Over the last two weeks I presented a walkthrough of “A shadow in the woods,” my D&D 5e home-brew adventure. And in an earlier post I discussed some takeaways from DM-ing my first home-brew. So this week I thought I’d write about the creative and technical process behind this adventure.
It was inspired by reading through Volo’s Guide to Monsters, a D&D sourcebook that came out last year. It includes background on monster cultures and playable races, as well as several new and interesting monsters. One of these was the Banderhob; as soon as I read its description I knew this would make for a great adventure. This adventure was basically a linear story—defeat the monster—but organized around a series of dungeon settings and set encounters.
The Banderhob is summoned by a hag to kill a target. I thought it’d be fun if the group bumped into one, and then got sucked into its mission. Simply going and warning its target wouldn’t make for much of an adventure, so I had to come up with some way for the target to be missing or hidden. Then I had to think about the motivations behind this.
For the setting, I decided to go with a Twin Peaks-esque surreal horror (with hints of humor). The adventurers went to a small provincial town full of difficult personalities and devious intrigue. It may or may not be based on my hometown.
A political fight within the town seemed a good motivation, although I went with a bumbling villain—the local guy who wanted to stop his cousin’s land sale—for some comedic effect. I fleshed this out with locations that may or may not have been near my own hometown, including a swampy area, barren hills, and some rich farmland. I added random encounter tables for the day and night to flesh out the creepiness of the town.
I had a setting—the hometown—and some basic plot ideas: the characters stumble on a Banderhob hunting a woman, and need to help her and figure out who summoned it. I filled in the details with fantasy/sci-fi writing conveniences. The Banderhob dropped a locket belonging to the woman, which confused it about her location. And the Banderhob was summoned in a specific ritual that required the group to close the summoning portal.
I also added a well-known character (at least to me): the town sage, Fonken. Fonken was a character I ran for Curse of Strahd, a Dale Cooper-esque gnome wizard (from Twin Peaks); one of my friends also compared him to Ray Stantz from Ghostbusters. We never finished that adventure, so I thought it might be fun to have him retire to a small town and help out adventurers that pass through.
So I had my plot: the group had to protect the woman and return the Banderhob through the portal. I first needed triggers to get through each stage of the adventure. I ended up kind of simplifying this. The townsfolk quickly tell the group the Banderhob’s target was captured by bandits, to give them some direction early on. And after the group was in town for a bit the Banderhob attacked and Fonken saved them; this gave him a chance to give them the information about the monster. When the group rescued the monster’s target, the people responsible for these events show up to explain and kind of apologize. I guess I could have had my group do more investigation, but I didn’t want to get too bogged down.
Now I needed the set pieces for the two main events: finding and protecting the Banderhob’s target, and defeating the Banderhob. For the former, it was the lair of a bandit group that had “kidnapped” the woman (she was just visiting the bandits, in my lame attempt at humor). For the latter, it was the dungeon of a hag that had summoned the Banderhob.
For both of these, I basically used the random dungeon tables in the DMs guide (although I re-rolled results that didn’t make sense). One thing that came up for the bandit lair was a dungeon buried in a series of hills; this sounded appropriate to the setting so I went with that. And I populated it using the tables, although I figured out the basic “flow” of the dungeon first; all corridors converged on the circular “throne room” of the bandit leader. I re-rolled till I got dangerous but light-hearted obstacles in the dungeon, like a reverse gravity pantry or a talking tapestry.
For the hag’s lair, I rolled a castle submerged in a swamp. This sounded nice too, and I adapted it to make it submerged sideways and twisted. I went with more sinister sounding rolls for the dungeon itself, as that fit the atmosphere better. And for both dungeons I used appropriate wilderness encounters (forest or swamp) to populate the group’s trip there.
Then there was the boss battle. I decided to make it a multi-stage battle (although that didn’t completely work out, as I discussed in my earlier post). The first stage was relatively easy—a straight-up battle with the Banderhob and some ghouls. That ended quickly, and I was kind of going for the end of Ghostbusters—when they defeated the villain but a sense of dread was still there, growing. The second stage had the Banderhob reappear through the portal with some darkmantles attacking as well. This is where the group defeated the Banderhob, but the third stage would have had everyone take on an effect of Shadowfell (its home plane) and fight the Banderhob as well as the hag.
Finally, there was the ending. I loved the old video games where defeating the boss wasn’t enough; you also had to escape. So I went for that, with the sinking castle. In the end, I made it a little too easy. It may have made for a good dramatic ending if one character fell, just as they thought they’d won. To be honest, I was kind of worried about upsetting the players (as we are a relatively new group).
And then I wanted an anti-climactic ending back at the town. I love old Westerns where the hero saves the day, but the villagers don’t want him around anymore. And that was kind of what happened to my group; the town was appreciative, but just wanted them to leave.
So that was how I put this adventure together. As I’ve said, it wasn’t perfect, but I had a lot of fun (and my players did too). I hope this can be of some help to others thinking through their own home-brew adventures.