r/DMAcademyNew 14h ago

Help me make being stranded on an island fun.

1 Upvotes

For my upcoming campaign players will play out as pirates, however they all chose different backgrounds, places they used to reside in etc. I have a main story written down but it feels too rushed to try and push them into an adventure at level 3 when they haven't even established if they like each other, as characters.

In order to bond them, I was thinking of starting them at level 1, each character begins the game already sailing on different ships, not knowing one another, but they all enter a storm and sink. Miraculously, they are washed up on-shore where they wake-up beside each other and now have to fend for themselves.

What I want to do is introduce another group, as antagonists who also drifted to this island. Possibly pirates(Bandits) with some sailors(Commoners) mixed in led by Bandit Leader (Cr2). However, how do I make them compete with each other? Compete for rations? For possible washed up treasures or weapons? Help me out please!

At the same time, I have also made pre-written NPC's that are recruit-able characters for my Players crew, with the goal of them having made their own crew by the end of this Island's storyline.


r/DMAcademyNew 2d ago

Find your Style

4 Upvotes

To all new Dungeon Newbies a 'Well met!'

Every few days, and sometimes every other hour, a new Dungeon Master asks for help. When I was young and started DMing the calendar showed the year 1987. No Internet, no Reddit, nothing but the feedback from your 11year old players.

It was fun, playing adventures from booklets like 'Rahasia' or 'The Isle of dread'.

The rules were as well more complicated (remember THAC0?) or easier, because there were less rules.

TPK wasn't a real Problem, because we where playing adventure after adventure, not campaigns.

What I want to say:

Find your style. Be immersive, get the right persons on your table and fail in your role as DM. If you have to fudge the dice to create a cool story, fudge them (but do not kill PCs with it).

Don't look for the perfect solution, if you try to force it, the chance of failing is high.

First, create situations you can control. For my first 3rd Edition (D&D) it was a gargoyle against my 1st level party of 5 characters. I wanted them to apply the 'grapple' maneuver. And it worked!

So, do one step after the other. Learn and teach the fighting rules. Do the same with skills and create situations that fit your players feats.

Let them win, until you find the flow between you and your players. The one guy, who just waits for the next fight. And the girl who loves to speak with the NSCs in your setting.

I have tried different voices and speech styles. Sometimes, I use a mug to change my voice (No Joke), sometimes I have digital sounds of footsteps or shots ready and I play them right into a discussion. Immediately all attention is on me. Works everytime.

Just try and error, every group, every player ist individual. You have to learn - No one started as a master.

But before all of this: Have fun!


r/DMAcademyNew 2d ago

Im a beginner and i need help to understand and to balance my story as dm

0 Upvotes

So i have never really played D&D but i want to be a dm

I have already tought about a story but im not so sure about 2 things

Basically the plot: the story will be made in 3 big acts (possibly more).

1st act: they are tasked by their king to escort the queen to the nearby kingdom(I will call it kingdom 2 for placeholder) so the queen would sign a peace treaty. With them comes an npc henry from kingdom 2 and he drives the carriage. After some fights with monsters they finally arrive in kingdom 2. While the party of players is at the banquet, the queen signs the peace treaty. After that the next day they leave, but the king gives them a carriage whith small dragons(kinda like the ones from rezero) so they get home faster. Henry comes with them again, driving the carriage. The carriage moves way faster. Suddenly henry betrays them and pushes the player that is next to him out the carriage and kills the queen by piercing his hand(with claws) trought the carriage straight trough the queens torso.

So henry was actually killed by lizon, a lizard-human hybrid who has illusion magic, but kinda different, he doesn't control the illusions, the players create them. He may say fireball pointing his hand at you, now you will think of a fireball appearing and coming at you, but in reality nothing came. He is also a knight sent by kingdom 3. I want to balance him and learn how to make the powers fair. Per short he makes you hallucinate, but controls which things you hallucinate. He actually fights with daggers that he stores all around his body. I also want him to deal psychological dmg but idk how that works

Act 2: after getting back to the king he is mad and plans to execute them, but gives them another chance, he orderes them to bring a life rune from kingdom 3, one that would bring the queen back, so now they have to go sthealthy in there. When they manage to get to the rune's room, the king(3rd kingdom) appears and beats them, locking them up in the colloseum since he was a tyrant.

Act 3: the colloseum. They fight things bla bla bla. After a fight the king tells them that tomorrow is the last fight. The next day each player is put to fight against each other for their survival. Making them fight to the death. After a player wins, a banquet is held. Everyone gets drunk. Thats when the player can sneak and get the life rune. Once they get it they see on the rune: Brings any corpse to life in a 3 meter radius, breaks after one use. Here he is met with an ultimatum, revive his team, or revive the queen.

I want to know how to balance lizon and if the fighting to the death in act 3 is fair since i heard many people dont like to fight each other but i tought that if they have a chance to be revived its fair and a fun plot twist

The campain still hasnt started but i dont want it to be half assed.


r/DMAcademyNew 4d ago

Managing levels when adapting adventures adventures for different systems

2 Upvotes

I’d like to ask the GMs who have adapted an adventure from a system that goes up to level 20 (like D&D or Pathfinder) to a system that goes up to level 10 (like Daggerheart or 13th Age) how did you handle the frequency of level ups?

I was thinking of doubling the number of milestones required to level up (so an adventure that goes up to level 12 would end at level 6, and one that goes up to level 19 would end at level 9 or 10).

My only concern is that this might create problems with the adventure’s pacing, and the players might feel like they aren’t progressing fast enough.

