When We Were Young...

tdewitt274

Explorer
I've been tossing around and compiling ideas for some time on running a "Kids Campaign" where you play scaled back versions of your characters (essentially a name and whatever background you bring to the table) that would develop your character and lead into a full blown campaign. We've run a few kids campaigns before, and they stand out as some of our favorite adventures! Our gaming group has become a little stagnant, glosses over things, doesn't know when to retreat, and needs a little more background. I think that with a new edition and a new approach, it will give us something to look forward to!

With the introduction of D&D 5e soon, I was thinking of trying out the idea. I originally envisioned as 4e and also considered a 3e/Pathfinder conversion (same concept as the 4e, see the links above for more details). But with the 5e playtest, I really like the idea of using disadvantage. As they continue to develop, add skills, feats, class abilities, and remove disadvantage along the way. I'll wait until Basic is out there before figuring out what to do and where to go.

That being said, I've only ever created 1 adventure and ideas don't come flowing to me. I have ideas for an "Adventurer's College" that could be compared to founding day Hogwarts, but for all classes. I'll post more on this in a reply to this thread. Since the characters would be at less than 1st level (disadvantaged and no class abilities), the scenarios would be short and light on damage.

I have a some more adventure ideas, in addition to the links provided, that I've compiled over the years. I would be interested in seeing others take on this as well. The overall theme I have in mind is the Harry Potter books for the age range. The school would be a band of adventurers that do a start-up and gain favor over the years with new recruits coming in each year. Once they "graduate", they are sent on their way but would be able to come back for training, resources, etc.

What does everyone think?

Thanks in advance!

Todd
 

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School Structure (4e D&D Concept)

The school is located in a forested region not too far from a large city or village. This ensures that the school is in a safe, yet sequestered location. They will come to the Adventuring College from whatever means and will be grouped into a color coded dorm. It is up to the characters to come up with a name for their group.

The school is made up of a Headmaster, Quartermaster, Groundskeeper, and Teachers. The Headmaster is in charge of the day to day running of the school. The Quartermaster is in charge of keeping the students fed and healthy. The Groundskeeper is in charge of security and general landscape. The Teachers each have a dorm that they are responsible for, offering guidance in addition to their teaching responsibilities.

The first year, there will be a small grouping of the PCs and 3 or 4 other dorms of five students. The next year will incorporate a few more, but also expanding the existing groups beyond the original threshold. It will be the responsibility of the senior students to watch over the younger students. As each year passes, additional students will fill the halls.

Classes
Years 1-2, Physical Training, World History, Social Studies, General Academia, Class Training (not at 1st)
Years 3-6, Adv Class Training, Advanced levels (based on Skills)

Adv General Academia: Heal, Insight, Perception, Streetwise
Adv World History: History, Religion
Adv Physical Training: Acrobatics, Athletics, Endurance, Stealth
Adv Social Studies: Bluff, Diplomacy, Intimidate
Adv Class Training: Thievery, Arcana, Dungeoneering, Nature
Adv Physical Training: Martial and Superior weapons, Shields, Armors (Hide or greater)

Attached is a grid of the PH classes and the Classes that have been previewed.

Here's the template that I use. I use the description for each Class to find out what the character is capable of. From there, I calculate out what each of the items.

Abilities: All scores are 10, except one that will be an 8.
HP: Start at CON and then add 1/6th for each year completed.
Healing Surges: Start with Con Mod and then add 1/6th for each year completed.
Skills: 1 per year unless they have more than 6, then add 1 to each year (starting with the lowest).
Feat: 5th Year
Def Bonus: If 1 or two Def adjustments, 2nd and 6th (if 1, the second +1 added). Otherwise, +1 at 2/4/6.
Features: 1 per year unless they have more than 6, then add 1 to each year (starting with the lowest).
Armor Proficiency: Cloth, Leather, Hide, Chainmail, Scale, Plate (in order). Offerred on the year, but can be taken at any time after the assigned year.
Shield Proficiency: Light (3rd), Heavy (6th), can be taken at any time after the assigned year.
Weapon Proficiency: 1-2 Simple, 3-4, Martial, 5-6 Superior (must take Feat if required).
Implement: Assigned at 2nd as appropriate.
Powers: 1st Racial, 2nd At-Will, 3rd At-Will, 5th Encounter, 6th Daily
Build: Must decide what Class at the end of 1st Year. Must decide path (if any) at the end of 3rd level.
Stat Boost: Given the number of points at the beginning of the year.

At the end of the first year, the players pick what class they want to play. The end of the Third year is what kind of Build they want to be. At this time, they can change out At-Will powers to fit the build, or keep what they have.

Armor and Weapons are a little different. These are "classes" that everyone takes. So, Wizards, Sorcerers and the like only have to focus on the items that they're able to use. If they want to take the feat they gain in the 5th year, they can use it to pick up a different proficiency and learn it in the 5th or 6th year. They don't gain their Proficiency Bonus until they finish the double course (ex, Dagger at the end of Year 2).

Classes that use Implements must pick what implement at the end of the second year. The 2nd year is basically a proving ground of what they want to use for an implement.

