1393 lines
68 KiB
Plaintext
1393 lines
68 KiB
Plaintext
<h2>
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The Net Book of Plots
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</h2>
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Volume 1
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Editors Note:
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This book was converted to a new format, made for conversion to HTML
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and for indexing. My enormous thanks go to Alexander Forst
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(alex@complang.tuwien.ac.at) and to Soh Kam Hung (h.soh@trl.telstra.com.au)
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for their dedicated efforts in designing this tagging scheme and help in
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tagging and editing the plots. I hope all enjoy this new collection and
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dont forget to tell the authors how it went if you run a plot.
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-----------------------------------------------------------------------
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<title>One-Liners</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
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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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<monster>Lich</monster>
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<monster>Dragon</monster>
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<plot>
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<list>
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-Help the local good, but dying, wizard to attain lichdom.
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-Prevent evil nasties from overcoming the local good lich.
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-Find the lost good lich and get help to cure a generic plague.
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-Go to kill the lich only to find it's actually good.
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-Save the Dragon from the Evil Princess.
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</list>
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</plot>
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=========================================================================
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<title>The Bankrupt Alchemist</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></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>Any</setting>
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<plot>
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An alchemist hires the party to recover a shipment of supplies that
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was hijacked enroute. If he doesn't get them back, he faces bankruptcy.
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</plot>
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=========================================================================
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<title>The Punished Thief</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></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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Caught while stealing from a mage, the thief in the party is sent on a
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geas to steal an artifact from a colleague as punishment.
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</plot>
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=========================================================================
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<title>Unknown Protection</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></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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You are assigned to protect a person, but don't let them know you're
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protecting them. Defer to them in all things, but don't let them know
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you're deferring to them.
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</plot>
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=========================================================================
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<title>What have you got?</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
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<length>One-line</length>
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<genre>Any</genre>
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<genre>Fantasy</genre>
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<type>Investigation</type>
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<type>Affliction</type>
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<setting>Any</setting>
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<plot>
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An obscure sect of a dark church is seeking the eight necessary
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parts/items used in summoning a sleeping demon. Just so happens that one
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of the PCs inherited one of the items (it should be something innocuous
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like a simple pendant with inscriptions) from a dead relative.
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</plot>
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=========================================================================
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<title>Who is Who?</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></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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<type>Intrigue</type>
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<setting>Any</setting>
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<monster>Doppelganger</monster>
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<monster>Shapechanger</monster>
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<plot>
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The party uncovers a plot to replace high-ranking officials with exact
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lookalikes (shapechangers). Nice little conspiracy theory action. Which
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one of your trusted patrons is really an evil doppleganger? Who can you
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trust? Who will believe you? Just because you're paranoid doesn't mean
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someone ISN'T out to get you.
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</plot>
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=========================================================================
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<title>The Renegade Wizard</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></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>Any</setting>
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<plot>
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The party is hired by the local Mage Guild to find and capture (and/or
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kill) a renegade wizard who is breaking Guild laws (selling magic items
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to criminals, assassinating the previous Guildmaster, attempting to
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assassinate the current Guildmaster, etc.). Local law enforcement is not
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involved because the Guild likes to solve its problems internally.
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</plot>
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=========================================================================
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<title>Good Lich vs. Evil Lich</title>
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<author>Jeff Vogel</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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<setting>Urban</setting>
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<monster>Lich</monster>
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<plot>
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There's a battle going on between a good lich and one or more evil
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liches. The players have to protect a town that's caught in the
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crossfire. The lich need not even appear in the campaign; you could just
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have dark noxious clouds blotting out the sun, undead armies marching
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back and forth, dragons eating the livestock, and other bits of large-
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scale magical fallout. Or, if you want to bring the lich in personally,
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you could send the party on a quest to plead with the lich to stop the
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war, or to fight elsewhere.
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</plot>
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=========================================================================
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<title>Improvised Defenses</title>
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<author>Phil Scadden
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<email>P.Scadden@gns.cri.nz</email>
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</author>
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<length>Short</length>
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<genre>Any</genre>
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<type>Any</type>
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<type>Guarding</type>
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<setting>Castle</setting>
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<setting>Dungeon</setting>
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<setting>Cave</setting>
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<plot>
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PCs get caught in hole (old castle, cave?) with overwhelming numbers
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against them. They have some warning and a time period when they will be
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relieved if they can hold on. Idea is that PC improvise with what is
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around and hold out for siege. Turns the GMing on its head. They have a
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plan of defenses, not the GM, and GM leads his baddies against it.
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Players spring their surprises in traps etc. Must have a map agreement on
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what can be done in time available. Players tend to cheat outrageously
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but great fun for all concerned with a change of pace for both GM and
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players.
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</plot>
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=========================================================================
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<title>Collection of VERY short descriptions</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
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<length>One-line</length>
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<genre>Any</genre>
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<type>Any</type>
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<setting>Urban</setting>
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<plot>
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Here's a bunch of REAL short descriptions of adventure ideas that work
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well in a city:
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Second-story jobs, picking a pocket and finding a map, searching the
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tunnels under the city for a tomb or catacombs, competing with the
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Thieves' Guild, smuggling arms into the city, spying on foreign
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officials, helping an orphan fight against cruel thugs, racing another
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party in a city-wide search for a magical artifact, investigating a
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corrupt church, wooing a noble lady, searching for your weapons
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instructor who has been abducted by a rival, trying to get apprenticed to
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a truly weird mage, etc.
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</plot>
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=========================================================================
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<title>The False Good Lich</title>
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<author>Jeff Vogel</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<type>Investigation</type>
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<setting>Urban</setting>
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<plot>
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Invert the "bad-lich-turns-out-to-be-good" idea: A really sinister
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lich would probably love to have people convinced that he's just a
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kindly, helpful old gent. Suppose one such lich has been working hard on
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his image for a century or two...he saves people from natural disasters
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(which he created himself), gives out magical gifts (which are cursed in
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some nonobvious way), kisses babies, the whole shebang. The players come
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to suspect him of actually being evil ("Hey...two centuries old? That's
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before Second Edition came out! He must be evil!") and have to stop him.
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But first, they have to convince the locals, who love the old guy, that
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they've been wrong about him all this time. ("Gandalf? The old coot with
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the fireworks? Evil? Get outta here.")
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</plot>
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=========================================================================
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<title>The Absent Minded Wizard</title>
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<author>Jeff Vogel</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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<monster>Lich</monster>
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<plot>
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Go to kill the evil lich, get captured and put at his/its mercy only
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to have it ask "Why are you bothering me?" Apparently it was/is a good
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wizard who got kind of absent minded as he died and sort of drifted off
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into lichdom without noticing. Since he's quite powerful, none of the
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various local monsters that he's geased into serving him have given him
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any trouble, nor have they pointed out the problem of his lichdom...
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Play the lich as an absent minded old british gentleman, sort of
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surprised that anybody would want to kill him and having considerable
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trouble grasping the idea that he's a lich. A few accidental pats on the
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back while the players are held by some sort of spell should be amusing.
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P.S. If you can't figure out how to set things up so a lich can
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capture and hold helpless a bunch of PCs, SHAME on you! Liches are
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something like 30th level M-U/Clerics, not to mention the hordes of
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followers, servants, summoned monsters and demons and elementals and the
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like...
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</plot>
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=========================================================================
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<title>Find the Right Man</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
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<length>Short</length>
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<genre>Any</genre>
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<type>Quest</type>
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<type>Guarding</type>
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<setting>Wilderness</setting>
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<setting>Desert</setting>
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<plot>
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A caravan is travelling through the desert. The party is hired to
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capture a man who is in the caravan, and it must be done quietly, so that
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nobody else knows. They are given the man's name, and the fact that he
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is a mage, but no other information about him. The catch is that the
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caravan consists of ten wagons, with at least thirty or forty guards
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(when I used this adventure, the caravan was travelling through Brin
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Pass, a VERY dangerous area), and everyone's wearing the standard desert
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gear: a white robe, with a hood and a veil. This makes it very difficult
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to tell who's who. The party should investigate the wagons. If they do,
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they will find that only one wagon doesn't have an obvious reason for
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existance (i.e. belongs to the caravan master, carries supplies, or
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carries cargo). A man is living in that wagon, and only comes out to get
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food. Raiding the wagon will obviously cause noise and commotion, two
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things to be strenuously avoided. This is a very difficult scenario;
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I've run it twice, and both times the party failed. Once the guy got
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killed and the party was arrested and held in custody by the caravan
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master, and once the guy ran away and the party lost him.