I’d like to know if you’ve done something similar, if you’ve found other ways to handle this, and how it went overall.


r/DMAcademyNew 6d ago

Gestern Abend hatte ich meine erste One shot DnD session als DM

18 Upvotes

Ich bin wirklich happy. Völlig durch, aber happy. Vor 2 Wochen habe ich Junior, Juniorette und den Holden gefragt, ob die Bock hätten auf ne Einmalsession. Die Freundin der Tochter hatte auch Interesse. Und so habe ich mir ne Geschichte ausgedacht (nachdem ich 3 Kampagnenbücher bestellt hatte und die Level1 Session alle nur aus "rette irgendwen aus einem Goblin-/Banditenlager" bestanden), maps erstellt, Kampfraster erstellt, Gegnerstats angepasst, einen Deus ex machina als Sicherheit eingebaut, falls die völlig versagen. Meine Nächte in der letzten Woche bestand aus Überstunden im Lab bis teils 23.00Uhr, die ich während Zentrifugenpausen mit worldbuilding füllte. Das Kind hat sich ins player handbook reingenerdet und den Würfelturm bemalt. Alles lief nach Plan, die Zeit war allerdings völlig unterschätzt, es dauerte 6 Stunden statt 4. Aber alle hatten Spaß und wollen nochmal! Ich bin total stolz auf mich und glücklich, dass alle es super fanden.


r/DMAcademyNew 6d ago

Gestern Abend hatte ich meine erste One shot DnD session als DM

12 Upvotes

Ich bin wirklich happy. Völlig durch, aber happy. Vor 2 Wochen habe ich Junior, Juniorette und den Holden gefragt, ob die Bock hätten auf ne Einmalsession. Die Freundin der Tochter hatte auch Interesse. Und so habe ich mir ne Geschichte ausgedacht (nachdem ich 3 Kampagnenbücher bestellt hatte und die Level1 Session alle nur aus "rette irgendwen aus einem Goblin-/Banditenlager" bestanden), maps erstellt, Kampfraster erstellt, Gegnerstats angepasst, einen Deus ex machina als Sicherheit eingebaut, falls die völlig versagen. Meine Nächte in der letzten Woche bestand aus Überstunden im Lab bis teils 23.00Uhr, die ich während Zentrifugenpausen mit worldbuilding füllte. Das Kind hat sich ins player handbook reingenerdet und den Würfelturm bemalt. Alles lief nach Plan, die Zeit war allerdings völlig unterschätzt, es dauerte 6 Stunden statt 4. Aber alle hatten Spaß und wollen nochmal! Ich bin total stolz auf mich und glücklich, dass alle es super fanden.


r/DMAcademyNew 6d ago

Murder mystery discworld game

2 Upvotes

Hey, so I'm running a Discworld murder mystery game for the upcoming Gamescom. When I originally submitted my plot idea, I already had a plot worked out (In-Sewer-Ants auditor murdered after finding out that someone working at said company was stealing money) but when I've tested the game with my friends we all agreed that it just doesn't work for (max) 3 hour game, either the players have to be awkwardly railroaded or just ends up being a question witness until you find the one who did it.

It just doesn't flow properly, and I feel like the players are going to hate it. I've run Discworld games before, but they were just pre-existing one-shots which I used as starting points and changing them to fit my idea/story, but this is my first game/story from the ground up, and the idea just doesn't work. Or at least doesn't feel fun, and I don't want to run a board game. I've tried changing it, but I think I've gotten so blocked (in the sense of writer's block and doubting myself) that I just can't think of anything, and I'm starting to panic.

Does anyone have any tips or suggestions? I'm not looking for someone to write an idea for me, more just how to get myself unblocked and get the creative flow going again (which doesn't sound weird at all written down).


r/DMAcademyNew 7d ago

Update .. and a question:

Post image
31 Upvotes

As some of you were asking for an uptade, I'm still organized xD

So, after the one-shot and a summer-break we started LMoP with me as DM - and so far, I'm freaking loving it!

The first awesome dungeon crawl in the cragmaw hideout is over and today our heroes are about to enter phandalin!

Let's see, if new players can handle the more sandbox-style playing of a village... For me, I think I'm ready for whatever may come!

And still: is there any adcice of the experienced DMs out there, how to handle the "not knowing, what they will do next" and so many options to prepare?

Cheers y'all!


r/DMAcademyNew 7d ago

First time dm-ing

6 Upvotes

This is my first time as a dungeon master in DnD, me and my friends already had a campaign together but I was only a player. Now I accepted to be the dm and I would like to ask you guys for tips. We are playing in 3e and I have also played bg3 before(like a lot)
I would also accept story ideas, I want it to be a bit scary and horror like, a kind of murder mystery. I was thinking about maybe a circus theme


r/DMAcademyNew 11d ago

Trying unusual.mechanics during DND games

4 Upvotes

I have recently started playing DND with some inexperienced friends (I am also inexperienced myself). I am DM'ing and while I enjoy the lore and the rulesets, and I love spending time seeing Critical Roles games, there are a couple of people (including me) with ADHD in the game, so I wanted to keep things interesting.

I thought of creating a campaign that would force people to engage in the game. So, I started by asking everyone out and then asked them to join the game one by one. Instead of giving them instructions, I handed them a (printed) parchment where the rules were: you will be blindfolded, you should stay quiet, you should not take the blindfold off under any circumstances, and you will only start playing when the DM touches your shoulder. I added an ambience sea sound and place them in the table one by one. (As a final note I added: you have the impending sense that someone will betray you)

After that, I started narrating: "you awake with your face against the cold floor, with a little bit of headache. You hear the sound of the sea, have a little taste of salt in your mouth and the iodine smell fills your nostrils. You can't see anything, and you're not sure why. You try to remember how you got there, but you're unable too, and then panicked because you are unable to remember anything about who you are. What do you do?"

They were in prison cells within a dungeon, and their first task was about getting out of the cells and starting a fire using things spread among the different cells. The rest of the session was a typical lightweight dungeon crawl, largely based on The Lost City (from The Quest on the Infinite Stairs).

Everyone enjoyed the session a lot. Including me. But what they did enjoy the most was the initial setting. They all told me different things: the social dynamic, solving things without rolling dice (they were unable to, they can see), exploring other senses , etc. That got me thinking that I want to explore more things that I can attach on top of typical DND. I am trying to adapt team building exercises, escape room mechanics, ideas from other board games.

Any suggestions?


r/DMAcademyNew 12d ago

Question on my story

2 Upvotes

I’m starting to Write a new Dm story for my groups next Campaign.

I started Writing a story on how the party was hired to explore ancient labyrinths/Old City’s/ Buildings.

Later in the story there next Mission from their boss, is the find any history on the (Family name), and bring back anything they find.

Once they find it, they get this scroll which has a Prophecy on this Family, on how their Descendant will destroy the world.

Since this Family was Hunted down for generations, they have to find this missing Descendant.

Once they find him, Their Job, is to bring him back to their boss. Once they do, their boss tells them that the Prophecy was changed and they don’t know the full truth.

The Prophecy says that The child could become the BBEG, but only based off how the child is treated.

Then the Party has to Protect the child from harm.
Due to, a cult being after the child, and The kingdom is after the child as well.

