| Post/Author/DateTime | Post |
|---|---|
| #1daydreamerAug 01, 2008 13:26:03 | I need an idea for a first level adventure taking place near the Nentir vale (default area from the DMG). My group consists of a dwarf paladin, halfing melee ranger, elf bow ranger, and dragonborn warlord. They have just entered fallcrest from the wilderness where they rescued a female halfing brewmaster( the one from blue moon inn) from some maruading kobolds. so i suppose she might be spreading a reputation of the heroes. At any rate, i need a simple hook and adventure idea that would take about 4hours to complete. Any ideas would be very welcome. |
| #2oggy_ben_doggyAug 01, 2008 15:04:29 | well, there is kobold hall in the DMG. there are numerous plot hooks in the write up of Fallcrest and the nentir Vale. I'm doing a game right now where there was an earthquake, which drove up a lot of subterrainean critters. Fallcrest is about to be invaded by Kobolds and goblins, and there's going to be lots of monsters around ravaging the farmlands. |
| #3dirtyfrankAug 02, 2008 23:46:05 | If you have the KotS adventure then you could use one of those hooks and get them to Winterhaven. KotS lasts from lvl 1 to lvl 3 so it would take a few sessions. If you need something that takes less time then it could be as simple as going to Winterhaven and getting rid of the kobold problem they have been having. You can take out the Orcus stuff. All the encounters that you would have are the ambush while traveling to winterhaven, ambush while leavingwinter haven, outside of the waterfall cave, and inside the waterfall cave. Change Irontooth so that he is a kobold Wyrmpriest. Give the wyrmpriest a template such as Devastator, Demagogue, Frost Adept, or Scion of Flame. To get them to winterhaven, Lord Padraig could have sent a loyal retainer to Fallcrest to seek help. The deeds of the PCs exploits would likely catch the attention of this loyal retainer. |
| #4drinAug 11, 2008 9:15:51 | In order for them to get a reputation from my perspective, is a community need their help with something. Try having a community send out a request for heros to keep the safe from raiders (orc, goblin, kobold, etc). When the party arrives a whatever level mercanery is at the town saying he has protected them from raiders (extorted rather) and when you arrive the mercenary is in the town square arguing with the people. When you arrive the mercenary angrily leaves the town and reports they are no longer under his protection. Shortly after the mercenary leaves, a dragon is seen flying through the sky to terrorize the town. The mercenary has a group of orcs, goblins kobolds etc, in his employ. He is encamped somewhere close to the town and has an illusionist creating a dragon to scare the town. He plans to "kill' the dragon and return to his extortion plan with the town. The PCs of course ruin the plan. Details are up to you, but thats a quick game. |
| #5danmarlokAug 11, 2008 21:26:23 | Well for four hours you only need maybe four encounters more or less depending on how much RP your group does, how familiar they are with the rules. Here's an old one but a good one, someone of import in the town has died and there's going to be a funeral and everyone is invited. the party has been asked to be there by an important personage preferably a wizard who wants to talk to them about their rescue right after the funeral. Or they could be at a nearby tavern if they decline but it's better if they're there. During the funeral the newly departed rises as a zombie along with several others from various graves as zombie rotters. the crowd panics and flees, the party should have multiple opportunities to rescue fair damsels and big eyed children from the zombies. The wizard who asked them there performs a ritual that he shouts will keep the remaining corpses in the ground if they'll take care of the already risen ones. If the wizard is interupted another X zombie rotters rise so the party has the task of guarding the wizard. As soon as he's free of the zombies he goes back to casting the ritual. After the dead are laid to rest he tells you of a kobold necromancer that the halfling girl had reported to him although she didn't know what she was seeing. Wizard asks if the party will deal with the necromancer so that he can deal with warding the town against the dead rising. party can do a skill challenge to find the kobold camp. Each time they fail the challenge another 1dx villagers die. So they have consequences for their actions of failure or taking too long. I would spring that on them, the total that is after they get back of course but have the wizard mention that the faster they take care of the necromancer the safer everyeone will be. Party finds camp and can have a planning session on how best to handle it. The gates are guarded by larger undead. Wait for night and sneak in, create a diversion to lure some of the kobolds out to take them down piece meal etc. Make the camp small enough and let the party either take them down in 2 waves and then the boss or sneak in somehow and take out the boss in a single wave, his dying causes the undead to fall and the kobolds flee. That should work for you for a few hours at least . |
| #6morandir62Aug 14, 2008 18:18:24 | My [5] characters [all human - 2 Fighters, a Mage, Cleric, and Rogue] visited [to plunder] an ancient mausoleum of the High Priests of Pelor in the Tombwood and encountered a tomb guardian and 4 gargoyles. They were not meant to go there yet. The gargoyles are easily controlled by Priest of Pelor and will simply return to their roost if ordered by such cleric with their implement in hand. The tomb guardian must be fought and reforms in 24 hours. The secret vault is DC 30 again to keep the characters away for a time. The Gargoyles turned and the tomb guardian not even hit, they ran bloodied from the mausoleum marking it as a place to come back to. After a few healing surges they then decided to search smaller crypts and ran into a ghoul; bloodied the ghoul retreated to its nest. The ghoul’s nest consisted of interconnecting tunnels leading to various parts of the Tombwood and 4 more ghouls. Being brave or foolhardy they split the party 3 went in 2 remained on top. [Strange; 3 of the 5 players know better than to split the party from past gaming history.] The 3 inside meet their quarry now bolstered by a healing surge and 3 more, while the 2 [Fighter and Rogue] atop meet the last ghoul returning to the lair from elsewhere in the burial ground [it was meant as to remind them never to let their guard down, when they returned to the surface.] It was a hard encounter, made worse by splitting up, for which they all received 100XP and a 20XP bonus for telling Grundelmarr about the ghouls lairing near the High Priest mausoleum. They also gathered a few SP & CP. |