3210 lines
165 KiB
Plaintext
3210 lines
165 KiB
Plaintext
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----------========== The NET.PLOTS.BOOK ==========----------
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Volume III
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Compiled by Phil Scadden and Aaron Sher
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Editors Note:
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Compilation of this volume was originally started by Aaron Sher and has been
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completed by me. It contains plot and scenarios for mostly for fantasy RPGs but
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some from other genres have also been submitted. (Come on other-genre players -
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get you contributions in for Vol IV). Plots have been presented in no particular
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order but there is a large Appendix which is a compilation of the responses to
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the "On the road you meet..." thread in rec.games.frp.misc. I have made only
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minimal changes (spelling usually) to the material as received. I hope everyone
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finds this enjoyable and useful.
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Authorship of individual plots have been accredited individually with email
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address where I had them (missing from some collected by Aaron - if you can
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supply please email me). Author attribution is at the top of each plot.Authors
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appreciate feedback - if you use any of these try telling the author how you
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did. IT MAY WELL ENCOURAGE THEM TO CONTRIBUTE MORE PLOTS TO THE NEXT VOLUME.
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Finally, my thanks to all who submitted these plots and especially to Aaron Sher
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who dreamt up the Net.plot.books in the first place.
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Phil Scadden P.Scadden@LHN.GNS.CRI.NZ 18/2/94
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<title>Bring in (temple) auditors</title>
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<author>Ben Davis
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<email>bjd12@cus.cam.ac.uk</email>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<type>Intrigue</type>
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<setting>Rural</setting>
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<plot>
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Local temple (agricultural type goddess) been generally lax and living it up,
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not actually doing much work in the way of religion. One of the PCs knows
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someone in this temple - is asked to do a favour. The major temple of the same
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religion is sending round a small group to "inspect" all the little provincial
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places. The report will be both a financial one (audit) and a load of interviews
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with the congregation. If the report gets done properly (ie truthfully) all the
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priests are in big trouble.
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What the PCs are asked to do is to help alter the way the report gets done. The
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problem is that _a_ report has to get done, that killing the visitors is a
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massive no go, and that the PCs are going to have to alter the perception of the
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temple and the surroundings without the visitors realising.
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In the version we ran, the PCs got a hand from the priests in that the priests
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took care of the congregation (by buying them all drinks etc) and the party only
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had to deal with the visitors. They did this by finding out some background (5
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visitors), and then seducing 2, getting 1 blind drunk, bribing one, and
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blackmailing the last. Thus the report was written by the right people, and no-
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one's suspicions were raised.
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</plot>
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<title>Misplaced Poison</title>
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<author>Ben Davis
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<email>bjd12@cus.cam.ac.uk</email>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<genre>Any</genre>
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<type>Investigation</type>
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<setting>Coastal</setting>
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<plot>
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Staying in pub - landlady's daughter comes back from playing on the beach in the
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early morning to collapse - initial thoughts are that she's ill, further
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investigation will reveal she's been poisoned.
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Turns out the kids (small group on beach) found a rowing boat aground, with a
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case in it. They nicked the case, found it was full of food, and eat it several
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die, all very ill (they didn't eat much of the food 'cause they didn't like it -
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unusual taste).
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Food was being dropped off to be picked up by a caravan passing nearby, where it
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would be swapped for an identical case (unpoisoned) and sent on to its buyer, a
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powerful alderman (or equivalent) in a nearby town.
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So - to help out the landlady the PCs have to sort out a number of things owner
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of the boat, realise a caravan was going to be nearby at the time, find out from
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the merchant where the food was going, make all the right connections. They
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should then meet up with the alderman, who'll realise the attempted
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assassination attempt (especially if the PCs have still got a sample of the food
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- its a delicacy that's his favourite and that no-one else likes), and may ask
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the Pcs to sort out who was behind the poisoning. This will now entail crawling
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around the city getting the poison analysed, tracing the boat, the buyer of the
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poison and so on. Who's behind it is up to you (as is everything else really) -
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I had his son responsible (via a long and convoluted chain.)
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</plot>
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================================================================================
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<title>Stuck with the ancestors</title>
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<author>Ben Davis
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<email>bjd12@cus.cam.ac.uk</email>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<genre>Horror</genre>
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<type>Investigation</type>
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<setting>Any</setting>
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<plot>
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PCs are dealing with some nomadic tribe (in my version, they were trying to set
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up a trade deal with them). Problem - chiefs brother has disappeared in
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mysterious circumstances (surprise me) and, guess what, the tribe is mourning
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and is not prone to doing business - so, if the intrepid PCs can rescue the
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brother, everyone'll be happy.
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The brother has in fact tried to visit the ancestral plane to find out loads of
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Good Things, meet ancestors etc. He got the instructions from a ghost in an old
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ruined hill fort, which he got the location of from a diary he bought from some
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other nomads (the PCs can sort all this out with the right clues). He went to
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the hill fort, summoned the ghost, and got the spell to open a gate to the other
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plane. Unfortunately, the ghost being a miserable bugger, and the brother being
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of the trusting and slightly awed sort, the ghost withheld how to get back "for
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a laugh". So, the brother successfully built the gate, went to the ancestral
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plane, only to discover he couldn't get back. The PCs had better be more
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ruthless when talking to the ghost or exactly the same'll happen to them,
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The way this scenario goes depends very much on what the PCs do -
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when I ran it, the main feat was getting to the hill fort and talking to the
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ghost - rounding up the components for the gate and rescuing the brother were
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fairly simple compared to that.
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</plot>
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================================================================================
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<title>Rescue from Water World</title>
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<author>Ben Davis
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<email>bjd12@cus.cam.ac.uk</email>
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</author>
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<length>Short</length>
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<genre>Sci-Fi</genre>
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<type>Quest</type>
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<setting>Ocean</setting>
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<plot>
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PCs are asked/hired to go and pick up (if they have a starship) or escort on a
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liner (if they haven't) four people from a nearby system. Ideally, get them to
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agree before they have much chance to do any background research.
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The world they'll be going to is a Balkanised water world. The four people
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they're meeting are political dissidents from one of the governments, a
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theocracy. The starport is in a different country, a bureaucratic obsessed blood
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pressure inducing place.
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Unsurprisingly, the four dissidents don't turn up for the rendezvous. Depending
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on things, they've either
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-been put under house arrest
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-been arrested by the bureaucracy for a minor traffic violation (driving a
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powerboat without due care and attention)
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-or something similar.
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The governments concerned (make the planet have at least 4 or 5 for fun) should
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be sufficiently twitchy that, when the PCs do eventually find out where these
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people have got to, they can't just steam in with guns blazing. 'cause the
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military are on standby most of the time, and all hell'll break loose. The way
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my PCs got them out from house arrest on a floating hydroponics plant (remember,
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its a water world, makes life _much_ more difficult) was to hack into the
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theocracy's job allocation computer, have all four of them transferred on a
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Police boat (so as not to attract attention) to a nearby oil rig, and took the
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boat in transit during an electrical storm (weather conditions on a slowly
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rotating (40hr day) water world)
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Just for comment, we were using a 2300AD/old Traveller(TM) hybrid (2300AD
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characters, Traveller universe, hybrid gear with a touch of Cyberpunk(TM) for
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good measure.)
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</plot>
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================================================================================
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<title>REVENGE</title>
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<author>Jan Garefelt
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<email>d90-jga@nada.kth.se</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>Quest</type>
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<type>Affliction</type>
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<type>Startup</type>
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<setting>Any</setting>
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<plot>
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The PC:s get kidnapped in their youth, before starting their career as
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adventurers. (This of course makes it difficult for the players to choose a
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scholarly profession, but it is not impossible.)
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The kidnapper (in our campaign his name was Barbarossa) is really a slaver who
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enjoys tormenting his captives before selling them off in a slave market in a
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country faaar from the respective PC:s home.
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After x years of slavery in {a coal mine, a salt mine, the fields picking
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cotton} our heroes get a chance to escape. The escape can be an adventure by
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itself.
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The PC:s may be from any part of the world. (They may even have problems in
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understanding each others language in the beginning.) After successful escape
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they by incident see Barbarossa. The word "revenge" suddenly appears in their
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minds.
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What can they do to hurt the seemingly too powerful slaver?
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</plot>
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================================================================================
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<title>Will the REAL John Smith please drop dead?</title>
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<author> Graham Wills
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<email>gwills@research.att.com</email>
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</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>Rural</setting>
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<plot>
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The PCs find a freshly dug grave, haunted by the ghost of the victim, who will
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follow them around and wake them at nights wailing "John Smith killed me; avenge
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my death". They are also hired to hunt down someone who robbed a rich merchant.
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His name was John Smith. Whatever. Eventually the PCs will go looking for John
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Smith. He is a local farmer, totally innocuous, who lives on a rather isolated
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farm near a dangerous area.
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When they find him, he tries to zap them with a nasty wand, but after one
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charge, he drops it and attacks with a sword. He is berserk, but has very few
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hits and dies rapidly. When they get back to town they are told that while they
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were gone John Smith left on a boat/caravan/pogo stick. They are confused. They
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are even more confused when they are attacked by John Smith.
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A shape changer/illusionist has got hold of a neat magic item that is supposed
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to make people believe they are someone else. Unfortunately the item is broken
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and makes people believe they are one particular person ... namely John Smith,
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the first person the item was used on. Undeterred, our villain controls numerous
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people, making them John Smiths and occasionally taking on the John Smith
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persona to do dirty deeds. Even when there are obviously far too many John
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Smiths, he'll keep doing this, as people will be reluctant to kill someone who
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could be their wife, brother or mother!
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The PCs will have to tackle numerous John Smiths of varying dangerousness and
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capture them, determine whether he's a stupid peasant or a high-level evil
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genius and deal with the situation.
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This is great for low-level types without spells that could solve the problem
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rapidly. High-level PCs would just do a Detection type spells and wrap up.
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</plot>
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================================================================================
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<title>A Dangerous One Night Stand</title>
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<author>Author: Charles W. Manry Jr.
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<email>cmanry@eecs.wsu.edu</email>
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</author>
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<length>Medium</length>
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<genre>Any</genre>
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<type>Affliction</type>
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<type>Intrigue</type>
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<setting>Urban</setting>
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<plot>
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Setting: Town with 1 or more tavern's, meeting places, etc.
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Target is male Pc.
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A Pc is on the make, ie. looking for love. A woman comes in and looks over the
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place and picks one of the Pc's. She grabs 'em and asks him to come back to his
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place. They get into a very *nice* coach. If the Pc asks any questions about
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the woman's background she'll say that she is a wealthy widow (she is lying!).
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One into the carriage she becomes all hands. Once home, a nice large mansion,
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she ignores the servants strange looks and drags Pc up to the bedroom where a
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night of passion will commence.
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The punch line: The lady is really the wife of mayor/prominent community
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leader/miliary leader/etc who has been cheating on her. She's out to get
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revenge! The night with the Pc is the method of her choosing!
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In the morning the servants, who do their best to ignore the Pc's presence, will
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come in and straighten up. They will fold the clothes and bring breakfast. In
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the middle of breakfast the husband will come home. The wife will get out of
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bed and start throwing their freshly folded clothes all over the bedroom. Mean
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while, one of the servants will tell the husband that his wife has company! The
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husband will charge into the bedroom and try to kill the Pc. This will be
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occurring while the wife is saying to her husband, "Serves you right for
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cheating on me!", "He was much better than you", "Oh! I never new what I was
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missing until last night", etc. This causes the husband to go into blind rage
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causing him to not fight up to this full potential.
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Options:
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The Pc can try to fight if he gets his weapon. Once this occurs the
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husband will calm down and fight to the best of his ability. If the Pc does
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kill or wound the husband the wife will attack the Pc. She really still loves
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the husband (all well as a few other women!) and will try to protect him. At
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this point the Pc becomes just a tool for her revenge. She does not care what
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happens to him....
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Flee!!!! The husband will chase the Pc into the streets and then stop
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saying that he'll get revenge!
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Either situations can cause a man hunt for the Pc. The city guards will be
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brought into the situation. If caught, you can toss 'em jail, strip them of
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$$'s and items, etc. If they flee the town, bring this sub-plot back into play
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every time they return to the town. Or send mercs. after the Pc's party to
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bring back the one Pc to "justice".
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Have fun with this one. Make 'em pay for fooling around with out thinking too
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much! 8^).
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</plot>
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================================================================================
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<title>Magna Carta? Not with this emperor!</title>
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<author>David Kurt Spencer
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<email>dspencer@WPI.wpi.EDU</email>
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</author>
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<length>Short</length>
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<genre>Fantasy</genre>
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<genre>Sci-Fi</genre>
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<type>Intrigue</type>
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<setting>Urban</setting>
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<plot>
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This was designed for a rather high level party in a very politically unstable
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world. The local government is being treated unfairly by the big federal-style
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empire ruling over them and the neighboring cities. The cities are currently in
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a state of alliance in trying to overthrow the central government, not through
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civil war (unless it comes to that) but through diplomatic means. The scenario
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is that the Emperor has a mysterious covert army, made up of people with
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assassin-type skills (in RM I use NightBlades). This army kidnaps the Emperor's
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heir's fiancee and tells her that they are revolutionaries supporting the
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revolutionary alliance. The Emperor then sends a small army force to each city
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to take the local government people into custody for questioning concerning the
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kidnapping, since he has found "clues that implicate them..." His plan is to
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take them into custody, then release the girl who will swear to her grave they
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were revolutionaries who kidnapped her, and thus he will have no recourse but to
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execute the troublesome barons. The Barons obviously are not going to go
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peacefully but then again they don't want an all out war. Have the Barons get
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some advanced notice somehow (spies with magic communication or whatever) so
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they can prepare. In my world I also had Paladins roaming the streets who
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supported the Empire. Now the Baron sends the city into an uproar to fight off
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the Emperor's troops. Catch is, the shadow army is here to catch the Baron
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alive (poison arrow comes to mind). As for what the PCs are doing, in my
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campaign they were rabid revolutionaries and they ran around killing Paladins
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and Emperor's troops until they saw the Baron and managed (plot catch) to see a
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guy aiming an arrow at him. They save the Baron's life and the Baron thanks
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them...and asks them to do him a favor. He's seen them working in the streets
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and knows they are good, plus they just saved him. He asks them to go to the
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capital city, speak to some of his spies there, and find out where the heir's
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fiancee is hidden. If they free her and convince her that the people behind her
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capture weren't rebels but someone else in disguise, then the Emperor will have
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to call off his troops and a war can be prevented. In my campaign they were also
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asked to delay the Emperor's reinforcement troops so they couldn't get to the
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city before the Barons were proven innocent. Note, this will probably not be
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possible without the PCs having access to some sort of teleportation/
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instantaneous travel...
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</plot>
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================================================================================
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<title>Misplaced journeys in time and space</title>
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<author>Loren Miller
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<email>MILLERL@wharton.upenn.edu</email>
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</author>
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<length>Medium</length>
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<genre>Sci-Fi</genre>
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<type>Exploration</type>
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<type>Intrigue</type>
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<setting>Space</setting>
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<setting>Ship</setting>
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<plot>
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Background: setting 1998 earth, with incompetent bureaucracy ruling the USA, has
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already scuttled NASA and decided to go with a space program under direct
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congressional control (!). The ship travels by exploding fusion devices behind
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it and travelling forward on the strength of the blast. Obviously it has a very
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strong shield on the back. Obviously it is not aerodynamic.
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The ship's mission is to go to Alpha Centauri and gather data on whether or not
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the system is suitable for human habitation (earth is becoming uninhabitable
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because of pollution and mismanagement).
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The characters all have hidden motives, as they are all agents of one or another
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secret society in the fragmented USA government. They have to depend on a
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navputer+, a navigational computer that is programmed to take care of all their
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needs. ;-)
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The problem is that Djin wants to look at the world after 500 years, and to play
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off the humor of all these relics of ancient days wandering around in the brave
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new world of 2500 AD. Since the trip to AC will only take about 9 years of
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objective time, what to do?
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I'm getting an evil idea...
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The Navputer+ gets close enough to Alpha Centauri to check it out. Orders sent
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in the mean time by genius senator Orrin Hatch's subcommittee on efficient space
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exploration have downgraded the importance of human observation on this task.
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Quickly confirming that there is no suitable planet for life, the Navputer
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decides to continue on to Barnard's star before waking up the crew!
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The crew awakens and starts working, then discovers that the starfield is all
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wrong and they're not in the solar system they expected, then they notice that
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huge gas giant in orbit. They discover a planet in the habitable zone, though
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calculations are difficult because of that huge companion planet. They also
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discover that they're short on fuel to get back. If they just head back they'll
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take about 100 years to make it the 9 ly (or so) back from Barnard's star. After
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much racking of brain they find a black hole passing by the solar system, just a
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little bit off the plane of the galaxy, and decide to use the black hole's
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gravity to give them a boost back towards Sol (it's going that general direction
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anyway).
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Anyway, after much panicking and gnashing of teeth they go for it. Only
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complication is that the acceleration is going to be so strong that no human
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will be able to pilot through the black hole. They'll have to go into cryo and
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let the navputer (the one that didn't wake them up last time) do the steering,
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and don't have a big window for operations on the other end either, since food
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is running short.
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And finally, the experiment backfires again, though the trip is made at near
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light-speed (about 9 years) unpredictable time "currents" around the black hole
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make them *go away* for 500 years.
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Finally, the heroes awake in the solar system, speeding past Neptune at .9C. Can
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they slow down in time to stop at earth, or do they have to depend on earth to
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save them? They'll probably try to pull another deceleration manoeuvre, but this
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time the only available large body is the sun. Can it stop them without killing
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them (is the nuclear shield on the back large enough to shield them)?