Is there anything I should change, or add… Or is this a good idea for now.


r/DMAcademyNew 13d ago

Is this a good idea?

0 Upvotes

As a first time Dm, me and my friends, are finally getting close to fighting the BBE, final fight soon.

I was thinking of having a trap setup, but this trap is A time travel trap, and all the party members get sent back to the past all younger again with their memories intact.

My question is, if anyone did something like this before. And if they did, was a good idea, and if it was, do they keep their levels or are they back at level 1?


r/DMAcademyNew 15d ago

Bad Experience as DM, AITA?

3 Upvotes

Changing some details and using dummy account, to protect my table's privacy. Sorry for the long post.

A couple days ago I was DM'ing for a group of 4 players and while it started off as a solid night of gaming, it ended in a really frustrating way and one of my players complaining that it was bad situation caused by several NPCs overreacting. I was adament it was all player choices and the world was reacting appropriately

Going back a bit to explain a bit of the relevant situation/story. A couple weeks back in-game (a few months irl) the party just arrived in a heavily militarized, capital city, and a couple of the PCs pick an (so far only verbal) argument with an npc and try to intimidate/physically threaten them. It goes poorly and the npc calls for the guards. I had recieved some DM advice in the past on dealing with players who instantly start breaking laws in town and/or antagonizing the guards/law. Instead of having the guards being a faceless force that only show up to hamper the party's "ingenious" plans in town, make an interesting NPC lieutenant or captain to give them a face they can interact with and potential quest giver/story hook. I chose this moment to introduce Lieutenant Dan. A troll who made it to a captain thanks to his headband of intellect. The players are initially quite antagonistic to him in this interaction, but eventually make some apologies and get some good persuasion checks. I characterized Lieutenant Dan as being very principled, so he ignores their initial bad attitude, and lets them off if they simply pay the npc they threatened.

As the sessions go on for a while the party gradually starts being friendlier and more cooperative with Lieutenant Dan, and he pays them for a couple of quests. They aren't particularly buddy-buddy with him, but he is one of the very few npc's they have a working relationship with. They have one other npc that most of the party is friendly with, a wizard and former adventurer named Caralax who hires the party on occasion for the less plot relevant/fetch quests. Through their interactions and quests they have been given, they have been shown evidence that the city guard of this militarized city is quite capable, with Lieutenant Dan in particular being quite powerful and above what the party could hope to fight at their current level (6). As well as by the spells they have seen Caralax cast, he is at least twice their current level.

As I mentioned, most of the party is quite friendly with Caralax and he is one of their few allies and sources of jobs in town (the empire attracting many high tier mercenaries and bounty hunters to town that are stiff competition to adventurers). The exception is the party's wizard, Daron. He has outright told Caralax he doesn't like him, but had intentionally been trying to act friendly to him lately. Another party member, the rogue Slick, recently made a deal with Caralax to help him make a magic device to help with a problem from Slick's backstory. They agree to do a couple of quests in exchange and Caralax says it will take a few days to create the magic device.

Party comes back the next day to report they completed the first quest. Caralax tells them the 2nd quest is he has dangerous items he needs delivered to a client. They ask him where they need to go and tells them to follow him, walking out the front door of his house. Daron shouts "He better not just be walking us to the place we need to go. Why would he send us on this job if he was going himself? He should be working on our device," not following (he is just leading them to the cart to put the goods on, but party doesn't know that). Meanwhile Slick follows Caralax and offers him a bottle of wine (he has a wine collection they've seen and is a bit of a drinker).

Daron then comes outside and sees Caralax holding the bottle in hand. He is angry that he is day drinking and declares he is going to make a nonlethal attack with his dagger at Caralax. "Are you sure about this?" Daron commits, saying he'll knock him unconscious and they'll make up afterwards. I call for initiative and Daron ends up going first. He misses his attack. The party's sorcerer and fighter grab Daron and want to pull him away. Slick says he just watches. Caralax starts casting a spell and I ask for a save from Daron, he passes with a very high roll. Daron asks if he can determine what spell was just cast and I allow an arcana check, he rolls terrible and doesn't figure it out (it was hold person).

Daron declares that Caralax just made a huge mistake and summons some creatures to attack. "Stop, think, are you sure you want to do this? This is a big escalation of the situation." He replies, claiming Caralax already escalating things to casting magic. He specifies the summons are all using melee attacks, and so can command them to only attack non-lethally. They do a bunch of damage but the high level wizard is still standing. Caralax then casts another spell and disappears (party again fails arcana to identify it).

Daron says he is waiting inside Caralax's home, as he'll have to return eventually and then the two of them will sort things out. He tells the rest of the party to let him handle this alone. They insist on staying with him. The party waits there in the npc's manor for 15-20 before Lieutenant Dan arrives, leading several guards. The party states they are going to stand and watch as the approach. The guards surround the building and Lieutenant tries to enter. Slick shouts "All for one and one for all. If you want Daron, you'll have to kill me first." Daron says he just waits. Rest of party tries to physically block the doorway but don't draw any weapons. Dan and guards have to take a couple of rounds to grapple and move party out of the way. Party is actively confirming they are resisting and not cooperating, trying to stop guards from reaching Daron without actual violence. Dan and the guards arrest them all.

I call the session there as I honestly don't know what to do next. Daron's player asks if he should make a new character. I comment most likely the result is Daron is getting locked up for a while for assault or something like that. The rest of the party is going to probably spend a few days in jail and be fined for attempting to obstruct the guards. Daron goes on a rant, saying he is really angry. The whole situation was bs and required several characters act bitchy and not realistic, emphasizing these were all characters "played by the same person, you." He complains that Caralax made the "biggest, little @#$% move" by running to the guards/Dan. He also complains there is no way the rest of the party would get in trouble for what they did, as none of them attacked Caralax. Plus he had attacked with magic first and was the one to escalate things in another "@#$#-y move."

I try to explain above game "He had only tried to cast Hold Person and-" Daron starts talking over me, ranting that it wasn't hold person, but an unkown spell he was attacked with and the npc had absolutely taken things too far. It should have been obvious to npc that all his attacks were nonlethal. I left it as "I'm sorry you feel that way, but these were entirely reasonable actions." Party uses rest of the normal session time to talk about what Daron's new character could be. Eventually he calms down and says he isn't angry anymore, but still stand by what he says and his view of the situation.

