When adapting an adventure path (specifically a Pathfinder one, my group wants to play Rise of the Runelords but we…

When adapting an adventure path (specifically a Pathfinder one, my group wants to play Rise of the Runelords but we…

When adapting an adventure path (specifically a Pathfinder one, my group wants to play Rise of the Runelords but we don’t like 3.X), what is the best way to go about it? Organize the entire adventure path as a single Campaign Front and improvise up from there using iconic and exciting scenes? Write up each Part in the individual books as an Adventure Front? Wing it? Stop overthinking and do what’s most comfortable for me? Tips and advice appreciated!

Ok, so a bit of a design question here.  I have a dungeon that I made a long time ago (D&D 3.0) that I am going to…

Ok, so a bit of a design question here.  I have a dungeon that I made a long time ago (D&D 3.0) that I am going to…

Ok, so a bit of a design question here.  I have a dungeon that I made a long time ago (D&D 3.0) that I am going to be using.  It has a “Test of the Planes” section.  The dungeon is basically a room for each of the 6 elemental planes (Positive and Negitive, +4 elements) and in each room I had a combat of plane specific monsters.  In Air, I had a Beholder and a couple of smoke elementals as this was a sort of demi-plain where the owner of the dungeon was testing the characters to see if they could adapt and overcome in the differing planer environments.

Short of recreating each monster, how would you run this?  It was a simple test of adaptability.  Can they handle each of the environments and can they find out how to get out?  I had all 6 rooms attached and linked, like on a die.  The way out was on each ceiling, you simply create a shadow or go through your shadow at the proper place and you are in a shadow plane corridor (one at a time) and battle a Shadow on his home plane.  Then you are out.

Hey all, so I am pretty new to table top RPGs and GMing.

Hey all, so I am pretty new to table top RPGs and GMing.

Hey all, so I am pretty new to table top RPGs and GMing. I played two 8 hours sessions with some friends, and both were amazing.

Anyway, I am trying to plan a new session as a bit of a one-off because one friend is moving away, and I am trying to be a bit more planned out and structured in the greater narrative and front. I am making it similar to a heist in GTA5, because we all played that together. What I have so far is that the team is being hired by the thieves guild of medium-to-large sized city-state to rig the election of the new governor. The quest has 3 parts: 1) break in to a mage guild to obtain the special paper used to cast the ballots, 2) bribe, impersonate, blackmail, control, etc the council head who actually controls the voting process, 3) replace the real votes with the fake votes on the day of the election.

I am coming up with some sub stories for each side quest, and any advice or ideas would be welcome! Also any ways you think I can improve upon what I have so far.

Sorry for the ramble, and thanks for the help!

I’m trying to write my first Fronts and Dangers for a new campaign.

I’m trying to write my first Fronts and Dangers for a new campaign.

I’m trying to write my first Fronts and Dangers for a new campaign. I think I get the basic idea, but I’m struggling to determine how much detail to define in advance. I’m also uncertain how the Campaign and Adventure Fronts interact. I’d like to run this by folks and see if I have the right idea.

So, in the context of an overall demonic ‘invasion’ campaign Front, I’ve put together this Danger:

Danger: Opportunistic cult of mages seeks power

(Ambitious Organizations)

Impulse: To gain power from the planar forces that have recently become active

Impending Doom: Destruction (the power cannot be contained)

Grim Portents

– The cult becomes active, seeking information and experimenting

– New magics are wielded, powered by energy from the demonic plane

– The mages begin construction of a device to pull even more energy from the planar rifts

– The device becomes operational, resulting in vastly powerful spells brought to bear

– The device overloads, resulting in massive destruction in the surrounding area

Is this the right level of detail or am I defining too much up-front?

As far as how this plays out in the campaign, I’m guessing the progression of Grim Portents basically spins off Adventure Fronts to explore the details? So, some early adventures might be encountering the cultist experiments and learning about what they’re doing. Then later, if left unchecked, we learn about the device they’re building and maybe get a chance to stop it?

I’m planning on using countdown clocks to track how close the PCs are to stopping a Front.

I’m planning on using countdown clocks to track how close the PCs are to stopping a Front.

I’m planning on using countdown clocks to track how close the PCs are to stopping a Front. Has anyone tried this? Any tips?

Mouse Guard

Mouse Guard

Mouse Guard

I’m attempting to write Fronts for a Mouse Guard mission from the core rulebook. The guidance provided is very nice and suggests selecting two obstacles of the four provided (weather, wilderness, animals, mice).

I continue to struggle with Fronts and appreciate any feedback.

Originally shared by Matthew G.