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At long last the heroes arrive on earth, only to find it is 500 years later,
|
|
nobody knows them, and their ship is an interesting relic. Their knowledge of
|
|
Barnard's star is dated. The only unique information they have is on the black
|
|
hole and the time dilation they experienced. It might be worth big bucks, but
|
|
how to use the information?
|
|
<list>
|
|
1. Maybe they can create some kind of time-stasis device? The rest of the
|
|
campaign could be a struggle to protect the invention and become industrial
|
|
magnates, then eventually rulers of their own demesne, perhaps to sit on the
|
|
first galactic throne, all the time struggling against industrial espionage,
|
|
cults of personality, eco-terrorists, interstellar teamsters, and the adoring
|
|
public.
|
|
2. Or maybe another black hole is approaching some important planet
|
|
(earth?) and the original crew's data can help them divert it. But the Navputer
|
|
was sold for scrap long ago, and the tapes are covered with dust (or were caught
|
|
in a flood) since they were stored by an incompetent bureaucrat. The characters
|
|
search for the Navputer, which is now running some children's ride in
|
|
Spielbergland, etc. You get the idea.
|
|
</list>
|
|
The possibilities, especially for satire, are endless.
|
|
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
|
|
================================================================================
|
|
<title>The Wayward Princess and the Church of Evil</title>
|
|
<author>Robert T. Fanning
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
The king or some important noble's daughter was drawn into an evil religion,
|
|
which involves drugs, orgies and other corrupting influences. He wants her
|
|
back, but she doesn't want to come, enjoying it as she is. In reality, she
|
|
is being kept around to encourage his good behaviour, but they won't
|
|
hesitate to kill her ( even though she doesn't know it ). If the party
|
|
attempts to get her back, she will use the first opportunity to betray them
|
|
or escape, but won't do this until the worst possible moment. She could
|
|
leave a few tokens on the trail which the PC's would miss. The PC's have no
|
|
reason to suspect her. The best way to portray this is to have the
|
|
princess, etc being given the best possible quarters for her "prison", which
|
|
she doesn't leave. She could also have gained formidable spell powers in a
|
|
few months of casting spells within the ethos. This will annoy the players
|
|
if they need to take her back to get their reward, especially since they
|
|
have made another enemy in the form of the corrupting religion. The
|
|
princess can deliberately deceive the players into believing her innocence.
|
|
A few red herrings, such as the evil church actually sending out assassins
|
|
to kill her, instead of recovering her ( which of course, she doesn't
|
|
believe until it is too late after she manages to escape and go back. )
|
|
|
|
The reason for this is that the king wasn't behaving himself by sending
|
|
adventurers after her, especially if the King has just blown it before by
|
|
standing up to the evil church because he has come to the decision that he
|
|
might have to take the risk and they are about to carry out their threat
|
|
because of it, which makes time very crucial.
|
|
|
|
The best way to give them a time limit is to set a special event upon which
|
|
the princess is to be unknowingly sacrificed. If the PC's fail to pull it
|
|
off in time, they get no money for their trouble, make an enemy of both the
|
|
king and evil church, as well as probably being suckered with a powerful
|
|
curse.
|
|
</plot>
|
|
|
|
================================================================================
|
|
<title>Honor Among Thieves</title>
|
|
<author>Wayne J. Rasmussen.
|
|
<email>wjr@netcom.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Intrigue</type>
|
|
<setting>Urban</setting>
|
|
<setting>Town</setting>
|
|
<plot>
|
|
|
|
This is a short adventure for a group of low level PCs. There should be at
|
|
least one mage, one rogue, and one cleric in the party. The adventure takes
|
|
place in the small town/village of Hartthorn.
|
|
|
|
Scenario Description:
|
|
A halfling thief named Freebag, was once a trusted member of a thieves guild.
|
|
Then one day he stole a very large sum of money from the guild. He is currently
|
|
in the process of leaving the area where the guild operates. In a village to the
|
|
east (Dar-Town is its name) Freebag spent a night in a safe house. While there
|
|
he heard of about a wizard who was selling a magic item in Hartthorn. Since
|
|
Hartthorn is a growing town and has no guild (the local leader is very strict on
|
|
thieves) Freebag decided to go there. Besides, it gets him farther away from
|
|
the guild. Freebag meets a small group of halfling fighters and merchants on the
|
|
way which let him travel with them. Mostly due to racial trust reasons. He
|
|
arrives at Fred's in Hartthorn at start of this adventure.
|
|
|
|
While Freebag was making good his escape, the guild didn't stand idle. Using
|
|
some of their special methods they have placed the rumour about a magic item for
|
|
sale in Hartthorn knowing if Freebag heard the rumour he would go after it.
|
|
They have done several things like this in all areas out around the guilds area
|
|
of operation. They not sure of his whereabouts, but, need time to get agents
|
|
into position. A group of these agents arrived in Hartthorn several days ago.
|
|
With the agents are two guild members who know Freebag. They will identify
|
|
Freebag and stay out of his sight while the other agents do their plan.
|
|
|
|
The plan is to get the money back by counter-ripoff. Due to the local political
|
|
situation, the agents do not want to incur the wrath of the local leader. They
|
|
want to get the money back peacefully. The rumour is that a MU is selling a
|
|
Girdle of Storm Giant Strength for 4000GP. Interested buyers are to contact a
|
|
man named Logard at Fred's. The agents will recover most of the money and let
|
|
Freebag go. If forced to, they will use violent means to recover the money.
|
|
Players could disrupt this plan....
|
|
|
|
Players don't hear the rumor, *THIS IS IMPORTANT*, but, overhear the
|
|
conversation between Logard and Freebag. If they players decide not to get
|
|
involved the events still happen, but, the PCs go on their way. It is nice to
|
|
have some adventures which the players decide whether or not to get involved
|
|
with. In my game, they didn't pursue them the first time this was run. I
|
|
expected the thieves to act as thieves, instead they just hung around waiting
|
|
for the GM to lay an adventure in their lap.
|
|
|
|
PLACES IN TOWN used in this adventure:
|
|
Hartthorn Inn: Nice inn, average costs, there is a room for gambling,
|
|
individual rooms and a dinning room with the best local food (very good and some
|
|
unusual local items.)
|
|
|
|
Hastings Inn: Poor inn, average costs - substandard rooms, some low life types
|
|
in here. Especially the owner! He is an evil low level mage. Hartthorn was built
|
|
over the remains of an enemy fort (wooden fortress) which was destroy in a war
|
|
150 years ago. The leaders of the winning army were forewarned not to explore
|
|
the underground area beneath the fortress. A few years ago, while digging a
|
|
large wine cellar, the owner discovered at passage into the area beneath the
|
|
fortress. He now charges 1SP or more to let adventures adventure within. The
|
|
local leader knows about this but is not concerned.
|
|
|
|
Ki Rin House: Part of a chain of fine inns and hotels which all go by this
|
|
name. This place is two story building, continual lights surround the entire
|
|
building and very experienced guards patrol inside and out. Customers are
|
|
searched going in and weapons are checked in and locked up. The all doors to all
|
|
rooms are in view of each other. Frequented by merchants, mages, and anyone who
|
|
can afford the stay (1GP per night at least, meals 1-5 gp). The are mostly good
|
|
sorts here. The owner and his wife are powerful in their class. Thieves would
|
|
best stay away from here! The owner pulls in a good 120 GP to 200 GP per day
|
|
here.
|
|
|
|
Fred's: In my world, Fred is a god of drinking/pleasure. Many go here to drink
|
|
and have a good time. Fred was used in several games throughout the U.S military
|
|
in the 70's.
|
|
|
|
Stable: Good stable, excellent horses for sale!
|
|
|
|
NON-PLAYER CHARACTERS in this adventure:
|
|
Freebag male 1/2ling thief, suberb dexterity, leather amour, foil,
|
|
dagger, +1 cloak of protection. Member of the Guild gone bad. Stole from the
|
|
Guild and is on the run. He is greedy and loves to flash his wealth around. He
|
|
will buy women drinks and try to seduce them. He gambles heavily. He is
|
|
staying at the Hartthorn Inn.
|
|
|
|
****The Guild's Agents****
|
|
Leader
|
|
|
|
Logard male Human Fighter, powerful, nasty, chainmail, long
|
|
sword- (2xspecialization with Long sword), dagger, longbow, lance, 1 magic
|
|
potion perhaps
|
|
|
|
Melitiak Male Human Magic User, say 5 spells available and a magic item
|
|
|
|
Xilia female 1/2elf Thief moderately good, magic weapon
|
|
|
|
Trank male elf Thief moderately good, magical leather armor and a weapon
|
|
|
|
Eifpak male human Cleric. Good. Plate & sh, Potion
|
|
of powerful healing
|
|
|
|
GoMoku Male Human Thief, newbie, Potion of powerful
|
|
healing.
|
|
|
|
****End of Guild's Agents****
|
|
|
|
The Adventure:
|
|
|
|
A group of 1/2lings arrive in town. Most are fighters, but one is a thief
|
|
(Freebag is his name) who has stolen mob money. One of the party members thieves
|
|
sees this halfling spending platinum and gold at Fred's. He is buying a man
|
|
(Logard is his name) drinks and is talking to him. Freebag gets information
|
|
about a magic item for sale (if the players overhear, don't tell them what type
|
|
of item unless they are reluctant to do anything). Freebag tips Logard with
|
|
10PP and leaves. A woman (Xilia is her name) talks with Logard for a few
|
|
seconds then leaves Fred's while Logard stays and enjoys Fred's.
|
|
|
|
Freebag goes to the Ki Rin house to buy a girdle of Storm giant strength which he
|
|
heard was for sale. The halfling will be negotiating with a mu (Melitiak by
|
|
name) to by a magic item from him (Melitiak is actually a member of The Guild
|
|
trying to get the money back peacefully by counter-ripoff). The halfling states
|
|
he must go to his hiding spot to get the large sum of money being asked for the
|
|
magic item(4000GP). The two agree to meet back at the Ki Rin house in 24 hours.
|
|
This should give the party plenty of time to ripoff Freebag. The hiding spot is
|
|
in his room at the Hartthorn inn. The guild didn't know what room he is in and
|
|
they don't want to do anything that might look like active thieving if they did.
|
|
This could put legal/political pressure on the guild.
|
|
|
|
WHAT COULD HAPPEN Possible actions:
|
|
<stats>
|
|
*****
|
|
* 1 *
|
|
*****
|
|
</stats>
|
|
If the party rips-off the halfling Thief, The halfling's body will be found in
|
|
two days in his room murdered (Large lumps on his head are found and his wrists
|
|
are rope burned. His throat was slit). With the mob money is evidence letting
|
|
the group know that this money belongs to a major thieves guild (Insert Guild
|
|
name here!). The mob money totals 4500GP (11JS 48JC 210PP 1150GP). JS is a
|
|
Jade Square and is equal to 100GP. JC is a Jade Circle and is worth 25 Gold
|
|
pieces.
|
|
|
|
If the guild has to kill Freebag, they will hang around town and try to figure
|
|
out who has their money. If anyone in the party starts to by expensive stuff or
|
|
shows off hidden wealth they will become suspected by the guild. If the group
|
|
approaches Melitiak to but the girdle of Storm giant strength at this time they
|
|
will become suspect. The guild will sell the girdle in this case and get their
|
|
money back. This way they succeed in their mission. If the guild suspects
|
|
party members they will follow them around and watch them. They may try to
|
|
kidnap a party member to get the money back. At worst they will attack them or
|
|
enspell them somehow.
|
|
|
|
When the guild agents get their money back they will leave the town through the
|
|
south gate into the fields and then to the wilderness. The guilds agents escaped
|
|
to the south and entered an environment controlled by woodland creatures or a
|
|
high level magic-user and /or Druid. If the PCs kills a deer hunting for food
|
|
(or other woodland types) the group will be geased/quested to kill a creature
|
|
which has been killing woodland creatures or hurting the forest. The creature
|
|
is a basilisk. The group will find signs of it in an area one day, if they
|
|
camp/sleep near this area the basilisk will find them at night. If they find
|
|
the lair they could be in trouble! (in it's lair there is some treasure 2000
|
|
silver pieces, 400 electrum, 200 gold, 50 platinum, 1 scroll of protection from
|
|
undead, and a +1 short sword. there is also a treasure map to a nearby tomb
|
|
which contains 20 ghouls, 2 shadows, 14 wights, 1 ghast, and 1 wraith. The map
|
|
doesn't mention the undead or that it is a tomb.)
|
|
|
|
If the group tries to find out who killed the halfling they will get the
|
|
following information: Freebag came into town with a group of halflings. The
|
|
halflings are staying at the Hasting's inn. Freebag stayed at the Hartthorn
|
|
Inn.
|
|
|
|
Other information found out below if they investigate.
|
|
|
|
The other halflings will say that Freebag was hauling a heavy wooden chest on
|
|
his horse. Freebag joined them in Dar-town and came along for strength in
|
|
numbers and racial trust reasons. They know nothing else.
|
|
|
|
Hartthorn inn: Owner says that he was quiet and paid in advance for his room. He
|
|
felt that Freebag had molten gold in his pocket. His daughter (wench) served him
|
|
dinner normally. The wooden chest is not in his room.
|
|
Wench @ the Hartthorn Inn: Mentions the dinner and wine and that he gambled
|
|
after he ate. She will point out a gambler she last saw Freebag with.
|
|
Gambler @ the Hartthorn Inn: States that he played cards with him and broke
|
|
even. Halfway into the game some other men wanted to join so he gave up for the
|
|
night. The men who join the game had been staying in this inn. The two men are
|
|
GoMoku and Eifpak. He will give descriptions of the two men. GoMoku and Eifpak
|
|
are camping outside of town since Freebag was killed.
|
|
|
|
Stable man found knocked out: He was guarding the place was knocked out. Nothing
|
|
is missing. Freebag's horse is in here. If the hay in the horse stall is
|
|
searched they will find the Scroll mentioned above.
|
|
|
|
A speak with dead performed on Freebag will work if they ask questions about his
|
|
murder and who killed him. This is the easiest way for the group to discover the
|
|
murderers. Note: the murderers are staying at different inns and they will
|
|
leave town if other members of the guild group are caught.
|
|
<stats>
|
|
*****
|
|
* 2 *
|
|
*****
|
|
</stats>
|
|
|
|
If the group doesn't rip off Freebag for the money, the transaction for the
|
|
girdle will go on as planned. The Guild will get it's money back and Freebag
|
|
will go on his way with a fake girdle of Storm Giant Strength. Freebag will
|
|
quickly figure out that the girdle is a fake and will leave the area under the
|
|
Guilds control ASAP. The guild will not take any further action against Freebag
|
|
unless he stays in the area. In this case they will have him murdered.
|
|
|
|
It is possible that the group will try to rob the mage of his money instead.
|
|
They must try this outside of the Ki Rin House, Else they will most likely die.
|
|
The mage will be surrounded by his friends when he exits the Ki Rin House so if
|
|
he is attacked the group should expect some back attacks. If the group wants to
|
|
follow him out of town use the plan in the paragraph below.
|
|
|
|
The Guild group will regroup and leave town two hours after the sale of the
|
|
girdle. They will exit through the south gate. If they notice anyone
|
|
following, they will move forward quickly and try to setup an ambush. If the
|
|
group catches up before the ambush, they will try to run. After having run away
|
|
from the group once the PCs gets attacked at night at their camp (unless they
|
|
appear to strong to handle) or the group is ambushed the next day. Each member
|
|
of the Guild group has 20PP on them. The last guild member will have the chest
|
|
of mob money.
|
|
<stats>
|
|
*****
|
|
* 3 *
|
|
*****
|
|
</stats>
|
|
|
|
If the group tries to get the Girdle from Freebag (non-stealthily) he will first
|
|
try to sell it to them for 6000GP. If attacked he will offer to give them some
|
|
very interesting information if they let him go (A scroll written in Thieves
|
|
Cant relating the safe house in Dar-town). Second, he will boast of his new
|
|
found strength and warn the group not to attack him. He will also inform them
|
|
of his expertise in fighting with the foil (a lie). If this doesn't work he
|
|
will run away, fighting only if there is no other choice. The group will figure
|
|
out the girdles quality quickly.
|
|
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
|
|
================================================================================
|
|
<title>Temple Raid</title>
|
|
<author>Wayne J. Rasmussen.
|
|
<email>wjr@netcom.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<setting>Building</setting>
|
|
<plot>
|
|
|
|
Suggested requirements: This adventure is for a group of thieves of low-mid
|
|
level.
|
|
|
|
Scenario Description: An evil god of thieves demands a sacrifice of a thief
|
|
to satisfy his needs. He would desire a non-guild thief, but, any thief
|
|
will do. The clerics of this god are trying to find a thief/thieves to
|
|
sacrifice. One of the higher level clerics is attempting to get the PCs
|
|
into the temple by pretending to be a thief and stating he has knowledge of
|
|
rich treasure within it.
|
|
|
|
Places in the scenario:
|
|
Temple of Stoth: A large building with several towers. There are guards below
|
|
and apparently none on the outside or at the upper floors of the tower.
|
|
|
|
NPCs in the scenario:
|
|
Matar: Male Human Cleric, Medium level, good leather amour, Gauntlets
|
|
of climbing, Ring of feather falling, Platinum ring set with an opal, necklace
|
|
of gold and jewels worth 5000gp+, silver bracelet with turquoise setting,
|
|
Magical silver lock picks which add +5% of all thieving skills. All his pouches
|
|
have material components for clerical spells. He will have at least two hold
|
|
person spells and one dispell magic spell memorised.
|
|
|
|
Stoth: god of thieves- Purpose: to control all Thief related activity.
|
|
This is not lawful, this is a selfish power hungry god who doesn't care who
|
|
he steps on! He sees crime as anti-law. Notes: Thieves guilds which pay
|
|
dues are left alone. In those guilds which pay, many members are also
|
|
worshipers. Guilds which don't pay are considered enemies. Non-guild
|
|
thieves which are not worshippers are enemies. Enemies are to be "converted"
|
|
or removed from the business. Almost all member guilds have clerics in
|
|
them, who control or manipulate the guild. The clerics have some thief
|
|
skills as well as normal clerical spells, but, they are limited to thieves
|
|
weapons and armour. Occasionally, Stoth (his clerics) demand a sacrifice of
|
|
enemy thieves.
|
|
|
|
New Items:
|
|
Magic lock picks: Giving to loyal clerics of Stoth who have performed a
|
|
remarkable act of thieving. They add 5% to all thieving skills.
|
|
|
|
The Adventure:
|
|
PC Thieves find an NPC Thief (Matar) who wants to raid/burglarise a temple of
|
|
Stoth (a nasty god of thieves). They will meet him in any of a variety of
|
|
places: a bar, the guild headquarters, adventuring, etc. They have been
|
|
targeted for sacrifice. He tries to enlist the aid of the group by speaking of
|
|
great riches and magic items!
|
|
|
|
WHAT COULD HAPPEN Possible actions:
|
|
<stats>
|
|
*****
|
|
* 1 *
|
|
*****
|
|
|
|
|
|
* . * KEY:
|
|
* . * * = Stone Wall
|
|
* . * .. = Heat Trail
|
|
* . * M = Magic User
|
|
* . * C = Cleric
|
|
******* . ******* F = Fighter
|
|
* M > . < T * T = Thief
|
|
* C <........> C * -- = Balcony Ledge
|
|
* C > < C * >
|
|
* T < > F * < = Curtain/Tapestry
|
|
******* ******* >
|
|
* *
|
|
* *
|
|
* *
|
|
****** ******
|
|
* *
|
|
* Balcony *
|
|
--------------------
|
|
</stats>
|
|
|
|
If the group goes with him, Matar will insist the group not go through the from
|
|
doors as they are guarded. He will recommend climbing the walls up to any of
|
|
the balconies which are on the upper levels. He will claim the riches are kept
|
|
up there. The guards/clerics will notice Matar's movement and will be waiting
|
|
the groups arrival at a balcony. Matar will not be the first person to the top
|
|
of the balcony, unless the group insists. The first person to reach the balcony
|
|
will sees the heat trail(s) (if he has infravision) upon entering the first
|
|
hallway, which is dimly lit by candles, he will see heat trails which led to two
|
|
tapestries. One is on the left side of the hallway, while the other is on the
|
|
right side. Behind these there is Stoth worshipper's "sacrificial welcoming
|
|
committee". They will attack to capture the characters using magic, lasso, and
|
|
subdual damage. The should get surprise on the PCs unless the see the heat
|
|
trails. Other guards/clerics will arrive if the combat last a long time. The
|
|
PCs should concern themselves with escape.
|
|
Methods of Escape:
|
|
<list>
|
|
A) Climb back down the wall they came up on. This will be the easiest method
|
|
to escape. They will have a free round of climbing if they run immediately
|
|
(they do no other actions) upon seeing the heat trails. If they don't see
|
|
the heat trails tough luck. At the bottom of the wall below the balcony a
|
|
glyph will have been placed after they reached the balcony by a cleric. The
|
|
glyph is a paralysing glyph. Saving Throw negates the effect. They will be
|
|
pursued for at least 12 turns. The clerics may use find the path to get
|
|
them.
|
|
|
|
B) Attack and defeat the welcoming committee, and escape by racing through the
|
|
maze of the temple. This should not be easy because of their unfamiliarity
|
|
and the hosts familiarity. This is stupidity on the players part, but, who
|
|
knows, they might get lucky.
