So, I was hoping I could get some feedback on the following opening story for new gamers. I am running a game for 6 players next week, 3 of them kids, all starting at Level 1. I am so used to running games for adults that I am unsure how "simplified" I need to adjust my style to for kids. I know I can't do too much moral "shades of grey" stuff as that sort of thing gets too serious real quick. So, please let me know if the following write-up seems "simple" enough for kids for an opening session. Thanks!
A Young Red Dragon, Bynintur, Lord Of The Red has decided to make his lair atop Dusthawk Hill in Baldur's Gate. The dragon has made his intentions known in a few unsavory circles including a few Kobold tribes, the Cult of the Dragon, and a few others (TBD as the campaign progresses) in order to curry support in the form of minions. As the adventure begins, the party is witness one of the many attacks and attempted abductions of Gnomes in Whitkeep by the Kobold Garnsh Tribe as a sacrifice to the Lord of the Red.
Aftermath (Minor Encounter): The local townsfolk are in awe of the party's valor and praise them highly! Artie Hightower (half-orc) introduces himself as the owner of the Whitkeep Hostel and offers the party free lodgings as a reward for their heroics. A squad from the Flaming Fists mercenary company arrive shortly requesting a description of the incident. An easy Sense Motive check (DC 12) reveals that more attacks have happened sporadically throughout the Outer City, though there do seem to have been more in Whitkeep, which is odd. Lieutenant Komar (human Veteran) requests the adventurers stick around for a couple days in case he has more questions for them.
After allowing some time for the part to rest, Artie Hightower approaches with several others (a couple who are gnomes) to request that the party look into attacks from the previous evening. They have no money to offer and instead appeal to the adventurer's sense of nobility. Artie can confirm that Whitkeep was indeed the hardest hit. There's mention that it wouldn't be surprising if the whole thing were a plot by the humans in Baldur's Gate proper to thin out the non-humans in the area.
Gathering Information
As the party sets out to track down the kobolds who attacked Whitkeep and kidnapped various citizens, there is much they may learn. Using either Investigation or Persuasion skill checks of varying Difficulty Classes the players can discover secrets otherwise hidden from the masses.
Gnome Begone! (Minor Encounter - DC 10): Whitkeep has a large percentage of the Gnome population in Baldur's Gate. These attacks, combined with records of the other attacks through the Outer City, reveal that the kobolds were targeting Gnomes, with the odd child and/or Halfling abducted as well (these poor souls were mistaken as Gnomes by the Kobolds). All in all, there were about 20 abductees reported. Lieutenant Komar (human Veteran) of the Flaming Fists is the source of this information. He's somewhat suspicious of anyone asking after this information, fearing vigilante activity. Helping him put down a small band of 4 bandits from the Ganthall's Gallants will go a long way toward getting him to trust the party.
This option will become available as the Lieutenant will cut off his conversation with the party mid-sentence with a "Haha... gotcha!" as he strides toward a shop on the other side of the street where a shopkeeper is handing off a bag of coin to a trio of shady-looking men (the shopkeeper is paying for "protection'). As Lieutenant Komar prepares to apprehend the trio, he fails to notice a fourth who comes up behind him and knocks him out with a sap to the back of his head. If the party rescues Komar and assists him in apprehending the bandits, he will not only give them the information about the series of attacks/abductions, but he'll also let them know that 2 eyewitnesses (2 Gnome children) saw the Kobolds enter Whitkeep from the southern edge of the district form the direction of Dusthawk Hill.
Mail for you, sir! (Major Encounter - DC 15): While asking around for information, Galax (Kobold Sorcerer with red/brown striped scales) sneaks around above them, keeping to the shadows and using his small stature to his advantage. He's discovered the mission the adventurers are on and decides to help them... and in so doing eliminate a rival tribe (Galax belongs to the Kiptynn Tribe). At an oportune moment, Galax will drop a clay pot onto the party (he does not intend to hurt anyone, so allow a Dex Save of DC 10 to avoid the pot -- if the save fails, the character will suffer a d4 of damage) with a note stuffed inside. If the party does not see the note (Passive Perception of 12 or higher), Galax will use Mage Hand to make it noticeable. The note has the following message crudely scribbled on it: Meet me in the alley behind the Crooked Barrelat midnight for information on the monsters who attacked the Outer City.
