Dungeons of Drakkenheim - 3rd Party Review

zakael19

Adventurer
If I run this I will for sure add some external quests. I am not sure a single campaign-long quest can sustain the motivation alone... I'm assuming you pick something at level 1 but need to become many levels higher before you can do something about it, like level 8 or 12 or something.

It'd be nice to stumble upon a couple of, if not short-term quests then at least medium term ones. Things you hear about at one level and then you succeed (or fail) maybe the next level, or the level after that.

These definitely exist, there's a feeling of incrementalism or discovering the in-between steps you need to do to get to your player quest (eg: oh, the place you want to get is in the inner city? all teh factions offer ways in, there's alternate entries [you are warned about their dangers], and there's things you need to do to prove yourself).

However, I think you need to have players ready to engage with a more classic mega dungeon style adventure or Mordheim "all is shades of grey/out for ourselves" city crawl. It's IMO not a heroic adventure in the way many other 5e ones are; and the players need to be in hard on their chosen quest as a motivating factor. Otherwise you start to go "wait why are we dealing with the insane dangers of I Can't Believe It's Not Wyrdstone again?"
 

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CapnZapp

Legend
I started running a Drakkenheim campaign last last year
Sorry for transposing you into a different thread, but since I might be about to do exactly what you did and plan to do (playtest 2024 D&D with this campaign), I would like to ask you to peruse my recent posts in this thread (and the rest of the thread as well of course if you haven't seen it already :) )

Cheers
 

CapnZapp

Legend
However, I think you need to have players ready to engage with a more classic mega dungeon style adventure or Mordheim "all is shades of grey/out for ourselves" city crawl. It's IMO not a heroic adventure in the way many other 5e ones are; and the players need to be in hard on their chosen quest as a motivating factor. Otherwise you start to go "wait why are we dealing with the insane dangers of I Can't Believe It's Not Wyrdstone again?"
But how do you help players to stick with their quest, especially during the inevitable times where progress feels distant? It's a hard ask to just ask them to figure it out for themselves, just ask them to keep focusing on something that might not have a pay off until way much later...

And wouldn't your players appreciate the variety of going off following a completely different quest once in a while, giving your personal quest a "vacation"?
 

zakael19

Adventurer
But how do you help players to stick with their quest, especially during the inevitable times where progress feels distant? It's a hard ask to just ask them to figure it out for themselves, just ask them to keep focusing on something that might not have a pay off until way much later...

And wouldn't your players appreciate the variety of going off following a completely different quest once in a while, giving your personal quest a "vacation"?

What I'm trying to say is that the personal quest is supposed to be the motivation for why your PC is sticking with things. There's tons of "intermediate" content built into the world, have you read through the book yet? Eg: "my personal quest is to idk, become the king" well, you quickly find out that a) there's lots of factions vying for entry, b) you need to figure out a way to not get corrupted by the heavier delirium, c) that involves doing one of a variety of things, d) oh, and you keep stumbling into inter-faction conflicts at major sites, e) it's really dangerous so you need to align with somebody to get their support/goodies (magic items are pretty limited for purchase/finding, factions are the best source for that as you progress through their rep tiers)...etc.

The issue I ran into is I just didn't really care about the premise, since it wasn't really telegraphed well when I joined the game (after session 0).
 

I might be about to do exactly what you did and plan to do (playtest 2024 D&D with this campaign)
The new edition is just 2 months away, so if you're not in a dedicated hurry, might as well wait and have it easier. Because running with the list of updated rules + houserules gets a bit tiresome.

