r/DMAcademy 1h ago

Need Advice: Worldbuilding Too Many Ideas, Too Little Time

Upvotes

Hello fellow dms, first off, English is not my first language so please be nice with me, I'm currently in the middle of writing a whole new setting for a group of friends I've dmed for before,

The game is dnd 5e, 2014 rules, fantasy setting- but more Arcane type fantasy. The first campaign got cancelled mainly because one of the players switched schools (we were doing it irl) but this new campaign will be held in owlbear/dndbeyond and, unfortunately, through google meets and just to get an idea for the players, they're all very unique and excited to play i can say. One of them is a really good voice actor, the other is a very talented artist and is currently drawing each of the three characters in the party rn and the other is new to dnd, liked the first campaign and wanted to play again in this one too! Oh and needless to say they're all a little bit of chaos goblins, the party comp is currently lvl 1 Elf Wizard (she/he), Starborn Gunslinger(he/they, as in plural they) and Batfolk Paladin (she/her).

Now here's the actual problem I need advice with:

I'm having creative block with what adventures to throw my players.
Currently I have written out the prologue, the town they'll start in: the world is very very very big and the wildernesses are dangerous but through blessings like the starts or mother earths gifts there are spots where humanoid creatures can safely make settlements without dragons and other dangers harming the town, and this town in particular is full of magic: Asterveil, it is rumored that an star fell on this land long ago etc etc...

Now here's the story premise: The party is in magic school, 4th years, they're sent out to a dragon's cave to retrieve a bit of treasure and gold from its pile without waking it up, but once the party gets there the dragon is mysteriously nowhere to be found, so they gather as much gold and artifacts as they can. They come back to the town safely and a celebration is held as this 4th year party did the impossible!- although one of the artifacts they've brought to town is actually a very dangerous reality-breaking magical item.
Upon some misfortune it'll break/activate, and scatter rift shards across several locations in the town, each shard will act as a gateway to another realm, so far beyond that the genre of the normal fantasy might change to sci-fi or even comedy or cosmic horror etc... where they'll then "cleanse" the shard and after an X amount of adventures in these different realms they'll complete the artifact once more and fight the dragon that was trapped inside, sounds fun in concept, may or may not be inspired by deltarune, and this is where I'm having trouble with, I have so many ideas and I don't want this campaign to be too big, or too similar to deltarune-

right now my ideas of realms are these:
- High Fantasy Castle Tower Land With Tarot/Card/Fortune Teller Theme
- Carnival/Circus with some Candyland/Board Game-ish aesthetics
- Digital Aero Cyberpunk-ish Tron Spy Agency/Heist Organization Themed World
- Steampunk, the Electricity Age gilded era 19th century
- Black and White Gothic Graveyard/Catholic vibes Brutalist, Eldritch Creatures
...

I'd appreciate any new realm ideas and would love your opinions on which of these seem more fun or which one to include or change etc

these are just very raw ideas and I have more like these but honestly each idea spit out just makes me want to come up with more, I need help deciding on which ideas are best to put in and which should get cut. Also with each realm/shard they cleanse they'll level up, and also within the realm too within a certain point they'd level up as well so by the time the dragon last fight stuff happens they'll be at level 11 or 13, I'll be drawing all the maps as well-
also at the end of the day, this is supposed to be a fun experience, Im a bit of a perfectionist and I want to tell the best story and create the funniest moments with my friends, Im sure the party will be happy with any scenario they'll be in, I already gave them a session 0 on how there will be other realms they'll be visiting so they know fully well what to expect (especially since they know how I run sessions with the first campaign)


r/DMAcademy 3h ago

Need Advice: Encounters & Adventures Help designing a boss that uses words more than anything

3 Upvotes

My party is about to encounter a boss who is a green half-dragon, and with every other half-dragon I’ve had abilities tied to their corresponding dragon side. The white dragon was a primal hunter, the red was greedy and stole moves.

I recently asked for ideas regarding that white half-dragon and got really good ideas, so I figured I’d ask again for the green one.

Green half dragons are manipulative and all about control. I’ve already showcased this boss using mass mind control on an entire town. And while I would love to continue with the mind control gimmick, I just don’t know how to make mind control fun for the players.

My other idea is giving his words actual power. Maybe he can announce a rule that the players must follow or take damage, but the rules are vague enough they can bypass them with some thinking? I really have no idea how to make this boss reflect the lazy, smooth talking, and manipulative green dragons.

No matter what, I would like for there to be some unique counter play as well to whatever his ability is.


r/DMAcademy 4h ago

Need Advice: Other How to make a npc not annoying

4 Upvotes

I dont know if i should post this here- but my party has recently rescued a npc from prison in my game that ive been working on for a bit. Hes a kitsune fighter (heavily inspired by rengoku from demon slayer) and much like him- I want him to always have a slightly over the top positive attitude. But im kinda worried I might just make him annoying. Im open to any tips yall have


r/DMAcademy 5h ago

Need Advice: Worldbuilding First Time Homebrew Campaign: How do I know when to start?

1 Upvotes

Hey all! I've played DnD for years of my life now (Since 2018, I believe?), and I've DM'd before, but only story modules. After playing in my buddy's homebrew campaign for a while now, I've been wanting to start, and I've made a map, done some worldbuilding, and have a general idea of the first session, but at what point are you *READY* for a campaign to begin? I don't want to deliver a game that's underbaked, but I don't want to be stuck in lore limbo forever. Any help appreciated; cheers.


r/DMAcademy 6h ago

Need Advice: Encounters & Adventures Splitting up the party scooby doo style?

4 Upvotes

A player of mine (One of 5 players in my campaign) wants to become a vampire. So I was thinking it would be a decent idea to have him and maybe one other party member be called to another area on the city they’re in and not only let them become a vampire, but let them discover the vampire underbelly ruling the city from the shadows through that interaction. My hang up about it is that it would split up the party for enough time for it to make one half feel left out or bored while the scene is on the other half. Does anyone have any advice to help make this type of scenario more engaging? I was personally thinking of having the non vampire side get arrested and jailed since they’re all pirates with bounties and have one side be a prison break while the other is lore. Thoughts?


r/DMAcademy 7h ago

Need Advice: Rules & Mechanics DMing an Artificer character

1 Upvotes

Hi all so I've just finished DMing my first campaign stormwreck isle was great fun but I'm running into a an issue, The artificer seems to just flatten everything and is pretty much untouchable even at level 3.

The character has created a shield which makes his AC 19 and then can do a reactive spell shield which adds another 5 AC. (i appreciate this is only a few times)

Then add the defender into the mix can make attacks at disadvantage.

His mele attack is +6 and another +1 from a longsword it created.

Can trip Firebolts at +6

Now I think I made a mistake by allowing the character to reactive shield when he didn't have a hand free to cast it? Would he have to drop an item in one hand as part of the reactive move to cast?

My questions are:

  1. Is this character built right

  2. How do I balance encounters where the other members are no where near as powerful, apart from the monk, the monk is also ridiculous but hasn't got a high ac.

I am pretty new so bare with me!

Thanks all!


r/DMAcademy 7h ago

Need Advice: Encounters & Adventures Something New

1 Upvotes

So I've home brewed a new campaign. It's on a Madagascar sized island off the coast of Chult and I've home brewed my own Medusian race.

The players start in Calimport and are under contract to destroy elementals and retrieve their debris as a magical component. The adventuring guild is supplying porters and wagons for about 3 tons of material.

They will end up having to deliver to a reclusive city full of Medusae that don't usually welcome outsiders. The material incubates their eggs under ground.

The underlying components of the game are two snake gods, Merrshaulk and Sseth, trying to take over the Medusae and the Medusae have nothing to do with Gods. I assume most people running a campaign know a little Greek mythology so you know why.

They actually run their town economy on selling a crystal they mine that blocks divination and "godly sight". The players already have a disclaimer so they know clerics will have a disadvantage and the one who likes to heal is going druid.

I've included 3 major encounter between the earth elementals, a massive amphisbana and the BBEG including a door that can only be opened through human sacrifice.

There are plenty of npcs and a few adorable ones that they may choose to adopt like a tiny Cole elemental that they dont know will sacrifice himself if a party member dies to reveal a resurrection sized diamond.

I had to brew my own Medusae race because the other ones I found all had them as evil people that were cursed for sins. Thats gross considering she was S.A'd and then cursed as a victim in mythology.

