1874 lines
91 KiB
Plaintext
1874 lines
91 KiB
Plaintext
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----------========== <h2>The NET.PLOTS.BOOK</h2> ==========----------
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Volume II
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Compiled by Aaron Sher
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Short Summaries
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----------------
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=========================================================================
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<title>The Witch's Love</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>One-line</length>
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<genre>Fantasy</genre>
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<type>Any</type>
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<setting>Any</setting>
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<plot>
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One of the PC's falls in love with a woman who happens to be a
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witch...perhaps she is allied with a group working against the PCs?
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</plot>
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=========================================================================
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<title>Protect the Ambassador</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>One-line</length>
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<genre>Any</genre>
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<type>Guarding</type>
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<setting>Any</setting>
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<plot>
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The PCs are sent with an ambassador to another country to protect him
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and do his bidding. There may be some espionage, rescuing, downright
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bullying, etc. Could make a nice medieval special operations background.
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</plot>
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=========================================================================
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<title>The Robbed Mages</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>One-line</length>
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<genre>Fantasy</genre>
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<type>Investigation</type>
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<type>Quest</type>
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<type>Magic</type>
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<setting>Any</setting>
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<plot>
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After a rash of thefts from wizards in the Guild, the PCs are hired to
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catch the perpetrators. They could be other mages, three dozen halfling
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thieves, demons, or even time travelers. PCs need to figure out who
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might get hit next, how to catch the criminals, who are they, etc.
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</plot>
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=========================================================================
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<title>Slavery</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>One-line</length>
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<genre>Any</genre>
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<type>Affliction</type>
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<setting>Ship</setting>
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<plot>
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After a fight where all the PC's seemingly died or are captured, they
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wake up to the crack of a whip, as they have been sold into slavery
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onboard a galley. They have no equipment, they have to work to
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exhaustion, they get very little food, but if they play well, they might
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be able to escape.
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</plot>
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=========================================================================
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<title>The Queen's Beau</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>One-line</length>
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<genre>Any</genre>
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<type>Investigation</type>
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<setting>Urban</setting>
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<plot>
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The Queen's beau (a very handsome knight-errant or something) is
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missing and he was last seen in a tavern at the edge of town. The PC's
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are the people who were determined to have useful information, after a
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lengthy interview/screening by the Queen's Marshall-General, etc. They
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set out to find him, since it is thought he is in grave danger.
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</plot>
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=========================================================================
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<title>What happened?</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>One-line</length>
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<genre>Any</genre>
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<type>Affliction</type>
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<type>Startup</type>
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<setting>Any</setting>
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<plot>
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The party wakes up around a table with wine goblets near at hand.
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They discover that they have forgotten everything they did over the past
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two weeks. Apparently, as they uncover clues, they were hired by someone
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to do a job, and when the job was finished the person invited them to
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dinner. Interesting events abound as the party attempts to piece
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together the events of the last fortnight...
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</plot>
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=========================================================================
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<title>The Gauntlet of Grummsh</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>One-line</length>
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<genre>Fantasy</genre>
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<type>Quest</type>
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<type>Affliction</type>
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<setting>Any</setting>
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<plot>
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Bonecrusher (an Orc, now a Giant Orc Chieftain) has found the Gauntlet
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of Grummsh (an orcish Artifact) and is kicking some serious butt, raising
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an orc army and is about to invade the country to, er, root, pape, and
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lillage the area (he's powerful, but he's still an orc.) Of course, the
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destruction of this gauntlet is very important to the players.
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Bonecrusher could be considered the Guardian of the Gauntlet, and
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destroying it *will* bring curses from Grummsh onto the party.
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</plot>
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=========================================================================
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<title>The Dragon and the Gate</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>One-line</length>
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<genre>Fantasy</genre>
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<type>Quest</type>
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<setting>Urban</setting>
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<monster>Dragon</monster>
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<plot>
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Four dragons (one blue and three greens) have banded together to
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increase their wealth. They (gasp) spent it on various magical weapons
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and defences and then attacked and took over a port city. Now they've
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removed all laws, taxing everything. All the good folk have escaped, and
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some are running a resistance force. Of course, there's a catch.
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The blue dragon's been possessed by a lower planar being, and is opening
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a gate...
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</plot>
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=========================================================================
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<title>The Lost Drow</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>One-line</length>
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<genre>Fantasy</genre>
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<type>Startup</type>
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<setting>Any</setting>
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<plot>
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A young drow got 'left behind' after a raid to the surface. He is a
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mid-level fighter, slightly lower-level magic user. Maybe give him a few
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pet large spiders for some extra challenge. He could take over a farm
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house (or two) with charm spells (maybe even charm a few of the animals).
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He could try and trick the party into finding the entrance to the drow
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realm for him (or maybe kill some inconvenient big thing). Anyway, as
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there's only one drow, a party of four or five lower level characters
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wouldn't really be in too great a danger.
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</plot>
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==========================================================================
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<title>The White Stone</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<type>Affliction</type>
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<type>Magic</type>
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<setting>Cave</setting>
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<monster>Dragon</monster>
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<plot>
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In a cave, in an incredibly cold pool of water, is a large round white
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stone (about 3 or 4 feet in diameter). It feels to all the world like
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marble, and radiates magic.
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It's actually a white dragon egg. It stays in stasis, just hours from
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hatching, until it's heated up... to just about room temperature. Then
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it hatches. If your players are like mine, they'll take a big white
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magic rock without thinking twice; it should then hatch at exactly the
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worst time. My players made it all the way back to their ship, and put
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it in the hold, before it hatched. Great fun.
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</plot>
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=========================================================================
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<title>The Ship of Fools</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>Short</length>
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<genre>Any</genre>
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<type>Startup</type>
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<type>Affliction</type>
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<setting>Ship</setting>
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<plot>
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One of the things I do for comic relief is have the PCs run across a
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particular ship full of really stupid sailors.
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They are almost always in dire trouble when the PCs come across them,
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like the one time they were out in the middle of the ocean and their
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sails were on fire. The PCs had to put the fire out for them, because
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they didn't think of using sea water to put it out themselves.
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The name of the ship is the _Storm_, and the captain ("pilot") looks
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and sounds an awful lot like Robert Plant.
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It shouldn't take too much prodding before the PC's start calling it
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the "Ship of Fools"....
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</plot>
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=========================================================================
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<title>Wolf in Sheep's Clothing</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<type>Quest</type>
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<type>Investigation</type>
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<setting>Urban</setting>
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<monster>Demon</monster>
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<plot>
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A demon (e.g. Cambion demon) has taken the shape of a respected member
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of the community (using polymorph self) and, masking his true alignment,
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shape and abilities, is slowly spreading death and terror in the city.
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The PC's are hired (as special agents by ??) to find the perpetrator and
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capture/kill them before it gets even more out of control. The demon is
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able to change shape easily and hence occasionally changes to take the
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form of one of its victims to throw off the scent. Its sole purpose is
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to cause disruption and Chaos (or was it brought here by someone for
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other reasons and escaped or was turned loose ?).
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</plot>
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=========================================================================
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<title>Curse of the Incontinent Dragon</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<type>Quest</type>
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<type>Investigation</type>
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<setting>Urban</setting>
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<monster>Dragon</monster>
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<plot>
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The party ventures into a small town after their latest expedition,
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only to find that the towsfolk are in an uproar. The mayor tells the
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party about the "cursed beast of darkness" which rises from its burrows
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to the north and flies over the hapless village dropping flaming missles
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from his bowels. As the players pass by the mayor's house, they note the
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gruesome stench. Gobs of acid-spitting larvae still snake through the
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burnt ruins. To make a long story short, the witch of the wyrmwoods
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which surround the village has cast a curse upon the foul dragon who used
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to be a nature loving and solitary beast. Now, in his incontinence, he
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regards the town as his private toilet. Furthermore, the curse has also
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reduced his intelligence by, oh say, 15 points perhaps. "Aww... duh...
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you mean you know ahh... I wasn' a 'spose to poop der... dahhhh!"
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</plot>
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=========================================================================
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<title>The Dragon's Forest</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<type>Exploration</type>
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<type>Investigation</type>
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<setting>Urban</setting>
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<setting>Village</setting>
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<setting>Wilderness</setting>
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<setting>Forest</setting>
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<monster>Dragon</monster>
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<plot>
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There's a logging town nearby that, all of a sudden, starts spending
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money like there's no tomorrow. They go from a little frontier town to a
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place like <insert your favorite preppie-type suburb here> in a matter of
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months. The players should be "just passing through", and notice this
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large change. They pass a bard that tells of the eighth murder in the
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town in a month.
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What's really going on is that someone with tons of money is having
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the loggers clear-cut the forest the logging town is near.
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Unfortunately, the forest has a guardian (a dragon) that is a bit
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fanatical and unscrupulous in his guardianship; to scare the loggers into
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ceasing from clear-cutting the forest, he hires some assassin/terrorists
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to kill random loggers in the city. The players' mission, should they
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choose to accept it, is to stop this situation from escalating any
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further.
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</plot>
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=========================================================================
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<title>The False Dragon</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<type>Quest</type>
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<setting>Any</setting>
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<setting>Arctic</setting>
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<monster>Dragon</monster>
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<plot>
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This adventure is best for a party of low-level fantasy characters.
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A mage has managed to control an Ice Lizard (a la Fiend Folio), and
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uses it to his own ends. In my case, kidnapping a sage. The trick: it
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can appear to be a white dragon. Thus, the adventure seems very scary
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indeed from the all the dragon rumours surrounding the kidnapping, but
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Ice Lizards aren't even pale shadows of real dragons. So, it's exciting,
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but manageable for low power parties.
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Eventually, the party may figure out that it's not a real dragon and
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gain confidence to attack it (if they were too cautious). The final
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showdown is between the party, and the low level mage and his pet. For
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extra excitement, add a few minions, some traps in the lair, etc.
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Naturally, the lure doesn't have to be a kidnapped sage, it could be
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rumours of dragon raids, a fair maiden kidnapping, or whatever you
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please.
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</plot>
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=========================================================================
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<title>The Book</title>
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<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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</author>
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<length>Short</length>
|
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<genre>Any</genre>
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<type>Exploration</type>
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<setting>Any</setting>
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<plot>
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The party finds a book, a second copy of a book they have or have seen
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before, or can look at. On reading and/or close examination they find
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that the new copy has an extra passage/paragraph detailing where the
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famous hero/ine was buried/trapped. The book could be a history of the
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land, a tale of brave deeds etc. No other copies of the book have this
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passage, wise persons who are familiar witht the work can't recall the
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passage in anything they've read (but maybe someone will partially
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confirm the rumor...).
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Once they get there there are a few options (in order of time
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consumption increasing concerning the book):
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<list>
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-The place exists but is uninteresting
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-The place doesn't exist (could take the party a long time to believe you)
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-The place exists, but people tell the party it doesn't
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-The place doesn't exist, but people say it does
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-The place exists but it's somewhere else
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-The place exists, but it's a trap by the scribes who confirmed its
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existence for you.
