Kiddie Dungeons?

I was thinking awhile ago about running a scenario in which children are kidnapped by goblins to work in their mines, and must devise a means of escape. They'd probably need to rely on wits rather than brawn and firepower, and there'd be strong Goonie overtones, but it could be fun.

Daniel
 

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I'm playing Kindom Hearts (Think Final Fantasy meets Disney characters) on the playstation right now and it occured to me that minor constructs make for excellent opponents. Something that is not alive, but not dead (or undead) maybe there should be a prestige class that specializes in animate object.

Maybe they have to capture a bad guy who is using a artifact that allows him to use animate object an infinate (or near infinate) amount of times per day. Perhaps they have to figure out how to get it away from him before they can capture him.

The villin doen't need to be an adventurer, perhaps he's just a adventurer wantabe.




Why am I not writing this idea out and starting out my own d20 product?
 

Thanks, Frostmarrow, for the nuts n bolts. I figured on just winging that, but it's nice to at least have a base.

As to the references folks are making to movies and video games, I don't relate. I've probably seen Goonies but I don't have a head for remembering movies. Video games? Puleeeze! I'm 50! ;) Haven't played many. Toejam and Earl was my speed! Likewise, CRPGs and CCGs, never experienced them. I accept it, I'm just an old fart! :cool:

So far, combining Guslinger's and Dagger75's suggestions seem the most workable to me. Maybe not as "fearful" an adventure as some of the other suggestions, but it could certainly be made challenging. Of course, the fear would be there at the beginning following an unknown trail. How do I work fearful anticipation into the climax?

Thanks to all. And nothing's settled yet (except that I'm older than dirt! :rolleyes: ), so keep those cards and letters coming folks!
 

hmmm

i would say drow raiding their village, and killing their parents and things along that line

this would give them something to really want to do together, get revenge for their families, and u could make a lot of twists off of this

like throwing in a good drow somewhere and see how they react
 

I will ask this again, since it seems to have been lost in the sparse verbiage around it:

So far, combining Guslinger's and Dagger75's suggestions seem the most workable to me. Maybe not as "fearful" an adventure as some of the other suggestions, but it could certainly be made challenging. Of course, the fear would be there at the beginning following an unknown trail. How do I work fearful anticipation into the climax?
 

Building on Dagger's story line.

There is a legend on the forest of a ghost that stalks all those who go off the paths. No one has ever seen it. But they have found signs of him. He is known to use a bow to strike down those that cross his path.

That's the start.

The climax is a race to get him up and going before someone else finds him. Who that is:

A) Johny Law
B) Evil Monster that is hunting Ranger because it killed it's young and/or mate.
C) Thieves that want Ranger dead because he abandoned them.
D) Dounty Hunter
E) All of above.
F) Any ofthe above.

So the children want to not be there when the bad guy arrives, and not leave a trail that will implicate them.

If they can do that, they will have friend for life and a mentor when they come of age.
 

bloodymage said:
So far, combining Guslinger's and Dagger75's suggestions seem the most workable to me. Maybe not as "fearful" an adventure as some of the other suggestions, but it could certainly be made challenging. Of course, the fear would be there at the beginning following an unknown trail. How do I work fearful anticipation into the climax?
As they arrive back to the injured ranger with the last ingredient, they hear him talking with someone. Foreshadowing will require that you have left some of the ranger's equipment outside of his shack. They look in the window and there's a cloaked figure with its back to both the ranger and the window. The ranger waves the child away implying that the figure is very dangerous.

Now they can overhear the cloaked figure interrogating the ranger. Where did you get this (ingredient one)? Who is helping you? Etc. The kids now have to rescue the ranger from the cloaked man and get him the last ingredient so he will get better.

You may even want to tweak the original senario by giving the ranger a wife and child (maybe 8 years old). The kids can find the child outside so that you have someone who can so "No, you can't just walk in. The bad man will get you."

Joe
 

I am guessing that you are disallowing elves and probably dwarfs as racial options in your campaign? This interesting scenario will not work with the longer-lived races as their definition of child is different.
 

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