Hi I'm new to being a DM and I think I'm a little over my head. I want to create a good experience but I don't know if the start of my story is any good, could I get some feedback from people more experienced than I am. Please and thankyou
A warm bright light fills the room as you awake from your slumber, as you stumble around and piece together all of the events of the previous night. As the light completely envelopes the room you realise that you are all alone and trapped in a wooden crate suspended from the ceiling, You reach for your weapon and realise that all your gear is missing what do you do?
Inside each room there is a chest containing 2 Healing potions (2 D4 rolls for recovery) +2, A Carry Sack, All your starting gear, Key to the door except room 6.
As you take your time to look around your enclosed room, Old wooden planks line the floor, dirt walls surround your every being with a few holes above you to let in light, books and junk litter the room, and a few wooden structures such as a wooden bookcase and wardrobe, the only exit you see is a locked door Infront of you (Add perception check)
Roll for Insight/Foresight/Perception anything above 7 points to a chest being in the room, “Drag marks of something heavy was moved into here” anything bellow points out how dusty the room is, Nat 20 points out the glowing lock, Critical fail “You look out the window and glare directly into the sun you recoil unable to see, Roll d3 for damage”
Room 1 chest under the sheets in a corner
Room 2 chest hidden in a bookshelf
Room 3 Hanging from the roof
Room 4 Hidden under an open floor panel
Room 5 just by the door
Room 6 Outside the door to the room
After stumbling around in the chest, you notice (Contents of chest) and an oddly shaped key.
You notice a short passage leading to a closed wooden grate upon reaching it you notice loud roars from what seem like people, they are chanting something, but you cannot seem to make it out no matter how hard you try. Numbers 1 to party size (If first if not then just the number of waiting participants) are displayed from the outer part of the grate from what you can see the next area is hexagonal in shape with walls 5 meters tall. You hear a slam behind you, you are now sealed in this new room.
The number is changed by what appears to be a suited knight he mumbles something as the number is changed. The crowd yells loudly the number displayed now is X (Number of waiting players)
The Knight Changes the number for what appears to be the hundredth and the crowd goes wild, the ground starts to shake beneath your feet and the grate opens, the light turns from harshly blinding to bearable as you exit the room. As you look around you see a concrete arena, decorated with paintings of what appears to be royal family, beasts and other beings, to your left other grates open and X people step out. A massive Stone statue stands in the centre You all glance up as a voice booms down from the old man atop of the Crowd. “Subjects, Relatives and Sacrifices, Welcome let us pay our respects to the unworthy, I, your king Finley the 8 of the kingdom Quales, will give the unworthy a chance to speak a change for you to forget their pathetic lives and die for our entertainment”
King Finley looks down at you “You X, what is your name?” (X for species)
“oooh scary, and you X”
“Pfff, X you may speak”
“you’re all so boring X speak to your king”
“Please X make this interesting”
“you X speak”
“Go ahead X”
The Old king laughs, and he flips something. The statue Roars to life and starts to move towards one of the walls, with the giant statue out of the way, you can clearly see the iron gate that was hidden behind the golem.
It's an interesting way to start off a game. A few things I'd look at:
You say they are trapped in a crate, but say they can tell it's in a room hung from the ceiling - it the crate solid or does it have holes? if it's solid then all they will know it that it's a crate and it's hanging (because it swings).
I'm guessing the key is one to the grate that is exposed behind the golem. What happens if no-one finds the chest? Will you make sure someone notices the chest?
Can the players kill the stone golem? depending on player level it could prove quite difficult for the opening scene. especially with starting equipment, fighters and barbarians might have no way to hurt it.
Otherwise it looks like a cool way to start off - I'm guessing the intent is that the party escape via the iron gate and then form a merry adventuring band?
so the crate is one of those wooden branch type thingys , so they can see out of it.
so the keys open the chests in the room to allow the players to grab some equipment I was going to have the golem open the gate and try to have the characters attack it to drop the grate on the golem. if they don't I was just going to have it collapse on top of the golem closing it. the point was to have a small wave of enemies behind the grate low tier enemies (Such as goblins) and have them charge at the player (If they are smart enough to dodge the enemies, they would ram into the wall if not they would ram the players into it cracking a wall which eventually collapses allowing an escape route.