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</list>
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</plot>
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||
|
=========================================================================
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||
|
<title>Double Conspiracy</title>
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||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
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||
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</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Fantasy</genre>
|
||
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<type>Quest</type>
|
||
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<type>Investigation</type>
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||
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<setting>Urban</setting>
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||
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<setting>Dungeon</setting>
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||
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<monster>Doppelganger</monster>
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||
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<plot>
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The party is hired to transport scrolls to a temple in the hills, far
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from their hometown. They arrive in town, and discover that some
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townsfolk have disappeared. They meet the high priest, deliver the
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goods, and are prepared to leave, when they find the body of the high
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priest somewhere in town.
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|
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It seems a small band of doppelgangers have uncovered a lead to a
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magic item/relic that is buried beneath the tombs under the temple. The
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scrolls provide information of some sort the doppelgangers need to get to
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the item. The missing people are being used as slaves to dig beneath the
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tombs (which of course are full of nasties).
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The final scene should be between the head doppelganger and his
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cronies just as the item is unearthed.
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I've kept the details out of the description, because a lot of the
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stuff (like what's in the scroll) can be campaign-dependent. But if the
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players are perceptive/paranoid, they might blow this into a full-blown
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campaign: Did their employer know the high priest was a doppelganger?
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Is there a conspiracy to get doppelgangers into power in the human world?
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||
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</plot>
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||
|
=========================================================================
|
||
|
<title>Meet Your Enemies</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Any</genre>
|
||
|
<type>Any</type>
|
||
|
<setting>Urban</setting>
|
||
|
<setting>City</setting>
|
||
|
<plot>
|
||
|
In a big classy town that the PC's have reason to go to every once in
|
||
|
a while (I have it set in a city near a paladin training center) is an
|
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|
even classier restaurant called Chez Ralph. It's about as nice a
|
||
|
restaurant as you could possibly have. Waiters check on you every minute
|
||
|
or so, there's a string quartet playing in the background, and glasses of
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|
water ("Mineral water, imported from halfway around the world" is what
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|
they tell you, and they're telling the truth) cost around 20 gp.
|
||
|
|
||
|
Besides being a wonderful place to have players dump some cash, it's
|
||
|
also Soap Opera City. The bizarrest people show up there, at the same
|
||
|
time the PCs are there - but since nobody wants to make a scene, the
|
||
|
whole feeling is very tense. Old girlfriends, major enemies, spies,
|
||
|
polymorphed dragons, you name it, end up eating there - and usually with
|
||
|
each other.
|
||
|
|
||
|
This requires a lot of continuity in the game. Most games couldn't
|
||
|
support the type of background and tension Chez Ralph requires. You need
|
||
|
long-term NPCs that the PCs have come to hate - and put them here, where
|
||
|
you just can't DO anything about them!
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Tower Snatch</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Quest</type>
|
||
|
<type>Exploration</type>
|
||
|
<setting>Castle</setting>
|
||
|
<plot>
|
||
|
A mage returns home after 1 year away and finds that someone has taken
|
||
|
over his tower in the city. He wants it back and hires the PCs to
|
||
|
reclaim it. He can supply maps etc of what it was like when he owned it
|
||
|
(but someone may have moved "Walls of Stone" and placed whole new trap
|
||
|
areas etc). The PC's can keep anything in the tower which is not
|
||
|
specifically his (of course he can claim anything interesting and they
|
||
|
won't know) and a cash reward. No-one knows who has it but he suspects
|
||
|
someone respected in the community, hence the attack must be done fairly
|
||
|
quietly so as not to warn the current possessor (the mage can prove that
|
||
|
he is the owner however, he is not setting them up - unless you want this
|
||
|
to happen). The tower is appropriately trapped and guarded, mostly with
|
||
|
the expectation of killing the mage who owns it when he tries to return.
|
||
|
The guards and traps are there to kill (not capture) anyone breaking in.
|
||
|
City guards etc will not take sides unless the conflict ends up outside
|
||
|
the tower.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Faction War</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Any</genre>
|
||
|
<type>Startup</type>
|
||
|
<type>Intrigue</type>
|
||
|
<setting>Urban</setting>
|
||
|
<setting>City</setting>
|
||
|
<plot>
|
||
|
This is a non-linear adventure, good as a sideline for whenever the
|
||
|
PC's happen to be home.
|
||
|
|
||
|
The PC's are based in a large city. The city is basically composed of
|
||
|
three sectors. Two of which are virtually lawless and the other is
|
||
|
extremely well controlled. The law portion is extending outward and
|
||
|
slowly taking over the other two sections.
|
||
|
|
||
|
A faction war is taking place in the city. There are two opposing
|
||
|
forces at war with each other (it could be a peasant/slave revolt, or a
|
||
|
religious purge, or a supernatural invasion, or whatever.)
|
||
|
|
||
|
The war expands steadily, more and more groups getting dragged into it
|
||
|
and being forced to choose sides. An interesting twist would be for 2
|
||
|
groups that 2 different PC's belong be on different sides. Great chance
|
||
|
for roleplaying here!
|
||
|
|
||
|
The war could develop while the PCs are away, and upon return they get
|
||
|
the opportunity to jump in.
|
||
|
|
||
|
Think of it, the politics! The adventure! The intrigue! The danger!
|
||
|
The chance to be hunted by one of the most powerful groups in the
|
||
|
city/county/country/kingdom!
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>A Portal to Gamma World</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<genre>Sci-Fi</genre>
|
||
|
<type>Quest</type>
|
||
|
<type>Exploration</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
An item has been stolen from a temple/mage/lord etc, the thieves
|
||
|
trailed to a portal leading to an unknown plane/realm. The PC's are
|
||
|
hired to follow and retrieve the item and/or scout the realm. The realm
|
||
|
escaped to is from the Gamma World game. Several thousand years after an
|
||
|
atomic war, patches of technology still exist. Most survivors are animal
|
||
|
and/or human mutants and have a mix of equipment. Laser pistols, bow and
|
||
|
arrows, smart missiles, swords, armalite rifles, battle axes, war robots
|
||
|
etc. Survivors are TOUGH and many have physical and/or mental mutations,
|
||
|
as the weak ones have already died out. Several technological
|
||
|
installations still exist, guarded by robots etc. PCs must trace the item,
|
||
|
find the current owners, retrieve the item and return before radiation
|
||
|
traces in the atmosphere slowly kill them. (Optionally, the portal is
|
||
|
now set so that it can only be used by someone carrying the stolen item,
|
||
|
hence stopping the PC's escaping or more raiders coming through).
|
||
|
Equipment bought back may or may not work. PCs with laser pistols,
|
||
|
rocket launchers and mini-tanks are worrying in fantasy worlds.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Have Fun</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Paranoia</genre>
|
||
|
<type>Investigation</type>
|
||
|
<setting>Urban</setting>
|
||
|
<setting>City</setting>
|
||
|
<plot>
|
||
|
A Death Leopard Head Honcho decides to run a scam on the First Church
|
||
|
of Christ Computer Programmer. Her theology is fairly limited: "Jesus H.
|
||
|
Christ" stands for J. HARLEY C., and Harley is the 3rd person in the
|
||
|
Trinity. Jesus said "Have Fun!", and Harley shows us HOW to have fun.
|
||
|
As the prophet of the Lord, she begins convincing lower Church members of
|
||
|
the truth (her Death Leopard handle is Son of David, which she changes to
|
||
|
Son-U-David for missionary purposes, and which also allows a handy link
|
||
|
to Harley). The main mission consists of forming a rock group where she
|
||
|
and her lieutenants take on yet more persona as ELL's Angels (Gabr-I-ELL,
|
||
|
Raph-I-ELL, Mike-I-ELL and Ur-I-ELL) and give impromtu concerts to the
|
||
|
Infrareds, inciting all 30 000 of them in the sector to "Have Fun!" She
|
||
|
proposes a link between the Church and Death Leopard, which shall be
|
||
|
called the First Church of Harley Games Progammer. It is a vital, yet
|
||
|
little understood (especially by her) part of her thelogy that Jeremiah
|
||
|
was a bullfrog.
|
||
|
|
||
|
Troubleshooters should be inserted, perhaps as agents for the high
|
||
|
Church officals in Internal Security, who may or may not have varying
|
||
|
degrees of certainty on how heretical all this is. Of course, if the
|
||
|
Troublesootters are IntSec, they have a good chance of being Church
|
||
|
themselves, and may get caught up in the low clearance revivalist
|
||
|
atmosphere...
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Give it back!</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Affliction</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
The party has just cleaned out some ex-mage's compound. In the
|
||
|
scenario I was working with, the party had found a virgin ring of spell-
|
||
|
storing and some matched jewelry, but just about any similar high-power
|
||
|
magic would be useful as a set-up.
|
||
|
|
||
|
The party is resting from their endeavors when a well-dressed person
|
||
|
comes to find them at their current quarters. He is an emissary from a
|
||
|
high-level noble of a nearby country. He asks if the party is the one
|
||
|
that cleared out the mage's quarters. If the party denies it, he
|
||
|
produces proof. After the identification, the emissary asks if they have
|
||
|
the magic item. He explains that the item belongs to his master, it was
|
||
|
commissioned and paid for. He demands the item and offers little or no
|
||
|
(DM's choice as necessary to provoke the party) reward. When the party
|
||
|
refuses the emissary explains that by the laws of the country he comes
|
||
|
from the item belongs to his master and they must return it to him.
|
||
|
|
||
|
If the party still refuses, the emmisary declares them outlaw
|
||
|
(something most countries ignore) from his country.
|
||
|
|
||
|
Whenever life is getting boring after that, send an assassin or two or
|
||
|
maybe thieves to steal the desired item after the party. If the party
|
||
|
tries to go after the noble they will have the difficulty of manuvering
|
||
|
in a country where they are outlaws. The whole setup provides a good
|
||
|
hook for several other plots and can be used to cause havok wherever the
|
||
|
PC's go.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Stalemate</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Quest</type>
|
||
|
<type>Exploration</type>
|
||
|
<setting>Urban</setting>
|
||
|
<plot>
|
||
|
The group has come to a city of which half has been taken over by
|
||
|
orcs. The humans still control the other half. This stalemate has
|
||
|
lasted for approximately 2 weeks with occasional border penetrations by
|
||
|
each side into the opposing half (guerilla raids, party loves 'em,
|
||
|
2sp/head!).
|
||
|
|
||
|
But things have changed for the better/worse. An army from the north,
|
||
|
in an attempt to make good on the city/kingdom's problems, has sailed
|
||
|
into town. They wiped out the mercenaries guild (the only opposing
|
||
|
force) and stated that all people were now citizens of the new empire and
|
||
|
they would be rid of the orc menace within two weeks. Everyone has been
|
||
|
drafted into the militia. What is really bizarre about the army is that
|
||
|
it consists of all sorts of races (human, elf, 1/2 elf, etc), all speak a
|
||
|
common tongue, they are VERY well organized yet are individuals.
|
||
|
(Everyone has personal weapons, armor, etc.)
|
||
|
|
||
|
The party can decide what to do. They may not like the idea of being
|
||
|
drafted into the militia to be used as fodder (for an empire they don't
|
||
|
belong to) to rid the town (that they are only visiting) of the menace.
