Zero to Zero – running 1st level D&D one-shots

Sly Flourish is a genius, and I agree with him about nearly everything D&D-related. He’s wrong about skill challenges, though (they’re one of my favourite things in any game, as these posts will testify) – and he’s wrong about 1st level adventures. I’ve run most of my D&D5e one-shots at 1st level, mostly for people new to the hobby, and I’m posted a few on here – check out The Goblins and The Pie Shop, The Rats of Rothsea, and Tower of the Stirge – and the pregen sheets I use to try and make things simpler.

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But there’s a particular set of advice that I’d suggest for 1st level D&D. It’s really not that deadly, if done right, and while players don’t have quite as many options as they do by 3rd level, they do have options in the right place. For me, 1st level one-shots come down to three things – Support, Survivability, and Stakes.

Support

You can ignore this, to some extent, if you know you’ve got seasoned D&D vets. But usually, when I’m running 1st level D&D, I’m expecting some players new to the hobby. The Starter Set and Essentials Kit are great, but… their character sheets are ridic. You need less detail, and more help, on them – and so I made these, which I stole from (I think) an insta post from someone from Critical Role… sorry I can’t give a more exact credit, but in fairness it was in the background of a photo.

For spellcasters, I’ll first of all steer newbies away unless they’re up for a bit of reading what spells do, and/or resource management. Otherwise I’ll have spell cards, or a handout with the details clipped from the SRD. Certainly nobody should be looking stuff up in the Player’s Handbook at the table.

Survivability

A 1st level, your PCs need plenty of rests. I sort of run D&D like this at higher levels like this, anyway – trying to face a challenging combat with 1 spell slot left is no fun when some classes’ long rest abilities run out. I normally go for a ‘training’ encounter, then a long rest, and another (sometimes inserted in with handwavey magic refreshing) before the final fight with the big bad.

I think you also need to be careful with enemy damage – challenge ratings are generally a fairly good indicator of challenge, but my rule of thumb is to avoid any attack that can take a PC out in one hit – that’s just too swingy for me. I’m a great fan of the starter adventure in Theros, but the initial encounter is with creatures that do 1d8+3 +2d6 poison damage – that’s not 1st level compliant, for me. Oh, and I generally roll enemy damage – it gives a bit more threat and jeopardy to know that one arrow could do 8 points of damage and really worry them.

Stakes

Even at 1st level, keep the stakes high

Clearing out giant rats is no fun, despite me writing an adventure about it. Give your 1st level one-shot serious stakes – one of my very favourite DCC adventures, The Hole In The Sky, pits the 0-level funnel PCs against a 200 foot tall demon! At the very least, their failure should have somebody’s life on the line, or the well-being of a village or town that will then hold them up as heroes.

Bridge the gap between the PCs and these stakes by getting them to answer questions that tie them to the background. In my latest 1st level one-shot, it begins with a wedding, and the players describe how they’ve got an invite. In playtest, this led to some great emergent NPCs, and a genuine interest in the event passing well – which served as a baked-in motivation.

In terms of in-game scene-by-scene stakes, have failure conditions in mind. 1st level is swingy as hell, and you can end up with a TPK with a run of bad (or good) rolls… have a plan in mind where they wake up in the goblin’s dungeons (or wherever) and get one last chance to escape.

I certainly aren’t going to stop running D&D at 1st level any time soon, and I’ve got a lot of good work out of it so far. I haven’t talked about it here, but worth noting that a lot of the AL stuff has 1st level players doing 2-4 one-hour mini-adventures, which as you’d expect I’m a fan of – this helps the long rests situation. 

What’s been your experience of 1st level D&D? Let me know in the comments. 

“You Don’t Notice Anything.” – Why Perception is Rubbish, and How To Make It Better

Over on his blog, @vinegarymink has posted about Failing Forward – ensuring that failed challenges are just as fun as successful ones. Half way through playing a game of Pendragon (played ‘straight’ and devoid of indie pretentions – and a fantastic game, don’t get me wrong) this week, a realisation came to me somewhere around our fifth Awareness check. Perception is a bit rubbish. It’s a ubiquitous skill in all trad systems, and one of the hardest to “fail forward” with. It’s usually quite hard to fail at all with it, which is why I think it often leaves me frustrated as a GM. I’m going to go through some of the issues with it, and then suggest some hacks that can overcome them.

Awareness 15: the essential Knightly skill
  • If it’s something the group could notice, only one player needs to notice, and they tell the others. Having everyone roll makes a group perception check trivially easy – the probabilities of just one person having to pass make them super generous. If you’ve got a 50% chance to pass the check, with the 4 players you’ve got a whopping 94% chance of at least somebody noticing – and with something harder, with a 25% chance to notice, its still at 68%.
  • Failure is usually crap. “You don’t notice anything” creates a disconnect, because by asking for the roll, the player most certainly knows there’s something to notice. D&D5e tries to solve that with Passive Perception scores, but that’s crap too – bounded accuracy means that they have a really tight range, and they concentrate the first problem – the cleric’s going to notice and tell everyone.
  • Clue restriction is rubbish. If there’s something to notice, we should want our players to notice it. When you’re negotiating with the Romulan Captain, I want my players to notice that she’s stalling for time – and even if they fail, because of the point above they know there’s something off about her.

So, how can we fix that? Here’s a few techniques.

Have Failure Consequences, or Don’t Roll

For every Perception check you call, have a clear idea of a non-restrictive consequence of failure. This is good advice for every skill check – see Alex’s blog post for more ideas – but especially important for Perception, because its failure consequences are so often not-fun. If you can’t think of a consequence for failure – don’t call for the check, and just tell them.

Have Success Benefits, or Don’t Roll

Equally, instead of just telling the players if you have a Perception check you can’t think of a cool failure condition, give them a benefit for passing instead. Maybe you accept that everyone is going to notice the bandits planning to ambush you – but if you make the check, you know which of them has decent armour under his grimy cloak, or also see the hidden archers in the trees covering the road, or you see a weak spot in the wyvern’s hide from a previous skirmish (maybe enough to make a called shot bypass some of it’s armour).