|
|
C) Magic might work. Teleportation or other device such as flying. The PC
|
|
should not go to any place public to hide because they will be found. The
|
|
clerics have watched them for some time and know their usual public hangouts.
|
|
Same goes for their homes. If the PCs have several safe houses which are not
|
|
guild related, they might get away with it. Hanging out at a good aligned
|
|
temple will protect them from the clerics for sure. Other will depend on the
|
|
relationship between all those involved.
|
|
</list>
|
|
|
|
If the PCs escape there is a chance that one of their other plans will succeed
|
|
in getting them a thief. The chance is 1-5 on a D6 that the players will be
|
|
left alone. If a 6 is rolled, the clerics will summon a demon to grab a PC and
|
|
return with it alive to the temple. The demon can't enter any good temple, or
|
|
within 200 feet of the alter of a non-evil god.
|
|
|
|
All those thieves who do not escape will be killed that night! Other classed
|
|
characters which might somehow be with will be quested to act as a guard for the
|
|
temple. This quest will last as long as if the player was charmed, but, at -2
|
|
on his intelligence. At the end of this time the may leave.
|
|
<stats>
|
|
*****
|
|
* 2 *
|
|
*****
|
|
</stats>
|
|
If the PCs won't come with him, he will break down and cry. He will claim that
|
|
he was quested by a good aligned cleric to get back a magical holy item from the
|
|
evil temple. He has tried, but, can't get past a trick lock mechanism on a
|
|
sliding metal door. The door has a lock on both sides which must be picked at
|
|
the same time. The locks reset if the door isn't open or the other lock isn't
|
|
unlocked immediately. He needs at least one other thief to help him. He is
|
|
willing to let the thief have any and all treasure found inside except the item
|
|
he needs.
|
|
If the PCs buy this, goto to #1 above.
|
|
If they don't buy this, goto #3 below.
|
|
<stats>
|
|
*****
|
|
* 3 *
|
|
*****
|
|
</stats>
|
|
Earlier in the evening/day, a thief picked pockets on a non-thief PC in the
|
|
group. The thief (Matar) will now show the thieves this item. They will
|
|
recognise the item as belonging to the character. Matar will tell them to come
|
|
with him and raid the temple or this person will suffer dearly. The character,
|
|
has not been really kidnapped for fear of provoking what ever guild might
|
|
represent that PC's class.
|
|
If they buy this goto #1 above.
|
|
If the PC's threaten Matar back, he can be convinced to take the characters
|
|
to where the PC is. This is Another trap.
|
|
If they PC's fail to get involved, the clerics will react as follows. Roll 1d8
|
|
</list>
|
|
1. Nothing.
|
|
2. The next time any of the players commit a theft within the city. The
|
|
city guard will get tipped off and the PC will get arrested.
|
|
3. The temple will send clerics and thieves to rip off the players homes while
|
|
they are adventuring in or out of town. This will happen as long as the PCs
|
|
are in town or they join the Temple or one high priest of the church is
|
|
killed by any means.
|
|
4.Rumours will be spread around the city which will caused people not to trust
|
|
them or take their eyes off their activities. The guards will search their
|
|
Homes whenever a crime is reported, Merchants will be extra careful around
|
|
them, etc. Good deeds performed by the PCs will reduce this.
|
|
5. The clerics will ask the PCs to join the church of Stoth. If they accept,
|
|
great. If not, roll again.
|
|
6. The church of Stoth will hire assassins to kill the PCs. One attempt only.
|
|
7. The PCs will find a map detailing a wizards keep and its defences. The map
|
|
will be correct, but, the magical defences will be wrong in a very bad way.
|
|
8. Problems with the Thieves guild. If the PCs are members roll 1d4)
|
|
</list>
|
|
<list>
|
|
1. Money is stolen from the guild, PCs help search for it. The money is
|
|
found in their home(s).
|
|
2. Another Thieves guild has started up. PCs must decide which guild they
|
|
will support. The church will really support the guild which the PCs
|
|
are not a part of.
|
|
3. A guild member joins the group for a city adventure. During the
|
|
adventure, someone they encounter is killed. They guild is under
|
|
pressure to give the city the killers. The PCs are given over. They
|
|
have a chance to prove themselves. The guild member belongs to the
|
|
church.
|
|
4. PCs are ordered on a mission which, unknown to the guild leaders is a
|
|
trap.
|
|
</list>
|
|
|
|
If the PCs are not members of the guild they will be offered to join, stop thief
|
|
activities in town, or leave.
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
|
|
|
|
================================================================================
|
|
<title>Map of the Magician's Lair</title>
|
|
<author>Matthew Norman Carlson
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<setting>Dungeon</setting>
|
|
<plot>
|
|
|
|
The PC's find a map to an abandoned underground lair - including some
|
|
description of the resident of the lair. They recognise the resident and
|
|
know that he is long dead (perhaps a high level MU). The map details the
|
|
caverns to a great extent (perhaps leaving out some key rooms). The map also
|
|
neglects to mention the many traps set throughout the lair - or perhaps
|
|
mentions one or two giving the PC's a false sense of security. As for
|
|
monsters, are undead boring? They still be around from the MU's days.
|
|
Perhaps rodents, snakes, spiders as well. For the main villain a wight or
|
|
perhaps a very minor demon (trapped on this plane with the appropriate wards
|
|
- "You have entered a room with a large circle engraved on the floor. You
|
|
notice this circle because it lights up as the fighter walks into it. The
|
|
room suddenly becomes very dark and you hear a low growling laughter."). Or
|
|
perhaps the MU is not dead, only very old and quite insane - thus maybe he
|
|
has neglected to memorise his higher level spells and sits quietly on his
|
|
throne waiting to die (thus not such a formidable opponent). Or perhaps his
|
|
last opponent turned him into an ogre or a doppelganger or whatever you want
|
|
(maybe using divine intervention to end his spell casting ability).
|
|
|
|
</plot>
|
|
|
|
|
|
================================================================================
|
|
|
|
<title>Space Metal Missing</title>
|
|
<author>Soren Parbaek
|
|
<email>parbaek@iesd.auc.dk</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Sci-Fi</genre>
|
|
<type>Investigation</type>
|
|
<setting>Space</setting>
|
|
<setting>Building</setting>
|
|
<plot>
|
|
|
|
A company has lost contact with a mining planet about 12 h away from the main
|
|
base. The mining base is mining a valuable metal. There has been some problems
|
|
with the production in the last 2-3 month, and the last time the transport ship
|
|
returned, it returned with only a fraction of the normal production.
|
|
|
|
The PC's are going with the normal transport ship out to the base after a
|
|
briefing at the main base.
|
|
|
|
At the base when they arrive with a complete record/file from HQ. The base
|
|
personnel are waiting to fill the transporter as usual. (Yes, as usual...) The
|
|
players are invited by the base commander to get the usual tourist guide in the
|
|
mining complex. All of the 20 persons on the mining base are equipped with the
|
|
usual transmitter, that gives possibility to know where they are at all times.
|
|
(Only the base commander can get into this program) When the players are shown
|
|
the production facility, an accident happens on a random mining level, where the
|
|
leading geologist accidentally falls into the main elevator, where he is crushed
|
|
under the stones under the transport up to the production hall. The players in
|
|
the production hall will be able to see the bloody stones, and they will think
|
|
that this was *NOT* an accident. The base commander breaks down when he sees hes
|
|
good friend crushed under the stones, and the base doctor will have to put him
|
|
to sleep for 12 h. This should cut most of the party's resources. (This is meant
|
|
as a delay and an obstruction for the players) Most of the valuable information
|
|
is bound to the commanders personal password.
|
|
|
|
All the records on the station are *NOT* falsified and they show that there has
|
|
been no problems with the station. They have delivered the normal production at
|
|
the normal times.
|
|
|
|
Sidetrack no. 1: The dead geologist, has a photo of a beautiful girl standing on
|
|
his bed table, but his personal record shows no such thing. His record has not
|
|
been updated by the commander since the connection with the girl happened under
|
|
his 2 month leave, from which he has returned from for only 3 weeks ago (He came
|
|
out with the last transporter)
|
|
|
|
Sidetrack no 2: The dead geologist had been offered an other job by another
|
|
company. (At the same place where his girlfriend works..). It is a research job,
|
|
and he would have taken it when his contract was finished, because he likes to
|
|
do research better then to do mining.
|
|
|
|
Sidetrack no 3: He is doing some research in his spare time together with 2
|
|
other scientists at the base. They are working on an analysis of crystals
|
|
electronic possibilities. They have found a interesting crystal in a meteorite
|
|
on the surface, and is now making some tests...
|
|
|
|
Solution: The dead geologist *WAS* an accident. The mining station *HAS*
|
|
delivered its regularly normal production. At the HQ there was a smart
|
|
programmer, that has falsified the messages from the mining station and
|
|
redirected the valuable metal to his own bank account.. This should bee easily
|
|
found out if the players check the messages logs in the HQ and the base. The
|
|
players messages is getting edited before they get through to HQ and HQ's replay
|
|
is also getting edited by the programmer before it is sent back to the players.
|
|
This will allow the players to get most of the info they need to find out what
|
|
is wrong..
|
|
|
|
I spun a few threads more myself, when I ran the scenario. It took my
|
|
players 12h of very exiting and good roleplaying to find the solution. They
|
|
did *NOT* like the solution, but if you build it logically up, and make the
|
|
communication lines heavy (Long replay times: The computer for the personal
|
|
files at HQ has gone down, and is first up in an hour... etc...)
|
|
|
|
My mining base was a large asteroid with no atmosphere, so the players could
|
|
only move in the base and the mining shafts. The mining was run by robots and
|
|
the persons at the base were there to plan the mining, maintain the robots and
|
|
operate the refinery.
|
|
|
|
|
|
</plot>
|
|
|
|
================================================================================
|
|
<title>The Isabel Piece</title>
|
|
<author>Luis E. Torres
|
|
<email>let@reef.cis.ufl.edu</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Western</genre>
|
|
<type>Investigation</type>
|
|
<setting>Rural</setting>
|
|
<setting>Town</setting>
|
|
<setting>Wilderness</setting>
|
|
<plot>
|
|
|
|
This adventure was originally made for the BOOT HILL western game, but it can be
|
|
adapted to any western game campaign.
|
|
|
|
Promise City, Summer of 1890.
|
|
The party has just arrived at Promise City, in El Dorado County, Texas, looking
|
|
for Ben Cartwheel, an old friend of one of the PC's father, and rancher of
|
|
Promise City. When they get into the town, they see a man dressed in black, with
|
|
milky white skin, harassing a young lady in her mid-twenties. The party should
|
|
confront the man, who leaves, but not before saying the PCs will pay for this
|
|
(There should be no fight, though; we'll need this character for later).
|
|
|
|
The woman is none other than Elizabeth Cartwheel, Ben's daughter. She takes the
|
|
party to the Cartwheel ranch, a few miles out of town, where they meet Ben. He
|
|
explains that the man in black name is Montgomery, and he is Mr. G's right hand.
|
|
Mr. G is a mysterious and prominent rancher in Promise City, and he "owns the
|
|
town". He seldom leaves his ranch, The G ranch, and is rarely seen. Ben also
|
|
tells the party about the news of the last two days, mainly, the disappearance
|
|
of the town judge, Judge Parson, and also about the kidnapping of the Indian
|
|
Chief Sitting Bear, from the Indian reservation to the north of El Dorado
|
|
County.
|
|
|
|
The party will probably accept Ben's invitations and stay for the night. Next
|
|
day, they will go to town, and, quite by chance, they will stumble upon Judge
|
|
Parson's wagon, a few hundred yards from the road. Next to it is Parson's body,
|
|
shot. Examination of the wagon shows that two people were riding on it, one of
|
|
them the judge. Marks of horses are seen around the wagon. A few feet from it,
|
|
the party finds an Indian feather, the type of feather worn by Indian chiefs.
|
|
And they find a small cigar stub.
|
|
|
|
If the party informs the sheriff, he will say he'll conduct an investigation,
|
|
but will be suspiciously uninterested. If the party searches the Judge's office
|
|
(inside the Promise City Court Room), they will find a clipping from an old
|
|
newspaper quoting some words from chief Sitting Bear, which are underlined: "...
|
|
white men have arrived here, sick and bleeding, and we have done for them what
|
|
we could, but they died here, sharing their last secrets with me...". They also
|
|
find a map, with a red line connecting Promise City with the reservation, and a
|
|
name: Richard Flynn.
|
|
|
|
What's going on:
|
|
|
|
In the summer of 1880 Richard Flynn, a known thief and outlaw, robbed the
|
|
Promise City branch of the First National Bank. At the moment the bank vault was
|
|
holding an important shipping of money coming from California, as well as a
|
|
number of valuables, the most important of which was a golden necklace speckled
|
|
with precious stones, the Isabel Piece. The Isabel Piece, an invaluable work of
|
|
art, originally part of queen Isabel of Spain's personal jewellery, made
|
|
expressly on the fifteenth century, and supposedly stolen from the Royal Vault
|
|
in 1624, had been found by chance among the ruins of an old Mexican town in the
|
|
middle of California. Now, while the Spanish Crown, the Government of Mexico,
|
|
and the United States waged diplomatic wars to keep control of the newly found
|
|
necklace, the necklace itself was being transported to the East coast to be
|
|
displayed in a museum. During the Piece's two-day stay at Promise City, the
|
|
outlaw Flynn and the two members of his band somehow slipped into the bank and
|
|
parted, taking almost all of the money and, of course, the Isabel Piece.
|
|
|
|
During their escape, Flynn and one of his henchmen were wounded. While under
|
|
subsequent pursuit by the regular Army division that was supposed to have kept
|
|
the money safe, Flynn divided his band, sending the henchman that hadn't been
|
|
wounded in a different direction, to throw off the pursuit. This ploy worked to
|
|
a great extent; when the Army finally captured the diverting outlaw, Flynn and
|
|
his remaining man had a good four hours advantage. The Army threw itself again
|
|
on pursuit. Many hours later, when it was obvious for Flynn that he was going to
|
|
be captured, he and his underling hid the booty somewhere along the road. Having
|
|
ridden themselves of this bulky weight, they were able to escape and where never
|
|
seen again.
|
|
|
|
The captured outlaw, the one who had been sent as a diversion, was put on trial,
|
|
presided by Judge Parson. Parson was not an honest person, and he saw this as
|
|
the chance to get his hands on the booty and disappear. The problem was, he had
|
|
to find out where the money was hidden. To this end he interrogated the outlaw,
|
|
who didn't know where the booty was, but said Flynn's plan was to lay low in the
|
|
Indian reservation for a while. Parson conveniently kept this information a
|
|
secret. The outlaw was finally found guilty of robbery and hanged, although the
|
|
money was never found.
|
|
|
|
Ten years go by. In 1890, Judge Parson finds a newspaper article written by a
|
|
bold young reporter who managed to get inside the Indian reservation and
|
|
interview Chief Sitting Bear. One particular sentence in the article struck
|
|
Parson: "... white men have arrived here, sick and bleeding, and we have done
|
|
for them what we could, but they died here, sharing their last secrets with
|
|
me...".
|
|
|
|
Convinced that those words meant that Chief Sitting Bear had a clue to Flynn's
|
|
final destiny and to the location of the treasure, Parson went to the Indian
|
|
reservation pretending to be a friendly reporter, and interviewed the Chief
|
|
about the secrets whispered by those white men. Confronted by the Chief's
|
|
refusal to disclose the dead's secrets, and already without doubt that those
|
|
"white men" had been Flynn and his henchman, because of the similitude in the
|
|
dates, Parson dropped the pretence and kidnapped Chief Sitting Bear, taking him,
|
|
bound and gagged, back to Promise City.
|
|
|
|
What Parson didn't know is that for the last ten years he had been closely
|
|
watched by Mr. G. Mr. G, being wealthy, and also being a jewellery admirer, had
|
|
secretly hired Flynn to sneak into the bank and steal the Isabel Piece for him.
|
|
The plan went wrong when Flynn, consumed by greed, decided to take not only the
|
|
Piece, but also the money, and to doublecross Mr. G. After Flynn's escape and
|
|
disappearance, the location of the treasure was as much a mystery to Mr. G as it
|
|
was to Parson. However, Mr. G was convinced that Parson knew something
|
|
important, and kept a watch on him. That precaution finally paid off.
|
|
|
|
While returning from the Indian reservation with Chief Sitting Bear, Parson was
|
|
ambushed by Montgomery and murdered. Chief Sitting Bear was then taken to the G
|
|
Ranch, where he was going to be interrogated.
|
|
|
|
The Investigation:
|
|
|
|
Sooner or later the party will start investigating on its own (you should try to
|
|
push them a bit). They can ask Ben Cartwheel about who Richard Flynn is, or they
|
|
can go to the Promise City Times newspaper (the "newspaper" is published weekly
|
|
and is about two pages long). Anyway, they should easily find out about the
|
|
Isabel Piece robbery and the mystery of the Flynn treasure. The cigar stub
|
|
should point to Montgomery, who usually smokes expensive cigars (you can change
|
|
this clue for something more subtle). Of course, if Montgomery is involved, then
|
|
Mr. G also is. That would explain why the sheriff is so uninterested in the
|
|
case.
|
|
|
|
After one or two encounters with Mr. G's men (who by now have figured that the
|
|
party is meddling around), the party should be ready to sneak into the G ranch
|
|
(a big complex surrounded by a wooden fence and guarded by G's men) and save
|
|
chief Sitting Bear. (the rescue should be where lots of the action will go).
|
|
|
|
After being saved, the chief tells the party that Flynn was really with him ten
|
|
years ago, and he mentioned that "some important Promise City rancher" had hired
|
|
him to steal the Piece, and that he had doublecrossed this rancher. Flynn also
|
|
told the chief the location of the treasure, and he tells the players about it.
|
|
(you should make the location of the treasure a cryptic message which the
|
|
Indians would not be unable to understand because they don't know the proper
|
|
names; for example "three gun-lengths north of the division of the river of the
|
|
Griffin", where Griffin is the name of a small town; otherwise, you will have to
|
|
explain WHY the Indians haven't dug the treasure by themselves!)
|
|
|
|
The party travels to the cave, possibly having one or two encounters on the way.
|
|
There are several possibilities here:
|
|
<list>
|
|
a) The party finds the money and the Piece. Meanwhile, Montgomery has been to
|
|
the Cartwheel Ranch, and he has taken Ben and Elizabeth as hostages, in exchange
|
|
for the Piece. This is when the final showdown with Montgomery should take
|
|
place. Note that Mr. G will probably be a long term campaign enemy.
|
|
|
|
b) The party finds the money, but not the Piece. As it turns out, the Chief had
|
|
had the Piece all along, planning to use it to fund an Indian rebellion. The
|
|
only reason he gave the party the location of the treasure was because it would
|
|
have been too suspicious to keep quiet after all that has happened. The party
|
|
does not know any of this and will be baffled when Montgomery tries to exchange
|
|
his hostages for an item the party does not have.
|
|
|
|
c) While camping on their way to the treasure, the chief makes a fire, to "keep
|
|
warm". When the party finds the treasure, an Indian band appears, and surrounds
|
|
them. The chief then proceeds to explain that the money and the Piece will fund
|
|
the rebellion, and takes the money with him, leaving the party gagged or
|
|
whatever. This makes for an interesting situation; now the party must find the
|
|
escaping Indians, while evading Mr. G's men, and trying to save Ben and
|
|
Elizabeth at the same time. Alternatively, the party may want to help the
|
|
Indians in their attempt at escaping their small reservation, and restoring
|
|
their rightful lands.