Anyway, just in case, this was my list of playtest changes when we started (last December-ish):
RACE STANDARDIZATION
no racial attributes, everyone gets +2/+1 or +1/+1/+1
everyone starts with a feat (from a limited list)
Small races have the same movement speed as everyone else, and can now use Heavy weapons just fine
(so, being Small = cannot grapple Large enemies, but can walk through their squares and they can step over yours, and you can function in small spaces)

INSPIRATION
gained by 'doing something particularly heroic or in character' (or being human)
after a regular roll (with just one d20), spend inspiration to roll a second d20 (like if you'd had Advantage)
if you gain inspiration when you already have it, give it to another party member

ASSISTING
you need a suitable proficiency to give someone Advantage on a task

CONDITIONS
you can choose to fail a saving throw
Dazed - you can move OR do an action (cannot take bonus actions or reactions)
Grappled - Disadvantage to attack anyone other than the grappler, automatic Str/Dex save at the end of each of your turns

COMBAT
surprised = disadvantage to initiative (no free rounds for anyone)
you can equip/unequip a weapon as part of every attack
grapple/shove: target makes a Str/Dex save vs DC (8+Str+proficiency), escaping as an action uses Athletics/Acrobatics vs the DC
all hitdice are recovered on long rest (instead of only half)

MAGIC
you can cast multiple levelled spells on the same turn, only the Quicken metamagic restricts you to cantrips as your main action
every caster can cast their prepared ritual spells as rituals (but at least Detect Magic is no longer a ritual)

ITEMS
having tool proficiency + skill that both apply gets you advantage on the skill roll
all artisan tools and instruments cost 20gp (instead of different amounts)

STUDY (action, use Intelligence to learn more about...)
arcana: aberrations, constructs, elementals, fey, monstrosities
history: giant, humanoids (something about the city maybe)
investigation: clues, traps, ciphers, riddles, gadgetry, search for something in Drakkenheim ruins
nature: beasts, dragons, oozes, plants
religion: celestials, fiends, undead

SEARCH (action, use Wisdom to learn more about...)
insight: someone’s state of mind (not a lie detector)
medicine: someone’s state of health (I will tell you their hitpoints)
perception: find concealed creature/object
survival: find tracks (know what kind of things live here), search for something in Drakkenheim ruins

CLASS CHANGES
all classes gets their subclass at lv3 (so this is only a change for Cleric, Druid, Sorcerer, Warlock, Wizard)

MAJOR CHANGES
Barbarian: rage can be used to boost skills!
Fighter: new skill feature, new combat mobility feature
Monk: better everything!
Rogue: extra lv5 feature (cause conditions with sneak attack), get reliable talent earlier (lv7 instead of lv11)

MINOR CHANGES
Bard: bardic inspiration lasts for an hour (instead of 10 minutes)
Druid: wildshape modified (likely weaker)
Paladin: smite takes a bonus action (but can choose from multiple smites)
Ranger: use all existing Optional Class Features options already in Beyond, that's about it
Sorcerer: better sorcery point economy, metamagic changes
Warlock: Blade Pact uses your Charisma to attack with the bound weapon

NO CHANGES
Cleric
Wizard

WEAPON MASTERY
new feature for Barbarian, Fighter, Paladin, Rogue
each weapon has an automatic effect if it is one of your masteries
(you know Proficiency amount of Masteries, and can switch which are active every long rest)
Cleave (hit someone next to the target, once per turn) - Greataxe, Halberd
Graze (deal attribute modifier damage on a miss) - Glaive, Greatsword
Nick (off-hand attack doesn't take bonus action) - Dagger, Scimitar, Sickle
Push (push 10ft, up to Large targets) - Greatclub, Heavy Crossbow, Pike, Warhammer
Sap (target has disadv on next attack) - Mace, Spear, Flail, Longsword, Morningstar, War Pick
Slow (speed reduced by 10ft) - Club, Javelin, Light Crossbow, Longbow, Sling, Whip
Topple (Con save or knocked Prone) - Quarterstaff, Battleaxe, Lance, Maul, Trident
Vex (you gain adv on your next attack) - Handaxe, Rapier, Shortbow, Shortsword

SUBCLASSES NOTABLY CHANGED (not listing the changes here, but just in case you plan to pick one of these)
Barbarian: Berserker, Totem Warrior, Zealot (new: World Tree, defends and teleports others)
Bard: Glamour (new: Dance, movement and free punches)
Cleric: Light, Trickery, War
Druid: Moon (new: Sea, about storms and pushing)
Fighter: Champion (gets more passives), Eldritch Knight (eventually best damage because cantrip scaling)
Monk: Elements (completely different)
Ranger: Gloomstalker (exchanges first turn hit to frighten effect), Hunter (better choices, gain knowledge via hunter's marking)
Rogue: Assassin (gets advantage to initiative now)
Sorcerer: Wild Magic (actually usable!)