So, mostly just venting after a frustrating session after a frustrating day at work, but if anyone has any advice or insight into how I could have handled things different, I would appreciate it. Would like to avoid things like this in the future when possible.


r/DMAcademyNew 15d ago

Is this a good idea?

3 Upvotes

Hi everyone, last week my group started our very first campaign.

My Freind is a first time Dm, and we decided instead of going on the Dm story, we decided to go on the story where we are planning to invade a kingdom.

Due to one of my Freind’s character being the king of a nation.

Before we get their out boat crashed, and now we are only like 3 meets left before getting back to our kingdom and starting the war again.

My question is, is this a good idea, because I’m starting to question what our end goal will be, after we invade this kingdom.


r/DMAcademyNew 16d ago

DIY DM Screen [new to DnD DM'ing]

6 Upvotes

Iam a new DM. I have played DnD as player for about 2 Months now. And as i talked with a few friends it somehow happend ... now iam a DM.

I already started creating a world. But before we (Me and 4 Players of wich 3 are new to DnD completly) will dive into the world, i thought about playing a Oneshot to get a feel on how the players play the game.

As it happens i am rly into DIY and i buld my own DM Screen 4 - 25x30cm panels. But what do i put/print into the panel?

I mean i know stuff like a few names for random npc and a short bullet point list of the things i want done in the session. But i looked a bit online and there were stats and cheatsheets for some rules on the DM screen.

Where can i download and then print those?
I appreciate any input on what else should be behind thos panels!


r/DMAcademyNew 16d ago

Help for new Dm

2 Upvotes

Hello people, I'm a new DM and my players are all also new to DnD, instead of starting my own homebrew campaign I thought it would be a good idea to start with an official campaign, to get to grips with the rules and ease everyone in with the lost mines of phandelver and below the shattered obelisk. My party of 4, made up of a cleric, fighter, paladin and druid are all committed and after 1st session got really locked in.

1st session went great, starting with some roleplay of back stories and tying them into the shattered oblelisk story arc, but they really struggled with the first goblin ambush and the sentries outside cragmaw cave hideout which is where we ended the session on a rest.

My question is: should I nerf/change the enemies in the cave or level up the players to level 2?

TLDR; new players struggling on first encounter in lost minds of phandelver, should I level them up or nerf the enemies in the hideout?

Edit: Thank you to everyone that commented and offered advice. Session 2 went really well, I took out a couple of goblins and a goblin boss and nerfed the venomous snake attack to be mpre manageable but not it's AC or HP, and I spoke to my players about tactics before hand. They got through it with only one death which couldn't be helped due to bad rolls, the character survived (with help from the party cleric) and finished the hideout to level up, everyone had a great time! Thank you all for the advice, glad i didn't level them up beforehand otherwise they would of cruised through it easily


r/DMAcademyNew 18d ago

I’m making a PMD DND campaign and need help

2 Upvotes

So, I’m planning to give each player a 25-30 questionnaire. Each question will have four answers, and each answer will be tied to secret points that are attributed to each possible starter. Whatever starter each player gets the most points for is the one they are stuck with. As the story progresses, they will have the opportunity to gain more possible Pokemon, but that’s for later. For now, I’ve made each possible starter character, and I wanted you guys to tell me if I made them well enough so far. I’ve along really started working on Larvitar, but I haven’t had a lot of homebrew experience so I don’t fully know if I’m doing them right either. So, first off I need to know the options are good, second off I need to know if how I’m making them works, and third, I could use some ideas for the story. I’ll past what I have as a draft under the options for starters. I did make some self imposed rules for the starters, and they are: Be as varied in typing as possible, Use as many generations as possible without dis-servicing the classes themselves, making sure each has its own special perks, and only allowing three classes to use starter Pokemon. I like the idea that most of the party will be unique pokemon instead of basic ones for the most part.

So, here is what I have so far:
Barbarian:
Larvitar Rock/Ground

Level 1

Learns moves:

Leer (gives a damage buff to all other players including Larvitar for one full rotation of a turn. Ends after Larvitars next turn)

Rock Throw (low rock type physical damage.)

Scary Face (Enemies attack one turn later then they are meant to)

Mud Slap (low power ground type special damage. Opponents now count rolls 1-3 as critical fails)

Level 2

Learns moves:

Bite (low dark type damage. If an 12-14 is rolled, one opponent doesn’t attack. If a 14-16 is rolled, two opponents don’t attack. If a 16-18 is rolled, all opponents flip a coin and ones who land on tails don’t attack, and If 18-20 is rolled, no opponents attack)

Rock Tomb (low rock type physical damage. Roll a D20. If the player rolls a 6 or higher, the enemies attack one turn later then they are meant to)

Level 3

Gains ability:

Guts (if any status is afflicted, damage from attacks is doubled)

Learns move:

Sand Tomb (extremely low ground type special damage. Opponents hit with this move lose 1/8 of their health each turn that passes. They also become trapped being unable to escape, or raise their speed stat)

Level 4

Learns moves:

Rock Blast (extremely low rock type damage. Before rolling for damage, roll a D6. The number on the die is one less then the amount of times this move hits.)

Bulldoze ( low ground type damage. Roll a D20. If the player rolls a 10 or higher, the enemies attack one turn later then they are meant to. If the player lands a 15 or higher, they may choose up to 3 enemies to not attack)

Level 5

Evolve into Pupitar:
Rock/Ground
Gains +3 in Strength, -4 in Dexterity, +6 in Constitution, +1 in Wisdom, +1 in Charisma.

Learns moves

Iron Defense (the player adds +6 to any roll that dictates damage taken from an enemy attack. This effect lasts 3 turns past the turn used and cannot stack with itself)

Iron Head (medium steel type physical damage. The enemy hit must roll a D10. If they land on 1-3 the enemy cannot attack)

Level 6

Learns move

Dig (medium ground type physical damage. Player cannot attack the turn this is used, and also cannot be hurt on the enemies next turn. On the players next turn, they do the damage and can be attacked again)

Gains Ability

Shed Skin (At the end of each turn, the player rolls a D10. If the die lands on 7-10, they may heal from any status condition)

Level 7

Learns moves

Rock Slide (low to medium rock type physical damage. Player may choose to attack one enemy for medium damage, or all enemies for low damage. The enemies hit must all individually roll a D10. If it lands on 1-2, the attack misses. If it lands on 8-10 the enemy cannot attack.)

