So what are some of the most interesting plot lines for a low-level (1-3) party that you have used or played?
Doyle
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mypetrock |
Interesting Low-Level adventures |
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One of the continuing frustrations for the DM of a low-level party is that it is sometimes difficult to think up an interesting source of encounters. It is all well and good for your party to take on the lich-lord and his pet red dragon, but before you get to that point, you generally have to start killing a lot of goblins and hobgoblins and kobolds and rats and ...
So what are some of the most interesting plot lines for a low-level (1-3) party that you have used or played? Doyle |
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Mashad |
Re: Interesting Low-Level adventures | ||
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Well, when I get a campaign started that I plan to keep going for a long time, I like to let the PCs get involved with the plots that they will be facing later.
Not tough enough to go head-to-head with the Lich and his Red Dragon yet? Then let them run afoul of some of the Lich's minions, involved in some minor plot or another. Say for example that the Lich has hired (enslaved, whatever) a tribe of gnolls to gather funds for him by robbing travellers and merchant caravans. So the PCs are hired by a local merchant house to deal with the gnoll bandit problem. They have no idea that this problem has anything to with a lich. When they storm the bandit camp, they find a mysterious letter than suggests that the gnolls were employed by -someone- else, and maybe some minor clues to the identity of that individual... but it could be months before they have enough info to find the lich's hideout. Later, they discover that someone has been robbing graves in the local cemetary, and the clerics of a nearby church ask them to find out who is desecrating the dead and stop them. They find that it is a Zombie Lord (2e monster, I don't know if they have one in 3e yet, but it shouldn't be hard to adapt) that is collecting bodies to re-animate. They fight the Zombie Lord, but again find evidence that it wasn't working on its own, that there is some greater power behind its actions. Of course, it was the lich gather undead for his army, but the PCs don't know that yet. And so on, like that until they are powerful enough to go after the lich. |
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CelticDragonlord |
Re: Interesting Low-Level Adventures | ||
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That's a good idea, Mashad. I have some of those, and some ambiguous ones that I might include. One I had was that the adventurers delivered a sealed box from the elected lord of Highmoon to a man in another city. The players didn't know what was in the box, but it seemed like it was important. Then the man in the other city gave them a sealed scroll to give to the elected lord, who looked very pale and scared when he recieved it. I'm not sure what I'll do with that yet, but it's there to use.
Another one I like is the party gets ambushed by kobolds. The kobolds have a special dust that they attached to arrows, and when the arrows hit, Fort save vs sleep (elves ARE NOT immune to this, because it's not magical). Make it a high enough DC so they can possibly save but not for sure. Have them get captured, placed in cages, and negotiate their way out. I just find it hilarious that these mighty adventurers get captured... by kobolds. They actually had a challenge too... one was also a 3rd level fighter (leader) and another was a 2nd level fighter (sniper archer), and the players' equipment was in a pile on the other side of the clearing. But the future-plot-involving thing is much better for the most part, although you do need filler adventures. |
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Crito |
Re: Interesting Low-Level adventures | ||
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I found this link to a whole pile of adventures, including a lot of level 1-3 ones that you might want to check out - to use or from which to rip off ideas.
If you're into published modules, I highly recommend the Witchfire Trilogy from Privateer Press. The first module in the trilogy is designed for starting level characters. It has its own unique campaign setting and a plot that involves more than crushing large numbers of orcs. |
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MerricB |
Re: Interesting Low-Level adventures | ||
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I quite liked the Sunless Citadel; sure you're killing goblinoinds, but you've also got two or three mysteries to solve, subquests and interactions with interesting or insane NPCs.
I feel adding a mystery to a low-level module will keep the PCs brains occupied, whilst you can divert them with the occasional combat. Tricks of various sorts are also good. Cheers! |
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Necrodaun |
Lower than Low level, or Elminster was a Sheperd boy! | ||
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I am running a game tonight, kind of a pre-beginning to my campaign. It is all about the players before they were heroes.
