that keep his feet fresh or something equally useless.

Remember when you are running games that the word "no" should be used very rarely, if ever. One of the best pieces of GMing that I ever read was called, "When in doubt, roll and shout!". I think that it was from Sifilos' fav book, but I could be wrong.

What it means is that when you are in don't or the players surprise you, instead of saying "no" or "you can't do that", just set a difficulty and have them roll. If they fail, then give them the logical result. If they succeed, give them what they want.

In this case, you could have said "Yes", and then you would have had the entire adventure comprised of at least two full sessions to come up with an appropriately lame magical item.

Hope this helps!

Maybe there is a rumor that some other adventurer in the past had been down in the sewers and never returned... and that adventurer was rumored to have a certain magical item (whether this is true or not remains to be discovered by the PCs). Or perhaps the noble is only interested in the one, specific relic and that there are others lying about in the same area about which he is unconcerned.

Also, 1000 gp is a lot in my campaign world, too. A job like this might have given the party 150-200 plus whatever they found they could keep (other than the relic of course). Then I'd scatter some random treasure around in the sewers or random encounters (the PCs aren't the only ones lurking about down there) with $ to be had.

Ok, heres what I "think" could have been done, or what I woulda did at the drop of a hat on both subjects.

1- The job vs the pay: First off 1000 gld is a fortune in my game, I dunno, hell even a thousand bucks today aint anything to sniff at. Most of my players would jump at the chance to earn such cash, but at times, yes, the players (or one) might just refuse the pay...thats fine...when it happens I offer the job to the rest of the players, and tell the refusing ones that I cant run "two games" for you and the party who wishes to venture into the sewers, so if they want to wait while the players delv into this adventure, they can, or they can go with them...

Either way, no player wants to wait around while other's play, but this tactic is very heavey handed, and I dont use it often at all...

What I do think woulda stopped this, was never assuming you had a solid adventure with this one adventure to the sewer. Everything thing I make in my realms (in the way of missions or adventures) I never assume they will choose to do, or if they do they may not take the side that I intended them to (taking sides with the killer for instance)...The kid wanted a magic item? Id inform him such a thing is never worth more then ten times the emount they are offering the entire party to split- they are just that expensive...

"what in the world are you trying to do? retire off a trip to the sewers? surly you jest young artificer!!!"

Anyway...It almost seems that you sat down with the idea to have them goto the sewers, care if sumone got murdered and just really hoped that all your players would play along....most players do, its the crafty players and the jerks that never go along with what you intend...I never have to worry about that...cus me, as the DM never knows what direction they will choose.

I woulda used the moment to share the sewer idea with the party, then told them that the job is offered to all the city bountyhunter/\adventure seekers and that they shouldnt have to worry, if the pay is too low "real heros" will surly do it for half the price, or perhaps free...(that kind of talk makes a party think they may miss out on sumthing).

Then Id have the same guy run down a list of important things they may be able to help with...but you would have to have 4-6 more things to do other then the sewer....easy...I dont know much about Ebberon, so i cant give any ideas one what small side adventures you could have had set up before game, but a small handful of "other things" to do would give picky players or trouble makers a choice, so they dont feel like that have the ability to blackmail an NPC for magic items...if there is tons of things to do, who gives a damn if these 1st level morons do the job??? We run a fricken city! we got alot of problems!!! do you want the damn job or not? if not, get out, we are very busy!!!

2-killing the thief...
Well im sure the city will not miss one theif, but you did throw away a good chance at a reaccuring NPC. the guy shoulda attempted escape, or gave up in fear of dieing (any man surrounded by a group of armed men, after having your comrads killed by said men, left to stand alone, will NOT fight to the death unless vitally important, or the thief is a mad man). I woulda made the theif surrender without a doubt....sent him to jail, perhaps had a guild bail him out, and bring him back 3-5 games later with reveng on his mind.

Perhaps the guild gets him outta jail to insure his loyalty (look, your were a hanged man in there, now your safe on the outside...you owe us your freedom and life, and we reseve the right to cash in on that dept if you dont do what we want"...

