I played and later GMed this adventure sometime between 2000 to 2003 and we were playing a hybrid of Shadowrun 2 and Shadowrun 3 (not all the 3rd ed books were out yet).
The adventure focused around a simsense star (or similar celebrity) the players have to protect.
I think in the start the players had to fake a kidnapping (for publicity) and someone else actually tries a real kidnapping at the same time (can’t remember if this was real or added by the GM).
Later in the adventure she is kidnapped by an insect shaman(?) and was/is to be used as a host for an insect spirit queen. The players are kitted up by the megacorp who wanted the star back and they enter and fight their way through the hive. The megacorp bugged all the gear the players borrows with simsense recording gear and in the epilogue the star dies and the megacorp turns the player’s hive fight into a simsense film.
I’ve started DMing a one-on-one D&D 5e adventure. The PC took the Observant feat and as a result, has really high Passive Perception and Investigation (20 and 18 at level 1!). If I use the rules from this question (“if passive perception is higher than the DC, the PC doesn’t have to make a roll to succeed”), then essentially every single perception and investigation check in the scenario I’m running is an automatic success.
In a group setting, that’d be OK: this makes the PC better at scouting, which is rewarding and fun, and it’s generally nice to be the only/first one in the group noticing things. In a solo adventure, however, I’m afraid that it’s going to be somewhat boring. There’s less of a “wow” effect to noticing small, hidden details when there aren’t people around to be impressed by it.
Should I just stop worrying about it, and simply be OK with my player basically automatically succeeding in every perception/investigation check without thinking twice about it? Or is there a way to tweak the mechanics somehow to make it cooler or more interesting?
awhile ago (last spring) I played a 5e AL adventure and received a story award, I believe it was called ‘home sweet home’, in which each adventurer recieved a home in the city the adventure took place in – but I don’t remember what the name of the city or adventure was.
Does anyone know, or know how to find out?
About 20-25 or so years ago our group played a D&D one shot adventure that was entirely based around a bar room brawl. It started out with us in the inn post adventure and then developed over time into a full on brawl, there where a number of events and actions that happened during the night and a large number of NPC’s we could interact with through the adventure.
I know our GM based it on a written adventure potentially published in the late 80’s, think it might have been published in a roleplay or specific D&D magazine, possibly a very early White Dwarf.
The sessions stands out even now as being really good fun and I have been trying to find it in order to run a similar session myself, does anyone know this, or a similair adventure?
Me and my gaming group recently decided to try Role-playing as it’s something that isn’t offered by any of the local gaming groups / stores. Since the popular hobby around here is miniature war-gaming, our group has been playing smaller and smaller games of Warhammer 40,000, trying to get as close to roleplaying elements as possible, until we decided to just bite the bullet and try something character based. We decided to try out Dungeons & Dragons, so picked up the latest game, Temple of Elemental Evil. We figured since it uses miniatures, it should be less of a shock to local players used to war-gaming.
Problem is, when we started playing we realised that Level 2 is as high as you can go, there’s no equipment and Experience isn’t even used for the one level-up that you do get (It’s bought with 1,000 gold). There’s no real character progression, stat customisation or roleplaying elements. There are Character Sheets in the box, but they’re not actually used at all by the game (they’re for D&D: Encounters, whatever that is). We have a 5th Edition Starter Set, but that’s all Pen & Paper, which none of the local groups are willing to play. The whole thing has just left the entire group completely confused as to how to get started and we can’t find any resources able to help us out.
So my question is, is there any way that people picking up a D&D Adventure System Board Game can upgrade to a full Dungeons & Dragons game? Assuming that there is no “Advanced D&D Adventure Systems Rules” that keeps the same game elements, but introduces character development:
- Is there any way of using the boards and/or miniatures from Temple of Elemental Evil to play a real Dungeons & Dragons Campaign?
- If so, how does a group get started with this?
- Is there anything that a group moving from D&D Adventure Systems need to be aware of before starting Dungeons & Dragons?
- Are there any tips you guys can give as to how make a smooth transition from D&D Adventure Systems to D&D 5th Edition (or what ever D&D System is most suitable)
Thank you all for your time, literally any information or links to resources on this would be greatly appreciated.
Hoping for advice:
I’m looking at the next leg of our campaign being a “race for the MacGuffin” scenario. The PCs (Rolemaster) have been chasing an evil sorceress for a while now. I want to let them catch up but put them in a position where they can’t actually kill her. She’s working for someone powerful who will come after them if they kill her. But it’s in a mercenary role so if they can get the MacGuffin for him he won’t care what happens to her after that.
The problem: I’ve never run or even read an adventure like that. Can someone point me to some good resources? Advice from the geniuses here is considered good as well.
what is best spell wizard in 2nd level and why?
I teach English to a Japanese couple. I discovered they like Star Wars 4: A New Hope. I imagine there are a million RPG adventures for it but I want one for the Fate-based Awesome Adventures system (as I bought the book in Australia for myself and I don’t get reimbursed for expenses).
I want a adventure for two players with pre-generated characters — preferably a man and a woman — any necessary Star Wars setting info, a rather railroady plot so they can just play and get used to the system and the totally new experience of RPG roleplaying, while also learning English. I only have 1½ hours for the lesson but it can obviously be split over several lessons.
I’m looking for the name of a Traveller adventure I read on the Internet long ago. It concerned the characters landing on an atomic-age world to rescue someone (the daughter of someone important?), or maybe just to trade. The important thing is, nuclear war broke out between the two superpowers on that planet and the players had to get out amid the ensuing chaos. Dice were thrown to check the escalation of the situation.
I’m going to be running LMoP with a group mostly new to D&D. How can I get them to care about the hook enough to be interested in the story? I tried it previously with another group, but they just didn’t feel like they had a reason to care about the story. This time, I’m going to do a proper session zero, but I need advice on ways to get them to be interested in the hook.