kraftcheese
2018-03-28, 09:57 PM
Sorry, this is gonna be long, but there is a TL;DR at the end.
Okay, so I had my first 5e session as a DM last night (also probably my 6th RPG session in my life!) and I think it went quite well, but I'd like a bit of feedback from where to go from here! I set it in Eberron as it's a setting I like, that tends to lend itself to adventure and that I know a bit about, which will hopefully make it a little easier
I'd say I was a bit under-prepared, but my players, knowing nothing about Eberron and their first-time ever playing an RPG, really made up for it; just from me saying "magic WW1 between 5 countries ended two years ago and there's a lot of small-scale, low level magic in people's everyday life" and giving them this https://imgur.com/966bkaM I got an incredible amount of hooks in our session 0 and 1.
My players wanted to be a stern but good human Cleric (Acolyte) from a noble family and an emotional and somewhat selfish fire genasi Rogue (Urchin) trying to do better as a person, and once I gave them this one page of info in our session 0 they were throwing out really good, spot-on-for-the-setting ideas and hooks; they decided they were going to start in Thrane, so I showed them this map: https://imgur.com/ByY4SEB
After seeing the map our Cleric's player decided he was sent to Flamekeep as part of his family's brown-nosing to the Thranes after the takeover of their home, Thaliost; the Cleric was...not likely to produce an heir and so was their first choice, which he resents them for as he wanted to study magic, an Aundairian tradition. Bit of tension we'll be able to exploit later!
The Rogue decided she was on the streets as an urchin in Thrane, and she picked up and ran with a throwaway line I wrote about her urchin "Token from Parents" item: "a burnt daguerreotype of someone in armor - it still smokes gently at the burnt edges". Both players looked at the map and decided that the armor had a crest from Karnath on it, and that maybe it was her mortal parent; she had been on the streets of Flamekeep as long as she could remember doing thieving jobs for local criminal groups, and was taken in as a charity case by the Church in the last year or so after stealing from the wrong person. The Cleric PC was assigned to watch over her, possibly to train her as an acolyte of the Church.
And this is with these two knowing nothing about Eberron beforehand! :smallbiggrin:
__________________________________________________ ____________________________________________
SESSION 1
(PCs are both Level 1)
We started the session with the Cleric's superior, Father Estwyn, calling the PCs in to warn them to get out of town; some higher ups in the Church are unhappy with a "monstrous" being like a genasi living under their roof, and Estwyn says that some clergy have even been saying having the Rogue there is "an affront to the flame". He says he can’t help organize anything, but promises them 5 gold each out of the coffers. The Rogue tries to convince him to give them a bit more; she suggests that she'll make it seem like she stole the gold from him (which considering her rep. is believable!), rolling a nat. 20 on Charisma in the first roll of the game! He acquiesces, giving them each 9 gp.
Together the PCs decide that they will need some horses, and we do a little roleplay with a stableboy they know, Brad. After a bit of convincing that they're just going on a few-day, proselytizing jaunt around the villages, Brad puts the horses "on the Church's tab", as the players described it. :smallcool: The players decide that their best course of action is to try and leave Thrane as they think that maybe there's a deeper conspiracy out to get them in the Church; the Rogue wants to go to Karnath to see whether she might be able to find clues about her parentage, the Cleric, being her friend/guardian decides to go with her. Only problem is, the fire genasi Rogue is mortally afraid of water (good roleplaying from my player!) so they can't just take a barge across the wide and deep Scion's Sound...the Rogue decides the least scary way to get to Karnath is the partially rebuilt crossing at Thaliost, the place where the Cleric's family is!
So, the PCs get up before dawn and make their way to the stables; Brad gives them the horses (which the players have named Grant and Gassy) and they start walking to the North gate, as they’re heading North. Passive perception from the Cleric lets them know that the North Gate looks suspiciously quiet. No guards on the parapets, no-one on their way to work, no sellers setting carts up, etc. and the players are nervous; they decide to double back towards the West gate through some side streets before they get too close.
