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Running the Shattered Veil: A GM’s Guide to the First Session

Running the Shattered Veil: A GM’s Guide to the First Session

So you’ve got The Dreaming Gate and you’re about to run the Shattered Veil adventure for the first time. Maybe you’ve read through it. Maybe you’ve just cracked the cover. Either way, you’re probably wondering: how do I actually start?

Don’t worry. This guide walks you through everything you need for Session One — from pre-session prep to the moment your players step through the gate.

Before the Session: Prep in 30 Minutes

You don’t need to memorise the whole adventure. For the first session, you only need three things:

1. Read the Opening Scene (5 mins)

The adventure begins with the players encountering the first signs of the Dreaming Gate’s influence. Read through the opening encounter twice — once for the story, once for the mechanics. That’s it.

2. Know Your NPCs (10 mins)

There are two key NPCs in the first session. You don’t need full backstories — just know their name, one personality trait, and what they want. Write these on an index card or sticky note. That’s your NPC cheat sheet.

3. Set the Mood (5 mins)

Have your music playlist ready. The Shattered Veil works best with atmospheric, low-tension tracks for exploration and something with more edge for the first combat encounter. If you don’t have a playlist, search “D&D ambient forest” on YouTube — you’ll find hours of free tracks.

The remaining 10 minutes? Grab a drink. You’re ready.

The First 15 Minutes: Hooking Your Players

The opening scene is everything. If you lose them in the first 15 minutes, you’ll spend the rest of the session pulling them back in.

Start with a question, not a description.

Instead of: “You see a strange shimmer in the air…”

Try: “What’s the first thing you notice that’s… wrong?”

This does two things: it puts the players in control immediately, and it tells you what they’re paying attention to. If the fighter says “the trees are too quiet,” you know they’re tactical. If the wizard says “the air smells like burnt sugar,” they’re in investigative mode. Play to what they give you.

Managing the First Combat

The Shattered Veil’s first combat encounter is designed to be dangerous but not deadly. Here’s how to keep it fun:

  • Don’t pull your punches, but do telegraph danger. Describe the enemy’s movements before they attack. “The creature rears back, claws glinting — what do you do?” gives players a chance to react.
  • Use the environment. The adventure includes environmental features — fallen trees, uneven ground, patches of strange mist. Use these to make the fight dynamic.
  • Know when to end it. If the fight is going badly and the players are having fun, let the enemies retreat or be driven off. If it’s going well and they’re bored, have reinforcements arrive. You’re the director — control the pacing.

The Cliffhanger: Ending Session One

The best first sessions end with a question the players need answered. The Shattered Veil gives you a natural cliffhanger — use it.

Don’t resolve everything. Leave one thread dangling. One mystery unsolved. One NPC who said something that doesn’t quite add up.

Then say: “We’ll pick up there next time.”

They’ll be back.

Quick-Reference Checklist

Print this out or keep it on your phone:

  • [ ] Read opening scene twice
  • [ ] NPC cheat sheet (name, trait, want)
  • [ ] Music playlist ready
  • [ ] Start with a question
  • [ ] Telegraph combat danger
  • [ ] Use environmental features
  • [ ] End on a cliffhanger

Need the Full Adventure?

This guide covers the first session only. The Dreaming Gate includes the complete Shattered Veil adventure — encounters, NPCs, maps, and enough content for multiple sessions.

Get The Dreaming Gate →


About the Author: Mark Evans is the founder of Tuco Enterprises and the author of The Dreaming Gate. When he’s not writing adventures, he’s probably arguing about D&D rules on the internet.


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