Does anyone have any fun or interesting desert encounters they suggest for a party that historically WILL roam for many sessions for the hell of it? I already have a desert troll.


r/DMAcademy 7h ago

Need Advice: Rules & Mechanics House Rule Inflation over the Years?

9 Upvotes

I was prepping and realized my house rules list is getting longer and longer... is that a result of wisdom and experience or am I just getting grumpier?? Heh.

BUT, what other house rules should I be adding? Something that smooths something over or adds to gameplay. My newest fav is using Kobold Press' ToV 'Luck' rules instead of inspiration.


r/DMAcademy 8h ago

Need Advice: Encounters & Adventures I want to make a high level encounter for a level 1 party

0 Upvotes

Running a homebrew campaign with multiple new players, and I want to give them a fight against a big monster that hooks them.

Story context: the party is a squad of specialists in a military dictatorship. It’s normal 5.5e, set in a homebrew island in Faerun. They’re running point on a mission to clear out a cave that a dangerous monster(a hill giant) is hiding in. They clear the small mobs, a higher level party goes in, fights the boss, and the players guard the entrance against a few goblins and a bugbear. Then, as they clear up the enemies, the door to the boss room half-collapses and a small pile of rubble is blocking the door. They hear fighting and cries for help from beyond the destroyed door.

The party consists of a human fighter, a half-elf bard archer, a human protector cleric, a high elf rogue, and a Goliath monk.

My plan is to have the players do a check to clear the rubble(to teach functional skill checks out of combat), get through the door and see the heroes broken and battered, with a cleric behind a magical shield(a little flavor instead of a real spell), and the players have to figure out how to save the heroes while also getting out alive.

They’ll notice, either by succeeding on checks or a helpful call from the cleric, that the Giant is very weak. They can take him, but it will be dangerous.

My question is: around what hp should I lower the giant to, are there any spells from the cleric that I can stretch to explain why the players aren’t dying in one hit, and is there any other advice on how to run the encounter?

I want them to have a fight against something big, that hooks them into the game a bit more. But I don’t want to simply make it a CR2 creature with a giants body that they can easily fight with five people. And I want some of the skill checks to matter and mean something.


r/DMAcademy 9h ago

Need Advice: Encounters & Adventures 3 years old campaign-final boss fight

0 Upvotes

Hey everyone! I’m a DM from Italy, and I’m wrapping up my homebrew campaign soon. I wanted to share my homebrew final boss battle and epilogue to get your thoughts, feedback, and ideas on how to make it even more epic for my players.

Since English isn't my native language, I translated my campaign notes using AI. Keep in mind that without the full context of the entire campaign, a few story elements might seem a bit confusing—explaining all the backstory would be way too long!

I’d love to hear what you think about the mechanics, pacing, or overall vibe. Any feedback is super appreciated!

Party Overview (Level 10)

  • Hahn: Fire Genasi Warlock
  • Regadin: Dwarf Fighter
  • Hunk: Half-Orc Cleric
  • Maicus: Human Fighter (Note: All other characters mentioned in the notes are NPCs).

Alchemical & Visual Symbolism

  • Octagon: Halfway between square (human) and circle (divine/infinity).
  • Inverted Triangle ($\nabla$): Water.
  • Upright Triangle ($\Delta$): Fire.
  • Mercury: Connection between spirit and matter, liquid and solid.
  • Circle with Central Point: Blood / biological gold.
  • Black Sun: Darkness / Nigredo / rotting blood.
  • Circle with Three Dots (Triangular): Skull / death.
  • Hexagon: Eye / perfect natural tessellation.
  • Spider: Weaver of fate / influence of Hahn.

INTRODUCTION – The Descent into the Arena

When you return to the throne room, the wall carved with the three symbols has vanished. In its place hangs a curtain of misted water, behind which you can faintly see a spiral staircase winding downward into darkness.

As you step through the veil of water, a cold shiver runs down your spine: you feel as though you are about to venture into something that will change you forever, one way or another. The bricks forming the steps and walls are as black as night, slicked with a thin, greasy layer of water and slime that leaves them slippery and treacherous.

As you descend deeper into the belly of the earth, the air turns increasingly hot and humid. It feels like stepping inside a living body—warm, breathing, contracting, and relaxing—while a slow, steady heartbeat echoes in your ears.

You keep descending for an immeasurable time; it could have been a few minutes or several centuries since you began your descent on this staircase. Suddenly, the air turns a faint violet hue. A few steps lower, the staircase ends, giving way to a short corridor. Beneath your feet, the slimy bricks are gone, replaced by damp, heavy soil that feels freshly turned by a plow. Ahead lies a stone archway, through which streams the same light you spotted a few steps back. The light is blinding now—or perhaps your eyes have simply grown too accustomed to the dark. Squinting as your vision slowly adjusts, you approach the threshold.

The landscape before you evokes a strange impression: a blend of desolation and peace, weighed in equal measure. A boundless plain of barren earth stretches to the horizon in every direction. Rising right from that horizon out of the black earth is a massive purple sun, frozen in an eternal sunset or an eternal dawn.

Bringing your focus closer, about a hundred meters ahead, your eyes catch the only feature rising above the flat terrain: a gnarled, twisted tree. Beneath it kneels a frail human figure with its back turned to you. Beside it are three other huddled figures, slightly smaller. Studying the silhouettes against the sun, you can see that the three smaller creatures wear bird-headed masks with long beaks. The single figure appears locked in prayer, hands raised to the sky, head tilted slightly back, long hair falling halfway down its bare back.

Slowly and laboriously, the figure pushes itself up, leaning on a sword. Like morning mist swept by the wind, the three surrounding creatures dematerialize into thin air.

The man beneath the tree turns toward you. He draws a deep breath, his shoulders rising and falling slowly:

“Finally... you arrived just in time.”

The ground feels heavy beneath your feet.

A heartbeat: THUMP-THUMP...

The tree is closer now.

A heartbeat: THUMP-THUMP...

Now you are just a few steps away from him.

Long, black hair clings to a pale face set in a resolute expression, though it poorly hides a shadow of doubt—or perhaps even fear.

A blast of warm wind sweeps over you. The three figures that vanished moments ago now surround you.

A heartbeat: THUMP-THUMP

They are upon you.

PHASE 1 – Frederik's Sacrifice

Frederik's previous look of doubt gives way to an apathetic, detached face, as if he were not risking his life—as if he were watching the fight from somewhere far away. He attacks wildly and erratically, striking anyone within reach and ignoring danger. His three minions form a triangle, maintaining their distance while pelting the party with Grave Bolts.

  • Flower Bloom Mechanic: Whenever Frederik takes damage and bleeds, the blood drops floating from his body freeze in mid-air for an instant before shooting away to slam into the ground. Where they hit, a red flower blooms.
  • Initiative Count 20: Each flower detonates in a small blast, releasing reddish pollen that heals Frederik for 3d6 HP. A flower can be destroyed by using an action to "attack" it, severing or uprooting it. Two turns after blooming, a flower naturally wilts.

Below 25% HP (Dreadful Aspect):

Frederik's eyes go blank for a moment, then a wide, unnatural smile spreads across his face. He begins furiously punching his own head with his gauntleted fist. You distinctly hear the sickening sound of tearing skin, crushing cranial bones, and the dull, wet pop of brain matter being squished. Frederik plunges his hand deep into the crater in his skull and pulls out—along with brain fragments—a bloody stag antler radiating a faint violet glow:

“I am the sacrificial stag, the one who will bring a new spring to the world.”

  • Twisted Reckless Attack: From this moment on, Frederik gains advantage on all attack rolls, but his AC drops by 2.

When Frederik drops to 0 HP:

With a dull thud, Frederik's black sword embeds itself in the mud. His lifeless eyes stare at a point on the horizon:

“It will not be me who turns the world upside down... but my faith.”

He firmly grabs the horn protruding from his skull—now clean of blood and glowing with purple light—and snaps it like a dry branch. Gripping it with both hands, he drives it straight into his chest at heart level. A torrent of blood spouts from the wound, coalescing into an orbiting mass before exploding, knocking down everyone nearby. Blood spatters in all directions, causing flowers to bloom—even severed ones regain their color, bringing the total to 8. Meanwhile, the stream of blood continuing to flow from his chest thickens and begins dripping... upward, toward the sky.

(Note: If Frederik is somehow prevented from taking this action, one of the hags will cast Command, ordering every party member in a sweet, mesmerizing voice to kill Frederik. If the whole party succeeds on the saving throw, the voice simply commands: “Die,” and Frederik obeys, dropping dead).