SPELL CHANGES
cantrip: Guidance is a reaction to a failed check, but only works once per long rest per target
cantrip: Vicious Mockery does d6 damage (was d4)
cantrip (new, Sorcerer only): Sorcerous Burst, selectable element attack that lets you roll extra d8s if you roll max dmg on your d8s
lv1: Jump is a bonus action to cast, and turns 10 feet of movement into a 30ft jump
lv1: Cure Wounds heals for 2d8+spellcasting modifier (and each higher level slot boosts healing by 2d8)
lv1: Healing Word heals for 2d4+spellcasting modifier (and each higher level slot boosts healing by 2d4)
lv2: Barkskin gives the target temporary hitpoints every round
lv2: Find Steed has calmed down greatly, and is not a stomping warhorse anymore
lv2: Spiritual Weapon is concentration now
lv3: Conjure Animals, summons one big swarm that deals damage in an area and can be moved
lv3: Conjure Barrage is now effectively Fireball but you choose who it hits
lv3: Counterspell makes the target do a Con save, or their spell doesn't go off (and they don't lose the spell slot)
lv3: Blinding Smite applies Blinded condition automatically, target then makes their saves normally on their turns
lv4 (new, Sorcerer only): Arcane Eruption, selectable element fireball that causes a random status effect

BARBARIAN RAGE
Rage lasts for 10 minutes, but every round you need to attack / force someone to make a save / spend a bonus action to keep it going
regain one use of Rage when you short rest
lv3, Primal Knowledge. While Rage is active, you can make the following skill checks as a Strength check: Acrobatics, Intimidation, Perception, Stealth, Survival
(also activate all Optional Features in Beyond)

DRUID WILD SHAPE
Wild Shape is a bonus action
number of beast forms known: 2+half of Druid levels (round up), can change at long rest
lv2 CR:1/4 (no flight)
lv4 CR:1/2 (no flight)
lv8 CR:1
you retain your personality, memories, and ability to speak
you retain your Hit Points, Hit Dice, Int/Wis/Cha scores, class features, languages, and feats
for skills and saving throws, use the highest bonus between you and the beast
gain a number of Temporary Hit Points equal to your Druid level
you can’t cast spells, but can maintain Concentration, and can take actions that are part of a spell
equipment does NOT change size or shape to match the new form (if unwearable, drops or merges without effect)

FIGHTER
lv2, Tactical Mind. Twice per long rest, you can add +1d10 to an ability check after the roll (does not get used up if you don't succeed)
lv2, Action Surge. Cannot be used to take the Magic action
lv5, Tactical Shift. Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
lv9, Indomitable. Once per long rest, if you fail a saving throw, you can reroll it with a bonus equal to your Fighter level.
lv9, Master of Armaments. Every long rest, you can put a different Mastery onto a weapon
fluffybunbunkittens — 12/13/2023 2:50 AM
MONK
you can always make one Unarmed Strike as a Bonus Action (does not require taking the Attack action)
Martial Arts die is one step higher than in old monk (lv1-lv4: d6, lv5-lv10: d8, lv11+: d10)
you can use Dexterity when you try to grapple/shove
can use as monk weapons: Simple Melee Weapons and Martial Weapons that have the Light property (if you have proficiency)
lv2, Patient Defense. Disengage as a Bonus Action, or spend 1 Ki to Disengage+Dodge.
lv2, Step of the Wind. Dash as a Bonus Action, or spend 1 Ki to Disengage+Dash+double jump distance.
lv2, Uncanny Metabolism. Once per long rest, when you roll initiative, you can refresh all Ki (and heal for Martial Arts Die + your Monk level)
lv3, Deflect Attacks. Reaction, when hit by physical damage, reduce damage by 1d10+DexMod+Monklevel amount, spend 1 Ki to reflect dmg.
lv5, Stunning Strike. Once per turn. On a successful save, target still takes Martial Arts die + WisMod damage.
fluffybunbunkittens — 12/13/2023 3:03 AM
PALADIN
lv2, Paladin Smite. As bonus action when you hit someone, cast one of the following spells:
Divine Smite (lv1, 2d8 radiant dmg + 1d8 against fiends/undead)
Thunderous Smite (lv1, 2d6 thunder dmg + Str save or target pushed 10ft and knocked Prone + audible 300ft away)
Shining Smite (lv2, 2d6 radiant dmg + sheds bright light 5ft + attacks against it have advantage + cannot go invisible)
Blinding Smite (lv3, 3d8 radiant dmg + target Blinded, only saves at the end of its turns)
using higher-level spell slots for each of these adds 1 extra damage die for every extra spell level