Meeting with Galax is simple and straight-forward, though he is disguised (poorly) as a Halfling in a cloak (a Perception check of 13 or better will alert the player that something is off about the disguise). He will inform the party that the Garnsh Tribe is responsible for the abductions, explaining that the tribe is getting ready to sacrifice the abductees in a major ritual to the kobold god, Kurtulmak. A Religion check of 5 or better will affirm that Kurtulmak is indeed the Kobold god and that from time to time Kobolds do indeed perform rituals in an attempt to free the god (see the Dragon Servitors section of Volo's Guide to Monsters for more information on Kurtulmak). Of course, a Sense Motive check of 13 or better will reveal that Galax is lying about something, probably the real reason for the abductions (a sacrifice to the Young Red Dragon, Bynintur, Lord Of The Red).
If the party in any way threatens Galax, he will call forth his Kobold brethren waiting in the shadows (7 additional Kobolds), initially using them to intimidate the party, or to fight as a last resort. If asked why he -- a Kobold -- is helping the party track down other Kobolds, Galax will shrug and respond with "Why does it matter? If you do not hurry, those poor gnomes will die!"
Kobold Down (Minor Encounter - DC 20): Digging around, the party discovers a group of boys tormenting what initially appears to be a wounded Halfling in a cloak. Intimidating the boys (DC 5) will cause them to scatter. The "Halfling" will try to flee, but with a sprained leg he is at a disadvantage to all movement-based checks. The "Halfling" is quickly revealed to be a Kobold, one from the previous evening's raid. Wounded and frightened, it does not take much to get it to speak. It's name is Sniv from the Garnsh Tribe. He will quickly and gladly confess (DC 5) to being part of a raiding party intent on abducting sacrifices to Bynintur, Lord Of The Red and will gladly lead the party to its tribe's lair. A Sense Motive check of 9 or better will reveal he is lying and trying to deceive the party into attacking a rival tribe, the Kiptynn Tribe. A handful of Giant Rats greet the party at the entrance to the hidden lair. Sniv will attempt to hide and escape during this encounter. If the party discovers Sniv'sdeceit, a DC 13 roll will have to be made to get him to give up his own tribe. A handful of Giant Rats greet the party at the entrance to the Garnsh Tribe lair as well. (If the characters do not stumble upon this plot, they will hear about a kobold being strung up off of a random balcony in a couple days.)
Rollback Post to RevisionRollBack
C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
So, I was hoping I could get some feedback on the following opening story for new gamers. I am running a game for 6 players next week, 3 of them kids, all starting at Level 1. I am so used to running games for adults that I am unsure how "simplified" I need to adjust my style to for kids. I know I can't do too much moral "shades of grey" stuff as that sort of thing gets too serious real quick. So, please let me know if the following write-up seems "simple" enough for kids for an opening session. Thanks!
A Young Red Dragon, Bynintur, Lord Of The Red has decided to make his lair atop Dusthawk Hill in Baldur's Gate. The dragon has made his intentions known in a few unsavory circles including a few Kobold tribes, the Cult of the Dragon, and a few others (TBD as the campaign progresses) in order to curry support in the form of minions. As the adventure begins, the party is witness one of the many attacks and attempted abductions of Gnomes in Whitkeep by the Kobold Garnsh Tribe as a sacrifice to the Lord of the Red.
WhitKeep Under Attack
Kobold Attack (Major Encounter)
6 kobolds, 1 winged kobold (mottled red, Garnsh Tribe)
Aftermath (Minor Encounter):
The local townsfolk are in awe of the party's valor and praise them highly! Artie Hightower (half-orc) introduces himself as the owner of the Whitkeep Hostel and offers the party free lodgings as a reward for their heroics. A squad from the Flaming Fists mercenary company arrive shortly requesting a description of the incident. An easy Sense Motive check (DC 12) reveals that more attacks have happened sporadically throughout the Outer City, though there do seem to have been more in Whitkeep, which is odd. Lieutenant Komar (human Veteran) requests the adventurers stick around for a couple days in case he has more questions for them.
After allowing some time for the part to rest, Artie Hightower approaches with several others (a couple who are gnomes) to request that the party look into attacks from the previous evening. They have no money to offer and instead appeal to the adventurer's sense of nobility. Artie can confirm that Whitkeep was indeed the hardest hit. There's mention that it wouldn't be surprising if the whole thing were a plot by the humans in Baldur's Gate proper to thin out the non-humans in the area.
Gathering Information
As the party sets out to track down the kobolds who attacked Whitkeep and kidnapped various citizens, there is much they may learn. Using either Investigation or Persuasion skill checks of varying Difficulty Classes the players can discover secrets otherwise hidden from the masses.