|
|
</list>
|
|
</plot>
|
|
|
|
|
|
<title>Bandit chase for a fistful of taxes...</title>
|
|
<author>Mark A. Thomas
|
|
<email>thomas@capitol.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Rural</setting>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<plot>
|
|
|
|
This scenario is designed for lower level characters, however it could be
|
|
modified to suit higher level groups. The campaign setting is low magic, and
|
|
powerful magic in the hands of the group will make this more difficult to
|
|
run. This takes place in and around a small city in the center of a large
|
|
rural agricultural area. There are several small hamlets and villages within
|
|
a few days ride of the city.
|
|
|
|
The party is sitting in their favorite bar/temple feeling bored when the
|
|
pounding of hooves and the shouts of guards draws their attention outside.
|
|
Just as they make it out the door, they see a large group (15 or so) of
|
|
armed riders charge out the nearby city gate, pursued by a small number of
|
|
city guardsmen. The guardsmen return shortly, and if the players inquire,
|
|
they can discover that the local tax collector was just robbed and this
|
|
year's revenue from the annual sheep tax was stolen.
|
|
|
|
Within an hour or so, a guard captain should start visiting various taverns,
|
|
announcing a generous reward for the return of the strongbox. The characters
|
|
should notice that there is little interest among the locals to pursue the
|
|
fleeing tax monies. Questioning locals will reveal that the thief is a well
|
|
known bandit that has plagued the town from time to time, He has a fairly
|
|
nasty reputation and has killed at least 8/10/14/22 men (depending on who
|
|
you talk to. 6 is the real number).
|
|
|
|
Once the group decides to actually go for the raiders, they should have
|
|
little trouble following the trail. It leads straight across country for
|
|
several days riding. If the characters are familiar with the area, they will
|
|
realize the trail is leading to a tiny village nearby. Sometime before
|
|
reaching the village, the party should lose the trail when crossing a river.
|
|
further efforts to pick it up should prove to be very difficult. Hopefully
|
|
the party will head into the village.
|
|
|
|
The party should arrive in the village near dusk and find it to be very
|
|
deserted looking. The only building that shows any light is the small
|
|
fortified tavern at the far end of the village. The tavern is a two story
|
|
affair, with rooms above a common area on the first floor. If they go in,
|
|
they will find only the tavern keeper standing behind the bar. He will
|
|
appear to be nervous and occasionally dart glances in the back room behind
|
|
the bar. He will claim to have seen no strangers in town and try to get rid
|
|
of the party with the "we close in 5 minutes" bit. Should the characters
|
|
check the back room, over the barman's protests, they'll discover 3 bandits
|
|
holding the barman's wife at knifepoint.
|
|
|
|
The bandits will threaten the barman's wife and one of them will whistle
|
|
loudly. In short order several more bandits will appear from upstairs and a
|
|
few more will enter through the back door. Finally a group of 8 or more will
|
|
enter through the front door, dragging the unconscious body of anyone that
|
|
was watching outside. The leader of the bandits is in this last group. He is
|
|
a rather twitchy looking fellow, armed with a rather large bastard sword and
|
|
chainmail. The rest of the bandits are in either leather, scale or chain.
|
|
Most are armed with broadswords and short bows. The bandit leader is
|
|
mid-level fighter (or high enough that the party will not succeed in taking
|
|
him out without help). Most of the bandits should be low level fighters or
|
|
thieves. There is at least one with some knowledge of magic. All told there
|
|
are 15 bandits plus a leader. Quite a group, but they don't look like much.
|
|
Should the players decide to fight, they should be quickly and mercilessly
|
|
pummelled into unconsciousness. This is the ideal course ;) Should they not
|
|
fight, the bandits will chose one or two characters to rough up with the
|
|
goal of starting a fight. The characters will be prevented from leaving, and
|
|
eventually, a fight will start.
|
|
|
|
The characters will wake several hours later with aching heads and bruised
|
|
bodies. The bandits will be long gone. As each wakes, they will discover
|
|
that any valuables they had have been stolen. They will also notice 2
|
|
strangers in the inn. The first stranger is a lean, hardbitten, cold eyed
|
|
human wearing dusty riding clothes and a suit of elvan chain. Slung over his
|
|
shoulder is a bastard sword with a rather unusual blade (dwarven steel, +2
|
|
damage due to hardness/sharpness, non-magical). The second is a tall, broad
|
|
shouldered elf, carrying a huge long bow (probably not anyone in the group
|
|
that could string it, much less fire it). He is dressed as a noble and looks
|
|
somewhat out of place. A glance outside will reveal that the characters
|
|
horses are still there, and there are two large well kept riding horses
|
|
there as well.
|
|
|
|
The strangers will be very reluctant to discuss themselves. The human in
|
|
fact will not give his name. They will ask about the bandits and try to
|
|
obtain all information they can from the party about their movements. They
|
|
will head out after the bandits once they have gotten all the info they can
|
|
from the group. Should the group suggest an alliance, the pair will resist,
|
|
but will eventually be convinced to let the party tag along. They will make
|
|
it clear that they are in charge and the bandit leader is theirs to
|
|
kill/capture. The bandits trail should be clear from the village, and the
|
|
party will quickly realize that the bandits are headed for an abandoned
|
|
orchard and farmhouse that lies a days ride away.
|
|
|
|
The party will arrive at the farmhouse and quickly discern that the bandits
|
|
are there. There are about 20 horses tied up in the barn and sounds of a
|
|
large group coming from the remains of the farm house. The elf will vanish
|
|
into the trees near the farm and the sword slinging human will start into
|
|
the farmhouse. The party should be forced to act quickly. In any case,
|
|
mayhem will soon start, as the sword swinger heads straight for the bandit
|
|
leader, who immediately attacks. The other bandits will spread out and a
|
|
general melee should ensue. The sword swinger will concentrate on the
|
|
leader, and the bowman hidden in the woods will do the same should the
|
|
chance arise, otherwise he will pick off bandits. The party should have
|
|
their hands full with the rest of the bandits. Should the party prove
|
|
successful, they will find the tax chest intact (magically sealed), and the
|
|
two strangers will show no interest in it. They will instead pack the now
|
|
dead bandit leader and several of his followers onto horses and leave
|
|
without a word. Should the party inquire, they will be informed that there
|
|
is a bounty offered for bandit in some nearby city. They will refuse a share
|
|
of the reward money. The adventure will hopefully end with the party
|
|
returning the tax chest, the strangers collecting the rewards on the
|
|
bandits, and everyone happy. Note that the players will find most of their
|
|
stolen belongings as well.
|
|
|
|
Behind the scenes:
|
|
|
|
The sword swinging stranger should be a mid-level fighter. He has the
|
|
advantage of being very dexterous and very practiced with his sword. In my
|
|
campaign, he fought as a fighter 2 levels above his current level with his
|
|
bastard sword. Also in the first round of combat he always gets the first
|
|
swing. He has the disadvantage of being non-proficient with any other weapon.
|
|
|
|
The elvan bowman is also mid-level fighter with the additional advantage
|
|
of having a good dexterity and maximum elvan strength. His bow is a custom
|
|
design which adds strength bonuses to damage. He gets an additional attack
|
|
per round with the bow, and is non-proficient with any other weapon.
|
|
|
|
The bandit leader is specialised in bastard sword. He has the benefit of a
|
|
good strength and constitution. He is also somewhat insane and enjoys
|
|
killing.
|
|
|
|
Motivation:
|
|
|
|
The strangers are both bounty hunters with personal grudges to settle as
|
|
well. The sword slinger's wife was raped and killed by the bandit leader,
|
|
and the elf's father was killed by him. Also the reward for the bandit and
|
|
several of his band adds up to 3 times the amount offered for the return of
|
|
the chest.
|
|
|
|
Side Plots:
|
|
|
|
The players get involved in bounty hunting via the two strangers. Someone
|
|
tries to stop the players from reaching the city with the chest. One or both
|
|
of the strangers are sorely wounded and the party decides to help them out.
|
|
|
|
References:
|
|
|
|
For more info on the strangers and the bandits, watch "For a Few Dollars
|
|
More" with Clint Eastwood ;)
|
|
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
|
|
================================================================================
|
|
<title>An Air of Distrust</title>
|
|
<author>Wayne J. Rasmussen.
|
|
<email>wjr@netcom.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Exploration</type>
|
|
<setting>Building</setting>
|
|
<monster>Djinn</monster>
|
|
<monster>Efreeti</monster>
|
|
<plot>
|
|
|
|
AN AIR OF DISTRUST
|
|
|
|
Scenario Requirements: The adventure is set for a group of thieves, who
|
|
might be part of a larger group of adventurers. The group should consist of
|
|
2-5 thieves of Low-mid levels. Multiclassed characters which having thief as
|
|
a class should be allowed. Non-thieves should not be allowed on this
|
|
adventure. The adventure is meant to be a short one which could be played
|
|
easily in one night.
|
|
|
|
Scenario Description:
|
|
Thieves hear of a magical or monetary prize to be gained from a well to do's
|
|
house. While scouting around the house or when they start to burglarise the
|
|
place they meet a fellow thief. The thief will offer the group to join him
|
|
on the adventure, and will claim to have scouted the area out and have
|
|
information which will make the job easy. Unknown to the characters, the
|
|
thief is really a Djinni in disguise.
|
|
|
|
Places in the Scenario:
|
|
Well-to-do' house: Called house in the text. A small manse with a wall
|
|
around it and a few guards outside. Inside there a creatures protecting the
|
|
owners wealth. The owner is a magic user who happens to be away at the time
|
|
of this adventure.
|
|
|
|
NPCs in the scenario:
|
|
|
|
Ah-Trah: A Djinni of the most powerful type. He is an ultra-genius,
|
|
and has the abilities of a high priest and wizard on his home plane. He is
|
|
noble and has a large number of servants. He likes to travel to the prime
|
|
material plane for fun every few years or so. If he gets killed there he
|
|
reappears on his home plane but can't leave it for 1001 days. Many of the
|
|
items mentioned in this scenario were made by him. Including any rings of
|
|
wishing. The wishes can't be used against him in any way (this includes his
|
|
servants and his possessions). He is on the current adventure to get his
|
|
ring of air elemental command back (he didn't make it, it is a very powerful
|
|
item on his plane). He lost it when he died on his last trip to this plane.
|
|
If he is a friend for life of the group he will aid them when he can and
|
|
invite them to his castle or go on adventures with them every few years or
|
|
so. Some adventures could be on his own plane. Has the sword of the air
|
|
with him on this trip and a jar of Keoghtoms Ointment.
|
|
|
|
Birnleyas Corinthas: A thief which the PCs will meet during the ripoff
|
|
part of the scenario. He is around mid-level and is evil. He will think
|
|
nothing of stabbing the PCs in the back after the adventure, and won't bear
|
|
his part of the combat burden. He has +2 leather armour, +3 dagger, Potion
|
|
of speed, and a potion of extra healing. He has an Superb strength, and
|
|
legendary dexterity. He fights with a dagger in each hand or with short bow.
|
|
|
|
New Items in the scenario:
|
|
|
|
Bag of the Winds: A magical pouch which when opened and a command word
|
|
is spoken will blow a very strong breeze in a specific direction. The
|
|
direction is fixed and can't be changed. The breeze can be used to breakup
|
|
magical gases, such as a stinking cloud, or to power the sails of a ship.
|
|
The wind will last as long as the bag is open. There are a few rare
|
|
versions of this item which when used aboard a ship will lead a ship to a
|
|
specific preset location (a port or an island for example). This has been
|
|
used by navies to allow ships to return to port easily and magic user
|
|
pirates as a method of finding treasure they have buried on islands.
|
|
Dust of Dispelling Air Elementals: When this dust is thrown into the air a
|
|
blue field of shimmering energy will emanate from the dust. The dust will
|
|
cover a 20' x 20' x 15' area. Each air elemental within the dust must face
|
|
a savings throw vs spells at -3. If failed the air elemental is forced to
|
|
return to the elemental plane of air. If saved, the creature is
|
|
unaffected. There is usually a pouch containing 1d4+5 uses of the dust.
|
|
This item doesn't work on the elemental plane of air.
|
|
|
|
Potion of Protection from Dragons Breath: adds +4 to savings throw vs
|
|
any dragon breath for half or no damage! This is a very rare item made only
|
|
on the elemental plane of air. A flask will always contain just one dose.
|
|
The potion lasts for only 3-12 rounds.
|
|
|
|
Sword of Air: +2 weapon, +3 vs elementals, Powers: acts as a necklace
|
|
of adaptation if you have it on your person (even if in a scabbard), and
|
|
user can see through all fogs, mists, gases, even if they are magical, as if
|
|
they are not there. Although the sword must be drawn for the second power
|
|
concentration is not required.
|
|
|
|
Talisman of Proof Against Magic: an ornate necklace worn around the
|
|
neck which provides the wearer protection from one type of spell. Each
|
|
talisman is created to protect against only one type of magic. Examples of
|
|
type of magic are clerical spheres or any of the mages schools, but, only
|
|
one type. When a spell of the correct type is cast and the wearer is in the
|
|
area of effect, no effect of the spell will effect the wearer (even
|
|
beneficial spells). The talisman holds a gem of some high value in it which
|
|
is consumed when the user is protected. The talisman will not function
|
|
again until the gem is replace with the correct type of gem with a certain
|
|
minimum value. It takes at least a turn for a skilled jewellery maker to
|
|
replace the gem. The talisman in this adventure protects against Alteration
|
|
magic.
|
|
|
|
The Adventure
|
|
|
|
The PC thieves are at their local fencer of stolen goods selling their swag.
|
|
The fence can't offer them as much as they want for their swag. To make up
|
|
for it he is willing to tell them some information which could make them
|
|
richer if they are willing to accept the offer. If they do, he will tell
|
|
the PCs about a shipment which came into town yesterday. One of his most
|
|
reliable agents spoke of a treasure which was taken to the house of a
|
|
wealthy man. Tell the PCs whatever amount of treasure it might take to get
|
|
them into the adventure, the treasure should not be reachable by the PCs!
|
|
The fence will also remark that the man left town via ship before sunrise
|
|
this morning. He suggests that the PCs could have an easy time ripping off
|
|
this mark.
|
|
|
|
Planning stage:
|
|
|
|
If the PCs investigate who owns the house they will find out the following.
|
|
The house is owned by Larthius, a young man who came into town three years
|
|
ago. He bought the manse with cash and has not had many problems. Rumours
|
|
state that one time a barbarian broke into the manse on a drunken rampage
|
|
but was killed by a lion guard. They can confirm that the man left town this
|
|
morning. If the PCs are guild members and investigating the owner they will
|
|
get the following as well. The owner does not pay the guild protection money
|
|
so it is okay to steal from him. About the barbarian, a thief overheard the
|
|
barbarian before he went into the manse claiming he once saw the man summon
|
|
a flaming demon. Also, a body was found later in the river which appeared
|
|
to be the barbarian. It had burns covering the body. The man has been seen
|
|
around a few magic component supply stores. A rumour at the guild is that
|
|
the guards at his gate in the wall are charmed. The guild will be able to
|
|
tell the PCs where the ship was going when it left with the man. It should
|
|
take at least 2 days for the man to reach the destination.
|
|
|
|
The ripoff:
|
|
|
|
While scouting around the house or when they start to burglarise the place
|
|
the PCs meet a fellow thief. The thief will offer the group to join him on
|
|
the adventure, and will claim to have scouted the area out and have
|
|
information which will make the job easy. The thief states that he has been
|
|
hired by an elementalist (a mage who has elemental based spells) to gain an
|
|
item from inside. If asked, he will tell them the item is a ring of
|
|
elemental command. His boss will pay with magic items if they will hire on
|
|
with him (he won't say what the items are, but, promises the reward will be
|
|
worth the effort). He claims to have scouted out the area and needs the aid
|
|
of brave thieves. If they refuse the offer he will tell them to leave. If
|
|
they get hostile, he will fly away invisible and return to scare them away
|
|
with his abilities of illusion. If they accept, he knows all of the outside
|
|
layout and of some of the creatures inside. He will seek to avoid combat.
|
|
The thief will then tell the players his name "Ah-trah". Ah-Trah is really a
|
|
Djinn. He will try and keep his identity away from the group. He is his
|
|
own master!
|
|
|
|
Ah-Trah will avoid combat and will take the PCs on a specific route. If the
|
|
PCs want to explore any other part of the manse the will find it extremely
|
|
difficult and VERY LETHAL. Use the following order of rooms, hallways, etc
|
|
to get the PCs to the final goal.
|
|
|
|
*****
|
|
Over the Wall: The thieves climb over the wall of the manse into a garden
|
|
of strange plants. Ah-trah will warn them that Lions roam the garden.
|
|
There is nothing of value here. For encounters in this area roll once on
|
|
table A below and twice on Table B. For every 3 turns the PCs hang around
|
|
the garden roll again on Table A and B (once each). At the end of the
|
|
garden is a large crystal doorway.
|
|
|
|
Encounters:
|
|
Table A: Roll 1d6
|
|
<list>
|
|
1: Shambling Mound, # appearing 1,
|
|
2: Stirges, # appearing 2-5;
|
|
3-6: Lions, # appearing 1-2;
|
|
</list>
|
|
|
|
Table B: roll 1d6: Special effects, sounds, and sights
|
|
<list>
|
|
1: A large red flower is seen quickly snapping at a bat flying by. Upon
|
|
missing the bat, the flower appears to open up fully and turn in the PCs
|
|
direction.
|
|
2: The PCs discover the body of the largest lion they have ever seen. It
|
|
appears to have been crushed to death in a bloody fight.
|
|
3: Far off in the distance a very evil laughter can be heard. Perhaps the
|
|
sound of some summoned demon cheerfully torturing a summoner before taking him
|
|
back to the abyss.
|
|
4: You hear the sound of a nearby foots steps. If the PCs check they will
|
|
find one set of fresh footprints in the soft moist dirt of the garden heading on
|
|
the same path they are going. They will not find the person who made these
|
|
tracks.
|
|
5: The ground opens up below the group. Roll 1d20 + 3. If this is
|
|
greater than the PCs dexterity he falls into a hole 15' deep with 5' of foul
|
|
water in it.
|
|
If searched, the PCs will find a piece of leather with marks on it. A
|
|
successful read languages will determine: 1) That the marks are those made by
|
|
barbarian tribes north of the city. 2) the marks say ""
|
|
6: Suddenly, the entire garden goes totally silent. No insects, birds, or
|
|
other animals are making any sounds. This lasts for 5 minutes.
|
|
</list>
|
|
*****
|
|
|
|
The First Room or the Crystal room: Entering from the garden through a
|
|
large crystal doorway. This a 20' x 20' by 10' room apparently made from
|
|
crystal. There are 2 other doors in the room, one on the west wall one on
|
|
the east wall. There are fresh muddy footprints leading to the west exit.
|
|
Ah-Trah goes to the west exit.
|
|
|
|
*****
|
|
|
|
The First Hallway: A shiny brass hallway,50' long, can be seen here. The
|
|
mud tracks continue here. If the PCs walk in the hall way, the hallway
|
|
rings/chimes like dozens of bells or chimes are being hit. Ah-Trah will fly
|
|
down the hallway, the PCs must move silently to avoid this noise. If the
|
|
PCs check for traps before they enter the hallway, they will discover the
|
|
sound property of the hallway. They can't remove the chiming effect. If
|
|
the PCs make noise, the person in the next room will be alerted. If not,
|
|
the PCs will by 90% likely to get surprise on him.
|
|
|
|
*****
|
|
|
|
The Second Room: This is 15' x 15' x 15' room made of fine quality woods.
