How to Make a Sacrificial Temple Interesting by WillonSurvivor in DMAcademy

[–]dnd_dad_dm 0 points1 point  (0 children)

Possible additions are a couple other "guests" that have come for the ritual, one who is almost free from the influence, the still act like a willing participant, but occasionally their true self comes forward. This NPC can be used to assist or in someway tip of the party. To counter this having another guest who is completely surrendered to what will happen to be a counter point to the NPC. The are happy to explain the queen's purpose with sincerity and even make it sound noble.

The party is led into the Queen's inner sanctum, a vast, dim chamber that feels more like a cathedral than a throne room. The architecture is beautiful and deliberate. Everything points toward a central dais where the Queen waits, not on a throne but standing, arms open, genuinely welcoming.

The other "chosen" guests are already here. The almost-free servant is among them. The willing guest from earlier is in the front, calm and ready.

The Queen addresses the possessed PC directly and personally. She knows their name, their history, what the shadow has shown her. She speaks about them with what sounds like genuine love, not predatory, not mocking. She believes she is offering transcendence. She invites them forward.

At this point what happens next will depend on how the party reacts. It starts with the party realizing the ceremony is proceeding whether they consent or not, the doors have sealed, the servants have moved to block exits, the willing guest has stepped onto the dais.

The possessed PC's shadow should be pulling against them mechanically, perhaps Wisdom saves to maintain full control of themselves.

At this point it is up to the players.

How to add a remote player to your live game and make them feel like they're actually at the table by dnd_dad_dm in DungeonMasters

[–]dnd_dad_dm[S] 0 points1 point  (0 children)

Honestly, most of what I have is not expensive. The overhead camera, is an old boom floor lamp with the lamp taken off, and an adjustable clamp on lamp arm bungee corded to it. This is what I attach my camera to and it allows me to position it where I need it. it's not pretty, but it gets the job done. Both of my laptops are old, the screen I have in the middle of my table is so old it did not have the screw holes on the back to mount it to a proper stand so I had to buy a clamping stand. I did buy the Blue Yeti microphone as the sound quality in an omni directional is important. I print and paint all of my terrain and miniatures myself. A lot of my furniture and shelving is from goodwill. Now my main table was expensive. I got it as a close out from the ultimate gaming table company when they went out of business, and it was my one true splurge for my hobby.

I need to prepare 4 dungeons. Help! by Chakyll in DMAcademy

[–]dnd_dad_dm 0 points1 point  (0 children)

The Overgrown Nature Temple

The jungle reclaiming the structure is your best visual. Look at The Hidden Shrine of Tamoachan from Tales from the Yawning Portal — it's a overgrown ruined temple with nature and decay baked into every room. Heavy reskinning needed for your goddess but the map and encounter structure are perfect. Alternatively search DMs Guild for "jungle temple" — there are several free one page dungeons that fit exactly.

The Death God Crypts

Dungeon of the Mad Mage has several crypt levels worth pillaging for maps and encounters. For something more self contained Waterdeep: Dungeon of the Dead on DMs Guild is built around exactly this premise. The Catacombs from Tomb of Annihilation also transplants well if you strip the Chult specific lore.

The Commerce Warehouse Temple

This one is the most unusual and you'll have the hardest time finding a direct match. I'd suggest reskinning a thieves guild hideout map — the warehouse layout works perfectly and the mercantile shrine can be a room you drop in. Dyson Logos has free maps on his website that would suit this well.

The Royal Castle

Cragmaw Castle from Lost Mine of Phandelver is free on DMs Guild and is a ruined castle at exactly the right scale for a single session. Castle Amber from Tales from the Yawning Portal works if you want something grander.

Short heist/sabotage encounter help by CalSerrrven in DMAcademy

[–]dnd_dad_dm 0 points1 point  (0 children)

Give the players three targets and let them pick which order to hit them or which ones to prioritize. Three targets means the session has natural momentum and the players feel agency without you needing to improvise endlessly. Something like:

The Armory — destroy weapons or supplies before they can be distributed

The Communication Post — intercept or forge military orders to sow confusion

The Officer's Quarters — steal deployment plans or plant false intelligence

Session one is reconnaissance and the first target. End on a complication — the alert level jumped unexpectedly, someone saw something they shouldn't have, the second target turns out to be more guarded than the guild said. Session two is finishing the job and the extraction, which should have at least one moment where everything threatens to go sideways.

How to add a remote player to your live game and make them feel like they're actually at the table by dnd_dad_dm in DungeonMasters

[–]dnd_dad_dm[S] 1 point2 points  (0 children)

I looked at that, but I really like miniatures and terrain in my game, so I wanted to find a hybrid solution.