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</plot>
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=========================================================================
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<title>The Insane Dragon</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></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>Startup</type>
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<setting>Any</setting>
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<monster>Dragon</monster>
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<plot>
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<stats>
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REWARD
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(very large sum mentioned - for your world)
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BRAVE Adventurers Needed!
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To Kill the DRAGON of Eastmark, Kingdom of Arcadia.
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(fill in location and kingdom name as necessary).
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Apply at the Royal Palace.
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</stats>
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All that made that adventure interesting (aside from the nearly 1000
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mile overland journey, differing cultures, side-adventures, et al) was
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the fact that the "DRAGON of Eastmark" was a golden dragon, and the party
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was mostly Good characters. The Gold had become insane when humans had
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attacked and slain his mate, and spent his time laying waste to the local
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kingdom, which finally began posting notes (after the first three
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expeditions failed) to hire outsiders to come in and try to destroy the
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genius-intelligence, magic-using and physically awe-inspiring dragon.
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Since the tattered posting does not mention that the "DRAGON" is a Gold,
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the party had already travelled the very long way, and then had a lot of
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discussion before finally deciding that grief did not excuse the dragon's
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excesses, and that he must be destroyed.
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</plot>
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=========================================================================
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<title>The Election</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
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<length>Medium</length>
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<genre>Any</genre>
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<type>Intrigue</type>
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<setting>Urban</setting>
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<plot>
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Most campaigns have a player who loves to play politics, involve her
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in this. Assume for the sake of argument that the goal is the office of
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district attorney. Enigma has ambitions to be the DA, the chief force for
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justice in Gotham. He is opposed by Buck Stevens, son of the founder of
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Stevens Brick Co., which is the second largest employer in Gotham. Darla
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Stevens is in love with the Enigma's alter ego, Bing Strawberry, and
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keeps telling him he ought to get in politics and make sure her slimy
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brother doesn't achieve political office ... etc etc etc you get the
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idea.
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Some complications that suggest themselves are:
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<list>
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a) Enigma discovers that candidates must turn in petitions with 1000
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names in order to register for the election, and he blew it off so long
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that he needs to get them all *tonight*, to be turned in at 8 am tomorrow
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morning (where do you get 1000 valid signatures at this time of the
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night?)
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b) the primaries are a good time for enemies to show up with
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embarassing photos in hand
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c) election season can be complicated by reporters who circle,
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vulture-like, over the troubled campaign HQ, and by a televised public
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debate between the candidates
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d) the election and the aftermath -- did the PC win? What will happen
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to the party now? What if the press finds out about the vampires the
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party staked a few years ago in the abandoned buildings in the ghetto?
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what about the crook who recognizes Enigma's voice and threatens to
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publicise his secret identity?
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</list>
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</plot>
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=========================================================================
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<title>The Lich vs. Evil</title>
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<author>Jeff Vogel</author>
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<length>Medium</length>
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<genre>Fantasy</genre>
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<type>Investigation</type>
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<setting>Urban</setting>
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<setting>Dungeon</setting>
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<monster>Lich</monster>
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<plot>
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The lich is a good wizard who was forced to become a lich in order to
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remain around to counteract some powerful evil force. He/it spent the
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last years of his life directly restraining some powerful evil demon
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(make it something not quite physical, for example a demon of madness
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that manifests by making victims psychotically insane...evil human
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sacrifice cults start springing up all over the place and random people
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on the road start attacking out of the blue with no provocation, sort of
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like...gasp! PCs!)
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So the Lich is at the bottom of some dungeon complex using spells and
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powers that are so far beyond the party's understanding that they can't
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perceive them, to hold the evil imprisoned. He/it is also keeping random
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strangers from wandering in and interfering. After so long a time, the
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lich just sort of drifted into undeath without really noticing (keeping a
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set of spells up constantly for years will do that to ya). The PCs
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manage to get the drop on the Lich when he's weakened and...
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<list>
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a) the evil gets loose.
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b) the good lich's wizardly spirit manifests before it moves on to
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another, higher plane, and commends them for their actions in releasing
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him from his unwitting servitude to to undeath. He also says, "Well, I'm
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off to my retirement in elysium, the job's all yours, boys!"
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c) If you're feeling charitable, give the players an inkling of what's
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going to happen, or some magic to help them to combat the madness demon
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(personal protection against the madness would be nice, although you
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could have lots of fun with blackouts and sleepwalking and the like if
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the PCs were as susceptible as anyone else). If you're not feeling
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charitable, have them find out the HARD way what the ol' spook's
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mysterious comments were in reference to. Maybe stick a scroll (that
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must be laboriously deciphered) in with the treasure, describing the
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madness demon and perhaps some ways that it can be fought.
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</list>
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</plot>
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=========================================================================
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<title>The False Vampire</title>
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<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
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<length>Medium</length>
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<genre>Horror</genre>
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<type>Quest</type>
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<type>Investigation</type>
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<type>Affliction</type>
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<setting>Urban</setting>
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<monster>Vampire</monster>
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<plot>
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The party is on some sort of extended vacation, staying in an inn/bar.
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A frequent visitor is a tall, dark, suave, charming man dressed in formal
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evening wear, accompanied by a different woman every time. He comes in
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every 2nd or 3d night. He always orders bloody marys and doesn't drink
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them. He is quite wealthy and very pleasant. There is something almost
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magnetic about him. He has fascinating eyes. (DM should do everything
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he can to make it believable that he could be a vampire, despite the
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unusual setting (city)).
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Either he charms (charm gaze) a female party member and takes her
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away, or a beautiful dancer comes in looking for her missing sister, who
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was last seen coming to this bar with the tall,dark gentleman. She tries
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to convince a party member to help her look for her sister being
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seductive about it. Both are eventually charmed by the Gentleman. In any
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case, make a party member disappear into this Gentleman's lair.
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He has a gothic style house in a nice part of town. There is nothing
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obviously amiss here. If the party asks around, this guy is a pillar of
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society, a kind, philanthropic fellow, well respected by his peers. He
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runs a magic shoppe. He is a mid-level wizard with a head for business,
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who gave up adventuring to start a business.
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His house looks just like a vampires house might look (black velvet
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curtains, etc). He has a private sanctuary inn his basement, the only
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entrance to which is a rune-encrusted door (trapped or enchanted in any
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way appropriate to the party). He supposedly has a chapel down there,
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but really has a large complex, where various vampiric rituals, and all-
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night parties take place. All of the missing people have been charmed
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into believing that they have been turned into slave vampires. They will
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aid their master if at all possible.
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The party must break in and forcibly take their companion away from
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this place. Again, make the evidence somewhat contradictory whether the
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Gentleman is a vampire or not. Most evidence should say yes, but make
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some things contradict this.
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The gentleman has a cursed ring of the vampire, a powerful evil
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artifact which makes him believe he is a vampire and gives him many of
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the powers of a vampire, as well as some of the drawbacks. Make him
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dislike things that cause a vampire harm, but don't make it obvious
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whether is works. Make him have a reflection, but have a dead vampire
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victim show up. Etc. At the end, have the party realize that he is not
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a vampire at all but rather is a cursed fellow with an intrinsically good
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nature.