|
|
Various types of wood have been inlaid in the floor in a beautiful
|
|
patterns. On the floor is a pair of mud soaked soft shoes. There are two
|
|
other exits in the room. One north, the other West. PCs will go west.
|
|
If the PCs surprise the occupant: You see an average looking male elf
|
|
dress in fine leather armour sitting on the floor pulling on a pair of
|
|
shoes. He is surprised.
|
|
If the occupant is alerted: Above the door frame of the door the PCs
|
|
entered through is a male elf thief. He climbed up here when he heard the
|
|
noise they made. He will observe them to make sure they aren't guards.
|
|
When he is sure they aren't guards, he will reveal himself.
|
|
|
|
The thief is named Birnleyas Corinthas. He will ask to merge the two groups
|
|
(the PCs group and His group, which is himself) and to split any treasure
|
|
gained equally. If the PCs agree, he will join them.
|
|
|
|
If not, he will pretend to leave down the brass hallway. In a turn he will
|
|
come back down. He will follow the group, and when they ENTER the room of
|
|
Glass spiders he will drink his potion of speed and attack. He will get to
|
|
the PCs 3 rounds after they enter the combat with the glass spiders.
|
|
|
|
*****
|
|
The Second Hallway: Just a normal stone hallway which leads to the room of
|
|
Glass Spiders below.
|
|
|
|
*****
|
|
|
|
The Room of Glass Spiders: This is a 30' x 30' 15' room made of granite
|
|
bricks. Inside the room the PCs see 3 dry corpses on the floor. Try to give
|
|
the impression that these are some form of undead, perhaps a strange type of
|
|
mummy. There is an exit on the north wall. The room contains glass spiders:
|
|
They are invisible spiders with invisible webs. The webs are very thin and
|
|
incredibly strong. Once stuck on a web, it can only be removed using wine
|
|
or other alcohol. Fire will just cause the webs to melt into a pool of very
|
|
stick mess. Magical blades will not stick to these webs. There is one glass
|
|
spider for each 2 creatures in the party. Poor amour, medium level, 1
|
|
attack per round, Damage 1+ special, Special defence invisibility makes them
|
|
much harder to hit in combat, and undetectable otherwise. Special damage is a S.T. VS
|
|
poison on the bite, failure causes poison damage of 1d3 per round for 4
|
|
rounds. Each bite causes this damage to be cumulative. Effect of the webs:
|
|
each round that a creature is fighting within the webs, he will get more
|
|
tangled in the webs. This has the effect of causing a cumulative -1 to hit
|
|
in combat and -1 to the creatures dexterity per round. When the dexterity
|
|
reaches zero, the creature cannot move. There is nothing of value on the
|
|
corpses or in the room. Ah-Trah will use his djinni powers in this room of:
|
|
Gaseous form to get out of the webs, and create wine to get the party out of
|
|
the webs.
|
|
|
|
*****
|
|
The screwy hallway: This hallway corkscrews around. There is nothing of
|
|
interest other than that. NOTE: Ah'trahs knowledge of the inside ends here.
|
|
|
|
*****
|
|
Puzzle Room One: The room appears to have only one doorway, which is the
|
|
doorway the PC entered through. The room is 30' x 30' by 15' and is made of
|
|
large bricks of granite. A large iron balance scale(10' tall, 10' wide) can be
|
|
seen tilted to the right (unbalanced, there are more bricks in the right pan
|
|
than the left pan). In the center of the room is a pile of bricks. Each brick
|
|
seems to be exactly the same. Currently there are 11 bricks in the left pan and
|
|
24 bricks in the right pan.
|
|
Searching the room may find:
|
|
If the PC search the pile of bricks carefully (they must voice some strong
|
|
interest in it) the might note that most of the 100 bricks here are new and only
|
|
a few of them are scratched in anyway.
|
|
If the wall behind the scale is looked at it will seem a 12' x 12' section
|
|
of it is less perfect than the rest of the walls in the room.
|
|
|
|
TRICK: The scale is a puzzle lock. No PC skill roll (such as pick locks) will
|
|
open this lock. To open the lock the scale must be balanced AND have the
|
|
correct amount of weight on it. 10 bricks in each pan will open the lock and
|
|
open a passageway. The wall section behind the scale will appear to turn into
|
|
mud revealing a passage to the next room. Let the PCs have fun trying to get
|
|
through this one.
|
|
|
|
*****
|
|
The Hall of Earth: This Hallway appears to be made from a very black claylike
|
|
soil. Walking on the ground here feels like your walking on the back of some
|
|
large living creature. Nothing else is in the hallway.
|
|
|
|
*****
|
|
Puzzle Room Two: The hallway ends in a room 20' square on each side. In the
|
|
room are two other exits, both exit are on the walls adjacent to the wall where
|
|
the PCs entered the room. So Three of the four walls have exits. If searched
|
|
for, there are normal chances to find the secret door on the forth wall. To open
|
|
the secret door, both locks on the other two doors must be unlocked in the same
|
|
round. A knock spell cast over both doors will open it, but, not if cast on the
|
|
secret door alone(the mechanisms are the two locks on the doors). By the way,
|
|
the locks reset each round, so one thief with picks can't do it. Behind the two
|
|
doors are walls of solid granite. The secret door lead to the small hallway.
|
|
|
|
*****
|
|
The small hallway: This hallway is only 4 feet tall and 4 feet wide. After the
|
|
party enters the secret door closes. At the other end of the hallway, embedded
|
|
in the wall, is a wall safe with a combination lock. This is a false safe!
|
|
When the party gets near the safe or opens the safe, the floor of the hallway
|
|
rotates downward creating a chute to the next room.
|
|
*****
|
|
|
|
The final Room: The party lands in a smoke filled room. Small fires can be
|
|
dimly seen about. A loud evil laughter can be heard from above, and a voice
|
|
rings out "Another Group of fools to feed my hunger, I shall enjoy sucking
|
|
the marrow from your bones and making toothpicks from your souls" The room
|
|
goes quiet, and now the party sees before them a large demonic figure
|
|
dripping of oozes. This is an illusion, caused by the Efreeti. If the PCs
|
|
attack it, it will be dispelled revealing an enlarged(by 200%) Efreeti
|
|
standing in a mass of swirling fire and bright energy. Within the energy
|
|
field is a large golden ring. This is the ring Ah'Trah seeks. The ring is
|
|
also protected by the energy field which disappears when the efreeti is
|
|
killed. The field prevents the ring from moving by any means (wishes
|
|
included). It is impossible to get to the ring without killing the efritti!
|
|
The field covers the ring and flows to the efreeti. This prevents the
|
|
efreeti from going gaseous or invisible. Touching the energy field causes
|
|
heavy damage unless able to reduce the effect of a magical attack. The
|
|
flames around the Efreeti cause medium burning damage unless able to reduce
|
|
the effect of a magical attack.
|
|
|
|
If Birnleyas Corinthas is still with the group, he will avoid combat and try
|
|
to steal the ring by touching the energy field.
|
|
|
|
When the efreeti dies the energy field dies with him, leaving the ring free
|
|
to grab. The party will also discover a large diamond in the wall at this
|
|
point. Touching the diamond causes the toucher to Teleport to the Crystal
|
|
Room mentioned above. If Birnleyas Corinthas is still alive at this
|
|
|
|
point(in the crystal room), he will take his potion of extra healing (if not
|
|
used already) and attack the group. If he wins, the party is over. If not,
|
|
goto What Could Happen below.
|
|
|
|
|
|
What could happen after the adventure is over.
|
|
<stats>
|
|
*****
|
|
* 1 *
|
|
*****
|
|
</stats>
|
|
If Ah'Trah and the group find the ring of elemental command he will
|
|
offer to take the ring back to his master and will give them each a magic
|
|
ring of many wishes (2 wishes per ring) as payment. After they accept this
|
|
offer, Ah-Trah reveals his true form, laughs a lot and asks them to drop by
|
|
if they are ever on the plane of air (they are life friends).
|
|
<stats>
|
|
*****
|
|
* 2 *
|
|
*****
|
|
</stats>
|
|
If the group argues with him or asks to go to his masters place he will
|
|
place a bag of beans on the floor and fly away. If the group attacks him
|
|
manages to kill him after this they will find only his weapons, the
|
|
elemental ring of Elemental Command (AIR) will be gone! Killing him will
|
|
give the group enemy on the elemental plane of air, who will send an air
|
|
elemental after them once every 1d12 months. Re-roll a new 1d12 months after
|
|
each occurrence. The bag of beans will have 8 beans.
|
|
<list>
|
|
* FIRST BEAN PLANTED will cause the ground to rumble and a large mound of clay to
|
|
rise out of the ground. It hardens in a round then starts to crack and fall to
|
|
pieces. Suddenly, a clay golem attacks the nearest party member if in sight.
|
|
If none are visible it will rampage the area. NOTE: don't forget the special
|
|
rules for healing wounds from a clay golem!
|
|
* SECOND BEAN PLANTED in a 30' by 30' area many bamboo plants shoots up out of the
|
|
ground each will 6 to 20 feet tall. Damage 6d8 S.T. vs dexterity -4 for half
|
|
damage. If the group cuts down the 6' long bamboo tree in the center they will
|
|
have a staff of wonder(25 charges). The tree radiates magic and must be cut
|
|
down before 1 turn elapses after it grows or all its charges are depleted.
|
|
* THIRD BEAN PLANTED: When planted and watered this bean will cause a large cloud
|
|
of black gas to appear within a 20' radius of the bean. If the cloud is entered
|
|
you will be blinded (until cure blindness is cast on the character) and then
|
|
attacked by an invisible stalker. If the stalker wins, it will leave. If it is
|
|
killed, a triple Hit die double damage Stalker will haunt the nearest town until
|
|
killed. Whoever kills the second Stalker (the actual killing blow, use
|
|
individual initiative.) permanently gains the ability to attack any creature
|
|
whose origin is from the elemental plane of air without needing a magic weapon
|
|
to hit. Only one character gains this ability! DO NOT TELL THE PLAYER ABOUT
|
|
THIS POWER!
|
|
* FOURTH BEAN PLANTED: a pedestal appears out of nowhere and has several buttons,
|
|
switches, and levers. It will last for 2 hours then vanishes as suddenly as it
|
|
came. The buttons, switches, and levers have various effects. Some good, most
|
|
bad!
|
|
* FIFTH BEAN PLANTED: Nothing appears to happen. But if the bean is dug up a
|
|
chest will be found. They won't find the bean! In the chest is a magical censor
|
|
with a magic rune on it. If read magic is used, the rune appears to say "Summon
|
|
and Be Commanded". It is a censor of summoning hostile air elementals of the
|
|
strongest type.
|
|
* SIXTH BEAN PLANTED: a tree grows out of the ground. The fruit it bears
|
|
resembles diamonds. Every round several of the diamonds fall to the ground a
|
|
shatter, any picked by hand are normal diamonds valued at 1000 GP. 1d4 diamonds
|
|
can be picked per round by a character and there 25 diamonds in all. The GM
|
|
will tell players getting the diamond that they feel that they own all the
|
|
diamonds and should not share them with others. 3 turns after the tree appears,
|
|
anyone who picked a diamond will be quested (no Savings Throw! They lost the
|
|
chance to save by voluntarily grasping the diamonds.) to go to the nearest
|
|
temple of air (or other good church) and donate several magic items for
|
|
forgiveness (sin of greed) or they must volunteer for a quest or they can avoid
|
|
this if they are not ever greedy again (I mean be non materialistic! They must
|
|
be generous and give to charities any extra money. etc... Let them know what
|
|
their punishment will be if they fail!). If they choose the last and they fail
|
|
to be non-greedy, they will be punished by losing all their possessions (where
|
|
ever they maybe).
|
|
* SEVENTH BEAN PLANTED: in a 50' radius of the bean 50 bookworms appear out of the
|
|
ground (good luck! HOPE YOUR MAPS or spell books DON'T GET EATEN!).
|
|
* EIGHTH BEAN PLANTED: a large hole (25 radius 50' deep) appears. A very old
|
|
large white dragon is in the hole. It will attack directly and without much
|
|
thinking (it has been trapped for 100+ years and is very pissed!). It's
|
|
treasure hoard is at the bottom of the hole and has normal non-magical treasure
|
|
plus the following: a wand of secret door and trap locating, a potion of
|
|
animal control, a potion of human control, a potion of frost giant control, a
|
|
potion of frost giant strength, a map to a girdle of frost giant strength which
|
|
can only be read by the first fighter or thief who tries to read it.
|
|
</list>
|
|
<stats>
|
|
*****
|
|
* 3 *
|
|
*****
|
|
</stats>
|
|
If the group finds out Ah-Trah's true form (and Ah-Trah knows they know
|
|
his true form) before the ring is discovered, he will deny it and when the
|
|
group finds the ring will reward them with the following items: a ring of
|
|
feather falling, a flying carpet, 2 potions of gaseous form, a bag of the
|
|
winds, and a ring of 2 limited wishes (to be used for healing he says
|
|
firmly). He will not invite them to visit him on his plane in this case!
|
|
<stats>
|
|
*****
|
|
* 4 *
|
|
*****
|
|
</stats>
|
|
|
|
If Ah-Trah dies during the adventure, he will go back to the elemental
|
|
plane of air. The players are on their own. If they manage to get the ring
|
|
they will be approached by an agent of Ah-Trah's very soon. In exchange for
|
|
the selling the ring they will each get a choice of one of the following
|
|
items (a maximum of 4 items for the group and no more than 1 per character,
|
|
no duplicate items):
|
|
<list>
|
|
1) a ring of three wishes(limited).
|
|
2) a carpet of flying.
|
|
3) a scroll of one spell, player's choice from any spell in the books.
|
|
4) Sword of Air: see description in the text.
|
|
5) Pouch filled with Dust of Dispelling Air Elementals(6 uses): See description.
|
|
6) Potion of protection from dragons breath: see description
|
|
7) ring of flying.
|
|
8) ring of feather falling.
|
|
9) Talisman of Proof from Magic (Alteration): See description.
|
|
</list>
|
|
|
|
<stats>
|
|
*****
|
|
* 5 *
|
|
*****
|
|
</stats>
|
|
|
|
If the PCs die in the fight with the Efreeti, but, Ah'Trah wins and gets the
|
|
ring. He will use his wishing powers to bring the PCs back to life. The
|
|
wishing will be done back on Ah'Trahs home plane. The PCs will not have any
|
|
possessions from before. The wishing will be their reward. Some GMs might
|
|
give the PCs some other rewards as well, but, giving them their lives seems
|
|
good. Also, there will be a party in the players honor with many air
|
|
elemental types in attendance.
|
|
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
|
|
================================================================================
|
|
<title>Gold Transport</title>
|
|
<author>Richard ?
|
|
<email>LPR100@psuvm.psu.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Any</genre>
|
|
<type>Guarding</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
From one place to another (fill in any appropriate places of your world)
|
|
goes a huge gold-transport (make up the reason yourself). The PC can act in
|
|
many ways: 1) As guards. (Prepare Transport, Guard Transport, Discover Plots
|
|
against Transport, etc) 2) As Robbers (!!?!, The transport is of a bad
|
|
guys?)
|
|
|
|
|
|
</plot>
|
|
|
|
================================================================================
|
|
<title>Short plots</title>
|
|
<author>Mike Whitaker
|
|
<email>MikeW@sdl.mdcbbs.com</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<type>Quest</type>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
Well, there's the standard "save the world" goal... I've run a few of these
|
|
kind of campaigns, and I've found, as I acquire experience at it, that the
|
|
focus of this kind of campaign has switched from "'Da Bad Guy' is
|
|
threatening to destroy the world - kill him" (I'm sure it's everybody's
|
|
first mega-plot) to a more complex and involved kind of plot, in which the
|
|
players don't get handed things on a plate... Ask my PBeM party!
|
|
|
|
Another classic is the 'recurring enemy'. The low level players
|
|
offend/thwart a petty villainess in her first tentative steps towards a
|
|
master plan (say, trying to take over a small merchant house in the city).
|
|
Villainess is mightily p**sed at this, and proceeds to be a thorn in the
|
|
party's side for the next ten levels, gaining experience and power as they
|
|
do. Throw in a fatal fascination or two (she is mightily smitten with the
|
|
party's paladin, say) or even a family link (one of the party's a relative
|
|
of hers) just to add spice, stir well....
|
|
|
|
Similar to that is the "all-pervasive' enemy, a mysterious shadowy
|
|
organisation (say a slave dealing ring) with minor political aspirations
|
|
that seems to be everywhere. In the early stages, about one in every two
|
|
adventures the party has is generated one way or another by this group, and
|
|
slowly the party begins to put two and two together, until at higher level
|
|
they are seeking to wipe out this organisation...
|
|
|
|
Or how about the vengeance quest - an NPC close to the PC's is killed, and
|
|
the PC's seek vengeance, following the trail of the NPC's killer through
|
|
various places, organisations etc..
|
|
|
|
Hey, I just thought (I'm typing this on the fly): Combine all four.... NPC
|
|
close to PCs is killed because she found out too much about the all
|
|
pervasive organisation (APO). PCs start on the vengeance trail, and
|
|
inadvertently thwart the recurring villainess (RV) on the way. APO recruits
|
|
RV (they share a common cause of wanting the PC's out of the way) - better,
|
|
APO assist RV without revealing that they are the APO. Also da bad guy (DBG)
|
|
is using APO to further his plans for world domination, plans which RV
|
|
doesn't necessarily agree with when she finds out (although it may take the
|
|
PCs time to discover this (they may think she works for the APO), and also
|
|
to find out what it will take to make her change sides - maybe the NPC is a
|
|
relative and the RV mistakenly blames the PCs for her death). Maybe factions
|
|
of the APO don't agree with DBG's plan either...
|
|
|
|
|
|
|
|
</plot>
|
|
|
|
|
|
================================================================================
|
|
<title>Ship of Undead</title>
|
|
<author>Stephen McLeod
|
|
<email>mehawk@reed.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Ship</setting>
|
|
<plot>
|
|
|
|
Player has to go on a quest to visit the high holy spot of their Good
|
|
deity. In the course of the trip during a sea voyage they are beset upon by
|
|
a ship of the undead. Given that the ship's complement is unbeatable, they
|
|
disable it at the helm or rudder and leave it to crash on the reefs.
|
|
Continue on with visiting the nice deity and when they finally arrive after
|
|
whatever other challenges you choose to put in their path (I used lots of
|
|
spirit things, including ghosts of monsters they had recently defeated and
|
|
of dead friends) they are told by the deity/priests that tho their actions
|
|
were commendable they must finish their business with the undead ship. It
|
|
seems that since it has grounded on the reefs whatever eldritch energies
|
|
went into powering it are now slowly puncturing a hole to the plane of the
|
|
undead. In my version, the ship is half filled with water and as the waves
|
|
pass over/through it the battles got very messy. In the end it was a second
|
|
wheel below decks that was the focus of the power, manned by a gent cursed
|
|
for killing women and children on a particular ship he plundered.
|
|
|
|
</plot>
|
|
|
|
|
|
================================================================================
|
|
<title>Wierdness in Klingon Space</title>
|
|
<author>Michael Sandy
|
|
<email>mehawk@reed.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Sci-Fi</genre>
|
|
<type>Quest</type>
|
|
<setting>Space</setting>
|
|
<plot>
|
|
|
|
For weird, have them get a message from StarFleet to patrol into Klingon Space,
|
|
(maximum priority command etc...)
|
|
Once inside Klingon space, they are no longer able to communicate with Fed
|
|
Space, (but may not realize this for a while under comm silence), and discover
|
|
no Klingon signals either.