You Can’t Roll if You’re Talking/Acting

One way around the group check problem is to suggest that if you are taking action, you’re not as able to notice stuff. The players who aren’t active in the scene are the only ones that get to roll. This makes the check have closer to normal probabilities, and has the additional benefit of sharing the spotlight in a cool in-game way. Just ask any players who aren’t directly interacting with the events in play to make, as they hang back and observe.

Use it For Initiative

One of the issues with Perception checks to notice enemies trying to ambush you is that the consequences of a surprise round in most games can be enormous (notably, 13th Age avoids this, making them just inconvenient –but not entirely unbalancing). Instead, make Initiative the result of a Perception check in these circumstances. Maybe the ambushers get to roll Stealth instead, as well, for their score? There’s another blog post in my head about how initiative is also often rubbish, though, so I might come back to this.

Use it To Bank Resources

I’m running Star Trek Adventures, the 2d20 game from Modiphius at the moment, and it is (like Conan, which I posted about here) heavy on resource management. Players want to get as much Group Momentum banked early in the session, so they can spend it on extra dice for checks. The best way to get this in STA at the start of the session? Scan the planet from the ship. It’s probably low difficulty, so you can get some Momentum banked for future skill checks. In some ways, this is like designating a Success Benefit, but it fits nicely into the balance of the system. It’s accepted that there will be some easy skill checks, often for things like noticing stuff, but they have some game impact through the meta-currency of the system.

Likewise, in Fate, you can offer a Fate Point Compel to miss something – to not even make a check, and have a failure consequence ready for them. In my experience, most players will do anything for a Fate point, and it’s very likely they’ll have an Aspect you can use to get this. Other systems will have their own solutions, I’m sure.

Just Ditch It

One way to force yourself out of the habit of asking for Perception checks – just remove the skill. If it’s important enough that the players need to notice something, tell them. If it’s one of the few circumstances where failure or success can be interesting, just pick another skill relevant to the context. Ambush in the Forest? Roll Nature to notice the absence of usual sounds. Trap in an ancient tomb? Sounds like a History check, or maybe a Thieves’ Tools check to notice and disarm in one roll before it triggers.

So, a selection of ways to hack perception to make it less rubbish. Are there any more techniques that you’ve used to improve it? Any games that do it particularly well? Let me know in the comments, or get me on twitter @milnermaths.

Review: Mythic Odysseys of Theros

So, continuing on from reviews of Ravnica and Eberron, here’s D&D’s latest setting sourcebook. Theros, apparently, is a setting from Magic: The Gathering that’s a Mythic Greece style fantasy. I’ve written here before about how good this setting is for fantasy (see my review of Agon here), so it’s interesting to see how Wizards have transplanted this to D&D.

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The Fluff

Theros map

Map of Theros from the MTG wiki

First up, I must admit I’m a fan of these Magic setting books. They carry their content in a much more manageable way – there aren’t bags and bags of setting history to digest, and the areas covered are more modest. For campaigns as well as one-shots, I like the focus that provides.

The key conceit of Theros is that the Gods take a great personal interest in the heroes and villains of the Mortal Realm – and indeed, travel beyond the Mortal Realm is relatively easy.

The Gods correspond to the Greek pantheon, although everything has been slightly changed – I’m not sure if I’d rather have the original group, although they’ve added some twists to make each one have potential as a patron and an antagonist and give them some flavorful hooks and details. Like Ravnica’s guilds, each God gets a section looking at potential adventures involving them, with a linked map of their temple that could be an encounter location. This is an excellent presentation decision – show don’t tell your setting to GMs! As I’ve said before, I’m also all in favor of D&D moving towards random tables for everything – it’s a neat presentation choice, even if you pick from them.

There’s a discussion of Omens as well, and some other similar background touches in the setting. Particularly interesting are the Returned, the dead who’ve escaped the Underworld, left with few memories of their previous lives, and no faces – they wear ornate golden masks to deal with mortals. It’s refreshing to find a new take on the undead, and – given their memories also haunt the world as Eidolons – a great opportunity for plot.

The Returned feature in the sample adventure, too – which is, I have to say, an absolute corker. A action-packed start, a range of encounters that could be solved by combat or roleplay in different interesting ways, and a hook for the next stage. A little tweaking would make it an excellent one-shot.

The Crunch

Mythic Odysseys of Theros coverFirst up, the new rules stuff – well, apart from humans you have centaurs, satyrs, tritons, minotaurs, and leonine (cat-people, like Tabaxi but significantly less annoying) – each gets the full treatment and goes a long way towards making Theros feel different, even though I’m pretty sure they could have snuck some dwarves in. There’s an extra Bard College (Eloquence), a Paladin Oath (Glory), and an additional Backgroun (Athlete) as well.

Each PC also has a Supernatural Gift, in addition to their Background, which shows how the god have touched them. These are great, and at 1st level give a significant boost to make players more heroic – they include the Anvilwrought – you were crafted in Purphoros’ (Hephaestus) Forge, so appear as a metallic creature, or the Unscarred – like Haktos (Achilles) you’re resistant to physical damage.

It’s assumed that heroes will follow one of the Gods, and there’s a system for them advancing in powers as they gain Piety – a measure which increases and decreases as they follow their God’s whims. I’m not quite as keen on this – it strays close to “good roleplaying” doggy biscuits, and leans a bit on DM judgement, and to not encourage difficult player behavior – this feels a bit looser than I’m used to from D&D.

The One-Shot

I think this is an excellent setting for a one-shot, and the heavy focus on heroes as devotees of the Gods provides keen hooks to motivate them. The Greek focus provides a good bank of tropes players can lean into, and the Gods’ attentions can lead them into all sorts of trouble, from a simple “slay the hydra” plot to more political machinations in the polis presented.