The theif was an NPC that had value as a NPC that you never had any thought on making important...remember (its all over this thred) that every NPC, no matter how small, as the fire of life in his eyes and shouldnt ever be played as a tool or a stat sheet. He was a man, with possibly a lover or wife, a real job, and all the things that make him a living working person of the world...to just kill him wasnt a horrible mistake, but in the future Id consider having NPCs react the way you would if you were surrounded by armed men, after they killed all your friends who were backing you up, in minutes...

me and you would both surrender if it seemed the safest thing to do to escape death...if the armed men seemed the type to not take prinsoners (even when the prisoner is begging mercy of the good gods)-then perhaps running away was a good idea....either way, selling your NPC to death's door is prolly the lest exciting thing for an NPCs progression in evolution of his charicture.

Even if he was a namless stat on a random list, his interaction with the party should be a good signal to try and save his life, anyway possible, so he can return or continue to be a living person in the city...You would be shocked how many of my time-old table-favorit NPCs have started off as nameless punks who coulda died or survived a battle with a bunch of first level dudes...

any life, no matter how small or far away from your plot, should want to live, and do whatever is in his power to escape or survive...even if it means going to jail. The guy should begged for life or ran...cus he was doomed, and he knew it.

ok, a few notes:

more details:
an assasin was sent to kill a university provost researching the relic and owning a particular journal. when the PC came close to the body, the assasin (who had yet to steal the journal) slipped away, but kept watch.
One of the PCs started shouting for the watch, while another searched the body. the assasin, fearing losing the journal, threatened the PCs to give him the journal (what can i say, maybe not the best tactic). A fight ensued, the assasin killed and a magical messenger pigeon of sorts was released from his belt as he fell. As the watch arrived soon after, they questioned the PCs regarding both bodies (assasin and victim) but had other people's word that the PCs called for the watch first (that's not absolute evidence). They were further convinced as the noble, with whom the provost was working on finding that relic, convinced the sargeant to let them go. The assasin was a warforged and probably employed by the Lord of Blades, who was known to be looking for the relic.

Now, the same noble, from the dragonmarked House Cannith offered them the job of using the journal (confiscated by the Watch) to locate the relic in a particular underground area.

Now, after the ambush (2nd fight) failed, the rogue (another warforged) was stuck, fighting, with his only out as a narrow (5' wide), 20' deep shaft to climb. that's pretty tough to do whith PCs attacking you, I thought (and still do, actually).

Now, regarding the magical item...he was thinking something in the lines of a wand of magic missiles...(over 3000 gold worth according to the DMG) to which she (the noble) simply said "no way".

- reading a signature is silly -

Its cool to see you say

1gld equal 100 bucks...in my game thats the one-the-dime worth of money as well.

its also cute how everything on the NPC running and becoming a returning person in the game appeared in both our posts.

Perhaps we are alot alike behind our DM screens.

But yes....anytime you act out an NPC the first thing I always do is

FORGET every aspect about the entire session and game that this individual dosnt know or care about. His mind isnt oocupied with the sewers, or murders of strange city folk, or the political problems of the mages vs the unicorn farmers, whatever...

become that NPC...if its a dirty one-handed farmer whos loosing money cus of his missing hand (bitten off by a owlbear) he ONLY cares about a few things...his farm, his family, his wound and possibly killing that owl bear...if he met a party , imagin how deranged he would seem over candle light, offering his entire savings in return for the owlbear's head...(or claw). His life has nothing to do with your epic story or plans for the partie's big adventure...he is a silly old farmer on a quest to hunt the big bad owlbear, and like Ishmale he will not stop till he or the bear are dead...and THATS his motivation....so when playing him, id forget everything else you wrote and just think about your hand, the bear, and your money problems with the farm...

I was also wondering what a murdered person would mean to a newly entered 1st level party...I would assume murder happens often enough in a city to just see it as a tragic soul...but I dont know Ebberon, and I can understand the confusion and arrest.

