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| Dichotomy08-20-04, 06:42 PM | I have been lurking here for awhile, and I really like the things you all have to say. So I was hoping that you would be able to give me some advice on my first real attempt at my own campaign (not running a premade adventure). The campaign takes place in my homebrew world. The characters are starting at 1st level. There are only 3 players: a druid, a ranger, and a rogue. They are starting in a small hamlet (about 200 persons plus about 50 children). About 20 years ago the small town was attacked by a large amount of kobolds from the nearby foothills. About 4 years ago an entrepeneural ex-adventurer moved in, built a dock on the river, and began a small amount of trade. Otherwise nothing monumental has occurred in the town. I want to start on a realistic (for a fantasy roleplaying game) level, so the characters should probably not be venturing across the world anytime soon. With that in mind, I am trying to decide what I can do with these characters to begin their adventuring careers. Here is what I have been plotting thus far: Parents in the community will begin to discover that many of their children all went out to play but still haven't returned. The reason, unknown to them, is because a sorcerer kobold (with great ingenuity) charmed a couple of the children and told them to get more of the children together (to play games or some such). Each child then leaves with a couple friends, which rouses no suspicion. When all the children are together, the creatures from their nightmares, which their parents surely told them about because of the great attack 20 years ago, surround and capture them. When the parents realize their children are missing, a few go out to try to locate them. They discover evidence of kobolds (perhaps just tracks, but maybe even something like a note). After quieting the mob, the leaders of town decide that parties of willing and able-bodies persons should go out to attempt to find the kobolds, and save the children if possible. At this point, considering the nature of the characters, I presume they will decide to join the venture. After some possible random encounters in the forest, the ranger and/or the druid will likely be able to trace the kobolds to their lair. This is where my problems begin. This should not be the main lair of the instigators, because, quite frankly, a large group of kobolds played remotely intelligently will destroy the PCs. So I was thinking that this might be a small lair, with a few kobolds, and perhaps one of the children as leverage. What I would really appreciate some creative help with is where to go from here. Obviously, there are still children missing. They may not even be able to save this one, as the kobold may decide to try to use the hostage to gain leverage over the PCs and townsfolk in general. But for what purpose? As a more general question, how can I use all of this to get the PCs through the early levels to give the characters the confidence/desire to go further out in the world (when they are stronger of course)? Any creative input would be most appreciated. |
| Arrowhen08-20-04, 07:12 PM | Hmm... what are the kobolds planning to use the children for? Food? Slaves? Sacrifice? |
| kliate08-20-04, 07:32 PM | 1. Hold the children for ransom. The village may have something the Kobolds desire, and the townspeople aren't ready to give up (a magic item, a refugee, the retired adventurer, or even the land the village occupies). The Kobolds took advantage of the hamlet's greatest weakness - the children - and want to hold an exchange. Problem is, the messenger who was supposed to deliver the ransom note was slaughtered and dragged off by a pack of wolves, and the village doesn't have a clue what the Kobolds are after. 2. The Kobold sorceror has observed the behavior and lifestyles of the hamlet for some time, and decided that the children deserve something better - the Kobold way of life. The children will be re-educated and live lives that are peaceful towards the kobolds. The parents aren't very understanding of this. 3. The Pied-Piper of Hamlin style. The Sorceror had an agreement with someone in town (to stop attacking the hamlet, for example), and has not received proper payment. As such, he is exacting punishment on the village for this betrayal. In all of the above situations, the Kobolds have their reasons not to attack the party on sight. If the party enters in and starts dropping Kobolds all around, then they bring horrible death upon themselves. |
| Lxarth08-20-04, 08:00 PM | I like the adventure idea. But its gotta be one smart KOBOLD to pull this off. It might lead to something far bigger then just the kobolds, maybe some wild elves (or what not) view the hamlet as an ancient burial ground...like Native Americans. And maybe the kobolds have a treaty with the elves...and for liveing in the elves territory they are used (sometimes) for warfare. This is just a thought. Or maybe the kobold worship a greater being...like some Yuan-ti, maybe a young dragon...or maybe even a devil (of a low CR of coarse). This could be as big as you want or it could be that the kobolds are preparing another war and want to kill of the children first...with hopes they they can lure foolish townsfolk and adventures into there traps to make the war easier. |