PHASE 2 – Preparing the Ritual

The Hags:

  • Eadar: Conjurer Wizard
  • Leigas: Annis Hag
  • Suil: Warlock of the Archfey

As Frederik's blood rises higher, the sky slowly darkens, forming a swirling spiral of dark clouds overhead. The vortex grows, blotting out the sun on the horizon and plunging the plain into shadow as a fierce wind picks up. A few feeble rays of violet light still filter through the thick cloud layer, and the air takes on the sharp scent of an impending storm.

The flowers, once vermilion red, begin pulsing with violet light. Their petals open fully to reveal glowing purple stamens. This light spreads down the stems to the roots, drawing glowing patterns visible through the soil (mercury). In turn, these patterns expand into lines of light across the ground, connecting all 8 flowers.

A voice, sweet yet metallic, crashes like thunder.

Eadar: “You served us well. You set our banquet table, and Frederik was a worthy main course.”

The voice comes from just above you. Nestled in the branches of the vermilion tree is a creature half-woman, half-demon: bare-skinned, adjusting an emerald-green drape hanging from her shoulder. Though her face boasts sensual, feminine features, her brow is "adorned" with four small horns. These bony growths extend to her shoulders, elbows, and feet, where they turn into razor-sharp talons. Her full red lips curve into a sly smile, revealing small, sharp teeth.

You hear a second voice—a soft whisper coming from afar.

Suil: “We invested heavily in you, and you did not disappoint.”

The speaker is another woman, also bare, covered only by her incredibly long hair, which shifts from blood-red at the roots to pitch-black at the tips. Her skin—white as sun-bleached bone and pale enough to reveal the underlying veins—changes color below the knees, turning black, shriveled, and papery. Her eyes are solid black, her gaze fixed on a point just above your heads.

Then a third voice, sounding like a knife scraping across ceramic, rasps from behind you.

Leigas: “And for all of this, we thank you. But your task is done now. You may rest.”

What looks like a woman's corpse points toward the stone doorway you came from. Her body is draped in tattered black rags. Instead of hair, her head is a dense thicket of brambles that extends down over much of her body. Her face looks truly dead: grayish skin, yellow sclerae for eyes, and a rotted cheek that exposes sharp teeth.

  • Social Interaction Branch: If the party does not attack, Eadar stalls until the spell circle is complete, while Leigas circles furiously and Suil watches silently.
    • Leigas: “You insult this place! Leave... NOW!”
    • Eadar: “Sister! Your impatience will destroy us!”
  • Aggressive Branch: If the party attacks, Eadar says in a bored tone: “Why make something so simple so difficult? You were such good servants until now...”

The Seal Completion:

As combat rages, the light from the flowers expands across the ground, first drawing an octagon connecting all 8 flowers. Once completed, a thin line of light shoots out counterclockwise from one of its vertices, drawing a circle through all the flowers. The moment it loops back to its starting point (after 5 turns, including dialogue), Eadar snaps her hand toward Suil: your shadows instantly darken, stretch, and swell until they engulf the entire area, leaving you blinded in absolute blackness.

A few seconds pass before the darkness dissipates. The three women are gone; instead, four figures surround you. You recognize Hector, the Prospector, the Snake Woman, and Frederik—everyone who sat at the dining table. In the distance, Eadar, Suil, and Leigas stand positioned around the glowing octagon, arms raised toward the black sky. Bright hexagons bloom at their feet, shooting out three lines of light across the dirt that meet in the center to form an inverted triangle ($\nabla$).

  • Hag Barrier: A swirling tempest of wind wraps around the three hags, blocking physical and magical attacks alike. This barrier has 50 HP and reflects 10 damage back at anyone who hits it.

PHASE 3 – The Ritual Begins & Planar Shifting

  • Turn 1: The 4 shadow figures surrounding you look strange—tangible and ethereal all at once. You see their outlines, but they quiver and bleed: like masses of water and blood rising from the dirt, flowing upward like inverted waterfalls. They make no sound, save for a unified whisper—a drone echoing from their bodies. Beneath your feet, deep in the earth, something churns. A low rumble grows rapidly.
  • Turn 2: The subterranean roar deafens, and the ground shakes violently with heavy tremors. The earth splits (DC 15 Dexterity saving throw or fall prone), breaking apart and rising to form floating "islands" suspended by a slimy, violet sludge pulled upward in thin, delicate filaments. The distant chant reaches an unbearable volume.
  • Turn 3: A sudden crack of thunder splits the air... then rain. A few scattered drops turn into a torrential downpour. The howling wind sweeps in all directions (DC 10 Athletics check or fall prone); keeping your eyes open against the lashing rain is painful.

Wetted by the rain, the floating islands shift between planes each round:

Plane Island Effect Shadow Minion Effect
Shadowfell Gloomy. Disadvantage on mental attribute saving throws (INT/WIS/CHA). Shadows gain resistance to all damage. Destroying a shadow grants resistance to all damage against the next incoming attack.
Feywild Rain turns into mid-air dew. Dense vegetation erupts. Wisdom saving throw or Hideous Laughter. Shadows sprout strange growths and gain Color Spray. Destroying a shadow grants advantage on your next attack roll.
Ethereal Plane Island phase-shifts. Targeting across islands incurs disadvantage and deals half damage. Hitting a player teleports them to another island. Destroying a shadow allows a player to teleport next to an ally.
Astral Plane Shifting fog. Gravity vanishes: movement distance is doubled, allowing massive leaps. Hitting a player knocks them back 15 ft (4.5m). Destroying a shadow makes you immune to opportunity attacks until your next turn.

Combat Phase 3 Ends When:

  1. All four shadow figures are destroyed in the same turn, OR
  2. Round 6 is reached, completing the hags' ritual.

PHASE 4 – Final Confrontation & Ascension

Through the storm, 4 glowing circles appear inside the triangle—one large central circle, and 3 smaller ones arranged in a triangular layout. The three women step toward the center and join in a tight embrace, whispering in unison: “Mother...”

They strike with synchronized speed: each plunges her fist deep into the chest of the sister to her right, pulling out beating hearts before collapsing dead.

The rain wall drops. Silence.

The amorphous mass of blood, tears, and prayers pools above the sacrificed sisters, shaping into a giant fetal figure that grows at an impossible rate into a tall, emaciated female frame. Where its face should be, there is only a dark void housing a tiny, burning star. The dead hags' blood hardens into a solid staff that flies into its hand, casting a massive protective sphere of rain and wind. (Reskinned Star Spawn Larva Mage)

Turn 2 of Phase 4:

The clouds tear open above to reveal the monumental silhouette of Silverymoon hanging upside down in the void. The Veil between planes is tearing apart—the inverted city crumbles under the lashing rain as it plummets toward the arena.

HAHN'S TRANSFORMATION (Warlock Character Arc)

Kabuth whispers in Hahn's ear:

“The long-awaited moment has arrived... this is the power that will restore our people to greatness. Step across the threshold of the seal and surrender yourself to me.”

The moment Hahn steps into the seal, the rain turns into embers, and her belly glows white-hot.

Kabuth: “Hahn, the time has come... since birth you have lived on the edge between two planes, the division and nexus of two worlds. Now you must let the barrier fall. Let me flow through you and through the rain, and we shall be reborn as the God I have always been.”

Hahn's Choice:

  1. Share her body with her patron: Unleash Kabuth's true power, remaining two souls sharing one vessel.
  2. Overpower the patron: Through sheer force of will, absorb Kabuth's power, erasing him from existence and ascending as a living deity on earth.

The Alchemical Mutation: The inverted triangle ($\nabla$) rotates 180 degrees into an upright fire triangle ($\Delta$). The central black sun distorts into a giant spider reaching toward the octagon's vertices.

Hahn's body breaks and shifts, forging into pure flame as ancient divinity surges through her veins.

PHASE 5 – Epilogue

The massive boss freezes. The star in its face turns to dull black crystal, and its body liquefies into a viscous, silvery puddle alongside its staff.

Hags' Final Echo: “Mother, we return to your womb. Welcome your fallen daughters; this time, absolute oblivion awaits us all, and none shall remain to remember us.”

The falling upside-down city freezes mid-air. The storm clouds turn to fire and collapse straight into Hahn's navel.

(Player Interactions)

A voice calls out:

“Well now, it's time to settle your debts.”