I also considered the post below this one, it said

perhaps an hapless adventurer had long ago had stumbled into the sewers and never returned...perhaps he had a magic item, I thought this when i read the re-cap as well, but i never got to mentioning it, and I'm glad sumone did.

fact remains, the party was being guided towards the sewers from the start...when that happens logic gets blurred or confusing...like how does a murder lead a government to hire the suspects to work for the city? Seems wrong (hence why Cal pointed it out), but to you as the DM, were just looking for a way to get the "adventure" in the sewer started...they needed to talk to the city's officals, so a murder brought them there, POOF instant reason to get hired for the sewer !!!

I dont think thats how it would normally go down...but then again, i dont know the full background on this...perhaps the city murdered this guy, and they fear the group knows too much, so they want to send them to death (like that lost adventurer so long ago) to the sewers...isnt that were governments send all their trash?

So yeah...I think you pigeion holed the party cus there was a lack of things to do OTHER then your sewer. if the guy wanted a magic item, it woulda been easy to look at my notes for a lost magic item and tell the party sumthing like

"yeah, there are zombies to the north, an old village that is now damned...the old inhabitants are all walking undead, and no one has the balls to go fix that. Our shcolors think its a magical item that producing this effect, a lost Sceptar of some sort or what not"

I usually try to make side adventures for each class of the game.
Fighter- thugs downtown are making small shops pay them to operate in the ghetto.
Theif- A guild is offering a reward for a snitch who is a master of disguise, be on the look out (then id hide that NPC in the lists sumwhere, in disquise)
Cleric- Undead to the north, a villager is over run and damned by zombies. those who die become zombies, and the problems has the chance to grow to impossible levels of danger if not handled soon.
Ranger- pouchers are taking the owlbear eggs from the local forest, and selling them to a enemy state to the west, they are hatching the eggs and training the cubs to grow into tamed guard dogs....giving this state trained owlbears as mounts and attack animals.
Mage- A lost magical item has been reported to have been lost in the sewers by a travling mage who was on a quest to find a very old book that details the entire 1st level spells of the player's handbook. the book is small (pocket size) and enchanted to hold endless pages...
Bard- A local band is making much hub-bub in the local area...(ive done this before too) and they are the cat's meow. they are getting so much attention from the youth...saddly, behind the stage, behind the act, the group is actually a bunch of evil killers who kill fans and offer them to an evil muse who returns the sacrifices with fame...only going to the show and getting back stage can ever allow the party to see this

A small side adventure for each class can often give the appearence of huge diversity...and the fighter may want to do the mage-type side adventure, the ranger may want to stop the zombies just as much as any cleric...the fact remains that the small notes i just typed above would be enough for me to freestyle 1-5 games of 4-9 hour sessions without much more work then adding names and numbers...

bare bones, that small little list of side adventures can be used to freestyle or navigate a party that wants to go a way you didnt intend.

That wand would be worth anywhere between 80,000g to 300,000g depending on what realm of mine you were in...

i wopulda luaghed at the PC and then threw him in jail for the murder of the guy...(even though he was innocent). A weekend in a jail usually gets greedy or stupid players thinking.

ok, guys...we all know I had nothing else prepared and so "had to" get them to the sewers, as bad as this situation might be.

Now, before I go and make a list of possible side quests (which I'm going to do in a few minutes), I want you to consider the problem of one player insisting to do his own thing while the other players would actually like to go down the nice, well-lit, perfumed sewers.

BTW, old timer, there is stuff down there for them to find...they just don't know it yet.

- reading a signature is silly -

but wouldn't that just be heavy-handed?
What does being ridiculously greedy has to do with being thrown in jail?
and how does that make for an enjoyable session?

- reading a signature is silly -

I would have had the noble back out at that point due to the implied status of that character's intelligence. And I would have said so. It's not like the noble DOESN'T have guards. She can say anything that she wants. She can also hire anyone that she wants.

One thing that you might wanna think about doing is getting rid of your parties wealth. Even if $1k is toilet paper money in your world it'll still by a meal or three and put a roof over your head.