As for skills, I didn't expand much on that yet. I was thinking of giving a +1 at the end of the year (starting at the end of Year 2) and they have to complete a 5 year course study on the skill to become trained.
 

Dorms

The dormitories are where the players spend their off hours studying and sleeping. The dorms will change over the years, but start out as a 60' x 60' building with The dorms are an open floor plan with structural supports that delineate four "rooms." Each floor has a fireplace and mantle. Each person is given a bunk with a mattress on top. The bottom of the bunk has a privacy curtain, storage, and a makeshift desk for studying. As more people come to the college to learn, additional furnishings are provided for the new tenants. Each year will allow for up to 5 new people.

Year 1 Setup: 5 bunks, 1 round table, 5 chairs, and 2 bookcases.
Year 2 Setup: 5 additional bunks, and 2 additional chairs.
Year 3 Setup: 5 additional bunks, 1 additional round table, 7 additional chairs.
Year 4 Setup: 5 additional bunks.
Year 5 Setup: A second story is built, 5 additional bunks, 1 rectangular table, 11 additional chairs.
Year 6 Setup: 5 additional bunks, 1 additional round table, 5 additional chairs.

Dimensions:
Fireplace: 20' x 5'. Stone
Fire pit: 10' x 2.5'
Bunks: 5'10" x 3' 4" x 6'
 

Finals (4e Concept)

After reading some of the sidebars in Arcane Power, I've come up with an idea for two of the "finals". In "Goblet of Fire" and "A Knight's Tale" fashion, there will be a tournament every 3 years at the end of the year.

Every three years, all students Year 2 and above are invited to join in an "Adventurer's Challenge". There are two divisions for the Challenge, "Apprentice" and "Master". Apprentice is for Year 2-4 and Master from 5-7. Year 1 students may watch, but cannot participate. This will give the students a glimpse of their potential. At the end of the Challenge, the person with the most points is declared the school Apprentice and Master "Champions".

Each class of character, designated as "Arcane", "Martial", "Divine", and "Primal" will have a set of events that they can participate in to be "the best of the school". Event themes will focus around the Class Roles ("Controller", "Defender", "Leader", "Striker"). One event from each round will focus on a particular class role, resulting in each class getting an option to shine.

There are a total of 4 events and should be spaced over time to give the participants a chance to rest. The events can be of any nature, with likely candidates being Combat, Skills, Teamwork and Morals. One event or another should lean more toward a type of class or role. This will give each class or role a chance to shine, as well as challenge others.

Points are awarded to each student based on how they finish. For example, a "Martial" challenge may be a gladiatorial combat where a tree is established and all entrants fight for a place. If there are 8 entries, first will receive 8 points and last 1 point.

Allowing characters from lower and higher years gives the opportunity for classmates to show how they fare versus their peers and can be used for role-playing hooks. Statistics are relatively close and there are not too many differences in powers except at Year 7 (gaining a Daily power). The major differences are in the classes themselves.

The Champion is usually given some kind of "token" for their achievement (a masterwork sword, an implement of their class, a financial award, etc). Second and third places can receive some type of lesser award (such as exemption from tasks, private tutor in a class of their choosing, tailored cloak, etc).

The award should also fit the Apprentice or Master level. While an Apprentice receives something that nobody else has (ex, no others have actual weapons, low quality implements, etc), a Master should have something that exceeds their station. For example, a magic weapon that has a Power or Property that has been made into a Encounter or Daily ability (Encounter changed to Daily, Daily has reduced effectiveness).
 

A quick and dirty map of the area.

Includes:
  • 9 group cabins
    • 10 bunks
    • 10 foot lockers
    • Study table with 7 chairs
    • counter and sink
    • fireplace
    • retractable table with 20 seats
  • Activity field
  • Admin building
  • 8 staff housing
    • Desk and chair
    • Bed
    • Cabinet
  • Well

advcollege.png
 

With the introduction of D&D 5e soon, I was thinking of trying out the idea. I originally envisioned as 4e and also considered a 3e/Pathfinder conversion (same concept as the 4e, see the links above for more details). But with the 5e playtest, I really like the idea of using disadvantage. As they continue to develop, add skills, feats, class abilities, and remove disadvantage along the way. I'll wait until Basic is out there before figuring out what to do and where to go.

Great effort, Todd! Every GM should share your enthusiasm.

I'd just like to mention that levels and age are not actually tied together*. So don't feel obligated to require children to stay at level one. Or even at low levels. Heck, some of the stuff I remember seeing Harry Potter do was well into the teen-levels. No pun intended.

Also, you might consider scaling the challenge ratings (to use a 3e term) back, and just using normal character progressions after that. For example, if a novice teacher at adventuring college (maybe the standard level 3 character) can ace a test by rolling 12 or higher, then a new student at the school might need to roll 20 or higher to ace the same test. Here, the task didn't change, the challenge rating did, and you didn't have to penalize (directly) the rolls of the student-character to do it.


*This coming from someone who hasn't read the 5e PH.
 

