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Old Oct 2nd, 2018, 10:23 PM
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One, Two, Three, Four, [Five, Six]: A one shot D&D Adventure for 4-6 very confused pl

One, Two, Three, Four, [Five, Six]: A one shot D&D Adventure for 4-6 very confused players.

As each player arrives, they are passed a character sheet that is blank, except for a number at the top of it. The basic conceit of this is from a tumblr post – what about a campaign where the players know nothing about their own characters, and learn as their characters learn. I'm merging that in with some plot and ideas from Dark Matter, and some world building ideas from places like Mistborn and Firefly and TalesofMU, all of which is random media I like. The first 4 characters (Draconic Human Cleric, Kobold Sorcerer, Human Beguiler, Half Minotaur Fighter/Crusader/Warblade something) are mandatory, the remaining two (Elven Swordsage, Dwarven Bard) are optional. This is being written with 3.5E in mind, but should be reasonably adaptable to any version, replacing characters and classes as necessary.

Let players attempt things, then reveal their scores and if they were good at it or not. (Attempt to pick lock; you fail; you recognize you have no idea how to use lock picks; attempt to evade a spell; success, but you feel you were lucky and not skilled; reflex +2. Attempt to evade a spell; success! You feel you are skilled at dodging and performed the task with ease; reflex +8 and evasion).

 



 


 


 


 


 


 


 


 


 


 


Alright, that's it, congrats to everyone who made it to the end.

It's several more scenes than the demon invasion I wrote here;
https://www.rpgcrossing.com/showthread.php?t=119656

But it's also way less combat-focused, so it's probably quicker? Hopefully a one shot?

Would love thoughts. Too railroady? Too many illusions of choice? Things that need to be cleaned up more, or explained better?

Last edited by CE2JRH; Oct 7th, 2018 at 07:36 PM.
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Old Oct 3rd, 2018, 02:41 PM
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Is there something to stop them from running a gamut of test on each other to figure the sheet out immediately?
That would be the gamer-thing to do.

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Old Oct 3rd, 2018, 08:31 PM
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Hmmm. That's a clever thought. No, there isn't actually, at the moment. That'd be pretty amusing, to be honest. I'm not sure it would challenge the campaign much if they were aware of their capacities but still unaware of the surrounding plot; the 3 combats aren't meant to be the main part of the campaign, but the process of figuring out what happened to them, and the decisions between a new good path, or the old evil one.
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Old Oct 4th, 2018, 12:34 AM
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If they do that kind of repitition, I would just give them hints "the axe somehow feels natural in your hands" but no specifics until active use, "you feel it's your weapons of choice, but difficult to tell how well versed you are without real action".

Or give them ranges, "you were able to pick the lock, but it was a simple lock. You wonder how good you really are. (easily picked DC 15 lock)"

In terms of plotline, discuss it with them beforehand to make sure everyone is in line that their character actually cares about finding out more about themselves.

I was in a campaign where the GM stuck us inside an alternate dimension and said it was difficult to get out. When we found a way out and took it, he was surprised because we were supposed to stay to follow clues to fight the bad guy in this dimension. Two of us thought the goal was to leave, so we did.

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Old Oct 6th, 2018, 12:33 AM
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haha, that's an awesome unexpected surprise from the DM.

I'm hoping since the options are so limited (and mostly illusions of choice instead of real choices, but hopefully they won't know that) it'll be easy to get people to play along.
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Old Oct 6th, 2018, 10:43 PM
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Hi CE2JRH. I have a play test report for you!

I just ran this game for my group. This was also my first time DMing a face to face game. I modified it for D&D 5e. So there was a dragonborn hex blade warlock, a kobold sorcerer, a human college of glamour bard and a half orc barbarian.

Scene one went well enough. However, three, the bard, after waking up, stole the orc's winged button and put in on herself The party let her have her weapons and stuff. However, in this part, I had to tell the players that the object of the game is not to 'solve' the character sheets since they were noting down each and every word I said in order to figure out the sheet.