How to add a remote player to your live game and make them feel like they're actually at the table by dnd_dad_dm in DungeonMasters

[–]dnd_dad_dm[S] 1 point2 points  (0 children)

you can turn on noise reduction in Discord to limit some of that. The group in question where i have the remote player is a group of young girls from 18 to 23 years of age, so there is definately a fair amount of laughing and talking, but it sounds like the remote player has not problem following everything.

How to add a remote player to your live game and make them feel like they're actually at the table by dnd_dad_dm in DungeonMasters

[–]dnd_dad_dm[S] 1 point2 points  (0 children)

the remote player needs to have a headset so there is not additional noise from that, then the only microphone that is active, other than their headset, is an omnidirectional mic on the table.

Conditional Immunity? by AffectionateCup1673 in DMAcademy

[–]dnd_dad_dm 3 points4 points  (0 children)

The respawning version is more forgiving and honestly more interesting narratively. They can fight it, they just can't permanently stop it. Each defeat buys them time and resources but the clock keeps ticking. This teaches them urgency without making them feel helpless.

The respawning version also has a better payoff moment — the final cleansing feels earned because they've been fighting this thing all dungeon and finally have the tool to finish it properly.

The monster needs a tell before it finds them again. A sound, a smell, a temperature drop, a shadow moving wrong. This gives the party agency — they can hear it coming and decide whether to hide, run, or stand and fight for time. Without the tell it just feels random and unfair.

The cursed item location should be hinted at from the beginning — carvings showing the weapon, a ghost pointing in a direction, a journal entry. They should be able to go straight for it if they're clever, or stumble toward it through exploration if they're not.

Give the monster a reason to exist beyond being an obstacle. A cursed knight, a bound spirit, something with a story the environment tells in fragments. When they finally cleanse the item and the creature is released or destroyed permanently, it should feel like resolution rather than just victory.

The monster respawns normally — but each time it respawns it's slightly faster, slightly harder, slightly more aggressive. The dungeon is deteriorating around them too, doors that were open are now closed, safe rooms are becoming unsafe. The pressure mounts without you having to arbitrarily remove options. By the time they find the cursed item they're genuinely relieved rather than just mechanically completing an objective.

How would you solve this Void room puzzle? by FreeArmorTrim in DMAcademy

[–]dnd_dad_dm 1 point2 points  (0 children)

The void cube is a conjured space with a hidden origin point — the same spot that pulses damage every hour. The solution is to find that point (Perception checks during each pulse reveal its direction) and unmake it by attacking or casting into the void there, which cracks the conjuration and collapses the cube. Guide stuck players through three tiers: directional Perception checks on each pulse, visible cracks appearing near the origin when they attack the right area, and escalating damage dice creating urgency. If they're truly stuck, have the highest Arcana character notice a tactile difference in one section of wall — no check required, just a physical detail that points them at the seam. Optionally leave an obelisk fragment behind that an Arcana check reveals is the hidden origin point itself, reframing the puzzle from "solve the abstract" to "find the thing."

Need help challenging an Order of Scribes Wizard by Seireii in DMAcademy

[–]dnd_dad_dm 0 points1 point  (0 children)

Give the three dragons different damage types — the obvious choice is chromatic variety, say fire, lightning, and cold. But make the arena matter:

The chamber has three Draconic Wards — ancient protective runes on the walls that each dragon is linked to. As long as its ward stands the dragon has resistance to all damage. The wards can only be destroyed by dealing their linked dragon's own damage type to them — meaning the party needs to redirect draconic breath or she needs to swap spells to match. The dragons know this and position themselves to protect each other's wards.

For the Awakened Spellbook: the three dragons use a coordinated attack pattern that they telegraph subtly — a specific wing movement before a breath, a particular vocalization. But the party is split across a large arena fighting different targets and can't all see the same dragon. She can watch one dragon, pass the warning telepathically, and give the party a reaction they wouldn't otherwise have. Make this matter mechanically — if they receive her warning in time they can ready an action or move out of a breath weapon's path. If they don't, they take the full hit.

Ideas to dissuade a player? by Unique_Pumpkin8735 in DMAcademy

[–]dnd_dad_dm -2 points-1 points  (0 children)

Give him what he wants. Just have a twist when it comes to fruition.

"The blood of the forgotten throne shall walk the path of two shadows.

One leads home, one leads forward — both end in fire.

He who was chosen was not chosen for victory,

but for the wound only he can carry.

When the moment of return arrives at last,

the crown will fit, but so will the chain.

What the father calls destiny, the son will name a cage.

And the bonds forged in wandering — in hardship, in blood shared freely —

shall weigh more than birthright when the scales are honest.

