This will be my first time DMing, I'm running a game set in someone else's world as a surprise for them I've set up an adventure, but... I just want some help, what should I do and not do? It's a 1-5 level game.
Story: In a locked-axis world one half is desert and the other ice, but in the middle is the Ring, a habitable region of all races. On the Fringe near the desert side, the party has arrived in a small town on a search for a group of explorers for an expeditionary guild. But, the town is being attacked by undead, a necromancer has begun attacking town and wants to take over the town. After repelling the undead, they follow them to a cave etc... they fight him and find out he's an outcast from a big cult. After talking to the town-master (and doing some quests) they find out that the cultists are creeping everyone out, he wants them gone. A castle lies nearby, long abandoned until the cult moved in. Now they use it as a base and the cult acts nice, but their leader is an evil mage who will stop at nothing. The cult wants to travel between planes and worlds, but it's almost impossible. Cue the party either fighting the cult and leaving or acting nice and getting poisoned. They either return to town or they are kidnapped and end up waking up in the desert.
The cultist have teamed up with a clan of Tlincalli who found a crashed Neogi world-traveling vehicle and have been forcing the survivors to fix it. The cult partially Neogi, but think that that these Neogi are a gift for them to reach "enlightenment" in other worlds (take over). The party almost gets eaten by Neogi hatchlings bred to become helpers and ship builders and pilots. The party either stops the cult or casts them inescapably into another plane. The end.
Sorry if I'm light on details, it's not all that filled in yet.
I would say instead of undead to start with, perhaps the initial encounter has some Neogi Hatchlings or Star Spawn to start the campaign of weird stuff is happening here. Just telling the adventurers that some very strange creatures have been attacking caravans or something. Take your necromancer and make him like a warlock or something that stole some of the creatures before he left the cult. Or even maybe the necromancer has been wrongfully accused and he wants you to clear his name and bring in some of the creatures to prove it wasn't him.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
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This will be my first time DMing, I'm running a game set in someone else's world as a surprise for them I've set up an adventure, but... I just want some help, what should I do and not do? It's a 1-5 level game.
Story: In a locked-axis world one half is desert and the other ice, but in the middle is the Ring, a habitable region of all races. On the Fringe near the desert side, the party has arrived in a small town on a search for a group of explorers for an expeditionary guild. But, the town is being attacked by undead, a necromancer has begun attacking town and wants to take over the town. After repelling the undead, they follow them to a cave etc... they fight him and find out he's an outcast from a big cult. After talking to the town-master (and doing some quests) they find out that the cultists are creeping everyone out, he wants them gone. A castle lies nearby, long abandoned until the cult moved in. Now they use it as a base and the cult acts nice, but their leader is an evil mage who will stop at nothing. The cult wants to travel between planes and worlds, but it's almost impossible. Cue the party either fighting the cult and leaving or acting nice and getting poisoned. They either return to town or they are kidnapped and end up waking up in the desert.
The cultist have teamed up with a clan of Tlincalli who found a crashed Neogi world-traveling vehicle and have been forcing the survivors to fix it. The cult partially Neogi, but think that that these Neogi are a gift for them to reach "enlightenment" in other worlds (take over). The party almost gets eaten by Neogi hatchlings bred to become helpers and ship builders and pilots. The party either stops the cult or casts them inescapably into another plane. The end.
Sorry if I'm light on details, it's not all that filled in yet.
From the crypt...
hello?
From the crypt...
I would say instead of undead to start with, perhaps the initial encounter has some Neogi Hatchlings or Star Spawn to start the campaign of weird stuff is happening here. Just telling the adventurers that some very strange creatures have been attacking caravans or something. Take your necromancer and make him like a warlock or something that stole some of the creatures before he left the cult. Or even maybe the necromancer has been wrongfully accused and he wants you to clear his name and bring in some of the creatures to prove it wasn't him.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."