| Korhal IV08-20-04, 08:08 PM | Originally posted by Dichotomy This is where my problems begin. This should not be the main lair of the instigators, because, quite frankly, a large group of kobolds played remotely intelligently will destroy the PCs. Not necessarily. If the PCs are well-armed and -equipped, which they should be, since I'd like to see the armorsmith that charges full price to the party looking for his child, and if they're a bit intelligent too, they should have no problems wiping out a score of kobolds with each assault. That's what my party did, and trust me, I played the kobolds as hyper-intelligent, blocking off corridors, charming the barbarian (and using him to grapple the sorcerer), etc. The PCs still managed to crush the warriors and send the mages fleeing. Make up a realistic kobold village. None of this falling-boulders-and-poison-gas-trap stuff, just the odd pit trap and perhaps a few well-placed murder holes and bells. The PCs will do well enough. |
| Lxarth08-20-04, 08:56 PM | Make up a realistic kobold village. None of this falling-boulders-and-poison-gas-trap stuff, just the odd pit trap and perhaps a few well-placed murder holes and bells. The PCs will do well enough. Kobolds weight what? 30 lbs? Have covered pit traps they only drop when 50 lbs is on it...or the kobold know where to step. If the PCs are well-armed and -equipped, which they should be, since I'd like to see the armorsmith that charges full price to the party looking for his child Well...the Pc's should already have their gear...you know...starting equipment. |
| MrFahrenheit08-20-04, 10:26 PM | Well what level are you planning on having the party reach? If they're only going to like 4 or 5, then sure, use the kobold sorc as the BBEG, small campaign, boom, over. If they're reaching like 10 or so, then perhaps an ogre mage with a few sorcerer levels (disguised as this kobold at first) is the REAL threat behind the kidnapings. |
| gerald_toronto08-20-04, 11:20 PM | You know, nothing says that all the Kobolds have to be in the cave when they get there. You say your problem starts because they can't handle all the Kobolds. What if they THINK all the Kobolds are in the cave. But in reality, the Kobold sorcerer and his main band has left to visit another village and steal their children (for whatever his motives might be). Back in the cave, he left his apprentice sorcerer and a guard force. The party attacks, Victory! They bring the children back, big celebration. Leveling, rewards etc. Sorcerer Kobold shows up at cave, his apprentice and warrior captain dead...he'll be a little upset and round two can ensue! Now they start ambushing adults and killing them, one at a time when they are closing the barn at night etc. |
| Dichotomy08-20-04, 11:33 PM | Thank you all for the input thus far. Arrowhen-That is an excellent question. Hopefully that will become more clear. kliate-I like your first idea (holding the chldren for ransom, probably for the land and perhaps mundane goods like food, metal, etc.). Lxarth-I definately like the idea of having someone smarter than the kobolds behind the scenes. Having the kobolds be hoping to lure the townsfolk to them is also a good idea. Based upon some of my own thoughts and your initial feedback, here are some more ideas. My current idea for the grand archvillain is an incredibly power sorcerer that has traveled back in time. At some point, I plan for the PCs to meet a sorcerer and inadvertantly help him acquire a powerful artifact. That sorcerer, perhaps a 1,000 years in the future, comes back in time to make sure that "he" (his earlier self) gets the artifact, so that he can then take it from himself (thus having two of them). He needs to keep a low profile though, because the gods themselves are "on the lookout" for him. So I was thinking that perhaps this could all be a ploy engineered by him to get the PCs on the track to help the younger him get the artifact. (I am planning some device to make it such that the sorcerer couldn't do it without their help. Perhaps some reason why evil persons cannot enter wherever the artifact is held, but hopefully not so cliche.) Given that framework, the sorcerer could be using the kobolds in some fashion. Perhaps there is some hierarchy behind the organization of the kobolds, working in a few "cells" to hold the children. The kobold in charge of the operation (or perhaps it is a hobgoblin or yuan-ti as suggested) was manipulated by the sorcerer (perhaps through further channels). That authority, then, played upon the desires of the kobolds as a whole to get revenge on the town, acquire the goods and land of the town, etc. Finally, a couple more questions. If I make the first "lair" the PCs enter relatively small (which I am inclined to do, as 1st level PCs really can't take alot of encounters), what would be a good way to segue onward (presumably to a larger lair to save more children)? How can I make encounters interesting without slaughtering the PCs? I have little experience dealing with 1st level parties (as we have NEVER played starting at 1st level), so any advice for handling it would be welcome. I am especially concerned because I know that encounters of EL 1 really have a good chance of just dropping one party member completely (one hit from an orc can almost kill them outright). What are creative ways to deal with this? |