|
||
|
However, it WILL provide for some good roleplaying trying to explain to
|
||
|
the new invaders why the group should (or rather wants) to remain
|
||
|
together.
|
||
|
|
||
|
The plus is that after the orcs are gone, the militia wil be disbanded
|
||
|
(or so the invaders say) and the members will be free to go on their way
|
||
|
as citizens of the new empire (more lands to visit). The other bonus is
|
||
|
that the party may be able to get ahold of a little of the recaptured
|
||
|
territory.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Acquainted With the Night</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Investigation</type>
|
||
|
<type>Startup</type>
|
||
|
<setting>Any</setting>
|
||
|
<monster>Vampire</monster>
|
||
|
<plot>
|
||
|
A group of players *start* by discovering that one of their friends
|
||
|
has been bitten by a vampire. They follow through the entire process,
|
||
|
possibly killing their friend once he/she has risen again, probably
|
||
|
hunting down the vampire that bit their friend. Happy ending.
|
||
|
|
||
|
Then the vampire community seeks retribution. Yes, it was clumsy of
|
||
|
the vampire to get caught, but it's not the place of the herd to exact
|
||
|
justice on the vampires. The complexity of this scenario depends upon
|
||
|
how you imagine the entire supernatural community.
|
||
|
|
||
|
One possible idea is that vampires -- the cool manipulative Undead --
|
||
|
just don't exist. Vampires are mindless creatures which reek of clotted
|
||
|
blood and which fixate on their families because those are the strongest
|
||
|
memories left. A vampire is what happens to someone who dies of a ghoul-
|
||
|
bite. (Doesn't happen often because ghouls don't usually bite live
|
||
|
people. NOTE: these are obviously not _Vampire: The Masquerade_
|
||
|
ghouls.) The image of the vampire is the result of a plot between the
|
||
|
ghouls and the werewolves: they wanted a patently false supernatural
|
||
|
image that would distract attention from themselves. In this case, the
|
||
|
PCs are under attack because they have a sample vampire to look at and
|
||
|
modern science may discover the connection.
|
||
|
|
||
|
If you're running _Vampire: The Masquerade_, then the PCs are
|
||
|
initiated by a Sire for their own protection. The Sire has some long-
|
||
|
standing grievance against the Sire of the clumsy vampire, or has some
|
||
|
ideological conflict with those who would kill the PCs.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Dandelion Party</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Sci-Fi</genre>
|
||
|
<type>Quest</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
North America is balkanized, split into twelve smaller countries, most
|
||
|
of which call themselves the United States of America (except for two
|
||
|
which call themselves Canada and one Quebec). Teleporting aliens (the
|
||
|
Dandelions) have discovered Earth, which means that the other races of
|
||
|
the interstellar Confederation have found us.
|
||
|
|
||
|
All trade agreements are tentative and depend upon Earth's acceptance
|
||
|
into the Confederation. We are engaging in an exchange of art objects
|
||
|
(yeah, I know I stole this from _Doorways In The Sand_), and Earth seems
|
||
|
to have lost one of the alien artifacts. [When I ran this, it was a
|
||
|
"pure" AI they lost; a wirehead had accidentally jacked it into the world
|
||
|
network. Choice of artifact depends upon how the artifact was lost (by
|
||
|
accident or not) and who is after it.]
|
||
|
|
||
|
Each country wants to be the one to find it. [Country of choice],
|
||
|
which had the artifact when it disappeared, doesn't want the news to get
|
||
|
out, though all the security services know about it. A subgroup of
|
||
|
carnivorous aliens don't want the humans to find it.
|
||
|
|
||
|
Alien motivation: Humans may make amusing game or food animals, but
|
||
|
it's not practical to ship them across interstellar space. However, if
|
||
|
humans fail to make it into the Confederation, the aliens can bid on
|
||
|
copyright to human DNA, producing clones for whatever purposes they want.
|
||
|
[Intelligent species own their own copyrights.] Aliens may also have
|
||
|
internecine struggles.
|
||
|
|
||
|
The characters could be innocent bystanders, diplomats, detectives,
|
||
|
police officers, spies for the L-5 colonies, ninjas, yakuza...
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Not All Be Changed</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Any</genre>
|
||
|
<type>Quest</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
Superheroes seem to form their own communities, their own strata in
|
||
|
society. Given that some of these people have the power of a nuclear
|
||
|
bomb, it's understandable that certain espionage, police, and security
|
||
|
agencies would want a mole in the superhero community.
|
||
|
|
||
|
The easiest types of supers for a non-super agent type to simulate are
|
||
|
martial artist-gadgeteers and armoured-suit guys. (Actually, the agency
|
||
|
may not have the budget for a *really good* armoured suit; I ran it with
|
||
|
a martial-artist gadgeteer as the mole.) And having a secret ID is a
|
||
|
good excuse for wandering off at odd times (and making reports to
|
||
|
superiors).
|
||
|
|
||
|
The problem begins when the mole goes native. He forgets about making
|
||
|
reports, he forgets about his loyalties, he's just caught up in the
|
||
|
entire experience of being one of the Good Guys and thumping the Mauve
|
||
|
Marauder. He ignores a recall order, so the Agency sends people in to
|
||
|
collect him.
|
||
|
|
||
|
The PC's can be the agents sent to collect the mole, or they can be
|
||
|
other supers, who are helping to defend the mole without knowing quite
|
||
|
what's going on.
|
||
|
|
||
|
If you need to make things more confusing, there's the fact that he's
|
||
|
been recalled because his ID has become known to *other* Agencies, and
|
||
|
they want to capture him (in the guise of a supervillain, perhaps) and
|
||
|
wring his brains about that little escapade in Bangkok four years ago, or
|
||
|
the defection of Gyorgi Dimitrov, or whatever suits your political
|
||
|
inclinations.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>The Elven Relative</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Quest</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
For a mostly non-human party:
|
||
|
|
||
|
The party is approached by an elf. He explains the following
|
||
|
situation:
|
||
|
|
||
|
His nephew (niece, whatever) was visiting some relatives a ways away,
|
||
|
and during the travel home was "invited" to stay with a human lord. The
|
||
|
lord sent a message that he wanted to arrange a "lease" of some territory
|
||
|
for his brother to hold for (say) 30 years or so. The elves are very
|
||
|
aware that such "leases" nearly always end up being permanent. They wish
|
||
|
to secure the return of their relative, without allowing the lease. By
|
||
|
their standards the health of their relative is more important than the
|
||
|
relatively small lease, but they cannot act directly as the lord is on
|
||
|
the other side of a neighboring humano-centric country. An elven force
|
||
|
large enough to take the relative back would have to fight its way there
|
||
|
and break long-standing peace treaties and probably start a war. So they
|
||
|
want someone to act in stealth for them, they cannot provide any security
|
||
|
outside their own country. The party's job, should they accept it, is to
|
||
|
find the relative, break it free and return to the elven territory...
|
||
|
without causing an inter-racial incident in the process.
|
||
|
|
||
|
The lord's holding should be strong enough that a direct attack by the
|
||
|
PC's is suicide. Be prepared to have the party try several different
|
||
|
methods.
|
||
|
|
||
|
Some twists possible: The elf is a mage, but has lost/used up all his
|
||
|
spells and the lord has his spell-book hidden. The elf is drugged and
|
||
|
won't cooperate. The elf is forced by a magical curse to stay near the
|
||
|
lord's castle. A member of the elf's retinue is a traitor and tries to
|
||
|
interfere with the party in non-obvious ways..... (traitor is a
|
||
|
polymorphed human?)
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Make Judgement by Their Rules</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Sci-Fi</genre>
|
||
|
<type>Investigation</type>
|
||
|
<setting>Ship</setting>
|
||
|
<plot>
|
||
|
A starship receives a distress signal from a cold-sleep colony ship
|
||
|
launched X years before, to an unexplored section of space. When they
|
||
|
arrive, they discover that the entire colony ship is under the death
|
||
|
sentence (or has already been killed) because a native killed one of the
|
||
|
colony ship's scouts. The reason was that the scout violated <apparently
|
||
|
untranslatable concept>. You may up the stakes by leaving the entire
|
||
|
colony ship, still in cold sleep, in orbit, and the captain apparently
|
||
|
committed suicide. The scenario is a mystery: why do *we* get punished
|
||
|
for *them* killing us? *Why* did they kill us?
|
||
|
|
||
|
The crew of the starship is soon under the same death penalty.
|
||
|
Evidence shows that the scout had a slight xenophobia--("Well within
|
||
|
bounds, though--he was a scout, after all.") The aliens happen to be
|
||
|
horned hominids, vaguely Satanic looking. Further examination shows that
|
||
|
the scout also had a strongly religious background.
|
||
|
|
||
|
Eventually, peculiarities in the alien culture are explained when it's
|
||
|
discovered that they are telepathic in some ways, and that <concept> is
|
||
|
*Privacy*. Or maybe *Aggravated Mental Assault*. The scout didn't have
|
||
|
the decency to keep his/her emotions under control, the alien picked them
|
||
|
up and broadcast them back, and *voila* positive feedback cycle wherein
|
||
|
the alien was tougher than the human, and won the fight.
|
||
|
|
||
|
This scenario depends upon a universe where telepathy is not
|
||
|
impossible but is also not present among any of the players and probably
|
||
|
not common or reliable in player space. I've never run it because I
|
||
|
haven't had any brilliant thoughts about a society created by
|
||
|
graminivorous telepaths.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Sword Of Kadorn</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Startup</type>
|
||
|
<type>Quest</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
An introductory fantasy adventure. Players are a group of village
|
||
|
adolescents who have discovered a Sword of Power. The local lord
|
||
|
responsibly decides that it should be sent to the capital, where they
|
||
|
have mages who would understand such a thing, and since the PC's are not
|
||
|
needed between spring shearing and harvest, the lord sends them with an
|
||
|
advisor (village hedge-wizard, old man-at-arms, family retainer,
|
||
|
whatever). The sword has chosen one of the PCs as its carrier.
|
||
|
|
||
|
Beyond the simple journey to the capital is the fact that the sword
|
||
|
has its own agenda. Possibilities include:
|
||
|
<list>
|
||
|
-The sword was created to kill a particular ethnic group in a war;
|
||
|
that ethnic group subsequently won the war, and it turns out that all
|
||
|
the PC's but the chosen carrier are descended in some way from that
|
||
|
ethnic group. Over the course of the journey, that PC argues with the
|
||
|
sword over whether or not the other PC's should be killed. (PC: "It
|
||
|
will be rather a long fight if I have to kill everyone in the
|
||
|
province" SWORD: "But the glorious fight will at last be won!")
|
||
|
|
||
|
-The sword is a Lawful Good sword created a millennium ago, when
|
||
|
morals were considerably different. *It* wants to encourage the kind
|
||
|
of behaviour that it believes is good, probably rough eye-for-an-eye
|
||
|
justice that is frowned upon in most civilized societies.