In scene 2, the bard told the soldiers the others were her pets/guards. But the fight still happened, but did not last long since she cast fear and all but 3 of them ran away. However, one unexpected thing was after capturing a soldier, they decided to pour the liquid from the vials into his eye. I had to tell them his eyes turned red.

For scene 3, the kobold approached the camp pretending the bard to be his prisoner, knowing it was a non-imperium settlement. But then the residents asked for help and things went as expected. Scene 4 is where they started suspecting they might be the bad guys. After it was confirmed by the stone, they decided to help the kobolds. After the message came in, I handed them their character sheets, saying they now remember most things about their powers and abilities. But not their history, not yet.

In the final battle, they all shot the airship straightaway The troops still feather fell to the ground, but outside the village. The kobold forces dealt with one group, while the party fought the other. The children and womenfolk took shelter in the mines. I did not get a chance to use the elementals as they were nearly overwhelmed by the troops themselves. In the other fight, I just narrated that everyone died except 1 kobold. The party kobold kind of decided to stay in the village to help 'repopulate' now that most of the males are dead.

However, I put a little zinger in the end whereby an elder green dragon flies in, polymorphs into a woman, and drops down before them. It is the Green Dragon Pirate Queen! She gives them a day's headstart and tells them to flee, saying she will kill them soon.

Overall, it went pretty great! I think the players quite enjoyed the game and the plot. So thanks for the module
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Old Oct 7th, 2018, 12:19 AM
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Boccob's Blessed Books! Thank you for running it. That was really unexpected.

Re: Scene one; that's pretty funny.

Re: Scene 2: That's actually pretty clever.

Re: Scene 4: I'm glad there was some suspicion but it wasn't too obvious.

Re: The Final Battle; Too bad re: the elementals. That's hilarious the kobold sorcerer decided to stay and be the father of an entire town though.

Re: The Green Dragon Pirate Queen; that was actually supposed to be One, exaggerating her own legend; she's got a Draconic Template on her; it's why her skin is faintly scaled and why she has shock green hair.


How long did it take roughly?

How familiar were your players with D&D 5E?

Did people generally have fun/buy into the conceit?

Did anyone recognize some of the specifically stolen elements from Dark Matter?
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Old Oct 7th, 2018, 01:39 AM
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re the pirate queen, I understood your intent. I just wanted to have that zinger in the end. I had seen this one shot by Ashley Johnson on YouTube and wanted to have this big cliffhanger ending. Something that leads them into the next adventure, if they want to continue. Now there is this elder green dragon after them as they roam the skies in their air ship! And perhaps a couple elementals as well

How long did it take roughly?
It took us about 4 and a half hours.

How familiar were your players with D&D 5E?
Two out of four players were pretty well versed. The two others were decently familiar.

Did people generally have fun/buy into the conceit?
Yeah, I think so! Like I said, this was my first time DMing, so that gave me a nice confidence boost

Before the game, I set the expectations. Gave a little speech about this not being combat focused, and the element of mystery to the whole thing. So there was this figuring out what class they are. I had made index card for their spells for each character. When they used a spell, I handed them the card for that spell.

They also bought into the world when I said it is like the imperium of man from WH40K.

Did anyone recognize some of the specifically stolen elements from Dark Matter?
No, they didn't. I have not watched dark matter myself. One player recognised the central conceit being basically the same as Star Wars KOTOR. Which, I have to agree with
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Old Oct 7th, 2018, 11:44 AM
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Ah, okay! I wasn't sure if it was a misunderstanding or not. I do think the campaign has lots of starting points for a new adventure; and if you're short on ideas you can always just watch Dark Matter

I haven't played Star Wars KOTOR. I just read the plot on wiki though, that's pretty similar. I wonder if Dark Matter was KOTOR influenced, or if just "evil people amnesia now maybe good?" is a trope...let's check TV tropes....yep!
https://tvtropes.org/pmwiki/pmwiki.p...JoinsTheHeroes

I also plan to do some index cards and things. Tome of Battle conveniently has printable cards, which is why I'm using that for a couple characters.
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