Crucially for D&D settings, it’s sufficiently distinct from Greyhawk / Forgotten Realms/ etc. to feel like a change of scenery. This would be an excellent setting for a break from your regular game or to offer at a game day (virtual or real) where there will be a lot of D&D-focused players there. As I mentioned before, the starter adventure provides an excellent structure for a one-shot, too, with multiple resolution methods for each encounter. If nothing else, I’ll be stealing the encounter with Broken King Antigonos – no spoilers, but he might be my favourite NPC in a published 1st level adventure.

So, I’d heartily recommend Theros, for high fantasy Greek-inspired derring-do. And while honestly I’d be happy with Dark Sun getting the 5e treatment, I’m really enjoying the MTG settings that are being put out by Wizards. Grognards need to stop bitching about Dragonlance and Birthright and embrace the new D&D settings coming out – they bring something genuinely different to the game.

Tower of the Stirge – a 1st level D&D One-Shot Adventure

Continuing a series which began with The Goblins and The Pie Shop, and continued with Rats of Rothsea (with a short interlude adapting Dyson Logos’ Goblin Gully), here’s another 1st level one-shot for D&D5e. This one is a bit grimmer and darker than the others, as befits the subject matter, and isn’t recommended for younger players like the previous two. There’s zombies, blood-sucking, and egg-laying flying beasts with proboscis in this one. Oh, and the plural of stirge is “stirge,” I’ve just decided. Apologies to any adventurers who assume this means the tower only contains one of the beasties.

In terms of structure, this was heavily modelled on Johnn Four’s 5 Room Dungeon model, which is a really good way to structure linear encounters for play (there’s probably a follow-up post on that. If you want a map for the tower, Dyson Logos’ Ashryn Spire is ideal.

Tower of the Stirge

Introduction

The tower at Halk Head used to be a mage’s tower – but for many years it lay dormant after a band of brave adventurers defeated and looted the wizard. Until, a few months ago, the hermit Gorthrix came to the village. Seeking a place to rest, he moved in and begun to explore the ruined tower. Noises and rumour brought children and explorers from the village, so to deter them Gorthrix attracted a nest of stirge and reactivated the wizard’s earth elemental bodyguard.

He meant the stirge to just deter visitors, but he find the beasts have now overtaken the entire top floor of the tower; although they don’t attack him, there’s was little he could do when they ambushed and killed a pair of children who came exploring, dragging the blood-drained bodies back to their nest. Panicking, he sent the elemental out to destroy the cliffside path to the tower, and now sits tight, hoping that the villagers will avoid the ruined tower as a place of ill omen. He hasn’t counted on the recklessness of adventurers.

Characters

Gorthrix is a mean-spirited, loner of a dwarf who wants nothing more than to be left alone, and is prepared to kill to ensure that happens. Finding the tower was the first step in him finding some space for himself, and he’s not going to let an accident with his new pets stop him.

Gorthrix has a tame baboon who helps him. He has named him Gorthrox, and Gorthrox is just as brutal and angry as the stirge.

Cliff is a bound earth elemental who used to serve the old wizard hundreds of years ago. When the adventurers came, he was locked in the tower basement, so he just slept. Now, he’s slow and confused, but Gorthrix doesn’t ask too much of him and he quite enjoys the company. What he really wants to do is properly rebuild the tower, but Gorthrix won’t led him near the bird-things on the roof.

The Stirge are horrible, bloodsucking flying rats with long proboscis that drip with blood. After a feed they are bloated and clumsy flyers, but when hungry they are fast and vicious. Gothrix feeds them treats, so they like him, but he’s still just walking food to them.

The Village

The village of Clifftop sits at the top of 80 feet of steep cliffs. At their foot is a small beach, with a pier and a few fishing boats, and a treacherous path carved into the rock. A small, rickety path leads out to the Tower – in the other direction, a more sturdy path offers a shortcut to the larger town of Endholme.

The PCs will be summonsed by the Village Elders and told the story – two local boys, Edric and Embry, were wandering out near the tower last week and now appear to have disappeared. The village sheriff, Robel, went out looking and found nothing, but the elders are sure that it’s something in the tower – strange lights have been seen in recent days coming from it – it is surely a place of ill omen. Robel assumes that the boys have just run away to the tower and are hoping to attract the attention of the villagers – but he will grudgingly point the adventurers in the direction of the tower.

The villagers beg the PCs to explore the tower – if nothing else, to see if they can bring the boys’ bodies back. They offer 20gp each for their troubles. Robel is keen to stay in the village to make sure no more trouble comes to the farmers’ herds, but he can point them towards the cliff-top path to the tower.

If they ask around, a successful DC 15 skill check gets them a true-ish rumour, a failed one gets them an almost-certainly-false one. If they fail the check, the character has a fair idea that the information they have is false.

True-ish Rumours (d6)

1 – The tower was built by an old sorcerer – they say that remnants of his magic can still be found there

2 – Huge crows have been seen circling the tower – this is surely an ill omen?

3 – Farmer Copley, whose clifftop farm isn’t far from the tower, has had several sheep disappear recently – without any of the usual marks of wolf attacks

4 – A few months ago a stinking dwarf clad in rags came to the town and asked lots of questions about the tower. He stole a loaf of bread, so Robel ran him out of town.

5 – The cliffside path has withstood storms and terrible weather for years – it can’t have just collapsed on its own

6 – Last month, a body was found by the cliffside path, drained entirely of blood. The villagers who found it went to get Robel, but by the time they returned, it was gone.

