If possible, I would like a bit of help sorting out my first session as at the moment, it's a jumble of ideas and finding it hard to focus it down! Sorry if it's a long post but appreciate any help!
The situ - So I have a group of 6 players, 2 new to d&d, 1 completely new to RPGs. We're all starting at level 1. I've played in a few games and run a few times from modules (LMoP and a one shot module). I wanted to run a 4 hour adventure in the first session to get all the characters introduced and something accomplished with the aim of possibly having future sessions with the same characters - I had originally thought to run 'The Scream in the Night' an adventurer's league module about a chaos influenced Modron on a killing spree, but am now doubting this choice due to character creation and the characters they've given me (they're all interesting characters) but I'm also thinking it very well may run over time. For this reason I wanted to try and make something to fit with their characters.
The characters they've come up with are:
W - a Wizard Halfling Illusionist (earns his keep with his magician stage show which may or may not contain real magic!)
R - a Rogue halfling entertainer (possible pals with the wizard) but a musician and thief
D - a Druid gnome sage (young tearaway from a forced studious upbringing by famous wizard parents
A - an Artificer elf (very studious, out for adventure to 'test' their tools
P - a Fighter half-orc pirate (a smuggler with a bad rep)
F - a Fighter human folk hero (a kid with dreams of becoming a hero and changing the world)
I really liked all the characters so tried building something around them with a little something for each of them to do. I may be over complicating matters and should just send them straight to the adventurer's guild, but here's the idea I've started with:
Scene 1 - The Tavern
The set up -
A, D and F know each other and go to a tavern for an interview with a recruiter for the city's adventuring guild (they were told this is where he'd be) they meet him.
P has prior business relationship with Tavern owner and is there to drink and drop off -smuggled goods (...?) For payment.
They all notice flyers for a stage show...
W + R are setting up for their stage show in the back ready to go on stage.
The hook -
Unbeknownst to the PCs, a local entertainers guild (who have a carnival and circus set up on the outskirts of the city) have been running an extortion racket on local inns and theatres, demanding they only put on shows which include entertainers guild members. This tavern owner had refused, so they've turned up to ruin the show. During the PCs performances, entertainers guild members turn up and start causing problems (throwing things, making things go wrong etc.). This interrupts the mission being given to A, D + F and adventurers guild NPC gets involved in the skuffle. The PCs may intervene, this could turn into combat or gets role played until the entertainers guild eventually leave.
At this point, I'd like to give the PCs a reason to infiltrate the entertainers encampment (I.e. the carnival and circus). Here's what I though of:
The entertainers guild left, but made off with the smuggled goods given by P, tavern owner begs PCs to retrieve it (for payment)
The entertainers steal something from W or R.
The adventurer's guild tasks the PCs with chasing the entertainers out the city, and says he'll offer them gold and future missions.
Scene 2 - this could then be a break in to the carnival site culminating possibly with a fight with the head honcho and his mastiffs. The druid could interact with the animals they have on site (most likely abused and willing to change sides) and the rogue could definitely do some sneaking.
Obviously this may all need changed up, adjusted and added to, but would you say that would work for a general outline? Or maybe I should just stick to something simple - I do want to stick with the urban setting however.
Assuming the Entertainers (Circus) are not too substantial I think it sounds just fine. I would make option 3 a simple, "Well someone needs to show those preeks they can't just come to this town and wreak havoc like this. If you want to prove your worth as adventurers to me, go show them they best not ever be found around here again. And there's plenty of coin for you if you do, you can trust in that." Further, I see no reason why the Entertainers didn't do 1 and 2 also, giving some players a specific interest in tracking them down. Also, being a circus, I'd include some hard to find spell ingredients in the loot indicating they had eclectic tastes and maybe some knowledge of the arcane arts? This could be a tie in to a more powerful ally of theirs that practiced magic and they knew to keep an eye out for spell components. Finally, since they would be working "for" the Guild on this mission, you can add a NPC or two from the Guild if you see something the party needs to tackle the Circus as you wish to flesh it out.
I think what you laid out in general sounds like a blast! In comparison to any other one shot module you may have found already, I think you are on point creating an overall situation that does a good job initially bringing in players with the characters they have already created.
You've already established a well detailed fleshed out local circumstance (the extortion racket) from a pretty clever non-standard source (a circus). I think thats awesome, because it's nuanced, with developed motivations for many key NPCs.
Not sure if you're intending to make a just 4 hour adventure, or the start of a longer plot, but what you've laid out has just about everything. Intrigue, skills checks, plenty of role play, possible combat, initial character development for your 6 players. Great job.
I'd definitely recommend Against pre -supposing what the Party as a whole would do or how would react about in game plot developments. The party needs to direct the action. Because you seem to have a very clear outline of Likely events, you're in a prime position to immediately lay out the consequences and developments of those choices.
