First time Home brew rookie DM. Feedback appreciated!
Sept 9, 2017 17:46:20 GMT
via mobile
DM Lord Neptune likes this
Post by lpoppe on Sept 9, 2017 17:46:20 GMT
So I have only been playing Dungeons & Dragons for a few months now, and I haven't DM'd yet. I think I have a pretty good idea for a one-shot campaign, and a few of the details hashed out. I wanted to run it by a few veterans and the community for what I have so far to get some feedback.
Campaign details:
- level 7 or 11 start. This is so they have some access to some more fun class abilities and spells. Since it's a one-shot, I figured this would be fine.
-story!!!
the underlying theme is "Light versus Dark". There was a group of 7 Kings/Queens back in some undefined time before the quest begins. They were each chosen to become "The Radiants" (entity that did the choosing us left anonymous since it's not important). The Radiants were tasked with protecting the world from the dark evil entity/being that seeks to consume it. The strongest of The Radiants eventually falls to the darkness's alluring power and becomes the "Voidbringer". He controls the darkness and the evil beings it contains.
The Radiants tried and failed to defeat him and were trapped (or to save themselves, they sealed themselves within) six weapons/items. These weapons/items are all magical and bear the power of the Radiants.
The quest begins with our for heroes mysteriously being brought to a place and chosen to fight, and defeat, the Voidbringer once and for all!
Here's my notes so far for narration and scripting for the session:
Darkness.
Darkness beyond what magical eyes grant sight. You see, feel, hear… nothing.
The ground beneath you, firm, yet unfamiliar. The air is heavy with an aura that you cannot identify. There is no smell for wherever you are, just darkness.
Then…. SHIFT.
The ground quakes as you’re standing in this confusing, blackness. You feel like you’re being dragged somewhere on some kind of platform.
Where are you? How did you get here? And where are you going?
When the ground shakes, a light pours into the room from a central basin filled with a soft, light. Looking around, you notice three others just like you with a strange, bewildered look on your faces.
Before you lay 6 items sitting on small raised stages, suspended in light.
A Long Sword, a Longbow, a Tome, a Maul, a Quarterstaff, and a pair of Daggers.
----------------------------------------
*Note... I don't have the weapons finished yet, but here's what I have. Are they too OP? Also note... They can only grab one and the tome will be ad libbed to always come even if they don't pick it. Since it offers not physical combat, it'll be just an item in the one person's possession.*
Longsword – “Sunraiser” – as you pick up the sword, you can feel a warmth up the length of your arm into your chest. It’s a familiar warmth, like that of a summer day. You hear no voices, but… the name “Sunraiser” fills your mind as if the blade told you its name.
- 1d8 slashing / versatile (1d10)
-Once/long rest for 10 minutes, emit bright light at 15 feet
-Deals 1d4 (1d6, 1d8) radiant damage on hit, applies to first attack only.
-Crits also blind the enemy, giving them disadvantage on their next attack
-No other enchantments or spells can affect this weapon
Longbow – “Nova” – the bow has seemingly no weight at all, but you can feel an energy emanating from it as you hold the bow. The air seems drawn in towards the bow’s grip as you hold it. You see old elven runes etched into the side [they read “Nova”].
-1d8 piercing / two-handed
-this bow requires no ammunition and instead fires a magical projectile
-when fired, the first arrow in the first attack deals +2 (+4, +5) radiant damage and pulls any nearby enemy creature in a 10foot radius 5 feet closer to the point of impact. No opportunity attacks can be made during this effect
-Crits also cause enemies affected by the pull to suffer -10 movement speed on their next turn if moving away from the point of impact.
-No other enchantments or spells can affect this weapon
Tome – “Astra” – The book feels ancient in your hands. You see and feel raised glyphs depicting what you believe to be a celestial being across its cover. It vibrates as you open it, echoing in your mind. “I am Astra. As you gaze upon my pages, our minds become one.”
-When making an Arcana, History, or Insight skill check, you ask Astra’s merged consciousness for aid and add 2 (3, 4) to your roll.
-Astra’s presence in your psyche acts as a safeguard and grants you advantage on Wisdom and Intelligence saving throws.
Maul – “Gamma” – the giant hammer rings with a warm hum when striking its targets. It vibrates lightly in your hands as you hold it, as if eager to be swung and to strike. The same old-elven rune style as seen on the bow adorns the flat face of the hammer. [It reads “Gamma”]
- 1d12 bludgeoning / two-handed
- when attacking, the first strike lets out a loud, deep bell sound and deals an extra +2 (+4, +5) radiant damage and pushes any creature within a 10 foot radius 5feet away from the point of impact. No opportunity attacks can be made during this effect.
- Crits cause the enemy to make a Dex saving throw of 12 or be knocked to the ground (prone).
-No other enchantments or spells can affect this weapon
Quarterstaff – “Horizon” – the staff is perfectly balanced and smooth along its entire length. You see on either end a picture, an old engraved image depicting a rising and setting sun, two opposites, yet both connected. You feel a shifting energy as you rotate the staff from one-side-up to the other.
-1d6 bludgeoning / versatile (1d8)
-once per turn, use a bonus action to rotate and establish the staff’s position
-the Setting Sun; gives the wielder +2 AC while this position is set. As well as reduced damage from Slashing, Piercing, Bludgeoning damage by 2 (3, 4)
-the Rising Sun; add an additional 1d4 to all damage rolls while this position is set.
-when positions change, all previous effects of the last position are lost immediately and new effects are gained immediately and remain in effect until the position is changed.
