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2017-11-04, 06:42 PM (ISO 8601)
- Join Date
- Nov 2012
- Location
- Icewind Dale
- Gender
Ideal Quests for Level One Adventurers
Aside from "Kill all the rats in the cellar", what other quests would there be for a bunch of Level One Adventurers?
Thinking about it, we're talking about adventurers who are, in a way, as inexperienced as they can get. What reason would an employer have to pay for the services of these level 1 adventurers?
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2017-11-04, 06:47 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- NYC
- Gender
Re: Ideal Quests for Level One Adventurers
- Catch all these escaped Familiar animals.
- After an accident, survive a trek through the wilderness & overcome some natural obstacles to get back to civilization.
- Babysit some very young Sorcerers who are trying to prank you; all children must survive and be put to bed.
- Travel to the 679th layer of the Abyss and deliver this envelope to the gate-guard at the Abyssal Palace of Thurgiluurahkxa the Blood-Duke.I want you to PEACH me as hard as you can.
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2017-11-04, 07:14 PM (ISO 8601)
- Join Date
- Apr 2005
- Location
- Back in the USSR
- Gender
Re: Ideal Quests for Level One Adventurers
There is an orc. He has a pie. You desire this pie. Obtain it by whatever means you deem appropriate.
The local hedge wizard can't be bothered to do his own herb-gathering so he's paying some schmucks to do it for him. The catch is you have to do it under the light of the full moon with a silver sickle, when there are nasty nocturnal creatures about.
You're on ditch-digging duty for the town palisade when suddenly: earth elementals.Thousandshalf a dozen of them.
Friendly barfight with the other social circle of would-be adventurers in town. The next quest of clearing rats out of the cellar is to pay for the ensuing damages and your tabs.
For a mkdern game, go to your mailbox, retrieve a couple packages from it, and install the software from one of them on your PC. Impossible to screw that up, right?Spoiler
Stealthy Snake avatar by Dawn
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2017-11-05, 06:10 PM (ISO 8601)
- Join Date
- May 2004
- Location
Re: Ideal Quests for Level One Adventurers
An higher level character (5-6th level) must go somewhere to do something (details are irrelevant. Collect reagents, study a certain phenomenon, visit a friend, etc) The PCs are his/her "escort", they must do all those things he can't be bothered to do himself, like carry the heavy stuff, make camp, pick wood for the fire, prepare the food, and of course deal with the low level critters (goblins, kobolds, you know the classic 1st level stuff) that are in the zone and that would not give any XPs to him. Of course he could handle them himself, and if necessary he would (but if he must the PCs can expect a lower pay) but he don't want to deal with what is essentially just an annoyance.
If you want you could tell that is a test of some kind, if they prove themselves competent this NPC could give them some other quest in the future.I don't make the crazy rules, I just twist them to my purpose
"...the Perilious Path of Crushing Doom"
" Please, tell me it is actually filled with cute, fuzzy bunnies and they just named it that to be ironic."
Note to Self:
If you ever happen to doubt the Giant again remember the "Ghost-martyrs of the Sapphire guard
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2017-11-05, 06:43 PM (ISO 8601)
- Join Date
- Apr 2013
Re: Ideal Quests for Level One Adventurers
The village of Hommlet is a good go to
May I borrow some bat guano? It's for a spell...
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2017-11-05, 11:00 PM (ISO 8601)
- Join Date
- Aug 2017
Re: Ideal Quests for Level One Adventurers
Run away;
- Kobolds/goblins/etc are raiding the little village you grew up in and you have to run away to the stone inn.
- You are in the big market watching the King's retinue come through when ...
- You are part of a wagon train/caravan when a group of bandits drop a tree on the road ahead of you, don't get captured
What's that?;
- Sleeping in a tavern, what's that noise coming from down stairs?
- Travelling on the road, why is that mud in the road lumpy? (mud mephit)
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2017-11-06, 12:58 AM (ISO 8601)
- Join Date
- May 2016
Re: Ideal Quests for Level One Adventurers
+1 for the Homestuck reference
Some stuff that occurs to me, depending on the setup of your group
- some kind of coming of age/graduation ritual for whatever group or society they might be a part of. Think like "to become an adult in this tribe, you must kill a bear and bring back its pelt" type of thing.
