This is a fun campaign, but my main critism would be the lack of threats it poses to the players. I DM this campaign for three groups, and all of them want a decent mix of combat en social. This campaign went overboard on the non-violence, and produced almost none combat creature in there appendix.
So this is why I'm here: - What little side quests can you all come up with? - Any fun random encounters?
For example, one thing I'm making now is an encounter where (evil) tooth faeries try to grab their teeth in the middle of the night. It's still in theme with the campaign, but it gives a bit of a combat encounter. Normally, in this domain you may not steal, but with Zybilna put to sleep, this can be easily neglected.
Sure. We have the Haregons, we have the snakes. And we have 2 or 3 random encounters that might be combat. But even the snakes are supposed to be sleeping.
When they reach downfall, they are not supposed to fight either, except 1 or 2 monsters; of which the tree is CR 7. There are 2 or 3 combat encounters in the first hags' house.
This is not plenty. This is after they've spend 2 or 3 sessions in the carnival, where there also isn't combat. I did not only read, also already DM'd these sections.
Check Witchlight for the Combat-Starved on DriveThruRPG.
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Met D&D in 1976 while in the Navy, learning Russian, and fell in love. We were steady for several years, then drifted apart and saw other people. Ran into each other a few years ago and the spark kinda rekindled, ya know? It’s an open relationship and I hang with GURPS and DragonQuest, but we’re all mutuals and it’s good. Open communication is the real key to any polydice, it’s the only real rule.
KillerKonijn (fitting name, given the Haregon bandits), I am running this as a DM myself. And I run it for 16-18 year olds who do like the whimsical and silly roleplay, but who also need encounters to find the game fun. So I just added them.
Adding encounters is easy, you do not have to follow the book by the letter. I'll give you some examples.
At the Witchlight carnival, add a tournament tent. I had six players in my group, so I said that in order to compete, you must form groups of three (change this number based on your players). Then I had each of them fight a different monster, both advanced and now they had to face off against one another to win a price. After the fighting is done, everyone gets the effect of a long rest, and the winner gets some magic potions. Another thing I did is I let the players notice some of the Hag thieves and actually fight them. In the book, non of them are hostile unless confronted, but you do not have to play it like that.
Another example. Hither. Everything here is not hostile, or almost every encounter can be solved without combat. If your players want combat, change that rule. The haregons? They are killers instead of cowards. If you want (I didn't do this) you could even give them a fight first and ask questions later mentality. The sleeping snakes? Change them into monsters who guard the entrance to the tower and who refuse to yield. The bullywugs in Downfall? Make them all hostile due to the hag's spell. Now you have a village that is basically a dungeon. Done.
Remember, you are the DM. If your group likes something, then change the material according to your and their needs. And you have free reign. Zebylna is asleep, and the hags are very loosely enforcing the Prismeer rules. Basically, the rules no longer apply in Prismeer.
Basically, I wouldn't bother with random encounters. I never liked them. They slow the game down and add nothing to the story. Instead, adapt the actual story. Your players will still advance, and it won't feel like filler.
This is a fun campaign, but my main critism would be the lack of threats it poses to the players.
I DM this campaign for three groups, and all of them want a decent mix of combat en social.
This campaign went overboard on the non-violence, and produced almost none combat creature in there appendix.
So this is why I'm here:
- What little side quests can you all come up with?
- Any fun random encounters?
For example, one thing I'm making now is an encounter where (evil) tooth faeries try to grab their teeth in the middle of the night.
It's still in theme with the campaign, but it gives a bit of a combat encounter.
Normally, in this domain you may not steal, but with Zybilna put to sleep, this can be easily neglected.
Did we read the same adventure? There are plenty of combat opportunities...
Sure. We have the Haregons, we have the snakes. And we have 2 or 3 random encounters that might be combat.
But even the snakes are supposed to be sleeping.
When they reach downfall, they are not supposed to fight either, except 1 or 2 monsters; of which the tree is CR 7.
There are 2 or 3 combat encounters in the first hags' house.
This is not plenty.
This is after they've spend 2 or 3 sessions in the carnival, where there also isn't combat.
I did not only read, also already DM'd these sections.
But thanks for the helpful reply...
Check Witchlight for the Combat-Starved on DriveThruRPG.
Met D&D in 1976 while in the Navy, learning Russian, and fell in love. We were steady for several years, then drifted apart and saw other people. Ran into each other a few years ago and the spark kinda rekindled, ya know? It’s an open relationship and I hang with GURPS and DragonQuest, but we’re all mutuals and it’s good. Open communication is the real key to any polydice, it’s the only real rule.
KillerKonijn (fitting name, given the Haregon bandits), I am running this as a DM myself. And I run it for 16-18 year olds who do like the whimsical and silly roleplay, but who also need encounters to find the game fun. So I just added them.
Adding encounters is easy, you do not have to follow the book by the letter. I'll give you some examples.
At the Witchlight carnival, add a tournament tent. I had six players in my group, so I said that in order to compete, you must form groups of three (change this number based on your players). Then I had each of them fight a different monster, both advanced and now they had to face off against one another to win a price. After the fighting is done, everyone gets the effect of a long rest, and the winner gets some magic potions. Another thing I did is I let the players notice some of the Hag thieves and actually fight them. In the book, non of them are hostile unless confronted, but you do not have to play it like that.
Another example. Hither. Everything here is not hostile, or almost every encounter can be solved without combat. If your players want combat, change that rule. The haregons? They are killers instead of cowards. If you want (I didn't do this) you could even give them a fight first and ask questions later mentality. The sleeping snakes? Change them into monsters who guard the entrance to the tower and who refuse to yield. The bullywugs in Downfall? Make them all hostile due to the hag's spell. Now you have a village that is basically a dungeon. Done.
Remember, you are the DM. If your group likes something, then change the material according to your and their needs. And you have free reign. Zebylna is asleep, and the hags are very loosely enforcing the Prismeer rules. Basically, the rules no longer apply in Prismeer.
Basically, I wouldn't bother with random encounters. I never liked them. They slow the game down and add nothing to the story. Instead, adapt the actual story. Your players will still advance, and it won't feel like filler.