Good points. I wasn't really thinking of the adventures as age based, but more of a series of challenges per school year ("level" if you will). The age of the character would be roleplayed by the player. Each character will have an archetype (ex, jock, nerd, popular) that they can run with.

As the player progresses in the school years, they will be able to do things easier because they will get more abilities (racial to start with, then class)/skills/ability scores (start at 9's in each). But the scenarios will need to advance as well from a DM standpoint.

I didn't buy into the East Texas University Kickstarter, but a friend did. I got a chance to look it over, and this is pretty much what I was looking for (just college instead of "high school").

This concept would be a good way to integrate Pathfinder Society with the group. The teachers could be part of the Society branching out into "adventurer guilds."

Thanks

Todd
 

Lessons

Here are some ideas I had for different lessons to help reinforce the rules and to "correct" bad behaviors. The idea is to have lessons for each individual or group for a "class". So, for example, the Weaponmaster (in this case, Kodrin Delvar) is in charge of teaching the 1st year recruits on basic combat. The players don't get weapons unless they're provided.

Below are the rough encounters (introduction, then the activity).

  • Retreat
    • "Ok Adventurers. Here's your first lesson. Remember this lesson because it is the most important thing you will ever learn. If one of your teachers says this same thing, they're lying." Kodrin pokes inside the box a few time with rabid growls responding. "What's in the box?" someone says. "Your first lesson." he smirks as he pulls a key that opens the box and a goblin jumps out brandishing a nasty looking sword. "Run, kiddos!"
  • Aid Another & Flanking
    • "Alright. Lesson number two: you're friends are your enemies worst enemy. Pair up with the person to your right. They are your fighting partner. Now, go with your partner and pull the pin on the box." The students abide and find a sleeping goblin staked to the ground. A piercing sound blasts the goblins awake. "Get into defensive positions and attack the goblin! Surround him and attack him from both sides! If you can't hit him, distract him so your buddy can."
  • Initiative
    • "Now, eventually you will be walking down a dungeon and see a baddie. Your goal is to survive. You know Lesson One. Remember it. Next, Lesson Two. Now, Lesson Three. Sometimes the best action is inaction. Sometimes it's better to attack first, sometimes last. However, sometimes it's at the same time. Delay or Ready your action as needed. Everyone go into a separate room and address the situation."
      • Room One will be a caster that will attempt to move away and cast.
      • Room Two will be a person moving in to attack.
      • Room Three will be a person going to attack someone else in the room.
      • Room Four will be a person that readies their action against the student.
  • Total Defense
    • "The best defense is not to get hit. Oh, sure, armor and shields can help. However, there may be situations where you don't have that luxury! So, what do you do? Dodge, dip, duck, dive, and dodge! If the enemy can't hit you, you don't get hurt! Make yourself a harder target. That is lesson XXXX."
  • Movement
    • "All of these lessons are important. However, they don't do you a lick of good if you don't move around. That's Lesson XXXX. Not only is movement a good offensive strategy, it's also a good defense. For example, Lesson #1. You need to be able to get to your enemy, as well as get away from them."
  • Healing and Dying
    • "Eventually, you're going to get hit. So, what do you do about it? Well, there's all kinds of ways to save your buddies. Some be magic, some be mundane. I'll show you both and when to use them.
      Each kid is given a ring while in classes. Minor enchantment that stabilizes the person wearing it just before dying. Only can only be used within 20' of a healer with the master ring.
  • Basic Attacks (Melee, Missile, Trip, and Charge)
    • "Yeah, yeah! I bet you're sayin' 'But when do we get to fight?!' Well, today's your day! Everything you have learned so far is important in today's lesson. I'll show you how to swing a sword, shoot a bow, and a few other tricks as well. But remember, just having a weapon means that you are a threat. An even bigger threat if you have it ready!"
      Seeing & Targeting and Cover & Concealment - "Ok, Kiddos! Payback time. Today's lesson involves attacking your poor defenseless teacher. Come and get me." Kodrin runs into the brush and uses trees and rocks to hide behind getting cover. "See how difficult it is to hit someone that's hiding behind something? Use cover to your advantage, and never let your enemy. That, my students, is Lesson XXXX."
  • Searching
    • "Alright, gather around! So, why are we here? What is the reason for becoming adventurers? Fame? Glory? Wealth? Well, you're a liar if you say it isn't about the money. My case in point, I deposited XX gold pieces around the area. But, you're going to have to search them out. Things pop up when you least expect them. Sometimes you're lookin' out of the corner of your eye and there it is! Sometimes, you have to dig deep to find the answer. Since you're not supposed to have money of your own on campus, bring it to me so I know what else is out there. When all the gold is collected, the one that collects the most will get the prize. I expect it won't take too long."
    • All GPs will have a target number for the player to find. Checks will go by as if they were random encounters. Active searching will allow the player to roll to find a coin. Passive perception will be used otherwise. If a tier has no more coins left, no coin is found.
    • It may take some time for the GPs to actually be found. Eventually, some less savory characters (NPC or PC) may attempt to cheat by bringing their own GP to the table. In this case, the coins distributed are marked in some way.

I'd be interested in hearing any other thoughts or suggestions.

Thanks!
 

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