ROGUE
lv5, Cunning Strike. When you Sneak Attack, you can add one of the following effects (each reduces your sneak attack by one die).
Disarm. Target must succeed on a Dex save, or it drops one item of your choice that it’s holding.
Poison. Target makes a Con save. On a fail, they have the Poisoned condition for 1 minute (repeat the save at the end of its turns)
Trip. If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw. Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
lv7, Reliable Talent. You have refined your talents until they approach perfection. Whenever you make an ability check that uses one of your skill or Tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

SORCERER
lv2, all metamagics cost 1 sorcery point, except 2 for for Heighten and Quicken
metamagic Extend - also gives you advantage to saves to keep your Concentration
metamagic Subtle ignores material components as well (that aren't consumed or have a cost)
metamagic Twinned only applies to spells that target extra targets with higher-level slots, counts as casting the spell with 1 level higher spell slot
lv5, Sorcerous Restoration. When you roll Initiative or finish a Short Rest and have no Sorcery Points remaining, you regain 1 point (2 points at lv10)
fluffybunbunkittens — 12/13/2023 3:12 AM
CAMPAIGN NOTES
languages won't matter
random loot, so it's better if you're not awfully particular about what armor/weapon you're using
there will likely be a lot more special melee weapons than ranged ones
there will be group checks (and new assist rules require proficiency to help), so having overlapping skills is not a bad thing

GM'S CHOICE
there's not going to be any plus items
short rests are more like BG3, you can take one pretty instantly if you're not in combat, 2 times per long rest
casting a spell with a V component is always very obvious (hear them from the next room over)
casting a spell with a S component is mostly obvious (headbanging while throwing up devil horns)
halflings changed to be goblins (just a name change, personal preference, exact same halfling racials)
(changed the elf racial feat Elven Accuracy because it was NOT made with OneDnD's ease of gaining advantage in mind)

LEVELLING (campaign says it goes up to lv13, which seems a bit much, we'll see)
milestones, certain quests level you up right away
in addition, the following are things that give you 1/3 of a level:
Finish a personal quest (the player whose quest it was also gets an extra feat to pick)
Complete a faction mission
Slay a legendary enemy
Obtain an item important for Drakkenheim
Discover some great secret about the meteor or Drakkenheim
 
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Now, random notes after 8 months of Drakkenheim (random playtimes based on people's work loads, we've had 14 sessions so far, 2 weeks in game time, they just hit lv5 and I need to push them to go into the city and ramp up the faction hostilities, things have advanced at a slower pace than I originally expected).