- An escort mission ("take this non-combatant person to this other place. it's not expected to be dangerous, but we want them to arrive safely nonetheless"). You can throw whatever appropriate dangers at them (wild animals, low-level bandits, whatever) and/or have it lead into another quest.
- Local contest- whatever place they live in or are passing through is hosting some kind of a contest, whether it be a fighting tournament or a scavenger hunt or whatever. Perfect way to hand out some gear as prizes, too.
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2017-11-06, 04:42 AM (ISO 8601)
- Join Date
- Sep 2009
- Gender
Re: Ideal Quests for Level One Adventurers
Death Love Doom and God that Crawls.
What, you weren't asking for module suggestions. Okay then...
First, don't think of the player characters as "adventurers". "Adventuring" is not a real profession, it's just an euphenism for many loosely connected endeavors where people move from place to place.
When working within the law, "adventurers" are mercenaries, privateers, explorers, archeologists, merchants, bodyguards, private investigators, pioneers, missionaries, hunters, street performers etc.
When working outside the law, "adventurer" is an euphenism for assassins, pirates, raiders, grave-robbers, charlatans, beggars, spies, thieves, poachers, invaders etc.
Notice how many of these are essentially "self-employed". That is, they don't wait for someone to offer them "quests", they proactively search for hapless victims... errr, targets, to make profit of. And that's what the players should do. If they don't, they're gormless lackwits, and you should tell them so. Seriously, spare no words in telling how much theysuck if they show up with characters that have no goals or motivations of their own.
Related to the above, of if you're a a GM and you start by asking "what should the player characters do?", you're setting off on the wrong foot. Let players worry about what their characters will do.
Instead, ask yourself "what could happen to the player characters?" Or, in other words, "what can the world do to them?"
There are two pieces of sage advice you should remember: "Do unto others before they do to you" and "never give a sucker an even break". The player characters are weak, you say? They're unskilled, you say? Yet they're carrying all that nifty "adventuring" gear and starting money, typically way more wealth overall than your average passers by?
Why, what a great chance for fellow "adventurers" to check them out and maybe "show them the ropes"... by beating them up and stealing their stuff. Or by conning them into losing their money.
If the player characters prevail, that's one session worth of play. If they lose, it's potentially several sessions worth of play as they predictably pursue bloody vengeance on those who wronged them. It's a win-win... for you."It's the fate of all things under the sky,
to grow old and wither and die."
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2017-11-06, 04:53 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Ideal Quests for Level One Adventurers
If you don't want to do low level combat a lot (it's quite lethal), consider letting them do some detective work. The standard outline can be simple, really. Person X has vanished. Person Y wants them back. The local authorities don't think there's really any foul play, so they can't be bothered (town guards aren't necessarily a thing in pre-modern society, and even if they exist, they probably aren't investigating much). Ask a couple witnesses, convince a witness who doesn't want to talk, search the missing person's room for clues, maybe decipher a diary or talk to some animals, if you have characters who can do that. Find whatever monster (ghoul, maybe) or sinister organisation (human sacrifice cult in the graveyard) that abducted them and kill it. Or maybe follow the trace overland, build in some obstacles like a flooding river or a ravine. Maybe the target is possessed and has to be nonlethally restrained so they can be dragged back to a temple.
I've done that a few times for first levellers and new players. Leaves them some room for creative approaches beyond just "hit it with a stick".
Edit: there's also a nice basic questhook at the start of Age of Worms, where young people are sent to the local haunted mines basically as a dare.Last edited by Eldan; 2017-11-06 at 04:55 AM.
Resident Vancian Apologist
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2017-11-06, 10:16 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- California
- Gender
Re: Ideal Quests for Level One Adventurers
Infiltration mission an enemy is auctioning off a magic item. Their job is to go to the auction and find out what the magic item is and report back.