Dorn stands before you, holding a small jar. He unseals it, causing a sharp flash of memories—the rain, the hags, the mines—before total darkness takes over.

“I grant you safe passage once more. This time, back to life.”

...You wake up in Belpur under a bright azure sky. Reconstruction is underway; familiar faces go about their day. You look at each other—exhausted, scarred, beaten... but when you try to remember why you are there or what you fought, there is only a hollow void.

The names of the hags, the texture of the dark rain, and the face of the Vessel are gone, sealed away in a jar across the multiverse.

You are the forgotten heroes of a story no one will ever tell.

Hans smiles from nearby, turning to Hahn:

“I think I'll head south. Something tells me they're going to need me down there very soon.”

Questions for the Community / Feedback Requested!

I'd love to get some insight from fellow DMs on a few specific mechanical and narrative points:

  1. Phase 3 Planar Mechanics: Do the rotating planar effects on the floating islands seem readable for players, or does it risk causing too much paralysis/cognitive overload during a climactic fight?
  2. Phase 1 Flower Healing: Is 3d6 HP per flower too punishing/slow for a 4-player party at Level 10, or does forcing them to spend actions uprooting flowers create good tactical tension?
  3. Pacing & Atmosphere: How does the transition from the alchemical horror (Frederik's skull horn) to the planar apocalyptic finale (inverted Silverymoon) feel to you? Does the shift feel earned?

Thanks in advance for reading through this massive post! Looking forward to your advice and ideas


r/DMAcademy 9h ago

Need Advice: Encounters & Adventures 3 years old campaign-final boss Battle advices

0 Upvotes

Hey everyone! I’m a DM from Italy, and I’m wrapping up my homebrew campaign soon. I wanted to share my homebrew final boss battle and epilogue to get your thoughts, feedback, and ideas on how to make it even more epic for my players.

Since English isn't my native language, I translated my campaign notes using AI. Keep in mind that without the full context of the entire campaign, a few story elements might seem a bit confusing—explaining all the backstory would be way too long!

I’d love to hear what you think about the mechanics, pacing, or overall vibe. Any feedback is super appreciated!

Party Overview (Level 10)

  • Hahn: Fire Genasi Warlock
  • Regadin: Dwarf Fighter
  • Hunk: Half-Orc Cleric
  • Maicus: Human Fighter (Note: All other characters mentioned in the notes are NPCs).

Alchemical & Visual Symbolism

  • Octagon: Halfway between square (human) and circle (divine/infinity).
  • Inverted Triangle ($\nabla$): Water.
  • Upright Triangle ($\Delta$): Fire.
  • Mercury: Connection between spirit and matter, liquid and solid.
  • Circle with Central Point: Blood / biological gold.
  • Black Sun: Darkness / Nigredo / rotting blood.
  • Circle with Three Dots (Triangular): Skull / death.
  • Hexagon: Eye / perfect natural tessellation.
  • Spider: Weaver of fate / influence of Hahn.

INTRODUCTION – The Descent into the Arena

When you return to the throne room, the wall carved with the three symbols has vanished. In its place hangs a curtain of misted water, behind which you can faintly see a spiral staircase winding downward into darkness.

As you step through the veil of water, a cold shiver runs down your spine: you feel as though you are about to venture into something that will change you forever, one way or another. The bricks forming the steps and walls are as black as night, slicked with a thin, greasy layer of water and slime that leaves them slippery and treacherous.

As you descend deeper into the belly of the earth, the air turns increasingly hot and humid. It feels like stepping inside a living body—warm, breathing, contracting, and relaxing—while a slow, steady heartbeat echoes in your ears.

You keep descending for an immeasurable time; it could have been a few minutes or several centuries since you began your descent on this staircase. Suddenly, the air turns a faint violet hue. A few steps lower, the staircase ends, giving way to a short corridor. Beneath your feet, the slimy bricks are gone, replaced by damp, heavy soil that feels freshly turned by a plow. Ahead lies a stone archway, through which streams the same light you spotted a few steps back. The light is blinding now—or perhaps your eyes have simply grown too accustomed to the dark. Squinting as your vision slowly adjusts, you approach the threshold.

The landscape before you evokes a strange impression: a blend of desolation and peace, weighed in equal measure. A boundless plain of barren earth stretches to the horizon in every direction. Rising right from that horizon out of the black earth is a massive purple sun, frozen in an eternal sunset or an eternal dawn.

Bringing your focus closer, about a hundred meters ahead, your eyes catch the only feature rising above the flat terrain: a gnarled, twisted tree. Beneath it kneels a frail human figure with its back turned to you. Beside it are three other huddled figures, slightly smaller. Studying the silhouettes against the sun, you can see that the three smaller creatures wear bird-headed masks with long beaks. The single figure appears locked in prayer, hands raised to the sky, head tilted slightly back, long hair falling halfway down its bare back.

Slowly and laboriously, the figure pushes itself up, leaning on a sword. Like morning mist swept by the wind, the three surrounding creatures dematerialize into thin air.

The man beneath the tree turns toward you. He draws a deep breath, his shoulders rising and falling slowly:

“Finally... you arrived just in time.”

The ground feels heavy beneath your feet.

A heartbeat: THUMP-THUMP...

The tree is closer now.

A heartbeat: THUMP-THUMP...

Now you are just a few steps away from him.

Long, black hair clings to a pale face set in a resolute expression, though it poorly hides a shadow of doubt—or perhaps even fear.

A blast of warm wind sweeps over you. The three figures that vanished moments ago now surround you.

A heartbeat: THUMP-THUMP

They are upon you.

PHASE 1 – Frederik's Sacrifice

Frederik's previous look of doubt gives way to an apathetic, detached face, as if he were not risking his life—as if he were watching the fight from somewhere far away. He attacks wildly and erratically, striking anyone within reach and ignoring danger. His three minions form a triangle, maintaining their distance while pelting the party with Grave Bolts.

  • Flower Bloom Mechanic: Whenever Frederik takes damage and bleeds, the blood drops floating from his body freeze in mid-air for an instant before shooting away to slam into the ground. Where they hit, a red flower blooms.
  • Initiative Count 20: Each flower detonates in a small blast, releasing reddish pollen that heals Frederik for 3d6 HP. A flower can be destroyed by using an action to "attack" it, severing or uprooting it. Two turns after blooming, a flower naturally wilts.

Below 25% HP (Dreadful Aspect):

Frederik's eyes go blank for a moment, then a wide, unnatural smile spreads across his face. He begins furiously punching his own head with his gauntleted fist. You distinctly hear the sickening sound of tearing skin, crushing cranial bones, and the dull, wet pop of brain matter being squished. Frederik plunges his hand deep into the crater in his skull and pulls out—along with brain fragments—a bloody stag antler radiating a faint violet glow:

“I am the sacrificial stag, the one who will bring a new spring to the world.”

  • Twisted Reckless Attack: From this moment on, Frederik gains advantage on all attack rolls, but his AC drops by 2.

When Frederik drops to 0 HP:

With a dull thud, Frederik's black sword embeds itself in the mud. His lifeless eyes stare at a point on the horizon:

“It will not be me who turns the world upside down... but my faith.”

He firmly grabs the horn protruding from his skull—now clean of blood and glowing with purple light—and snaps it like a dry branch. Gripping it with both hands, he drives it straight into his chest at heart level. A torrent of blood spouts from the wound, coalescing into an orbiting mass before exploding, knocking down everyone nearby. Blood spatters in all directions, causing flowers to bloom—even severed ones regain their color, bringing the total to 8. Meanwhile, the stream of blood continuing to flow from his chest thickens and begins dripping... upward, toward the sky.

(Note: If Frederik is somehow prevented from taking this action, one of the hags will cast Command, ordering every party member in a sweet, mesmerizing voice to kill Frederik. If the whole party succeeds on the saving throw, the voice simply commands: “Die,” and Frederik obeys, dropping dead).

PHASE 2 – Preparing the Ritual

The Hags:

  • Eadar: Conjurer Wizard
  • Leigas: Annis Hag
  • Suil: Warlock of the Archfey

As Frederik's blood rises higher, the sky slowly darkens, forming a swirling spiral of dark clouds overhead. The vortex grows, blotting out the sun on the horizon and plunging the plain into shadow as a fierce wind picks up. A few feeble rays of violet light still filter through the thick cloud layer, and the air takes on the sharp scent of an impending storm.

