Next month will be my first-time DM'ing and I wanted to show you all my current side quest I plan on running to see if you think the way its laid out and the flow is ok?
A) PCs will be informed that she was last seen heading in the direction of the RLD and will be shown the picture.
A 1) PC's will need to ask people in the area if they have seen Myla to find out that shes at the casino. Asking a whore or offering gold to the homeless on the streets will get an instant answer. Paying over 5GP will give them information that there is a back door hidden behind some bins to the casino. also informed of bear horse!
A 2) PC's try to calm her down rolling a charisma save if they beat 15 she will calm down and tell them that Myla may have gone to look for her brother in the bilge-worths casino.
A 3) PC's can ignore hildar and continue doing whatever they please. end of quest line!
As you approach the casino you can hear the shouts of the patrons as they gamble the last of their hard earned money on the games and general revery of people that have drunk too much. and as you get closer to the door you see the flash of steel as the moon catches the Thugs on the doors Weapons.
B 1) PC's leave weapons to guards and head into the building. Rolling a stealth check over 12 will allow them to hide small one handed weapons + SOH modifier.
B 2) The PC's engage the Thugs to gain entry.
HP 32 AC 11 Speed 30FT
Pack Tactics. The thug has an advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.(1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,(1d10) piercing damage.
B 3) Thugs are given 5GP each and will leave.
B 4) PC's use the secret door hidden in the back of the casino to gain access.
After gaining entry to the Casino you notice there are a lot of gambling tables taking up the majority of the space in front of you with a small Bar on to your right. You can see there is a second floor but the Stair case seems to be guarded by a large Thug. If a perception check is rolled above 13 you will notice there are two smaller thugs patrolling the gambling area and another at the bar. and you will see a small horse Teddy that Myla was said to be holding.
C 1) A Single PC can attempt to sneak past the guard on the stairs if they roll an 18 on a stealth attempt
C 2) A PC with high charisma can try to charm the Thug on the stairs or the thug at the bar to allow a single PC to see their boss.
C 3) If the PC's entered from the back entrance they will be in the bar store room they can create a loud noise to draw a guard into this basement which can then be charmed or knocked out.
As you head up the stairs you see there is a large door gilded with what looks like gold playing cards at the end of the hallway. If a perception check is run and you get a 10+ you will notice that the door has a strange almost magical glimmer to it and see a small dice sized hole next to it.
D 1) If the players touches the handle without disarming the trap they will take 1d6 poison damage plus 1 d4 one a minute for 5 minutes.
D 2) Player notices trap by getting a 12 in PER check and can disarm with either a dice being placed in position or by rolling a dex save of 15+
As the You turn the handle to open the door you hear a loud clunk as what appears to be a series of locks open in order. The door then pops free of the locking mechanism and slowly opens. As the door opens you notice that the air is thick with chagger a strong chemical opiate that is used heavily in the district. As you step into the room squinting to try and see into the room more you hear the clunk of a cross bow on your left side.
E 1) You dive into a roll towards the sound of the noise and spring up facing what appears to be bilge-worth 16+ DEX save (advantage on combat roll)
E 2) You dive to the side but you slam into a large table doing so 10+ on DEX save
E 3) The bolt connects with your arm and the force of the bolt smashes you into the door knocking you out. 9 or less on DEX save
Fight with Bilgeworth!
I know there are a few spelling mistakes and the likes bI'm im only drafting at the moment so if you could just focus on the flow and layout that would be awesome!
I am super worried about not having enough information prepared and running into loads of flaws. Until I can figure out how good I am at just rolling with the story and making up stuff in the fly I figured it was best to have it all there. And I was going to have a teddy bear then switched it to a horse Teddy must not have updated it!
Next month will be my first-time DM'ing and I wanted to show you all my current side quest I plan on running to see if you think the way its laid out and the flow is ok?
A) PCs will be informed that she was last seen heading in the direction of the RLD and will be shown the picture.
A 1) PC's will need to ask people in the area if they have seen Myla to find out that shes at the casino. Asking a whore or offering gold to the homeless on the streets will get an instant answer. Paying over 5GP will give them information that there is a back door hidden behind some bins to the casino. also informed of bear horse!
