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<blockquote data-quote="The Edge" data-source="post: 2551597" data-attributes="member: 33507"><p>Trying to think of low level adventures and such can be quite tricky, for resons you just said. although you wont need to spend ages designing a castle/dungeon etc its actualy hard to get the idea in the first place. sudden encounters can work well, say when their traveling along a road spring a critter or band of thugs on them, even better have them come across a person or group trying to escape from them. Its a bit cliched, but its dead easy and the saveing someone part can start them working up that heroic path, maybe someone important was a friend of who they saved and that could lead on further. you obviously cant have them fighting bandits alone for the first three levels but this is good to put inbetween bigger events.</p><p></p><p>heres one of mine I used dureing second level</p><p></p><p>theyve just left the city with the intention of hunting down some orcs, I know they wont find any where they are so I decide its a good time to trigger my adventure I had waiting. As they walk they come across a floating ghostly hand that zoom towards them then beckons them to follow (that hand spell) if the PCs do it leads them to the city execution hill and round to a entrance into the hill. This is a small shaby tomb where executed crims are left, inside there are a few zombies and a ghoul (this could vary to fit the party). at the back of the tomb theres a simple shrine to st cuthbert, its been tossed aside and defiled. just of the shrine theres a locked door to a tiny store room with evidence of the undead trying to get in. If the players try to open it theyl hear rather pathetic wimpering on the other side. inside is simmon, a novice necromancer who, if given the chance will explain that he created the undead but lost control when the ghoul arrived, and has been stuck in this room for three days eating a dwindling groth of mushrooms. Hes very apollogetic and will beg to be spared, if so he will beg that they dont inform cuthberts temple what hes done. he'll glady hand over his remaining black opal gems, the component used for raiseing the undead, worth 50gp each. He never wants to see undead again and decides to change to protective magics.</p><p></p><p>Thats about it. Latter my player will be runing into simmon again, who tells them of a meeting place that the cult he used to be in is going gather at. I intend to show this at probably third or forth level.</p></blockquote><p></p>
[QUOTE="The Edge, post: 2551597, member: 33507"] Trying to think of low level adventures and such can be quite tricky, for resons you just said. although you wont need to spend ages designing a castle/dungeon etc its actualy hard to get the idea in the first place. sudden encounters can work well, say when their traveling along a road spring a critter or band of thugs on them, even better have them come across a person or group trying to escape from them. Its a bit cliched, but its dead easy and the saveing someone part can start them working up that heroic path, maybe someone important was a friend of who they saved and that could lead on further. you obviously cant have them fighting bandits alone for the first three levels but this is good to put inbetween bigger events. heres one of mine I used dureing second level theyve just left the city with the intention of hunting down some orcs, I know they wont find any where they are so I decide its a good time to trigger my adventure I had waiting. As they walk they come across a floating ghostly hand that zoom towards them then beckons them to follow (that hand spell) if the PCs do it leads them to the city execution hill and round to a entrance into the hill. This is a small shaby tomb where executed crims are left, inside there are a few zombies and a ghoul (this could vary to fit the party). at the back of the tomb theres a simple shrine to st cuthbert, its been tossed aside and defiled. just of the shrine theres a locked door to a tiny store room with evidence of the undead trying to get in. If the players try to open it theyl hear rather pathetic wimpering on the other side. inside is simmon, a novice necromancer who, if given the chance will explain that he created the undead but lost control when the ghoul arrived, and has been stuck in this room for three days eating a dwindling groth of mushrooms. Hes very apollogetic and will beg to be spared, if so he will beg that they dont inform cuthberts temple what hes done. he'll glady hand over his remaining black opal gems, the component used for raiseing the undead, worth 50gp each. He never wants to see undead again and decides to change to protective magics. Thats about it. Latter my player will be runing into simmon again, who tells them of a meeting place that the cult he used to be in is going gather at. I intend to show this at probably third or forth level. [/QUOTE]
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