Pickpockets, games of chance, con artists, prostitutes, and gangs can easily remove someone's money. So could the Watch. "How'd ya get all dis money boy? I'd betta lock dis up 'till we see if'n anyone's been robbed. You c'n get it back inna week if yous tellin' us true. Now git!"

BTW it helps if you know a few games of chance as well. Dice games are best for obvious reasons, but card games, dart, daggers, runes, and drinking games can really liven up a roleplaying session.

ABTW I couldn't get g a m b l i n g or g a m b l e r s to work either. Erased my whole well thought out and written post. I was very saddened and almost shed a tear, but then I realized that I had the power of the BACK button and I am happy again.

I often have to deal with splitting up the party...its not the easyestr thing a DM is required to deal with, but 100% of us have to do it at one time or another.

The way I do such a thing is keep a good watch of a clock...recently i played in a game where I was a PC, a few of us were not feeling the DM's attempts to lead us by the nose towards his little quest to defeat a NPC who wasnt important to me or a few others in the group. Out of the 5 of us, only 2 wanted to go do this quest...the rest decided to spend a day spending our cash and simply enjoying the city

(i ALWAYS try to make every PC I ever play have a need for smaller things in life like fun, love, vacation time, etc...I hate when players have PCs who only care about in-game stuff that can alter or benifit stats or treasure owned)

The DM split us up...fine and fairly. But he spent three hours (no lie, three) dealing with the other two. yes yes, it was HIS adventure and we missed the bus...but still, three hours of us falling alseep or waiting with our thumbs up our noses sucks. He made a huge mistake doing this, cus even though i understood his problem, the other PCs are not DMs and they didnt enjoy this wait.

What I do is try to deal with split parties like a movie would deal with split scenes. I watch the clock and switch the scene at good points of tension or cut-to-scenes. I will do things like offering the half of the party the answer they were seeking, but right before I give them the name and location- i puase, and then just start talking to the other side of the party....the side i leave for the moment then goes "DAMN!, and waits with drool for me to return and finish my sentence.

With split parties I try as hard as i can to never spend more then 15 minutes with one side before switching back to the other players. And i have kept an active eye on this sort of time-passage between split parties for many years, to the point where my group points out a 16 minute passage as weird "dude..its been 16 minutes, you gunna switch or what?"

Never ever allow the other side of the group to wait more then 30 minutes (even that is an incredibly bad move on any DM...IMHO) Such a thing creates non-dramatic tension, and cuases the left-out players to feel you dont have enough "style" or "flair" for the "whole table".

I will switch scenes and cut to other players in the middle of battles, or during important disscussion, just to go back to the dorks who wanted to go to the armor shop insted of going to stop baron-whats-his-name and his evil army of whatevers. Yes the Baron is where the fun is at, but the other players are having fun too, thats why they didnt go to the Baron, they REALLY wanted to play in the armor shop...

Using scene crossing and flow can turn split parties into a dramatic display of story...try and swtich right when the players want you to switch the lest...right when the Baron drops the hammer and delivers his mighty critical hit (natrual 20), the victim screams "NO! How much damage!?"

before I roll the damage, i switch to the other players....back in the armor shop, and dont even annouce the switch..the party just sees me as the DM talking to the others and know the scene has faded and switched...this sort of thing keeps players biting nails and waiting with baited breath for the return to their part of the story.

never, ever, and i mean NEVER allow the more interesting side of the party split to take control and make you forget the stupid armor-shoppers. Just cus half the party had the good sence to go the right way, the slackers should be punished for going where their PC wanted to go. They are here to live a fantasy life, not follow a rollercoaster track that you devised and hide among a seemingly free world...

After the DM took three hours to handle the other players (who didnt do anything important might i add, and were allowed to go to 4 places on the map before we got a single chance to do anything...bad move) we got back to being in the story... but the players (and myself) didnt really have that "LETS PLAY YEEEEH!" feeling back yet..it was too long of a rest for us to really warm up to the DM again that fast...