The flowers, once vermilion red, begin pulsing with violet light. Their petals open fully to reveal glowing purple stamens. This light spreads down the stems to the roots, drawing glowing patterns visible through the soil (mercury). In turn, these patterns expand into lines of light across the ground, connecting all 8 flowers.

A voice, sweet yet metallic, crashes like thunder.

Eadar: “You served us well. You set our banquet table, and Frederik was a worthy main course.”

The voice comes from just above you. Nestled in the branches of the vermilion tree is a creature half-woman, half-demon: bare-skinned, adjusting an emerald-green drape hanging from her shoulder. Though her face boasts sensual, feminine features, her brow is "adorned" with four small horns. These bony growths extend to her shoulders, elbows, and feet, where they turn into razor-sharp talons. Her full red lips curve into a sly smile, revealing small, sharp teeth.

You hear a second voice—a soft whisper coming from afar.

Suil: “We invested heavily in you, and you did not disappoint.”

The speaker is another woman, also bare, covered only by her incredibly long hair, which shifts from blood-red at the roots to pitch-black at the tips. Her skin—white as sun-bleached bone and pale enough to reveal the underlying veins—changes color below the knees, turning black, shriveled, and papery. Her eyes are solid black, her gaze fixed on a point just above your heads.

Then a third voice, sounding like a knife scraping across ceramic, rasps from behind you.

Leigas: “And for all of this, we thank you. But your task is done now. You may rest.”

What looks like a woman's corpse points toward the stone doorway you came from. Her body is draped in tattered black rags. Instead of hair, her head is a dense thicket of brambles that extends down over much of her body. Her face looks truly dead: grayish skin, yellow sclerae for eyes, and a rotted cheek that exposes sharp teeth.

  • Social Interaction Branch: If the party does not attack, Eadar stalls until the spell circle is complete, while Leigas circles furiously and Suil watches silently.
    • Leigas: “You insult this place! Leave... NOW!”
    • Eadar: “Sister! Your impatience will destroy us!”
  • Aggressive Branch: If the party attacks, Eadar says in a bored tone: “Why make something so simple so difficult? You were such good servants until now...”

The Seal Completion:

As combat rages, the light from the flowers expands across the ground, first drawing an octagon connecting all 8 flowers. Once completed, a thin line of light shoots out counterclockwise from one of its vertices, drawing a circle through all the flowers. The moment it loops back to its starting point (after 5 turns, including dialogue), Eadar snaps her hand toward Suil: your shadows instantly darken, stretch, and swell until they engulf the entire area, leaving you blinded in absolute blackness.

A few seconds pass before the darkness dissipates. The three women are gone; instead, four figures surround you. You recognize Hector, the Prospector, the Snake Woman, and Frederik—everyone who sat at the dining table. In the distance, Eadar, Suil, and Leigas stand positioned around the glowing octagon, arms raised toward the black sky. Bright hexagons bloom at their feet, shooting out three lines of light across the dirt that meet in the center to form an inverted triangle ($\nabla$).

  • Hag Barrier: A swirling tempest of wind wraps around the three hags, blocking physical and magical attacks alike. This barrier has 50 HP and reflects 10 damage back at anyone who hits it.

PHASE 3 – The Ritual Begins & Planar Shifting

  • Turn 1: The 4 shadow figures surrounding you look strange—tangible and ethereal all at once. You see their outlines, but they quiver and bleed: like masses of water and blood rising from the dirt, flowing upward like inverted waterfalls. They make no sound, save for a unified whisper—a drone echoing from their bodies. Beneath your feet, deep in the earth, something churns. A low rumble grows rapidly.
  • Turn 2: The subterranean roar deafens, and the ground shakes violently with heavy tremors. The earth splits (DC 15 Dexterity saving throw or fall prone), breaking apart and rising to form floating "islands" suspended by a slimy, violet sludge pulled upward in thin, delicate filaments. The distant chant reaches an unbearable volume.
  • Turn 3: A sudden crack of thunder splits the air... then rain. A few scattered drops turn into a torrential downpour. The howling wind sweeps in all directions (DC 10 Athletics check or fall prone); keeping your eyes open against the lashing rain is painful.

Wetted by the rain, the floating islands shift between planes each round:

Plane Island Effect Shadow Minion Effect
Shadowfell Gloomy. Disadvantage on mental attribute saving throws (INT/WIS/CHA). Shadows gain resistance to all damage. Destroying a shadow grants resistance to all damage against the next incoming attack.
Feywild Rain turns into mid-air dew. Dense vegetation erupts. Wisdom saving throw or Hideous Laughter. Shadows sprout strange growths and gain Color Spray. Destroying a shadow grants advantage on your next attack roll.
Ethereal Plane Island phase-shifts. Targeting across islands incurs disadvantage and deals half damage. Hitting a player teleports them to another island. Destroying a shadow allows a player to teleport next to an ally.
Astral Plane Shifting fog. Gravity vanishes: movement distance is doubled, allowing massive leaps. Hitting a player knocks them back 15 ft (4.5m). Destroying a shadow makes you immune to opportunity attacks until your next turn.

Combat Phase 3 Ends When:

  1. All four shadow figures are destroyed in the same turn, OR
  2. Round 6 is reached, completing the hags' ritual.

PHASE 4 – Final Confrontation & Ascension

Through the storm, 4 glowing circles appear inside the triangle—one large central circle, and 3 smaller ones arranged in a triangular layout. The three women step toward the center and join in a tight embrace, whispering in unison: “Mother...”

They strike with synchronized speed: each plunges her fist deep into the chest of the sister to her right, pulling out beating hearts before collapsing dead.

The rain wall drops. Silence.

The amorphous mass of blood, tears, and prayers pools above the sacrificed sisters, shaping into a giant fetal figure that grows at an impossible rate into a tall, emaciated female frame. Where its face should be, there is only a dark void housing a tiny, burning star. The dead hags' blood hardens into a solid staff that flies into its hand, casting a massive protective sphere of rain and wind. (Reskinned Star Spawn Larva Mage)

Turn 2 of Phase 4:

The clouds tear open above to reveal the monumental silhouette of Silverymoon hanging upside down in the void. The Veil between planes is tearing apart—the inverted city crumbles under the lashing rain as it plummets toward the arena.

HAHN'S TRANSFORMATION (Warlock Character Arc)

Kabuth whispers in Hahn's ear:

“The long-awaited moment has arrived... this is the power that will restore our people to greatness. Step across the threshold of the seal and surrender yourself to me.”

The moment Hahn steps into the seal, the rain turns into embers, and her belly glows white-hot.

Kabuth: “Hahn, the time has come... since birth you have lived on the edge between two planes, the division and nexus of two worlds. Now you must let the barrier fall. Let me flow through you and through the rain, and we shall be reborn as the God I have always been.”

Hahn's Choice:

  1. Share her body with her patron: Unleash Kabuth's true power, remaining two souls sharing one vessel.
  2. Overpower the patron: Through sheer force of will, absorb Kabuth's power, erasing him from existence and ascending as a living deity on earth.

The Alchemical Mutation: The inverted triangle ($\nabla$) rotates 180 degrees into an upright fire triangle ($\Delta$). The central black sun distorts into a giant spider reaching toward the octagon's vertices.

Hahn's body breaks and shifts, forging into pure flame as ancient divinity surges through her veins.

PHASE 5 – Epilogue

The massive boss freezes. The star in its face turns to dull black crystal, and its body liquefies into a viscous, silvery puddle alongside its staff.

Hags' Final Echo: “Mother, we return to your womb. Welcome your fallen daughters; this time, absolute oblivion awaits us all, and none shall remain to remember us.”

The falling upside-down city freezes mid-air. The storm clouds turn to fire and collapse straight into Hahn's navel.

(Player Interactions)

A voice calls out:

“Well now, it's time to settle your debts.”

Dorn stands before you, holding a small jar. He unseals it, causing a sharp flash of memories—the rain, the hags, the mines—before total darkness takes over.

“I grant you safe passage once more. This time, back to life.”

...You wake up in Belpur under a bright azure sky. Reconstruction is underway; familiar faces go about their day. You look at each other—exhausted, scarred, beaten... but when you try to remember why you are there or what you fought, there is only a hollow void.

The names of the hags, the texture of the dark rain, and the face of the Vessel are gone, sealed away in a jar across the multiverse.

You are the forgotten heroes of a story no one will ever tell.

Hans smiles from nearby, turning to Hahn:

“I think I'll head south. Something tells me they're going to need me down there very soon.”

