Titus05
2013-04-01, 08:30 AM
Hello everyone,
I am a new DM playing D&D 4E with my players. I am trying to build a new adventure for tonight and am stuck with an area. I enjoy them finding reasons, ways, and paths to take to get to the dungeon/combats I have prepared. However, I am sick of them just attacking a bandit camp, or Kobalds, etc. and finding a map to the area. One time I used a dying archaeologist who had notes and I made them role History checks, but other than that I'm stumped. What are some creative ways to let players find their way to dungeons besides just giving them maps.
Story thus far (if it helps)
They discovered from the archaeologist that an ancient talisman of the fire goddess Joramy was hidden in a dungeon. They recovered it and, though some pain, found out it was cursed with burning all but those with the blood of the goddess in them. Once they brought it back they discovered their leader was not burned by the talisman. A mage of the adventurer's guild they are in was summoned and determined that he could break the curse with the blood of an heir of Joramy. A traitor's son was rescued in another adventure.
My story thus far for this session is that they discover the traitor's son is our leader's (Samantha) child as well. The son is captured and the talisman stolen by Elves. This will make the talisman seem way more important. It's power is sought by all. They will choose whether to save the talisman or the son.
Thanks for the help guys!
I am a new DM playing D&D 4E with my players. I am trying to build a new adventure for tonight and am stuck with an area. I enjoy them finding reasons, ways, and paths to take to get to the dungeon/combats I have prepared. However, I am sick of them just attacking a bandit camp, or Kobalds, etc. and finding a map to the area. One time I used a dying archaeologist who had notes and I made them role History checks, but other than that I'm stumped. What are some creative ways to let players find their way to dungeons besides just giving them maps.
Story thus far (if it helps)
They discovered from the archaeologist that an ancient talisman of the fire goddess Joramy was hidden in a dungeon. They recovered it and, though some pain, found out it was cursed with burning all but those with the blood of the goddess in them. Once they brought it back they discovered their leader was not burned by the talisman. A mage of the adventurer's guild they are in was summoned and determined that he could break the curse with the blood of an heir of Joramy. A traitor's son was rescued in another adventure.
My story thus far for this session is that they discover the traitor's son is our leader's (Samantha) child as well. The son is captured and the talisman stolen by Elves. This will make the talisman seem way more important. It's power is sought by all. They will choose whether to save the talisman or the son.
Thanks for the help guys!