This is kind of experimental but I plan to begin playing before they write up their characters. No stats, just a race, name and an idea. The idea is that this is the time before they received training in any class and that they are basicly commoners or experts. They don't need attributes just yet so their rolls will not be modified by "adjustments" (estimating a 10 on all atts). Of course they have no feats yet and they will gain skills as they choose throughout play. I am giving each player a free level of either Warrior, Expert or Adept after the first few games then they can choose their own class and begin from their. In the end they will come out ahead with more skill points and maybe a free feat as well. The Low level Adventures in the Dalelands. The mild winter has passed and preparations have begun for the spring planting which is still a few weeks away. With no money and little resources the player characters have started to look for odd jobs around the town to get them through. Normally life would be easy this time of year but the frequency of attacks from the Cormanthor Drow and the rising population in the Beast Lands have driven most of the commoners closer to the safety of Ashbenford (In Mistledale). Still there is work for those willing to do it. For example; There is a chicken thief in town who has been raiding the local barns for the past few weeks. The Mistledale riders are to busy with their patrols and have no time to investigate. The Farmers have come together and are willing to pay 2 silver a night for anyone to stay up and watch out for these thieves (2 silver being pretty good for a commoner). The thieves of course turn out to be a group of Racoons led by a very intellegent possibly planetouched one. From the racoons standpoint they are leading raids into the city to get food but to the town they are just an annoyance. This is a real low adventure but it is up to the DM to run it right. The lead racoon would make a great familiar or animal companion to a druid or wizard once it is "defeated". And this is supposed to be one of those spooky games where the pcs are always wondering what was that noise or who was that since the Riders of Mistledale will be patrolling and there is the eerie feeling that the Drow could attack at any moment, which they don't Part two, The players are living the high life on the earnigs they have recieved (a mere 2 silver plus whatever bonus they get for actually catching the Racoon) when they hear some Whooping and Hollering from down the street. There seems to be a flying pig running down the road much to the amazment of the township. The flying pig of course is from a nearby "advanced" farming facility with links to the Harpers where they create such creatures. The pig has gotten into the foodstuffs of a nearby kitchen and is now covered with Lard. That's right! A greased semi flying pig. This is a great encounter for the PCs where they have to catch this greasy critter and return it to the Farm from which it came, about 20 miles North East. How it got here is unknown. Part 3, Once the pig is returned they can collect their reward (perhaps some actual gold this time) and are asked to stay and work the night. Apparently the pig escaped during a night raid of Dark Clothed Ogres who were after mostly food it seems but still cause a lot of damage. Now the fence that held the sheep is destroyed and someone has to watch them while it is repaired. A little night time sheep herding is great for the PCs during which time they can happen upon the tracks of the recent Ogre attack and wonder if they will be back tonight or not and what they will do if that happens. Of course the Ogres do return but are thwarted by a local hero and one of the Riders of Mistledale. Of course the Hero lets the party loot the Ogres where they will get, yes some more coin, and maybe a few other trinkets they can sell. Why such lowly level adventures? well, this will give me the oppurtunity to immerse the players in my game so they will now what to expect and give them a chance to see how I run things and to decide exactly who they want to play in it. You see, they have been playing 3E with the DIABLO books and they are a bit over the top with Hack and Slash and super powered items. Oh well, I hope these gave you some ideas for some low level adventures, If there is enough interest I can post the rest of the Pre Campaign adventures I am coming up with. |
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Shadow P Monkey |
Re: Lower than Low level, or Elminster was a Sheperd boy! | ||
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I always found low-level adventures to be the best, and easiest to make interesting. At higher levels it's not easy to make the PC's afraid for their lives. At low levels it's really easy. With low level adventures you can use some of those old B-Movie type adventures like Night of the Living Dead. At high levels zombies just aren't quite as frightening. A high level cleric can dispatch a horde of zombies with little difficulty.
When you get caught up in high level campaigns, it just gets more and more difficult (for me anyway) to keep up the suspension of disbelief. I mean some of the monsters and plots just start to seem a little absurd after a while...especially if the players start looking back on their low level adventures. "It seems like only yesterday that we never encountered anything nastier than a troll. Now we seem to be fighting demons, dragons...and that damn tarrasque is still following us! Oh great...it's Zues...again! Doesn't this guy have anything better to do than get the crap beaten out of him by us?" With low level adventures you can actually create a decent mystery adventure without having to use a bunch of high level magic to keep up the mystery. I mean you would have to have sooo many spells, magic items, and what-not just to keep the players from using their high level magic to solve the mystery with little trouble...and you wouldn't have to use your "DM powers" to override their magic outside the rules. They could use scrying, mind-reading, alignment revealing, magic-detecting, truth-finding, and various other divining types of magic just to have the answers given to them. And if all else fails them, brute force can be a form of persuasion, and little could be done to stop them without again bringing in some uber-NPC's/monsters to take care of them. I dunno...I just find lower levels a little more believable. I mean there's still these monsters, magic, and other physics defying things going on, but not quite as much. They have to do more thinking in role-playing terms than thinking in what spells, special abilities, or some other odd powers that they have at their disposal. But that's just me. I know there's a lot of people out there who love those high level games. Why procrastinate today what you can put off until tomorrow?
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BrianL03 |
Re: Lower than Low level, or Elminster was a Sheperd boy! | ||
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Yeah, undead battles really aren't that much of a challenge at high levels. Example from the latest mission that I'm a PC (lvl10) in:
We arrive at the wizard's evil undead land tower thing (about seven of us), that has two dozen or so skeletons in front of it. We set up for battle against the things, and instead, the cleric of Fharlanghn runs up, and Turns Undead. Bam. Boom. Skeletons go poof in less than one combat turn. "It's not violence. It's virtuous ass-kicking!" |
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kinslayer |
Re: Lower than Low level, or Elminster was a Sheperd boy! | ||
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i also find it much easier to give players a great challenge at lower levels. i am not a very experienced DM (ask me again in a few years!
just my oppinion though /the kinslayer |
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kinslayer |
Re: Lower than Low level, or Elminster was a Sheperd boy! | ||
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by the way, and i know this is quite contrary to the initial post, does anyone know, where to look for challenging high-level adventures.
thanx /the kinslayer |
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Mashad |
high-level adventures | ||
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Personally, I prefer higher-level adventures to low-level ones. The characters have a wide array of powerful abilities, and you don't have to worry about accidentally killing them with a few lucky (unlucky for them) rolls.
