Campaign Prep [Offices and Bosses]

This will be my first campaign prep post for the Offices and Bosses campaign. This post is intended to show what I do as a DM before each adventure session. As such, it will have SPOILERS for the campaign. If you plan to follow the campaign as a story, you might want to skip these posts.

Learning the setting

Right now my focus is on getting familiar with the Eberron campaign setting. To start, I bought the 3E Eberron campaign setting on DMs Guild.

We’re playing 5E in my campaign, so I won’t be able to use any of the specific details, but I prefer this. No matter how much you prepare for an adventure ahead of time, there’s always going to be a lot of improv. Having a detailed adventure with tons of specifics that I’m not intimately familiar with, makes it harder for me to feel comfortable improvising.

What I’m looking for in the campaign setting is high level things:

  • Tone and theme of the world
  • Major countries, religions, secret orders, etc.
  • The high level tensions driving events
  • A few major villains and heroes

Basically, I read the Introduction and then skimmed chapters 7 and 8, which detail countries and major organizations. Knowing these things gives me inspiration and constraints to build NPCs and adventure arcs. It also gives me a general sense of what exists in the world, so I know where to look in depth if I ever need it.

Based on this reading, I picked out a few major countries and organizations that seemed interesting to me. The other areas will be less developed unless the adventuring party ends up interacting with any of them.

The countries I picked were:

  • Darguun
  • Thrane
  • Karrnath
  • Aundair
  • Breland

The organizations were:

  • The Blood of Vol / The Emerald Claw
  • The Silver Flame

Clarifying motivations

For each of the major players I chose, I spent a couple minutes outlining what they want and what they’re currently trying to do to achieve those goals. Knowing these things will help me figure out how the world would respond to the players’ actions.

Darguun

Darguun is a newly formed country of goblinoids. The campaign setting describes a charismatic leader – Haruuc who is trying desperately to keep the goblinoid citizens in check and make Darguun a real nation, which I think is an interesting twist on goblins.

There will be two main forces in Darguun:

The Peace Seekers, led by Haruuc. This faction wants to stabilize Darguun, subduing any violent factions within the country and strengthening ties with neighboring countries. They will be mostly reactionary, investigating threats as they arise.

The Warmongers, led by Warlord Striok. This faction believes that goblins interacting with society is unnatural and futile. They want to return goblins to a state of nomadic tribes, preying on the “weaker” civilized races.

Striok aims to accomplish her goal by backing Darguun into a corner and causing the fragile peace to collapse. She has war bands along Darguun’s borders that attack travelers from neighboring kingdoms. Striok hopes that the distrust other nations hold towards goblinoids will cause them to think the attacks are sponsored by Darguun, causing the kingdoms to declare war. At the same time, Striok gathers followers with the promise of loot and slaves from the raids.

Striok is probably receiving aid/funding from the Emerald Claw.

Thrane

Thrane’s motivations are simple. Now that they’ve become a theocracy ruled by the Silver Flame, they just want to destroy evil. They will throw their weight behind any investigations into reports of evil in the Demon Wastes, Droaam, or Xen’drik. They’re also more disposed to distrust the motivations of Darguun.

If it ever comes to light that the ruler of Karrnath is a vampire, then Thrane will go to war against them no matter how good the Karrnathian ruler’s motivations seem to be.

Karrnath

The leader of Karrnath is Kaius III. He is secretly Kaius I, who was turned into a vampire by the Blood of Vol.

Early in the Last War, Karrnath was weakened and desperately partnered with the Blood of Vol to bolster their military strength. The Blood of Vol augmented the Karrnathian armies with undead legions and created the Emerald Claw, and order of spies and assassins. King Kaius soon realized that the Blood of Vol was using Karrnath to further the ambitions of the half elf, half dragon lich named Vol.

Now, Kaius wants to solidify the peace of the Treaty of Thronehold. He believes that doing so will reduce his country’s reliance on the powers offered by the Blood of Vol. This will allow him to eradicate their presence and begin rebuilding the country proper.

Karrnath aims to support it’s neighbors to build stronger alliances. It also will hunt down any leads on the leaders of the Blood of Vol or the Emerald Claw.

Aundair

Queen Aurala ir’Wynarn remains the most ambitious country leader. She wants to conquer all of Khorvaire. To do this, she plans to destabilize the other countries by funding covert actions to destroy supply lines, assassinate key leaders, or sow distrust between nations.

Queen Aurala uses the current peace as a shield while she strengthens Aundair’s position. Her immediate goal is to incite an invasion from the Demon Wastes into the Eldeen Reaches. She plans to use such an event as a pretense to reclaim the Eldeen Reaches without declaring open war.

Breland

The closest thing to “the good guys”. Breland faired better than most in the Last War, and just seeks to stabilize their country and way of life. This kingdom will be largely reactive, responding to attacks from other countries and investigating strange occurrences.

Breland won’t hesitate to declare war on any country if it gains proof that they’ve been working against Breland.

The Blood of Vol / The Emerald Claw

There’s a good chance these will be the main villains. Their primary goal is to revive the bloodline of the 13th dragon mark – the mark of Death. Doing so will allow their leader, Vol, to be resurrected so that she can become a god.

Right now, the Order simply tries to grow its power and weaken any potential adversaries. They will hunt down powerful artifacts and will seek to exarcebate any conflicts between other powerful entities. They are always searching for elves who might manifest the Mark of Death. They are also seeking out ancient lore and relics related to the dragon marks, with the hope of finding a way to recreate the 13th mark.

