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2017-04-23, 02:12 PM (ISO 8601)
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- Mar 2017
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Monster Campaign Module 1 - Review Requested
I'm posting here as well, because I may have misposted this in the past (wrong forum). I'm creating a new world that is basically a set of one shot modules for my table. My goal is to have 4-5 of these little one night modules written in in my back pocket for days that someone if sick or the normal adventure DM didn't have enough time to prepare.
A few other things to note. I've been playing 5e for about 2 years and have never DMed or wrote modules. So, please be gentle. That being said, if this looks like it wouldn't be fun to play please tell me. I would rather be shot down by people in a forum than present something boring to friends.
And thank you so much for anyone who took the time to read, I really do appreciate input from those that are more experienced than I am
Spoiler: PC Instructions, Table Rules, and Module HelpersSome set up instructions for the players
Monster Campaign.
-Roll 4d6 drop 1 for stats
-Monster Races are Required, listed at the options currently on the table:
Lizardfolk, Kendu, Bugbear, Goblin, Hobgoblin, Kobold, Orc, Dark Elf, Dreugar. I’m also open to other monstrous races, but reserve the right to adjust or deny them based on perceived power.
-You can also choose the Vampire from here https://media.wizards.com/2016/downl...20Zendikar.pdf but the race will be called Vampire Kin and you will get the sunlight sensitivity from Kobolds.
Disadvantage on attack and Perception checks when you or the target is in direct sunlight
-Since this is experimental, feel free to create 2 characters each and send them to me. You can switch out characters at the beginning each module. All characters will be the same level.
-Equipment is earned by the group and can go to the PC where it makes the most sense. However, I don’t want the 1 set of full plate available to go to the Cleric in one module, then to the Paladin in the next module because the Cleric isn’t being played, then the Fighter in a third module because neither of them are being played. You are all monster PC and monsters don’t share very well all the time.
-There will be no XP, you will level as a group at the end of a certain modules. This includes characters that are not being used and players that are out.being and characters from players who are not there.
-You are given a feat at level 1. This is to help you get to your builds a little faster and will also help make up for the low resources and item availability.
-Multiclassing is allowed, but I will require a RP reason.
-There will be no purchasing of magic items. You won’t even be able to buy potions unless you can find a way into a monster city where you would be welcome.
-Equipment other than common items (rope, torches, clothing, etc) must be found or stolen. Merchants are afraid of you and won’t sell to you. If your character has special equipment that is important to the built, let me know andspecific items that are important to your build, let me know and I will make the item something you can find (although you may miss out on a chance to find it if you are not observant or lucky)
-You may be evil monsters, but remember if you tick off to many people before you get powerful, you will be hunted down.
In module 1, you will start with nothing other than the clothes on your back. That means you will not have spell books and spell foci (focuses, whatever), you will have to find everything to be able to use it. I will be generous about what items are still still usable after completing combat. Kit and tool proficiencies will be important to better your characters.
Future Module Ideas
Break out of the dungeons and free yourself
Find local goblin caves and earn a safe place to live by raiding a few local caravans
Get information from the Caravans about the thieves guild from the note in the thieves tools. Seek to join it, seek to take over it, seek to steal from it. Whatever...
One of the Knights from module 1 will come with an adventuring party to clear out the caves.
Destroying the local town in retaliation for the adventurers who attacked you in your caves.
Breaking into a larger city to steal better equipment
Heist, sneaking in and stealing an scrying orb the big bad is using to track and hunt them down. Turns out it's locked down and can't be stolen, but can be broken
Kidnap/assassinate a mayor in a larger city to cause instability in a region
Break in and burn down the temple
Take over local Goblin caves and become the leaders
Destroy a tribe of Orge’s threatening your control of the region
Sneak in and either take or destroy the keep of the local lord who is leading the effort to capture your group.
If you took control of the keep then a group will attack in an attempt to take it back. If not, they will attack you in the caves
Here is the link to the Module itself.... I'm a moron for not including it at first
Google Docs link to the moduleLast edited by nickl_2000; 2017-04-23 at 02:21 PM. Reason: I'm an idiot and didn't include the link to my module
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2017-04-25, 03:06 PM (ISO 8601)
- Join Date
- Jun 2013
- Location
- Howard, NY
- Gender
Re: Monster Campaign Module 1 - Review Requested
That's a great thing to do. I've been on both sides of that situation - the scheduled DM who wasn't ready and the rescue DM who did have something ready - so I can tell you it is much appreciated.
Some set up instructions for the players
Monster Campaign.
-Roll 4d6 drop 1 for stats
-Monster Races are Required, listed at the options currently on the table:
Lizardfolk, Kendu, Bugbear, Goblin, Hobgoblin, Kobold, Orc, Dark Elf, Dreugar. I’m also open to other monstrous races, but reserve the right to adjust or deny them based on perceived power. [Etc.]
That said, the idea of playing the monsters sounds like a lot of fun and you're likely to get the others asking you to run these NOW rather than waiting until they're needed as backup.
-There will be no XP, you will level as a group at the end of a certain modules. This includes characters that are not being used and players that are out.being and characters from players who are not there.
-There will be no purchasing of magic items. You won’t even be able to buy potions unless you can find a way into a monster city where you would be welcome.
-Equipment other than common items (rope, torches, clothing, etc) must be found or stolen. Merchants are afraid of you and won’t sell to you.-- Joe“Shared pain is diminished. Shared joy is increased.”-- Spider RoninsonAnd shared laughter is magical
Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
You are completely welcome to use anything I post here, or I wouldn't post it.
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2017-04-25, 06:09 PM (ISO 8601)
- Join Date
- Mar 2017
- Gender
Re: Monster Campaign Module 1 - Review Requested
Thanks a lot for the review and the thoughts. I really do appreciate the input. I've instructed the other players in the campaign about it and they are already creating characters to play. I want this to be experimental in nature, so letting them have multiple characters is just a way they they can try things out.
So far I've seen interest in doing a Sword and Board Bugbear Barbarian, A Kendu Wizard, a Goblin Revised Ranger Beastmaster who will be riding his beast, a Kendu Rogue, and a Vampire Kin Fallen Paladin. Now the thing I am struggling with is to find ways to give the players the unique items needs (rare herbs for attracting your beast as a beast master, magical inks for scribing into a spellbook, items for summoning a familiar).
I hope so, I want to try and turn it upside down. So far in module two it's turning into a story similar to wicked. A story told by sympathetic characters who are normally the antagonists.
I will keep your leveling idea in mind. It certainly does make sense that they would want to see some progression, and leveling after each module will be an easy enough way to do this. It will make it harder on me to create higher and higher level modules, but if I have the time I hope to I should be okay. I think eventually the characters are going to end up claiming the throne of the kingdom and make it into a sanctuary kingdom for Monster. So, that is certainly a good long term goal
I hope they do, I encourage that. I want to stretch the imagination, I want there to be unique solutions. The best gear isn't out there at the beginning and there isn't much magic. So, find a different way. Use traps, use poison, cheat, steal, rob, coerce, disguise yourself. Except everything you do has a danger, you could easily get caught and finding someone to raise you isn't going to be easy.
Module two is nearing completion at Module 2 It's coming together from an encounter perspective, but it still needs some story fill in after successes as well as editing and cleaning up.Last edited by nickl_2000; 2017-04-25 at 06:11 PM.