gallagher
2010-03-14, 09:19 PM
hello playground
i was hoping for some fresh DM advice. i have been creating my own campaign, and i was hoping for some ideas on where to put certain... mcguffins
i will be having my players find a series of ancient chapels with some sort of alter, of which they need to make a significant sacrifice in order to gain some sort of divine/arcane reward.
first of all, i figure that i am trying to nerf casting a bit, by making them be a bit less sad. i told them that if they want to be an arcane caster, to go no higher than sorc. they need to make a fortitude save (equal to their spell save DC) or be shaken for 1d4 rounds. i want there to be some sort of nonlethal damage, too, as a part of the strain on their body. any ideas on that are welcome.
and now to the chapels. i was planning on putting the major one inside a paladin keep, one being protected by a series of dwarves deep inside a mine, who have been interbreeding so long that they are all crazy, one is being protected deep in the amazon (the map is similar to both american continents), one i wanted to be sky-related, so i was thinking high up in the mountains, and one deep under the ocean, and one will be a slightly modified tomb of horrors. i was hoping for a seventh one, so if any have an idea for the other one it would be much appreciated.
anyway, is there any advice for a new DM as far as keeping things fun, yet challenging? i was hoping for some strange things to throw at them that they would not quite know how to handle them perfectly. i figure i am throwing the tarrasque at them close to the end (the party will be taken from level 4 to level 20 and beyond, if possible)
also, i will not start this in a tavern. i am going for a more fun approach of a gladiator tournament, and they will be fighting eachother at the end if all goes to plan (party of four)
i was hoping for some fresh DM advice. i have been creating my own campaign, and i was hoping for some ideas on where to put certain... mcguffins
i will be having my players find a series of ancient chapels with some sort of alter, of which they need to make a significant sacrifice in order to gain some sort of divine/arcane reward.
first of all, i figure that i am trying to nerf casting a bit, by making them be a bit less sad. i told them that if they want to be an arcane caster, to go no higher than sorc. they need to make a fortitude save (equal to their spell save DC) or be shaken for 1d4 rounds. i want there to be some sort of nonlethal damage, too, as a part of the strain on their body. any ideas on that are welcome.
and now to the chapels. i was planning on putting the major one inside a paladin keep, one being protected by a series of dwarves deep inside a mine, who have been interbreeding so long that they are all crazy, one is being protected deep in the amazon (the map is similar to both american continents), one i wanted to be sky-related, so i was thinking high up in the mountains, and one deep under the ocean, and one will be a slightly modified tomb of horrors. i was hoping for a seventh one, so if any have an idea for the other one it would be much appreciated.
anyway, is there any advice for a new DM as far as keeping things fun, yet challenging? i was hoping for some strange things to throw at them that they would not quite know how to handle them perfectly. i figure i am throwing the tarrasque at them close to the end (the party will be taken from level 4 to level 20 and beyond, if possible)
also, i will not start this in a tavern. i am going for a more fun approach of a gladiator tournament, and they will be fighting eachother at the end if all goes to plan (party of four)