Dawn comes, people fill the streets and a rough looking warforged gestures “We need to talk.” to the Rogue in Thieves Cant; her name’s Dagger and she’s been on a few jobs with the Rogue, they’ve helped each other out before, and she’s paying back the favour by warning them the Rogue’s old boss is after her and has stationed thugs at the city gates and the docks. She offers to help the PCs escape the city for a modest fee (a couple of gold to cover expenses) and says that the easiest places to push through the thugs are gonna be the North gate and the docks. The players choose the docks on the idea that surely there must be some barges heading out that they can commandeer.
They arrive at the docks, and Scotty (named by the players after I do an awful Scottish accent), a dwarf harbourmaster who is part of the Church tells them he’s happy for them to take a ride on the barge leaving in a couple of minutes; but the players see that three toughs have stepped out to get in their way. Two are just your regular bandit-types, but their leader is none other than the former boss of the Rogue; me and the player roleplayed that she had been caught stealing from him and then got asylum at the Church when his thugs came after her…and he has a badly burnt hand from their encounter. The Blackhand and his goons attack, and the PCs and Dagger fight back; the Cleric goes after Blackhand, Dagger fistfights a goon in melee and the Rogue takes potshots at the baddies from way back.
One mugger shoots unsuccessfully at the PCs with a crossbow, Dagger misses a bunch of punches in her fight and gets stabbed, but ends up punching the thug out with some help from the Rogue’s bowshots and the Cleric and Blackhand have a mace-to-sword battle on the docks. The Cleric does a nonfatal (but nose-breaking) blow with his mace on Blackhand as he blows a Horn of Silent Alarm; my Cleric wants to know what the horn is and does an Arcana check, so I tell the players that a Horn is often bound to a Magebred animal (magic animal). The players are like “good god it’s gonna be a griffon or something!” but a Blood Hawk swoops in, scarily screeching and diving at them with razor sharp claws…which the Rogue incinerates in one hit with her Produce Flame genasi cantrip; the players decide that they’re gonna try and convince the last thug to stand down and/or give them his money considering they’ve just roasted, but we have a few 2’s and 3’s rolled in both players’ diplomatic skills and he’s a big orc whose mama told him “never back down”.
Not wanting to disappoint mama, he tries to take them on in a fistfight, only backing down once there’s the sound of hobnail guard boots on the streets, coming towards the docks!
Mama’s Boy makes a run for it when the Cleric uses thaumaturgy to shout “GO!” really loud at him, and the PCs and Dagger board the waiting Church barge; it sails out into Scion’s Sound. The Cleric heals himself and Dagger, and the nervous Rogue notices that they’re headed south, with a shipman telling the PCs that they’re headed to the town of Shardukar, just south of the Flamekeep.
Here’s the map again to refer to btw: https://imgur.com/ByY4SEB
I haven’t actually told the players what Shardukar is, but according to Eberron sourcebooks it’s a city and its surrounding forest that was burned to the ground by a Cyre/Karnath alliance; people say it’s haunted, which it probably is considering the awful death and bloodshed.
The players really seemed to enjoy our first session, and I know I did! I’m just not sure exactly what I’m gonna do in the next session; I’m thinking of maybe having reps from the Church rebuilding a village for the people that survived Shardukar’s burning, but being plagued by either undead/ghosts or elemental fire beings.
I was thinking maybe I could have the barrier between Eberron and Fernia (the plane of fire) being worn thin because of the burning of the city and woods, and maybe one of the elementals (maybe a fire mephit or a magmin?) that has leaked through calls the Rogue a “daughter of the Lady”, "child of fire", etc. but being really riddley and mysterious about it or something (I’m thinking maybe the fire genasi Rogue is a child of a minor Efreeti and a mortal?)
I also think that Dagger wants to west to Sigilstar or south to Aruldusk to catch the Lightning Rail to Breland (south of here), character motivations-wise.
__________________________________________________ ____________________________________________
TL:DR
Cleric and Rogue in Eberron, on the run, just left a big city; a crime syndicate and a conspiracy within the Church of the Silver Flame are after them. They’re about to land at a town being rebuilt with the help of the Church in the shadow of a maybe haunted ruined city and forest burned down in the war. The PCs want to head north along the river and cross over to another country to find info about the fire genasi Rogue’s parentage.
The ruins/forest being burned with magical fire, I'm thinking maybe I can link something about the Rogue's parentage in with elementals recognizing her.