I recall laying out my very first adventure as a very first time DM. I prepared a lot for my first session, nervous that I didn't have a good idea or I wouldn't know what to do. However, my overall sense of timing and how much "stuff" and plot and combat would occur was wayyy off and we barely scratched the surface in a 5 hour session. And, we all had a lot of fun. Especially with 6 players, hopefully expect a lot more chatter and roleplay rather than dice rolls.
My opinion is that you use plot hook #1 from your scene. It makes sense given the motivations of your NPCs.
Also, I'm not personally motivated by using adventure guilds or "job boards" as that never seems (to me) 'heroic' in any way and makes Characters look more like Mercenaries for hire. Not sure if your PCs the A, D, and F have already agreed out of character to meeting an adventure guild rep for payment or something, if so it's not my place to suggest otherwise. But, if not maybe instead ask them how those 3 would like to know each other before play begins? Maybe they all survived a harrowing natural disaster together (floods? hurricane?) and their town/city was destroyed, they have no family now, and are otherwise bonded so close to each other out of mutual shared tragedy? Ready to explore the world to distance themselves mentally and physically from a place or event so woeful to return?
Hook #1 can be made even more memorable with some well leveled Insults from the circus toward your entertainer characters and the other PCs, leading to a sense of wounded pride or hurt egos (giving the characters motivation to dismantle this extortion racket).
Thanks very much for the responses, I'm running it this Friday so fingers crossed. Feeling more confident about it now - and will try to keep it open planning wise. I've stuck with the idea and decided the contraband the Half-Orc smuggler will be delivering is medicine for the innkeep's sick child. I'm thinking of having a dragonrot/greyscale scenario, some kind of (magical) infection plague which can be moderated/controlled with the right herb/flower, but if the authorities found out they would take away his child for sure - hence the need to smuggle and the desperation for the innkeep to get it back. This could be something to expand for the campaign potentially.
The entertainer PC decided she grew up with someone (both street urchins) and they used to rob places - the last one he betrayed her and kept the loot - perfect NPC to stick in this entertainer's Guild.
I figure when the robbery occurs - the culprit simply leaves a note - 'Told you - don't play on our turf. Thanks for the stuff! :D'. Should ignite their ire enough to go kick out those circus folk.
Also, the ringleader of the circus may have to be a gnome with a ferocious pet tiger.
If possible, I would like a bit of help sorting out my first session as at the moment, it's a jumble of ideas and finding it hard to focus it down! Sorry if it's a long post but appreciate any help!
The situ - So I have a group of 6 players, 2 new to d&d, 1 completely new to RPGs. We're all starting at level 1. I've played in a few games and run a few times from modules (LMoP and a one shot module). I wanted to run a 4 hour adventure in the first session to get all the characters introduced and something accomplished with the aim of possibly having future sessions with the same characters - I had originally thought to run 'The Scream in the Night' an adventurer's league module about a chaos influenced Modron on a killing spree, but am now doubting this choice due to character creation and the characters they've given me (they're all interesting characters) but I'm also thinking it very well may run over time. For this reason I wanted to try and make something to fit with their characters.
The characters they've come up with are:
W - a Wizard Halfling Illusionist (earns his keep with his magician stage show which may or may not contain real magic!)
R - a Rogue halfling entertainer (possible pals with the wizard) but a musician and thief
D - a Druid gnome sage (young tearaway from a forced studious upbringing by famous wizard parents
A - an Artificer elf (very studious, out for adventure to 'test' their tools
P - a Fighter half-orc pirate (a smuggler with a bad rep)
F - a Fighter human folk hero (a kid with dreams of becoming a hero and changing the world)
I really liked all the characters so tried building something around them with a little something for each of them to do. I may be over complicating matters and should just send them straight to the adventurer's guild, but here's the idea I've started with:
Scene 1 - The Tavern
The set up -
A, D and F know each other and go to a tavern for an interview with a recruiter for the city's adventuring guild (they were told this is where he'd be) they meet him.
P has prior business relationship with Tavern owner and is there to drink and drop off -smuggled goods (...?) For payment.
They all notice flyers for a stage show...
W + R are setting up for their stage show in the back ready to go on stage.
The hook -
Unbeknownst to the PCs, a local entertainers guild (who have a carnival and circus set up on the outskirts of the city) have been running an extortion racket on local inns and theatres, demanding they only put on shows which include entertainers guild members. This tavern owner had refused, so they've turned up to ruin the show. During the PCs performances, entertainers guild members turn up and start causing problems (throwing things, making things go wrong etc.). This interrupts the mission being given to A, D + F and adventurers guild NPC gets involved in the skuffle. The PCs may intervene, this could turn into combat or gets role played until the entertainers guild eventually leave.