GM WORK
  • it's such omg amounts of work for the GM because it's a sandbox (though this is admittedly also because we run on a VTT and I try to have battlemaps ready, and the official packages weren't available until recently)
  • there's a whole bunch of NPCs even at bare minimum. Do not go overboard on introducing new ones.
  • personal quests are not a good driver, because they are all something that you need to be high level for
  • rumors are great (don't be stingy with them!), but there's way too few of them, you should have more of them and add in ones about someone's personal quest, or directly offer a sidequest through them.
TOWN
  • my players have remarked how hostile everyone seems to be, but, it's like, the environment, where a small town is invaded by these gold rush prospectors that are ready to murder stuff for coin, and the people most likely to interact with them are the ones that are trying to profit from them, and the factions are all just waiting for someone to do something stupid so they will start warring between themselves
  • my players also have never tried to actually talk to the townspeople and make themselves more known
  • this may be fine, because the game intends for the village to just be a safe base, but it also feels a bit hollow if that is all it is
  • there's no need for there to be 4(?) inns/bars in the town, just combine them into The Fancy One (I made this one give out a random buff after rest) vs The Cheap One (this one may give a random debuff)
ITEMS
  • there are very few magic items in the campaign as written, you need to figure out your own approach to sprinkling them (I created my own random magic item Google Sheet that I slowly keep working on)
  • there are multiple special potions (removes contamination, protects from contamination, counts as a short rest, recovers spell slots, etc)
  • there's two distinct artifact chases in the game, the religious (scepter of st vitruvio etc) and the politicals (seals), player attention will get too split if they try to go for both, because there's half a dozen of each
TRAVEL
  • overland travel is a bit whatever. I created my own system for that (choose from fast/normal/stealthy pace) and split it into types of city zones (industrial, harbor, entertainment, residential) on a grid, but made it function like a 'move from point of interest to point of interest with one encounter roll' once they had been through a zone a few times (the encounter die went from d6 to d8 to d10 to d12 to d20). I just wanted things to be a bit more nervous the first time they are in a visually distinct new zone, but also more lucrative (more likely to roll the max for good things) if they went where others weren't likely to have been yet.
  • I also made night-time default the encounter die everywhere to d6, so it's more dangerous
  • my players do try to go into Drakkenheim, fool around for the day, then return to the town by the time it gets dark, which is the intended gameplay loop
  • there are locations to rest within/near the city, so from the start, be ready for the players to look for those (the mill would easily become the ideal place, so I made it have a 25% chance of winds lifting Haze up to where it is, just to not have them live there). And also make an excuse that the few standing buildings outside of the city are already occupied (you'd have to fight a faction like Queen's Men or Lanterns just to rest there for the night) and camping in the woods is not encouraged (chance of contamination, mutated tentacle bears)
DANGERS
  • contamination is meant to be a built-in element that limits excess dungeon crawling in one go and forces a downtime week to happen occasionally, not a constant threat beyond the low levels. It mainly acts as a scare tactic for zones of Deep Haze (and to prevent swimming), it's fine if players can get rid of it easily. But, I made the executive decision to NOT have Remove Contamination the spell be known at the start of the campaign, but I've dropped hints about it, but the players haven't picked up on them or cared enough... so the Barbarian has been at lv3 Contamination for a long time now (and grew mutated spikes)
  • you should communicate visually when a monster is able to contaminate the players with their attacks - glowing fists, delerium crystals for teeth, something
  • you should let people know ahead of time that a lot of the monsters do split damage types (like bludgeoning + necrotic), which can make the barbarian feel really fragile, but then when there are critters that only do physical damage, they can shine in those situations. It's just not great for dummy Barbarian play.
FACTIONS
  • rival prospectors should be made a more common element come lv4-5, if the players are trying to hang around in the outskirts (but so is everyone new to the town!). The rivals should be used to try to force them to go into the city proper, as now befits their level
  • Academy has a very good chance of being the default go-to faction, because they have the resources, the political presence and the magical knowledge that you'd assume you'd need in Drakkenheim. So you should figure out ways to make them less appealing, IMO. My approach was to make them a profit-driven corporation who just wasted many of their younger mages on trying to retake their Tower the moment the city opened up (because it'd look really good for the upper management, who are personally too afraid to go into an unknown area like Drakkenheim), and now they're kind of more focused on keeping other departments within Academy out of Drakkenheim, they can still make this work and get their annual bonuses.
  • Silver Order are really boring if they're super-zealots or LG Paladins that are there to help everyone. So I leaned on them being there to further Elyrian interests, who have no interest in seeing the capital of Westemär being rebuilt.
  • Falling Fire should not be made evil or have nefarious background plots, because they are already obviously a death cult, and anything Lucretia says should also make that clear - they don't need more things against them. My players seemed taken by how alright they seemed to be, while also seeing that they are a personality cult that will kill themselves for their glorious leader's plan.
  • Queen's Men, as written, are just another monster faction. Best I can tell, they are there so you have an excuse to kill human enemies. I instead made them a collection of gangs and artisans and servants and all kinds of lower class people, all of them originally from Drakkenheim, so they are trying to take Drakkenheim back for the real people, not for some noble's sake like Lanterns. This also gave me the excuse to make them the faction who know who everyone is, who could call in favors from the townspeople (like the smith), some of their people were sewer workers so they had the sewer maps, etc.
 