| Dichotomy08-20-04, 11:55 PM | I apparently took too long to write my last reply, as I missed the two most recent posts. MrFahrenheit-I hope, presuming the game goes well, to eventually have the party reach epic levels. As my previous post outlined, I plan to have the time-traveling sorcerer by the big nemesis and be behind the whole thing. What I am looking for now is more short-term plans. gerald_toronto-This idea definately has merit. This is certainly a possible solution to my problem, as a possible way to segue into further into further adventuring. I think this could easily be formed into the basic plan in my last post as a way to let the PCs fully recoup and not get overwhelmed by sheer numbers. Any more brillant thoughts? |
| Arrowhen08-21-04, 07:15 AM | (I am planning some device to make it such that the sorcerer couldn't do it without their help. Perhaps some reason why evil persons cannot enter wherever the artifact is held, but hopefully not so cliche.) Maybe he can't actually physically *travel* back in time, but instead can only *project* himself back in a form which can't physically interact with the world around him. I'm imagining him just standing there looking sinister while his servants do *everything* for him: open doors, pouring drinks he never touches, etc. Given that framework, the sorcerer could be using the kobolds in some fashion. Maybe the artifact can't be used by anyone of evil alignment. He's trying to use ritual sacrifice to corrupt the artifact so that he (or his earlier self) can use it |
| Glak08-21-04, 04:32 PM | maybe Kobolds don't reproduce. Maybe they need to steal children and perform a ritual on them to turn them into kobolds. It might give your world a more wonderous and mythological feel. In Mythology and much fantasy, races have little quirks like being made for a certain purpose, or being made out of bad children. Just look an Pinnoccio, he almost turned into a donkey because he was gambling and smoking. |
| shadowflamedancer08-21-04, 04:35 PM | Originally posted by Glak Just look an Pinnoccio, he almost turned into a donkey because he was gambling and smoking. Wow! That was simply an amazing revelation! I'm a changed man. No more nicotine for me! :rolleyes: lol |
| Dichotomy08-21-04, 05:29 PM | So I have been thinking about this more. My current plan is for the first kobold lair to have only a handful of kobolds and one or two of the captive children. The kobolds will likely try to utilize small passages, lack of light, and ranged hit-and-run tactics to ward the PCs off. When finally cornered, I find myself thinking that at least one of the kobolds would likely attempt to use a child to protect himself (holding a knife to the child's throat and screaming at the PCs to leave). Even a kobold would have to be stupid to not see such a tactic as a way to preserve his life. If this occurs, obviously the PCs could be risky and attack, hoping to win initiative and take the thing out first. Given how I know the players, though, I don't think they would attempt this. What are possible ways to resolve this encounter? I was thinking perhaps the kobold hostage taker would get jittery, jump the gun, and attack the child. This would make it easy for the PCs to then attack, and hope that they can heal the child before it dies. But this seems to lack some realism. Another thought I had was that the kobold would attempt to barter with the PCs: "leave, or else..." Or perhaps something more inventive like a demand to perhaps kill some competing goblins/orcs/other in the area, so the kobolds wouldn't need to deal with it. Obviously if the PCs just leave, they can tell the townsfolk where these children are, but that would likely be of little help. It doesn't matter the size of the force that comes to the cave if they are not willing to let the hostage children die. Any thoughts? |
| delis08-22-04, 04:58 AM | Maybe the child could somehow get away from the kobold, and you could establish a regular npc out of him, i.e. boy kicks kobold right where it counts, gains PCs' respect. You could also have a motivation for the taking of children, if you think about it a kobold is not going to just do random malicious acts that have no benefit other than sheer pleasure when such acts are outweighed by reprocussions like human hunting parties. You could have them being promised immense wealth by your proposed sorcerer for the children (not sure why), or be selling the children to some evil mage who was an associate of the sorcerer's past self for magical expiriments (this is how the sorcerer knows of the pc's perhaps their involvement in the past had become of such not to his mage friend that he was also party to the knowledge. Or they could be selling the children straight to the sorcerer's former self. Although you could also just assume that kobolds are just visciously evil and would like nothing more than to tear out the innards of children, with no thought to their personal safety. It is a fantasy world :) evil always makes for a good story. |
