Quick help - 1st level 1st adventure village ideas?


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Hand of Evil said:
Dog disappearing, little girl comes up to the players and ask if the could help her find her doggy. Players soon find out that a lot of dogs have gone missing, cats too. Latter they can find a bone yard and then ask the question "What eats cats and dogs?" (snip)

Thanks! I think I'm going to use that!
 

RangerWickett said:
Next week I'm going to need something else. Eventually the group is going to leave the area to find a mage who can help them locate a missing townsperson, but for at least the next two sessions I want to keep things local.


Any ideas for small town adventures?

You mentioned a missing Uncle who was an adventurer, how about having them inherit his house? A house full of souvineirs from his adventuring. Scattered among the odds & ends might be the keys to several new adventures (most importantly finding him), some needed adventuring equipment and informantion leading to the uncle's adventuring company.

Ideas might include;
A series of boring letters containig a secret code.

Several books with lots of notes in the uncle's handwriting.

A chest containing one hundred treasure maps. (Can you think of a better way to hide the real one?)

Several hidden rooms, concealed compartments and locked chests.

A series of rune covered stones in the garden.

A plaque covered with a thousand keys.
 

Here's an idea.

You have a witch (or some other patron) who asks the PCs to gather things for her. She wants the PCs to do some nasty, almost evil things. She needs them to do these things or else the crop will go bad and the people will starve, or some other really bad thing.

So the PCs have to decide what they are willing to do to save their little town.
 

So I missed out on last week's game because of a nasty cold, but I'm in the thick of planning tonight's game. I know at some point they will find the tiny underground training facility Uncle Artep used to hone his adventuring skills. He managed to find a very small planar gate, which he kept locked away because he wanted to study it safely, but in the year since he's been gone (he went to join the army, ended up getting sucked off to the Outer Planes), something managed to get out, though it is trapped underground.

The gate cycles through different planes, and at some point I want them to sleep at his house (sort of a bereavement ritual), and hear him calling to them in the night. If you look up page 160 in the DMG, Howler's Crag on Pandemonium has the special ability that anything shouted from will reach the intended person. Well, Artep shouted, and this should kick off their desire to find him. He says, "I've found the scroll. You have to find me." The party won't know what the scroll is for a long time.

But the bulk of this next session . . . hmm. Planning is difficult. I want to involve the town druid, who is a bully, and to have some sort of monster. Maybe an earth elemental-esque monster. Ah, a small xorn. Brought in by a gnomish caravan, who use it to steal valuables from the town while they peddle their wares. Their wares are all clay and earthernware things, and one gnome has the AlSiH2O ant cannon. The town's druid defends them, since he's friends with the owner of the caravan.

Must plan timing and side events, but I now have the center of the plot.
 

diaglo said:
stories about the last time a great swarm of insects visited. set the stage a little. drop hints so they are in the back of the players' minds when they face the demon. this is 1st lvl so help is never a bad thing.

taunt the barbarian and the deserter with stories from the villagers about the brave men on the front. stir up the patriotic fervor.

have the druid help with the harvest. the summer wheat is ready to be brought in. something happens to it at the mill. the villagers suspect mice or other vermin and get the druid to help save the crop... the PCs then fight the goblins and demon instead.

Great idea! Good joke too. " There's trouble at the mill............." ;)
 

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