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CapnZapp

Legend
Thanks :)

RULES
I apologize if I was unclear, but yeah, I'm going to start when the 2024 PHB drops and not before. Players will be restricted to what is in the 2024 PHB. (Obviously they can tweak the PHB backgrounds to feature good stuff from the Drakkenheim backgrounds, but that's lore and personalization, not rules and stats)

MOTIVATION
Yes, having a single "in ten levels' time" quest is not going to be enough, even if it can have stages and sub-quests.

Is this campaign discussed more/better somewhere else (than EN World)? Maybe someone else have already posted more quests or rumors? Perhaps even carousing ideas?

(Looking for web sites and discussion forums, not videos, discords or other social media)

In Mordheim players are encouraged to create a closely-knit band, so I will be sure to motivate the group as a group, and not just have individual quests.

GOLD
What is your stance on the "in 5E gold is worthless" theory? I know my players, if they're supposed to risk their lives for gold/delerium, they will want that gold to be useful. The simple and direct way to accomplish this is to have a proper magic item economy.

If your players are motivated by gold just for its own sake, using it only to survive (buy food and medicine), that'd be great to know.


TOWN
The thing with hostile NPCs is: if you're allowed to kill them (or even dream of killing them), fine. But if you are expected to just endure ungratefulness from NPCs, that can quickly derail a campaign.

I'm probably going to vary the places in town, so there can be a refuge where heroes can find actual friends and comfort. (This also provides a reason to have more than one; another than the simple "it's realistic for a town to have more than one drinking place")

It's much easier to feature ungrateful or insulting NPCs if the PCs can just choose to stay away (at least until they need that NPCs' services).

(Edgy dark campaigns often forget that it is the CONTRAST that makes edgy and dark cool. Everything evenly edgy and dark is just dreary and miserable.)

What about the town do you feel is hollow? Perhaps you want more actual quests placed in town?

DANGERS
Thanks!

FACTIONS
Sounds like good advice
 

zakael19

Adventurer
Now, random notes after 8 months of Drakkenheim (random playtimes based on people's work loads, we've had 14 sessions so far, 2 weeks in game time, they just hit lv5 and I need to push them to go into the city and ramp up the faction hostilities, things have advanced at a slower pace than I originally expected).