|
|
|
|
Have them meet another curious ship from another culture which doesn't know
|
|
what's going on either. For extra weird, have that ship vaguely resemble the
|
|
ship they are in, but with identifiable differences...
|
|
|
|
Other ways it could turn out:
|
|
|
|
Actually, it was all the result of a botched experiment in a SuperCloaking
|
|
device that temporarily shifted the Klingon Empire out of time for two weeks,
|
|
four days, and seventeen minutes from mark...
|
|
|
|
And now they're back! With several curious Romulan, Fed, and other ships
|
|
hovering over their capital planet...
|
|
|
|
|
|
</plot>
|
|
|
|
================================================================================
|
|
<title>Treasure Inn</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<genre>Any</genre>
|
|
<type>Quest</type>
|
|
<setting>Building</setting>
|
|
<plot>
|
|
|
|
This plot is a low-combat (no combat hopefully) test of the players ingenuity
|
|
and other skills. It described for a medieval period but could easily be
|
|
transported into most settings.
|
|
|
|
Outline: The players have a treasure map for stolen gold but on finding the
|
|
place, discover an inn has been built over the spot where the gold is buried.
|
|
The map describes the location of the treasure as 20 paces towards the river
|
|
from a gnarled willow, 2 feet beneath a large flat stone. This is now
|
|
manifestly beneath a room in the corner of an inn built on the river flat. The
|
|
room is dirt-floored and windowless, being used by the innkeeper as a holding
|
|
cell for guests that have exceeded their capacity somewhat and are in need of
|
|
protection, or have become belligerent and a nuisance to other customers. The
|
|
innkeeper is scrupulously honest and does not "roll" such guests but will
|
|
extract payment for any damages. The underground cellar of the inn narrowly
|
|
missed uncovering the gold, being under the adjoining room and an excavation
|
|
from the near wall would find the treasure after only a few feet of digging. On
|
|
the other hand, the innkeeper is not in the habit of letting guests into his
|
|
cellar!
|
|
|
|
Background detail. This outline is particularly set up for characters who have
|
|
set themselves up as "the good guys" as it potentially involves an ethical
|
|
dilemma if your players enjoy such things.
|
|
Location. The Inn is situated on a route junction where a side stream
|
|
enters the main river. 2 days up river is the city where the gold originated.
|
|
The main route enters a hard gorged section of road below the inn and 6 further
|
|
days of travel brings the route to a major port city. The other route continues
|
|
up the side stream and over a low pass after a long day's travel in lonely
|
|
country. Another day's travel is required to arrive at the small sea port where
|
|
the characters will start from. This port town has grown enormously in the last
|
|
12 years since a pirate kingdom was destroyed allowing trade to flourish in the
|
|
southern ocean. Consequently this side route has grown much more important
|
|
allowing the inn to flourish. The innkeeper was a smithy by trade and his
|
|
services are valued by travellers. The inn stands by itself with no neighbours
|
|
or other business in very underpopulated country which makes it something of an
|
|
oddity in the world setting.
|
|
History. The gold is a booty from a raid on a goldsmith's shop in the up-
|
|
river city 13 years ago. It was a bulk purchase to be shared with other
|
|
goldsmiths in the guild and was guarded by an apprentice whom the thief killed,
|
|
leaving a widow and 3 children. The thief ran into trouble though with a lame
|
|
horse near the inn site, and with the hue and cry close on his tail, he buried
|
|
the gold under a large flat stone before fleeing up the then little-used trail
|
|
to the small port. He covered his digging further by piling all the excavated
|
|
earth (a distinctive red) onto his cloak, then emptying it bushes nearby. His
|
|
luck really ran out though when he arrived at the small port and was arrested by
|
|
the guard for an earlier murder and was summarily executed. He did however have
|
|
time to make the treasure map and gave it to his lover, mother of his 2 year old
|
|
son. She would not have a bar of what she correctly guessed was stolen gold
|
|
though but is now very sick (beyond the means of the characters to cure). Her
|
|
son, now 15, is desperate to help her and has approached the party with the map.
|
|
They could be relatives or friends of a party member and the gold would be used
|
|
to buy a cure.
|
|
In the provost's party, pursuing the thief was the murdered apprentice
|
|
goldsmith's brother, a journeyman blacksmith. The party stopped at the route
|
|
junction on finding the lame horse while woodsmen in the party tried to find
|
|
which route the thief had taken. Answering a call of nature in the bushes, he
|
|
found the pile of red earth but told the provost nothing. After it was
|
|
discovered that the thief had already been executed but without any gold being
|
|
found, he made a shrewd guess about what the thief had done, but failed realise
|
|
that the earth had been moved into the bushes which he now turned over in what
|
|
rapidly became an obsession. To cover his activities, he built a small smithy to
|
|
service travellers coming up the gorge road, which soon became augmented by an
|
|
inn as the trade in the southern ocean made the route to the port town more
|
|
important while his digging was unfruitful. He even now hasn't given up on
|
|
finding the treasure though he seldom is actively digging. His strange obsession
|
|
(which he wont reveal) means there are light-hearted stories about him searching
|
|
for a rainbow's end, told at his expense by frequent travellers stopping at his
|
|
inn. The innkeeper is well-liked and married when his obsession cooled, now
|
|
having 5 children helping around the inn. He has also taken in his brothers
|
|
destitute widow and children who help out about the inn. The widow helps cook
|
|
and brew but this is a bitter come-down from her expectations in marriage to a
|
|
goldsmith and she frets for her 16 year-old daughter now serving behind the bar.
|
|
Her older sons are competent smiths under the innkeeper's teaching. The family
|
|
all share the secret about the possibility of gold buried nearby but none take
|
|
this seriously.
|
|
The challenge for the players is compounded by fact that it would be very
|
|
unusual for anyone to stay more than 1 night so 2 nights without an obvious
|
|
excuse. This will result in some pretty blunt queries and suspicion of "casing
|
|
the joint" from people used to fending for themselves in an isolated spot.
|
|
Stories about the innkeeper's strange diggings will be easily heard but no
|
|
one suspects what he is after. A reasonable number of people, many on very good
|
|
terms with the keeper will be present on any night, though all will be passing
|
|
through.
|
|
|
|
If players come up with an ingenious scheme for getting the gold out and clear,
|
|
then good for them but I would be likely exploit any weakness in their plans to
|
|
set up a confrontation with the keeper and the widow. They are very unlikely to
|
|
try force unprovoked but will certainly put forward an impassioned case for
|
|
their rights to the gold - better life for daughter and sons, years of graft,
|
|
etc. Obsessions can be dangerous things though ...
|
|
|
|
|
|
|
|
</plot>
|
|
|
|
================================================================================
|
|
<title>We Go To War</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Guarding</type>
|
|
<setting>Wilderness</setting>
|
|
<setting>Rural</setting>
|
|
<setting>Castle</setting>
|
|
<plot>
|
|
|
|
Involving players in a war is a pretty sure way to ensure a high combat session
|
|
or three. The problem is dealing with effect of a few players in a very large
|
|
battlefield. This can be done, but limiting players to attempting "key
|
|
objectives" is a good way to control the play. This approach is certainly helped
|
|
by a scenario that puts the player characters under the eye of a senior NPC.
|
|
Outlined below is an example of players involvement in a short war. In some
|
|
parts the players will be caught up in events; in others they have options not
|
|
to participate. The events assume both player participation and success right
|
|
through and is offered as a possible model that can obviously be modified and
|
|
improvised indefinitely. Note that in fact much the player involvement was from
|
|
their own ideas. I would always present the situation and see what they do with
|
|
it before offering "missions" in guise of a commander. While the events will
|
|
unroll whatever the player's action really, it should help their enjoyment to
|
|
give tons of feedback on the effect of their actions (good and bad) so they feel
|
|
in the centre of activities.
|
|
|
|
1- First action: assumes the players are mounted. As they approach a road in a
|
|
border area, they will notice the odd refugee and ragged army groups on foot
|
|
moving away. A grim-looking senior army officer or noble is driving two carts
|
|
loaded with incendiaries (oil, naphtha, resin-soaked straw) against the flow.
|
|
Questioning anyone will tell of a massive invasion that has pushed in the border
|
|
garrisons. The cart commander will request the party assistance, since they are
|
|
mounted, in destroying a bridge over a nearby major river. The idea here is to
|
|
give the party exposure to a key NPC. The bridge is easily set ready to burn,
|
|
but the commander will delay the firing till last minute, allowing as many as
|
|
possible of the fleeing garrison troops across first. The border itself is a
|
|
mountain ridge and in one to two hours, companies of the invading army will be
|
|
seen in the distance on tops of the foothills. A largish company of defenders,
|
|
well armed and moving in good order is sighted but suddenly a company of the
|
|
cavalry from the enemy vanguard appears. A race to the bridge ensures with the
|
|
commander uneasily preparing to fire it. When only hundred metres away, it is
|
|
clear the race will be lost and the defenders turn at bay to face the cavalry.
|
|
Alone, they are outnumbered and lost, but they look capable ... ? If the party
|
|
goes to assist, they may well swing the balance but the commander will
|
|
definitely fire the bridge rather than risk it being taken should the fight go
|
|
badly ... After 4 rounds of combat, the enemy will suddenly be aware of the
|
|
risk of the bridge and try to disengage so as to rush it instead.
|
|
|
|
2- Under siege: The border defences have fallen back on a powerful fortress,
|
|
built in the rough terrain of a mountain range (other side of the valley),
|
|
protecting the road to the capital. The enemy army cannot forage through here so
|
|
must neutralise the fortress to protect the supply line. The commander of the
|
|
fortress however has discerned that the enemy has split with a force going down
|
|
valley and the long way round to take the capital by surprise or at least
|
|
prevent relief of the fortress. He decides to take a large force of mountain-
|
|
hardy locals through less-known routes to harry and hopefully stop this thrust
|
|
but this will leave the fortress very lightly manned. Players will not be locals
|
|
so will remain in the fortress. The man they helped at the bridge now commands
|
|
the fortress and will request them so they can help him with any ideas to make
|
|
it seem the fortress has more men than it really has. The enemy army has been
|
|
delayed crossing the river but all too soon they arrive. The fortress' outer
|
|
wall has no moat but is too high for scaling ladders or grapples. The gate is
|
|
both powerful and a cunningly made death-trap. It opens into a gated courtyard
|
|
that would quickly be a killing ground if the main gate is forced.
|
|
|
|
Early stage ideas:
|
|
Players discover enemy magicians using some levitation or flying power in an
|
|
attempt to fix ropes on the wall.
|
|
A magically- or psionically- powerful party might like to battle enemy sorcerers
|
|
from spying, attempting to kill the commander etc.
|
|
Enemy might attempt parley with some bribe the GM knows might tempt the party.
|
|
|
|
Serious stuff: With no easy way in, the enemy gets constructing. Siege towers go
|
|
up which are well protected with fire-proofing to the front (ie water-soaked
|
|
wool, constantly dowsed). There are not enough forces inside to properly defend
|
|
the wall from these so this is serious. After anxiously watching a few days, the
|
|
commander decides a night-sally to fire them from behind is needed as they near
|
|
completion. A very powerful party might attack several, otherwise they will be
|
|
one of several parties sent out at midnight to attack. If one of several, they
|
|
will have to address coordination of the attacks.
|
|
|
|
3- Relief: The old commander's gamble pays off and he successfully grinds the
|
|
flanking force to a halt and by message has warned the prince of it. He now
|
|
hurries back, while the prince sends most of his cavalry to engage this much-
|
|
delayed enemy and is able to gather a large relieving infantry force to aid the
|
|
fortress. The fortress gains hope from sudden movement in the enemy camps as a
|
|
defensive line is marshalled at right angle to the fortress to meet the threat.
|
|
Battle is joined but the fortress takes no part to begin with to avoid risk of
|
|
losing the gate. A sally force is prepared though and party is expected to be in
|
|
it. The arrival of the old commander with the remnants of his force at midday
|
|
forces the enemy flank so their line is slowly turned with its back to the
|
|
fortress. The enemy standard is right is front of the gate when the Prince
|
|
launches a furious attack on the centre. It is time for the sally. The players
|
|
are detailed to bring down the standard, others will chase the enemy general.
|
|
For a powerful party, the standard will be defended by enemies champions. The
|
|
standard will also be protected by anti-magic spells and possibly a duty
|
|
sorcerer.
|
|
If the players succeed, then the enemy army will collapse into a rout, though
|
|
the Prince doesn't have cavalry to exploit this much. If they fail, the enemy
|
|
will withdraw in good order though this probably wont interest the player
|
|
characters much. :-)
|
|
This scenario throws the players into a full-scale battle with a specific goal
|
|
and few gaming systems have rules for this so here are my ideas. The trick for
|
|
the GM is to create the battle about the players in an interesting way without
|
|
setting up a wargame table. I think the "fog of war" makes this possible - the
|
|
GM only has to describe the action in the immediate area about the players. You
|
|
can use the following table of results for a 6 sided dice to help lubricate the
|
|
imagination, thrown every few combat rounds.
|
|
<list>
|
|
1 Appearance of cavalry at charge range.
|
|
2 Troops on a flank of players collapse.
|
|
3 Troops appear to the rear.
|
|
4 Missile troops come to support
|
|
5 Infantry reinforcements come
|
|
6 A Champion arrives
|
|
</list>
|
|
Throw a D10 to determine whether the result is good is our bad (ie whether it is
|
|
friendly or enemy cavalry, friends or enemy that collapse at the flank etc.)
|
|
Since battle is going the way of the Prince then 1-4 means bad and 5-10 means
|
|
good. Adjust as required for any battle balance.
|
|
The second question about battles like this concerns battlefield morale
|
|
of NPC units both fighting the player characters and on the flanks. The GM might
|
|
just rule their morale in any way that makes the game interesting, but here are
|
|
some simple morale rules that can be used where gaming system doesn't provide.
|
|
Rate NPC quality from 1 (fanatics) to 18 ( 14 year old conscripts).
|
|
NPC forces check morale when:
|
|
<list>
|
|
* When about to engage enemy or on arrival of new enemy
|
|
* At every round when they are losing a fight
|
|
* When neighbouring friends are routed, (this can cascade)
|
|
</list>
|
|
Throw 3 dice:
|
|
add 1 for
|
|
<list>
|
|
- secure flanks and rear (friends on three sides)
|
|
- champion or general in charge
|
|
- winning the fight
|
|
- charging
|
|
- every enemy unit seen routing in last and current round
|
|
- an enemy champion seen killed in last or current round
|
|
</list>
|
|
subtract 1 for
|
|
<list>
|
|
- insecure rear
|
|
- every friendly unit seen routing in last and current round
|
|
- general or standard lost in last or current round
|
|
- a champion killed in last or current round
|
|
- being charged
|
|
-facing magical attack (including melee contact with lycanthropes)
|
|
-facing undead, golems or similar mindless opponents
|
|
- every 25% of unit or hit points (as appropriate) lost
|
|
(ie 50% lost is -2)
|
|
</list>
|
|
The last modifier only really can apply to NPC units in actually fighting
|
|
players - not to imaginary neighbouring units though the GM can adjudicate some
|
|
loses if dicing for them. Personally, I never check morale for flank units and
|
|
guess something fun but think it adds to game to check morale for the NPC that
|
|
the players face.
|
|
If the resultant score is less than the morale value then the unit routs. Use
|
|
any other reality appropriate (ie ensorcelled NPCs are like undead they never
|
|
check for morale).
|
|
|
|
Back to plots ...
|
|
|
|
4- Impasse: The enemy has recrossed the river further down and linked with
|
|
remnants of the abortive flanking attack. They are growing in strength as
|
|
reinforcements arrive and rafts are constructed. Neither side can easily attack
|
|
the other across the river. The enemy has set up in a patch of high ground on a
|
|
river bend and the ground both up and down river is mostly swamps and marshes,
|
|
providing secure flanks. However, the swamps also preclude any foraging so the
|
|
enemy is dependent on the supply lines through the mountain border. The Prince
|
|
needs to dislodge the enemy from this ground though he suspects the swamps will
|
|
bring disease into the enemy camp before long but he faces the same risk. It is
|
|
decided to send spare strength across the river in small units to attack the
|
|
supply line and reinforcements. The party is asked to be one such group and
|
|
attack the supply line for as long as they can do reasonable damage safely.
|
|
The first part of the trip once over the river higher up is to avoid enemy
|
|
screening cavalry though these will be thinly spread. Increase the chance of a
|
|
siting by day compared to night. The rough hill country leading back to the
|
|
border will provide many suitable bases in form of caves (which may house the
|
|
odd monster) or secluded bushy glens. (Describe the country to the party and
|
|
then dice for finding a suitable occurrence every watch). A good map of rough
|
|
hill country will help enormously if you prefer to play this more detail (better
|
|
still, use a real map of an area you know well as this makes the description
|
|
much more vivid and helpful)
|
|
|
|
The supply line will at first be very lightly guarded. The party might encounter
|
|
in a day: say on a D6 (adjust for strength of party).
|
|
<list>
|
|
* 1-2 - 2-6 supply wains with armed escort of 2-8 of low grade soldiers
|
|
* 3 - reinforcement group consisting of 3-6 men-at-arms with very low
|
|
morale levy of 16-24. (The best troops were with the original
|
|
force)
|
|
* 4 - cavalry patrol of 8-10 riders
|
|
* 5 - 1-2 wains going other way with wounded, guarded by walking wounded.
|
|
* 6 - messenger on good horse. (Boring messages though ... )
|
|
</list>
|
|
There is only light traffic, so 1/6 chance of one of the above per watch.
|
|
A 1/10 chance could be rolled for two groups instead of one within on the road
|
|
within hailing distance. The reinforcement groups are modelled on feudal levy -
|
|
a few proper fighting men from a lord's following with a troop of untrained and
|
|
uninterested peasants. These could be expected to break if the men-at-arms are
|
|
defeated.
|
|
|
|
After a week of raiding, the supply line will get better guarded. In second
|
|
week, the reinforcements will travel with the wains, so matrix could be:
|
|
<list>
|
|
* 1-3 supply and reinforcements as above
|
|
* 4-5 cavalry
|
|
* 6 messenger
|
|
</list>
|
|
In third week, the supply will move in convoy
|
|
<list>
|
|
* 1-3 4-12 supply wains with 30-50 of levy
|
|
* 4-6 cavalry patrols of 10-15 riders
|
|
</list>
|
|
At this point, the party can probably do little more and should return.
|
|
|
|
On return, they should find the enemy has succumbed to poor food and disease and
|
|
has pulled back with the Prince preparing to pursue. Another battle could be
|
|
fought in the hills, weighed heavily in the Prince's favour, if the party hasn't
|
|
done too well.
|
|
|
|
5 - Victory: This scenario is for a swashbuckling style with fast combat and
|
|
more concern for fun than realism at its deadliest. The enemy invasion is broken
|
|
and has fallen back inside its own border but the Prince has decided to press
|
|
the attack to annihilate the threat once and for all. The remaining enemy army
|
|
is now besieged in a fortress town, just inside the border while the Prince
|
|
demands handing over of the leaders and laying down of all arms. He judges he
|
|
probably has enough strength to carry the walls by assault though the cost will
|
|
be high. They learn (a prisoner, traitor, magical?) however of a drain leading
|
|
from inside the fortress into a moat that protects part of the wall. It is large
|
|
enough for a person to crawl through but involves swimming underwater to its
|
|
entrance and making the first part of the crawl underwater. (This is possible on
|
|
one breath but should require a difficult skill throw to avoid panic). An
|
|
initial scouting will reveal that the other end is blocked by an iron grille and
|
|
patrols move past the entrance very regularly. However, the Prince is planning a
|
|
pre-dawn assault on the walls anyway, and it seems that a party could slip out
|
|
of the drain unnoticed in the confusion of the attack and hopefully open the
|
|
gate. A certain element of trust is probably going to be necessary here for the
|
|
player to take this on :-) - perhaps they would prefer siege ladders and burning
|
|
oil? Best of all is let coax the players into thinking up the scheme themselves.