|
||
|
|
||
|
-The sword is a weapon to be used in an upcoming Apocalyptic War
|
||
|
between Good and Evil (tm) and is searching for the best Hero (tm)
|
||
|
for the war. In this case, the PC's are simply a vehicle for it to
|
||
|
get to the capital. It may have magical abilities that keep the PC's
|
||
|
alive during the early parts of the journey, but after it leaves
|
||
|
them, they must learn to live without it.
|
||
|
</list>
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Accused</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Medium</length>
|
||
|
<genre>Any</genre>
|
||
|
<type>Affliction</type>
|
||
|
<type>Investigation</type>
|
||
|
<setting>Urban</setting>
|
||
|
<plot>
|
||
|
(This is an entire campaign, and begins with 1st level chars that have
|
||
|
never met each other.)
|
||
|
|
||
|
Each PC is doing normal, everyday things (sword practice, study,
|
||
|
drinking, etc) when he is arrested by the city police (knocked unconcious
|
||
|
if they do not go peacefully). The PC's all end up in the same jail
|
||
|
cell. The next day, they are brought to trial for the murder of some
|
||
|
important official. They are convicted and sentenced to burn tomorrow.
|
||
|
They are returned to their cell (stripped of all equipment) to await
|
||
|
their execution.
|
||
|
|
||
|
The PC's have at least two escape paths: (more, if they're creative)
|
||
|
<list>
|
||
|
1) If they carefully search the cell, they can find a loose stone
|
||
|
under a cot (everyone gets a 'concealed doors' roll) (and if they look,
|
||
|
they will eventually find it: the odds are in their favor, if there are
|
||
|
more than a few PC's). By falling through, they can drop into sewers,
|
||
|
float to the exit, batter away the grate, and they are free.
|
||
|
|
||
|
2) Have a mage do something to the single guard (charm comes to mind
|
||
|
immediately)
|
||
|
</list>
|
||
|
|
||
|
Once they are out, they must flee the city (if they try to stay, tell
|
||
|
them the police have noticed their escape, and are beginning a house-to-
|
||
|
house search. This information could come from a bartender or similar
|
||
|
person.) They may wish to steal some equipment, or maybe a friend will
|
||
|
provide them with weapons, urging them to run.
|
||
|
|
||
|
The PC's can travel either to the ocean (if they can capture a small
|
||
|
vessel) or to the unexplored mountainous regions. There, they can gain
|
||
|
experience and hide until they are ready to return, and find out who
|
||
|
framed them for the murder. (It was the judge, or maybe another
|
||
|
politician. After killing the victim, he planted evidence pointing to
|
||
|
the PC's. The PC's may have been political opponents of him, or just
|
||
|
randomly chosen.)
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Double-Cross</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Short</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Affliction</type>
|
||
|
<type>Quest</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
|
||
|
The PC's are hired to retrieve a family heirloom which was stolen from
|
||
|
the family 5 years ago. The family has just found who now has the heirloom
|
||
|
and want the PC's to steal it back. The current owner is the original thief
|
||
|
and is an accepted member of the community. The theft must be done quietly
|
||
|
so as not to attract attention as the familiy would lose social esteem if it
|
||
|
was known that the object had been lost i.e. no questions asked in town etc.
|
||
|
The current owner has a normal house with normal traps and precautions to
|
||
|
protect this type of treasure, plus whatever skills or guards are required.
|
||
|
|
||
|
After the theft has been performed, the object handed over and the
|
||
|
PC's are still congratulating themselves on a job well done, reward
|
||
|
posters go up around town for the return of the object, the thieves
|
||
|
wanted dead or alive or the object returned and no questions asked. The
|
||
|
PC's have been suckered, the object has ALWAYS belonged to the person
|
||
|
they stole it from and they are forced to either flee the area (never to
|
||
|
return), or to get it back again from the person they originally stole it
|
||
|
for (probably a member of the local Thieves' Guild or similiar). The
|
||
|
preferred method is to lead them toward stealing it back again (if they
|
||
|
can break into the thieves' guild etc) as there are no other safe
|
||
|
alternatives. If they are captured, no-one will believe them unless the
|
||
|
PC's pay for a cleric to "Detect Lie" (very expensive under the
|
||
|
circumstances) and no-one will mind if they are accidently killed while
|
||
|
trying to retrieve the object.
|
||
|
|
||
|
Last time I did this the object was a diamond tiara and used in royal
|
||
|
coronations (one of which was due in 2 months). Nearly brought the whole
|
||
|
political structure down.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Time War</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Medium</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<genre>New Age</genre>
|
||
|
<type>Investigation</type>
|
||
|
<type>Quest</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
An experimenting Cleric/Mage has opened a portal to another realm.
|
||
|
Accidently this corresponded with an experiment in a modern-day
|
||
|
underground military base which is performing a physics experiment on
|
||
|
time/space. A trans-Time/dimensional portal is formed, both attuned to
|
||
|
each other such that neither can be closed until both are closed
|
||
|
simultaneously. Meanwhile, a military scouting party of Rambo types have
|
||
|
passed through and are exploring the AD&D area (walky talkies, hand
|
||
|
grenades, sub-machine guns and pistols, hand-to-hand combat etc). They
|
||
|
don't believe what they've ended up in (save vs illusions and mind-
|
||
|
affecting spells at +4) and are taking prisoners of anyone who can give
|
||
|
information on the situation.
|
||
|
|
||
|
Problem 1: Stop the scouting party (including retrieving their gear
|
||
|
if possible).
|
||
|
|
||
|
Problem 2: Find what equipment is needed to close both portals
|
||
|
simultaneously - sages can probably help with this - and get the required
|
||
|
equipment. (I used a Redeye missile and Staff of power, both of which
|
||
|
were in the possession of a Barghest on the plane of Gehenna).
|
||
|
|
||
|
Problem 3: Go through the portal to the Underground base, find the
|
||
|
source controlling the portal, and get control of the area. The guards
|
||
|
are the (US ?) army equiped with modern gear, but the primary security
|
||
|
structure is to block access to the experimental area, rather than the
|
||
|
area itself.
|
||
|
|
||
|
Problem 4: Destroy both portals simultaneously. For example, fire
|
||
|
the missile into controlling computer complex, while simultaneously
|
||
|
breaking (retributive strike) the Staff of Power at the fantasy-side
|
||
|
entrance to the portal. Then get the surviving PC's from the underground
|
||
|
base to their home realm (either use plane shifting magic or have a time
|
||
|
delay on the portal destruction).
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Find the Lord</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Medium</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Quest</type>
|
||
|
<type>Investigation</type>
|
||
|
<setting>Urban</setting>
|
||
|
<setting>Dungeon</setting>
|
||
|
<setting>Castle</setting>
|
||
|
<plot>
|
||
|
The elderly Lord of a small adventuring town was found missing from
|
||
|
his home a after a visit from some strange men. The man's family
|
||
|
determines that he has been kidnapped and hires the PC's to find him.
|
||
|
|
||
|
The PC's, following various clues, find the man, and, after a bit of a
|
||
|
fight with Kenku and (some other bird race) the Kenku call for a truce.
|
||
|
They say they were hired to kidnapped the man and the person who hired
|
||
|
them has not shown up with their money. They want no more trouble with
|
||
|
the PC's and hand over the old man.
|
||
|
|
||
|
So far, so good. What the PC's don't know is that the 'man' they take back
|
||
|
is actually the Kenku leader, shape-changed into the old lord's appearance.
|
||
|
The Kenku were able to use magic (my version allow them to be up to 3rd
|
||
|
level mages) to ESP and CHARM the lord into telling them about his home,
|
||
|
servants and treasure.
|
||
|
|
||
|
All goes well until a few days after the PC's return the 'lord'. It seems
|
||
|
that most of the servants have been fired, guard captains dismissed for
|
||
|
failing in their duties, etc. In other words, the 'lord' is clearing the
|
||
|
castle of any who could recognize a difference in him. His family (if any
|
||
|
- in my campaign there was a granddaughter set off to a nunnery and a son
|
||
|
who was locked in the dungeon for treason - he was blamed for the
|
||
|
kidnapping!!) have been done away with and most of the loyal
|
||
|
servants/guards are gone. The 'lord' has hired new 'people'; more Kenku
|
||
|
coming in as advisors, guards, etc.
|
||
|
|
||
|
Once this was done, they began cleaning out the castle treasury. Needless
|
||
|
to say, the PC's will be curious, and the townsfolk furious. The 'lord'
|
||
|
has diverted all monies to his "new and worthwhile projects" while
|
||
|
neglecting the town and allowing things to decay. In the meantime,
|
||
|
servants (Kenku) are looking for a ship (with a captain that would not ask
|
||
|
questions) to come to the castle's dock during the night. This does not go
|
||
|
unnoticed by the PC's.
|
||
|
|
||
|
It all comes down to the Kenku, loading the castle treasure into the
|
||
|
ship, and in the midst of this, the PC's come in and battle the Kenku and
|
||
|
their mercenaries. They may also find the true lord and his son in the
|
||
|
castle dungeon.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>The Army Needs You</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Medium</length>
|
||
|
<genre>Any</genre>
|
||
|
<type>Affliction</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
The PC's, after wandering into the nearest town for some R&R, suddenly
|
||
|
find themselves drafted into an expeditionary army as a scouting party or
|
||
|
even a small, *expendable* unit with an NPC leader. The pay is a little
|
||
|
money plus food and any necessary clothing. If you want to be nice, you
|
||
|
may assign the PC's horses, if they don't have any. As a scouting party,
|
||
|
the PC's don't have to travel with the main force of the army, which gets
|
||
|
rid of the possibility of *huge* battles.
|
||
|
|
||
|
At this point the PC's have several options:
|
||
|
<list>
|
||
|
-Join the army (possibly in anticipation of relieving the kingdom's
|
||
|
enemies of unnecessary wealth)
|
||
|
|
||
|
-Play draft dodger and be chased by an elite group of warriors (plus
|
||
|
MU's and clerics, if you want to get nasty)
|
||
|
|
||
|
-Pretend to join and desert at first opportunity (this would tend to
|
||
|
rocket the PC's to the top of the local "10 Most Wanted" list).
|
||
|
</list>
|
||
|
|
||
|
Any way they choose, you can follow up with new ideas or just adjust
|
||
|
the outcome so they wind up back in the army. The overall goal of the
|
||
|
army is up to you. Whether it is to rescue a princess, lend aid to a
|
||
|
besieged town or outpost, explore uncharted territory, or even to defeat
|
||
|
an opposing army, the PC's need not participate in any large-scale
|
||
|
battles. The job of scouting gives many opportunities for encounters.
|
||
|
Wilderness encounters, encounters with enemy forces, a ruined temple, or
|
||
|
a castle or two, are just some of the things that can be encountered.
|
||
|
Nature itself can provide lots of good role-playing opportunities. For
|
||
|
example, do you make the dangerous trek over the mountains or go around?
|
||
|
How are you going to cross that rain-swollen river? The possibilities
|
||
|
are endless.