A 2) PC's try to calm her down rolling a charisma save if they beat 15 she will calm down and tell them that Myla may have gone to look for her brother in the bilge-worths casino.
A 3) PC's can ignore hildar and continue doing whatever they please. end of quest line!
As you approach the casino you can hear the shouts of the patrons as they gamble the last of their hard earned money on the games and general revery of people that have drunk too much. and as you get closer to the door you see the flash of steel as the moon catches the Thugs on the doors Weapons.
B 1) PC's leave weapons to guards and head into the building. Rolling a stealth check over 12 will allow them to hide small one handed weapons + SOH modifier.
B 2) The PC's engage the Thugs to gain entry.
HP 32 AC 11 Speed 30FT
Pack Tactics. The thug has an advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.(1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,(1d10) piercing damage.
B 3) Thugs are given 5GP each and will leave.
B 4) PC's use the secret door hidden in the back of the casino to gain access.
After gaining entry to the Casino you notice there are a lot of gambling tables taking up the majority of the space in front of you with a small Bar on to your right. You can see there is a second floor but the Stair case seems to be guarded by a large Thug. If a perception check is rolled above 13 you will notice there are two smaller thugs patrolling the gambling area and another at the bar. and you will see a small horse Teddy that Myla was said to be holding.
C 1) A Single PC can attempt to sneak past the guard on the stairs if they roll an 18 on a stealth attempt
C 2) A PC with high charisma can try to charm the Thug on the stairs or the thug at the bar to allow a single PC to see their boss.
C 3) If the PC's entered from the back entrance they will be in the bar store room they can create a loud noise to draw a guard into this basement which can then be charmed or knocked out.
As you head up the stairs you see there is a large door gilded with what looks like gold playing cards at the end of the hallway. If a perception check is run and you get a 10+ you will notice that the door has a strange almost magical glimmer to it and see a small dice sized hole next to it.
D 1) If the players touches the handle without disarming the trap they will take 1d6 poison damage plus 1 d4 one a minute for 5 minutes.
D 2) Player notices trap by getting a 12 in PER check and can disarm with either a dice being placed in position or by rolling a dex save of 15+
As the You turn the handle to open the door you hear a loud clunk as what appears to be a series of locks open in order. The door then pops free of the locking mechanism and slowly opens. As the door opens you notice that the air is thick with chagger a strong chemical opiate that is used heavily in the district. As you step into the room squinting to try and see into the room more you hear the clunk of a cross bow on your left side.
E 1) You dive into a roll towards the sound of the noise and spring up facing what appears to be bilge-worth 16+ DEX save (advantage on combat roll)
E 2) You dive to the side but you slam into a large table doing so 10+ on DEX save
E 3) The bolt connects with your arm and the force of the bolt smashes you into the door knocking you out. 9 or less on DEX save
Fight with Bilgeworth!
I know there are a few spelling mistakes and the likes bI'm im only drafting at the moment so if you could just focus on the flow and layout that would be awesome!
I really like the idea you have going here but I think you may be overplanning abit, Most of the time the players will do what their players would do and not what you feel like they would do, Which can cause alot of unprepared situations if you have already so much planned. Id keep the base foundation of the quest (Finding Myla & Encountering Bandits) and then you can weave around it. Maybe they don't ask people for Myla but rather she was captured by Bandits or Even she left on her own accord (depending on Mylas purpose) If you are really good at improv though Id say it's a good idea
I'm not sure how my improv skill is going to be we will find out but thanks a ton for the feedback it means a lot I really want my players to have a good time so trying to get things as up to scratch to possible.
I've been DMing for over 25 years. The best advice I can give to a first timer is to relax. Don't try to hard and let the players play their characters. Which means you might get tested on those improv skills right away. But the adventure will be better for it, trust me. They can lead you to something even better than you had planned, but you have to be flexible and quick thinking. It isn't for everyone, but if you can get it than you all will have maximum enjoyment.
Next month will be my first-time DM'ing and I wanted to show you all my current side quest I plan on running to see if you think the way its laid out and the flow is ok?
A) PCs will be informed that she was last seen heading in the direction of the RLD and will be shown the picture.
