I have been running a side game for some time now of a group of Kobold's trying to avenge the death of their clan(s). As a DM I decided that for our main campaign everyone had to be available in order to hold game sessions, so this little fun group was formed to play when we were not all available.
The concept started as a "Evil" or "Flipside" campaign for what if we were the "monsters" and how we we go about things. The premise is that a small group of Koblold warriors were out scouting or hunting or generally doing something else and returned to find that their clan had been destroyed by "adventures". (If you have read or run the DND 4.0 starter module, this is the kolbold lair in Keep on the Shadowfell)
The survivors decided to fight back and seek revenge against those that murdered their families. After laying siege on the nearby town, they find out that the adventures have moved on and they decide to follow and track the guilty adventures down. Now, as a group this is an occasional game and much less intense as the main campaign we are running which is the modules starting with the one mentioned above. To avoid running the same campaign twice, I introduced another group of humanoid adventures for the kolbolds to follow. Playing on a stereotype that they are below average intelligence creatures, they easily took the bait.
Because we have players come and go and the party changes from one session to the next, the original clan ran into a couple of kobolds from a nearby clan that had also met a similar fate. These groups decide to band together and seek revenge.Absent players wander off down a side tunnel to meet up with the clan later.
Now, as I mentioned the concept was an "evil" or "flip-side" campaign... so while most players would build characters with that in mind, we had one player decided he was going to be "good" and follow Bahumhut. While traveling convinced the other unaligned Koblods to follow Bahumhut and call themselves the claws of Bahumhut. Playing up the lack of intelligence concept they felt that what they were doing was for the "good" and them being part dragon (and Bahumhut is a dragon) this was a reasonable idea. The following gaming session, the main Bahumhut kobold was not around, so another kobold joined back in the party and with the help of a few undead, convinced the party to follow Vecna instead.
I hope to steer the focus of the Kobolds away from revenge to a much bigger more sinister end.. but I don't have high expectations for the group to cooperate.
This has been a great experience since it is the first attempt at running a campaign "off the cuff" I rarely plan much ahead of time (usually due to shorte notice on absent players) and only have a rough idea on where the story is going. Each session I take from the actions of players and incorporate some new element for them to deal will. With this last session they made a deal with a wraith to do the bidding of Vecna. With their actions they have created a powerful potential ally. What will happen when the Bahumhut kobold returns? This could create a much more long term villain (and cause PVP) for the group and drive them into focusing on other goals. If they continue to prove themselves to Vecna, this ally can provide them with useful information regarding the location of valuable relics and powerful weapons.