| Green08-22-04, 07:43 AM | Originally posted by Lxarth And maybe the kobolds have a treaty with the elves...and for liveing in the elves territory they are used (sometimes) for warfare. This is just a thought. Not to derail the thread, but when I run a low-level D&D game again, I'm using an idea similar to this. But to respond to the topic, I like the idea of kobolds kidnapping children, if only because it shifts the focus of the campaign from "find it and kill it (and take its stuff)" to saving and protecting home and family. |
| Autosponge08-22-04, 08:18 AM | Sleepy little towns can sometimes have deep dark secrets. Maybe the Kobolds were never repelled. They left willingly after someone in the town paid them off. They are suppose to recieve regular installments of this tribute, but for some reason it's been stopped. Now the Kobolds are exacting their revenge, but with their clan now much smaller than it was before, they are resorting to different tactics. This could explain why the town hasn't prospered, maybe dispite the right conditions. Most of the town shouldn't know about the tribute, but you can leave clues with the Kobolds or around town (start with the parents of a missing child, make him mayor or something). ALTERNATIVE Someone hired the Kobolds to harass the village into moving away (either the land is more valuable than they know, more strategic for a lord or noble, has something buried beneath it, or it's just nice land and the mysterious figure wants 'his' people there instead of who is currently there--one option is to make this the village that helped get rid of the Kobolds but had heavier losses and didn't prosper). The Kobolds don't care what happens to the children but have kept more than a few hoping to extort the villagers or (even better) sell them to a pack of gypsy werewolves (so they can have children). |
| MrFahrenheit08-22-04, 09:39 AM | Welllllllll if you're planning to go epiiiiiiiiiiic... The time travel idea is good, but why a thousand years? Is this a village of mainly elves or humans or gnomes etc...? Because maybe 25 years (if a human village) to 250 years (if an elven village) or somewhere in between, a great war starts up, and this village (which evolves into a major city) becomes the capital for the good guys. The good guy leader is actually quite an enigma- no one fighting against them is sure exactly WHO he/she is, only that this person came from a random family and rose to power by fair means, living in this village all their life, and that at this point in history he/she was a little child. Since no one knows who this person is, the only choice for the kobolds/their leader is to kidnap all of the children, holding them for ransom (to deplete the village of its resources so it can't become powerful in the future, because surely if they killed the children then the entire city would just rush against them), but threatening to kill them within (insert number of days it would take to prepare the spell to travel back to the future and then cast it). |
| Fuzzus08-22-04, 11:48 PM | Well, if you wanted to inject a little roleplaying fun into the game, try this little twist: as the PCs make their way into the caves, felling kobolds left and right, they come upon your hostage-taker kobold. But instead of merely threatening the child, the kobold offers something else; maybe something like a magical item (doesn't have to be earth-shattering, since the party is at a very low level). Have the kobold play to the party's sense of greed, saying that he can lead them to this hidden magical item if they'll just leave the caves, forget about the kids, and move on. Does this item exist? Maybe, your call. The point is that the PCs will have to make a (perhaps difficult) moral decision. They can refuse outright and fight the kobold. They can agree with the kobold, then kill it as soon as it releases the child to lead them. They can do what the kobold says, take the item, and leave the children (and the village) behind. They can take the item and turn around and kill the kobold and free the children anyway (shift toward evil or chaotic, I'd say, for breaking their word). Or they could do something completely unexpected (players. :rolleyes: :rolleyes: ). In any event, you'll have a good opening adventure, and both you and the players will get some insight into the motivations and thought processes of the characters. Just my two cents, but I really enjoy tempting my players, and there's few better times to do it than at good old level 1. :devil: :devil: |