So im trying to encourage the players to attack and weaken it so that the grate falls faster, the golem wont actually attack the players because as it is early its quite a hard fight, and almost, they escape through a wall that crumbles due to damage.
so the crate is one of those wooden branch type thingys , so they can see out of it.
so the keys open the chests in the room to allow the players to grab some equipment I was going to have the golem open the gate and try to have the characters attack it to drop the grate on the golem. if they don't I was just going to have it collapse on top of the golem closing it. the point was to have a small wave of enemies behind the grate low tier enemies (Such as goblins) and have them charge at the player (If they are smart enough to dodge the enemies, they would ram into the wall if not they would ram the players into it cracking a wall which eventually collapses allowing an escape route.
So im trying to encourage the players to attack and weaken it so that the grate falls faster, the golem wont actually attack the players because as it is early its quite a hard fight, and almost, they escape through a wall that crumbles due to damage.
That's a cool scene, my worry there (and it could be unfounded) is that you are planning the entire scene rather than planning an opening and a potential goal.
As an example, if the golem is CC only, and the grate is in one location, if the players hang back and shoot it rather than engaging, then it will have to move out from below the grate to attack them, scuppering the finale you'd planned.
A better approach would be to offer it as a solution to the adventurers but not to count on it. I would give them a few plot points and let them work out their own approach:
When the grate is raised, two large boulders lower into the arena on thick ropes as counterweights. They touch down on the ground in the corners either side of the grate through which the golem is approaching. Let the players work out that these can be cut to drop it. If one is cut, it lowers onto the golem and holds it, raising the other up to a height which, if they ride it, they can escape from. If both are cut it falls hard enough to kill the golem.
If the grate is left, the players see a small doorway behind the golem + minions, and might reason that they could escape that way. make it some sort of escape route that requires lockpicking to get through (I like the idea of using a cumulative result for this, IE the lockpicker has to roll once per turn (whilst the golem gets closer), needing a total of 25 to get through the lock, EG. turn 1 rolls a 12, turn 2 a 10 (totaling 22), turn 3 an 18 & it unlocks. Nat 20 always picks it that turn. It could also be broken down.
If the players decide to just fight the Golem, then you need an event to happen which won't make the players feel like their efforts weren't enough. Dropping the grate on the golem no matter what might make the players feel like they aren't the center of attention. If the players take on the fight that they can't win, then you need a distraction and a plot point. Here's a suggestion: After a couple of rounds and the Golem not getting overly killed, a commotion happens in the crowd, and a child falls from the stands, landing hard on the dirt of the Arena. The crowd is screaming, and you can hear the King screaming "My Son!". The child is awake but hurt, and starts to cry. The Golem pauses in his attacks and turns to look at the child, before turning and starting towards it. The party might jump to the child's defence, earning them the kings pardon. They might use the distraction to escape (the Golem is actually the kingdoms protector, so it looking to pass the child back up to the king, but the party don't know that!). The guards might rush in and help kill the golem, and then re-arrest the Party for another fate ("the king offers you freedom in exchange for services"). Or the party might grab the child, put a knife to their throat and shout "Release us!". The world's their lobster.
In short, my suggestion is to plan for options but not to restrict it to one outcome - you write the beginning, let the players write the middle and work together to write the end!
Hi I'm new to being a DM and I think I'm a little over my head. I want to create a good experience but I don't know if the start of my story is any good, could I get some feedback from people more experienced than I am. Please and thankyou
A warm bright light fills the room as you awake from your slumber, as you stumble around and piece together all of the events of the previous night. As the light completely envelopes the room you realise that you are all alone and trapped in a wooden crate suspended from the ceiling, You reach for your weapon and realise that all your gear is missing what do you do?
Inside each room there is a chest containing 2 Healing potions (2 D4 rolls for recovery) +2, A Carry Sack, All your starting gear, Key to the door except room 6.
As you take your time to look around your enclosed room, Old wooden planks line the floor, dirt walls surround your every being with a few holes above you to let in light, books and junk litter the room, and a few wooden structures such as a wooden bookcase and wardrobe, the only exit you see is a locked door Infront of you (Add perception check)
Roll for Insight/Foresight/Perception anything above 7 points to a chest being in the room, “Drag marks of something heavy was moved into here” anything bellow points out how dusty the room is, Nat 20 points out the glowing lock, Critical fail “You look out the window and glare directly into the sun you recoil unable to see, Roll d3 for damage”
Room 1 chest under the sheets in a corner
Room 2 chest hidden in a bookshelf
Room 3 Hanging from the roof
Room 4 Hidden under an open floor panel
Room 5 just by the door
Room 6 Outside the door to the room
After stumbling around in the chest, you notice (Contents of chest) and an oddly shaped key.