They have the authority to bid on the item but ultimately the item will be so it will be stolen by third-party if they want to give Chase they can and take out the guards
If they don't want to give Jace it's okay since they're on a mission was only to find out what the item was
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2017-11-06, 10:26 AM (ISO 8601)
- Join Date
- Nov 2016
- Location
- SoCal
- Gender
Re: Ideal Quests for Level One Adventurers
I don't know about ideal but I like to so this. Start with one on one adventures. Give the player a little solo time by himself for something that will help start his character off. Then in the adventure, the character might need some additional help. This is where you get two of the solo PCs working together.
So if you start out with four players, you have four solo adventurers which leads to two groups of two players playing together. Finally, you bring them all together. It doesn't have to be a work towards the same goal story, it simply can be you help me I will help you type of thing. IF you have more than 4 players, you get the drill...
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2017-11-06, 01:15 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Marlinspike
Re: Ideal Quests for Level One Adventurers
Tell the players to come up with the initial "adventure". Make it part of their character generation process.
"Ok guys, make your characters and also do the following"
- Give me a reason why your character has a pre-existing relationship with at least one other character
- Explain why your character at least vaguely trusts all the other characters
- Give me a reason why each of you are motivated into adventure (greed, vengeance, duty, running away from something, wanderlust... etc)
- Convince me that each of your individual reasons are complementary with the other characters' reasons
- Give me a high level back story for your characters
- As a group come up with a backstory that explains why you are all currently in the same place at the same time
- As a group, come up with a reason that you are all currently in a state of conflict (e.g. any of the reasons listed in the posts above)
Then do a bit of prep work as the DM based on that information, and start the game with the players rolling for initiative.Last edited by Aliquid; 2017-11-06 at 01:15 PM.
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2017-11-07, 05:21 PM (ISO 8601)
- Join Date
- Nov 2017
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2017-11-07, 06:06 PM (ISO 8601)
- Join Date
- Oct 2010
- Location
- Dallas, TX
- Gender
Re: Ideal Quests for Level One Adventurers
First of all, they are not "as inexperienced as they can get". That would be level-zero commoners. The 1st level PCs have basic training in combat, sneaking, magic, etc.
But the answer is that you hire minor, 1st level characters because you have a misiion in which you expect minor, 1st level difficulties.
In the last game I started (AD&D 2e), they were sent by their small isolated village to guard the wagons carrying goods through the forest to market in a larger village. Normally, no escort is provided, but since they had had no visitors from the village for the last few weeks, they sent a small, inconsequential force - the PCs. They faced a couple of nuisance beasts, followed by an attempted hijacking from very few goblins who were expecting only non-fighting farmers. When they got to the village, they found that it had been wiped out and burned down- by goblins (plus a few larger tracks they couldn't identify). So they went onward to the town on the edge of the forest to sell their wares.
The next encounter was a slightly larger group of fleeing goblins, whose armor showed recent damage, and some of whom were only armed with sticks. They then found some refugees fleeing from the town, who told them it was under siege.
They got to the small town outside the forest, and it had just been defeated. The remaining goblins were pillaging, and not expecting an attack. The PCs rallied the people with them and killed or chased away the remaining goblins. So the PCs became the heroes of the (remaining) townsfolk). The few humans left in town told than that most of the goblins attacking the town had left as soon as it fell, because the ogres leading them had forced them to march toward the larger town 30 miles away.
By this time the party were 2nd level. They eventually got to the larger town, where a siege was in progress. Since the besieging army (50 or so goblins, led by 3 ogres) were being attacked from the town, nobody was looking outwards. The PCs noticed that the goblins were looking over their shoulders at the ogres, and the ogres seemed to be primarily making sure that the goblins kept fighting. They took out the ogres from ambush, and the goblins fled. The PCs became the heroes of the town.
The goal is for the PCs to be hired for what is expected to be a simple, 1st level missions, in which the level of the encounters slowly grows, for reasons that the PCs and whoever hired them don't know yet. Nobody knew that the goblin war was starting when they set out.
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2017-11-07, 06:23 PM (ISO 8601)
- Join Date
- Aug 2012
Re: Ideal Quests for Level One Adventurers
I find the ideal introductory adventures for a medieval-ish fantasy sort of game are exploratory in nature. Go from the village to the city or from one area of a large-ish city to another for reasons, scout the adjacent wild-lands for potential hazards/suspicious activities and return to report to the local authorities, find a hermit living up the mountain -- that kind of thing. Some of which have been suggested already.
