For the past year and a half, I’ve been running my regular home crew through D&D’s 5e Curse of Strahd campaign. Normally I take portions of various published adventures to craft a longer campaign. This time however I’ve run an adventure almost fully as written.
We’re nearing the completion of the adventure and it’s been fantastic. The small “sandbox” style of the adventure includes lots of well crafted side stories that have hit a sweet spot for me. I’ll be sorry to see it end, but I do look forward to our next campaign as one of my players has agreed to step up to the DM’ing chair. I get to run a player character for a change! Yipee!
However, I won’t without my time in the DM chair as I’m about to start D&D campaign with a new group of players. I’m not sure what the player dynamics will be like yet and I have to admit I’m slightly nervous as I think I’ve been spoiled with my regular group. They’re all so great to play with. If this new group is even half as fun as my regular crew, I sure I’ll have a great time.
The story begins with the party being tasked with delivering a marriage proposal to a noble along with three precious treasures – an exotic flower bulb, a priceless musical instrument and sheaf of exquisitely illustrated poetry. I liked the idea of opening with a very un-heroic sounding action and then quickly thrusting the players into the meat of the story. I’m eager to see if the idea will work.
For this new group, I’m going is to go back to “kitbashing” the adventure by gathering ideas from a number of different sources. For this campaign I’ve selected three adventures from three different editions of D&D and I’ll be merging them together to craft a new story.
The adventures I’m working with are:
- The Sinister Secret of Saltmarsh from TSR’s 1st Edition
- The Crucible of Freya by Necromancer games written for the 3rd Edition of D&D as well as its free introductory adventure The Wizard’s Amulet.
3. Keep on the Shadowfell from Wizards of the Coast’s 4 Edition of D&D.I enjoyed each of these three adventures when they were originally published. In my opinion they are great introductory adventures for new players, providing a good mix of combat and social encounters to pull players into the story. There’s also some nice synergy between that have allowed me to borrow parts of each of their stories to craft an exiting new adventure.
This experiment starts tomorrow. I’m eager to see its results!