-No other enchantments or spells can affect this weapon
Daggers – “Shadows” - nothing yet
-----------------------------------------
I will include some encounters and dialogue in a follow-up post on this thread.
Thank you for any and all help! Constructive criticism is always welcome.
Campaign details:
- level 7 or 11 start. This is so they have some access to some more fun class abilities and spells. Since it's a one-shot, I figured this would be fine.
-story!!!
the underlying theme is "Light versus Dark". There was a group of 7 Kings/Queens back in some undefined time before the quest begins. They were each chosen to become "The Radiants" (entity that did the choosing us left anonymous since it's not important). The Radiants were tasked with protecting the world from the dark evil entity/being that seeks to consume it. The strongest of The Radiants eventually falls to the darkness's alluring power and becomes the "Voidbringer". He controls the darkness and the evil beings it contains.
The Radiants tried and failed to defeat him and were trapped (or to save themselves, they sealed themselves within) six weapons/items. These weapons/items are all magical and bear the power of the Radiants.
The quest begins with our for heroes mysteriously being brought to a place and chosen to fight, and defeat, the Voidbringer once and for all!
Here's my notes so far for narration and scripting for the session:
Darkness.
Darkness beyond what magical eyes grant sight. You see, feel, hear… nothing.
The ground beneath you, firm, yet unfamiliar. The air is heavy with an aura that you cannot identify. There is no smell for wherever you are, just darkness.
Then…. SHIFT.
The ground quakes as you’re standing in this confusing, blackness. You feel like you’re being dragged somewhere on some kind of platform.
Where are you? How did you get here? And where are you going?
When the ground shakes, a light pours into the room from a central basin filled with a soft, light. Looking around, you notice three others just like you with a strange, bewildered look on your faces.
Before you lay 6 items sitting on small raised stages, suspended in light.
A Long Sword, a Longbow, a Tome, a Maul, a Quarterstaff, and a pair of Daggers.
----------------------------------------
*Note... I don't have the weapons finished yet, but here's what I have. Are they too OP? Also note... They can only grab one and the tome will be ad libbed to always come even if they don't pick it. Since it offers not physical combat, it'll be just an item in the one person's possession.*
Longsword – “Sunraiser” – as you pick up the sword, you can feel a warmth up the length of your arm into your chest. It’s a familiar warmth, like that of a summer day. You hear no voices, but… the name “Sunraiser” fills your mind as if the blade told you its name.
- 1d8 slashing / versatile (1d10)
-Once/long rest for 10 minutes, emit bright light at 15 feet
-Deals 1d4 (1d6, 1d8) radiant damage on hit, applies to first attack only.
-Crits also blind the enemy, giving them disadvantage on their next attack
-No other enchantments or spells can affect this weapon
Longbow – “Nova” – the bow has seemingly no weight at all, but you can feel an energy emanating from it as you hold the bow. The air seems drawn in towards the bow’s grip as you hold it. You see old elven runes etched into the side [they read “Nova”].
-1d8 piercing / two-handed
-this bow requires no ammunition and instead fires a magical projectile
-when fired, the first arrow in the first attack deals +2 (+4, +5) radiant damage and pulls any nearby enemy creature in a 10foot radius 5 feet closer to the point of impact. No opportunity attacks can be made during this effect
-Crits also cause enemies affected by the pull to suffer -10 movement speed on their next turn if moving away from the point of impact.
-No other enchantments or spells can affect this weapon
Tome – “Astra” – The book feels ancient in your hands. You see and feel raised glyphs depicting what you believe to be a celestial being across its cover. It vibrates as you open it, echoing in your mind. “I am Astra. As you gaze upon my pages, our minds become one.”
-When making an Arcana, History, or Insight skill check, you ask Astra’s merged consciousness for aid and add 2 (3, 4) to your roll.
-Astra’s presence in your psyche acts as a safeguard and grants you advantage on Wisdom and Intelligence saving throws.
Maul – “Gamma” – the giant hammer rings with a warm hum when striking its targets. It vibrates lightly in your hands as you hold it, as if eager to be swung and to strike. The same old-elven rune style as seen on the bow adorns the flat face of the hammer. [It reads “Gamma”]
- 1d12 bludgeoning / two-handed
- when attacking, the first strike lets out a loud, deep bell sound and deals an extra +2 (+4, +5) radiant damage and pushes any creature within a 10 foot radius 5feet away from the point of impact. No opportunity attacks can be made during this effect.
- Crits cause the enemy to make a Dex saving throw of 12 or be knocked to the ground (prone).
-No other enchantments or spells can affect this weapon
Quarterstaff – “Horizon” – the staff is perfectly balanced and smooth along its entire length. You see on either end a picture, an old engraved image depicting a rising and setting sun, two opposites, yet both connected. You feel a shifting energy as you rotate the staff from one-side-up to the other.
-1d6 bludgeoning / versatile (1d8)
-once per turn, use a bonus action to rotate and establish the staff’s position
-the Setting Sun; gives the wielder +2 AC while this position is set. As well as reduced damage from Slashing, Piercing, Bludgeoning damage by 2 (3, 4)
-the Rising Sun; add an additional 1d4 to all damage rolls while this position is set.
-when positions change, all previous effects of the last position are lost immediately and new effects are gained immediately and remain in effect until the position is changed.
-No other enchantments or spells can affect this weapon
Daggers – “Shadows” - nothing yet
-----------------------------------------
I will include some encounters and dialogue in a follow-up post on this thread.
Thank you for any and all help! Constructive criticism is always welcome.