|
||
|
|
||
|
The total outcome of the whole campaign can also be the basis for
|
||
|
another adventure. What happens if the army is defeated or routed? Do
|
||
|
the PC's try to carry on and compete the mission? What will the PC's do
|
||
|
when they find themselves stranded deep in hostile territory or deep in
|
||
|
an uncharted wilderness? If the campaign is successful, will the PC's be
|
||
|
tempted to split up by being promoted to higher positions in the
|
||
|
military? Will the PC's distinguish themselves and become heroes or
|
||
|
celebrities? Will they fail and be looked on as traitors and criminals?
|
||
|
The rewards can be great and so can the risks.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>The Hide of Harker</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Medium</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Quest</type>
|
||
|
<setting>Any</setting>
|
||
|
<monster>Demon</monster>
|
||
|
<plot>
|
||
|
Baron Harksheen requests an audience with the adventurers. Background
|
||
|
checks will reveal very little is known about this baron. The local
|
||
|
vassal is named G'caird, and is a duke. G'caird has never heard of
|
||
|
Harksheen. Harksheen castle is rather remote, to say the least.
|
||
|
|
||
|
If asked, Harksheen will relate a story about saving the life of one
|
||
|
of the kings' children several years ago, and how he received this barony
|
||
|
quite by surprise some years later. If the party asks too many
|
||
|
questions, they may be imprisoned in the baron's dungeons. The baron has
|
||
|
15 men at arms, and can command the skeletons which inhabit all of the
|
||
|
numerous suits of armor displayed in the great hall. (Note that this
|
||
|
armor gives the skeletons much better than normal defenses and weapons.)
|
||
|
If the party notices the skeletons in the armor, the baron will claim
|
||
|
they are the remains of the great warriors who died in the armor.
|
||
|
|
||
|
The Baron's story is that he would like to obtain a certain suit of
|
||
|
armor that has fallen out of sight. He has uncovered some clues (which
|
||
|
he will be glad to show any mages in the group), that indicate that the
|
||
|
armor, called "The Hide of Harker", was interred with the remains of one
|
||
|
Keforid, apparently a priest of some sort. The Baron would like to
|
||
|
commission the party to recover the armor, will provide escort and
|
||
|
livestock, and allow the party to keep all other booty.
|
||
|
|
||
|
The Baron's real name is Harker, he's a demon. The armor was once his
|
||
|
hide. Besides the defenses of the armor, and the fact that it is nearly
|
||
|
weightless, it has the following abilities: Telepathy with Harker, sense
|
||
|
danger, protection from cold. If Harker is killed, the telepathy
|
||
|
converts to a sort of scrying from his skull. Without it, he is pretty
|
||
|
weak, but if he gets his hands on it (or rather, the other way 'round),
|
||
|
look out. He will warn the party that the armor is cursed, and to be
|
||
|
careful not to wear it. (It isn't cursed per se, but with it's special
|
||
|
abilities, wearing it might be a tip off.) The real reason Harksheen
|
||
|
won't go after the armor himself is that the Wraith wearing the armor
|
||
|
would know what he was going to do next and would be an extremely
|
||
|
formidable opponent.
|
||
|
|
||
|
If the party looks closely at the warrior statue in the crypt, they'll
|
||
|
notice that the base of the statue is a defeated demon who looks a lot
|
||
|
like the Baron. One of the Tapestries depicts the skinning of the demon.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Caravan Raids</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Medium</length>
|
||
|
<genre>Any</genre>
|
||
|
<type>Startup</type>
|
||
|
<type>Exploration</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
This plot can be used to get the party together.
|
||
|
|
||
|
During the last few weeks, the characters have been hearing rumors of
|
||
|
bandit raids on caravans travelling the <insert appropriate direction
|
||
|
here> road. These raids are carried out against fairly large and well
|
||
|
protected caravans, indicating a well prepared and large group of
|
||
|
bandits. Regular travellers are almost never bothered. (Note: In my
|
||
|
campaign, this is set in a largely agricultural area. Locals aren't
|
||
|
worth it).
|
||
|
|
||
|
In addition to the caravan raids, several minor officials and
|
||
|
merchants have been kidnapped and ransomed. The bandits are well
|
||
|
informed, leading the local authorities to believe they may have an
|
||
|
informant in their midst. Also a local minor cleric of the temple of
|
||
|
<insert local good deity here> has vanished without a trace.
|
||
|
|
||
|
Some member of the party is contacted by the local government's
|
||
|
intelligence organization (preferably one that makes sense. I have a
|
||
|
rogue/spy/courier in my group). They are tasked with gathering a group
|
||
|
of adventurers to scout out the bandits and locate their lair. They are
|
||
|
not to engage the bandits, as the city government is planning a full
|
||
|
scale attack. They are also given some appropriate amount of money to
|
||
|
give the characters incentive. The group gathered is not to know they
|
||
|
are working for the local government. Let the player devise a cover
|
||
|
story.
|
||
|
|
||
|
At the same time, a cleric/paladin character (hopefully of the same
|
||
|
temple as the one above) is contacted by the head of their order, and
|
||
|
instructed to find out what happened to the vanished cleric.
|
||
|
|
||
|
For a more twisted plot, have a party thief in the group be contacted
|
||
|
by the local guild, and told about a supposed government expedition to
|
||
|
find the bandits. Instruct the player to join the party and
|
||
|
sidetrack/stop them if possible.
|
||
|
|
||
|
Behind the scenes, the bandits are actually not as powerful as it
|
||
|
seems. It just so happens that the band's wizard has developed/found a
|
||
|
more powerful version of the sleep spell, which allows the bandits to
|
||
|
gain a great initial advantage. Furthermore, they are working with the
|
||
|
local thieves' guild to plan their attacks and are sharing the profits
|
||
|
with the guild. In return, the guild provides information and fences
|
||
|
goods for the bandits. The thieves' guild would be most upset if their
|
||
|
safe and profitable arrangement is disturbed.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Puff the Magic Dragon</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Medium</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Exploration</type>
|
||
|
<type>Comedy</type>
|
||
|
<setting>Any</setting>
|
||
|
<monster>Dragon</monster>
|
||
|
<plot>
|
||
|
(This is played as semi-serious comedy and is a good way to lighten
|
||
|
PC's of extra equipment, normal and magic e.g. armour, swords, potions,
|
||
|
etc)
|
||
|
|
||
|
The PC's hear rumours of a Dragon down the coast, not far (30 miles)
|
||
|
from the village through which they are currently passing. The local
|
||
|
council can't afford to pay anyone to get rid of it but it's been a pest
|
||
|
to all the local fishermen for years. (It used to be worse but has been
|
||
|
a bit quieter for the last 15 years). The PC's will be heros and a small
|
||
|
reward may be found. The Dragon is actually Puff the Magic Dragon (from
|
||
|
the song for anyone who knows it) and was drawn into this realm from the
|
||
|
dimension of Dreams by a young boy's imagination (young Jacky Papers).
|
||
|
They always used to play together terrorising pirate ships (fishing
|
||
|
boats) etc until Jacky outgrew his boyhood "imaginary" friend. Puff has
|
||
|
become broken hearted with the loss of Jacky and just mopes around all
|
||
|
day in his cave (hidden in the mists of the coast). He is also a
|
||
|
compulsive coward, and the only valuables he possesses are those things
|
||
|
he and Jacky collected when Jacky was younger (balls of string, used
|
||
|
pirate's flags, blocks of sealing wax etc). Puff is a green dragon
|
||
|
(nonstandard) with a sonic breath weapon (his cry/wail) which
|
||
|
shatters/disintegrates metal/crystal etc within 40'-70' (save applies)
|
||
|
and does appropriate damage to people as suits the scenario. He can wail
|
||
|
every 2nd round with NO limits and will usually do so (he really is
|
||
|
depressed). (This makes it hard for fighters to do much to him unless
|
||
|
they are lucky with their magical armour, magical swords etc).
|
||
|
|
||
|
At any time the PC's approach him he will be sobbing gently. He is a
|
||
|
huge Ancient Dragon of green color (NOT a Monster Manual 1 Green dragon),
|
||
|
hit only by magic weapons and the tears he is crying (every round) are
|
||
|
actually large drops of acid (splash all within 20' for damage as
|
||
|
appropriate). If they hurt him much at all, he will try to escape, still
|
||
|
sobbing and wailing. Even when escaped, he will try to stay close to his
|
||
|
cave (Jacky's toys are there) unless it is too dangerous. He will NEVER
|
||
|
try to seriously hurt anyone! Any damage is incidental and caused by
|
||
|
crying. If the PC's try to talk to him, he will check to see if Jacky is
|
||
|
with them, then stop communicating, breaking into even more heart-rending
|
||
|
sobs (tears in all directions - splashing out to 40' for 3 rounds).
|
||
|
|
||
|
The preferred solution to all this, if they bother to actually find
|
||
|
out what's going on (the local sages/mages know and will explain for a
|
||
|
fee), is to either send Puff back to the realm of dreams (extra
|
||
|
adventure) or find Jacky Papers and reunite them (he is probably that
|
||
|
madman wandering the kingdom having lost his memory with a great feeling
|
||
|
of unease about dragons).
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Artifact Search</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Medium</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Exploration</type>
|
||
|
<type>Magic</type>
|
||
|
<setting>Cave</setting>
|
||
|
<plot>
|
||
|
(This is based in a world where some great despotic Wizard-kings used
|
||
|
to rule before the free races allied against them and collapsed their
|
||
|
rule, some time in the distant past.)
|
||
|
|
||
|
Recently, a farmer in a rural area fell into an underground cavern
|
||
|
while hunting. Within the cavern are remnants of a vanished culture with
|
||
|
gleaming buildings and strange creatures moving about on unknown errands.
|
||
|
The farmer fled the scene immediately but his stories soon spread,
|
||
|
prompting several expeditions by locals and greedy adventurers. The only
|
||
|
person to return from these was found dead outside a village in the area,
|
||
|
clutching an object fashioned of a strange crystal form. The area is now
|
||
|
treated with caution and fear.
|
||
|
|
||
|
The mage who acquired the crystal form is now hiring a capable group
|
||
|
with the intentions of exploring further in search of greater treasures.
|
||
|
|
||
|
Options:
|
||
|
<list>
|
||
|
1) The item was actually an artifact from the Wizard Kings and where
|
||
|
there is one there should be others (Greed inspired).
|
||
|
|
||
|
2) The item was a portion of an unknown artifact, the rest is
|
||
|
desired (Interest and fascination inspired).
|
||
|
|
||
|
3) The item is now known to have been the key holding a major
|
||
|
servant of the Wizard-Kings imprisoned. He/She/It is now free and the
|
||
|
PC's are required to capture/track/kill it. (Fear and caution inspired).
|
||
|
Maybe the servant knows where some of the Wizard-kings are still alive,
|
||
|
hiding in suspended animation or with their souls held in a magical gem,
|
||
|
waiting their moment of rebirth.
