I am just wondering if experienced DM's would care to share some of the most rewarding starting minion encounters. They may also be encounters without combat, such as the wood elemental things from Frost maiden. Thanks!
Got 2 for starting, one relies a bit on other preparation:
1. this one relies on you having something like a home base/lair that the group explores. They are supposed to run errands, get to know what else is there and how the area is built. After that, once they are done and come back to the task giver, say that there is one more thing. Someone heard something weird from a storeroom, they have to investigate. There when investigating they find a monster and fight. Why the monster ist there and who put it there is for future games (I had a homebrew young Frost Salamander, just something for the group to fight that fits the story).
2. Get someone out of prison. Someone (maybe a higher up) is missing, and the group is sent to investigate. Nobody expects there to be actual problems like the NPC being in prison. Once the group finds out, also give them a reason why they can't just go back and ask someone for help. Maybe they had to walk a whole day to get to this other city, and tomorrow morning the NPC is to be executed (For my group, they knew that the boss would be furious and they would live with the consequences). Let them do a little investigating and sneaking. If they are new to DnD in general give them options. 1. find someone who will help you, or who you can bribe 2. find a weak link in the security 3. feign authority 4. violence and whatever else you can think of. Tell them that they need to have an escape plan from the city once they are done. In my case I also gave the NPC information that they shared with the group once free that furthered the plot.
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I am just wondering if experienced DM's would care to share some of the most rewarding starting minion encounters. They may also be encounters without combat, such as the wood elemental things from Frost maiden. Thanks!
Got 2 for starting, one relies a bit on other preparation:
1. this one relies on you having something like a home base/lair that the group explores. They are supposed to run errands, get to know what else is there and how the area is built.
After that, once they are done and come back to the task giver, say that there is one more thing. Someone heard something weird from a storeroom, they have to investigate. There when investigating they find a monster and fight. Why the monster ist there and who put it there is for future games (I had a homebrew young Frost Salamander, just something for the group to fight that fits the story).
2. Get someone out of prison. Someone (maybe a higher up) is missing, and the group is sent to investigate. Nobody expects there to be actual problems like the NPC being in prison. Once the group finds out, also give them a reason why they can't just go back and ask someone for help. Maybe they had to walk a whole day to get to this other city, and tomorrow morning the NPC is to be executed (For my group, they knew that the boss would be furious and they would live with the consequences). Let them do a little investigating and sneaking. If they are new to DnD in general give them options. 1. find someone who will help you, or who you can bribe 2. find a weak link in the security 3. feign authority 4. violence and whatever else you can think of. Tell them that they need to have an escape plan from the city once they are done.
In my case I also gave the NPC information that they shared with the group once free that furthered the plot.