At last! dear friends help [Archive] - Wizards Community

Post/Author/DateTimePost
darkhunter2007

02-16-07, 07:37 AM
Hi everybody!
I managed to group a party of four elves:Fighter,Rogue,Cleric and a Wizard.
While they are reading the PHB i work on there first adventure:
all the party are friends for grouping, they live in the same village too.
one they an earthquacke discovers a cave near the village leads beneath the ground.
a level 1 renger went to check, and gone missing for a couple of days.
the party has choosen to investigate this situation.

now they are all level one,there stats are 28 point buy exept the wizard who have 36-don't ask why.

i need some DM tips for this cave like:
should this place have kobolds and other hummanoids or should it have undead-because i'm planing on a paladin ghost who got locked there and need help(starts the 2nd adventure...)
and how this place should look like-any traps, and structure...(and so on).
Jutter

02-16-07, 08:27 AM
Hi everybody!
I managed to group a party of four elves:Fighter,Rogue,Cleric and a Wizard.
While they are reading the PHB i work on there first adventure:
all the party are friends for grouping, they live in the same village too.
one they an earthquacke discovers a cave near the village leads beneath the ground.
a level 1 renger went to check, and gone missing for a couple of days.
the party has choosen to investigate this situation.

now they are all level one,there stats are 28 point buy exept the wizard who have 36-don't ask why.

i need some DM tips for this cave like:
should this place have kobolds and other hummanoids or should it have undead-because i'm planing on a paladin ghost who got locked there and need help(starts the 2nd adventure...)
and how this place should look like-any traps, and structure...(and so on).

Kobolds use traps. They're small and weak, but will defend their lair using lots and lots of traps. So don't be shy on traps if you decide to use kobolds. You don't have to choose between kobolds and undead, you can use undead as well, creating a power struggle between mindless undead in a buried ancient temple and terrified kobolds who recently moved to these caves due to 'insert natural disaster here'. Maybe the kobolds can be persuaded to help the PC's deal with the undead threat, only to turn on the PC's later (treacherous little brats as they are). Don't forget the proper bluff and sense motive checks if you decide to try and pull this off.

Don't use kobolds without traps. Did I mention kobolds use traps? Oh and don't forget to trap the kobold-lair ;)

But seriously. You've got some great ideas, so you should be perfectly capable of making something up. The advantage to this setup is the traps (typical rogue thing) and the undead (typical cleric thing). Use a 2nd-level kobold sorcerer as a leader and the wizard will end up with some nice scrolls. The fighter will probably enjoy all the cannon fodder, so you've made up a great adventure for your party.
darkhunter2007

02-16-07, 09:13 AM
goes like this:
floor 1:
you enter a rusty strare-room 50 meter long(ahead and beneath th ground)
as you get close to a rusty door,a wave of death(smell i mean) washes ove you(FORT check or puke).
after you open the door you enter to a round room 12m radius, the room filled with zomy bodies and kobold courpses.(DC 15 to spot that some of the zombies are still "alive).
ahead of you theres an open door you hear yerks of nerves kobolds....
have idea's for the conversation between the sides?