|
||
|
|
||
|
4) The item is actually a map to a hitherto hidden realm (in a
|
||
|
magically shielded valley or alternate dimension) where the cavern's
|
||
|
inhabitants have come from. They have been preparing themselves for a
|
||
|
looting/slaving expedition into this realm and must be stopped before
|
||
|
they have a chance to expand out of their cavern. (This sets up a
|
||
|
possible major campaign: first clean out the cavern area, then gain
|
||
|
access to the hidden and unknown realm and scout it, then find those who
|
||
|
intend the raiding expeditions etc and stop them).
|
||
|
|
||
|
5) The item is the key to time-travel. The mage who has it wants to
|
||
|
travel back to the time of the Wizard-Kings, alter history so that the
|
||
|
Wizard-Kings win and rule with them over one of the realms. He intends
|
||
|
to trick the PC's to act as his advance guards and protectors and take
|
||
|
them with him to spoil the plans of the allied free people. (This would
|
||
|
involve lots of trickery and be sneaky to manage, as the players can't
|
||
|
find out what's going on until too late - at which point they will
|
||
|
probably want to stop him and go home again).
|
||
|
|
||
|
6) The object has given its new master some great abilities and he
|
||
|
now wants to use the powers of the PC's to slowly build his personal
|
||
|
power until he is able to rule as the great Wizard-Kings ruled. (See 5).
|
||
|
</list>
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>The Obsidian Castle</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Medium</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Exploration</type>
|
||
|
<type>Magic</type>
|
||
|
<setting>Castle</setting>
|
||
|
<plot>
|
||
|
In the far west, under a permanent cloud, sits the Obsidian Castle.
|
||
|
Twice it has protected some powerful beings bid of domination of the
|
||
|
world, twice is has been foiled. But the Castle is patient, and is
|
||
|
already nuturing the third, who has already begun his march.
|
||
|
|
||
|
The Castle is made of jet black obsidian, each block is exactly the
|
||
|
same size, mortared to the next with a dull brown film, the blood of the
|
||
|
victims sacrificed to build it. Enchantment runs through the entire
|
||
|
structure, oridinary weapons can make no mark upon the walls. The castle
|
||
|
is black - gloomy, and horrific. Light cannot travel far within it -
|
||
|
absorbed by the walls. The floors within are pure black ebony, with no
|
||
|
trace of light or color. It's hard to breathe in the castle, though
|
||
|
character never seem to run out of air.
|
||
|
|
||
|
The castle actively protects the Dark Lord. It has a nearly infinite
|
||
|
supply of glassy obsidian or ebony or black granite guardians. Gargoyles
|
||
|
guard the upper heights, razor-winged obsidian bats range the great
|
||
|
halls, the moat has no water but is filled with delicately balanced
|
||
|
sheets of razor-sharp glass that would instantly shred anyone who fell
|
||
|
within, even in armor, for the points would find every gap and pierce the
|
||
|
body within.
|
||
|
|
||
|
The Castle is the home and last redoubt of the Dark Lord. Your
|
||
|
characters must raise an army to defeat his orcs, ogres and trolls. They
|
||
|
must forge a treaty with the beings of the light and air - the eagles,
|
||
|
the ki-rin - to provide protection and cover against the Dark Lord's
|
||
|
leather-winged reptilian flyers. But the army is mere diversion - to get
|
||
|
the players into the Castle.
|
||
|
|
||
|
Deep inside the bowels of the Castle is a room perhaps 100 feet wide
|
||
|
and nearly as high, and paved with gold. The walls are bright polished
|
||
|
marble, hung with cloth-of-gold and studded with endless tiny gems. The
|
||
|
ceiling has an enormous crystal chandelier, whose bright glow is nearly
|
||
|
eclipsed by the six-foot-diameter gem on a low dais in the middle of the
|
||
|
room. The gem is a composite, made of thousands of smaller gems, from
|
||
|
fist-sized to tiny grains, of every shape and kind. They are packed into
|
||
|
a great sphere, facet-to-facet, edge-to-edge, and the sphere is alive
|
||
|
with light of every color in the spectrum. Bolts of light flash from
|
||
|
point to point within - tiny dots in many colors swirl about inside. The
|
||
|
evil spirit of the Castle - its "brain" - dwells within. No living being
|
||
|
has ever entered this room - or even knows it exists, but until the gem
|
||
|
is destroyed, the Obsidian Castle will always rise again, and new Dark
|
||
|
Lords will threaten the world...
|
||
|
|
||
|
Of course, you'll need to work out a lot of details, but this idea
|
||
|
should be good for three or four campaigns before they figure out that is
|
||
|
isn't "just another Dark Lord" but the Castle itself that is the real
|
||
|
enemy, and that destroying it is merely a temporary setback. You'll need
|
||
|
to decide who built it, and why, and when. You'll need more monsters in
|
||
|
the "broken glass" idiom - many people are afraid of broken glass, it's a
|
||
|
powerful symbol. Perhaps the Castle is lit with black light torches -
|
||
|
you can see, though all is black and dark, and the flames rime the walls
|
||
|
with frost and burn like frostbite...
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
|
||
|
Long Summaries
|
||
|
---------------
|
||
|
=========================================================================
|
||
|
<title>Large Hideous Monsters</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Long</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Quest</type>
|
||
|
<type>Investigation</type>
|
||
|
<setting>Any</setting>
|
||
|
<plot>
|
||
|
Mostly huge, garishly colored slimy monsters have overrun the
|
||
|
Eastmarch. Refugees are crowding into the city, and a large refugee camp
|
||
|
by the north wall has been set up. The Temple of Osiris is advertising
|
||
|
for adventurers.
|
||
|
|
||
|
The monsters are all different. Even the occasionally recognizable
|
||
|
monster is the wrong color, and they're mostly very underpowered. One
|
||
|
refugee has been celebrated as a "Dragon Slayer", since he took out a
|
||
|
huge, firebreathing beast with one blow of his yard rake. The tale
|
||
|
definitely grew in the telling, but the man, "Lucky" Luke Sty-walker,
|
||
|
former pig rancher, hasn't let it go to his head. After all, after he
|
||
|
killed the "Dragon", a giant slug ate his house.
|
||
|
|
||
|
On the other hand, there was the "killer bunny", that killed 6
|
||
|
sheepdogs and a wolf one night, right in the middle of town! It would
|
||
|
have probably continued the rampage, except that it started to melt at
|
||
|
sunrise (a Rarebit of luck, that.)
|
||
|
|
||
|
Finding the source of these monsters is the quest, obviously, and this
|
||
|
is not too difficult a task, as long as the adventurers don't get eaten.
|
||
|
Nearly every monster has left a clear and obvious trail. The trails all
|
||
|
converge on a stream bed. Near the headwater of the stream is a cave
|
||
|
mouth. An idiot ogre couldn't miss the fact that major traffic has
|
||
|
issued from it. Inside the cave mouth is a very standard set of caves,
|
||
|
caverns and corridors, unique only in the fact that all of the normally
|
||
|
expected cave denizens are absent from, or dead in, their lairs. One
|
||
|
exception; the first side cave from the entrance has a very dead 12'
|
||
|
cavebear, and a very cute, and hungry, cavebear cub (about 60 pounds).
|
||
|
the cub is likely to attach itself to the first adventurer that doesn't
|
||
|
hurt it. Like most Ursines, it is omnivorous. Monsters issue from the
|
||
|
cave at about 5 per night (2d4/night), and come into being at the narrow
|
||
|
end of the large cavern. Some don't even survive walking the length of
|
||
|
the room, which provides the heartier monsters with a much needed snack.
|
||
|
None of the monsters can eat anything terrestrial. Well, they can chew
|
||
|
and swallow, but not derive sustenance.
|
||
|
|
||
|
During the 12 phases of the creation, a light can be seen coming from
|
||
|
"somewhere else". Careful attention will reveal that this `light' seems
|
||
|
to be coming from a desk lamp. Also visible is a desk with a hunched-
|
||
|
over "dwarf" in outlandish garb (actually, it's a kid in a striped T-
|
||
|
shirt). Anyone stepping into the circle of light will be transported
|
||
|
into a 12'x15' basement room filled with strange and wonderous objects,
|
||
|
most of which will not function properly if brought back to the "real
|
||
|
world". On the desk are the kid's `lucky dice', which are powerful magic
|
||
|
items, and radiate magic strongly (noticed on 11-, 8- by spellcasters).
|
||
|
These dice create monsters if rolled 12 times. The monsters appear in
|
||
|
whichever universe the dice are NOT in. the Dice can be easily destroyed
|
||
|
in either plane, but that destruction will close the trans-dimensional
|
||
|
door that is in the basement behind the desk (which is also obvious to
|
||
|
most adventurers.) While the door is open, anyone leaving the room will
|
||
|
be transported to their own world. Also, magic and technology both work
|
||
|
in the basement room only (and in the cave).
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>The Jewels of the Castle</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Long</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Exploration</type>
|
||
|
<setting>Castle</setting>
|
||
|
<plot>
|
||
|
On a hill near the characters' home village once stood a proud castle.
|
||
|
About forty years ago a mage resident there summoned up something he
|
||
|
couldn't handle, and it pretty much trashed the place. The castle
|
||
|
consists now of the ruins of the outer towers and gatehouse, about twelve
|
||
|
towers in all, only a couple of which have even part of a roof, six inner
|
||
|
towers (including the inner gatehouse) most of which are in very much
|
||
|
disrepair, and the inner keep, which is mostly collapsed. Most of the
|
||
|
castle walls are also torn down, and the moat is overgrown as well.
|
||
|
Under the main keep is a cellar (about three rooms worth.) All of the
|
||
|
wooden buildings, interior wood etc. was burned. The place is rumored to
|
||
|
be haunted, about twenty years ago old Fred went there and never was the
|
||
|
same since.
|
||
|
|
||
|
The players recently found out that the guy that built the castle had
|
||
|
placed a mcguffin under the floor stones in each of the towers, and a
|
||
|
large one under the keep. (The mcguffin is some sort of enchanted jewel
|
||
|
that was supposed to keep the castle from harm or something. In
|
||
|
practice, any enchantment has long worn off, but the jewels should be
|
||
|
worth whatever is an appropriate amount in your campaign.) The players
|
||
|
are the only people (that they know of) with this information, perhaps
|
||
|
they found it in a letter used as a bookmark in an old book.
|
||
|
|
||
|
You should stock the castle mostly with animal, or animal-like
|
||
|
monsters. Perhaps one tower is home to a couple of giant beetles,
|
||
|
another has some feral cats, another has some snakes. A group of
|
||
|
brigands that operates in this neighborhood uses one of the more intact
|
||
|
towers as a camp, perhaps they have hidden some treasure under it,
|
||
|
perhaps several of them are there. An old crone lives in one of the
|
||
|
towers, free rent you see. She makes healing poultices (herbal gunk
|
||
|
etc.) for the brigands in return for food. Treat her as a second level
|
||
|
MU with a charm person spell. You might, if you like, put a more "real"
|
||
|
monster in the main keep, perhaps some sort of sentinel creature (ex. a
|
||
|
water weird, one of the really minor devils etc.).
|
||
|
|
||
|
<villain>
|
||
|
Wandering monsters. Write up a wandering monster chart. Some of the
|
||
|
entries should be true wandering things such as passing birds, cows etc.