Almost Certainly False Rumours (d6)

1 – The sorcerer who used to rule the tower has returned, and he has taken the boys as sacrifices

2 – All who enter the tower are compelled to stay there by dark magic

3 – The two boys were always up to no good – I expect they’ve just run away to get shot of Robel spoiling their fun

4 – Two more children went missing a few weeks ago, that the PCs haven’t been told about (they did, but Robel brought them back and returned them – they had just got stranded on the beach)

5 – The strange birds that can be seen circling the tower can only be hurt by silvered or magical weapons

6 – The tower doesn’t even exist – it’s an illusion that lures explorers to the cliffs, where they fall and are eaten by the kraken. The kraken? Nobody’s told you about the kraken?

Scene One – Approach to the Tower

The path to the tower has been damaged and pulled apart by Cliff, but he didn’t do a very good job, because he much prefers building things to pulling them apart. A few of the ropes are still there where the path has crumbled, and where boulders cover the path, they can be -carefully- clambered over.

To get to the tower, each PC must make an Athletics check with DC10. On a failure, they stumble and slide down from the path – they take 1d6 damage, with a Dexterity save for half. If half or more of the PCs (round up) fail their skill checks, the stirges are alerted by the noise and ambush them while they are on the path – the path is difficult terrain, and anyone without a secure footing will fight with disadvantage.

Stirge by Jacob E Blackmon

Stirge by Jacob E. Blackmon

Stirge Attack!

Either as they approach the tower, or half way along the treacherous cliff path, a group of stirges will attack them. Seeing the PCs approaching, their Queen has sent them out to hunt.

There is one stirge for each PC, and they attempt to attack one each as well. They aren’t used to fighting creatures that fight back much, so they don’t gang up on opponents unless an obvious opportunity presents itself.

As the stirge wobble towards them, clever players might have their characters take cover, particularly if they heard the rumour in the village about them. Their passive Perception is only 9, and a successful Stealth check will let them hide behind a useful rock. If the whole party manage to hide from the Stirges, they fly around looking for them for a while, before flying off to feast on a nearby sheep.

Scene Two – The Tower

The Ground Floor and Basement

The ground floor is were the wizard used to welcome visitors. It’s now crumbled and full of rubble; the staircase up to the next level is crumbled and treacherous.

Cliff rests in the Ground Floor – he is an earth elemental, so will be a possible insurmountable challenge for the PCs to fight, but he’s very amenable to talking. As they enter, he steps away from the section of wall he was resting against and tries to whisper to them that they should go away, or the New Master will kill them. “He never wants visitors, not living ones anyway – you should go!”

Cliff just wants to be left alone to rebuild the tower – he’s not too bright, and pretty content with his lot. He’ll tell them about the New Master and about how he wants to help them, but the New Master would be mad at him if he did – and he doesn’t want to be shouted at. He doesn’t know much about the ‘funny birds’ at the top of the tower, and he certainly doesn’t know what happened to the kids who came to explore.

If the PCs talk to Cliff, allow them to make appropriate skill checks – once they have 3 successes – most likely Persuasion or Deception, although Intimidation is possible – the only wizard Cliff has seen for many years was a mighty sorcerer, so a flashy display of magic might trick him. If they fail 3 times in total, he loses his patience with them, and starts banging and shouting, alerting Gorthrix and his baboon from upstairs.

If they try to fight him, luckily for them Cliff is very reluctant to hurt anyone. He’ll try and Grapple the biggest looking opponent and then put them in some inaccessible part of the cliff below. Only if really enraged will he attack with his Slam. If he defeats the whole party, he carries them back and leaves them at the edge of the village – feeling terribly guilty that he might have hurt them.

The First Floor

The first floor contains the remnants of the wizard’s magical traps and tricks – and is probably the most deadly of the rooms – it’s also where Gorthrix will make his stand.

As they enter, a magic mouth trap challenges them to speak their name, and then casts a slow spell at them (save DC 13). Assuming some of the PCs are affected, Gorthrix then leaps out and attacks them – his stats are the same as a spy, and he begins the fight with his pet Gorthrox, a baboon, alongside him.

If they defeat him (and Gorthrix will surrender if the fight turns against him) – he warns them of what is on the roof. The boys are there, he says, but not like they were – he begs for forgiveness – he wanted to be left alone, but those beasts were just too much for him to handle – he never meant for them to kill the boys, or – what they have become.

Gorthrix’s room is here, and it has some of his treasure – although most of the shiny trinkets have been taken by the stirges. He carries 20gp on his person in a leather purse, and two potions of healing. He will offer the money as a bribe for them to spare them – but tries to keep the potions to recover his and Gorthrox’s wounds.

The Second Floor

Has a crumbling, uneven floor – as the PCs walk across it, they can hear it creaking and moaning. Each PC has to make a Stealth or Acrobatics check, DC 10, to cross without alerting the stirge nested above. Halflings and gnomes not wearing heavy armour can make this check with advantage. If half or more of the PCs fail the check, a creaking floorboard snaps, and the ceiling above collapses as the stirge fall about onto them.

Cautious testing, looking for footprints and dust, and a DC 15 Investigation roll can show where there has been movement and where there hasn’t on the floor, also granting advantage on the above roll.

If they spared Gorthrix, when he sees the PCs in combat with the stirge and zombies he will try and seize the opportunity to get his revenge on them by assisting the monsters in this fight.

The Third Floor

This is where the stirge nest, and a horrible sight it is. In the centre of the room lie the bloated bodies of the two boys killed exploring. The stirge around seem to be feeding them their own blood, and the boys have changed into something undead and horrific. As they move to attack, a fat, blood-drenched stirge with a bulbous belly sits on the ground – the Stirge Queen, who is laying her eggs in the boys. Beyond this scene, a nest full of shiny things beckons – see Rewards below.

The two boys have statistics as zombies, and move immediately to attack backed by two stirge. As the combat continues, another two stirge join the following round, and another two the round after – defending their nest, they fight alongside one another and attempt to attack the tastiest-looking (or fattest) adventurers – they are particularly fond of halfling and gnome.

If both of the boys are killed, the remaining stirge panic, as their eggs spill out from the bodies and they flee from the tower. At this point, the stirge queen (as a normal stirge but 10 hp from her fat, egg-filled belly) fights as the rest of them attempt to flee.