Delivery of your story and the vision within it is as important (if not more) then the notes on the game...since your players never really see your notes, who cares wat they look like as long as you pull it off....delivering the players thier much awaited discriptions and chances to act is what the players are waiting for...dont make them wait long...and dont be afriad to segment and chop scenes up, bouncing freely between the two sides of the split party to insure EVERYONE is getting equalk playing time...and when done correctly these splits can actually increase the drama and action GREATLY,m actually amplifieing your story more then you can even guess...look at a tv show and watch where every commercial is placed, THATS where you should put your switching of attention between split players...

the media has done it for decades, and has used it as a major weapon in keeping our attention. Not a single commerical in dramatic TV ever falls in a place that just seems to leave you "not wanting" more. So cut n switch at times where the action or suspence really got them drooling, then, fight the urge to deliver the striking blow- and switch...that side of the party will wait the 10-15 minutes for the outcome...trust me...

The Back button is a mighty tool, and it's well that GG supports saving your posts as you write them. There's probably a filter on the G words :P

Now, I did have the noble shrug and suggest to cancel the deal...eventually, since she's paying a fixed price (1000 gp), she sorta hired just the other 3 characters, who later convinced my stubborn player to comply.
In addition, the party had very little money (2-3 gp, not including equipment) money to begin with, BECAUSE they lost most of it at the tavern's G-ing night (which exlpains why I couldn't post this initially). What can I say...great minds think alike

- reading a signature is silly -

If a DM hands out 1000gld for sumthing off the bat, first adventure, I usally raise n eyebrow towards thinking "uh o...if its 1000 gold now, and we are nothing famous or even anything better then the local guard"

I tend to think about what the parties worth to the city is as of standing now...are they really worth a thousand gold to go to a sewer? seriously, who would throw that kind of cash down to strangers who just started popping up? I can see the PCs hearing about the cities sewer problems and then deciding one there OWN to go (perhaps reading about a reward offered to any who survive and succeed), but i really really couldnt swallow a DM telling me that my 1st level bard is really worth a cut of 1000gld, WHILE A FRICKEN COMRAD OF MINE was asking for magical treasures!!!!

That kid woulda been tossed out on his ear, and told to enjoy working at a local shop for a handful of copper a month, then he would reconsider...money is valueable, in this world and any other, people kill for money, people lie for money, people sweat and bleed and work gruling hours for money...people die at work-tables getting over time to sapport a family, in misrey, for what? MONEY!

make money THAT prescious....dont use it to thrwo around to get players moving where youd like to see them....screw THAT!

wanna get them to the sewers? make the sewers seem like sumthing important, not just a job to get cash...tell them that a SOMTHING is happening that really matters to people...

1-children are missing, we found some of their cloths down there...oh no! (somtimes this will make good aligned people act out of careing and heart)
2-The sewer problem learns of the party, and how they were speaking with officals planning on sending them to the sewers...so they burned down the living quarters of the PCs and killed a friend or two (perhaps family has been taken hostage and a note has been delviered to the PCs warning them to back off or "Mom gets it"...send the party Mom's finger....then see what they do...for FREE!!!

the worst thing a DM can do is drive a group with gold and magic items. I always try to use emotion, conflict and story to get the group going...In Qwom, my players havnt gotten paid for anything in a long time, havnt found many new magical items (they have enough as is mind you), and they have long been banished now from the human nations and any civil economy that may see coin as somthing worth trade...they do not travel for pay, levels, items or stat increase...they travel cus there are very impotant things going on that make them care, hate or fear the outcome if they fail to act.

sif, point taken.
Future PCs will be better taken care of.
BTW, the thief's boss will probably make a good recurring villain.

so, my AR's now are:
1- prepare alternate jobs/interests for the party/specific PCs
2- prepare a few random events (as per your ideas) to make the surrouning seem fuller
3- make sure that the noble is surprised if Zix (problem player)
turns up with the rest of the group for the reward...