|
||
|
Most of them should be the inhabitants of the towers.
|
||
|
|
||
|
For example:
|
||
|
<list>
|
||
|
1. 3 of the cats from tower #1 (night only)
|
||
|
2. The old crone gathering herbs (day only)
|
||
|
3. 1d6 of the giant rats from tower #7 (night only)
|
||
|
4. A brigand patrol (details omitted). If there are currently no
|
||
|
brigands, they are going to their camp in tower #9. If there are
|
||
|
brigands in the camp, roll a d6, on a 1-3 they are going to the camp, on
|
||
|
a roll of 4-6 the brigands in the camp leave etc.
|
||
|
</list>
|
||
|
</villain>
|
||
|
|
||
|
Should the party go home before clearing out the tower, feel free to
|
||
|
replace any slain monsters with others, especially if some time has
|
||
|
elapsed. For instance, now that the large snake has left, a weasel
|
||
|
family has made their home in the moat. The brigands will not always be
|
||
|
there, sometimes there may be as many as (more than the party can handle)
|
||
|
planning a raid somewhere. Be sure to indicate signs of some of the
|
||
|
animals, things like droppings, meal remains, shed carapaces etc. The
|
||
|
brigands are not all that neat, there might be signs that they are around
|
||
|
such as the tower that they use as an outhouse, a pile of cow bones, a
|
||
|
copper penny with a recent date, a torn but unrotted rag etc.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Survival</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Long</length>
|
||
|
<genre>Any</genre>
|
||
|
<type>Startup</type>
|
||
|
<type>Exploration</type>
|
||
|
<type>Guarding</type>
|
||
|
<setting>Wilderness</setting>
|
||
|
<plot>
|
||
|
This module is currently designed for 4-6 players of first and second
|
||
|
level, with about 5 to 7 total levels in the party. It provides a way
|
||
|
for the party to meet without resorting to the trite "you're in a bar"
|
||
|
scenario.
|
||
|
|
||
|
The geographic setting is the northern plains of a continent with a
|
||
|
cool to cold climate during the autumn season. The party begins in a
|
||
|
country on the human side of a human/demihuman border. The demihumans in
|
||
|
question can be either Goblins and Orcs or Goblins and Hobgoblins. The
|
||
|
winter storms are expected to start sometime in the next 4 to 6 weeks,
|
||
|
which will close down the commonly used trade routes through the
|
||
|
mountainous plains to the northeast.
|
||
|
|
||
|
Each character, except thieves, starts as a merchant, messenger, or
|
||
|
mercenary guard in a large caravan heading to another city further north.
|
||
|
The winter seems to be setting in early and the caravan master wants to
|
||
|
leave the city as soon as possible, due to a "special" package that a
|
||
|
local temple has given into his care. The cleric(s) in the party are
|
||
|
sent to "guard" this package. The fighters are mercenaries hired to
|
||
|
guard the caravan on its seven to eight day journey, and the magic users
|
||
|
are merchants (based on their nonweapon proficiencies) along for the
|
||
|
ride.
|
||
|
|
||
|
During the first three to four days it becomes obvious to the fighters
|
||
|
that the caravan master is taking a less traveled route (which is faster
|
||
|
and dangerous) due to the package. On the fourth night, a group of
|
||
|
thieves (some of which are PC's) from the main town catch up with the
|
||
|
caravan, and plan to steal the package and ransom it back to the temple.
|
||
|
While the attempt is in progress, the camp is attacked by a horde of the
|
||
|
demihumans which results in the eventual disabling of all the PC's.
|
||
|
|
||
|
The PC's awaken (roughly at the same time) with 1 HP, no equipment,
|
||
|
money, food, or water, in the middle of a wrecked camp. The PC's must
|
||
|
"introduce" themselves, leading to a possible confrontation with the
|
||
|
thief character(s), since no one knows who they are or where they are
|
||
|
from. They must then gather what equipment they can find and attempt to
|
||
|
make it back to civilization and SURVIVE. The obvious choice is to press
|
||
|
onward toward the original destination.
|
||
|
|
||
|
Unknown to the party, the demihumans' camp is nearby. It is the only
|
||
|
source of food and water for miles in the surrounding terrain. The party
|
||
|
should stumble upon a patrol, and gain some additional items. From here
|
||
|
they can disguise themselves to gain access to the camp and possibly
|
||
|
steal food, water, and possibly horses.
|
||
|
|
||
|
When the party finds the camp, they discover it is actually the ruins
|
||
|
of an ancient fortress. Several questions come up: Who is leading this
|
||
|
company of bandits? What is their purpose? Are they a threat (to the
|
||
|
greater civilization)? The party may investigate these questions. If
|
||
|
they do, several options exist for the adventure from this point. Do
|
||
|
they try and defeat the leaders? Reconnoiter to gather more information
|
||
|
to answer some of the above questions? Try and find the treasure trove?
|
||
|
Run? As they investigate the ruined fortress, they gain the opportunity
|
||
|
to do all of the above and more. The dungeon also provides opportunities
|
||
|
to introduce replacements for characters who may have died.
|
||
|
|
||
|
The adventure concludes with the PC's leaving the demihuman camp and
|
||
|
finishing the 2 to 3 day trek to civilization on foot, leaving the
|
||
|
bandits intact for a second adventure.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Herbs</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Long</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Affliction</type>
|
||
|
<type>Quest</type>
|
||
|
<setting>Wilderness</setting>
|
||
|
<plot>
|
||
|
The background is that one of the characters in the campaign, has some
|
||
|
major bodily damage, beyond the capabilities of the party to heal. They
|
||
|
rush him to town to find a healer.
|
||
|
|
||
|
The healer heals the character, but tells the party that it is only
|
||
|
temporary. He says that the character will need the application of a
|
||
|
special herb to make the healing permanent. The healer tells the party
|
||
|
how to find a Druid whom he knows for the whereabouts of the herb. The
|
||
|
party is able to get the Druid to agree to accompany them.
|
||
|
|
||
|
The Druid knows the general area in which the herb grows. Finding the
|
||
|
herb is not a guarantee. After a trip taking several days into the
|
||
|
outback, and approximately one day of unsuccessful searching for the
|
||
|
herb, the party has an encounter with a group of orcs. (Party ambushes
|
||
|
orcs, orcs ambush party, whatever). When searched, at least one of the
|
||
|
orcs will have a small quanity of herb on his person. If all the orcs
|
||
|
are dead the party will be able to track the orcs to their 'lair'. If
|
||
|
one is alive, he will bring the party to the 'lair' if threatened. If
|
||
|
asked about the herb, the orc is not aware that it is anything special.
|
||
|
(The orcs gather quantities of the herb and use it as a narcotic and are
|
||
|
unaware of the herb's healing powers, as they smoke it - not the proper
|
||
|
form of application. If any orcs are questioned about the herb, treat it
|
||
|
as if someone on the street beat you up, took your cigarettes and asked
|
||
|
about their 'special healing properties'.)
|
||
|
|
||
|
The orc 'lair' is actually a small village/outpost. If this region is
|
||
|
orc infested, make it a village (they have to come from somewhere). If
|
||
|
the region is relatively orc-free, have it an advanced orc outpost. (i.e.
|
||
|
no non-combatants)
|
||
|
|
||
|
Have enough orcs in the 'lair' such that a frontal assualt would be
|
||
|
nearly impossible. Sneakiness counts here folks!
|
||
|
|
||
|
The 'lair' is actually above ground. It consists of a group of huts
|
||
|
sufficent for the orcs' purpose. (Housing, maybe a forge, food, armory,
|
||
|
|
||
|
etc.) Two of the structures will be made of stone, the places occupied
|
||
|
by the priests and the high leaders. The entire village is surrounded by
|
||
|
a wooden palisade. (Think of old forts in western movies.) The logs are
|
||
|
buried deep enough so that they cannot be easily moved. The wall is nine
|
||
|
feet high with points at the top, and is treated with a sap-like residue
|
||
|
from the local trees that make it nearly resistant to fire. (Fires take
|
||
|
more time to start and don't spread fast.) The walls are not tough to
|
||
|
climb by oneself and are easy with the help of another. Within the walls
|
||
|
are several outpost towers (approx. 15 feet tall) that are used to see
|
||
|
out beyond the walls.
|
||
|
|
||
|
The orcs have enough of the herb to take care of the injured
|
||
|
character, plus possibly some left over for the party.
|
||
|
|
||
|
For combatants, remember that in an organization this size there will
|
||
|
be a chain of command. I had a supreme leader, a second in command, a
|
||
|
handful of lieutenants, many sergeants and about 150 standard fighters.
|
||
|
I also used two spell-users to make things more lively (players
|
||
|
occasionally fall into the trap in which they believe they are the only
|
||
|
ones with magic accessible to them) and an ogre to make things exciting.
|
||
|
I also included 20 worgs in a pen. (Worgs are large semi-intelligent,
|
||
|
evil wolves that orcs occasionally ride into battle, also called dire
|
||
|
wolves.) The worgs will only affect the outcome if either released from
|
||
|
the pen or if the party tries to sneak by them.
|
||
|
|
||
|
If any of the party escape and at least one of the others are
|
||
|
captured, one of the spell-users will attempt to charm the character.
|
||
|
Once charmed the character will be instructed to find the rest of the
|
||
|
group and bring them back to 'rescue' their comrades. (This is a -great-
|
||
|
chance for roleplaying for the the player involved!) Set up an
|
||
|
appropriate ambush. If the orcs' plan to entice the players back seems to
|
||
|
have too many holes in it, that's ok, orcs aren't renowned for their great
|
||
|
plans.
|
||
|
|
||
|
The herb, in addition to its healing properties is also addictive.
|
||
|
For healing, the herb must be administered over a one week period. In
|
||
|
games terms, withdrawal from the herb will result in a penalty to action.
|
||
|
Withdrawal will be complete five days after the last time the herb was
|
||
|
administered. During these five days, the penalties should peak at day
|
||
|
three then gradually drop off. Since the herb has a side-effect
|
||
|
(withdrawal), races that have a natural resistance to poison will not
|
||
|
benefit fully from the herb.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>Lizards everywhere</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Long</length>
|
||
|
<genre>Fantasy</genre>
|
||
|
<type>Quest</type>
|
||
|
<type>Investigation</type>
|
||
|
<setting>Any</setting>
|
||
|
<monster>Dragon</monster>
|
||
|
<plot>
|
||
|
This plot is good for fantasy RPGs (designed for AD&D, approx. 6
|
||
|
characters of 6th-8th level)
|
||
|
|
||
|
A small farming community several miles from where the characters are
|
||
|
based has made an appeal to the mayor of the village to put an end to
|
||
|
what are described as "dragon raids". The mayor, who is coming up for
|
||
|
re-election, has heard of the fame of the heroes and comes to them for
|
||
|
help in slaying the dragon that has terrorized his constituents.
|
||
|
|
||
|
What the heroes are told:
|
||
|
-------------------------
|
||
|
Recently (in the last few weeks), a dragon with green skin has
|
||
|
shambled up out of the nearby marsh and carried off livestock in its
|
||
|
mouth. The farmers are upset at this loss of their resources. A group
|
||
|
of the farmers held a meeting and sent two volunteers out into the swamp,
|
||
|
but they have not been heard from since.