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</plot>
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=========================================================================
|
|
<title>The Magic Dwindles</title>
|
|
<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Magic</type>
|
|
<setting>Any</setting>
|
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<monster>Dragon</monster>
|
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<plot>
|
|
The magic energies (derived from outer space :-)) are dwindling,
|
|
slowly but surely. At this time only the most advanced magicians have
|
|
noticed that their most powerful spells are beginning to fail more and
|
|
more frequently.
|
|
|
|
My explanation is that there is three kinds of magic in the world:
|
|
|
|
<list>
|
|
1) White magic: creative magic, healing, alteration. The white-
|
|
magicians are generally the good guys, mostly elves, priests (Gods of
|
|
Light) and fairies.
|
|
|
|
2) Black Magic: Necromatics, destructive magic, summoning. The black-
|
|
magicians are generally the bad guys, mostly humans, black-elves, trolls
|
|
and the demons & devils.
|
|
|
|
3) The Old Magic: The magic that rules it all; but now almost a
|
|
forgotten art, only used by the extinct race of Wizards (yes, wizards are
|
|
a distinct race in my world) and the dragons.
|
|
</list>
|
|
|
|
Unfortunately the magic energies are only dwindling for the white-
|
|
magicians, since the black-magicians derive their power from the negative
|
|
dimension and have opened the gate, so that negative energies flow freely
|
|
into this dimension blocking the white-magic.
|
|
|
|
The objective is to close the gate, before even the simplest white-
|
|
magic is rendered useless and impotent. This cannot be done with the use
|
|
of white-magic, but only with the use of the Old-Magic (use of black-
|
|
magic will only worsen the situation).
|
|
|
|
The problem is to find someone or something that have access to the
|
|
Old-Magic and is sufficiently skilled in this art, to reverse the
|
|
situation. (this is what the players must think is the objective for them
|
|
or initially be let to believe).
|
|
|
|
The real problem is that the division between black- and white-magic
|
|
is artificial, and will always lead to this problem sooner or later, and
|
|
only the Old-magic can prevail (since the white- and black-magic is
|
|
derived from the Old-magic, but the separation will corrupt both
|
|
branches). So the players are to be the prophets of the new world order
|
|
of magic (or front-runners), after being taught the basics of this by the
|
|
only Wizard left on the planet (unless they destroy him in their
|
|
folly!!!). But to find the information that there is such a creature
|
|
alive should be very difficult and only referenced by vague hints in old
|
|
legends etc.
|
|
|
|
My suggestion for the Wizard is that the group can find (after lengthy
|
|
research) the place he is rumored to live (e.g. inside a volcano). And
|
|
when they arrive he is there, but frozen inside a huge iceblock, by a
|
|
pair of Ice-Dragons that he once forced to humiliate themselves to assist
|
|
him, and this is their revenge. Once every 100 year they let him free
|
|
for a day to scorn him, and then deep-freeze him again. And they will
|
|
not take it lightly if the players are to take away their sweet revenge.
|
|
</plot>
|
|
|
|
Long Summaries
|
|
---------------
|
|
=========================================================================
|
|
<title>Traders</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Any</genre>
|
|
<type>Any</type>
|
|
<type>Guarding</type>
|
|
<type>Exploration</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
In my experience, PCs will guard a hundred caravans before it occurs
|
|
to them that trading on their own account could be more fun and
|
|
lucrative. Part of this is I guess a lack of interest in the "tie-downs"
|
|
that trading could imply and in the boring detail of buying and selling.
|
|
There are however some good advantages. It encourages a sense of group
|
|
identity - all partners of Fast and Risky Quality Merchant Co. - and can
|
|
have some great "plot lines". It also changes the world outlook when
|
|
strangers are first thought of as "Hey CUSTOMERS!" rather then "Arm up,
|
|
enemy approaching". If you ever need to lure your players in a
|
|
particular direction then a rumour of profit should be easy to manage.
|
|
|
|
PCs can be tempted into the business a bit at a time. For example: At
|
|
conclusion of other business a friendly tribesman notes "Your people make
|
|
good iron. If you are back this way, bring us one of your fine steel
|
|
blades and I'll trade two snow leopard skins for it". $$$$ in characters
|
|
eyes! The trick is to avoid the boring bits.
|
|
|
|
<list>
|
|
1) Give them good NPC warehouse men etc that they really can trust
|
|
except perhaps once, later rather than sooner, for a plot. If they feel
|
|
they can safely leave a load in trusted hands for a fling then so much
|
|
the better.
|
|
|
|
2) Have NPC's offer to retail so they are doing the wholesale transit
|
|
stuff and dont get lost in selling detail. "Hey, I'll take all of this
|
|
stuff you can get here at xxxx - leave you free to get another load
|
|
moving eh?". Failing that declare, "after 2 hours you are sold out for
|
|
xxxx reward". Forget detailing trading except for casual encounters with
|
|
a train.
|
|
|
|
3) Forget the unwieldy caravan bit - encourage them into the small
|
|
mule train style. They'll have more fun. "Yup, de mules certainly de
|
|
way. You see dat caravan train - takes 2 month to move dat round de Gap.
|
|
Sheez dat costs! I ken move dis stuff over Hawk Pass on mules in meebe
|
|
tree weeks on a good run."
|
|
|
|
4) Emphasize the exploratory opening up of new country rather then the
|
|
big-haul routes. If they start into going back and forth on the same
|
|
lucrative route too often, send in a big merchant with a massive caravan
|
|
to drop the prices. They'll thank you for it in terms of game interest.
|
|
</list>
|
|
|
|
Some typical sorts of plots.
|
|
<list>
|
|
-Guarding the goods train. They'll really do it in earnest.
|
|
-Spying on the side under their legit cover.
|
|
-Involvement in local politics
|
|
-Exploration
|
|
-Building of fortified outposts and defense thereof
|
|
-Very dangerous goods! (i.e. magic)
|
|
-Recovery of stolen goods
|
|
-Dealing with a protection racket
|
|
-High risk winter route to relieve a starving outpost.
|
|
</list>
|
|
|
|
One potential problem is the possibilty of too much coin. Relax.
|
|
Early in their career get them used to the idea that high profits come
|
|
from real high risks and sometimes its better alive poor then rich and
|
|
dead. ("You are surrounded by 20 young mounted warrior louts looking for
|
|
trouble. They request 'presents' with broad grins. All are bow armed
|
|
(and they've been training since 3 years old)". Remember that elaborate
|
|
trading has high overheads in paying NPCs etc. If there is somehow got a
|
|
money excess then introduce credit offered by bankers - on risky routes
|
|
they will sooner or later lose a train bought on borrowed money and the
|
|
overheads will put them on the back foot!
|
|
</plot>
|
|
========================================================================
|
|
<title>The Wizard's Game</title>
|
|
<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<type>Startup</type>
|
|
<setting>Dungeon</setting>
|
|
<plot>
|
|
A powerful wizard and his apprentice (also powerful) are after an
|
|
artifact which is carefully guarded (by various traps, magics, etc) in a
|
|
labyrinth. Put in there years ago by various leaders and since
|
|
forgotten. They cannot think of a brute force way to get it, but they
|
|
are clever enough to have figured out some loopholes which will allow a
|
|
low-level bunch of adventurers with various characteristics (tailor to
|
|
your players, one obstacle per player or combination of players) to get
|
|
in safely and escape with the artifact.
|
|
|
|
The wizard cooks up a long term plan (perhaps he is an elf) to obtain
|
|
such a party of adventurers. This plan is subtle and tricky as that is
|
|
the style of this wizard (he likes to manipulate and deceive people, like
|
|
a game). He has his apprentice disguise himself as an old
|
|
storyteller/bard who takes a liking to a young pc or npc and tells
|
|
stories of the PC/NPC's grandfather who stopped a great evil by
|
|
sacrificing himself, sealing the evil and himself into a labyrinth (yes
|
|
THE labyrinth). The grandfather was lost with his family sword and more
|
|
importly an amulet which signified the family's power and destiny as
|
|
heroes of the realm. Various stories of the grandfather, sword, and
|
|
amulet should convince the PC/NPC to go after this stuff.