|
|
(ie. they can be the bearers of the information about the drain to the prince,
|
|
discuss it with "him," etc).
|
|
Assuming they take it on, they will need a means of opening the grille which
|
|
should be provided by the Prince if the party has not the means. A means of
|
|
breaking iron will come handy later too.
|
|
The wall has a structure of buildings on the inner side providing rooms for
|
|
archers to use arrow slits, stores of defensive equipment, stairs, access
|
|
passages and barracks. A good map of these (making up three levels, mostly one
|
|
room wide, two at the base) is needed. The drain grille will open into a 'room',
|
|
three sided and open to the inner court where the sewer ditch comes in. No
|
|
access to any other rooms in the level. It will be a reasonable distance from
|
|
the gate. The gatehouse itself will be on the middle level and accessible only
|
|
from an internal passage past barracks on this level.
|
|
So how do the players find fun instead of sudden death for their characters? My
|
|
approach was to play this as a series of running fights, with the players
|
|
thinking up every means of deception they could and thoroughly inventive spell
|
|
use. It is dark and confusion reigns with people running everywhere. The players
|
|
will encounter various groups soldiers, newly waken, rushing to man the wall on
|
|
the most part, parties carrying supplies of torches to help light the wall,
|
|
slaves carrying barrels of oil for throwing on attackers, messengers, comrades
|
|
assisting wounded off the wall etc. On encountering enemy, they will
|
|
automatically assume that part of the wall has been taken. They probably will
|
|
fight but only briefly if the party is getting upper hand, whereupon they will
|
|
turn and flee, calling for reinforcements. The party should be forced into every
|
|
trick in the book to delay or ward off pursuers - give the party plenty of
|
|
feedback that these are working. If they adopt disguise, then they should
|
|
encounter a captain who tells them to follow him - away from the gatehouse :-).
|
|
Of course, unless you have decided the enemy in non human, then they probably
|
|
will be mistaken for friends anyway unless they announce themselves as enemy.
|
|
|
|
The gatehouse will only have at most two occupants - they weren't anticipating
|
|
needing the machinery at the moment! The gate itself is a counterweighted
|
|
drawbridge, operated by a chain windlass. It will take some time (say six
|
|
rounds) to lower the gate by windlass and it is not much use till it is
|
|
completely down. The defenders will notice the moment it begins to lower and the
|
|
party will find things very hot at the gatehouse door very quickly. Of course,
|
|
if the chain holding the counterweights is broken, the drawbridge will open very
|
|
suddenly. A picture of apparatus might help your players. There is but one
|
|
entrance to the gatehouse which probably will be crowded by enemy with the gate
|
|
down, but players could squeeze through the gatekeeper's watch window - a 20'
|
|
jump into the moat. If any of your players fancies a glorious character death
|
|
then now is probably a great moment.
|
|
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
|
|
================================================================================
|
|
<title>Becoming A Tribal Warrior</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Wilderness</setting>
|
|
<setting>Rural</setting>
|
|
<plot>
|
|
|
|
A tribal group that the party wants something from (eg. horses, specialised
|
|
bows, arcana) will only deal "Fingers of the Fist". Ie, at least one member of
|
|
the party must successfully prove themselves as a tribal warrior for which there
|
|
is a traditional initiation. The traditional fighting band is the five strong
|
|
"Fist", consisting of "fingers" (initiated warriors) and led by a "thumb" - the
|
|
eldest finger.
|
|
|
|
Normally tribesmen would go through initiation at 14-16 years old, so the
|
|
procedure shouldn't be too dangerous but they may embellish the procedure
|
|
somewhat for outsiders. This can be used as to make use of some less frequently
|
|
used stats, eg. a rough ride to test horsemanship. A test of pain endurance
|
|
should be part of it. Tattooing or branding are obvious and could use things
|
|
like max-hit-points, constitution, mental stamina, stats for the test. A test
|
|
concealed to the players could be made by an estimate of the no. of times the
|
|
character has been wounded. While having limited playing interest, the resulting
|
|
brand might led to interesting plot developments "back home". A more interesting
|
|
component of the test could be a stealing mission: a central totem of some kind
|
|
in the tribal villages is generally surrounded by curious pottery votive bowls.
|
|
The design of these bowls being distinctive to each village. The task is sneak
|
|
into a neighbouring village and pinch a bowl. Since the tribes live pretty much
|
|
at peace, spilling of blood much more than a bloody nose would be severely
|
|
frowned on and likely to cause blood feud. (The party may or may not be told
|
|
this depending on how you might like to develop this). This is naturally a game
|
|
played by the younger tribes people and the night guard on the totems would only
|
|
be 13-14, on possibly a new "finger". Their preferred "weapon" against would-be
|
|
raiders is a foul yellow dye that takes a week or so to wear off. A person
|
|
marked with such a dye, would be a general laughing stock. A daylight raid would
|
|
be considered very daring though no especial guard is placed on the totem at day
|
|
and entry to the village could be gained on some other pretext.
|
|
|
|
The test should conclude with combat. Suggested is tackling a suitable large
|
|
predator - but with no armour etc., and only a dagger for a weapon.
|
|
|
|
An enemy (may be a monster as well as human) killed in honourable combat (ie the
|
|
enemy had a chance), may qualify the "finger" for a silver ring awarded by a war
|
|
council of "thumbs". An extension of the plot here might be an incident that
|
|
lets the players become Ringed Fingers.
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
|
|
|
|
================================================================================
|
|
<title>"Wolves" On The Pass</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Guarding</type>
|
|
<setting>Road</setting>
|
|
<setting>Wilderness</setting>
|
|
<setting>Mountain</setting>
|
|
<plot>
|
|
|
|
As a plot this is pretty sketchy, but is hopefully an antidote to the "wandering
|
|
monster" syndrome. Ie. "You meet monster x." "We beat the stuffing out of it,
|
|
then proceed." The idea is use weather and fatigue rules plus the wolves to
|
|
provide a night of high tension and brainstorming but perhaps surprisingly
|
|
little combat.
|
|
|
|
The idea is to get a trading mule-train over a broad mountain pass to the
|
|
plain's people beyond as early in the season as possible. High profit is assured
|
|
by being the first trader of the season through, ahead of any big caravans. The
|
|
mountain pass is fast way through which a mule train of light, high-value goods
|
|
(ie spices, salt, liquors, specialised textiles) can exploit, returning later in
|
|
safety with first choice of furs and winter craft-goods in exchange. The players
|
|
may be doing it this on their own account if sufficient organised, or may be
|
|
paid as escorts. Either way, their return should be proportional to the number
|
|
of mules brought safely through the mountains. The hazards are cold and wolves,
|
|
though some rarer nasties might come into play. Instead of a single encounter,
|
|
the wolves will dog the party all the way, avoiding a fight but occasionally
|
|
making rushes in hope of panicking a horse or mule loose. They also will worry
|
|
the party at night, calling fatigue rules into play. Wind, rain and cold will
|
|
also take there toll, hampering defence efforts. I find turns of 3 hours from
|
|
6am to 6pm, and 4 hours from 6pm to 6am to be good for this type adventure.
|
|
Also, I wouldnt bother with the tedium of mule/horse v. wolves fights. Assume
|
|
that the wolves are opportunist and 4-8 will rush an opening. If it goes
|
|
well, then more will join in. Give the wolves a 1/6 say (better if mobility
|
|
reduced etc) per combat round of bringing down a mule if not interfered
|
|
with. Will retire immediately if resisted. If defenders say all go to protect
|
|
say the tail of train, then good chance that another group of wolves will
|
|
seize chance to attack elsewhere. The very first attack can be full-scale
|
|
(all the wolves) but wont last more than 4 rounds (probably less - as long
|
|
as it takes to realise that mules are defended). It will with luck :-) though
|
|
panic your magic users into wasting a lot of power that they will have trouble
|
|
regaining.
|
|
|
|
The wolves should perhaps be in inverted commas - because I don't know or care
|
|
whether the behaviour I'm describing is "realistic" (not being part of the New
|
|
Zealand ecology!). Call them something else appropriate to your world if need
|
|
be. The party will pick up a wolf pack early in the piece. The pack is very
|
|
hungry though certainly not suicidally so, having unsuccessfully chased their
|
|
normal prey (deer or something else suitable) over the pass. They are NOT
|
|
interested in the humans, being too prickly for the amount of meat to warrant
|
|
the trouble unless conditions are very favourable. They are however very
|
|
attracted by the mules which they can easily outrun especially when laden with
|
|
about 200lb of goods. Any horses are also very good game in heavy snow, though
|
|
they will outrun wolves on hard ground. Attacking animals they will attempt to
|
|
hamstring or take out the jugular. Faced with humans, they will generally
|
|
withdraw, out of missile range if necessary. A human isolated even temporarily
|
|
from others will be game however provided odds of at least 4 to 1 can be brought
|
|
to bear. Wolves to the front will "face off" keeping out of weapon reach but
|
|
feinting lunges to help the attackers from behind. These will attempt
|
|
hamstringing, or a knock-down followed by worrying to the neck. At any concerted
|
|
attack on them, they will fade, especially if one their no. is hurt or killed.
|
|
They will eat their own dead quite happily when safe to do so. The pack animals
|
|
will be frightened and likely to bolt with each attack. Some kind of beast-
|
|
mastery/horsemanship should be tested on each occurrence unless the party have
|
|
devised foolproof tethering. If the wolves successfully get an animal, then the
|
|
party will have a respite of several hours. The attack will end when either the
|
|
wolves have eaten about one animal between two/three; they have lost a quarter
|
|
of their number; or easier game presents itself. (GM could be dicing for this or
|
|
just pretending - bring on the other animals when the party has had enough).
|
|
|
|
Weather can be manipulated gloriously in this scenario:
|
|
Wind should make all missile-fire difficult. Rain should affect bowstrings and
|
|
visibility.
|
|
Cold should affect all manual skills at very least.
|
|
Snow should affect mobility.
|
|
|
|
Here is an example crossing: A successful weather-forecasting will tell bad
|
|
weather on way, but they should clear the pass if hurried. Snow is encountered
|
|
in patches as the party climb through sparse timber - and suddenly they have a
|
|
wolf pack about them making good use of the cover to avoid missiles etc. while
|
|
making occasional lunges. (1 per turn at most). The sparse timber gives way to
|
|
thorn scrub as evening comes and party will take severe cold effects if they do
|
|
not camp here. Fire is possible but the timber disappears as thorn-scrub gives
|
|
way to snow-covered grasses and rock higher up. It gets very cold during the
|
|
night and the wolves make lunging attacks 1-2 per turns. The idea here is the
|
|
party becomes fatigued, spell-users cant replenish power etc. As each attack is
|
|
met, the wolves will melt back into the night, gathering in again an hour or so
|
|
later.
|
|
|
|
The next day bodes bad weather as the wind rises and the sky darkens. As the
|
|
party trudge through heavy snow they should take further cold and fatigue
|
|
minuses while the rising wind will play havoc with missile fire. If they turn
|
|
back, then a heavy snowstorm will block the pass for nearly two weeks, while a
|
|
forecasting will still indicate they can cross before the storm hits. The wolves
|
|
are unencumbered and will tread quickly over the icy surface on the snow. They
|
|
will only attack 2-3 times today, but will aim at the horses. The broad pass,
|
|
fortunately relatively safe from avalanches, will be crossed in the late
|
|
afternoon and the storm gathers fury. The snow is not so deep on the southern
|
|
side and large rock formations and boulders make numerous sheltering points not
|
|
far down the southern side. GM might like some other nasties living in these
|
|
cave-like shelters though. It will be 4 freezing hours in pelting snow though
|
|
down to firewood. At least the shelters and weather will mean little attention
|
|
from wolves this night.
|
|
|
|
Next morning is somewhat warmer and the snow-showers give way to rain. By the
|
|
time the party gets down to the tree line it is pouring, making fire (which
|
|
they are probably reliant on) impossible without magical means. Hopefully their
|
|
magic- users will have had a night's sleep by now :-). The wolf attacks will
|
|
get very intense in the timber (they are now really hungry), before perhaps
|
|
other easier game takes them away.
|
|
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
|
|
================================================================================
|
|
<title>Defending The Coast</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Guarding</type>
|
|
<setting>Coastal</setting>
|
|
<plot>
|
|
|
|
This plot is meant as a strategy exercise to give a change of pace for high-
|
|
status characters (ie the characters are recognised and respected).
|
|
|
|
The idea may be of use at a lower level. Characters with scrying and/or night
|
|
vision capacities will be especially useful.
|
|
|
|
Plot. A coastal region about a port town has become the target for foraging
|
|
pirates, based somewhere in a nearby archipelago. The lord in the town has asked
|
|
the characters to assist in setting up a defence against this menace. Mostly the
|
|
raids have been strictly foraging but a recent one overpowered a sleeping manor,
|
|
killing its owner and with all the young women carried off. For groups so
|
|
inclined this plot can easily include a simple board game based on the map, with
|
|
the turn being a week, and then dicing for if and where an attack will come. The
|
|
GM then looks at what the characters have put in place and adjudicates a result.
|
|
The GM can control events on a more abstract level if this doesn't appeal - the
|
|
fun is in devising the strategy and counter-strategies. They should be thinking
|
|
up plans for watches, message passing, deployment of forces etc. A good place
|
|
for the characters to get directly involved is in attacking the boats themselves
|
|
while the bulk of the crew are raiding inland.
|
|
|
|
Here is a more detailed scenario as an example.
|
|
|
|
The Pirates. These are actually the losing navy from fratricidal wars on the
|
|
far continent preying mostly on their own countrymen's merchant trade in
|
|
vengeance. They have 12 viking-style boats with crews of 20-40 each. The leader
|
|
is a cunning captain and will order appropriate measures against defences (ie,
|
|
they will understand a lit beacon and its implications as well as the intended
|
|
receivers). The coastal strip concerned is very convenient and it would be
|
|
difficult to go further afield. It is only due to a botched campaign against
|
|
them that they are forced to forage off the coast to this extent and the word
|
|
is forage as opposed to rape and pillage. The leader did not order the attack
|
|
on the manor and was not amused when he found out about it, guessing correctly
|
|
that it would result in stronger defences. The usual attack mode is to travel
|
|
well off-shore (though they have been slack so far) at day, then run ashore
|
|
pre- dawn. The raiding party goes inland while 5-9 remain to guard the ship,
|
|
usually lying slightly off-shore rather than beached. The raiding party will be
|
|
competent fighters though they will back off from significant resistance,
|
|
particularly if it endangers the ship. Animals are driven back to the ship on
|
|
the hoof, while anything else has to be carried on the raiders' backs. If a
|
|
ship does not return or has encountered major opposition, then further raids
|
|
will remain well out of sight of land by day. If a second ship is lost, then
|
|
the raids will be carried out by two ships at a time to make a large combined
|
|
force with extra guards on the ship. The loss of four ships will force the
|
|
captain to move foraging elsewhere and raids will cease.
|
|
|
|
Resources. The town lord has a sizeable following of men-at-arms based in the
|
|
castle as well as three fighting ships, properly part of the navy. These ships
|
|
will outpace the pirates on short hauls, (less than 1 hour apart), due to
|
|
superior no.s of oarsmen but are no match for the longboat under sail as the
|
|
oarsmen tire. There are 20 villages/hamlets scattered about the coast that can
|
|
raise ill-trained militia at a push (ie with a backbone of real men-at-arms in
|
|
command) but mostly the villagers will be too concerned with protecting family
|
|
as they hightail out of it, probably driving herds if they have time. There will
|
|
be one or two manors of nobles near each village though and these usually retain
|
|
2-6 men-at-arms who can be commanded. The population will be generally
|
|
enthusiastic for measures to counter the pirates, particularly if they don't
|
|
have to actually do the fighting. They will man look-outs and beacons reliably.
|
|
|
|
Any time a pirate is captured, there is a 50% probability of finding a chart
|
|
(providing the ship isn't fired). This covers the coast and archipelago quite
|
|
well and while it wont locate the pirate base, it will be noticeable that part
|
|
of the archipelago is drawn in far more detail than the rest.
|
|
|
|
</plot>
|
|
|
|
|
|
|
|
|
|
|
|
================================================================================
|
|
<title>Travelling Companions</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Intrigue</type>
|
|
<type>Quest</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
|
|
People met on the road, (random or otherwise), I have found to be great sources
|
|
of plot and fleshing-out material for the world. An encounter might begin with
|
|
hearing sounds of a fight round the next corner. On rushing up, the players find
|
|
a merchant's caravan under attack. If they help, they will have a useful contact
|
|
who is probably well-disposed to try and reward them. If travel is dangerous in
|
|
your world, then locals on the move will be hoping to team up with a well-armed
|
|
party. This can get players away from the inevitable inns as plot starters. Eg.
|
|
" Well we are finally back in Jardor - these villages don't change
|
|
much."
|
|
" Same rotten-looking inn - lets see go chat up our good merchant Waller instead
|
|
and see if we can con a free meal and board"
|
|
GM - you go to Waller's house.
|
|
" My friends! Newly arrived back in these parts? Come in, come in -I'll get the
|
|
servants to send us some refreshments suitable for the travel weary. - Oh, I
|
|
would like you to meet the Lady Damier - we have just been discussing a certain
|
|
difficulty of her's, haven't we my dear. These good folk might be just the
|
|
people you need ... " etc etc.
|
|
|
|
When players get used to meeting fellow travellers on the road, then some not so
|
|
random ones can be throw in. Eg., a thief on the run; a mage burdened with some
|
|
powerful artefact that he/she cant properly control; a dying messenger etc. A
|
|
couple of good ones though are:
|
|
1 - THE SPY - so how do your good role players feel about king and country?
|
|
They meet with what appears to be a foreign merchant riding a single wagon,
|
|
along with his cook, apprentice and a mule skinner. In reality he is a spy,
|
|
sounding out local opinion on the rulers, gathering information on defences and
|
|
paying off his collection of local spooks. A false bottom in his wagon will be
|
|
full of money for the payoffs and bribes. The meeting will be on a wilder
|
|
stretch of road, and he will suggest the party travel with him - even offering
|
|
to pay. If the players are in their own country, he will be interested in their
|
|
opinions of the ruler (your players have some? :-) ) and will be telling various
|
|
scandalous and completely untrue stories about them. If they are also
|
|
foreigners, he will be asking after any military information they may have
|
|
gathered in their travels, in a roundabout way. A lovely role for the GM. You
|
|
need plenty of events to create the GM-player dialogue. Here are some suspicious
|
|
ones that will help the players.
|
|
Attack - the wagon IS attacked. All of the spies party, even the cook,
|
|
reveal themselves to be very competent fighters needing little protection. They
|
|
may use some fairly rare and difficult weapons too.