Like, the first mission of any Pokemon game, for instance.
It immediately broaden the scope the character's experiences, it allows for manageable risk as you're not really asking your adventurers to do anything greater than - say - a merchant or local militia member does as a matter of course, and it puts the new party into a more isolated position to allow them to interact and settle upon some key things like what the characters feel about one another and how decisions are made within their group before complicating their lives with NPCS and serious conflicts. Getting a baseline is important to work with and around later.
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2017-11-07, 07:29 PM (ISO 8601)
- Join Date
- Apr 2013
Re: Ideal Quests for Level One Adventurers
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2017-11-07, 07:46 PM (ISO 8601)
- Join Date
- Oct 2017
- Location
- East of Hell
Re: Ideal Quests for Level One Adventurers
Any errand you can reliably entrust to a 10 year old human (or the equivalent of). Because that's what a level 1 player is. They are literal 10 year olds.
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2017-11-07, 08:50 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: Ideal Quests for Level One Adventurers
One of my usual favorites is bandits. They're generally a bit weaker than 1st level PCs, and clever players can isolate bandits and gang up on them, until they're better set to take them on.
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2017-11-07, 10:38 PM (ISO 8601)
- Join Date
- Apr 2005
- Location
- Back in the USSR
- Gender
Re: Ideal Quests for Level One Adventurers
After typing that out I realized how deeply gaming software has changed in the last 8 and a half years. There's no way even a moron like John wouldn't have just gotten the Steam version if the comic was set in the present day.
To be fair, higher-level characters are usually literal 10 year olds, but with power.Spoiler
Stealthy Snake avatar by Dawn
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2017-11-08, 07:07 AM (ISO 8601)
- Join Date
- Jan 2007
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- Switzerland
- Gender
Re: Ideal Quests for Level One Adventurers
Plus players can get creative with bandits. I You don't have to do just one fight, they can be chased to their lair, they might have guard dogs to trick or befriend, they can be smoked out or negotiated with...
If you think your players are usually too bloodthirsty, introduce a bounty for bandits brought back alive for trial or questioning. That should encourage them to think more creatively.Resident Vancian Apologist
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2017-11-08, 07:30 AM (ISO 8601)
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- Feb 2012
- Location
- Poland
- Gender
Re: Ideal Quests for Level One Adventurers
I'm all in favor of "survival" or helping out friends/family. Nobody just hires lvl 1 heroes.
I love various flavors of "getting back to civilization" (e.g. after air-ship crash, jail break, natural disaster, teleportation accident) - the players trek through wilderness and can level up before getting to actual quest givers.
As for more low-level drama - the player's village getting raided by bandits, their next of kin is getting threatened by extortionists, something (or someone) is mutilating cattle, a friend has been murdered.
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2017-11-08, 07:35 AM (ISO 8601)
- Join Date
- Jun 2015
Re: Ideal Quests for Level One Adventurers
A gigantic armies of simulacrum of wizards attacks the level one adventurers.
Sorry but if there was not this prophecy that a group of four people would stand up and kill the evil tyrant you would not have died.
Wait you did not die?
Why???(elven generalist domain wizards breaks everything)Last edited by noob; 2017-11-08 at 07:36 AM.
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2017-11-08, 07:55 AM (ISO 8601)
- Join Date
- Nov 2017
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Re: Ideal Quests for Level One Adventurers
I was thinking maybe deliver a payment of gold to a nearby farm from a shop keep who recently purchased some goods, or something similar like a blacksmith's payment to a mine. They would encounter a toll road set up by goblins and maybe a mud mephit (which I saw earlier in this thread, again, props to them because I really like that idea).
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2017-11-08, 08:03 AM (ISO 8601)
- Join Date
- Jun 2015
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2017-11-08, 10:23 AM (ISO 8601)
- Join Date
- Nov 2006
- Gender
Re: Ideal Quests for Level One Adventurers
I started my Pathfinder group with a few horrible monsters crawling out of the secret room under the tavern they were drinking in. They were CR1 Akata, dangerous to peasants, but only a hazard to the party.
