![]() The bad guy in Cold-Hearted Killer is challenging and if the group is first level when they find him, they're in big trouble if they try to fight him. What if your players ignore the side quests and are intent on finishing the intro first? Be ready for that. The group will have a few side quests under their belt before they actually finish the introductory adventure. The idea is that, as the heroes are searching Ten-Towns to complete the intro quest, they will pick up and complete the side-quests in each town. Both of these adventures involve a quest where the heroes need to travel to other towns searching for something. Cold-Hearted Killer (pg 22) and Nature Spirits (pg 25). Pick an Introductory Adventure: There's two of them. I went with Bremen, because I like the "Lake Monster"scenario there. Pick a Starting Town: Choose which town from Chapter 1 that you want to start in. You can do like the book says and randomly hand them out, or maybe work with each player and see what fits best and what appeals to them. Each of the characters should have a secret. I'm going to give you a somewhat abbreviated version of the most important things you'll need to tackle in this campaign from beginning to end.ĭraw Secrets: Check out page 14. So, how does this work? You read the book, and then you have yourself some work to do. This adventure in particular has a few insane outcomes at the end. That said, running this "by the book" is fun because you'll meet other people in life who have played it and you can compare notes. If you want, just use some of the new monsters and magic items and make your own adventure, it doesn't matter. You're not doing it "wrong" if you modify this book. You Can Change Whatever You Want: Nothing is stopping you from changing the story however you see fit. The guide is essentially a huge outline of DM notes. Once you know what the full story is and where everything is going, it's going to be so much easier to roll with all of the wacky stuff your players might do.Īgain, I wrote a full guide to try to help you run this adventure without having to read every single room entry. ![]() Read the Book: If you're going to run Rime of the Frostmaiden, then you're going to need to read the book. They'll get bored if it is always easy, though. Players generally love it when it's easy. You will be fine-tuning the difficulty as you go. There's just too much going on for anyone to manage without slowing the game to a crawl. You're new! DMs who have been playing for 30 years make mistakes every single time they run a game. Remember, someone can still be your friend even if playing D&D with them doesn't work out.Įrrors: Don't worry too much about making mistakes. If they can't adjust, they need to go or they will ruin it for everyone. If you have a player who does something that is ruining the experience for others, you have to talk about it with them. Really, you're all working together to create a movie or a TV show that occurs in your imagination. The bane of D&D, in my opinion, is selfishness. One "bad" player can ruin the whole thing. Picking Players: Picking your players is extremely important. ![]() ![]() If you are new to being a Dungeon Master, there's a few general things to keep in mind. ![]()
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