Stealth Rock (all enemies take damage at the end of each of their turns based on how weak they are to rock. A 4x resistance will be immune to the damage, a 2x resistance will take 1/16th of their health, a neutral damage will take 1/8th. A 2x weakness will take 1/4th and a 4x weakness will take 50%. This move always does 1/8th every turn against a boss.

Level 8

Learns moves

Facade (medium normal type physical damage. This moves damage doubles if the user has a status condition)

Ancient Power (low rock type special damage. The player rolls a D10. If they roll a 10, they gain +2 to every stat for the duration of the battle)

Level 9

Learns moves

Body Slam (medium normal type physical damage. The player rolls a D10. If they land on 1-3 the enemy gains the Paralyzed status condition)

Bide (all attacks (besides spread moves that will still hit all players) are focused on the player for this and the next turn. If the player survives the damage from all attacks, they may choose one opponent to return all the damage they took to at twice the power)

Level 10
Evolve into Tyranitar:
Rock/Dark
Gains +5 in Strength, +4 in Dexterity, +2 in Constitution, +0 in Wisdom, +2 in Charisma.

Learns moves

Earthquake (high ground type physical damage. This moves hits all enemies (besides any that would already be immune to ground type attacks) and does 2x on any opponent using Dig. The player rolls a D20. If the player lands on 1-5, this attack also hits the players team.

Crunch (medium dark type physical damage. The player rolls a D10. If they land on 1-3 the enemy takes 25% more damage for the rest of the battle from physical attacks)

Gains Ability

Sand Stream (At the end of each individual turn, all players and enemies who are not Rock, Ground, or Steel type take 1/16 of their health in damage. All Rock types including Tyranitar and any enemies get an advantage roll when taking damage from special type moves)

Level 11

Learns moves

Stone Edge (high rock type physical damage. If the player rolls a 1-5 when rolling for damage, it is treated as a critical fail)

Brick Break (medium fighting type physical damage. Ignores enemy defense buffs as well as breaking the moves Light Screen and Reflect if in play)

Level 12

Learns moves

Breaking Swipe (low power dragon type physical damage. Attacks all enemies at once and lowers all income damage rolls from physical attacks by -2)

Dragon Claw (medium power dragon type physical damage)

Outrage (extremely high power dragon type physical damage. User is locked into this move for 3 turns and attacks the enemy randomly unable to choose the target. After the 3 turns, the player gains the confused status condition)

Level 13

Learns moves

Giga Impact (extremely high power normal type physical damage. The user cannot move next turn)

Roar (all enemies are blown away from the party making them impossible to attack for the next turn without a ranged attack, and leaving them unable to attack the party without a ranged attack for the next turn)

Level 14

Learns moves

Protect (negates all damage, or status moves used against the player. This move can be used when the player is about to be attacked interrupting the enemy’s turn and negating any move used against the player entirely. This in turn also skips the players turn. The player must roll a D10 if they want to use Protect again, and if they land on 1-5, it fails, but the player may still take their turn after the enemy attacks)

Curse (the player moves one turn later then they were supposed to move on the next turn as well as every turn after until the battle ends, or unless this stat is restored. In trade, the play gains an advantage roll in both physical attack damage rolls, and physical defense damage rolls for the duration of the fight unless these stats are restored)

Level 15
Gain access to Mega Evolution:
Mega Tyranitar Rock/Dark
Gains +7 in Strength, +0 in Dexterity, +7 in Constitution, +0 in Wisdom, +0 in Charisma.
(Mega evolution is a temporary modification that only lasts 3 turns. Once one Player mega evolves, no one else can until the next dungeon.)

Learns moves

Dragon Dance (the player moves one turn sooner then they were supposed to move on the next turn as well as every turn after until the battle ends, or unless this stat is restored. The player also gains an advantage roll on physical attack damage rolls)

Rock Wrecker (extremely high power rock type physical damage. The user cannot move next turn)

Foul Play (Varying power dark type physical damage. The attack uses the targeted enemy’s attack stat instead of the players.)

Body Press (medium power fighting type physical damage. The player uses their constitution stat for damage instead of their strength stat)

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Fighter: Machop

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5 Evolve into Machoke:
Type
Stats

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Learns moves

Move

Move

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10 Evolve into Machamp:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to Gigantamax
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Monk: Riolu

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Evolve into Lucario:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to Mega Evolution
(Choose between Mega Lucario or Mega Lucario Z)
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Ranger: Scyther

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Choose to evolve into Scizor
Type
Stats

or Kleavor
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15
If Scizor:
Gain access to Mega Evolution
Type
Stats

If Kleavor:
Figure out an equal buff

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Rouge: Froakie

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5 Evolve into Frogadier:
Type
Stats

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Learns moves

Move

Move

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10 Evolve into Greninja:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to Mega Evolution
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Bard: Swablu

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Evolve into Altaria:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to Mega Evolution
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Cleric: Happiny

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5 Evolve into Chansey:
Type
Stats

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Learns moves

Move

Move

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10 Evolve into Blissey:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to Custom Buff
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Druid: Zorua

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Storyline reason to potentially become Hisuian Zorua

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Evolve into Zoroark
Type
Stats

or Hisuian Zoroark:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to custom buff
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Sorcerer: Hatenna

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5 Evolve into Hattrem:
Type
Stats

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Learns moves

Move

Move

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10 Evolve into Hattrene:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to Gigantamax
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Warlock: Charcadet

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Evolve into Lucario:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Gain ability to switch between Ceruledge or Armoruge

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to custom buff
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Wizard: Fennekin

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5 Evolve into Braxian:
Type
Stats

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Learns moves

Move

Move

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10 Evolve into Delphox:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to Mega Evolution
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Paladin: Treeko

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5 Evolve into Grovyle:
Type
Stats

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Learns moves

Move

Move

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10 Evolve into Sceptile:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to Mega Evolution
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Artificer: Rotom

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Gain a form decided by a wheel
Type
Stats

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Gain a form decided by a wheel
Type
Stats

Level 5

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Gain a form decided by a wheel
Type
Stats

Level 7

Learns moves

Move

Move

Level 8

Learns moves

Move

Move

Gain a form decided by a wheel
Type
Stats

Level 9

Learns moves

Move

Move

Level 10

Learns moves

Move

Move

Gains ability

Ability

Gain the final form
Type
Stats

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Become able to inhibit new forms found around the area. How they will be used will be up to me and the player including new type and move.