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ok, I hate to use this as a crutch, but I really had little time to prepare and this ready-made adventure said "she offers them 1000 gp"...so I did.
That's water under the bridge, though, and I'm cutting the XP and monetary rewards in this adventure by about half anyway.

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Dont fear paying too much, too much... thats sumthing we all did and do at times. screw it. and dont worry bout your first gasme not being perfect, none of my games have ever been perfect and im going on 22 years as a DM now...

Alls you gotta do is get better every few games, grow as a performer (cus thats what a DM really is) and find new and exciting ways to shake things up. Let your style be like water, conforming the the container's shape not the other way around (players=water, container=adventure). your doing a fine job might i add.

You are seeking advice to better your craft. You are being open minded in your quest, and being polite in taking advice (sumthing I sumtimes cant do). your deisre to be an artist of the dungeon shows greatly, and i for one think your going to be a damn good story spinner if you continue to do this sort of thing.

22 years of me being a DM, I suaght out this site for one reason...more advice on DMing. I came to find DMs, see what they do, disscuss things like we are doing now...and i really could just have said "screw it" Im good enough, my players are happy, i dont need to look for new ideas or other DM's to get my creative juices bubbling.

But im here...and for the same reason you are. i am ALWAYS searching out new ways to shock, surprise, reward and punish my players...

So, dont give a damn what last game rated as on a score of 1-10 for "good vs bad game"...it was your first, right? Always look forward to the new game, and use past games as history to learn from.

Just wanted to give you a high five for caring enough about the DM's job to actually work towards building a style with true attention to the craft...Not every playing group has a DM who even tries to be new or original on any level...they dont think about finer things like economy, inter racial relations, politics, techonolgy, etc etc...they simply say

"you found orcs...get your dice ready"

So, its safe to say your on the road to becoming a DM thats rare and worth his weight in gold...

Yeah, a 1000gp "ransom" for a quest, and there'd be line at the door with every peasant in the borough wanting a piece of it. I mean, just look at the people who stand for hours to try out for American Idol or Survivor!

Nice post, Sif.

I agree; you're gonna take your lumps when you start out. Just keep plugging along and learn from it. The suggestions in this thread alone are plenty to feed your emotional support needs

And yes, after 20+ years (not getting specific like Sif did -- I am an old timer after all haha!) I can still make some errors. But I can say I run better games now than I did back then. You have the initiative and desire, and that's what's hard to find in a DM. Many a group/game I've played where the DM didn't really want to do the job, and believe me it showed.

well...it wasn't like the reward was posted on ads, or something.

but thinking of american idol....shudder.

reading a signature is silly -

If someone of nobility is offering a substantial amount of money for a task, believe me, the word would get out. Servants talk to delivery boys who talk to their employers who talk amongst themselves in the taverns, etc...

Hmm... not a bad way for rumors to get started either, huh? ;)

It wouldnt be impossible to have a secret bounty, know only to King, Queen and the closest of royal guard...but such a secret would be guarded close (like the man in the iron mask) and no doubt be serounded by brooding talks and secret meetings between only the most nessary individuals within the plot...

But to share it with a bunch of PCs who havnt earned a drop of trust as of yet? yeah that would be hard to keep secret...

Try thinking from your King's view (or whatever offical), would he share info with the new PCs? Would anything be given (like magic or small fortunes) to PCs who may actually be spies, liers, con men- etc? These types run rampant in every society that depends heavely on currencey of any kind.

Many years ago I used to take first level PCs and throw them into big epic first-quests, and then reward them fancy treasure that I would want if I was in a fantasy realm...gold, magic items, homes, land etc...

But then i began to notice PCs thinking less of the true worth of any money, and more of "what do I get"? and that was not the notion I wanted in my realm. After the first three games, everyone was rich, and no one ever had worry or care about going broke, or living off of copper in hopes to go a week with enough food and drink to survive.
Thats when I started making the first 1-5 games limited in material reward, but heavey on the "emotional" or "reputaional" rewards.