Questions for the Community / Feedback Requested!

I'd love to get some insight from fellow DMs on a few specific mechanical and narrative points:

  1. Phase 3 Planar Mechanics: Do the rotating planar effects on the floating islands seem readable for players, or does it risk causing too much paralysis/cognitive overload during a climactic fight?
  2. Phase 1 Flower Healing: Is 3d6 HP per flower too punishing/slow for a 4-player party at Level 10, or does forcing them to spend actions uprooting flowers create good tactical tension?
  3. Pacing & Atmosphere: How does the transition from the alchemical horror (Frederik's skull horn) to the planar apocalyptic finale (inverted Silverymoon) feel to you? Does the shift feel earned?

Thanks in advance for reading through this massive post! Looking forward to your advice and ideas


r/DMAcademy 9h ago

Need Advice: Encounters & Adventures I don't know whether or not give some big information to the party myself or make them search for it

1 Upvotes

So a little bit of context is needed first.

I'm a first time DM who's running a homebrewed campaign for a group that were my former companions as a player (3 out 5 players, 2 of them are first time players). I played Lost Mine of Phandelver as a player and now i'm running a campaign set 5 years after the event of that campaign, i took the Anchorites of Talos from DOIP, turned them into Talos cultists that lead an orc horde and made them the BBEG.

We just had a big siege battle in Phandalin, which is now a renewed city on the rise after we found the wave echo cave in the other campain. The party succefully fend off the orcs but they discovered that the leaders can come back to life (just like the Anchorites of Talos from the manual). They found out cause they already faced one of them at the Shrine of Savras, thought they killed him but here he was again during the siege alive and well to their surprise.

As i mentioned 3 out of 5 players played LMOP with me and i planned for their former characters to show up again in this campaign, they already met 1: a bard named Galen who is a middle-aged scholar lover of poems and literature who now retired from adventuring and owns a library in Phandalin, here's where my issue comes into play.

I planned for Galen to give the party an old book of legends from his library, in this book lies the secret of the cultists immortality and just like the manual the heart is separeted from the body and they respawn near the heart after the body is killed. So the only way to kill them for good is to find their hearts and destroy them and just so happens that Galen has an old friend who's a specialist in gathering information, he might know where some of these hearts are hidden (he will know 1 of the 4 hearts location). This guy is another former character, Theren, who is rouge who's backstory was that he is "master of whispers" and now after the event of the last campaign is the leader of a guild in Neverwinter so he's actually a perfect fit for this quest.

My question is: is giving the player the information on how these cultists are able to come back to life a bit too much or am i just majorly second guessing myself? Cause i think this is a big revelation i'm just giving them "for free", sure they don't know where these hearts are and Theren for sure won't give the location of the first heart for free (they'll have to do a job for him) but i don't know, one one hand i don't want to give them too much info for free but on the other hand i don't want them to feel lost not knowing what they're looking for which i feel is something that happened a bit before in the campaign.


r/DMAcademy 10h ago

Need Advice: Other "Over engaging" proactive players?

4 Upvotes

In short: should I let proactive players fight for story hooks I originally planned to just shove in their face?

Hello, I have been running a homebrew campaign (first time weekly dm) for I believe 20 sessions now.

I often talk with my players, from which some are the proactive, knows-what-they-want planner type. Today was not the first time one of them told me what they mean to do in following games (I totally allow this to them, this is all fine) in an out of game discussion.

A) part of the question: generally how good an idea it is to let active players just choose what they interact with and not throwing basically any hooks at them directly?

The less important part B): the specific situation

The PC in question has an unfinished business with a giant golem. The player is looking for the golem, and the golem is looking for the PC. The player informed me that they will actively get on the search if they can in the next session. I originally planned have the golem tear down the inn wall and try to kidnap the PC, all King Kong style. I feel like by throwing this at them they will get discouraged from being proactive bc it means nothing, but I also fear making them fight too much that it leads to the same conclusion. Does this unusual hook make it sound worth it not giving the player the fight they would choose themselves?


r/DMAcademy 11h ago

Need Advice: Worldbuilding [Advice Needed] tips and tools to lighten and simplify worldbuilding

2 Upvotes

Hello everyone, running a DnD pirate/swashbuckler campaign on a homebrew world and I’m starting to get lost in my notes about my NPCs, their relationships with each other and with the PCs, not to mention the logic and mechanics of the world (technological level, importance of magic, hierarchy, infrastructure...). All this paralyzes me in my thinking and in my interpretation during the sessions, and I wanted to know if the experienced GMs from this reddit had any advice or tools to give me to lighten my work as a GM so that I can focus on the experience from my players.

Thanks in advance.


r/DMAcademy 11h ago

Need Advice: Other Is my campaign too railroady?

56 Upvotes

Hi, I'm DMing a homebrew campaign, currently on session 8.
Before starting, and among sessions, I wrote a general summary of the campaign:

  • The beginning and how the PGs get together
  • BBEG and its motivations
  • Why the PGs may want to stop him
  • How the PGs backstories will tie to the main story

And, in the middle, some steps and events the PG will probably go through.

This last one is where my doubts reside.
I fear that I'm railroading my players. I'd like them to shape the narrative and get to the next chapters and arcs thanks to their ideas, but in the end their choices are almost always what I already had in mind.

They tell me they're having lots of fun, and that's the most important thing, and I think that this group, especially, can lack a bit of imagination, often relying on my input to help them thinking what to do next.

Is this last part caused by my way of DMing/writing? Is it their way to play that makes them follow my theorized steps more closely?
Should I change something in my approach or, as long as they're having fun, should I just go along with it?

Thank you for your help!


r/DMAcademy 11h ago

Need Advice: Other Changing the start of Bakers Doesn't (Spoilers Ahead) Spoiler

1 Upvotes

I'm about to run Bakers Doesn't from Dragon Delves for a new group and I've run into a problem. One of my players recently lost their home to a fire, and if you don't know the adventure, it starts off with a burning building and someone trapped inside. I'm going to ask him about this specifically later today, but I thought I'd see if anyone had any ideas for how to adapt if it is a problem.

The fire is important because it was started by a missing gold wyrmling, and is the reason the dragon is missing. (Panicked at starting the fire and ran away.)

My first thought is that the fire is already over when the players arrive. It feels like this takes away a chance for the players to be heroes, though.

What are some other ways could a gold wyrmling could completely wreck a candy shop without setting the shop on fire?


r/DMAcademy 12h ago

Need Advice: Encounters & Adventures Putting red herrings in a campaign - yes or no? And, if yes: how?

5 Upvotes

Hi, I hope I chose the right flair for this one. If not, feel free to point it out to me.

So anyways, I wanted to get your opinions on putting red herrings in an adventure to lead a party astray or at least make them really question things.

To be specific:

I'm currently preparing a folk/religious horror campaign for a group of friends. It will be my first time DMing for them.

The basic scenario is as following:

(sorry if this gets a bit elaborative)

The party gets caught up in a remote village that they can't leave. The townsfolk are very bigotted against spellcasters (for twisted religious reasons, of course). Their collective response to casters stumbling into their community is to lure them in, then put them into prison, have a mock trial and have them executed.

The village has a long history of such witch trials, with one trial in particular holding a prominent place in the villagers' own collective memory. In that trial, they caught & killed a woman that they considered a particularly evil and powerful witch that had hid in their community for years, as one of them. They pride themselves on overcoming that "witch", which has since become a sort-of main villain in their collective narrative about themselves. They celebrate the day of her burning as a sort of liberation day.

Now here's the thing: The big "twist" is that that woman was actually secretly protecting the village. She was the last in a long line of local druids that kept an old seal in the forest near the village in check (that was there long before the village was founded) that imprisoned an evil elder god.

So naturally, when the party enters the village, the seal is already broken and the elder god has basically turned the village in a mini domain of dread. All the villagers have died and turned into ghosts/specters. They are completely oblivious to their own fate and continue to haunt the ruins of their village. Consequently, they are unaware of the true nature of the women they burned years ago and continue in their old, cruel ways. They even still celebrate their defeat of the "witch".

So, to my actual question:

I know my friends, and I'd say they are fairly smart people. I feel that, when I give them 1-2 Sessions time to explore the town and interact with the ghosts of the townsfolk, they'll pretty much figure out quickly that the villagers' narrative of the witch is somehow untrue.