|
|
|
|
The storyteller also tells of the PC/NPC's family talent for dowsing,
|
|
and helps him cut a dowsing rod and casts various covert magics to make
|
|
the character believe he has such power. Eventually he replaces the
|
|
dowsing rod with an identical duplicate which is set up to find the other
|
|
characters who are needed to get the artifact back (yes, the party). The
|
|
character recruits or finds the party and they go and get the amulet
|
|
back.
|
|
|
|
The wizard and apprentice appear at the exit from the labyrinth and
|
|
reveal the hoax (part of the fun), demanding the amulet. The apprentice
|
|
is either given or takes the amulet for the wizard, then gets a greedy
|
|
look in his eyes and makes to put it on. The wizard vaporizes the
|
|
apprentice and takes the amulet.
|
|
|
|
You might want to put some sort of treasure in this labyrinth so the
|
|
party won't be too pissed that they have been deceived.
|
|
The wizard invites the characters to join in his "games" (see below).
|
|
|
|
If they decline, he does various things to convince them to comply. If
|
|
that fails, he cooks up another complicated deception to get them to join
|
|
in. He will not force them to join, unless he feels that he has
|
|
sufficiently deceived them.
|
|
-------------------------------------------------------------------------
|
|
The party is asked to go on a quest by an older man, a merchant, to
|
|
save his daughter's life. She has the dreaded Indigo Flu, usually fatal.
|
|
The only known cure is to make a medicine out of the Caiman stone, an odd
|
|
fruit that grows out of a mineral/plant hybrid only in the most obscure
|
|
places. The party is referred to the sage who told the merchant of this
|
|
cure, for more info. The sage is of course an agent of the Wizard of the
|
|
previous segment.
|
|
|
|
He cooks up a quest designed to bring the party eventually to a spot
|
|
at which the wizard has planted a "Caiman Bush". The Caiman stone and
|
|
the Indigo flu are complete fiction. The party will not find anybody
|
|
else who knows about these even if they ask around. The Caiman Bush is
|
|
an elaborate magic item, which will teleport the party into the Wizard's
|
|
lair. The wizard will then inform them that the only exit from his lair
|
|
is to win the game.
|
|
|
|
The game is versus another party which has been in suspended animation
|
|
waiting for opponents. (Losers of the game are suspended and continue to
|
|
play until they win, whereupon they are released). Make the game
|
|
whatever you wish.
|
|
|
|
You should maybe allow the party to acquire some limited magic items
|
|
from the game, so they won't be quite so pissed to have been manipulated.
|
|
</plot>
|
|
=========================================================================
|
|
<title>Riddle Maps</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Any</genre>
|
|
<type>Any</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
Riddle-maps (idea based on "song-maps" that the old time Maori people
|
|
used to describe journeys).
|
|
|
|
Basically sage-type person translates a song-map that someone earlier
|
|
had written down in its original form. Lots of scope for errors. It's a
|
|
translation so no need for poetry. Sage identifies one point in song as
|
|
being nearby and wants the map followed. Fit into your world. The
|
|
characters can only "see" what you describe so very careful descriptive
|
|
work is necessary but red herrings can be fun.
|
|
|
|
An example of full riddle map.
|
|
"here the VALATAS people live above the halls the congress of tide and
|
|
land, thence two noon suns cross your face and take you to the silver
|
|
path. Up the path you onward go past three cold threads in summer still,
|
|
then into the shadows of RAMATIS realm till the path is crossed at the
|
|
weeping rock. Shortly the path splits at last, so turn your face and
|
|
walk two sunsets till RAMATIS greets with open arms again. The laughing
|
|
braid just in the shades, leads high to towers of earth, and there above
|
|
the last falling tears, find the gates of night. No moon to light the
|
|
halls of night but ochre stars will mark a path to those who walk in
|
|
here. Pity you who have no meat to sacrifice to the Old Ones hidden
|
|
within. Once met and your offering received dash for life to the halls
|
|
of teeth. Beyond there lies the ribbon of red, rushing fast to meet the
|
|
sun again, then bounding down past flaxen steps, to greet the ghost in
|
|
its bed of gold."
|
|
|
|
Translation:
|
|
Capitalized bits are phonetic translation of unknown words. The sage
|
|
has identified VALATAS so begin here.
|
|
|
|
The party walks towards the noon sun for 2 days and finds...
|
|
GM: "Towards end of second day you climb to top of ridge and look down
|
|
on large river valley with the river glistening in the sun."
|
|
|
|
Following it upriver past three side-creeks that would wet you even in
|
|
summer you get to woods. RAMATIS is the old people's God of forests but
|
|
the PC's or sage wouldn't know this. They should easily guess though
|
|
when you announce forest in the way. The river hits a gorge and a
|
|
crossing is forced where a waterfall comes down a cliff face. After that
|
|
the river divides at two big tributaries and you take the west one for
|
|
two days. Should encounter woods again...however, the puzzle can be
|
|
sharpened by woods that are no longer present (keep talking about NEW
|
|
building in the area - ruins of a saw mill ??? etc). A quick flowing
|
|
tributary is traced up into the mountains and above the top waterfall is
|
|
a cave mouth. A path through the cave is marked by ochre crosses on the
|
|
floor but it is also the lair of monster worms that fall on any meat.
|
|
The travellers of old would carry a sheep up and run like hell for the
|
|
cave of stalagmites (which block the worm) while it is devoured. Hope
|
|
the PC have something ready...torch light will shortly show an
|
|
underground river flowing the other way (no more ochre) which will lead
|
|
to high mountain basin. Geologically an inlier of gold-bearing basement
|
|
capped by limestone. Problem - it exits over a sheer bluff and the rope
|
|
ladder has long since rotted away. The creek joins a larger creek with
|
|
the disconcerting habit of disappearing an hour or two after rain (the
|
|
"ghost") leaving a dry bed. And yes, this is based on real place in NZ.
|
|
The creeks are gold-bearing if PC ready to dig for it the hard way.
|
|
Remnants of digging all over the show.
|
|
|
|
You get the general idea. Quite a bit of work and you can lead
|
|
characters by the nose through it if so inclined. Mis-translations can
|
|
also help.
|
|
</plot>
|
|
=========================================================================
|
|
<title>The Mages' Contest</title>
|
|
<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Magic</type>
|
|
<setting>Dungeon</setting>
|
|
<plot>
|
|
Every ten years, the Mages' Guild holds a contest. The prize of the
|
|
contest should be left fairly vague, unless one of your PC's is a high-
|
|
ranking member of the Guild...I usually use some statement about
|
|
"material considerations...well, it's politics mostly..." However, since
|
|
Guild mages tend to be not particularly active types, the contest is
|
|
structured as follows: each mage hires a group of adventurers (here's
|
|
where the PC's come in), who then compete for the prize in a maze set up
|
|
and run by the Guild. The party should be hired by a mage, who tells
|
|
them basically the information above, plus the number of other groups
|
|
competing (I usually use four groups total, since in my maze they tend to
|
|
meet up at the end for a final battle, and dealing with more NPC's than
|
|
that would get hellish). The mage gives each PC a magical "token";
|
|
basically just a little one-use magic item. The tokens can have effects
|
|
like Levitate (for a duration), Light (ditto), Invisibility (as the
|
|
spell); just go through the PH and pick out spells to use. Make up a
|
|
maze to put the party though, and don't forget that several other groups
|
|
are doing this at the same time! The way I run it is that I have a map
|
|
of a maze, with four relatively distinct paths to a final room. They do
|
|
cross over, but not very often. Each has several large empty rooms on
|
|
the map, and some marked spots in the corridors. Then I have a list of
|
|
rooms to use, and corridor tricks, and I just insert whichever ones I
|
|
feel like when they come to a room or a corridor spot. The four groups
|
|
race through the maze, and the objective is to find a large flashing gem.