Exploring the collapsed area under the tavern, they found some sort of orrerry and a purpose-build secret cellar.
After investigating, they found that a crazy diviner once owned that tavern, as well as four other building accross the city.... and the date on the orrery, clearly meant to release the Akata on a certain date was only a few days hence!
Cue a race against time to find the buildings, get permission to dig up the cellars and take out the Akata before they could spread accross the city, Aliens style. I spaced out the Akata enough that they could stop for a breath between encounters, and work out how many they could realistically handle.
Nobody believed them, so they would have to go in, and get proof. They didn't have time to summon guards and explain themselves as the Akata Dawn would be any day!
After the 4 buildings they had to explore the wizard's tower, which was even more dangerous.
Finally they were offered a bounty by one of the wizards' original victims (they found her body in the tower) to hunt him down and end his madness forever.
That took them to level 5 or so, ready to start their Kingdom Building.
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2017-11-08, 10:37 AM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: Ideal Quests for Level One Adventurers
That's where Henchmen come from. 1st level PC classes aren't that different from the standard 0th level fighters that watch caravans or guard warehouses, either, so starting your beginning adventurers with a mundane job like that (especially limited contract stuff, so they can leave without abandoning responsibilities) is a good option.
I don't think delivering a payment is that bad of an option, really. They're likely doing it because someone thinks them trustworthy (which kind of presumes the characters ARE generally trustworthy, or have really good bluff scores), and "courier" is a good job for a beginning adventurer. "I need this to get from point A to point B, and need someone who won't get eaten by the first griffon that happens by" is a not bad reason to pick a 1st level fighter.The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2017-11-08, 11:18 AM (ISO 8601)
- Join Date
- Aug 2017
Re: Ideal Quests for Level One Adventurers
Delivering gold is a poor idea, "I'll pay you each 10 gold to deliver this bag of 500 gold..." Or did you mean "I'll pay you 500 gold to deliver this bag of 10 gold"?
But, courier is not. "Deliver this..." letter, tool, painting, or sentimentally valuable object. Something of value to the sender and receiver, but not to the courier.
As for the mud mephit idea, you can do the same with any of them, just change the element they are hanging out in. Maybe they have inhabited the local stream where the washing is done. Or a windy pass through the hills, etc.
I like mephits, maybe I use them too much...
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2017-11-08, 11:29 AM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: Ideal Quests for Level One Adventurers
"A string will bind an honest man more surely than a shackle a dishonest one." I mean, folks deliver far more money than they make pretty frequently... restaurant receipts, etc. "I'll pay you 10 gold to deliver this bag of 500 gold" is pretty reasonable if you trust the person... like someone might trust a level 1 character they've known most of their lives.
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2017-11-08, 11:43 AM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Nottingham, UK
Re: Ideal Quests for Level One Adventurers
Waking up with a severe hangover and no memory of the previous night in a part of the city they've never seen before. They need to find their way home before people start to worry about them.
Introduces the players to extended skill tests; rolling Navigate, or Survival or whatever, alone isn't enough. They need a complex series of related rolls, supported by roleplaying. Lets you throw some low-threat encounters at them (muggers) to let the players get a taste of combat and how it works.
More importantly, especially if the players are already used to the above stuff, it gives a chance to introduce them to the setting, give them little snippets of rumours about the world around them, and introduce them to the NPCs in their life who'll (hopefully) be important to them. It's just a nice, slow build up to... whatever they do next.Amazing Banshee avatar by Strawberries. Many, many thanks.
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2017-11-08, 11:45 AM (ISO 8601)
- Join Date
- Nov 2017
- Gender
Re: Ideal Quests for Level One Adventurers
My friends tend to lean towards the evil side, so I'll probably change the gold to a letter asking why the food shipments have ceased (the goblin toll road and mephit would be at fault). Then when they get there, the farmer might give them a shipment to take back or something. Thoughts?
I'm tired.
Yar! I'm a signature virus, copy me into your signature!