"Catch a man a fish, feed him for a day. Teach a man to fish, feed him for a lifetime." - Old Saying
While
many have been pestering me about posting new DnD stuff, it just hasn't
happened. My group has been very busy, and, suffice to say, the
campaign has not been moving at the speed at which I envisioned.
However, I've been able to plan the next adventure for about two to
three months, so I'm really looking forward to us sitting down in the
next couple of weeks and cranking it out.
What
does that mean for right now though? I realized that planning wasn't
enough; I wanted to play. I also happen to have a younger brother who
loves the game, and will most likely start DMing for his friends as he
gets older (he's about half my age).
The
DM's Guide and lots of material are great at explaining how the game
works and how to build encounters and what not, but it doesn't help with
ideas. It doesn't help with running the game. I read everything I
could, and yet my early games were simple and didn't always necessarily
give the players what they wanted. I think the last few months have
give me tons of new ideas and thoughts for what a Dungeons and Dragons
game should have. And those are the lessons I want to teach my brother.
So,
here's another problem: how do you play DnD with two people? Simple.
We work on our own story together, each person playing two characters.
Think of it like the video game Marvel Ultimate Alliance, or X-Men
Legends. A party is controlled, advancing the story in order to
accomplish tasks. That's basically what we're doing. Treasure is
totally random (rolling off a chart), so we are trying to challenge
ourselves as best we can.
So, now that you understand how the game is working, let's dive into it.
---
This
new tale begins in the Feywild, in a Goblin outpost called
Feuerbrennt. Deep in the prison cells, a new prisoner is being escorted
in. He's a young, half-elf man, clad in forest leathers and hunting
gear. His goblin guards place him in a cell, and walk out, hanging the
keys on the wall. Three other prisoners, a drow, an eldarin, and a
halfling sit in other cells.
The prisoners sit in their cells, pondering their fate at the hands of goblins. |
The half-elf mutters
some words, and green light appears outside his cell. A moment later, a
large hamster with random tufts of green fur stands opposite the
half-elf. The creature sniffs the air and washes its face before
looking at the half-elf. The man proceeds to nod his head, and the
hamster walks over to the wall, picking up the keys the goblins had
left.
The half-elf and his animal companion. |
Bringing the keys, the
half-elf unlocks the door with no problem. As he goes to leave, the
drow across the room begins to speak with him.
"I wish for you to free me as well,"
The half-elf pauses for a moment.
"Why should I do so, drow? Your people have brought nothing but hardship upon my ancestors.
The half-elf begins to walk away, when the halfling speaks to him.
"I wish to escape with you. I have been waiting for somebody who can help. Bahamut has surely led you here."
The
half-elf nods at the small figure, who then proceeds to deftly pick his
lock, stepping out of the cell. In the torchlight, his shadows seem to
swirl around him, at times turning into something that appears to be a
horrific creature, then becoming nothing but a swirling mass soon after.
After
a moment, the half-elf walks over to the eladrin, letting him out. The
eldarin bows respectfully. The three begin to leave, when the half-elf
hears a whisper next to him.
"You're forgetting me,"
Walking over to where the drow sat, the half-elf eyes him.
"Who are you?" he asks.
"Syn'Dral," the drow replies. "And you?"
"I am called Ragnarok Senzez."
"If
you allow me to escape with you, I shall aid you through this place,"
Syn'Dral says quietly, waving his hands and creating blazing sparks with
magic. The noise they create echoes off the wall, and goblin guards
rush in from both entrances.
"Time to fight our way out!" the halfling growls, drawing two daggers he had recovered from the weapons rack.
Ragnarok hurriedly unlocks Syn'Dral's cell as the guards rush in. Grabbing weapons, the group beings to battle their captors.
"Get
them Llenherd!" Ragnarok shouts, and the giant hamster springs into
action. In short work, the first group of guards are down, leaving the
party an exit point. They all rush out into the next hallway.
As
they come to the next room, they are met by a few sneaking, glowing
eyed fey creatures: Xivorts, twisted, mischievous beings. Throughout
the rubble, rats crawl as well.
The battle ensues. |
In short time, the prisoners have defeated their foes. Ragnarok begins to walk to the nearest door, when Syn'Dral stops him.
"Why are you choosing to go that way? Perhaps I choose not to follow you."
Ragnarok pauses, Llenherd following close behind him.
"That is your choice. Nevertheless, this is the way I go. If you have any gratitude at all, you have yet to show it."
----
This
starting game only ran two encounters, both of which were created by me
to be relatively simple. Our party made short work of them. The other
characters have not been introduced, because they have not introduced
themselves to the party yet. Just know that Ragnarok is being played by
me, and Syn'Dral my brother.
At
the end, I assigned my brother his encounter for our next session. I
gave him an XP budget, and told him to construct an appropriate
encounter for Feuerbrennt for us to face using monsters from the books.
I will be constructing one as well. We also touched upon our first
lesson.
Lesson 1: Know your monsters. Read the stat blocks beforehand and familiarize yourself with them.
I'm
looking forward to this, as we're trying to add story and roleplaying,
not just encounters. This campaign will probably be updated a lot
sooner than the others. Hope you enjoy it!
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