Meaning, the first game might simply be a farmer needed help. his cattle kept dissipearing at the rate of 1d4 p[er month. The loss was enough to make the farmer think he would soon be broke and living out of a wooden box on Dirt-street...he begged the twon for help, and few checked it out but found nothing...

The party spent two games tracking down the operation. Appearently cows were being dragged underground through a small wooden hatch that was hidden under the main feilds...Kobolds kept taking them to feed the small group that was stationed under ground.

The party then took about a single game to remove them, only to find a human commanding them from this secret-underground bunker...It was an outpost for some kind of scouting group of crude races orginized in army fashion... the army was prepearing a war agianst the area, and it would eventually arive a year later, but until then the party never learned much about why Kobolds had a bunker, and a human leader in uniform...

The story was part of an epic, huge plot, but the adventure had all the challenge and reward a first adventure should have.

The farmer gave them free room n board (also made them work the place), fed them, and put a few copper in the hands of the PCs at the end of each week.
The town guard had heard of the kobold den, and how the PCs took it out without a 20 man team, and threw them a few bounty jobs on local crooks, monsters and a rare undead or two.
Eventually the party worked there way up to be the towns biggest heros, gaining interest from a larger Kingdom. The King had sent wagons for them, clothed them for a fine dinner, and spoke to them over a fotune of raw fisheggs and fancy meats of high demand.

By that time almost a year had past (one game a week...you do math, I dont), and thats when the king gave them word that a Kobold den, lead by a human was found, they found papers detailing an advancing strike on the kingdom, and then the heros knew what was up with the first adventure...

Until then they were just really loved local heros who got free wine and food, a few silvers and a reputaion that earned them a meeting with a king...

Now a King's ransom is whats worth real cash...The king wanted them to travel to the mountains where they thought the human was sending letters to a superior... The job was offered

"bring me info on this army...and stay alive long enough to return it to my masters of war"

the reward was offered at about 1000g , and that was ONLY offered to them for their reputaion demanded them. And when reputaion demands you, you can THEN hit them up for the big bucks.

Also...I remember once a PC was very rich (im talking huge rich), with enough wealth to rival the local governer. The party had put out fliers asking for any well bodied man or women who could swing a sword or fight with skill, offering them 100 gold apiece for showing up and 100 gold apon returning from an adventure. Over 300 men showed up, and the PC discribed his job for them "to go to a distant island of crude and slaughter them all"...they all took the job.

The following month after the ships had been fitted prepeared, the PC and party showed up to great the crew...no one showed up. Everyone retired and left with 100 gold. They all were rich now and why risk life to go furture into this crazy PC's ideas about crude battleing and whatnot...easy money.

Needless to say, the local economey boomed for a year due to the crew spending the coin like water...never give dock-scum enough money to drink for a year...

The inflation that place must have had, though...
"you want a sandwich, guvner? it's only 2 gold...a bargain"

Sigh...well, 1000 gp may be too much, but that's done and over.
maybe someone will try and steal the money, though.

Regarding keeping secrets, the whole relic project in the house was pretty secret, so very few people would know that minor noble took 1000gp from the safe to fund it.

Regarding trust, what I'm thinking is this:
The woman, who found out her coleague and confidant was murdered by agents of the Lord of Blades, just as he was supposed to gice her crucial information about the relic, freaked out a little. In addition, becuase she was working for a patron of a different faction of the house (and not the local one), did not want to get the local faction informed and involved; So she went out on a limb (yes, probably a bad call) and contracted the party. Her superior would probably be pissed. In any case, she probably has the party shadowed by a trustworthy agent (just in case thy decide to...i don't know, take the relic, the Schema, for their own).

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hopefully everything will go as planned in tonight's session (although one of the players said he might not make it).
I made a list of "things happening" and will use it as Sif suggested, once the team gets out of the sewers; but I haven't had the time to flesh it out or make character-specific missions. Looks like I'll have my hands full between getting back from work and the start of the session.

oh well, fingers crossed...