As for where to find them... that's harder to say. There are very few well-written high-level adventures out there. Most of the ones that I've seen are either death traps designed to kill off parties of any level, or else just lame excuses to dish out insane amounts of treasure and XP. I've heard good things about the Return to the Tomb of Horrors, and the Rod of Seven Parts, but I haven't played either one. So, I create my own. In 3e, it's much easier than it was in previous editions, because there are easy-to-use rules for monster advancement. But when it comes down to it, I prefer to use high-level NPCs as villains (presently, my party of 15th-level characters is getting ready to go up against a Thayan Necromancer 5/ Red Wizard 10/ Pale Master 10 Lich with an undead Fighter 5/ Devoted Defender 5/ Thayan Knight 5 bodyguard...). |
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Unregistered(d) |
Re: Interesting Low-Level adventures | ||
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I've found that an actual battlefield is an interesting place for low-level characters...by this I mean where there are only part of a small group.
In the specific game I ran like this, the characters were: (all level 2) Human Fighter Elven Fighter/Ranger Human Cleric (neutral with inflict spells) The elf is a noble, so he led the group and about 30 villagers in defending the village against 50 or so orcs. (and they chose the bridge to make their stand, how wise of them) It went well, and although there were some close calls on the PC side the characters made it through it alive. It was interesting because in the heat of battle all of the players were truly challenged. But you couldn't run this sort of adventure at higher levels...the spellcasters would level the masses, and the fighter type would just volunteer to stand in the center of battle and take on everyone alone. |
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Stwong |
Re: Interesting Low-Level adventures | ||
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I find it much easier to start at a higher level... and like Setzer of Monty Haul, warn the characters it will be brutal. But I also implement roleplaying rules against munching, and I give each player one weak ability (score at 8)...
Then, the players tend to go to magic items, and high-level spells. I've crafted my own little magic trap, that is intended against high-level characters... suppresses magic to +1 weapons (at most) and spells to 3rd level. Knowing this makes the players jumpy at least, but when they have to hold a choke point against several dragons... This adds on value for the mundane but powerful weapons, and I include quests to help master swordsmiths to help out the party this way. For mysteries, a ward against divination and teleportation would be appropriate. Or, against one particular object, say, the assassin who is going to kill the queen. Of course, I'm not sure how your groups would put up with this... |
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ASEO |
Re: Interesting Low-Level adventures | ||
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Check out The Gryphon's Legacy by Gaslight Press in their Sun & Scale campaign. The PC are adventurers, but also the founders of a ney duchy and are responsible for building their ney realm as well as adventuring.
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Graityrra |
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I know most of the power gamers will disagree with me, but I like both DM'ing and playing in lower level adventures better. Everything is a challange, and I mean everything. Encourage the players to role-play and they will keep themselves busy for hours. It is the little experiences gained at low levels that usually define a character later on. One quirk that develops by accident as a first level character acna be the basis for the way a character acts at higher levels.
Remember that at lower levels combat is a tricky endeavor, so most of the adventure should involve solving riddles or finding the clues to the solution to the problem at hand. The characters can defeat any creature you want to put before them once they solve the puzzle and find the secret weapon that will make it easy (and disappear or become powerless afterwards). As a DM, have fun at the lower levels and let the characters discover how to work together and what their own personalities will be before they are at levels that where any small misstep can be fatal. ---- Why does it always "stand to reason?" I have always found it much easier to reason sitting down...
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FrisbieDog |
Re: Interesting Low-Level adventures | ||
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I am starting a campaign where the players are all orphans of around age 11. They are going to need to find a way out of the orphanage before they become impressed into the army or navy.
After the escape they can then pursue getting actual class levels. Right now they are level 0 characters. Has anyone ran a level 0 start campaign before? |
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Drakey |
Re: Interesting Low-Level adventures | ||
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I'm starting a campaign soon and I'm trying to offer lots of options to the PCs throughout. For example, it starts off with the town's chief cleric dying. Now they need to go over to the next town to get a new one. They can take the Lowland Highway (long and safe), the Mountain Pass (less long, less safe), or the Deep Tunnel (short and deadly).
Now if they take the Lowland Highway, their first encounter outside their home town will be with two dwarven bandits. These bandits don't really want to hurt anybody, but they can't afford to pay the taxes imposed by Lady Portia, a first-level halfling aristocrat back in the town. Now the PCs can slaughter these dwarves, bypass them somehow, or join their cause and return to the town to fight the Lady--keeping in mind that the town still needs a cleric. And so on. |
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