|
||
|
|
||
|
What the heroes will find, upon investigation:
|
||
|
----------------------------------------------
|
||
|
Large, muddy footprints on the grounds of the farmers whose livestock
|
||
|
have been stolen--mostly those living right next to the marsh to take
|
||
|
advantage of the fertile ground--ostensibly "dragon tracks". If they ask
|
||
|
questions of the right people, they will find someone who swears he saw
|
||
|
the dragon change into a dragon-man and walk off into the swamp. The
|
||
|
rest of the town thinks this old guy is nuts. The dragon has not been
|
||
|
spotted any farther away from the swamp than about 30 yards. None of the
|
||
|
townsfolk remember seeing any wings on the creature.
|
||
|
|
||
|
Some information the heroes *might* be able to discover:
|
||
|
--------------------------------------------------------
|
||
|
Green dragons do not, by habit, live in marshland areas. They prefer
|
||
|
the serenity and relative abundance of game supplied by verdant forests.
|
||
|
Green dragons also delight in deceiving and controlling human operations.
|
||
|
A green dragon without wings is an oddity, to be sure.
|
||
|
|
||
|
In fact, the kind of dragons who DO live in the swamp are black
|
||
|
dragons.
|
||
|
|
||
|
None of this information should be available without sage
|
||
|
consultation.
|
||
|
|
||
|
What is actually going on:
|
||
|
--------------------------
|
||
|
A little ways into the marsh is a small settlement of lizard men.
|
||
|
These are not the ordinary warlike race, but rather a pacifistic
|
||
|
offshoot... deadly when necessary, but downright friendly otherwise.
|
||
|
They are, in fact, farmers themselves, cultivating nutritious plants and
|
||
|
fungi, and keeping their own herd animals: giant lizards.
|
||
|
|
||
|
The harvest has been bad this year, and feeding the giant lizards has
|
||
|
become second priority. So the lizards, starving, wandered off towards
|
||
|
the human village in search of food...and found it.
|
||
|
|
||
|
The human farmers wouldn't know a dragon from an oversized water
|
||
|
snake, so they naturally panicked. No farmer in his right mind would go
|
||
|
dragon hunting in a swamp, nohow. And the story grew a little more
|
||
|
fantastic with each telling....
|
||
|
|
||
|
Once, the lizard men followed one of the lizards toward the human
|
||
|
farms. It was near dusk, and visibility was poor, so it was an easy
|
||
|
mistake to say that the "dragon" had changed into a "dragon-man". But
|
||
|
overall, the lizard men have avoided the humans for fear of prejudice and
|
||
|
misunderstanding. If approached peacefully, and the situation is
|
||
|
explained, the humanoids will be willing to pay restitution for the
|
||
|
animals. They are also willing to open a trade avenue with the humans,
|
||
|
if such an idea is acceptable, but that is up to the farmers.
|
||
|
|
||
|
Other goings-on:
|
||
|
----------------
|
||
|
Elsewhere, *deeper* in the swamp, lairs an old black dragon. He
|
||
|
sleeps, unaware of the turmoil occurring in the nearby village. In fact,
|
||
|
the last time his sleep was disturbed was a couple of weeks back, when
|
||
|
two lanky humans intruded rudely upon his nap. Fortunately for the
|
||
|
dragon, he happened to be mildly hungry at the time.
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
<title>The House of Raushof Gollenbacher</title>
|
||
|
<author><a href="plot-contents.html#Authors-2">Authors of Volume 2</a>
|
||
|
</author>
|
||
|
<length>Long</length>
|
||
|
<genre>Horror</genre>
|
||
|
<type>Quest</type>
|
||
|
<type>Investigation</type>
|
||
|
<setting>Building</setting>
|
||
|
<plot>
|
||
|
A noble requests the party to investigate a spook house he rents in a
|
||
|
town. They are to locate, identify, and banish the source of the odd
|
||
|
sounds, sights, smells, or whatever. For this, they will be paid
|
||
|
handsomely, since the noble likes the apartment's location as a perfect
|
||
|
"incognito" kind of place.
|
||
|
|
||
|
The house with the apartment lies in a middle-class part of the town,
|
||
|
the buildings are not very crowded, but old. The building is registered
|
||
|
in the name of one Raushof Gollenbacher, but any attempt to find out who
|
||
|
this person is, will fail; nobody knows. The proprietor is an old gnome
|
||
|
called Muschfyths, who don't like people.
|
||
|
|
||
|
Muschfyths -is- Raushof. Raushof was a name he used when he bought
|
||
|
the house years ago. He got fake ID papers from a human forger he knew
|
||
|
at the time - the forger later died in a traffic "accident" (these things
|
||
|
happen, you know...).
|
||
|
|
||
|
If the party checks for the names of previous renters of the building,
|
||
|
the list will mysteriously have been destroyed in a recent fire, and
|
||
|
Muschfyths will have a bad memory. If the investigators insist on
|
||
|
sleeping in the apartment at night, nothing will happen - the "ghost"
|
||
|
will only be present on nights the investigators are off the premises.
|
||
|
|
||
|
If the rental contract is checked, any lawyer type person will see,
|
||
|
under close scrutiny, that it contains a clause denying the renter any
|
||
|
rights of having his/her money back, and a demand of three months advance
|
||
|
rent.
|
||
|
|
||
|
The house is FULL of secret doors. These doors lead into other rooms.
|
||
|
Depending on the basis of the effects:
|
||
|
<list>
|
||
|
1) There _is_ indeed a ghost, or spectre, that creates the sounds, and
|
||
|
this ghost has been enslaved by Muschfyths, and kept on a magical jar
|
||
|
when not needed. The other rooms of the house will contain chains of
|
||
|
meta-steel (steel able to exist in both the ethereal and material
|
||
|
planes), jars of iron sulphate (substitute Stinking Cloud, any AD&D'ers
|
||
|
out there) and related "spooky"/scary things. These are applied by the
|
||
|
ghost when trying to scare the occupants. The ghost can be banished if:
|
||
|
<list>
|
||
|
a) Muschfyths is killed. This will free the ghost/spectre from its
|
||
|
obligations to him.
|
||
|
b) The jar is broken. The ghost no longer has a prison in this
|
||
|
world. If Muschfyths is still alive, the ghost is still enslaved, but
|
||
|
can not be "turned off" until Muschfyths can find another suitable
|
||
|
prison.
|
||
|
c) The ghost can be banished by a cleric of a God of The Dead or a
|
||
|
God of Healing (in Warhammer terms, Morr or Shallya). If Muschfyths is
|
||
|
still alive, the chance of banishing is lowered.
|
||
|
</list>
|
||
|
2) The sounds etc. are produced by mechanical devices built by
|
||
|
Muschfyths. These devices will rely on technical knowledge far beyond
|
||
|
the understanding of any non-gnome player, and even to gnomes, they
|
||
|
appear strange. Treat the machinery as "traps", and feel free to include
|
||
|
steam engines, "perpetuum mobile"s etc. to your heart's content. The
|
||
|
characters will perceive the devices as magic unless they can detect they
|
||
|
are not. (You might even want to make some of the devices magic...)
|
||
|
</list>
|
||
|
|
||
|
The devices are placed in the rooms surrounding the apartment.
|
||
|
Muschfyths is the only person that knows how the things work. It's VERY
|
||
|
dangerous to try and operate the devices without proper training - and if
|
||
|
the party finds the devices, Muschfyths will have disappeared...perhaps.
|
||
|
|
||
|
<villain>
|
||
|
Data on Muschfyths:
|
||
|
<stats>
|
||
|
Race: Gnome
|
||
|
Age: Above middle age (for gnomes, very old for humans)
|
||
|
Physical: Not very strong, somewhat agile
|
||
|
Mental: Very bright, VERY talented in either technical areas or magic
|
||
|
relating to beings of a spectral nature (depending on the "source", see
|
||
|
above)
|
||
|
Psyche: Greedy, selfish, paranoid coward. Can be considered being of
|
||
|
an evil alignment.
|
||
|
Abilities: Depending on the "source" (see above):
|
||
|
1) Identify Ethereal Undead, Ritual: Enslave Etereal Undead,
|
||
|
Ritual: Imprison Ethereal Undead.
|
||
|
2) (TL stands for Technology Level) Ritual: Make/Unmake Strange
|
||
|
Device (TL +1), Operate Device (TL +1), Identify Device (TL +0).
|
||
|
Also: Weapon Use: Knives and Daggers, Hiding: Urban, Culture:
|
||
|
Gnome.
|
||
|
</stats>
|
||
|
</villain>
|
||
|
</plot>
|
||
|
=========================================================================
|
||
|
|
||
|
<a name="Authors-2">Contributors</a>
|
||
|
-------------
|
||
|
<pre>
|
||
|
Eric Bohm (aka Gothmog)
|
||
|
Rob Crawford
|
||
|
Russ Gilman
|
||
|
Lesley Grant (A little PARANOIA's good for the soul...)
|
||
|
Todd O. Howard (Maybe Dungeon didn't accept it, but I did!)
|
||
|
Matt Hucke
|
||
|
Andrew Hummell
|
||
|
Geoffrey Kimbrough
|
||
|
Lisa Leutheuser
|
||
|
"matthew" (There's always one...)
|
||
|
D. J. McCarthy
|
||
|
Douglas McCorison
|
||
|
John McMullen (Wow!)
|
||
|
Rob McNeur (Wow again!)
|
||
|
Marc Midura (Material from Ralph LeBlanc, Mark Naper...you can never have
|
||
|
too much!)
|
||
|
John S. Novak, III
|
||
|
Bruce W. Onder
|
||
|
Ami Silberman (Janitor of Lunacy)
|
||
|
Brett Slocum (One of the more loyal contributors... :-))
|
||
|
Larry Smith (I did send you my form letter, didn't I? If not, thanks!)
|
||
|
Mark Thomas
|
||
|
Jim Vogel (No liches this time)
|
||
|
Dr Williams (I can ALWAYS use it...)
|
||
|
Jeff Williamson
|
||
|
</pre>
|
||
|
|
||
|
Many thanks to everyone who contributed material to make the second
|
||
|
volume bigger and better than the first. Apologies to Wayne, who sent
|
||
|
mountains of stuff, but since the Net.Plots.Book is public domain I can't
|
||
|
include copyrighted (or even copylefted!) material. I don't do
|
||
|
PostScript, LaTeX, or anything but ASCII. If anyone would like to
|
||
|
convert the Book and send me a copy, I'll distribute that as well.
|
||
|
Enjoy, everyone!
|
||
|
|
||
|
|
||
|
----------------------------------------------------------------------------
|
||
|
<address>
|
||
|
Phil Scadden, Scadden Research <br>
|
||
|
55 Buick St, Petone, Lower Hutt <br>
|
||
|
New Zealand <br>
|
||
|
ph (04) 568-7190, fax (04) 569 5016
|
||
|
</address>
|
||
|
|