- reading a signature is silly -

Another thing to consider is that:

1. The pcs are 1st level nopbodies. If they were to suddenly dissapear, no one would notice.

2. I can safely assume that the noble didn't pay the pc's upfront. Who's to say that she will when they complete their task?

3. If the noble does screw over the PCs, what can they do about it? Go to the Watch? HAHAHahahhaha!!!!

considering the fact that I the relic in question is a first of a set (which comprise a set of adventures) and that I'd like to use that noble as a patron again, it's not such a good idea.

But maybe the coins can turn into flesh-eating little coin-shaped bugs? (Farscape, anyone?)

- reading a signature is silly -

There could be more than one noble who knows of and wants this prize. If the noble in question screws the party over bad enough (prison time, floggings, etc) they might do the rest of it for free just to get even.

Just a thought...

Or what is the noble's real reason for wanting this item? Can the party assume the responsibility for turning over an artifact to someone they don't know to use for whatever purpose?

Session 2 recap:

The session yesterday went off to a bad start, when the argumentative player of last session started the session by asking when he could make a new character. I asked him to wait until after the session.
An hour and a hungry beetle swarm (which was eventually killed by dropping a bedroll on it, holding the edges to the floor, and being quickly soaked in oil and lit) later, thing were looking up, the team were pretty banged up when they bumped into two hungry Horrid Rats.
The druid tried to Speak With Animals, learned they were hungry, and offered them the only pack of iron rations that they had only to learn they thought the offer was like a cow offering a biscuit to a hungry hunter...they didn't take the offer.

Battle ensued and ended with two of the characters unconcious and diseased, and the other two close to death. Do NOT mess with Horrid Rats :)

I'm happy to report that in their efforts to cure one diseased friend, they had to spend what money they had left AND part with their only magic item (scroll of invisibility the artificer created).
They also really annoyed a changeling shopkeeper to whom they sold a used tent to make ends meet. She was just a normal shopkeeper, but one of the players said he "hoped she wasn't connected to the changeling mafia" (The Tyrants)....well, guess who she's connected to NOW.
muhahaha!

all in all, a good session.

That's the way it is with treasure: easy come, easy go.

Personally, I would caution against beating them up too much, but Sif would probably call me a big softie ;) Let 'em have a fight where they can trounce someone-- call it an ego-booster or something.

Just my opinion.

Nice effort on the druid's part to try to avoid the conflict; too bad the rats were too hungry to deal!

I totally reward players for thinking outside the box. I probably would've given the druid some sort of reward just for trying. Of course, I'd have given them a bigger reward if they had succeeded.

No sir OT, I wouldnt wave that idea off. Its what a good DM does.

There should always be room for victory, or harmless adventures where things are light-hearted.

Picture the session in one of my darkest campaigns, where up until now, the players were neck deep in evils and danger. Picture the party taking an offer to remove a evil huanting in a local lumbar yard. The town was afriad to work at the mill, and the town was losing money for it.
The party went, spent a game looking for the undead horror that surly was waiting at the end of the session. The party was talking about every form of undead, and how they were ready to lose levels, get infected, be turned to undead ect...

Turned out to be 2 sprites playing tricks...the half elf in the party talked them in leave by sharing a bottle of Fey wine he was keeping for a raining day. They had a nice picnic and the sprites left....they won the day, the town hailed them heros, and they never shared the fact that it was just sprites...

No danger, just innocent fun...those types of adventures remove the darkness from the moment and replace it with a warm affection for the lands they are journeying to protect...you dont want your players hating everything and everyplace of your setting....where would the devotion to save it come from?

In effect meaing- Dont ALWAYS torture your players.

Thanks for not taking umbrage at my soft-hearted jab

Nice hook; I like that encounter. Great idea. Good resolution, too.

Too bad the druid is one of the least charismatic guys in the party.
In any case, I don't think i've been harsh on them....he who chooses to go exploring into the darknes when he has 2 hp and no more spells for the day shall pay for his unreadiness.

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Sounds more like a lack of wisdom than charisma -- d'oh!