BlackRabite
2008-02-26, 03:42 PM
I'm starting a new campaign for my group this weekend with a very odd beginning. Basically I'm going to be making 4 somewhat blank character sheets that will belong to un-stated level 0 Kobolds. The players will have to roll the stats (4d6 take highest 3) down the line and take what they roll for that stat no matter what.
The premise is this, they are part of a small Kobold camp/group and some scouts come back reporting an adventuring party that has decided to make camp on the edge of their territory. The party is large but they look badly wounded and the one of them is unconscious and being carried. An impromptu raid is formed and the kobolds spend some time preparing traps around the camp full of badly hurt adventurers that don't appear to be paying enough attention to their surroundings.
First question: What is kobold society like in forgotten realms? Are they small nomad like bands that live in warrens? How organized are they and do they have a society structure of any sort?
Continuing: The large band of kobolds will descend upon the injured party in the night, though the party has spent most of its resources fighting whatever it was that screwed them over so badly they still have enough left in them to kill most of the kobold band (these being roughly level 5-7 adventurers). Pretty much all of the kobolds will die in the assualt save the 4 controlled by my players, I'll find a good way to make this happen barring extreme stupidity. Now, this encounter will catapult the 4 players into "level 1" pretty much, at this point they will choose a class to be and they will get their pick of the adventuring parties gear when they have chosen a class.
Question 2: What is a good makeup for a badly wounded adventuring party and what items could a level 7'ish adventuring party have that could potentially be used by level ones both without pigeon-holing them into a class and without overpowering them. I can ramp up later encounters to fit some level of power via magical items, but what are good magical items that won't overpower them but still allow them a good chance of surviving the highly deadly low levels.
They will pretty much be able to do anything they want at this point but some obvious choices I'll lay out in front of them would be to go back and take leadership of the kobold tribe then go one to conquer and unify other tribes of downtrodden low level monsters into a massive army. Or to jsut leave it all behind and become an adventuring party of kobolds, namely taking advantage of their jumpstart into the world of adventuring via lucky circumstances.
The premise is this, they are part of a small Kobold camp/group and some scouts come back reporting an adventuring party that has decided to make camp on the edge of their territory. The party is large but they look badly wounded and the one of them is unconscious and being carried. An impromptu raid is formed and the kobolds spend some time preparing traps around the camp full of badly hurt adventurers that don't appear to be paying enough attention to their surroundings.
First question: What is kobold society like in forgotten realms? Are they small nomad like bands that live in warrens? How organized are they and do they have a society structure of any sort?
Continuing: The large band of kobolds will descend upon the injured party in the night, though the party has spent most of its resources fighting whatever it was that screwed them over so badly they still have enough left in them to kill most of the kobold band (these being roughly level 5-7 adventurers). Pretty much all of the kobolds will die in the assualt save the 4 controlled by my players, I'll find a good way to make this happen barring extreme stupidity. Now, this encounter will catapult the 4 players into "level 1" pretty much, at this point they will choose a class to be and they will get their pick of the adventuring parties gear when they have chosen a class.
Question 2: What is a good makeup for a badly wounded adventuring party and what items could a level 7'ish adventuring party have that could potentially be used by level ones both without pigeon-holing them into a class and without overpowering them. I can ramp up later encounters to fit some level of power via magical items, but what are good magical items that won't overpower them but still allow them a good chance of surviving the highly deadly low levels.
They will pretty much be able to do anything they want at this point but some obvious choices I'll lay out in front of them would be to go back and take leadership of the kobold tribe then go one to conquer and unify other tribes of downtrodden low level monsters into a massive army. Or to jsut leave it all behind and become an adventuring party of kobolds, namely taking advantage of their jumpstart into the world of adventuring via lucky circumstances.