Find the Grain Peddler

I’m attempting to adapt the classic sample mission from the core rulebook. While “threats” are nice, I do like the idea of using the great advice about mission design and obstacles (i.e., wilderness, weather, animals, mice) as fronts. So here are the Wilderness and Mice fronts I’ve drafted for this mission. Please do comment – I’m still new to DW and MG.

Front: Against the wild (wilderness)

Danger: The woodlands themselves

Impulse: To grow wild and devour civilization

Impending doom: The trail is lost to encroaching flora and fauna

Grim portents

* undergrowth and broken branches from a recent storm make travel difficult

* the ravine has swollen with recent rains and a new crossing must be found

* A nearby milk snake expands its territory over the trail and threatens travelers.

Front: Secrets of Lockhaven defenses revealed (mice)

Danger: The spy-mouse among us

Impulse: To deceive and betray

Impending doom: Enemies of Lockhaven learn of its defenses and weaknesses

Grim portents:

* safely cross the ravine

* traverse the woodlands unmolested by predators

* successfully deliver the map

Stakes:

* will the spy encounter the Snake?

* will the guard find the map?

* will the cart survive the journey?

* will the players catch the spy and learn of the ploy?

Note that I see the Snake as a predator that could play into either/both fronts and it’s burrow could be a custom move.

Hola!

Hola!

Hola! I’m looking for info on Campaign Fronts. I’ve read some great examples and info on Adventure Fronts. But would like more info/tips/advice for Campaign Fronts. Especially managing them during an ongoing campaign. Like, transitioning unchecked Dangers from completed Adventure Fronts. And managing fronts’ progress in the background when players don’t choose to interact with them.

My players are being pursued by an enemy that’s something of a mix of John Carpenter’s Thing, Stephen King’s It, and…

My players are being pursued by an enemy that’s something of a mix of John Carpenter’s Thing, Stephen King’s It, and…

My players are being pursued by an enemy that’s something of a mix of John Carpenter’s Thing, Stephen King’s It, and an H.P. Lovecraft elder god. Here’s the dungeon front I tried out on them last night which ends with a custom location-based move. The idea is a kind of twisted flashback episode where the player’s answer questions about their PC’s past and their answers are used to fuel dark visions.

This is really my first time using a formal Front, as I usually just jam off what’s in my head with what the players do, would appreciate feedback.

Campfire Tales (Outdoor Dungeon Front)

The Darkness invades the minds of the party while they are making camp and tries to sow fear and dissent in the group.

Cast: The Darkness in many varied guises

Stakes: What will we learn about each PC’s past and motivations? Will any of them succumb to the Darkness’ influence?

Danger: “A Touch of Evil” (Chosen One / Force of Chaos)

Impulse: To terrify and confuse with visions and quietly invade minds for later subjugation

Portents:

– The sky darkens and the fire flickers with an eerie blue light.

– A thick fog fills the night air, a thin mist coating the camp ground, as a feeling of oppressive evil falls upon the camp

– PCs on watch see ghastly shapes in the mist that disappear quickly. Eerie and unearthly shrieks and howls fill the night air.

– Sleeping PCs suffer terrible nightmares of terror, pain, and powerlessness that are difficult to wake from.

Impending Doom:

When you finally see the rising sun after a fitful night of dark visions, roll+WIS. On a 10+, you shake off the dread and steel yourself in the certainty that you can face any danger and overcome. On a 7-9, choose one:

– You are shaken by what you have experienced, choose a new fear for your character and describe how they express it.

– You see the others in a new light, describe the difference and how it will affect how you interact with them.

– Your sense of your own purpose has shifted, describe the change and how it will affect what you do from now on.

In the end, all but one rolled 6- (the last rolled a 10+) but I decided to have them choose instead of making a hard move off my own.

I’m new to GMing DW, and I’d like some assistance with Fronts.

I’m new to GMing DW, and I’d like some assistance with Fronts.

I’m new to GMing DW, and I’d like some assistance with Fronts. I’m running a 1 PC game with my spouse who is playing an Immolator. Currently, she has no idea how/why she is an immolator, but she knows that she has become one due to some kind of branding process from her parents with whom she is now estranged.

She’s met a scholar who will be sending her to ancient dwarven ruins in the mountains to seek out more information. I’m assuming I’m correct in thinking that the ruins should be set up as an adventure front with dangers, but what kind of grim portents do you set with creatures in this type of dungeon?

I’m thinking that there will be some type of Golem protecting the information deep in the dungeon and other critters (perhaps part of the goblin/orc clan that plans to begin assaulting the countryside) that live in the ruins as well. It is easy enough to give those dangers impulses (to protect, to spread and grow stronger), but how do I supply grim portents to them? I want to keep it real and exciting!

Suggestions for the new GM are greatly appreciated! Thanks in advance!