You notice a short passage leading to a closed wooden grate upon reaching it you notice loud roars from what seem like people, they are chanting something, but you cannot seem to make it out no matter how hard you try. Numbers 1 to party size (If first if not then just the number of waiting participants) are displayed from the outer part of the grate from what you can see the next area is hexagonal in shape with walls 5 meters tall. You hear a slam behind you, you are now sealed in this new room.
The number is changed by what appears to be a suited knight he mumbles something as the number is changed. The crowd yells loudly the number displayed now is X (Number of waiting players)
The Knight Changes the number for what appears to be the hundredth and the crowd goes wild, the ground starts to shake beneath your feet and the grate opens, the light turns from harshly blinding to bearable as you exit the room. As you look around you see a concrete arena, decorated with paintings of what appears to be royal family, beasts and other beings, to your left other grates open and X people step out. A massive Stone statue stands in the centre You all glance up as a voice booms down from the old man atop of the Crowd. “Subjects, Relatives and Sacrifices, Welcome let us pay our respects to the unworthy, I, your king Finley the 8 of the kingdom Quales, will give the unworthy a chance to speak a change for you to forget their pathetic lives and die for our entertainment”
King Finley looks down at you “You X, what is your name?” (X for species)
“oooh scary, and you X”
“Pfff, X you may speak”
“you’re all so boring X speak to your king”
“Please X make this interesting”
“you X speak”
“Go ahead X”
The Old king laughs, and he flips something. The statue Roars to life and starts to move towards one of the walls, with the giant statue out of the way, you can clearly see the iron gate that was hidden behind the golem.
It's an interesting way to start off a game. A few things I'd look at:
Otherwise it looks like a cool way to start off - I'm guessing the intent is that the party escape via the iron gate and then form a merry adventuring band?
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
I think you are off to a very good start. Just make sure that things are not too hard, You want the party to actually form.
is there a D&D Beyond App for DMs?
so the crate is one of those wooden branch type thingys , so they can see out of it.
so the keys open the chests in the room to allow the players to grab some equipment I was going to have the golem open the gate and try to have the characters attack it to drop the grate on the golem. if they don't I was just going to have it collapse on top of the golem closing it. the point was to have a small wave of enemies behind the grate low tier enemies (Such as goblins) and have them charge at the player (If they are smart enough to dodge the enemies, they would ram into the wall if not they would ram the players into it cracking a wall which eventually collapses allowing an escape route.
So im trying to encourage the players to attack and weaken it so that the grate falls faster, the golem wont actually attack the players because as it is early its quite a hard fight, and almost, they escape through a wall that crumbles due to damage.
That's a cool scene, my worry there (and it could be unfounded) is that you are planning the entire scene rather than planning an opening and a potential goal.
As an example, if the golem is CC only, and the grate is in one location, if the players hang back and shoot it rather than engaging, then it will have to move out from below the grate to attack them, scuppering the finale you'd planned.
A better approach would be to offer it as a solution to the adventurers but not to count on it. I would give them a few plot points and let them work out their own approach:
After a couple of rounds and the Golem not getting overly killed, a commotion happens in the crowd, and a child falls from the stands, landing hard on the dirt of the Arena. The crowd is screaming, and you can hear the King screaming "My Son!". The child is awake but hurt, and starts to cry. The Golem pauses in his attacks and turns to look at the child, before turning and starting towards it.
The party might jump to the child's defence, earning them the kings pardon. They might use the distraction to escape (the Golem is actually the kingdoms protector, so it looking to pass the child back up to the king, but the party don't know that!). The guards might rush in and help kill the golem, and then re-arrest the Party for another fate ("the king offers you freedom in exchange for services"). Or the party might grab the child, put a knife to their throat and shout "Release us!". The world's their lobster.
In short, my suggestion is to plan for options but not to restrict it to one outcome - you write the beginning, let the players write the middle and work together to write the end!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!