|
|
I usually set it up so that when the party reaches the last room (where
|
|
the gem is), most of the other groups arrive at the same time. If the
|
|
party tries to hang back and let them fight it out, I have some of the
|
|
NPC's start going for the gem. Remember that this was set up by a Mages'
|
|
Guild, so you can put in almost anything you want...some examples of
|
|
rooms I use are:
|
|
|
|
<list>
|
|
1) The room has a chasm cutting it in two. There is another door on
|
|
the far side, and a bridge across the chasm. (The chasm is actually an
|
|
illusion, but falling in will take the PC out of the contest) On the
|
|
bridge, there are two "knights". These are merely animated suits of
|
|
armor, and they have orders to prevent anyone from crossing the chasm.
|
|
They will react predictably to actions by the PC's, and so can be lured
|
|
into traps; for example, a thief tries to climb across, one of the
|
|
knights moves to block him, the party tosses oil onto the bridge where
|
|
the knight would stand, then the thief goes back. The knight walks back
|
|
and slips in the oil. Make the bridge very narrow and no handrails.
|
|
|
|
2) Another room with a chasm, but this one has a maze of invisible
|
|
paths crossing it. The party would have to move very slowly, feeling
|
|
their way along and probably mapping the maze as well. Therefore, you
|
|
put a monster (I usually use a nonafel, or cat-o'-nine-tails, from the
|
|
Fiend Folio, or else something called an amorph hopper which I made up)
|
|
on the bridges to mess them up. Let the monster leap infallibly from one
|
|
spot to another (it knows the maze perfectly), or else let it fly.
|
|
|
|
3) A circular room with a pillar in the center. As soon as one person
|
|
enters the room, tell them that they see the door slam behind them and
|
|
the room begins to spin. They are plastered against the outer wall by
|
|
the centrifugal force, and are slowly being crushed. Then send them out
|
|
of the room, and tell the other players that they see the guy enter the
|
|
room, and then throw himself against the outer wall. It's an illusion,
|
|
of course, and the other players can do whatever they want, but whatever
|
|
they do, the trapped character will interpret it as something that would
|
|
be happening, or else just something weird happens and he can't figure
|
|
out why. For example: they tried slapping the "trapped" character across
|
|
the face. He felt the blow, but had no idea where it came from.
|
|
However, there's a catch: the crushing is real. After a little while,
|
|
ribs begin cracking...the idea is to try to get the "trapped" character
|
|
to disbelieve his surroundings.
|
|
</list>
|
|
</plot>
|
|
=========================================================================
|
|
<title>Good or Bad?</title>
|
|
<author><a href="plot-contents.html#Authors-1">Authors of Volume 1</a></author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<type>Investigation</type>
|
|
<setting>Urban</setting>
|
|
<setting>Dungeon</setting>
|
|
<monster>Lich</monster>
|
|
<plot>
|
|
The PC's have been meandering around differant continents, and they
|
|
wind up at this town. The people of this town are very suppressed, and
|
|
do not like strangers. It seems as though the strangers they have dealt
|
|
with in the past are pretty dangerous.
|
|
|
|
There is however a thriving community in this town...centered around a
|
|
magic users guild. I admit, a very rare thing indeed.
|
|
|
|
As the PC's begin to find out things about this town, they find out
|
|
some of the following things:
|
|
|
|
<list>
|
|
1) A powerful MU "owns the town" whether by money or power nobody
|
|
knows.
|
|
|
|
2) The town government is set up similar to a company: mayor at the
|
|
top, and vice presidents below him each in charge of some community
|
|
welfare. This group of people votes on decisions concerning law,
|
|
including trials.
|
|
|
|
3) There are one or two members from "the guild" on the council.
|
|
|
|
4) Some others of the council are suspected of being influenced to
|
|
abstain or cast a certain vote.
|
|
|
|
5) Every three months people with handicaps, the aged, and the dying
|
|
are removed from this town.
|
|
|
|
6) The town is located at the base of a cliff against the sea. The
|
|
only way to the top is a dangerous road with several hairpin turns.
|
|
|
|
7) Criminals are put to work mining a roadway through the cliff wall
|
|
up to the surface above.
|
|
|
|
8) The rocks from the mining are quarried in blocks and are valued in
|
|
some lands for building. The rock is very hard, and has a uniform black
|
|
color.
|
|
</list>
|
|
|
|
If the party tries to find out what happens to those who get taken
|
|
away, they will find they are taken to a dead volcano, with a large
|
|
valley inside. This valley does not go through seasons, and the trees
|
|
are fruit trees, which always bear fruit. There is a portal into this
|
|
valley. The portal of mourning. It opens up every three months on the
|
|
soltice dates. Can you guess what time of day? At sunrise. Written on
|
|
the archway of the portal is the purpose of the portal, valley, and since
|
|
it is old and worn, when the portal was dicovered thirty years ago there
|
|
was a loss of translation of the portal of "The Morning."
|
|
|
|
There is an evening portal too. But that one is the entrance to an
|
|
old abandoned dwarven kingdom. It opens up every night. Each night,
|
|
undead skeletons emerge with two tasks. Gather fruit. Look for
|
|
newcomers, and "welcome" them to shelter. Skeletons will try to capture
|
|
anyone alive with nets.
|
|
|
|
Inevitably the PC's will want to go dungeoning and kill off hoards of
|
|
skeletons, and free lots of supressed people. Insert your own dungeon in
|
|
this part or use a prefab.
|
|
|
|
Eventually, they will meet the lich in the dungeon. He will ask
|
|
several questions about why they killed the skeletons. Now the poor
|
|
people will starve... and so on and so forth. It will be increasingly
|
|
aware that the lich is a good lich. The lich became a lich to forever
|
|
take care of the orchard.
|
|
|
|
It turns out there is another lich. The Good lich is in fear of the
|
|
Bad one, who happens to live in the town... heading the MU guild. The
|
|
guild is a structure in which the Lich collects power, items, spells...it
|
|
is great if the party has an MU who joined the guild without knowing.
|
|
The guild is structured like a membership thing. Access to libraries is
|
|
based on level of membership. Level of membership changes based on
|
|
donations of magic items, artifacts, spells and of course money.
|
|
|
|
The possibilities branch out from there... But the deal is to free the
|
|
good lich from the wrath of the bad. They could...
|
|
<list>
|
|
1) Infiltrate the guild to a level at which it will topple.
|
|
2) Kill the bad lich.
|
|
3) Ignore the Deal.
|
|
4) Rally the town.
|
|
5) Retrieve the good liches talisman from the bad one's possesion.
|
|
</list>
|
|
|
|
Any option is bound to piss someone off. Good or bad lich, or the 40
|
|
or so MU's who have invested their life's savings into the guild. But
|
|
think of all those magic items that must be in there.
|
|
</plot>
|
|
=========================================================================
|
|
<title>The Sage's Plan</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Any</genre>
|
|
<type>Guarding</type>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<setting>Cave</setting>
|
|
<plot>
|
|
Part 1:
|
|
|
|
Chief honcho feeling old, needs to test suitability of daughter as
|
|
heir. A crafty sage NPC called to help.
|
|
|
|
Sage's plan: A honcho's man will pretend to turn traitor and with
|
|
PC's will kidnap daughter. (Big deal - everyone is cooperating). They
|
|
will tell daughter she is to write note saying father to come alone with
|
|
ransom. He will be bumped off by ambush and they will see daughter
|
|
confirmed as heir but she will take orders from rival evil honcho. They
|
|
have permission to scare her with anything short of real torture. She
|
|
passes test if she refuses to write or finds a way to warn, or manages an
|
|
escape. A largish group is hired as daughter normally well protected and
|
|
PC will really be acting as a guard and protect her whatever her
|
|
choices...Pretty boring easy money for players huh since all set up?
|
|
|
|
Catch:
|
|
The man chosen to play traitor really is a traitor in pay of uncle.
