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<blockquote data-quote="Death_Jester" data-source="post: 1342145" data-attributes="member: 2156"><p>For the background of this adventure please see the link below</p><p><a href="http://www.enworld.org/forums/showthread.php?t=75915" target="_blank">http://www.enworld.org/forums/showthread.php?t=75915</a></p><p></p><p>Session five-Harvest time, Trip the City</p><p>Stated Goal for the game: </p><p>To show some of the surrounding areas near the villages. Have the players get some equipment that they would not normally have access to otherwise. To give the players a motivation to hunt down the kobolds and become adventures later on. </p><p></p><p></p><p>Premise:</p><p>A group of adventures (The same adventures that used to be with Mr. Bard) come to the local villages after raiding the tower of Mr. Mage (the one from the history) and nearly slaying Mr. Vampire (Mr. Mage’s apprentice). They have a load of valuable and dangerous books recovered from Mr. Mage’s library. They pass though the villages on their way to the local keep to place the books into safe keeping and the villages are wanting to head to town to sell their harvest goods. The two groups team up for mutual protection while traveling to the keep/town. While on the road several things happen. See encounters below for incidental happenings. </p><p></p><p>One evening when the men are out hunting and the caravan is settling down for the night Mr. Vampire and his Orcs thralls attack the hunting parties. The alarm goes up and the remainders of the adventures along with the rest of the village men have to go help their friends. While they are out a group of Kobolds attack and kill some of the humans possibly even character’s families and take a few away for use later. </p><p></p><p>Of course the Kobolds will have take some of the books along with other valuables during the raid. This will eventually lead to the first arc of the game after session six. </p><p></p><p></p><p>Encounters/Creatures (type): </p><p>Mundane accidents, (Washed out bridge that needs to be gotten around)</p><p></p><p>Strange new geography (swampy land where the ground has stopped absorbing moisture.) </p><p></p><p>Natural/unnatural predators (A possible big creature like a manticore or Harpy nest near the road.)</p><p>Natural/unnatural weather </p><p></p><p>Inter group rivalries/friendships (Village rivalries spring up over the best crops) </p><p></p><p>The Kobolds (combat possibly but mostly role-playing as this group of very young and inexperienced players run into them.) </p><p></p><p>The adventures around 3rd to 5th level) </p><p></p><p>Various people in the caravan and encounters with them. (Need details here)</p><p></p><p></p><p>Session 5 Questions. </p><p>How do I keep the players from getting themselves killed? I know the player will move heaven and earth in order to attack the Kobolds when they attack the caravans. How do I prevent the players from doing something very dumb and getting themselves killed in the process. I was thinking of will saves vs. fear kind of effects or giving the Kobolds a intimidate check against the commoners. I would really like some feedback here. </p><p></p><p>What stops Mr. Vampire from taking the books from the Kobolds after this session? </p><p></p><p>I need a reason why the Adventures do not just take off after the Kobolds and take back the books and or the captive people. As the players will have a good idea of where their layer is after session four. Any suggestions here would be helpful.</p><p></p><p>Thanks for your time and look for part Nine the last Adventure in this arc.</p></blockquote><p></p>
[QUOTE="Death_Jester, post: 1342145, member: 2156"] For the background of this adventure please see the link below [url]http://www.enworld.org/forums/showthread.php?t=75915[/url] Session five-Harvest time, Trip the City Stated Goal for the game: To show some of the surrounding areas near the villages. Have the players get some equipment that they would not normally have access to otherwise. To give the players a motivation to hunt down the kobolds and become adventures later on. Premise: A group of adventures (The same adventures that used to be with Mr. Bard) come to the local villages after raiding the tower of Mr. Mage (the one from the history) and nearly slaying Mr. Vampire (Mr. Mage’s apprentice). They have a load of valuable and dangerous books recovered from Mr. Mage’s library. They pass though the villages on their way to the local keep to place the books into safe keeping and the villages are wanting to head to town to sell their harvest goods. The two groups team up for mutual protection while traveling to the keep/town. While on the road several things happen. See encounters below for incidental happenings. One evening when the men are out hunting and the caravan is settling down for the night Mr. Vampire and his Orcs thralls attack the hunting parties. The alarm goes up and the remainders of the adventures along with the rest of the village men have to go help their friends. While they are out a group of Kobolds attack and kill some of the humans possibly even character’s families and take a few away for use later. Of course the Kobolds will have take some of the books along with other valuables during the raid. This will eventually lead to the first arc of the game after session six. Encounters/Creatures (type): Mundane accidents, (Washed out bridge that needs to be gotten around) Strange new geography (swampy land where the ground has stopped absorbing moisture.) Natural/unnatural predators (A possible big creature like a manticore or Harpy nest near the road.) Natural/unnatural weather Inter group rivalries/friendships (Village rivalries spring up over the best crops) The Kobolds (combat possibly but mostly role-playing as this group of very young and inexperienced players run into them.) The adventures around 3rd to 5th level) Various people in the caravan and encounters with them. (Need details here) Session 5 Questions. How do I keep the players from getting themselves killed? I know the player will move heaven and earth in order to attack the Kobolds when they attack the caravans. How do I prevent the players from doing something very dumb and getting themselves killed in the process. I was thinking of will saves vs. fear kind of effects or giving the Kobolds a intimidate check against the commoners. I would really like some feedback here. What stops Mr. Vampire from taking the books from the Kobolds after this session? I need a reason why the Adventures do not just take off after the Kobolds and take back the books and or the captive people. As the players will have a good idea of where their layer is after session four. Any suggestions here would be helpful. Thanks for your time and look for part Nine the last Adventure in this arc. [/QUOTE]
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