Rewards

In the stirge nest, the accumulated shiny things they have collected can be found. They one malachite gem per PC (each worth 10gp), plus a single bigger bloodstone gem (worth 50gp) mixed in a pile with 100 sp and 30 cp. The cp have been polished to a shine by stirge proboscises, and will need a good wash before any merchant will accept them.

Review: Eberron, Rising from the Last War

EberronFirst, a disclaimer. My reviews aren’t thorough, and I don’t review things I don’t like – there’s enough negativity around. That’s not to say that I like everything – just, if I’m not a fan, I don’t see the point of telling the internet. But if something is good, I like to share why and how it’s good, and give a feel for how it could be used in one-shot games. And Eberron is bloody good. If you’re after more complete reviews, I can recommend Pookie’s site Reviews from R’lyeh – and there are many other review sites a google search will find you.

Eberron is D&D’s latest setting – although it’s not brand new to 5th edition. First emerging in the 3rd Edition era, it was an attempt to design a world from the ground up – it arrives completely free of old-timey weirdness in the way, say, Forgotten Realms has Elminster everywhere, and Greyhawk is full of dungeons and places called Geoff. It’s pulp, and steampunk-pulp, and is actually designed for exciting adventures… the whole world feels like it sits on a knife-edge, as if brave heroes could actually make a difference.

The Fluff

Eberron is your typical D&D fantasy world, magic everywhere, dwarves in the mountains, elves in the hills. They’ve just had a massive war, though – where warforged, sentient humanoid robots, became a thing, along with lots of magical-technological inventions. There’s lightning rail trains, airships (we love an airship), and magic item manufactories. The city covered in detail in the sourcebook, Sharn, use air elemental powers to grow vertically, so that it’s hundreds of feet high. There’s dragonmarked houses, families with weird birthmarks that give them magical powers, and a weird psychic spirit realm that some creatures are attached to. The last war ended when an unknown WMD destroyed an entire country.

There’s more along the same lines, and it’s a mixture of familiar tropes and neat little twists. Eberron is a world in flux, where things can collapse and be rebuilt very quickly. There’s intrigue and opportunity and everything is very factional – there’s a continent of monsters, Drooam, but PCs could easily find themselves working alongside its goblins and bugbears against greater human evils. There are dinosaur-riding halflings. There are half-werewolf shifters. There’s lots of stuff – it’s a kitchen sink setting – and just enough of it is twisted in a cool way to make it stand out. It’s very pulp, and very D&D.

The Crunch

You get a lot of extra game in Eberron – four entirely new races, a new core class (the artificer) and lots of variants and options, including for dragonmarks. There are guidelines for having a group patron which are more suited to longer-term play really, and they also provide a good framework to hang a one-shot on. There are monsters, including some really cool ideas that would transport into other settings (living spells in particular deserve to be in every mad sorcerer’s tower).

And as with most D&D5 supplements, there are a lot of tables, and plenty of maps. The move towards sourcebooks as inspiration-dumps is great, and Eberron, like Ravnica before it, demonstrates this brilliantly. Even where it becomes more of a traditional setting gazetteer (describing the districts and buildings of Sharn, for example) the information is presented with usability considered – there are lists of important buildings, rather than long sections of prose describing daily life.

The One-Shot

Eberron is a great setting for a one-shot. The pulp style makes it easy to come up with quests and missions to explore, and the way each area or faction is loaded up with plot hooks makes them ideal for one-shot play. Indeed, each of the Patrons given – from fairly standard (Adventurer’s Guild) to more unusual (Newspaper, Inquisitive Agency) give ample opportunity for mission-based play. Like Ravnica’s guilds, each of these provide a strong backdrop to hang a one-shot adventure on and still have it feel distinctively Eberron.

All in all I’m very pleased to see Eberron back as an official D&D setting – if a little worried that Ravnica might now see it’s star fade a little, as it treads similar tropes to Eberron with a more limited scope. I’ll be developing some one-shots for it, certainly, and I’ll share them here when they are in a polished-enough state.

 

D&D One-Shots, Part 4: More Tips

I’ve spent the best part of the summer running D&D5e for (relative) newcomers to the hobby. I’m at the point where I’m probably going to take a breather and look to my shelves for some other games to prep one-shots of now, but I’ve learned a few more things that are worth sharing since the first post that started it all. So, here goes:

Maps Are Good, Even Without Minis

A map – even one sketched with a Sharpie on plain paper – is really useful if you’ve got a set-piece combat scene. I’ve talked before about how I’m not a huge fan of minis and grids – and in this context it makes the game a little bit more complex – but a map is really useful. Next time I run, I’ll try and find some evocative art as well – even just pictures of a monster or scene – to help players get into the moment.

This is what a table for 12 D&D players looks like

Ambitious Stuff Works!

Over the summer, I ran a D&D Activity Group with another GM on a residential week. We had 12 players in two groups of 6, playing for 1hr 15min a day for the week. We thought up linked plots for our groups – one was escorting a pair of children who would turn out to be werewolves, one was hunting a beast from the town who turned out to be an escaped werewolf. We had four sessions as separate groups, and managed to drag them together so the final two sessions could be a huge 12-player group as they joined forces to face the source of both of their problems.

We had a real range of experiences in the game – a couple of experienced players (more on them later), some who had played a few times before, and some completely new to the hobby. Now, I’m not going to run for 12 players again very soon – but the session where they linked up and shared their stories was -amazing-. It’s the kind of ambitious cross-campaign shenanigans that I’m usually wary of, but thanks to my amazing co-GM we managed to pull it off. So don’t shy away from doing the epic. It works.

Bring Dice, In Sets

For my games, I’ve brought a big pile of dice and got my players to pick out their own d20 and any other dice they might need. This is not the best way, I learned from my co-GM in the werewolf game. The best way is to have a set of dice for each player. They have their own dice, can move them around and put them on their character sheet, and have ownership of them for the game. A player’s relationship with their dice is a key part of the game, and by having their own they get to try this.