I of course want them to be able to discover this truth, but I also wonder if I should throw in some red herrings here and there that make it appear as if the "witch" has returned somehow and is the one that has plunged the town into chaos.

What's your opinion? Do such red herrings actually work, or are they making an adventure unnecessarly convoluted?


r/DMAcademy 14h ago

Need Advice: Encounters & Adventures One shot idea for starters

0 Upvotes

So a few of my friends wanted to try out dnd and I was thinking of a one shot where they die in the first encounter with a dragon and go to hell or something and have to find their way back out to the world of the living.

Is that a to frustrating premise for someone’s first oneshot? Like dying first fight might be a little off putting


r/DMAcademy 14h ago

Need Advice: Encounters & Adventures Endgame question for cursed item gifted by Myrkul

1 Upvotes

So I have an Eldritch knight who’s backstory is leaning towards will he/wont he delve into necromancy, so planning on giving him the option to make a deal with Myrkul and get a cursed sword (he won’t 100% know it’s Myrkul when/if he makes the deal)

But just wondering a good direction to head with his personal quest, just finding/using a remove curse spell will be a bit anticlimactic and spitballing ideas. I don’t prep too far in advance, but at least would like an idea of where it could go if he decides to try get out of his deal

Cheers


r/DMAcademy 14h ago

Need Advice: Encounters & Adventures 5 random encounters in a row!?

6 Upvotes

I'm running a pre written adventure and players are going to get 4-5 random encounters in a row before heading to an ambush.

No matter how much you like combat, that is going to be so boring! They can avoid some of them with stealth DC10 so I guess that's the intention but still.

It's the same cultists, kobolds, guards and lizards.

What do I do to make this actually fun?


r/DMAcademy 15h ago

Need Advice: Worldbuilding What do u do when u are stuck with the plot?

0 Upvotes

Asking for help cuz i have no idea how to continue the campaign, honestly not only how to continue the campaign, but if u have smth that help u to clear ur mind and helps with storywriting

long story short party is in a city under siege, with nearly no food/water/weapons that has high corruption, religious problems, ecc... and its on the brinkle of an internal civil war

problem is the players liked this faction and wonna bring it to glory and after the backstabbing of a mercenary general, a fame retreat and a big explosion, they won the siege

i made them try to fix the city problems, but now there the issue, in every direction there's land controller by the enemy empire

the enemy empire is rly rly big, strong and with tons of troops+conquered the players starting metropolis and destroyed the holy site of their religion

it just seems pointless and i need a way to deeply think about what to do next

Edit: Party is committed to save the city and defeat the evil empire


r/DMAcademy 15h ago

Need Advice: Other Vorrei un parere sull’introduzione che ho mandato ai giocatori per prepararsi la storia del pg

0 Upvotes

Riconosco che è un po’ lunghina, ma se qualcuno ha voglia/ tempo da perdere, non mi dispiacerebbe, grazie.
SENZOKU

Guida all’ambientazione

Giappone — Periodo Sengoku

IL GIAPPONE IN CUI VIVRETE

È il XVI secolo.

Il Giappone attraversa un’epoca di guerre, rivalità e profondi cambiamenti.

I grandi clan combattono per il controllo delle province, i signori feudali stringono alleanze che possono spezzarsi in qualsiasi momento e i castelli dominano le terre circostanti come simboli del potere dei loro signori.

Non esiste un’unica autorità capace di controllare realmente l’intero paese.

Il Giappone è un mosaico di territori, famiglie, alleanze e rivalità.

In alcune regioni la guerra è lontana.

In altre è arrivata fino alle porte dei villaggi.

Per chi vive in quest’epoca, la pace non è qualcosa di garantito.

È qualcosa che può finire.

UN PAESE DIVISO

Ogni provincia possiede le proprie tradizioni, i propri villaggi e spesso i propri signori.

I daimyō, potenti signori feudali, governano territori e comandano eserciti.

Attorno a loro ruotano samurai, funzionari, mercanti, contadini e numerose altre figure.

La fedeltà a un signore può garantire protezione e prestigio.

Ma può anche trasformarsi in una condanna.

Cambiare padrone può significare tradimento.

Rimanere fedeli può significare morire.

E quando un clan cade, le conseguenze possono ricadere su tutti coloro che ne facevano parte.

LA CORTE IMPERIALE

L’Imperatore occupa una posizione particolare.

È il simbolo della continuità della famiglia imperiale e possiede un enorme prestigio.

Tuttavia, il potere militare del paese è frammentato.

I grandi signori feudali controllano eserciti, territori e fortezze e possono esercitare un’influenza enorme sulle loro terre.

La corte imperiale è quindi molto diversa da un campo di battaglia.

È un mondo di tradizioni, cerimonie, famiglie nobili, funzionari e relazioni politiche.

Per un abitante comune, la corte può sembrare lontanissima.

Eppure le decisioni prese nei suoi palazzi possono avere conseguenze anche a centinaia di chilometri di distanza.

NASCERE IN UN CERTO MONDO

La famiglia nella quale nasci determina gran parte della tua vita.

Un bambino nato in una famiglia di contadini crescerà conoscendo il lavoro nei campi.

Un figlio di mercanti imparerà il valore del commercio e delle relazioni.

Un bambino nato in una famiglia di samurai potrebbe essere educato fin da giovane alla disciplina e alle armi.

Un ragazzo cresciuto in un tempio potrebbe conoscere preghiere, testi e pratiche religiose.

Ma il periodo Sengoku è anche un’epoca di cambiamenti.

La guerra può distruggere una famiglia.

Un uomo può perdere il proprio signore.

Un mercante può diventare ricco.

Un guerriero può diventare un ronin.

Un contadino può prendere un’arma e finire sul campo di battaglia.

La nascita determina molto.

Non determina tutto.

LA GERARCHIA

La società è profondamente gerarchica.

Il modo in cui vieni trattato dipende anche da chi sei, da chi rappresenti e da chi ti accompagna.

Un uomo appartenente a una famiglia importante può essere ascoltato immediatamente.

Un contadino che entra senza permesso nella residenza di un nobile potrebbe invece essere ignorato, cacciato o trattato con disprezzo.

Un samurai può attraversare una porta davanti alla quale un semplice viaggiatore dovrebbe fermarsi.

Un mercante può possedere grandi ricchezze senza godere dello stesso prestigio di un guerriero.

Queste differenze fanno parte della vita quotidiana.

Tuttavia, il rispetto non è impossibile da conquistare.

Un nome conosciuto, un atto di coraggio, una ricompensa, un favore o un legame con una persona importante possono cambiare il modo in cui gli altri vi vedono.

ONORE E REPUTAZIONE

Il vostro nome conta.

Le vostre azioni possono essere ricordate.

Un gesto di coraggio può rendervi rispettati.

Un tradimento può distruggere la vostra reputazione.

Un debito può legarvi a qualcuno per anni.

Un insulto può essere molto più grave di quanto sembri.

Un’offesa contro la vostra famiglia potrebbe richiedere una risposta.

Non esiste un’unica maniera di vivere secondo l’onore.

Alcuni lo considerano il valore più importante della propria vita.

Altri lo vedono come uno strumento utilizzato dai potenti per controllare i deboli.

Altri ancora cercano semplicemente di sopravvivere.

Decidete voi quale significato abbia l’onore per il vostro personaggio.

I SAMURAI

Il termine samurai non indica semplicemente un guerriero che possiede una katana.

Un samurai appartiene al mondo della classe militare e può servire un signore, una famiglia o un clan.

Può essere un combattente, una guardia, un ufficiale, un messaggero, un amministratore o persino un diplomatico.

La guerra è una parte importante della sua vita, ma non necessariamente tutta la sua vita.

Il rapporto con il proprio signore e con la propria famiglia può essere importante quanto l’abilità con la spada.

GLI SHINOBI

Gli shinobi operano nell’ombra.

Sono associati a infiltrazione, spionaggio, ricognizione e sabotaggio.

Un buon shinobi non deve necessariamente essere il guerriero più forte.

Deve sapere quando combattere e quando non farlo.

Informazioni, preparazione e discrezione possono valere più di una lama.

Molte storie sugli shinobi sono state tramandate e ingigantite.

Dove finisca la realtà e inizi la leggenda non è sempre facile da stabilire.

MONACI, SACERDOTI E ASCETI

Templi e santuari sono parte integrante del paesaggio.

Monaci e sacerdoti possono essere guide spirituali, custodi della tradizione, studiosi o membri importanti delle proprie comunità.