GM WORK
  • it's such omg amounts of work for the GM because it's a sandbox (though this is admittedly also because we run on a VTT and I try to have battlemaps ready, and the official packages weren't available until recently)
  • there's a whole bunch of NPCs even at bare minimum. Do not go overboard on introducing new ones.
  • personal quests are not a good driver, because they are all something that you need to be high level for
  • rumors are great (don't be stingy with them!), but there's way too few of them, you should have more of them and add in ones about someone's personal quest, or directly offer a sidequest through them.
TOWN
  • my players have remarked how hostile everyone seems to be, but, it's like, the environment, where a small town is invaded by these gold rush prospectors that are ready to murder stuff for coin, and the people most likely to interact with them are the ones that are trying to profit from them, and the factions are all just waiting for someone to do something stupid so they will start warring between themselves
  • my players also have never tried to actually talk to the townspeople and make themselves more known
  • this may be fine, because the game intends for the village to just be a safe base, but it also feels a bit hollow if that is all it is
  • there's no need for there to be 4(?) inns/bars in the town, just combine them into The Fancy One (I made this one give out a random buff after rest) vs The Cheap One (this one may give a random debuff)
ITEMS
  • there are very few magic items in the campaign as written, you need to figure out your own approach to sprinkling them (I created my own random magic item Google Sheet that I slowly keep working on)
  • there are multiple special potions (removes contamination, protects from contamination, counts as a short rest, recovers spell slots, etc)
  • there's two distinct artifact chases in the game, the religious (scepter of st vitruvio etc) and the politicals (seals), player attention will get too split if they try to go for both, because there's half a dozen of each
TRAVEL
  • overland travel is a bit whatever. I created my own system for that (choose from fast/normal/stealthy pace) and split it into types of city zones (industrial, harbor, entertainment, residential) on a grid, but made it function like a 'move from point of interest to point of interest with one encounter roll' once they had been through a zone a few times (the encounter die went from d6 to d8 to d10 to d12 to d20). I just wanted things to be a bit more nervous the first time they are in a visually distinct new zone, but also more lucrative (more likely to roll the max for good things) if they went where others weren't likely to have been yet.
  • I also made night-time default the encounter die everywhere to d6, so it's more dangerous
  • my players do try to go into Drakkenheim, fool around for the day, then return to the town by the time it gets dark, which is the intended gameplay loop
  • there are locations to rest within/near the city, so from the start, be ready for the players to look for those (the mill would easily become the ideal place, so I made it have a 25% chance of winds lifting Haze up to where it is, just to not have them live there). And also make an excuse that the few standing buildings outside of the city are already occupied (you'd have to fight a faction like Queen's Men or Lanterns just to rest there for the night) and camping in the woods is not encouraged (chance of contamination, mutated tentacle bears)
DANGERS
  • contamination is meant to be a built-in element that limits excess dungeon crawling in one go and forces a downtime week to happen occasionally, not a constant threat beyond the low levels. It mainly acts as a scare tactic for zones of Deep Haze (and to prevent swimming), it's fine if players can get rid of it easily. But, I made the executive decision to NOT have Remove Contamination the spell be known at the start of the campaign, but I've dropped hints about it, but the players haven't picked up on them or cared enough... so the Barbarian has been at lv3 Contamination for a long time now (and grew mutated spikes)
  • you should communicate visually when a monster is able to contaminate the players with their attacks - glowing fists, delerium crystals for teeth, something
  • you should let people know ahead of time that a lot of the monsters do split damage types (like bludgeoning + necrotic), which can make the barbarian feel really fragile, but then when there are critters that only do physical damage, they can shine in those situations. It's just not great for dummy Barbarian play.
FACTIONS
  • rival prospectors should be made a more common element come lv4-5, if the players are trying to hang around in the outskirts (but so is everyone new to the town!). The rivals should be used to try to force them to go into the city proper, as now befits their level
  • Academy has a very good chance of being the default go-to faction, because they have the resources, the political presence and the magical knowledge that you'd assume you'd need in Drakkenheim. So you should figure out ways to make them less appealing, IMO. My approach was to make them a profit-driven corporation who just wasted many of their younger mages on trying to retake their Tower the moment the city opened up (because it'd look really good for the upper management, who are personally too afraid to go into an unknown area like Drakkenheim), and now they're kind of more focused on keeping other departments within Academy out of Drakkenheim, they can still make this work and get their annual bonuses.
  • Silver Order are really boring if they're super-zealots or LG Paladins that are there to help everyone. So I leaned on them being there to further Elyrian interests, who have no interest in seeing the capital of Westemär being rebuilt.
  • Falling Fire should not be made evil or have nefarious background plots, because they are already obviously a death cult, and anything Lucretia says should also make that clear - they don't need more things against them. My players seemed taken by how alright they seemed to be, while also seeing that they are a personality cult that will kill themselves for their glorious leader's plan.
  • Queen's Men, as written, are just another monster faction. Best I can tell, they are there so you have an excuse to kill human enemies. I instead made them a collection of gangs and artisans and servants and all kinds of lower class people, all of them originally from Drakkenheim, so they are trying to take Drakkenheim back for the real people, not for some noble's sake like Lanterns. This also gave me the excuse to make them the faction who know who everyone is, who could call in favors from the townspeople (like the smith), some of their people were sewer workers so they had the sewer maps, etc.