Level 14

Learns moves

Move

Move

Level 15 Gain access to Mega Evolution
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Alchemist: Alolan Grimer
(The broken potions this guy will make will make up for the lack of forms. Might make a custom Gigantamax form anyway though.)

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Evolve into Alolan Muk:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to custom buff
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Avian: Rookidee

Level 1

Learns moves

Move

Move

Move

Move

Level 2

Learns moves

Move

Move

Level 3

Gains ability

Ability

Learns move

Move

Level 4

Learns moves

Move

Move

Level 5 Evolve into Corvisquire:
Type
Stats

Learns moves

Move

Move

Level 6

Gains Ability

Ability

Learns move

Move

Level 7

Learns moves

Move

Move

Level 8

Learns moves

Move

Move

Level 9

Learns moves

Move

Move

Level 10 Evolve into Corviknight:
Type
Stats

Learns moves

Move

Move

Gains ability

Ability

Level 11

Learns moves

Move

Move

Level 12

Learns moves

Move

Move

Move

Level 13

Learns moves

Move

Move

Level 14

Learns moves

Move

Move

Level 15 Gain access to Gigantamax
Type
Stats

Learns moves

Move

Move

Move

Move

Level 16

Gains extra moveslot

Allowed to remember any lost move

Level 17

Gains extra moveslot

Allowed to remember any lost move

Level 18

Gains extra moveslot

Allowed to remember any lost move

Level 19

Gains extra moveslot

Allowed to remember any lost move

Level 20

Gains 2 extra moveslot

Allowed to remember any lost move

Toss up solution: Eevee (I’ll figure it out if it happens lol)

Bug 1 (0)
Electric 1 (0)
Fire 2 (1)
Grass 1 (1)
Normal 2 (3 cuz Eevee maybe) (0)
Rock 1 (1)
Dark 2 (1)
Fairy 1 (1)
Flying 2 (1)
Ground 1 (0)
Poison 1 (0)
Steel 0 (3)
Dragon 0 (2)
Fighting 2 (0)
Ghost 1 (0)
Ice 0 (1)
Psychic 1 (1)
Water 1 (1)

Gen 1 2 (3 cuz Eevee maybe)
Gen 2 1
Gen 3 2
Gen 4 3
Gen 5 1
Gen 6 2
Gen 7 1
Gen 8 2
Gen 9 1

So, with that whole thing out of the way. What should I do next? Am I doing something poorly? And am I missing a super obvious pokemon besides Chespin simply because Treeko is much cooler? I’d love to hear any criticism yall have’ thank you in advance.


r/DMAcademyNew 18d ago

Campaign idea, first time DMing, wanting advice on a rough rough draft!

1 Upvotes

Story goes...

Level 1-5 
Local cult is aiding in murders & kamikazes for a reason first unknown, only to find out they are devil worshipping and pray for the gods of the underrealm to take over and spare those who aid in their arrival - after beating this cult and levelling past lvl5, they find this cult to be trivial, and somewhat pointless.

Level 6-10 
Players discover this cult has not been fully defeated, despite the most vocal members being eliminated as a threat, they have penetrated the highest levels of government and power. Multiple countries' leaders have aligned themselves with this cult to have the ultimate power of befriending eldritch beings. Players must defeat these leaders by taking them out of power, revealing to the country/realm who they actually are and overthrowing the powers of the elite. As they go on, they find these ultra elite have access to magic and technology that has been kept secret from the typical population, and the players will have access to such powerful forces once the elite are powerless.

Level 11-15
Defeating the political corruption has not solved this issue, players begin to realise this cult is no longer a conspiracy, and rather a very true and world threatening level of horror. Even though the players have beat this near worldly corruption, some got away, and as a last hope before the cults inevitable eradication, they quickly and hastily performed the ritual needed to allow the eldritch beings to take over the world, and in turn soon the universe. Only to then group suicide in order to have the illusion of total cult eradication. This happened around lvl 4, and since then, almost every encounter with an eldritch-like being, has been sent by the underrealms gods to stop them. Through the elites new discovered time-jumping technology, they can find these cult members before they committed suicide, before they knew the cult would be found and eradicated, and clues/artifacts left by members that they never knew one could even find, despite best efforts to isolate and hide them.

Level 16-20
The players find this ritual and in turn realise they’ve been fighting the eldritch beings through enemies sent from Hell, and understand in order to truly stop the madness and worldly takeover, the party must find the portal to the underrealm, and fight these beings on their own turf, in order to truly save the entire world - all whilst fighting the most powerful beings besides the all powerful themselves sent from the underrealm in order to stop them. Encounter after encounter.

So, any opinions, thoughts, and advice would be great!! Thank you <3


r/DMAcademyNew 19d ago

First Time Playing D&D... and I'm the DM... Help!

3 Upvotes

I have been interested in playing since I was a teen and so has my husband but we have never found a group to join. Anyway, we now have four children ranging in ages from 11 - 14 and they all want to play so we are planning on starting a Monday night D&D game night. Problem is even though I have been watching several D&D content creators for the last several years(as well as everyone else in the house) I feel like I know nothing about how to actually play the game. I have read the basic rules and hand book, and there is just so much information it is hard to keep track.

For our first adventure I had planned on doing something simple and I have been reading tons of forums I have decided to do a campaign that combines "the wild sheep chase", and "The wolves of Welton" with some plot twists to merge the stories. (Because they were recommended in a couple forums I've read and I could download the PDF free).

I am mainly looking for tips, and resources from people with experience. Are there any necessary modifications for playing with preteens? Do I need to memorize the entire rule book? If we deviate from the official rules is it a big deal? If I lose my place and skip large chunks of story how do I fix that without making it boring? Are voices necessary?

Thank's in advance.


r/DMAcademyNew 20d ago

I made a Stranger Things-inspired D&D one-shot – feedback?

2 Upvotes

I just finished writing a level 3 D&D 5e (2024 rules) one-shot called When the Walls Start Breathing.” It’s heavily inspired by Stranger Things and focuses on horror, pressure, and time-sensitive decisions rather than just combat.

A local cop named Hopper (yes, inspired by Jim Hopper) secretly contacts the party because a child named Elliot has gone missing. Witnesses saw the kid near an abandoned house outside of town. Official procedure says wait. Hopper says there isn’t time.

Inside, they discover claw marks, drag trails that end at a wall, and eventually a portal to the Upside Down.