Use Your Expertise

If you’re lucky enough to have a few players with some experience in your group, use them! Conventional wisdom might say to encourage them to play the more complex classes – the wizard or the sorcerer – but I’d say that it works better having the player next to them playing those, and them helping them out. They need to have a players handbook – they can look up spells, if you don’t have spell cards, and even conditions – I’m a big fan of saying, eg “OK, you’re weakened – Scott, what does that mean in-game?” and letting them manage it.

Use The Good Stuff Out There

I’ve mentioned Spell Cards, but having the Monster Cards lets you avoid juggling a monster manual and you can show them the art on the back. I have run Goblin Gully a few times (with my adapted notes here), but I also found Troll Trouble by Gary Whicker to be an excellent first level adventure – a good mixture of dungeoneering, role-play, and interesting action scenes. It’s a long time since I’ve run it, but The Goblins and The Pie Shop is a fun little one-shot too that I posted up on here. Come to think of it, it still sees a lot of traffic, so I’m planning to put some more 1st-level one-shots on here as I write them. But for now, I need a break from D&D – you can have too much of a good thing after all.

D&D One-Shots, Part 3: Goblin Gully

In my last post, I talked about running a one-shot for six complete newcomers using an extended/modified version of Dyson Logos’ Goblin Gully one-sheet dungeon. I added some stuff to it, mainly to give a bit of an introduction to the core mechanics (with a straightforward battle against some bandits) and a chance for a bit of out-of-dungeon roleplaying (by interacting in the town before venturing to the dungeon).

It worked really well as a 1st-level introductory game. The dungeon is just complex and multi-layered enough to give a chance for tactical decisions, and the final encounter really emphasises that sometimes you don’t have to defeat the enemy, just capture them. My notes that I used, in addition to the original dungeon, are below. And check Dyson’s stuff out! There are loads of really good maps, geomorphs, and adventures on his website.

Synopsis

The PCs are young, thrusting adventurers out to earn their fortune. They have recently taken their first, exciting, job – escorting the merchant Donia and her husband Reaghan through the High Forest to the village of Stone Stand.

They are attacked by bandits, and Reaghan is wounded before they are able to chase them off, and they learn that there is much increased bandit activity – linked to the goblins near the Kalil Slave Pit. At the town, Donia and the innkeeper Jarrod engage them to investigate the Slave Pit and drive off the goblins.

Cast

Donia is an able and capable merchant, middle-aged with a steely stare and an eye for business.

Reaghan, her husband, is a feckless idiot, an ex-adventurer who doesn’t see why the PCs should have been hired since he can easily deal with a few bandits.

Jarrod, the innkeeper of the Wyvern’s Rest, is a stout and hearty barkeep who  just wants the best for Stone Stair.

Scene One – Ambush!

As the players round a corner in the depths of the High Forest, less than a day’s travel away, their cart sticks in the mud – closer inspection (DC 10 perception) shows that a groove has been hollowed out in the road deliberately to trap them. As they inspect, Spencer and his Bandits approach – Reaghan immediately challenges them, and is seriously wounded by an arrow for his troubles.

There is one Bandit for every PC, plus Spencer, the leader. They attempt to flee if the battle starts to clearly go against them, which it probably will.

Spencer: As a normal Bandit but hp 18.

Searching the bandits they find two potions of healing (regain 2d4+2 hp) and a map showing the details of the Kalil Slave Pit, with scrawled notes on it – Keep Adventurers Away from Stone Stand, and from the Pit – Maglubiyet will reward you (10 gp/adventure head – double if alive!).

Reaghan can be stabilized with a Wisdom (Medicine) DC 10 check, or any healing that restores even 1hp. If there isn’t a cleric or paladin in the party, consider them finding an extra potion of healing – maybe on Spencer. Once he is stabilized they can continue to the village.

Tracking the bandits

If they are keen to track them, they can make a Wisdom (Survival) DC 10 check to show that they have a basic camp about half a day’s march away. There they may be able to ambush the remaining bandits, or question them about the goblins

Questioning the bandits

Spencer and his men are opportunists – they dug the hole in the hope of a cart coming along because they’ve tracked the PCs for the past day. The goblin bounty has made ambushing carts much more lucrative as there are often adventurers amongst them. They will plead with the PCs to let them go, or failing that to at least take them back to town – Wisdom (Insight) DC 10 will reveal that what they are really scared of is being sent to the goblins.

Scene Two – Stone Stair

Stone Stair is a picturesque village in the middle of the wilderness, nestled on either side of stone steps up a hillside, making it very defensible but also reliant on imports for food. The one tavern, the Wyvern’s Rest, is run by Jarrod, a retired adventurer. As they are settled and rested, they will learn that Stone Stair has been beset by bandits – none have dared attack the village itself yet, but many supply carts have gone missing, and there are rumours of goblins abroud in the hills to the north as well.

Jarrod and Dorian will offer the PCs 200 gp to clear out and/or investigate the old Kalil Slave Pits – a mysterious wanderer, Kras, will tell them that he has seen the bridge has been restored to it.

Gathering Information

They can question any of the NPCs around town about the Slave Pits – on a successful DC 10 check of an appropriate skill they receive a True rumour from the Goblin Gully sheet, on a failed on they receive a False one – but will know it is questionable.

Scene Three – Goblin Gully

The PCs can make their way to the Kalil Slave Pits and explore Goblin Gully as per the one-sheet. Additional notes for each location are below.

By investigation, the goblins believe the black pudding to be an avatar of Maglubiyet, and have been throwing sacrifices in. They have been running short, so last week two goblins were pushed in, and their claw marks are visible on the walls as they tried to escape.

