Tuesday, May 26, 2009

The level 0 Delve, Roleplaying Introductions

So you recently started playing with some new players who had just started playing D&D in the last two editions and are focused on the rules.

That's great, but you find yourself sometimes wishing they would break away from the rules a little bit to try new things. Well then this delve is for you.

The idea behind this delve is that the party is not quite level 1 yet and do not have money to get what they need. It limits their resources so they can think outside of the box more. The adventure is just very basic notes, its up to the DM to decide what happens or how each encounter is built out, i am only simply providing notes.

All players also have a 'new power', the DM should review this with them.

DM for a second: That right, you as the DM allow the player to take control of the game for a second, the player spends an action point, and changes something in the game to his or her advantage.

Level 0 Delve
  • 1x at will, 1x encounter, 0 daily
  • no feats
  • no equipment DM gives each player one or two basic item, depending on party role.
  • players only have 1/2 healing surges

Adventure

While traveling with a group of adventures/family/etc the caravan became under attack by some orc's and goblins. the adventure were beaten and taken hostage along with the family members, the party was knocked unconscious and the game starts when they wake up.
DM Notes: No not use a map or miniatures for the setup, simply in great detail describe the scene, the color of the trees the time of year, day. Is there a smell wafting in the wind. Hint at players that the caravan might contain some useful equipment. (this is where they find their first weapon, some rope, some paints) the paints are their so they can use it later.
Skill challenge 1

Track everyone back to the base, success = they arrive, fail = -1 healing surge, and the party needs to find a way out of a trap from a local hunter. let RP begin (all in a deep pit that sinks, all hanging upside down in tree's little bit of both.
DM Notes: Don't roll initiative, just ask the party what they do, let them decide what they will do and let them roll in order. Better yet, don't allow any rolls. A success is simply a good idea, a failure is something that would just waste the party's time. The skill challenge is over once every player has had a chance at either success or failure. If they just don't seem to be getting it maybe drop a few hints, or make them fail and have to role play out of being trapped or lost in the woods.
Encounter 1

The group has come up to the camp, soon realizes there are too many of them to fight. They need to figure out a way to pull some of the orc's away from the main camp. This is where the DM comes in to help and give hints to the players. DM should suggest use of cantrips, or disguises to pull an orc away before entering combat.
DM Tips: Monsters in encounter 1 should be 1/2 the number of players. The key here is this should be something for the players to have fun with. When you started the adventure maybe there were items they could have used, like an old mop and some paint, one of the players could have disguised as a female orc and pulled a orc off tot he side. The key with this is to have fun with it. as long as the players keep role playing set them up for success. Maybe they do enough role playing that you don't need to roll to knock out the orc they just do it. No map or miniatures.
Encounter 2

Now that the main guards area dealt with, the party needs to find a way to attack the rest of orcs. Monsters = number of players + 2 minions. Instead of charging in, the DM should suggest a few things that are outside of the game. have ranged players go in tree's, have the mage distract them and play tricks for combat advantage.
DM Tips: Hopefully by this point your players should be picking things up and getting into the role playing aspect. One idea is to tell the group they can see the camp of the orcs, ask one player what it looks like, then go around to each player asking them to add something to the scene. Then start the encounter. Tell them they can only add one thing to the encounter. Build out the map & miniatures as the players describe the scene.
Encounter 3

Once the main encounter is over with the party can enter into a battle with the main boss, 3rd level orc, with some minions. setup combat in a situation where the party can split up and take advantage. have minions do ranged from higher ground.

End of Delve

If you plan on developing this into a campaign, then a perfect reward is that the group of players now advance onto level 1, they get their normal 100g starting money plus an extra 100g and their choice of a level 1 magic item.

Hope you like this idea, please let me know what you think

Artwork provided by Andy "ATOM" Taylor


Until next time, keep your dice on the table.
A thought from Mikes Mind

1 comment:

  1. Great idea!

    I've been thinking of using the 'hybrid' character beta to do something like this. The 0 level only gets to pick one half of the hybrid. When they get 1st level they can become a full class or pick some other class for the other half of the hybrid.

    ReplyDelete

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