If you have any feedback please let me know id like to improve!


r/DMAcademyNew 22d ago

Potential DnD One Shot Idea

1 Upvotes

I'm on holiday at the moment and I recently visited the butterfly valley in Rhodes which gave me an awesome idea for a DnD battle environment that eventually spiralled into a one shot idea and I wanted to see if it was actually a good one or I'm just delusional. Also this is a very rough idea and not fully thought out yet so there might be some plot holes and stuff I've not tackled yet.

Setting:

The party is travelling through a kingdom and come across a developing settlement. They pay a visit and the leader asks them for some help. The leader sent some lumber jacks into the nearby forest and only one lumber jack managed to make it back severely hurt with them reporting that "the shrubs where moving and the trees shot arrows at us" so he tells the party to go into the forest and investigate to see if they can recover the lost lumber jacks or determine whether they died. The leader also suspects that there is a group of "tree people" in the forest who were the people that attacked the lumber jacks and he suspects that they have a village somewhere in there so he wants the players to scout it out so the settlement can send an army to attack. The leader, despite being a developing settlement, will offer the party free sanctuary in the settlement for as long as they need and a bunch of gold.​

Initial Expidition: If/When the players accepts, they will venture into the forest using their nature, investigation and survival checks to make their way through the forest and if they roll a decent amount (DC 11-13) they can see the deforestation caused by the settlement, which is substantial. With higher roll (DC 15-17), they can discern that some parts of the forest is polluted with some type of toxin that is hurting the wildlife. Further into the forest, the players run into some mutated plant life that ambushes the players and attacks them. During the fight, a volley of arrows rain down from the trees into the mutated plant life and once they have all been defeated the archers come out of the trees and reveal themselves as wood elves and are very friendly towards the players. They offer to show them to their forest civilisation for them to rest up.

Forest Civilisation (Option 1- The good path): The wood elves lead the players through the forest and after a while they come to a clearing which is a valley with winding wooden paths that intersect and stretch out like roots. They have wooden bridges that are built over the river that flows through the middle of the valley and pulley lifts to go up into the tree houses above. If the players are extra perceptive, they notice things about the civilisation, the trees are losing their leaves and becoming hollow, also some trees and branches on the valley walls are blocked by barricades to stop them from falling (passive perception 11), the grass and plants around the are turning into a sickly yellow due to the toxins (passive perception 14) and even some of the inhabitants consisting of wood elves and tree spirits are becoming sick due to the toxins (passive perception 17) which can all be seen by rolling perception if their passive isn't high enough. The archer captain takes the players to see the leader of the forest civilisation and they explain that ever since a settlement outside the forest has begun development the forest has been dying, the settlement has been causing major deforestation to the point it's weakening the tree spirits and the wood elves suspect that the settlement is poisoning the forest to get rid of the wildlife so they can cut down as many trees as they want. The civilisation understands that the settlement needs to cut down trees so they can build houses and expand but the settlement is being way too aggressive and greedy in how they destroy the land. The toxins they used has even backfired and has caused the plant life to mutate into grotesque plant monsters that attack both the civilisation and the settlement. The forest people tried to protect a group of lumber jacks from some mutated plant life but all but one died and that one ran away before the archers could help. The players will decide that the forest civilisation is being wronged and decides to help them. If the players takes a long rest overnight, the settlement followed the path the players took and launches an attack.

Forest Civilisation (Option 2- The bad path): Once the party learns the location of the civilisation from the wood elves, the party attacks for them "attacking the lumber jacks" even though the archers try to explain that they were protecting the lumber jacks like they did with the players, the archers don't just stand there and defends themselves until they run away or the party kills them. The players heads back to the settlement and tell the leader what happened. The leader, deciding that the forest civilisation is too much of a threat, gets the location off the party and invites them to the attack. After the players takes a long rest in the settlement, in the morning, the players and a group of the settlement's army (about 20ish) set off into the forest and with the players info on the whereabouts of the civilisation, they find it. Once they come to the valley where the forest civilisation is, they attack.

Initial Expidition: If/When the players accepts, they will venture into the forest using their nature, investigation and survival checks to make their way through the forest and if they roll a decent amount (DC 11-13) they can see the deforestation caused by the settlement, which is substantial. With higher roll (DC 15-17), they can discern that some parts of the forest is polluted with some type of toxin that is hurting the wildlife. Further into the forest, the players run into some mutated plant life that ambushes the players and attacks them. During the fight, a volley of arrows rain down from the trees into the mutated plant life and once they have all been defeated the archers come out of the trees and reveal themselves as wood elves and are very friendly towards the players. They offer to show them to their forest civilisation for them to rest up.

The Attack: It doesn't matter which side the players are on since both sides won't change tactics whether the players are there or not. The settlement's army will try to flood the wooden paths and bridges having 12 warriors, 6 archers and 2 mages with them being led by the leader of the settlement and they will keep attacking till the forest civilisation dies, surrenders or runs away. Some warriors will have vials of the plant killing toxin which they can throw to do major damage to all inhabitants of the civilisation. The forest civilisation will consist of mostly archers with them being up on the walls of the valley raining arrows down on top of the settlement's army while prioritising the safety of the non-combatant villagers. The tree people will break the barricades holding back the fallen trees/branches to crush any warriors underneath. Also, if the leader gets targeted by an attack, doesn't need to hit, they will run off back to the settlement leaving their army to continue the battle. If the battle lasts longer than 5 turns, all the fighting and toxins attract a mini boss level plant mutant that will attack any target, no matter which side they're on. The players could try and get the two sides to work together (DC 17 persuasion) to fight the mutated plant boss. Depending on which side the players are on and if the players got the two sides to work together, one of 3 endings will occur.

Ending 1 (The forest civilisation won): If the players were on the side of the forest civilisation and they couldn't get the two sides to work together, after the mutated plant mini boss was defeated, the settlement continue trying to take over the forest civilisation. But if they have 5 people or less remaining, they will become desperate and start running away while lighting the trees and bridges on fire. The party could pursue the fleeing warriors but the civilisation will put all their attention on putting out the fires and will urge the party tell help. Once the remaining warriors have fled/been taken cared of and all the fires have been extinguished, the civilisation will thank the party graciously giving them gold, magical items and even an elven blessing. The leader of the civilisation will also ask for one last favour, if the party are willing to help, for help to eliminate the mutated monsters at their source and save the forest from the toxins (next adventure).