  1. Entrance – two Goblins up a tree. They attack with their shortbows.
  2. Antechamber
  3. Grand Hall – four Goblins guard here (or one per PC)  (Passive Perception 9 if sneak)
  4. Bridge Room – two Goblins will attempt to support combat in 3 – but not leave their posts.
  5. Bridge – to cross quickly is a DC 10 Dex save or they will be left hanging off a thread, a further save or they fall for 1d6 damage
  6. Gully Floor – the bodies carry a Scroll of Bless
  7. Empty Room – goblin in 8 to surprise
  8. Contains Graz’tur, a goblin boss, and three Goblins (XP 350)
  9. Secret Chamber. The door is trapped, and secret (DC 10 to find, DC 15 to disarm – or DC 15 Dex save or 1d10 damage from a dropped rock)
  10. Secret Storage. There is a +1 Longsword here, but if it is disturbed then the Animated Armor at the back of the room attacks with its ornate two-handed sword – this sword detects as magical.
  11. Four goblins, can be ambushed easily
  12. The Pit. Contains a black pudding. Required DC 15 Wisdom save to flee and shut the door. The door to the Pit is barred by heavy wooden bars, and the sword in 10 can be used to seal the portal permanently.

So, there are my notes for Goblin Gully (posted with Dyson’s permission, I should add). What are your favourite short dungeons to introduce D&D to newcomers?

Next post, I’ll talk about prepping one-shot games for D&D.

D&D5e One-Shots, Part 1: Getting Started

Previously, I told everyone they should be running D&D5e one-shots. Here, I shared some of my techniques for pregens, as well as some actual pregens. In the next few posts, I’m going to actually talk about what techniques and tricks I use to make D&D5e one-shots sing, starting with the start of the session. For this post, I’m assuming that you’re running for players who have played D&D or another tabletop RPG before – my next post will be about players who are completely brand new.

Pregens / Characters

D&D5e is unusual in that, thanks to Adventurer’s League, often players will expect to be able to bring their own characters to the table. Also, if they have D&D Beyond, they can probably whip up a character in 10 minutes to your spec. I try to embrace this as much as I can – if I advertise a game, I’ll be clear that although I’ll bring pregens, if they’ve got (standard array) characters at the right level, I’m happy to have them instead. They do have to meet that spec though – no “I randomly rolled these stats,” or “My sorcerer is 4th level instead of 2nd, is that still ok?” – again, with the app it’s really easy to make those adjustments, so they should be at least initially balanced to the other PCs.

I usually turn up with a selection of my own pregens, a few extras from the excellent FastCharacter website, and let them pick. Running D&D, of course, that you might well have players who really know the system – so if they want to adapt or change stuff from a pregen, they can usually just go ahead and do it.

Forming a Party

This does mean that you can often have a fairly disparate band of PCs at the start of the session. I’m blogged here about using charged questions to help bring groups together, but I’ve recently started using Backstory Cards, and these have worked really well to not only tie a group together but also tie them to the setting.

With Backstory Cards, you have a few lists of individuals, groups, and locations, and then ask questions of the players to establish some shared history. With a set of cards, they can be drawn at random by the players, but I just pick some interesting questions from the cards and my lists, and manage it so that everyone gets some screen time.

Example questions might include:

  • Pools, you and Fuuwde did something in Hightower that at least one of you regrets, or is ashamed of. What lengths will you go to hide it?
  • Van Erp, your allegiances aren’t clear when it comes to the Dock Rats thieves’ guild. How did Jansora find out? What don’t they know?

As you can see the questions are pretty multi-levelled – I’m not too bothered if we don’t get right to the bottom of the question – just spitballing a heist in Hightower that went wrong will be enough to bond the players together. I use a mixture of groups, individuals and places from the one-shot itself, and peripheral to it – so, although the city watch might not specifically be mentioned in the scenario, they are around, and having some history with them means they can be on stage during scenes as much as the players (and I) want.

I do this straight after an introduction – so the start of the session looks like this:

  • players go round the table and introduce their PC’s name, race, class, and anything obvious they have set in their mind about them
  • we do the backstory cards – making sure that each PC gets some screen time. I’ll use this to drip-feed anything important about the setting, too, as they do this – sometimes I’ll amend my prep notes as well if something particularly juicy comes out
  • players introduce their PCs properly. I get them to do this like an opening montage in a cheesy TV series, like Robin of Sherwood or Quantum Leap – we see each PC in the middle of an action scene from a previous (or future) adventure, doing something that defines them in some way

This all of course takes a bit of time, but it’s well spent. At the end of this process (which I normally budget about 30 minutes for, longer if players faff around with their characters) you should have an adventuring party, rather than a collection of individuals. I’ve lost count of how many one-shots (and D&D is over-represented here) where half an hour in I still didn’t know the character names of my fellow PCs.

So that’s my approach for the start of the session. In my next post, I’ll talk about running D&D one-shots for players that are completely brand new to Tabletop RPGs, which simplifies some of these ideas a bit.

D&D One Shots: Pregens

After my last post on the why of running D&D one-shots, I’m now going to start on the how. My next post will be about prep and play at the table, but I’m going to focus on one aspect of prep today: the pregens. I’ve blogged before about making successful pregens for a one-shot, but this is just about my D&D approach.

I don’t like the D&D character sheet for one-shots. It’s not alone; I don’t like many ‘offical’ character sheets for one-shot play. They aren’t really designed for the same function – they are worksheets for long-term play that can account for hours of character development, equipment gain and loss, and notes. There’s just too much on them.

So, after some requests from followers, I’m going to share my 2nd level D&D pregens for a one-shot that I ran recently. I’ve tried to make them as straightforward and easy-to-use as possible. I have a bit of a tin eye for design (GCSE Grade D – I blame the teacher) but I hope I’ve made them as clean and consistent as I can. There’s a few things that bear explaining

LAI of the sea hagSkills & Spells

Now that there are Spell Cards for D&D, I don’t as a rule select spells for my pregens – the player can just pick out the cards they want to use, or use their PHB if they’ve got it. You’ll see on these that there’s everything ready except the spells. I’m also pretty flexible in play if players want to swap out spells that they know – if they haven’t cast it yet, they’ve not committed.