|
|
The opportunity to dispose of daughter and become heir is seized. The
|
|
traitor will suggest a cave in isolated area (which just happens to be
|
|
moderately fortifiable - not by design; he just likes the isolation) as
|
|
place for the hold-out and the father (anxious to be fully informed)
|
|
agrees. PCs may have a better idea but unlikely they will be in a place
|
|
unknown to the traitor or father. Traitor is a coward and won't attempt
|
|
on the life of the girl himself but will use any excuse to leave PCs with
|
|
girl. Uncle will bring large force to bear on the PCs to wipe her out.
|
|
(and them). Traitor to blame the PCs.
|
|
|
|
The daughter:
|
|
Really a good choice. Will not at first agree but will grovel and
|
|
pretend submission. Will write note but encoded to warn. If no other
|
|
opportunity has arisen, the traitor will say he will take note. If the
|
|
players later tell her its a setup (when trouble begins), she will
|
|
demonstrate fine combat skills.
|
|
|
|
Baddies:
|
|
Whatever number to test your PCs. Will (treacherously) offer free
|
|
passage if they will hand over girl. (PC's may think the daughter
|
|
worthless and be tempted to hand her over - mine were! If they do, they
|
|
will not be allowed to leave alive since they are to be blamed with it.
|
|
Dead men tell no tales. Fortunately mine remembered orders to protect no
|
|
matter what and girl will reveal the actual contents of her note when she
|
|
realises the PC are on her side). The negotiation delay will give some
|
|
time for setting up defences if it occurs to players to hedge. Too bad
|
|
if they don't.
|
|
If the PCs can hold out 2 days, a concerned father will arrive with
|
|
relieving force.
|
|
-------------------------------------------------------------------------
|
|
Part 2:
|
|
|
|
[This was an extension as players grumbled about tiny pay (it was
|
|
supposed to be an easy job) and here the sage helps.] I made an earlier
|
|
post on the net frp conference on moral dilemmas and here is the detail.
|
|
|
|
In reward for services, a sage offers this little test to a group of
|
|
PCs. This is a variation of the famous Prisoner Dilemma based on an
|
|
essay by Douglas Hofstadter in Metamagical Themas. This will work best
|
|
with a group that are really involved with their characters and have
|
|
played them for some time.
|
|
|
|
Players given a counter which is red on one side, black on the other.
|
|
They are to hand it secretly to the sage either red side up or black side
|
|
up. They will be rewarded according to how all play.
|
|
|
|
If a PC returns the piece BLACK side up he/she gets:
|
|
For every other player turning in a RED side: A Big reward.
|
|
For every other player turning in a BLACK side: Nothing or very small
|
|
|
|
If a PC returns the piece RED side up he/she gets:
|
|
For every other player turning in a RED side: A moderate reward
|
|
For every other player turning in a BLACK side: Only a small reward
|
|
|
|
It is important the player really understand the reward system before
|
|
they make the choice. It is also very important that they can't discuss
|
|
with each other what they will do and the returns are made in secret.
|
|
When I did it, I had the sage claiming (quite wrongly) he could magically
|
|
increase basic attributes and the matrix was:
|
|
|
|
BLACK choice:
|
|
For every RED piece: Attribute of choice increased by one unit.
|
|
For every BLACK piece: nothing.
|
|
|
|
RED choice:
|
|
For every RED piece: 50s in money
|
|
For every BLACK piece: 5s in money
|
|
|
|
The advantage of offering an attribute change, is that to the players
|
|
(more than the PCs) it was a very real temptation to offer BLACK. Of
|
|
course, if they all chose black, nobody would get anything. If only one
|
|
chose red, that player would be fairly annoyed while the rest get one
|
|
attribute bumped up. If you were the only player to choose black, then
|
|
you sit very pretty...the details of this dilemma are well discussed by
|
|
Hofstadter. He tried it for real money on his friends, here's your
|
|
chance to do the same. For once, the game is as interesting if the
|
|
player is trying to choose for a PC or doing it for him/herself.
|
|
|
|
Of course, all hell breaks loose when the sage reveals he is lying and
|
|
just gives each a little more than if all had chosen red.....
|
|
|
|
The GM should decide what reward matrix the game balance can handle
|
|
and whether the sage is honest, but do recommend the attribute lift as
|
|
bait.
|
|
</plot>
|
|
=========================================================================
|
|
<title>Vendetta</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Any</genre>
|
|
<type>Any</type>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
One obvious device for side-line action is the good old vendetta, or
|
|
Even Orcs Have Mothers. Sooner or later, (sooner usually) PC's will by
|
|
their actions have ruined someones plans, killed someone favourite
|
|
son/uncle/mother/etc and be due for a spot of revenge. This brings that
|
|
most dangerous of monsters up against the PCs - another thinking human.
|
|
If the GM looks at the world from the Offended One's point of view, lots
|
|
of ways for to get even should suggest itself but here are few ideas.
|
|
Toss them into the game at the same time as other action - the vendetta
|
|
may become the main gaming focus but it shouldnt start that way.
|
|
|
|
The hired thugs:
|
|
Predictable, common but not a bad opening shot anyway to start the
|
|
players going. Chances are this will tell the Offended One (OO) that it
|
|
wasn't luck and these guys are good, while telling the PCs that life
|
|
isn't that simple.
|
|
|
|
The Trap:
|
|
Can be variation of above but much more creative ways around. How
|
|
about a desirable NPC that spends some time winning the PC's confidence
|
|
(helping out on a couple of expeditions say?) before some suitably
|
|
creative putting the boot in? (from the unsubtle knife in back through
|
|
poison to "inadvertantly" leaving the wrong door open).
|
|
|
|
Using their greed to send them against a strongly defended position
|
|
with a totally false plan about a supposed way in? (This got my players
|
|
past thinking of the vendetta as an sideline nuisance. They were mean and
|
|
cold and looking for blood when they returned).
|
|
|
|
Or how about when the player are off to visit an unfamiliar culture,
|
|
making sure they get stunningly wrong information on cultural
|
|
sensitivities. (I havent play-tested this one, but I imagine could be
|
|
very good in a light-hearted game)
|
|
|
|
My favourite is close to above: On an expedition to tribesmen, a
|
|
functionary they hadn't much noticed offers them an ornate tribe weapon.
|
|
He/she tells them this is could be the key to getting close to the chief.
|
|
Tell any barbarian that they can talk to, that they got it by
|
|
"Melstilatuk" from a barbarian chief. He/she further explains that
|
|
melstilatuk (use your own languages) is a ceremonial battle and winning
|
|
against a chief accords them high status. In fact the functionary is the
|
|
in employ of OO and will quickly vanish. The weapon was obtained from
|
|
the father of current chief in a particularly cowardly ambush that the
|
|
tribesmen know about. If the PCs are curious about the word, a non-
|
|
tribal linguist can only translate it as "raven work". A tribal linguist
|
|
if they even bother to find one, would them that melstilatuk is a
|
|
colloquial abusive term for corpse-robbing - regarded VERY badly by
|
|
tribesman. The weapon will be instantly recognised by the close
|
|
tribesmen to the chief and effect of the characters proudly reciting
|
|
their claim can be imagined.
|
|
|
|
The Frame up:
|
|
Often PCs leave themselves very wide open to being framed and dealt to
|
|
wrongly by the law. This should make it a good option for the OO. The
|
|
trick to playing this so your PCs have a chance is to very thoroughly
|
|
think out how the OO sets it up - exactly who is talked to, bribed,
|
|
where, who could see it. PC's will have to pursue what really happened
|
|
and they need good detail. I failed at this on first attempt really but
|
|
made up for it belately working in a lot of detail.
|
|
|
|
The lying witness or false complaint: This is the simplist by far if
|
|
a bit obvious. Remember that if all or part of the PC party are free to
|
|
investigate then the OO is likely to take measures to protect the
|
|
implicated. My PCs actually utilised this. They figured the witness
|
|
would be guarded so looked out for the guards and followed them (and a
|
|
few false trails as well) to locate the OO.