My brief read was that the factions should be providing appropriate linked magic item rewards at certain levels of reputation or whatever the book calls it. Was that not what you found?

On gold use: magic items are heavily cost inflated via the couple of vendors due to “travel distance and dangers” getting them out to the area.
 

Is this campaign discussed more/better somewhere else

In Mordheim players are encouraged to create a closely-knit band, so I will be sure to motivate the group as a group, and not just have individual quests.
Yeah, because the party has to ally with a faction at some point, the party should be ready to go with what the majority wants, whatever their personal feelings on it.

GOLD
What is your stance on the "in 5E gold is worthless" theory?
Give it a use (potions, magic items) and it won't be. What makes it feel worthless is the completely bonkers scaling of default DnD, where an item can cost 1gp or 1000000000gp - so everything loses any sense of scale. So keep it contained to smaller amounts, ooooor...

Introduce a premium currency. In this case, delerium. Everyone's looking for it, and are willing to trade it for those premium items at much better rates than you could get with gold. I made the NPC traders/Academy get more desperate about collecting all the delerium they can when I introduced the entry of Silver Order as someone who are just seeking to purge all of it.

I don't like magic item stores in fantasy worlds, but as I made Drakkenheim be this center of technological research and advances that has now been marinating in otherworldly magical juices for 15 years, so people are coming out with weird stuff all the time.

If your players are motivated by gold just for its own sake, using it only to survive (buy food and medicine), that'd be great to know.
No, they have said 'there's nothing to spend the gold on', right after opening up access to a potion store that sells them stuff like de-contamination potions. What they mean is 'I cannot buy a +1 sword with 200gp, what is this even'. Just player psychology things.

TOWN
The thing with hostile NPCs is: if you're allowed to kill them (or even dream of killing them), fine.
Oh yeah, you should establish early on that any thieving/fighting with the townsfolk is likely to get you barred from the town, which means from your only safe base. It's still their town. However, there's also no valid law enforcement, so they are just fine if all these gold rush people end up killing each other in the ruins.

And I don't mean hostile like 'attack you on sight', I mean hostile as in 'my prices are double for you out-of-towners, also when I said I'd hire you to get someone's secret recipe, I didn't mean that I'd pay if you just bring me one ingredient of it and tell me to figure it out by myself'.

(Edgy dark campaigns often forget that it is the CONTRAST that makes edgy and dark cool. Everything evenly edgy and dark is just dreary and miserable.)
At the same time, if you only ever seek out people to talk about shady deals, it's a bit on you if you then complain about how everyone you talk to is so shady. So, it's likely a good idea to throw some positive connections right in their face, because at least mine have not been seeking any out.

What about the town do you feel is hollow? Perhaps you want more actual quests placed in town?
It's just a place for services. The book is not interested in offering plot hooks there, or NPCs with agendas, just wanting people to get back into the city-ruins-as-a-mega-dungeon. Which I get, but it definitely needs you to spruce it up with some color.

I don't think you should offer quests that are done in town, because that's not what the game is about. (and also, the players are expected to secure lodgings within the city itself pretty soonish, reducing how often they visit the town any more)

But you should throw them some (adjective+personality trait) NPCs offering them (a sidequest that can be done while in the city). If it doesn't make sense for them to offer rewards that would scale for PC levelling, the reward could instead be a town goodwill meter that unlocks stuff like 'you hear about the village druid' or whatever.

Speaking of levelling, I'm running a low-scale theme where the city empowers people hanging in the mists, just to explain the rapid PC levelling, and why people outside the city, like the faction higher-ups, aren't high level and soloing the whole place by themselves. Yes, the book lists the local faction heads as being lv20, but that's... ridiculous. Their power should be the faction, not being demigods who don't really need the PCs for anything.
 

My brief read was that the factions should be providing appropriate linked magic item rewards at certain levels of reputation or whatever the book calls it. Was that not what you found?
By the book, they should only start offering those out once the PCs have hit the first stage of approval. This does not work. They should offer their unique rewards right away, so the players get a good idea of what to expect.
 

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