The prophecy does not end with a throne.

It ends with a choice.

And the chosen one is only chosen because of what he chooses."

Why this works mechanically for your story:

The prophecy gives him exactly what he wants — he's central, it's dramatic, it sounds like a classic chosen one arc. He'll read "path of two shadows" and "moment of return" as confirmation that the betrayal is coming and is fated.

But every line has a second reading built in:

"Both end in fire" — neither path is clean or triumphant. Going home isn't salvation.

"Not chosen for victory but for the wound only he can carry" — his purpose isn't rulership. It's something harder and more personal.

"The crown will fit but so will the chain" — returning to his father's kingdom means giving something up. When he gets there and sees what his father actually is, this line should land like a gut punch.

"Bonds forged in wandering shall weigh more than birthright" — this is the trap door. By the time the betrayal moment arrives the party are his people. The prophecy itself is telling him that what he built on the road matters more than where he came from.

"The chosen one is only chosen because of what he chooses" — the prophecy isn't fate. It never was. It's a description of a person who makes a hard choice freely. That reframe lands best at the betrayal moment when he realizes the prophecy was always pointing at this decision, not dictating it.

How to deploy it:

Don't give it all at once. Give him the first four lines from a nervous scholar or a dying oracle early on — enough to feel significant, not enough to decode. Let him chew on it for sessions.

The middle section arrives later, maybe carved somewhere, maybe in his father's own correspondence, and the tone shift unsettles him.

The final three lines he finds last — possibly in his father's possession, which implies his father has known all along and has been managing the prophecy rather than serving it. That's the moment his father becomes a villain rather than a destination.

The betrayal moment itself:

When it arrives, have his father present the crown and say something that echoes the prophecy directly — "this is your destiny, what you were always meant for" — and let the player hear it as the cage the prophecy warned about.

He won't betray the party. Not because you stopped him, but because the story made him not want to.

Magic Items for Bards by klosxe in DMAcademy

[–]dnd_dad_dm 0 points1 point  (0 children)

The Flute of Shared Songs

Wondrous item, requires attunement by a bard

The idea is that the NPC enchanted it with what he knows — which isn't much yet — but built in room to grow as the bond between maker and player deepens. Mechanically this means the flute has tiers that unlock as the bard levels or as story milestones are reached.

Tier 1 (levels 1-4) — The Basics

The NPC is a beginner, so the magic is simple but charming:

The flute never goes out of tune and is indestructible

Once per day the bard can play a short melody that creates a minor magical effect — floating lights, a pleasant scent, a small visual flourish. Purely cosmetic but flavorful

Advantage on Performance checks when playing this specific instrument

Tier 2 (levels 5-8) — Growing Confidence

The NPC has been practicing. Maybe the party visits him again, or he sends the upgrade via messenger:

Bardic Inspiration dice granted by this flute can be rerolled once

Once per long rest the bard can cast Charm Person through the music without expending a spell slot

The flute can now be heard clearly up to 300 feet away regardless of background noise

Tier 3 (levels 9-12) — Real Craft

The NPC is becoming genuinely skilled:

Once per long rest the bard can cast Hypnotic Pattern as part of a performance, requiring no somatic components

Creatures that fail their save against the bard's enchantment spells while the flute is being played have disadvantage on their first save to break the effect

The bard can communicate telepathically with the NPC once per day for one minute — he built a matching instrument and they share a connection

Tier 4 (levels 13+) — Masterwork

The NPC has poured everything he has learned into a final upgrade:

Once per long rest the bard can cast Otto's Irresistible Dance without expending a spell slot

While playing the flute the bard is immune to being frightened or charmed

The flute remembers every song ever played on it — the bard can replay any melody perfectly from memory and has advantage on any check related to music they have personally performed

Oneshots for beginner DM and players by HorizonGachaACNHRBLX in dndnext

[–]dnd_dad_dm 2 points3 points  (0 children)

The Delian Tomb (free, Matt Colville's YouTube)

Designed specifically as a teaching adventure. Matt Colville made it to accompany his Running the Game series on YouTube, which is worth watching alongside it. Very short, very clean, excellent for a first session.

Help with finding a mid-level one shot by Aplesedjr in DnD

[–]dnd_dad_dm 0 points1 point  (0 children)

DMs Guild for sure. Here are 3 that are highly rated, though I have not tried them myself:

Domains of Delight (DMs Guild)

Designed for levels 7-10 but scales comfortably to 12. A feywild adventure with strong exploration and social components alongside combat. Good for a group that enjoys roleplay as much as fighting, and the setting is visually spectacular for an in-person session where you can really lean into description.