|
|
|
|
Doubles: Illusion magic to make the others look like the PC in a
|
|
witnessed crime? I haven't actually tried it but sounds good.
|
|
|
|
Here's a complex one that the players may tumble at any stage but will
|
|
land them in serious trouble if they don't. Baddie in employ of OO poses
|
|
to players as a rich jeweller from within a city. He meets them at a
|
|
location outside the city and describes some imaginary double-dealing in
|
|
the trade. The upshot is that he thinks a rival has wrinkled him out of
|
|
a distinctive ruby necklace. His mission for the PC is to probe or watch
|
|
a house in the outskirts to see if any sign. He tells them that the
|
|
necklace has a vague enchantment (improve looks, raise charisma that kind
|
|
of thing) and could be picked up by detect magic abilities. Small reward
|
|
for successful location. Big reward if they can get it. He tells them
|
|
he doesn't want them anywhere near his city shop. They pass a message to
|
|
him via person in local pub in writing. It mustn't mention the goods,
|
|
just say party of extra people needed if they can't get it, else tell him
|
|
to come alone to a meeting point if they have managed it all themselves.
|
|
|
|
The house is the real jeweller's house and the necklace is not heavily
|
|
protected as the rubies are fake (which the jeweller knows) but the magic
|
|
isn't (of which he is unaware). The reward should tempt the PCs to go
|
|
for it. They will then send a note to the appropriate place. Make sure
|
|
they write down what it says. The note goes of course to the OO who then
|
|
murders the real jeweller, places the note on his body, then tips off the
|
|
watch on where to find the PCs. Chances are the PCs have written a
|
|
highly incriminating note and in addition will be holding property know
|
|
to belong to the jeweller.
|
|
|
|
Final Vendetta notes:
|
|
If a prolonged vendetta is plaguing the players then a certain amount
|
|
of paranoia is liable to set in. You may be accused of inventing ways
|
|
around their precautions because they tell you them in advance. If you
|
|
are, I hope they string you. If otherwise, don't get angry - suggest a
|
|
play fair system. They write down their precautions when you warn them
|
|
that you need to know. You write down your attack. At the moment of
|
|
truth, notes are compared and a very enjoyable game can be held BETWEEN
|
|
GM and players. This assumes enough maturity on your players that they
|
|
build protection that they reasonably could manage by their skills and
|
|
money without going through you. If so have some fun. This play really
|
|
only applies to the Hired Thug approach - the others shouldnt really be
|
|
open to abuse.
|
|
</plot>
|
|
=========================================================================
|
|
<title>Ashburn Man</title>
|
|
<author>David F. Nalle</author>
|
|
<length>Long</length>
|
|
<genre>Horror</genre>
|
|
<type>Investigation</type>
|
|
<setting>Building</setting>
|
|
<plot>
|
|
For this adventure a group of younger but promising members of the
|
|
Odyssians are invited out for a weekend at the country estate of Sir
|
|
Henry Ainsford, one of the older members of the club. Sir Henry is noted
|
|
as a hunter and explorer, but he is getting on in years and spends most
|
|
of his time at his estate outside of the town of Ashburn in Kent.
|
|
|
|
Sir Henry regularly invites Odyssians out for weekend visits, but this
|
|
particular weekend is special, because he believes he has made a
|
|
discovery of great scientific importance on the grounds of his estate.
|
|
This means that he will make sure that Odyssians of particular interests
|
|
will be in his group. He will invite archaeologists, paleontologists,
|
|
physicians, historians and ethnologists in particular, plus an assortment
|
|
of others who are interested. He will also invite his two oldest friends
|
|
in the Odyssians, Professor Milton Morrisson of the Language and
|
|
Ethnology faculty at Oxford and Admiral Sir Joseph Porter (retired). All
|
|
he tells anyone in advance is that he has made a discovery which may
|
|
revolutionize the history and science of human origins.
|
|
|
|
-----
|
|
Ashburn House
|
|
|
|
Sir Henry's ancestral manse is a 16th century monstrosity, somewhere
|
|
inbetween a manor house and a castle, ornate and over decorated. It is
|
|
located on the edge of the range of hills known as the North Downs. The
|
|
trip from London to Ashburn by train takes around two hours. When they
|
|
arrive in the town Sir Henry will have several carriages waiting to take
|
|
them to Ashburn House.
|
|
|
|
When they arrive they are greeted by Sir Henry, who excuses himself
|
|
and seems rather agitated. They will then get a short tour of the house,
|
|
conducted by the major domo, Burton. Burton shows them the gun room and
|
|
the trophy room (lions and tigers and bears, oh my!), the game room,
|
|
several parlors and dining rooms, and eventually he shows each of them to
|
|
their bedrooms. Each of the bedrooms is decorated in a different motif,
|
|
reminiscent of different parts of the world. The American Room is
|
|
decorated with trophies of caribou, beaver and bears. The East African
|
|
room features lions and giraffes. The Egyptian room has crocodile and
|
|
rhinoceros hide chair covers and the like. The Indian room has a
|
|
beautiful tiger skin rug. The Amazon room has a giant stuffed anaconda
|
|
on the wall. The Orient Room has elephant tusks and panda fur rugs.
|
|
There are many more along the same lines.
|
|
|
|
After they've settled in, Burton will call them down for dinner. At
|
|
the meal Sir Henry seems agitated, smokes a number of cigars, and barely
|
|
touches his food. When asked about his discovery he is evasive and tells
|
|
everyone to wait until after dinner. Once the meal is concluded, they
|
|
retire to the Smoking Room, where a large, coffin-like box, about 2 by 5
|
|
feet is waiting on a table in the middle of the room. Cigars are handed
|
|
out, and Sir Henry launches into a speech to the effect that he has
|
|
travelled far and seen many things, but that he has made his greatest
|
|
discovery literally in his own back yard.
|
|
|
|
He goes on to tell how one of his groundskeepers, a man named James
|
|
Dearing, was mowing in a grove of ash trees on a hill behind the house,
|
|
when he discovered a series of depressions in the ground, all very
|
|
regularly spaced. He reported them to Sir Henry because he was
|
|
suspicious that they might be deadfalls set by poachers. Sir Henry
|
|
investigated, had one of the holes dug up, and in the hole they found --
|
|
at this point he opens the box -- a small, manlike skeleton buried in the
|
|
fetal position, surrounded by garlands of what appeared to be extremely
|
|
well preserved wild flowers. The skeleton he reveals is in rather good
|
|
condition, completely bare, about 4 and a half feet tall. What makes it
|
|
remarkable is that while generally manlike in appearance, it has an
|
|
elongated lower jaw, pronounced cranial ridges and elongated upper and
|
|
lower canines, all characteristics of great apes, rather than man.
|
|
|
|
Everyone crowds around, and Professor Morrison, and possibly others,
|
|
declare that it must be a hoax. Someone is clearly trying to put
|
|
something over on Sir Henry, taking the jaw of an ape and the body of a
|
|
deformed human child and putting them together. But on closer
|
|
examination it is clear that the jaw fits perfectly with the rest of the
|
|
skull, and the skull clearly fits the spine, and all the bone appears to
|
|
be of the same age. Professor Morrison can't be sure, but given the
|
|
style of burial and the condition of the bones he believes that they
|
|
predate the early Celtic settlement of the British Isles, and if it is
|
|
not a hoax, he theorizes that this might be one of the 'Dark Folk', the
|
|
aboriginal inhabitants of Britain who were wiped out by the Celts and
|
|
survive only in legend.
|
|
|
|
As Morrison seems to have become convinced, Sir Henry becomes even
|
|
more excited, and explains that there are 7 more burial shafts and that
|
|
he intends to excavate them all in the next few days with the help of his
|
|
fellow Odyssians. That said, he closes up the box, leads everyone out of
|
|
the Smoking Room and locks the door. At this point some of the guests
|
|
are probably tired and retire, and others go to the game room or to the
|
|
Library for some recreation.