Any ideas for how I could structure/what I could do in the next session?
Okay, so I had my first 5e session as a DM last night (also probably my 6th RPG session in my life!) and I think it went quite well, but I'd like a bit of feedback from where to go from here! I set it in Eberron as it's a setting I like, that tends to lend itself to adventure and that I know a bit about, which will hopefully make it a little easier
I'd say I was a bit under-prepared, but my players, knowing nothing about Eberron and their first-time ever playing an RPG, really made up for it; just from me saying "magic WW1 between 5 countries ended two years ago and there's a lot of small-scale, low level magic in people's everyday life" and giving them this https://imgur.com/966bkaM I got an incredible amount of hooks in our session 0 and 1.
My players wanted to be a stern but good human Cleric (Acolyte) from a noble family and an emotional and somewhat selfish fire genasi Rogue (Urchin) trying to do better as a person, and once I gave them this one page of info in our session 0 they were throwing out really good, spot-on-for-the-setting ideas and hooks; they decided they were going to start in Thrane, so I showed them this map: https://imgur.com/ByY4SEB
After seeing the map our Cleric's player decided he was sent to Flamekeep as part of his family's brown-nosing to the Thranes after the takeover of their home, Thaliost; the Cleric was...not likely to produce an heir and so was their first choice, which he resents them for as he wanted to study magic, an Aundairian tradition. Bit of tension we'll be able to exploit later!
The Rogue decided she was on the streets as an urchin in Thrane, and she picked up and ran with a throwaway line I wrote about her urchin "Token from Parents" item: "a burnt daguerreotype of someone in armor - it still smokes gently at the burnt edges". Both players looked at the map and decided that the armor had a crest from Karnath on it, and that maybe it was her mortal parent; she had been on the streets of Flamekeep as long as she could remember doing thieving jobs for local criminal groups, and was taken in as a charity case by the Church in the last year or so after stealing from the wrong person. The Cleric PC was assigned to watch over her, possibly to train her as an acolyte of the Church.
And this is with these two knowing nothing about Eberron beforehand! :smallbiggrin:
__________________________________________________ ____________________________________________
SESSION 1
(PCs are both Level 1)
We started the session with the Cleric's superior, Father Estwyn, calling the PCs in to warn them to get out of town; some higher ups in the Church are unhappy with a "monstrous" being like a genasi living under their roof, and Estwyn says that some clergy have even been saying having the Rogue there is "an affront to the flame". He says he can’t help organize anything, but promises them 5 gold each out of the coffers. The Rogue tries to convince him to give them a bit more; she suggests that she'll make it seem like she stole the gold from him (which considering her rep. is believable!), rolling a nat. 20 on Charisma in the first roll of the game! He acquiesces, giving them each 9 gp.
Together the PCs decide that they will need some horses, and we do a little roleplay with a stableboy they know, Brad. After a bit of convincing that they're just going on a few-day, proselytizing jaunt around the villages, Brad puts the horses "on the Church's tab", as the players described it. :smallcool: The players decide that their best course of action is to try and leave Thrane as they think that maybe there's a deeper conspiracy out to get them in the Church; the Rogue wants to go to Karnath to see whether she might be able to find clues about her parentage, the Cleric, being her friend/guardian decides to go with her. Only problem is, the fire genasi Rogue is mortally afraid of water (good roleplaying from my player!) so they can't just take a barge across the wide and deep Scion's Sound...the Rogue decides the least scary way to get to Karnath is the partially rebuilt crossing at Thaliost, the place where the Cleric's family is!
So, the PCs get up before dawn and make their way to the stables; Brad gives them the horses (which the players have named Grant and Gassy) and they start walking to the North gate, as they’re heading North. Passive perception from the Cleric lets them know that the North Gate looks suspiciously quiet. No guards on the parapets, no-one on their way to work, no sellers setting carts up, etc. and the players are nervous; they decide to double back towards the West gate through some side streets before they get too close.
