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T O P I C    R E V I E W
Beppe63 Posted - 07 Sep 2005 : 11:25:07
Hello at all,

this is my first post on this part of the forum!

I and my gaming group have decided to play PCs starting at younger age before they gain the "1st level".
The PCs live all stably in Daggerford (not necessarily all birth in Daggerford).
I want to run three adventures before they reach the "adult age" (19 years, 1st level class, 1374 DR) and start to go away in search of luck.

The three adventures are setting:

1st at 10 years (1365 DR);
2nd at 13 years (1368 DR);
3th at 16 years (1371 DR).

Now I hope you can give me any help, suggestions and hints to arrange these three adventures!

Thanks in advance for any help.
10   L A T E S T    R E P L I E S    (Newest First)
Talanfir Swiftfeet Posted - 09 Sep 2005 : 17:49:11
i've always thought that children make very good spies. They are smaller and adults usually tend to ignore them.

They could be spies and/or thiefs working for a master. They would have to use their wit rather than their strenght to survive encounters so choose the one with the most charisma to speak for the whole gang of youthful misfits while dealing with adults.

Young gangs also have a pecking order so you should decide who is the boss, who is the second in command (by strenght or by brown-nosing) and so on.

In one of the Anthologies (don't remember which one) there was a good short story of a young gang of thugs. It can be a good reference to what i'm trying to say.

Campaing could be something like: A mysterious person comes to town and your master (could be a Harper/Zenth spy) commands you to tail him/her and report back to your master. What happens then is up to you.
Faramicos Posted - 09 Sep 2005 : 12:41:46
Exactly... Small adventures and happenings to begin their adventuring life but without going beyond the posibilities of their childhood capabilities.
DDH_101 Posted - 08 Sep 2005 : 22:55:50
Try an adventure I like to call "Little Red Riding Hood". Lol.

Have the PCs transport some mundane goods to another person. (Ex. A sack of apples from Daggerford to a poor woodsman living in the woods)

Then, along the way, they meet a goblin (wolf might be too strong for them) armed with like a wooden club chasing after the apples. Since the PCs are still too weak, make the objective to reach the woodsman, not kill the goblin.
Beppe63 Posted - 08 Sep 2005 : 22:01:11
quote:
Originally posted by Faramicos

How will you handle the sessions? Are they a single session in each age-category or how does it work? It sounds as a cool idea so i am rather curious...



I don't want to bother to much the players and I want to set up an adventure of one, max two session per age-category.
Faramicos Posted - 08 Sep 2005 : 11:44:05
OK... Sounds good. Experienced players handles new RPG-facets more positive and they are usually able to see the fun in new and different challenges and not only expect "hack ´n slash". How will you handle the sessions? Are they a single session in each age-category or how does it work? It sounds as a cool idea so i am rather curious...
Beppe63 Posted - 07 Sep 2005 : 19:32:44
quote:
Originally posted by Faramicos

How many players are there? And how experienced are they in the art of RPG?



The party is composed of 7 players and are all from farly good to good roleplayers.
Faramicos Posted - 07 Sep 2005 : 15:36:53
How many players are there? And how experienced are they in the art of RPG?
Sir Luther Cromwell Posted - 07 Sep 2005 : 15:32:53
Perhaps, for some background, start them out with a level in commoner, and then convert the level. Or even better, look up the apprentice levels for each class in the DMG.

I'm also seeing sort of a "Full Metal Alchemist" (anime series) thing were the kids try and cast a spell that is far too beyond them, and so the gimick to the campaign is reversing the effects of their arcane foolery.
Crennen FaerieBane Posted - 07 Sep 2005 : 15:21:06
Well, for the first adventure - around 10 years of age or so, you could have a travelling/local wizard have some harmless cantrip type spell stuff and the children could steal it. It wouldn't do any harm and they would eventually get caught, but it would teach them that if they put their mind to it, they could succeed.

C-Fb
Faramicos Posted - 07 Sep 2005 : 13:10:52
These adventures would have to be happenings that go out of the ordinary life of such a young person... They could be sent to an orphanage where they would have to fight for a place in the hierachy ofthe place. I have tried that one and it was so cool. They could observe some event that they would have to keep a secret while villains search for them. It could be a murder or some other criminal event. It would be a different kind of adventure, but certainly a memorable one if you can get it to work.

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