A 1) PC's will need to ask people in the area if they have seen Myla to find out that shes at the casino. Asking a whore or offering gold to the homeless on the streets will get an instant answer. Paying over 5GP will give them information that there is a back door hidden behind some bins to the casino. also informed of bear horse!
A 2) PC's try to calm her down rolling a charisma save if they beat 15 she will calm down and tell them that Myla may have gone to look for her brother in the bilge-worths casino.
A 3) PC's can ignore hildar and continue doing whatever they please. end of quest line!
As you approach the casino you can hear the shouts of the patrons as they gamble the last of their hard earned money on the games and general revery of people that have drunk too much. and as you get closer to the door you see the flash of steel as the moon catches the Thugs on the doors Weapons.
B 1) PC's leave weapons to guards and head into the building. Rolling a stealth check over 12 will allow them to hide small one handed weapons + SOH modifier.
B 2) The PC's engage the Thugs to gain entry.
HP 32
AC 11
Speed 30FT
Pack Tactics. The thug has an advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.(1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,(1d10) piercing damage.
B 3) Thugs are given 5GP each and will leave.
B 4) PC's use the secret door hidden in the back of the casino to gain access.
After gaining entry to the Casino you notice there are a lot of gambling tables taking up the majority of the space in front of you with a small Bar on to your right. You can see there is a second floor but the Stair case seems to be guarded by a large Thug. If a perception check is rolled above 13 you will notice there are two smaller thugs patrolling the gambling area and another at the bar. and you will see a small horse Teddy that Myla was said to be holding.
C 1) A Single PC can attempt to sneak past the guard on the stairs if they roll an 18 on a stealth attempt
C 2) A PC with high charisma can try to charm the Thug on the stairs or the thug at the bar to allow a single PC to see their boss.
C 3) If the PC's entered from the back entrance they will be in the bar store room they can create a loud noise to draw a guard into this basement which can then be charmed or knocked out.
As you head up the stairs you see there is a large door gilded with what looks like gold playing cards at the end of the hallway. If a perception check is run and you get a 10+ you will notice that the door has a strange almost magical glimmer to it and see a small dice sized hole next to it.
D 1) If the players touches the handle without disarming the trap they will take 1d6 poison damage plus 1 d4 one a minute for 5 minutes.
D 2) Player notices trap by getting a 12 in PER check and can disarm with either a dice being placed in position or by rolling a dex save of 15+
As the You turn the handle to open the door you hear a loud clunk as what appears to be a series of locks open in order. The door then pops free of the locking mechanism and slowly opens. As the door opens you notice that the air is thick with chagger a strong chemical opiate that is used heavily in the district. As you step into the room squinting to try and see into the room more you hear the clunk of a cross bow on your left side.
E 1) You dive into a roll towards the sound of the noise and spring up facing what appears to be bilge-worth 16+ DEX save (advantage on combat roll)
E 2) You dive to the side but you slam into a large table doing so 10+ on DEX save
E 3) The bolt connects with your arm and the force of the bolt smashes you into the door knocking you out. 9 or less on DEX save
Fight with Bilgeworth!
I know there are a few spelling mistakes and the likes bI'm im only drafting at the moment so if you could just focus on the flow and layout that would be awesome!
If anything it looks like you may have over-prepared for this side quest a bit. Also....bear....horse?
I am super worried about not having enough information prepared and running into loads of flaws. Until I can figure out how good I am at just rolling with the story and making up stuff in the fly I figured it was best to have it all there. And I was going to have a teddy bear then switched it to a horse Teddy must not have updated it!
Okay, so not a weird unholy bear-horse monstrous amalgamation then.
I'm not sure how my improv skill is going to be we will find out but thanks a ton for the feedback it means a lot I really want my players to have a good time so trying to get things as up to scratch to possible.
I've been DMing for over 25 years. The best advice I can give to a first timer is to relax. Don't try to hard and let the players play their characters. Which means you might get tested on those improv skills right away. But the adventure will be better for it, trust me. They can lead you to something even better than you had planned, but you have to be flexible and quick thinking. It isn't for everyone, but if you can get it than you all will have maximum enjoyment.
Is this how other people write out there campaigns?