Dawn comes, people fill the streets and a rough looking warforged gestures “We need to talk.” to the Rogue in Thieves Cant; her name’s Dagger and she’s been on a few jobs with the Rogue, they’ve helped each other out before, and she’s paying back the favour by warning them the Rogue’s old boss is after her and has stationed thugs at the city gates and the docks. She offers to help the PCs escape the city for a modest fee (a couple of gold to cover expenses) and says that the easiest places to push through the thugs are gonna be the North gate and the docks. The players choose the docks on the idea that surely there must be some barges heading out that they can commandeer.
They arrive at the docks, and Scotty (named by the players after I do an awful Scottish accent), a dwarf harbourmaster who is part of the Church tells them he’s happy for them to take a ride on the barge leaving in a couple of minutes; but the players see that three toughs have stepped out to get in their way. Two are just your regular bandit-types, but their leader is none other than the former boss of the Rogue; me and the player roleplayed that she had been caught stealing from him and then got asylum at the Church when his thugs came after her…and he has a badly burnt hand from their encounter. The Blackhand and his goons attack, and the PCs and Dagger fight back; the Cleric goes after Blackhand, Dagger fistfights a goon in melee and the Rogue takes potshots at the baddies from way back.
One mugger shoots unsuccessfully at the PCs with a crossbow, Dagger misses a bunch of punches in her fight and gets stabbed, but ends up punching the thug out with some help from the Rogue’s bowshots and the Cleric and Blackhand have a mace-to-sword battle on the docks. The Cleric does a nonfatal (but nose-breaking) blow with his mace on Blackhand as he blows a Horn of Silent Alarm; my Cleric wants to know what the horn is and does an Arcana check, so I tell the players that a Horn is often bound to a Magebred animal (magic animal). The players are like “good god it’s gonna be a griffon or something!” but a Blood Hawk swoops in, scarily screeching and diving at them with razor sharp claws…which the Rogue incinerates in one hit with her Produce Flame genasi cantrip; the players decide that they’re gonna try and convince the last thug to stand down and/or give them his money considering they’ve just roasted, but we have a few 2’s and 3’s rolled in both players’ diplomatic skills and he’s a big orc whose mama told him “never back down”.
Not wanting to disappoint mama, he tries to take them on in a fistfight, only backing down once there’s the sound of hobnail guard boots on the streets, coming towards the docks!
Mama’s Boy makes a run for it when the Cleric uses thaumaturgy to shout “GO!” really loud at him, and the PCs and Dagger board the waiting Church barge; it sails out into Scion’s Sound. The Cleric heals himself and Dagger, and the nervous Rogue notices that they’re headed south, with a shipman telling the PCs that they’re headed to the town of Shardukar, just south of the Flamekeep.
Here’s the map again to refer to btw: https://imgur.com/ByY4SEB
I haven’t actually told the players what Shardukar is, but according to Eberron sourcebooks it’s a city and its surrounding forest that was burned to the ground by a Cyre/Karnath alliance; people say it’s haunted, which it probably is considering the awful death and bloodshed.
The players really seemed to enjoy our first session, and I know I did! I’m just not sure exactly what I’m gonna do in the next session; I’m thinking of maybe having reps from the Church rebuilding a village for the people that survived Shardukar’s burning, but being plagued by either undead/ghosts or elemental fire beings.
I was thinking maybe I could have the barrier between Eberron and Fernia (the plane of fire) being worn thin because of the burning of the city and woods, and maybe one of the elementals (maybe a fire mephit or a magmin?) that has leaked through calls the Rogue a “daughter of the Lady”, "child of fire", etc. but being really riddley and mysterious about it or something (I’m thinking maybe the fire genasi Rogue is a child of a minor Efreeti and a mortal?)
I also think that Dagger wants to west to Sigilstar or south to Aruldusk to catch the Lightning Rail to Breland (south of here), character motivations-wise.
__________________________________________________ ____________________________________________
TL:DR
Cleric and Rogue in Eberron, on the run, just left a big city; a crime syndicate and a conspiracy within the Church of the Silver Flame are after them. They’re about to land at a town being rebuilt with the help of the Church in the shadow of a maybe haunted ruined city and forest burned down in the war. The PCs want to head north along the river and cross over to another country to find info about the fire genasi Rogue’s parentage.
The ruins/forest being burned with magical fire, I'm thinking maybe I can link something about the Rogue's parentage in with elementals recognizing her.
Any ideas for how I could structure/what I could do in the next session?