You are killed by... A Gerbil!

Xarlen

First Post
So, I'm going to start a new campaign, soon.

I've ran a campaign before, but I started it at 5th, because I was concerned about killing the PCs too easily, and not putting them up against monsters too easily.

How do I not kill a 1st level party? How do I challange them, without splattering them? Or making them fight rats and skeletons and such?

1st level PCs, 90 point buy (Point by point, essentially). Party makeup: Paladin, Cleric, Monk, Thief, PNPC Mage.

All human.

I havn't decided what they're doing for their first adventure, but I won't be using a dungeon crawl or a module or anything. I'm using a good ol' Homebrew Olde-Fantasy world.
 

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Use inclement weather.

Use treachery and subterfuge.

Use paralysis, sleep, sneak attacks with saps or other subdual attacks.

Use poison.
 


Or individual kobalds

Or a "haunted house" that is really populated by rats and other fractional CR vermin as well as, say, a ghost that gives a quest to put it to rest rather than an invitation to combat.
 

Use humans. Warriors and experts are only 1/2 CR, and could quite legitimately come after the party. 1st and 2nd level characters can buff out the enemies somewhat. They can have a few monstrous allies to make things interesting.
 

I design an intrigue mega-adventure to start my campaigns. Levels 1 - 2 are no fighting it's all diplomacy. Levels 3 - 4 are a huge dungeon crawl. I start every campaign this way so that I can guage what the players prefer intrigue or beating the snot out of orcs.
 

Use enemies for whom killing the PCs is an acceptable result, but not the primary goal. Give the enemy a few plausible reasons to not kill - allow them to profit from capture, and sellign PCs into slavery. Or make them like to gloat. Or have them be in love with one of the PCs. Or make them obviously lawful so the PCs can choose surrender. There are loads of possibilities, and most of them lead to *gasp*... plot! :)
 

that's a good idea, Drawmack.

I've been gaming with the same crowd long enough that I know the mix to use, but that is a genius way to check it out.

Inclement Weather: set the module in a sudden snowstorm, preferably with the party stuck out doors. They'll be terrified the first time they take subdual damage from exposure, and become fatigued. Then have them try to find shelter (have some there though, so they don't actually die).

Poison: Few 3e poisons are deadly on their own, deliver the poisons by using almost harmless attacks. Again, more scary than deadly.
 

Individual monsters in the CR 2-3 range should be fine. A ghoul, a bugbear, a mephit, a warg, etc. They won't be able to fight more than a few encounters like this before resting, but no one should die unless they are really unlucky or really dumb.

In fact, if your characters have a chance to rest between encounters, you need to use things with an EL higher than their level in order to challenge them.
 

Another note: Keep them in a city for the first level. Send them adventuring in the sewers or the seedy parts of town. ANything that lets you do something adventure like, but not take them to far away from civilisation.

The big advantage here is that they can retreat into safe area's pretty easily, have ready access to healing when after the a few golds worth of treasure, and it's easy to introduce new characters should one of them accidently die despite your best intentions.
 

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