Gnome Begone! (Minor Encounter - DC 10):
Whitkeep has a large percentage of the Gnome population in Baldur's Gate. These attacks, combined with records of the other attacks through the Outer City, reveal that the kobolds were targeting Gnomes, with the odd child and/or Halfling abducted as well (these poor souls were mistaken as Gnomes by the Kobolds). All in all, there were about 20 abductees reported. Lieutenant Komar (human Veteran) of the Flaming Fists is the source of this information. He's somewhat suspicious of anyone asking after this information, fearing vigilante activity. Helping him put down a small band of 4 bandits from the Ganthall's Gallants will go a long way toward getting him to trust the party.
This option will become available as the Lieutenant will cut off his conversation with the party mid-sentence with a "Haha... gotcha!" as he strides toward a shop on the other side of the street where a shopkeeper is handing off a bag of coin to a trio of shady-looking men (the shopkeeper is paying for "protection'). As Lieutenant Komar prepares to apprehend the trio, he fails to notice a fourth who comes up behind him and knocks him out with a sap to the back of his head. If the party rescues Komar and assists him in apprehending the bandits, he will not only give them the information about the series of attacks/abductions, but he'll also let them know that 2 eyewitnesses (2 Gnome children) saw the Kobolds enter Whitkeep from the southern edge of the district form the direction of Dusthawk Hill.
Mail for you, sir! (Major Encounter - DC 15):
While asking around for information, Galax (Kobold Sorcerer with red/brown striped scales) sneaks around above them, keeping to the shadows and using his small stature to his advantage. He's discovered the mission the adventurers are on and decides to help them... and in so doing eliminate a rival tribe (Galax belongs to the Kiptynn Tribe). At an oportune moment, Galax will drop a clay pot onto the party (he does not intend to hurt anyone, so allow a Dex Save of DC 10 to avoid the pot -- if the save fails, the character will suffer a d4 of damage) with a note stuffed inside. If the party does not see the note (Passive Perception of 12 or higher), Galax will use Mage Hand to make it noticeable. The note has the following message crudely scribbled on it: Meet me in the alley behind the Crooked Barrel at midnight for information on the monsters who attacked the Outer City.
Meeting with Galax is simple and straight-forward, though he is disguised (poorly) as a Halfling in a cloak (a Perception check of 13 or better will alert the player that something is off about the disguise). He will inform the party that the Garnsh Tribe is responsible for the abductions, explaining that the tribe is getting ready to sacrifice the abductees in a major ritual to the kobold god, Kurtulmak. A Religion check of 5 or better will affirm that Kurtulmak is indeed the Kobold god and that from time to time Kobolds do indeed perform rituals in an attempt to free the god (see the Dragon Servitors section of Volo's Guide to Monsters for more information on Kurtulmak). Of course, a Sense Motive check of 13 or better will reveal that Galax is lying about something, probably the real reason for the abductions (a sacrifice to the Young Red Dragon, Bynintur, Lord Of The Red).
If the party in any way threatens Galax, he will call forth his Kobold brethren waiting in the shadows (7 additional Kobolds), initially using them to intimidate the party, or to fight as a last resort. If asked why he -- a Kobold -- is helping the party track down other Kobolds, Galax will shrug and respond with "Why does it matter? If you do not hurry, those poor gnomes will die!"
Kobold Down (Minor Encounter - DC 20):
Digging around, the party discovers a group of boys tormenting what initially appears to be a wounded Halfling in a cloak. Intimidating the boys (DC 5) will cause them to scatter. The "Halfling" will try to flee, but with a sprained leg he is at a disadvantage to all movement-based checks. The "Halfling" is quickly revealed to be a Kobold, one from the previous evening's raid. Wounded and frightened, it does not take much to get it to speak. It's name is Sniv from the Garnsh Tribe. He will quickly and gladly confess (DC 5) to being part of a raiding party intent on abducting sacrifices to Bynintur, Lord Of The Red and will gladly lead the party to its tribe's lair. A Sense Motive check of 9 or better will reveal he is lying and trying to deceive the party into attacking a rival tribe, the Kiptynn Tribe. A handful of Giant Rats greet the party at the entrance to the hidden lair. Sniv will attempt to hide and escape during this encounter. If the party discovers Sniv's deceit, a DC 13 roll will have to be made to get him to give up his own tribe. A handful of Giant Rats greet the party at the entrance to the Garnsh Tribe lair as well. (If the characters do not stumble upon this plot, they will hear about a kobold being strung up off of a random balcony in a couple days.)
C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
Also, if anyone has any ideas for other encounters for the party while gathering information, let me know!
C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."