|
|
Visitors - by day another well-armed man of same nationality will ride
|
|
up (actually he is part of the same party). He will be taken aback a little by
|
|
the party's presence as he has important news of a hidden defensive fort near a
|
|
ford to impart. The spy will pretend he doesn't know him but hail him as a
|
|
fellow-countryman, bidding him drink a toast in the wagon and share news of
|
|
home. Players will need some special listening skill and the language to hear
|
|
what they say. On leaving, he will nearly ride into the cook and they will curse
|
|
each other by NAME, despite never having been introduced. At night, a watching
|
|
party member might notice one of the spy's paid spooks, ( a scruffy local
|
|
peasant ) creep into the camp to collect his pay and warn the spy of an army
|
|
patrol. If the players confront the spy over this, he will say the man is a
|
|
blackmailer, knowing of an unfortunate deal with a local lord and demanding
|
|
money not to tell the lord he is back.
|
|
|
|
If the players start getting obviously suspicious, the "merchant" will suggest
|
|
the road is safe now and they ride on unencumbered by him. If they still stick
|
|
around, he will sabotage his own wheel and beg the players ride to the nearest
|
|
village and send back a wheelwright. "Continue on then, don't worry about me."
|
|
If the characters leave but then watch from hiding, they will see the armed
|
|
horseman return and the "merchant" will trade clothes and places with him,
|
|
allowing the spy to continue overland while the others see to the wheel.
|
|
|
|
The spy scenario could be a prelude to the invasion plot, described in "We Go
|
|
to War"
|
|
|
|
2- THE UNWILLING BRIDE - a flash outfit of two coach/wagons led by an austere
|
|
old noblewomen will beg the party help protect them. She will tell them they are
|
|
taking a bride to her wedding in a nearby (about 2 days away) town and their
|
|
escort has unexpectedly had to pursue a known rogue with his cronies, who tried
|
|
to waylay them. The woman is the bride's guardian aunt (she is an orphan) and
|
|
the wedding is an arranged one to another powerful family for mutual control of
|
|
the bride's estate, enriching both families at the bride's expense. The "known
|
|
rogue" was her real love (perhaps a Romeo from a despised rival family?) trying
|
|
to deliver her. The party also consists of several grooms, maidservants, an aged
|
|
valet (on the brides side in any encounter - he is loyal to her parents memory)
|
|
and two dour men-at-arms. The bride is desperate and while she will be unable to
|
|
appeal directly to the party, the valet will be her messenger and tell them of
|
|
her plight. While finding a way to spring the bride and reunite her with her
|
|
Romeo shouldn't prove too difficult for the party, this plot should deal a mass
|
|
of consequences to the party. They will have gained some very loyal friends but
|
|
contracted two influential families of enemies. The region should become very
|
|
hot for the party with wonderful potential for a vendetta.
|
|
</plot>
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
APPENDIX- "On the road you meet..."
|
|
|
|
<title>On the Road you meet... The question</title>
|
|
<author>Phil Scadden
|
|
<email>P.Scadden@gns.cri.nz</email>
|
|
</author>
|
|
<author>Chuck
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
Some time back on the net, Chuck asked the question:
|
|
" The party in a fantasy campaign is travelling on a major road between two
|
|
large cities. The distance between cities is 10 days on horseback. My question
|
|
is, what could they possibly meet on the road? The few ideas I've come up with.
|
|
<list>
|
|
1. Caravans. Small, medium, and large. I don't know if they would stop for any
|
|
traveller or not.
|
|
2. A man galloping fast on horseback (he is a messenger).
|
|
3. A guard patrol, who would look at the adventurers, and perhaps ask them
|
|
questions.
|
|
</list>
|
|
Any other ideas? - Chuck"
|
|
|
|
Well the net did indeed have some ideas. Some longer responses have been
|
|
included in the main section of the book - but here is a collection of shorter
|
|
responses.
|
|
</plot>
|
|
================================================================================
|
|
|
|
<title>"On the road you meet..." HMD</title>
|
|
<author>H.M. Dykstra
|
|
<email>hdykstra@titan.ucs.umass.edu</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
(1)
|
|
A travelling party crests a hill and comes upon a ford across a shallow quiet
|
|
river. There is a group of some 25-30 people standing in the water, all naked
|
|
save for masks/hoods. The group includes a variety of people from young children
|
|
up through stooped grandmothers. They are performing some kind of ritualistic
|
|
cleansing. As the party approaches, a stout, grizzled man steps out and invites
|
|
them to take the blessings of <insert deity here>.
|
|
This would, of course, require the characters to undress and don the ritual
|
|
masks as well. The nature of the god and the ceremony itself would have to be
|
|
tailored to the campaign.
|
|
(2)
|
|
It is after dark, and the party has been delayed. They are riding along the road
|
|
in hopes to come to an inn that they expect to find. They come to a building
|
|
which gives forth warm light and the sound of players can be heard from inside.
|
|
The sign over the inn has been effaced by time.
|
|
If the characters enter, they will find good beer and wine, and simple but
|
|
hearty meals at a decent price. The crowd is friendly and jovial, and warm beds
|
|
and good fellowship are readily available. In the morning, the inn is gone and
|
|
the characters will awaken, cold stiff and hungry, on the bare ground. If you
|
|
want to make it really nasty, one or more of the characters may be stricken with
|
|
an irresistible urge to return nightly to enjoy the hospitality of the phantom
|
|
inn. Eventually, he will starve or freeze, and become one of the permanent
|
|
guests there.
|
|
|
|
And some short ones...
|
|
|
|
A group of pilgrims, travelling to a shrine or religious site, possibly for a
|
|
holy festival...or a human sacrifice.
|
|
|
|
A small footpath into the hills/woods/whatever, leading to a hermit's house. The
|
|
hermit may be a sage, a crazed ex-magic-user, an alchemist, a witch...
|
|
|
|
A roadside gravesite. Lots of possibilities.
|
|
|
|
The ruins of a castle, city, or something, destroyed in war some hundreds of
|
|
years ago.
|
|
|
|
A small, untended shrine dedicated to a local demigod. Failing to make
|
|
donations could lead to bad luck. The wrong kind of donation could be worse
|
|
than none at all. (A few of these and your players will start to take more care
|
|
to learn something about the lands they are travelling through.)
|
|
|
|
A small, mysterious monastery, that welcomes travellers.
|
|
|
|
A witch-burning.
|
|
|
|
A small hamlet, burning and deserted but for a few dead peasants.
|
|
|
|
</plot>
|
|
================================================================================
|
|
|
|
<title>"On the Road you meet..." JSN </title>
|
|
<author>John S. Novak, III
|
|
<email>darknite@cegt201.bradley.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
|
|
Restricting myself to 'civilized' encounters (meaning, not animals, monsters, or
|
|
empty land formations) here's what I can come up with:
|
|
Toll gate, or toll bridge. May be a legitimate government fine, may
|
|
be a bunch of brawny idiots with an attitude.
|
|
Travelling entertainer (bard, gleeman, minstrel, etc.)
|
|
Travelling group of 'players' (like a small acting and entertainment
|
|
company) or a small travelling circus.
|
|
Small band of brigands, waiting to prey on the caravans you had
|
|
mentioned.
|
|
An escaped criminal, fleeing from a city justice system.
|
|
The bounty hunter hired to collect the aforementioned criminal.
|
|
A pair of young newlyweds, fleeing their powerful, but opposing
|
|
families (see 'Romeo and Juliet syndrome')
|
|
|
|
Also remember that a major route between two large cities will probably be well
|
|
travelled by caravans, as you mentioned, and there would probably be small
|
|
villages and farming communities scattered through out. If the ground is not
|
|
farmable, there will be inns in place of the farming villages. Probably one
|
|
every eight hours of travel for a caravan, which might translate to two or three
|
|
a day for a small, mobile, party on horseback.
|
|
(That last is just a swag. It does sound like a lot of inns. But then, not too
|
|
many are going to be great huge ones.)
|
|
</plot>
|
|
================================================================================
|
|
|
|
<title>"On the Road you meet..." CH</title>
|
|
<author>C. Hartley
|
|
<email>CHARTLEY@ESOC.BITNET</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
Quite a few good ideas gone in already so I'll just list one of my favourites..
|
|
|
|
The Mountain Mirage - a creature that appears to each PC as whoever, including
|
|
animals, they would like to see at that time. If carefully used you can have it
|
|
lead away a PC thinking that he is following another PC they were looking for,
|
|
or whatever else springs to mind. This creature should make its entry at the
|
|
right moment, when tension is already building.
|
|
|
|
As the name implies I had it living high in a snow-filled mountain pass, but I
|
|
see no reason why it can't have cousins that live in swamps, graveyards, old
|
|
ruins, etc...
|
|
</plot>
|
|
================================================================================
|
|
<title>"On the Road you meet..." JW </title>
|
|
<author>James Wallis
|
|
<email>james@wonder.demon.co.uk</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
<list>
|
|
1. Bandits. Obviously.
|
|
2. A group of travellers who have been attacked by bandits
|
|
3. A rag-tag rebel army led by a displeased noble or a dispossessed bastard
|
|
offspring of the local monarch, on their way to usurp the throne
|
|
4. A monk on a pilgrimage
|
|
5. Lots of monks on a pilgrimage
|
|
6. Ordinary folk on a pilgrimage
|
|
7. Lots of monks on a crusade
|
|
8. Gypsies, travellers, tinkers etc.
|
|
9. Other adventurers
|
|
10. Rich people fleeing an outbreak of plague in one of the cities 11. A runaway
|
|
child
|
|
12. An eloping couple
|
|
13. Irate family members pursuing the runaway child/eloping couple 14. The other
|
|
family pursuing the other half of the eloping couple
|
|
15. A hobbit inside a locked wardrobe. Well, we left him out there on the road
|
|
sometime in 1987, and someone's going to have to let him out eventually
|
|
16. Snake-oil sellers
|
|
17. Religious revivalists
|
|
18. Tollgates, official or otherwise
|
|
19. Low-flying dog fighting magic carpets. Or a magic carpet dog fighting a
|
|
dragon
|
|
20. Packs of wild animals
|
|
21. Spirits of the departed, doomed to walk the road for eternity until someone
|
|
breaks the curse that holds them there.
|
|
</list>
|
|
</plot>
|
|
|
|
================================================================================
|
|
|
|
<title>"On the Road you meet..." TM </title>
|
|
<author>Theo Mora
|
|
<email>cocoa@msiadmin.cit.cornell.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
|
|
Somebody in distress; bandits are going to do nasty things to him/her. Once
|
|
saved (if ever): he is going to introduce the party to the next adventure or to
|
|
an interesting subplot of whatever the current plot is, or just possesses the
|
|
clues to maybe successfully complete the present plot.
|
|
|
|
Alternative: he/she is very evil. Once saved, he/she invites the party to his
|
|
castle and makes disappear the party members one by one... a la Agatha
|
|
Christie... because he wants make a human sacrifice with them... Be sure to have
|
|
a NPC disappear early and reappear in due time to save the group, if they are
|
|
unable to get out of this by themselves. I used this plot, the group liked it
|
|
but I needed a Deus ex Machina In this plot the guy in distress must look nice
|
|
and not dangerous at all.
|
|
</plot>
|
|
|
|
================================================================================
|
|
|
|
<title>"On the Road you meet..." SZ</title>
|
|
<author>Stephan Zielinski
|
|
<email>szielins@prodhp.us.oracle.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
|
|
Actually, you can have a lot of fun with harmless loonies. The PCs are already
|
|
expecting to walk around a corner and find three witches hissing at them about
|
|
doom and goats and whatnot; an occasional red herring is amusing.
|
|
For example:
|
|
A pale little girl in a raggedly dress, sitting gravely by the side of the road,
|
|
who watches the PCs approach in silence, and says, "Tey'res marnsther's down 'at
|
|
way." The PCs may question her, but eventually they'll turn their backs on her--
|
|
which is when she vanishes. Guaranteed to slow down their march...
|
|
|
|
A large hunting dog, obviously the property of a noble, that runs up to a PC,
|
|
whining, and refuses to leave his side, casting fearful glances all about. When
|
|
the party stops to rest, the dog vanishes.
|
|
|
|
At a crossroads: a foot-high cross with a crucified rat.
|
|
|
|
A man in a chef's uniform running down the road gibbering "The knuckles... the
|
|
horrible knuckles..."
|
|
</plot>
|
|
================================================================================
|
|
<title>"On the Road you meet..." SP</title>
|
|
<author>Samuel Penn
|
|
<email>samuelp@aifh.ed.ac.uk</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
A lone pilgrim building a shrine to his god at the side of the road.
|
|
|
|
A burnt and gutted village/inn which has been recently attacked by
|
|
bandits/dragons/an army/undead whatever. Maybe it's a regular occurrence in the
|
|
area?
|
|
|
|
Inn run by thieves who rob likely looking travellers in the night (after
|
|
suitable doses of drugs in their sleep of course). Need some reason why they
|
|
don't just kill the players of course.
|
|
|
|
Inn run by faeries just out to have a good time. When the characters wake up in
|
|
the morning, they find the inns moved/vanished, the residents have changed, or
|
|
any other worrying but non-fateful events. Faeries could make good use of
|
|
glamour et al to make anything appear as anything they want it to.
|
|
|
|
An army marching somewhere off to fight some war (or coming back from one).
|
|
Maybe first come across routing soldiers, then finally an enemy army in
|
|
pursuit/camped down whatever.
|
|
|
|
Massacred caravan.
|
|
|
|
An obviously marked trail just off the road leading somewhere. Someone in need
|
|
of help? A trap? A red herring?
|
|
|
|
No road. ie its vanished, gone, disappeared into oblivion. It just ends in the
|
|
middle of open plains. Maybe continues a few kilometres further on.
|
|
|
|
A herd of cattle crossing the road. They seem to appear some kilometres to one
|
|
side of the road, cross the road, and disappear several kilometres in the other
|
|
direction. Some form of rift in space/time leading to other worlds. (okay, so
|
|
I've stolen that from Mostly Harmless).
|
|
|
|
A lone horse, riderless. Still has saddle/saddle bags. Contents might give clue
|
|
to who the rider was, but not why he's disappeared.
|
|
</plot>
|
|
|
|
================================================================================
|
|
<title>"On the Road you meet..."</title>
|
|
<author>Unknown
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
|
|
God. He wants them to find this cup...[Ed. See "Monty Python and
|
|
the Holy Grail if you cant figure this out]
|
|
A new lake/chasm blocks the road...
|
|
Demons/Dragons have set up shop on the road. Steady supply of food.
|
|
|
|
Of course, more sensibly:
|
|
Many small towns, villages and homesteads, with associated townsfolk. Village
|
|
rumors and scandals can be a great add to a campaign. Gives and sense of the
|
|
real world existing. Not just BIG magic, monsters, cities. Normal people are
|
|
around too. They shouldn't just be Background (or god forbid, cannon fodder).
|
|
|
|
And if you really want to confuse your players
|
|
|
|
Another city. Unmapped. Perhaps illusory, perhaps it only overlaps the world
|
|
once every hundred years or so. Or the players just get mislaid by bandits who
|
|
altered the road to lead to a previously abandoned city, lost to time (great for
|
|
BG). Imagine their surprise as they come to what they assume is the proper city
|
|
and find it completely abandoned (save for traps from the bandits).
|
|
</plot>
|
|
================================================================================
|
|
|
|
<title>"On the Road you meet..." TWW</title>
|
|
<author>Terrence W Wright
|
|
<email>tww133@cs.usask.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
|
|
The remains of a small skirmish. Be sure to have several dead still steaming in
|
|
the morning mist (ie still warm). It works best if the PC's are at war with
|
|
both sides (so they are not sympathetic to either side), then have a survivor
|
|
found from each side. Be sure to have both warriors promise whatever if the
|
|
PC's will save them and eliminate the other. Also be sure to imply that someone
|
|
will be coming back here. Give experience if the Clerics administer last rites,
|
|
and if the PC's are sufficiently solemn. There should be NO battle here. Just
|
|
role playing.
|
|
|
|
I pulled this one in one of my fantasy campaigns, and the PC's saved both
|
|
survivors, only to find that the allies of one of the survivors had gone on to
|
|
the next town and looted it for supplies. (The nearest town happened to be a
|
|
PC's hometown.)
|
|
</plot>
|
|
|
|
================================================================================
|
|
<title>"On the Road you meet..." BJD</title>
|
|
<author>Ben Davis
|
|
<email>bjd12@cus.cam.ac.uk</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
|
|
Inns with irritating/eccentric landlords (lights out at 10, temperance village,
|
|
demanding the PCs take baths, only food available is what you pick yourself,
|
|
that sort of thing)
|
|
|
|
Goats that go bleat in the night (in a threatening manner...)
|
|
(watch that blood pressure _rocket_ :) )
|
|
|
|
Shoe catastrophes (how many PCs have the gear to mend their boots ?)
|
|
or even worse, horse maintenance
|
|
|
|
Local Govt. representative charging them road tax (my lot thought it was a
|
|
bandit scam, and killed them...bad move). If they pay up, you can even give them
|
|
a road tax disc...
|
|
|
|
Helpful NPCs who just want to make their life easier (offering cups of tea,
|
|
somewhere to stay, in a quiet cottage in the woods, "if only you'll chop some
|
|
wood sir, for I am frail" kind of thing - eccentric old ladies with too many
|
|
cats who really are just being nice)
|
|
|
|
Bridges down, flooded rivers, natural catastrophes in all shapes and forms
|
|
(especially irritating ones that are time consuming, or involve a change of
|
|
plan, without being life threatening)
|
|
</plot>
|
|
|
|
================================================================================
|
|
<title>"On the Road you meet..." CGP</title>
|
|
<author>Colin G. Peters
|
|
<email>colinp@nano.engr.mun.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Any</type>
|
|
<setting>Road</setting>
|
|
<plot>
|
|
|
|
Travelling minstrels, as in bards, actors, etc... It's used in oh so many plays
|
|
and movies (anybody see Rosencrantz & Guildenstern Are Dead? (bad spelling I
|
|
know) ).
|
|
|
|
Bandits. Used a lot I know, but you could make them original (or at least
|
|
interesting). How about a Robin Hood type band... Steal from the rich, give to
|
|
the poor, PCs are often rich :) :). This is especially good if the PCs are all
|
|
(supposedly) good and claim to support this kind of rampant do-goodery. Just
|
|
wait till they realize *they* are now the targets :)
|
|
|
|
Monks or Pilgrims. These people can be nicely annoying to PCs. They may be
|
|
overfriendly, or attempt to convert characters, or ask for donations (travelling
|
|
Hare Krishnas anyone? :) ). Monks can also be really useful... they know all
|
|
kinds of stuff, or, if you're into that kind of thing, they could be carrying a
|
|
holy relic around with them.
|
|
|
|
Tax collectors. At certain times of the year the Lord/Sheriff of a barony would
|
|
send people around to all the villages to collect the king's taxes. These people
|
|
would be heavily armed and would carry a whole pile of money. The PC's might be
|
|
tempted to turn bandit- even if they had good intentions. However, stealing
|
|
taxes is one of the best ways to incur the wrath of the local lord, because then
|
|
he must pay the king out of his own pocket!
|
|
|
|
The single, unassuming stranger. Who is he? He could be a wizard in disguise...
|
|
he could be a dishonoured knight... he could be a young man looking for
|
|
adventure and escaping a nasty past. Why not just have someone ask to accompany
|
|
the characters. Make the person act mysterious and listen to the players
|
|
speculate. Players have really good ideas sometimes :) (If they decide to kill
|
|
him for being mysterious then (a) your players are bloodthirsty and (b) this guy
|
|
could be a totally innocent traveller, perhaps with powerful friends).
|
|
|
|
</plot>
|
|
|
|
----------------------------------------------------------------------------
|
|
Phil Scadden, Scadden Research
|
|
55 Buick St, Petone, Lower Hutt
|
|
New Zealand
|
|
ph (04) 568-7190, fax (04) 569 5016
|
|
|