Esistono inoltre asceti che scelgono di vivere lontano dalle città, spesso nelle montagne, dedicandosi alla disciplina del corpo e della mente.

Per alcune persone queste figure sono uomini e donne di grande saggezza.

Per altre sono semplicemente persone che hanno scelto una vita insolita.

FEDE E SUPERSTIZIONE

Il mondo spirituale è profondamente presente nella cultura.

Il Buddhismo e lo Shinto influenzano la vita quotidiana, le festività, i riti funebri, le preghiere e il rapporto con la natura.

Accanto alla religione esiste un vastissimo patrimonio di racconti popolari.

Si parla di spiriti, fantasmi, maledizioni, creature delle montagne e presenze che abitano luoghi dimenticati.

Alcuni giurano di averli incontrati.

Altri ridono di queste storie.

Altri ancora preferiscono non correre rischi.

Il folklore, le superstizioni e le credenze spirituali fanno parte del mondo. Ciò che appartiene alla leggenda e ciò che appartiene alla realtà non è sempre facile da distinguere.

LE STRADE

Il Giappone è vasto.

Tra una città e l’altra possono esserci giorni di viaggio.

Le strade attraversano foreste, montagne, pianure e piccoli villaggi.

Durante un viaggio potreste incontrare mercanti, pellegrini, soldati, contadini, monaci, banditi o altri viaggiatori.

Potreste trovare una locanda.

Oppure essere costretti a trascorrere la notte sotto le stelle.

Potreste attraversare un territorio pacifico.

Oppure entrare inconsapevolmente in una regione controllata da un clan ostile.

Viaggiare significa entrare in contatto con il mondo.

LE CITTÀ

Le città sono luoghi dove persone provenienti da mondi diversi si incontrano.

Mercanti, artigiani, guerrieri, nobili, pellegrini e viaggiatori possono trovarsi nelle stesse strade.

Qui è possibile trovare informazioni, acquistare merci, cercare lavoro o incontrare persone influenti.

Ma le città possono essere anche luoghi di intrighi, criminalità e conflitti.

Una parola detta alla persona sbagliata può avere conseguenze.

TAGLIE E RICERCATI

La legge non è uguale in ogni territorio.

Un signore feudale può emettere una taglia sulla testa di una persona ricercata.

Può trattarsi di un criminale, di un traditore, di un nemico politico o di qualcuno considerato una minaccia.

Una taglia può attirare mercenari, cacciatori di taglie e persone disposte a correre dei rischi per ottenere una ricompensa.

E non è necessario essere un criminale per diventare un ricercato.

In un paese diviso dalla guerra, la persona che per un signore è un eroe può essere per un altro un nemico.

IL VOSTRO PERSONAGGIO

Il vostro personaggio non è semplicemente una classe.

È una persona.

Ha una famiglia.

Ha un passato.

Ha delle paure.

Ha dei desideri.

Ha commesso degli errori.

Ha delle persone che ama.

E probabilmente ha qualcuno che preferirebbe non incontrare mai più.

Quando create la vostra storia, pensate soprattutto a queste domande:

* Dove siete nati?
* Chi vi ha cresciuti?
* Qual era la posizione della vostra famiglia?
* Che cosa avete imparato da giovani?
* Chi vi ha insegnato ciò che sapete fare?
* Perché avete lasciato il luogo da cui provenite?
* A chi siete fedeli?
* Avete un debito?
* Avete un nemico?
* Che cosa desiderate ottenere?
* Che cosa siete disposti a sacrificare per riuscirci?

Non serve che il vostro personaggio sia un eroe.

Potrebbe esserlo.

Potrebbe diventarlo.

Oppure potrebbe non esserlo mai.

UNA PERSONA CHE TUTTI VOI CONOSCETE

C’è però una cosa che accomuna le vostre storie.

Indipendentemente dalla vostra origine, dalla vostra classe sociale e dal vostro percorso, avete incontrato la stessa persona.

Il suo nome è:

KAIHIME

È la figlia dell’Imperatore.

Il vostro incontro con lei può essere avvenuto in qualsiasi momento della vostra vita.

Potreste averla conosciuta da bambini.

Potreste averla incontrata durante un viaggio.

Potreste averla aiutata.

Potreste essere stati voi ad aver bisogno del suo aiuto.

Potreste averla incontrata una sola volta.

Oppure potreste aver trascorso molto tempo insieme.

Decidete voi.

Kaihime non era il tipo di persona che ci si sarebbe aspettati di trovare nella corte imperiale.

Non amava particolarmente la distanza che separava i nobili dalla gente comune.

Preferiva parlare con una persona semplice piuttosto che partecipare a una conversazione di corte.

Era conosciuta e amata dalla servitù del palazzo.

Non aveva bisogno di molte parole.

Spesso le bastava osservare qualcuno per capire ciò che non riusciva a dire.

Per lei, un gesto sincero poteva valere più di mille parole.

Ma ciò che significava per voi…

questo lo deciderete voi.

IL VOSTRO LEGAME CON KAIHIME

Quando scriverete la vostra storia, dovrete raccontare il vostro incontro con Kaihime.

Non dovete necessariamente renderlo un evento straordinario.

Anzi, potrebbe essere stato qualcosa di estremamente semplice.

Una conversazione.

Un favore.

Una promessa.

Un litigio.

Un incontro casuale.

Un momento che per voi significava qualcosa, anche se per lei forse era soltanto un giorno qualunque.

Quello che conta è che, quando pensate a lei, ricordate qualcosa.

Un luogo.

Una frase.

Un gesto.

Uno sguardo.

Un oggetto.

Una promessa.

Qualcosa che appartiene soltanto alla vostra storia.

DA DOVE INIZIA LA VOSTRA AVVENTURA

Il passato è vostro.

Il futuro no.

Ognuno di voi continuerà la propria vita fino al momento in cui qualcosa vi porterà verso la stessa destinazione.

Non sapete ancora perché.

Non sapete cosa troverete.

Sapete soltanto una cosa:

il vostro passato vi ha già legati.

E, prima o poi, le vostre strade torneranno a incontrarsi.

Da quel momento, la vostra storia avrà inizio.

UNA COSA DA RICORDARE

Questo mondo non è fatto soltanto di battaglie.

Una porta può essere più difficile da attraversare di un campo di battaglia.

Una parola può essere più pericolosa di una spada.

Un favore può valere più dell’oro.

Un nome può aprire una porta.

Un altro può farvela chiudere per sempre.

Le vostre scelte avranno conseguenze.

Non esiste una sola strada.

Non esiste necessariamente una scelta giusta.

Esiste ciò che decidete di fare.

E il mondo reagirà alle vostre decisioni.


r/DMAcademy 18h ago

Need Advice: Encounters & Adventures Can a ’scripted loss’ be narratively satisfying if there is an illusion of choice?

0 Upvotes

Read no further if you are currently located within the salamander-infested dungeon of Drachtazahn.

The players will soon embark on a journey towards an unknown continent via ship. However, the BBEG wouldn’t like it if the players made their way to the continent on their own terms.

The BBEG is powerful. Overwhelmingly so. This begs the question, would it be narratively satisfying, if he toys with the players for a few rounds, then wrecks their vessel with a meteor or some such?

Needless to say, if the players manage to legitimately threaten his life, he’ll back off and let them have their win, but given his power level, it seems unlikely.


r/DMAcademy 18h ago

Need Advice: Worldbuilding Overarching Story Help

1 Upvotes

I’m a first time DM starting a campaign next weekend with a bunch of first time players. I didn’t want to use an existing campaign because I prefer the idea of being able to improvise and allow my players to do literally whatever they want instead of having to worry about sequence breaking and stuff like that. I’m setting it on the Sword Coast since I know several of my players have played BG3 and I want them to have something familiar to latch onto.

I have all these ideas for adventures but they all feel more like side quests, especially since some of them don’t really have a villain. I’m just struggling to come up with a main storyline with a BBEG to inspire them to action. It doesn’t help that I don’t know anything about any of the PCs or their backstories yet, I’m planning to help my players make characters this weekend.

Does anyone have any advice or ideas?


r/DMAcademy 21h ago

Need Advice: Other How to start at level 1 but with established heroes?

17 Upvotes

The characters are established heroes set to rule a kingdom at around levels 3-5. However, they're gonna be starting out at 1st level.

I know that I could just start them at a higher level, but this is our first time running 5e 2024 and I don't want to miss the early levels.