At this point, I'd like to give the PCs a reason to infiltrate the entertainers encampment (I.e. the carnival and circus). Here's what I though of:
Scene 2 - this could then be a break in to the carnival site culminating possibly with a fight with the head honcho and his mastiffs. The druid could interact with the animals they have on site (most likely abused and willing to change sides) and the rogue could definitely do some sneaking.
Obviously this may all need changed up, adjusted and added to, but would you say that would work for a general outline? Or maybe I should just stick to something simple - I do want to stick with the urban setting however.
Thanks for the help!
Assuming the Entertainers (Circus) are not too substantial I think it sounds just fine. I would make option 3 a simple, "Well someone needs to show those preeks they can't just come to this town and wreak havoc like this. If you want to prove your worth as adventurers to me, go show them they best not ever be found around here again. And there's plenty of coin for you if you do, you can trust in that." Further, I see no reason why the Entertainers didn't do 1 and 2 also, giving some players a specific interest in tracking them down. Also, being a circus, I'd include some hard to find spell ingredients in the loot indicating they had eclectic tastes and maybe some knowledge of the arcane arts? This could be a tie in to a more powerful ally of theirs that practiced magic and they knew to keep an eye out for spell components. Finally, since they would be working "for" the Guild on this mission, you can add a NPC or two from the Guild if you see something the party needs to tackle the Circus as you wish to flesh it out.
I think what you laid out in general sounds like a blast! In comparison to any other one shot module you may have found already, I think you are on point creating an overall situation that does a good job initially bringing in players with the characters they have already created.
You've already established a well detailed fleshed out local circumstance (the extortion racket) from a pretty clever non-standard source (a circus). I think thats awesome, because it's nuanced, with developed motivations for many key NPCs.
Not sure if you're intending to make a just 4 hour adventure, or the start of a longer plot, but what you've laid out has just about everything. Intrigue, skills checks, plenty of role play, possible combat, initial character development for your 6 players. Great job.
I'd definitely recommend Against pre -supposing what the Party as a whole would do or how would react about in game plot developments. The party needs to direct the action. Because you seem to have a very clear outline of Likely events, you're in a prime position to immediately lay out the consequences and developments of those choices.
I recall laying out my very first adventure as a very first time DM. I prepared a lot for my first session, nervous that I didn't have a good idea or I wouldn't know what to do. However, my overall sense of timing and how much "stuff" and plot and combat would occur was wayyy off and we barely scratched the surface in a 5 hour session. And, we all had a lot of fun. Especially with 6 players, hopefully expect a lot more chatter and roleplay rather than dice rolls.
My opinion is that you use plot hook #1 from your scene. It makes sense given the motivations of your NPCs.
Also, I'm not personally motivated by using adventure guilds or "job boards" as that never seems (to me) 'heroic' in any way and makes Characters look more like Mercenaries for hire. Not sure if your PCs the A, D, and F have already agreed out of character to meeting an adventure guild rep for payment or something, if so it's not my place to suggest otherwise. But, if not maybe instead ask them how those 3 would like to know each other before play begins? Maybe they all survived a harrowing natural disaster together (floods? hurricane?) and their town/city was destroyed, they have no family now, and are otherwise bonded so close to each other out of mutual shared tragedy? Ready to explore the world to distance themselves mentally and physically from a place or event so woeful to return?
Hook #1 can be made even more memorable with some well leveled Insults from the circus toward your entertainer characters and the other PCs, leading to a sense of wounded pride or hurt egos (giving the characters motivation to dismantle this extortion racket).
Boldly go
Everything you have in mind sounds great.
Remember though: Plans are shit! Planning is gold!
Keep your mind and plots loose enough to react to the players, because they are going to take your games in unexpected directions.
Plan only for what you need, extended lore is just for you and maybe a WorldAnvil page no one ever reads (*personal pout here*).
Watch Matt Colville...extensively for his "Running the Game" series. He is a river to his people and his videos are national treasures.
Thanks very much for the responses, I'm running it this Friday so fingers crossed. Feeling more confident about it now - and will try to keep it open planning wise. I've stuck with the idea and decided the contraband the Half-Orc smuggler will be delivering is medicine for the innkeep's sick child. I'm thinking of having a dragonrot/greyscale scenario, some kind of (magical) infection plague which can be moderated/controlled with the right herb/flower, but if the authorities found out they would take away his child for sure - hence the need to smuggle and the desperation for the innkeep to get it back. This could be something to expand for the campaign potentially.
The entertainer PC decided she grew up with someone (both street urchins) and they used to rob places - the last one he betrayed her and kept the loot - perfect NPC to stick in this entertainer's Guild.
I figure when the robbery occurs - the culprit simply leaves a note - 'Told you - don't play on our turf. Thanks for the stuff! :D'. Should ignite their ire enough to go kick out those circus folk.
Also, the ringleader of the circus may have to be a gnome with a ferocious pet tiger.