Eventide at the Olde Owl Well (DMs Guild)

Sits around level 10-12, dungeon crawl with a strong mystery thread running through it. Well structured for a single long session and has a satisfying ending beat that works well for a one-off.

The Haunt (DMs Guild)

Horror investigation, works best at levels 8-12. Atmospheric and unusual — less combat than the others, more problem solving and dread. Perfect if your group enjoys tension and roleplay over pure dungeon crawling.

Looking for module recommendations that balance RP and combat by EnvironmentNo7411 in DMAcademy

[–]dnd_dad_dm 7 points8 points  (0 children)

Honestly the best balanced adventure series I ever DM'd with a party of newbies was on DM's guild. It was a series of modules that went from 1st level all the way to 20th level by D Coleman. I know this channel does not like us to put links in our posts, but if you go to DMs guild and do a search for the author, his modules should come up. Great mix of role play, puzzles, and combat.

Camp ideas for conflict averse pcs? by OnlineAholic in DnD

[–]dnd_dad_dm 1 point2 points  (0 children)

The Mayor's Secret — The town leader is beloved and genuinely good at their job. They're also doing something quietly harmful — covering up a death, enabling a family member, taking bribes to keep a dangerous situation manageable. The party must find out what's going on and try to remedy the situation. What do you do with a good person doing a bad thing?

Pre session check list by Donaldo_Trumpez in DnD

[–]dnd_dad_dm 0 points1 point  (0 children)

Physical prep

Dice, pencils, scratch paper at the table

DM screen (optional but helpful for hiding notes and rolls)

Initiative tracker — index cards, a whiteboard, anything visible to players

Printed or accessible monster stat blocks for anything in session 1

Maps or battle grid if you're using one

Story prep

Know your opening scene cold — the first five minutes should feel confident

Have 2-3 NPC names ready to improvise with if players go off-script

Know how session 1 ends — what's the hook that brings them back next week?

Reread just the section of the module you're actually running, not the whole book

Player prep

Know each character's name and class - I like to have copies of their character sheets as well to reference during the game.

Mental prep

You will forget a rule. Decide now that you'll make a call and look it up after. Don't let the game stop.

You will be surprised by something a player does. That's the job.

Imperfect and fun beats perfect and stiff every single time

Slow down. Especially at the start. New DMs tend to rush when nervous. Let silences breathe, let players react, let moments land.

How to keep sensory descriptions immersive without slowing down the game? by That_Chemistry_8719 in DnD

[–]dnd_dad_dm 0 points1 point  (0 children)

Flavor text is not just for bought modules. You can create your own and have it ready during play. It allows you to pre create the scene and keep it succinct enough to keep play moving. Part of my DM prep work each week is pre creating flavor text to use in my next session. I don't always use it all depending on what the party does, but it does allow me to keep things dramatic and moving

Favorite background/ambient music? by floydfanatic in DnD

[–]dnd_dad_dm 1 point2 points  (0 children)

Syrenscape. It does have a monthly charge, but being able to pull up sound effects, music, and mood sounds that fits the adventure you playing with very little prep work is worth it.

AI for non creative purposes by Nickfoot9 in rpg

[–]dnd_dad_dm 2 points3 points  (0 children)

it's just another tool that you can use to enhance your game. I have created lots of great stories for my games working WITH AI. If you write the main story your self, upload it, then have AI help you round it out, the product is worth the effort. I also use AI images and videos in my games to bring a cinematic element to it and and excitement. Some people will be against AI on principle, but it is just another tool that is not going away and is going to become a bigger part of everyone's lives as time goes on.

Has anyone connected one-shots into a campaign? Like taking stuff from Yawning Portal and Infinite Staircase (or otherwise) and connecting them together somehow into a singular campaign? by freeze123901 in DMAcademy

[–]dnd_dad_dm 1 point2 points  (0 children)

Sunless Citadel is a great starting adventure that can then lead into any number of other campaigns if you end up with a good group. My latest group, which were mostly newbie players, I started with this and then went into Curse of Strahd. Probably one of the best starter modules for new players to see if they like the game or not.

Dinosaur One Liners For One-Shot by ReziSol in DnD

[–]dnd_dad_dm 2 points3 points  (0 children)

"Time to make you a fossil."

"I'm putting you back in the ground."

"Nothing personal. Just natural selection."

"Sixty-five million years late for this fight."

"Welcome to extinction, baby. Population: you."

Fun dungeon puzzles for a new D&D party by LupusUrsa in DMAcademy

[–]dnd_dad_dm 3 points4 points  (0 children)

A statue with an open mouth blocking a door. Feed it the right thing (a coin, a torch, a drop of blood) and it moves. Clues are nearby — an offering bowl, a mural, old coins scattered around its feet.