Getting started

That’s pretty much all I’ve prepared at this point. I don’t want to go too far down any particular path until the adventurers have a chance to find themselves and figure out what kind of campaign they’re going to build. Until then, these forces will be mostly static. I’ll try to prepare a tasting menu of adventures that give the players some sense of each of these conflicts without moving any of them forward dramatically. Then, around level 4 or 5, I think events will begin to snowball towards one of these more than the others.

Based on this prep, I made a campaign intro for the players.

Next week, I’ll talk about how I work with players to develop their backstories and how I use zero-sessions to help players establish themselves before the adventures begin.

Campaign Intro [Offices & Bosses]

I’m DMing a new campaign at work and I thought folks might be interested to follow along. I really love Matt Colville’s campaign d…

Read more Campaign Intro [Offices & Bosses]

Critical Analysis – Converging Fury [Episode 27]

Warning: spoilers ahead Welcome back to a weekly segment where I think critically (pun still intended) about the latest episode of…

Read more Critical Analysis – Converging Fury [Episode 27]

Critical Analysis – Found & Lost [Episode 26]

I’m always inspired when I watch Critical Role. I thought I might take some time each week to think critically (pun clearly intended) about the last week’s episode and what concrete lessons I could apply to my own D&D campaigns, as a player and a DM.

For now, I plan to keep these posts short. Who knows which parts will be valuable – keeping things short will encourage me to try out lots of different things. So without further ado, here’s a few things I learned from this week’s Critical Role.

Also, before I go any further, beyond this point you run the risk of HUGE SPOILERS for last week’s episode. Proceed at your own risk.

Describe everything

Matt gives a narrative description for damn near everything that the players do in the campaign. And I don’t just mean narrating the big fight scenes. When someone says “I open the door”, Matt takes a moment to embellish: “You reach forward, placing a hand near the top of the frame and pulling slowly towards yourself.”

Matt doesn’t go over the top every time – most descriptions are brief and don’t take much longer than “OK, you open the door.” But he never just lets someone describe a game mechanic and move on. Making sure every action is translated into in-the-world narrative helps create a sense of reality and encourages players to role play.

Prepare for the retreat

One last chance – SPOILERS INCOMING.

In this week’s Critical Role, the party bit off more than they could chew by attacking the Iron Shepherds. They could have avoided conflict, breaking the prisoners out stealthily or observing the Shepherds for a night or two. But, as Matt Colville says, the players are here to be heroes – ALWAYS expect them to fight.

The group came up with a great plan, but it was balanced on a knife’s edge that required everything to go right. When they didn’t, things started heading towards a TPK really quickly.

I think Matt had a bad feeling going into this fight. He looked worried that things could go bad, quickly. So right from the beginning, Matt seemed to be laying the groundwork for a retreat.

Matt starts developing the boss, Lorenzo, on the first turn. Unlike pretty much every other fight, Matt has Lorenzo speak, characterizing him as someone who’s amused more than anything else. His words show that he’s not really angry, he just wants “an eye for an eye” and to “make an example”. He’s not just-another-monster that wants to kill everything in sight.

This development pays off when the party finally realizes there’s no way they’re going to win the fight. It’s easy for Matt to allow their retreat without breaking the reality of the world. It felt totally reasonable that, seeing the party’s spirit broken and having already killed one party member, Lorenzo would let the party go. They were a nuisance, he’d taught them a lesson, and now they could go scare away other nuisances by saying how strong the Iron Shepherds are.

The important thing here is that Matt started laying this groundwork before it was obvious the players needed it. This is what made it believable. If your players are getting into something that might very well be over their heads, think ahead and have the bad guys express a motivation where allowing retreat or surrender would be reasonable, just in case.

Punishment can be the greatest mercy

Giving plausible motivations to the villains isn’t always enough. Even with Lorenzo’s character development, it would have been unbelievable for him to let the Mighty Nein run away without serious consequence. Especially after they killed a member of the Iron Shepherds. So Matt didn’t hesitate to deliver a serious blow to the group.

Molly’s death was such a big deal that it dominated the scene, giving cover for Matt to take it easy and help the rest of the party escape. When Keg offered herself as a sacrifice, but rolled very low on her persuasion check, Matt let it work anyways. Once a serious, irreversible consequence was delivered, there was a brief, reality warping moment where it was OK for things to just go the players’ way.

A less lethal example: in an old episode of the Vox Machina campaign, there’s a scene where the party’s plan goes horribly awry.

Strictly following the rules would probably have resulted in Vax falling to his death. Instead Matt is lenient, but he has the team lose their magic carpet, which was a very powerful tool.

On one level, I think we understand this trick intuitively. A lot of us might think “I just took it easy on them, so I’ll be tough this time around.” But it’s important to understand that this tool works in reverse too: “I need to take it easy on them in a turn or two, so I’ll take a hard swing right now”.

You could do this by having the monsters play in a particularly unforgiving, tactical way. Or by fudging the attack or damage rolls higher on the turn right before the heroes run.

Wrap up

Well, that’s it for this week. As a DM, remember to:

  • Give every player action at least a little narrative love
  • Give your most deadly bosses a motivation that allows for retreat or surrender
  • If you need take it easy on your party, find a way to exact a serious, irreversible price right before or immediately after.

So what do you think of these principles? Were there other insights I missed? Anything else you’d like to see in these posts? Let me know in the comments!

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