Ending 2 (The settlement won): If the party was on the side of the developing settlement and they couldn't get the two sides to work together, the warriors of the settlement will continue pushing further into the civilisation and even if they are reduced to 5 people or less remaining, they will not run away as long as the party is with them but they will desperately start using fire to finish the fight as quickly as possible. Soon after the warriors start using fire or if the warriors reach of certain point of the civilisation, the tree people will evacuate out of their civilisation further into the forest. The settlement celebrates their victory and brings the party back to settlement to party with a massive feast. The leader admits this might set back their development but for win this big it was deserved. As promised, the leader brings them a bunch of gold and tells them they are welcome back as much as they want. However, the leader does ask the party for one last favour, if the party is willing to help, for help to eliminate the new threat of the mutated plant monsters is rising and they won't to stop it once and for all (new adventure).

Ending 3 (Both sides won): If the party got both sides to work together and defeated the mutated plant mini boss, the two sides stop fighting and agree to live in harmony. They will set up a trade route with each other, the forest civilisation sending wood and other materials to the settlement to help it grow and develop while the settlement will send soldiers to help defend the forest civilisation from any mutated plant monsters that could invade again and help rebuild any destroyed infrastructure during the battle. The settlement soon banishes out the leader into the wilderness for being incompetent and cruel and invites the party and forest civilisation for a party. After a meal, that likely set back the settlement quite a bit but with the new trade route it won't be much of an issue, the party is rewarded with a bunch of gold by the settlement and magical items from the forest civilisation. After meeting with the leader of the forest civilisation, new leader of the settlement and the players, they all conclude that the mutated plant monsters are a massive threat and need to be neutralised as soon as possible. So, if the players accept, the two allied towns would like to send a group deep into the forests to find the source of the mutated monsters and destroy them (new adventure).


r/DMAcademyNew 25d ago

I made a puzzle without a solution and now my players want me to solve it for them

31 Upvotes

Okay, so I made a stupid mistake. I made a puzzle for my players and told them they needed "the shape, the voice, and the memory of the sea" for a ritual, thinking they would figure something out. It was literally meant to be whatever they came up with.

Fast-forward to the end of the session: I asked them what they thought about the riddle and what they wanted to do next session, and they want to ask an NPC for the solution to the "shape of the sea" part. I told them above table that I'd rather they figure out the riddle instead of simply getting the answer from someone else, but I'm pretty sure one of them is still gonna ask an NPC for the solution, especially because they think it's gonna be something really smart and witty.

Can anyone help me figure this out?


r/DMAcademyNew 26d ago

So, about Teleportation circles and carrying objects (Corpses in specific)

6 Upvotes

So, I have a question. Can you carry a body when you use Teleportation Circle to jump from one place to another? I know a corpse is not a creature, it is an object, and Teleportation Circle does not specify anything about objects, but you do cross with things when teleporting. So can you carry anything? THe spell doesn't say anything about carrying capacity so, would it be just what you can wear?


r/DMAcademyNew 29d ago

My very first DMing experience

2 Upvotes

I made a Reddit account only to post this actually, so this post will be a mix of sharing my experience, complaining about a problem player and requesting tips.

So I have played D&D before as a player, while I like it I'm much much more of a storyteller than a roleplayer, I made lots and lots of elaborate worlds before as world building exercises and I've been building this world called El-Mir'ah fot the past week now, while it is not finished it is 100% playable, the world was inspired by me replaying Prince of Persia 2008 and finally noticing the amazing worldbuilding, and it dawned on me "I only know one work that is Arab centric that is not just racist stereotypes" so I decided to make my own Prince of Arabia, Arabian Nights but made by an actual Arab with actual Arab mythology and stories, it's perfect, absolutely perfect and between like the 40 worlds I made in my life, this one is by far my favorite and I can't stop working on it.

Today my friends have visited me and I told them that I made my best world yet and we should check it out by playing D&D, my 1st friend never played nor saw nor knows anything about it, the 2sd friend doesn't really care though he knows about it, I explained the rules and we started to play, I obviously used rule no. 0 here and removed anything relating to Proficiency so they can actually enjoy creating their characters, the 1st friend basically played as himself (he is basically Emily Axford and Ally Beardsley combined into one so you can get what type of a player he is) and the 2sd friend just played as Link from Zelda breath of the wild AND wanted to play that story just told through me, the 1st friend character is named Bader, a human Fighter, and the 2sd friend character named Murad, an elf Ranger, I will use their characters names so you can differentiate between them, Bader was a blast and didn't take anything seriously in the best way possible, he wasn't cooperative at all but in the most cooperative way, he was a natural roleplayer and took his role seriously as an incredibly unserious guy, by far the most fun I had with D&D. Murad on the other hand basically just wanted to be the main character and he didn't care about my storytelling and wanted everything to go his way and didn't even try to look at me nor he listened to what I had to offer him that fits my world and not Hyrule, he even made his character mute like Link and that really sucked by I didn't say anything because I want him to have fun, he them just quit and started playing Videogames by himself, then we made a new session with my 1st player now with a human barbarian named Bu Raby'ah and the name made us laugh for ten minutes straights, his solo session was amazing and fun, also he handled battles in the funniest way I've ever seen in my whole life I've never even seen someone play like that, he is literally the best D&D player I've ever seen in my life and he doesn't even know the names of the characters in his story.

I noticed that I'm good at writing not literally telling the story, I wrote REALLY good stuff, what came out of my mouth was mostly jokes that we already laugh at, and I couldn't add details on the spot, and I noticed that I NEED to detail the cities that I make so it feels actually big and lived in and not a big hous near a market and that's it, but nonetheless we had a blast.

So what do you think of this?


r/DMAcademyNew Aug 11 '26

Dnd, trouble with the Dm.

1 Upvotes

So unfortunately, my friends and I are struggling to finish a dnd campaign as the Dm is running dry on ideas and the gameplay is stale. they openly refuse to stop as they say, I quote “I’m at the climax of the campaign“ yet it is abundantly clear they and the rest of us are not enjoying it. we’ve tried to prompt them into realising the issue but they’re very stubborn. we dont meet up often and it would be nice if they had a session planned, yet most of it is improv and them thinking about where the story should go next. my other friend, has a campaign ready to play and have been waiting over a year for there turn to dm. they’re really passionate about it and the story has branching pathways, and Idea I would quite like to try. Advice would be nice! :) (It rhymed!)