|
|
|
|
-----
|
|
Night at Ashburn House
|
|
|
|
During the night several things will happen. One of the characters
|
|
with a relatively high PSI will happen to peer out of his window late at
|
|
night. Off in the distance he will see a round hill with a grove of grey
|
|
ash on the top of it. The ash are swaying in the wind. Then he notices
|
|
that none of the other trees in the garden or beyond seem to be swaying
|
|
at all, and he gets the feeling that there's something almost conscious
|
|
about the movements of the ash.
|
|
|
|
Another character will have a dream during the night. He will dream
|
|
of a procession of thin, regal looking women bearing glowing spheres of
|
|
light passing through his room, passing through the door as if it or they
|
|
were immaterial, and moving on into the hallway.
|
|
|
|
-----
|
|
In the Morning
|
|
|
|
When they awaken in the morning they notice that Professor Morrison
|
|
doesn't join them for breakfast. Then Sir Joseph mentions that he was up
|
|
late with Morrison drinking brandy in the library and that when he went
|
|
to bed at 2am Morrison was still there reading. He suggests that
|
|
Morrison might want to sleep late. Sir Henry is a bit non-plussed by
|
|
this, but is ready to set out to the wilds of the backyard anyway.
|
|
|
|
Burton brings picks, rubbers and shovels after breakfast and everyone
|
|
heads out to the burial site. It is a small clearing in the middle of an
|
|
ash grove on top of a hill. The ashes are of a miniature variety, but
|
|
healthy and well established, clearly well cared for. In the middle of
|
|
the clearing is a 6 foot high, very worn menhir surrounded (after some
|
|
searching) by eight depressions in the ground, spaced evenly in a circle,
|
|
one of them recently filled in. The digging commences.
|
|
|
|
In each of the burial shafts they will find a skeleton similar to the
|
|
one already found by Sir Henry. It is unlikely that anyone will dig in
|
|
the shaft which the first skeleton was taken from, but if they do, they
|
|
will find the mangled body of Professor Morrison there.
|
|
|
|
It will take most of the day to dig out the shafts. And at noon or so
|
|
Burton will bring out tables and campaign chairs for a leisurely lunch at
|
|
graveside.
|
|
|
|
Professor Morrison never joins them, and as they prepare to head back
|
|
to the house, Sir Henry tells Burton to make sure the Professor is
|
|
feeling well and have him meet them in the Smoking Room.
|
|
|
|
When the grisly trophies are gathered in the Smoking Room, Burton
|
|
arrives with the announcement that Professor Morrison is missing, and not
|
|
only that, but it is clear that he didn't pack up and leave, because his
|
|
clothes are still there and his bed has not been slept in.
|
|
|
|
The last place the Professor was seen was in the Library, and a close
|
|
inspection of the Library will reveal an open copy of Tacitus on the
|
|
floor, some dots of blood around it, and the fact that the tiger skin rug
|
|
which is normally there is missing.
|
|
|
|
-----
|
|
What's Going On?
|
|
|
|
The grove of ash trees is an ancient holy place. Each of the eight
|
|
largest ash trees contains a powerful guardian spirit which can manifest
|
|
as a young woman (as in the dream above) or can possess and animate non-
|
|
living flesh (tiger skin rugs, etc). These Ash Maidens will attempt to
|
|
get the skeletons back, or replace them with new sacrifices, like
|
|
Professor Morrison.
|
|
|
|
If they go and dig out the original burial shaft, they will find
|
|
Professor Morrison's body, mauled as if by a tiger, wrapped in the tiger
|
|
skin rug from the Library, and garlanded with wild flowers. It may take
|
|
them a while to figure out to do this, so let them stew and be mystified.
|
|
|
|
The spirits can only be placated by returning all the skeletons and
|
|
maintaining absolute silence about their existence. In fact, if they go
|
|
to re-bury the skeletons they will find that there are now ten holes
|
|
instead of eight, eight for the skeletons, one for Professor Morrison and
|
|
one for Sir Henry. The spirits will do all they can to make sure that
|
|
hole is filled.
|
|
|
|
The powers of the spirits are limited. They can only operate in
|
|
darkness. They cannot travel more than a mile from the grove. Each
|
|
spirit can only animate one thing per night. Passing through solid
|
|
objects is relatively strenuous for them, so they do it as little as
|
|
possible.
|
|
|
|
-----
|
|
The Second Night
|
|
|
|
Most likely, by the second night they will either be working on or not
|
|
have solved the mystery. That night as they sleep, several things may
|
|
happen.
|
|
|
|
Most likely one or more of the characters will be awakened by the
|
|
sound of pounding and rending as an assortment of elk and gorillas and
|
|
the like attempt to break into the Smoking Room.
|
|
|
|
Someone, or maybe even two of the characters, will find that the
|
|
stuffed anaconda or bearskin rug or boarskin bedspread will come to life
|
|
as they are drifting off to sleep and attempt to attack them and drag
|
|
them out to the grove.
|
|
|
|
The same character who saw the ash swaying the night before will look
|
|
out the window at midnight and think that he sees the ash transformed to
|
|
women who then move in a procession towards the house.
|
|
|
|
Someone who is relatively susceptible to such things will be visited
|
|
by two of the Ash Maidens who will attempt to seduce him, take him to the
|
|
grove, manipulate his mind and will, essentially enslave him, and then
|
|
send him back to the house to get the skeletons and Sir Henry for them.
|
|
|
|
-----
|
|
Can they Save Sir Henry?
|
|
|
|
Most likely not. The only way to save Sir Henry would be to keep the
|
|
Ash Maidens and their animated creatures away from him throughout the
|
|
second night and then get him away from Ashburn House immediately in the
|
|
morning, never to return. In fact, in that situation the house would
|
|
have to be permanently abandonned because the Ash Maidens would keep
|
|
looking for sacrifices.
|
|
|
|
Alternatively, they could burn down the grove. This would be sick,
|
|
cruel and immoral, but would get rid of the Ash Maidens until saplings
|
|
which escaped the burning grew to maturity in several years, at which
|
|
point the problem would reemerge.
|
|
|
|
Finally, they could offer someone else in sacrifice, but finding a
|
|
willing victim is unlikely, and giving an unwilling sacrifice would be
|
|
inappropriate.
|
|
|
|
Regardless of how they deal with the situation they will face moral
|
|
dilemmas which will not be easily resolved, because the Ash Maidens
|
|
should really be preserved as an invaluable paranormal resource, and
|
|
though their demands of sacrifice are justified by their lights, it will
|
|
be hard for reasonable people to go along with them.
|
|
</plot>
|
|
=========================================================================
|
|
<a name="Authors-1">
|
|
Contributors
|
|
</a>
|
|
-------------
|
|
<pre>
|
|
Joe Amato
|
|
Paul Brinkley (Don't look now, but you did give a summary or two...)
|
|
Richard L. Butler (The amazing forgotten man...)
|
|
J. D. Frazer
|
|
Evan A.C. Hunt
|
|
Gwen Johnson (The only contributor with references)
|
|
Kim Chr. Madsen
|
|
Loren J. Miller
|
|
David F. Nalle (Do you do Call of Cthulu? :-))
|
|
Chris Racicot (LOTS of good stuff, thanks)
|
|
Phil Scadden (Again, and again, and...thanks a lot!)
|
|
Aaron Sher (Couldn't let this go by without adding something myself...)
|
|
Brett Slocum (A late addition to the credits)
|
|
Jeff Vogel (Originator of the lich theme, author of most of the lich stuff)
|
|
"Sam" (Who is this?)
|
|
</pre>
|
|
|
|
Plus several others...if you contributed, and you're not listed, send
|
|
<a href="mailto:P.Scadden@gns.cri.nz">me</a> your name!
|
|
|
|
----------------------------------------------------------------------------
|
|
<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>
|
|
|