Content of the article: "Who needs the Module anyway?"
be me, relatively new DM
DMed a good few things for my players, oneshots and the like, but never completed a full campaign
while working on a Homebrew campaign featuring Centaurs, I pick a couple pre-made modules and ask my players what one they want to play
My players pick Waterdeep: Dragon Heist
"Alright, I'm fine with that. I'll get the module ready and we can hopefully start next week"
be not me, Human Fighter, Water Genasi Storm Sorceror, Satyr Ranger, Half-Elf Bard, Shifter Warlock and Human Barbarian. Honorary members include two adoptees: a Kenku and Nym the Nimblewright
We start the module, it's generally going pretty good
However, I have a problem with reading the module. Because of the way things are laid out in it, I sometimes have trouble understanding the order of events and just what is supposed to be happening
now, Human Fighter is something of a complete wild card
the Player is roleplaying a Neckbeard. A Neckbeard in every regard. He's got two Katanas, a fedora and a body pillow
in every single scene he decides to partake in, he steals the show
worth noting for the future, I'm not very serious about the rules. I play very fast and loose with them, and if my players want to try and do something cool, I'll generally let them
The adventure continues as normal; the players have a couple run ins with the Zhentarim and Xanathar's Guild, a Fireball explodes in Trollskull Alley and they go on the hunt for a rogue Nimblewright
players follow the breadcrumb trail to the ships of Jarlaxle Baenre, who they picked to be the villain of the module
turned away before they can get on board
Neckbeard and Shifter start hatching a plan
IN BROAD DAYLIGHT ON A PACKED WATERDAVIAN PORT, they knock out the guard that turned them away and throw his body into the water
they trail the Guard who went to tell Jarlaxle of them showing up and kill him – the Shifter searches his body and finds a letter addressed to his wife and baby son (not important, I just tried as a deterrent)
they find the captain's quarters where Jarlaxle is and find him sitting on a swivel chair, like a Bond villain
"Ah, hello dear adventurers! I am Zardoz Zord, and-"
Before he can even finish, they panic
they both charge and throw him out of the window in his quarters, landing him in the water
the Neckbeard starts shooting at the flustered and confused Jarlaxle with his crossbow and the Shifter gets the Bard's attention
Using Shatter, the Bard magically breaks Jarlaxle's leg (dunno if it breaks the rules or not, I just thought it made sense) and he begins drowning
Boomer Satyr starts panicking and tries to get the crowd's attention by performing circus tricks. He is incredibly uncomfortable with murdering people under any circumstances
Shifter then uses Mage Hand to hold Jarlaxle underwater for several minutes
Eventually, the bubbles stop coming up.
I am in complete shock.
I am fucking stunned
I am taken aback in ways thought impossible by man
By this point, I've been getting impatient with my inability to properly read the Module at all times
This was the last straw
From here, I completely abandon the module. I homebrew what remains of the campaign
the city of Luskan takes the assassination of their Open Lord as an act of aggression and prepares for war with Waterdeep
in preparation, the city gates are sealed and the Griffon Guard begins dropping pamphlets from the sky, telling the citizens of the oncoming siege
we're not playing Dragon Heist anymore
it's time for Escape from Waterdeep
Tl;dr got really impatient with the scuff formatting of the Waterdeep module and when my players get a bit too murder-hoboey, I decide to stop following it completely
- SPOILERS for Rats of Waterdeep Running Rats of Waterdeep and things didn’t go as planned. Looking for help with what to do now.
- Panty Raid Gone Wrong
- Campaign Building Explained with the Human Body
© Post "Who needs the Module anyway?" for game Dungeons & Dragons Online.
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