Skill bonuses are only on if they are different from the default stat bonus. This does mean that, as GM, you need to remember that Wisdom is the base stat for Perception, but it makes the sheets much cleaner.

I haven’t put Passive Perception on the sheets. I’m not a fan. I’d rather the players rolled Perception against an opponent’s Passive Stealth – dice rolls are better for the players.

Gender, Weapons, Equipment

I used to try and have a mix of genders for my pregens. I’ve moved on. My pregens now can be whatever gender their player wants them to be. I try and pick names that are suitably flexible – and, obviously, the names are optional too.

The weapons can similarly be swapped out by the players if they want to – and I usually go with letting them have whatever they want for the same stats. Want to have a broadsword instead of the axe? Yeah, whatever, just use the same stats. Change the damage type if you must – but, again, it often doesn’t make that much difference.

I don’t give my pregens equipment. They have what they can be reasonably expected to have. If something sounds dubious, or a stretch, they can always make a check for a loosely relevant skill to see if they remembered it. I do this in every game where equipment isn’t really a feature of play.

Personality, Ideals, Bonds, Flaws

I don’t use these for one-shots. Instead, I do a shared party set-up similar to the one I talked about here to give them a shared history as a group and some emergent backstory – more on that in my next post. I just find that they run a little deep for what will come out in a one-shot – it’s better to give the PCs links to things and events they will actually encounter, whether that be their fellow PCs or important parts of the adventure.

2nd Level Pregens

These are my 2nd level pregens, which I used to run Maryska Connolly’s excellent Lai of the Sea Hag from Uncaged Vol. 1. Some of them use races from Volo’s, just because I realised I’d not used it yet, but there should be enough information on the sheets to use them without.

Tiefling Rogue

Bugbear Barbarian

Human Fighter

Tabaxi Bard

Tiefling Rogue

Dwarf Paladin

Dragonborn Wizard

More to Come…

Next post, I’ll talk about some techniques for running D&D one-shots, including how to deal with players bringing their own PCs, and balancing combat (hint: ignore 50% of what it says in the DMG).

Why Aren’t You Running D&D One Shots?

Periodically, a discussion starts online like this –

“I have a friend / colleague / partner / child who wants to try D&D. What should I run for them that’s a good introduction to the hobby?”

…and the discussion then proceeds with lots of helpful advice about what system to use, people suggesting their favourites – D100 because the probabilities are easy, Fate because the narrative aspects are easy to grab, Fighting Fantasy because they’ll know the system from the books, that sort of thing.

And they’re all wrong.

If somebody wants to play D&D, you should run D&D for them. It’s not complex, and is (finally – in its current edition) a really intuitive, straightforward, balanced system. As a wider hobby, those of us who run non-D&D games need to get over ourselves that D&D can’t be as good as our favourite game just because it’s popular, and maybe consider that actually that popularity might be in fact because it’s really quite good.

For the first time in the history of the hobby, it’s staggeringly easy to ‘get into’ D&D – Critical Role and similar AP series have made people realise how much fun it can be, and it gets generally sympathetic media coverage. So, we should just accept that D&D is a good entry point to the hobby – yes, of course, there are other games, but D&D is one of those games.

But everybody else runs D&D!

Unless your local area has a flourishing, and welcoming, D&D Adventurers League, I’d counter this that there aren’t all that many people running D&D One-Shots. There are lots of D&D Campaigns going on, but even a quick review of Adventurer’s League shows that the vast majority of adventures featured are designed to be slotted into an ongoing campaign. As previously discussed, the one-shot format (and ideally the short-one-shot format) is an easier way for newcomers to access the hobby.

But I don’t like D&D!

Don’t you? How much D&D5e have you played, or run? I know people who aren’t keen on the fantasy genre, which is fair enough, but a lot of people who claim to not like D&D tend to hold this view from previous editions. I mean, certainly, don’t run the game if you don’t like it, but be open about that, and tell your potential hobbyist that your reluctance to run D&D is because of your own tastes, and not that…

But D&D Is Rubbish! It’s not as good / realistic / fun as Runequest / Fate / Dungeon World!

Look, D&D doesn’t do all genres well. But it does do D&D Fantasy very well – as you might expect. It emulates its own genre perfectly, if you like. Sure, see previous answer, but if you have somebody who is keen to engage with the hobby, telling them that the one thing they are interested in isn’t as good as another game with lower exposure isn’t going to draw them into the hobby. Run D&D first. Then you can tell them about Runequest, if they’re into ducks.

D&D Is Too Complicated!

character sheet comparison

It’s not. One of the great design aspects in D&D5e is that the first two levels are training levels for each of the classes. First level D&D is really easy to play, 2nd level adds in one or two more options, and it’s not until 3rd that PCs really start to get some complexity and depth. Even then, it’s a nice balance where system mastery is much less important than in many other games, so it’s much more forgiving for the new player to pick up.

I do think that a lot of D&D Character Sheets look too complicated – I’ve been working on my own designs that look like the picture here (I copied them off (I think) someone from Critical Role who posted a photo of their sheets for a one-shot) – and will be posting more on this site over the next few weeks.

So Run Some D&D

So, if I can implore you, rather than complain about everyone wanting to play D&D and how they aren’t interested in your favourite system, just run some D&D. In my next post, I’ll cover some ways to make it work – because of the exposure and expected play styles, D&D one shots are a little bit different to other games.

And don’t look down your noses at D&D – it’s not becoming for the hobby for us to throw our game vs. game wars at newcomers, and as well D&D5e is really really good. I’m spending some time over the summer making sure I always have some D&D ready to run – in part because I have a few friends who are interested, and I want their first D&D experience – and their first TTRPG experience – to be awesome.