3817 lines
182 KiB
Plaintext
3817 lines
182 KiB
Plaintext
<h2>
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The Net Book of Plots
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</h2>
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Volume VI
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Editors Note:
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The plots of this book were collected by <A
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HREF="mailto:P.Scadden@gns.cri.nz">Phil Scadden</A>
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and edited by Phil, <A
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HREF="mailto:tomz@writeme.com">Tom Zunder</A> and <A
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HREF="mailto:alex@complang.tuwien.ac.at">Alexander Forst-Rakoczy, that's
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me</A>
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The complete collection of the Net Book of Plots is available at
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http://www.complang.tuwien.ac.at/alex/Handbooks/index.html
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All of the plots are tagged, see the file "plot-tags.txt" or go to the
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HTML version of the Net Book of Plots at
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http://www.complang.tuwien.ac.at/alex/Handbooks/WWWPlots/index.html
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You can also find submission guidelines there at
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http://www.complang.tuwien.ac.at/alex/Handbooks/WWWPlots/submission.html
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We have permission of <a href="email:qshata@geocities.com">Qubrak Shata</a>
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to include the adventure ideas from his AD&D.com web pages in this book.
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The plots are marked with "(AD&D.com)" in the title. The AD&D.com site is
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located at <a
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href="http://www.geocities.com/TimesSquare/4777/infocent.htm">AD&D.com
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(1)</a> and <a
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href="http://pages.prodigy.com/SFXG88D/infocent.htm">AD&D.com (2)</a>
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Another set of plot ideas (namely non-monster wilderness encounters) was
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posted to the newsgroup "rec.games.frp.dnd". These plots are marked with
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"(News)".
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I hope all enjoy this new collection and
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dont forget to tell the authors how it went if you run a plot.
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---------------------------------------------------------------------------
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<title>Musketter Land</title>
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<author>William
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<email>william@duvi.eskom.co.za</email>
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</author>
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<length>Long</length>
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<setting>Any</setting>
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<genre>Fantasy</genre>
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<type>Quest</type>
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<type>Campaign</type>
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<plot>
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On the Island of Ro, there are four countries - the Olven Woods - inhabited
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by the Olden Elves, Arabica - a nation based on arabian culture, Arthuria
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- a culture based on Arthurian Culture and Musketterland - based on the Three
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Musketeers - just no muskets :-)
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Olden Elves - these are a bunch of stuckup elves that would love to
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destroy all the other races on the island and recover all the elven
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territories.
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Normal Elves - these are elves that live freely amongst the humans.
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Dwarves - dissapeared hundreds of years ago into their mountain
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strongholds - after defeating the elves in battle - basically giving the
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humans space to conquer the world.
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Gnomes - allied with the dwarves - nobody knows where they now are.
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Halflings - very secretive and seldom seen - similar to leprechauns.
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About 50 years ago the Arabics and Arthurians were at war - by the time
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they stopped fighting the arabics had conquered one of the arthurian
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provinces (neighbouring the Olven Woods). The elves have now decided it
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is time to recapture the lost territories - so how to do it :-)
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Decimian - High Priestess of Elventia (The goddess of Elves) has
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undertaken a journey with a few followers to get the Arthurian and
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Arabics to go to war - their first stop was in Arthuia where they managed
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to steal a missive from King Arthur to a fellow. They then proceeded to
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Mussketter land where they aim to get a letter copied by a scribe, the
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letter will be forged in King Arthur's script, the letter will be
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addressed to Sir Lancelot - Captain of the Arthurian Army - and be an
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order to attack the captured province in full force. - Decimian is hoping
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that this will spar a war between Arthuria and Arabica.
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Dacimians idea is then to get Arabica to attack Musketterland as well so
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that all the enemy cultures are at war.
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Initial adventure
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The party is in Musketterland when they are approached by the local
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Parchment Maker and asked to find his daughter - she disappeared the day
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before while looking after his shop - without leaving a note or anything
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- and taking only her brushes and parchment with her....
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This becomes a detective adventure where the party need to find her
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In the same street as the parchment maker are a Pottery - Potter and
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Apprentice, and a blacksmith.
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If asked what they saw - the blacksmith saw
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<list>
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1. 10:00 A hunched up man in a brown cape - went into the shop and came
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out after 30minutes
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2. 12:15 A young woman - also about 30 minutes
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3. 16:45 A Knight (Soldier of the Cardinal) - stayed only 5 minutes
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</list>
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If asked the Potter saw
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<list>
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1. As above
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2. As above
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3. did not see the knight
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</list>
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(The potter is very difficult and insists that he never left the front
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desk - if pushed he admits going out for lunch at about 13:00, when the
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apprentice was in charge)
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The apprentice saw - a beautiful elven woman go into the shop - but never
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saw her leave. By description the elven woman is obviously an Olden Elf -
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rarely seen in these parts - but the Apprentice swears she never left.
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The man in the brown cloak is in fact the girls boyfriend and (could be
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carrying flowers) just came to visit her.
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The young lady came to have a love letter written for her boyfriend. Her
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money - 1sp is actually in the till - she will be coming back the next day
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to collect her note - only the girl knows this.
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The Knight - a soldier in the cardinal's guard (the bad guys - allied
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with the Arthurians) - he was also coming for a love letter but there was
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nobody in the shop and he left without placing his order.
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The Olven Lady - you guessed it - Decimian - she offers the girl 100gp to
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copy the note - (an elf can't copy the note - elves cannot forge human
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script well enough - and also it could be scried by magic that it was
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touched by an elf). Decimian has taken the young girl to an ancient olven
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temple about 50 miles outside of town, where she will do the work
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Notes : The elves do not want to hurt anyone and would rather let the
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party see what they are doing before hurting them.
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The girl will want to finish the note - and earn her 100gp - (5 years
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income) so will insist on staying - the best the party will be able to do
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is to let her father know she will return soon.
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Clues to where she has been taken - going out the back entrance there
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are two sets of prints, an olven foot and the girl's bare feet.
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Decimian is wearing the symbol of her church (a red circle) seen by the
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potters apprentice and with research it can be found that an old temple
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exists in the woods....
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Future Adventures
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<list>
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* The Party must warn King Arthur and Lancelot....
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* But too late - Arthuria has invaded Arabica
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* Now the party must make peace....
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* But too late, an Arabican noble has been assassinated - by an Arthurian
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Arrow
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* Who killed him......? An Olven Assassin, An arthurian Archer
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* NO! - A Musketter - a member of the cardinals guard
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* Arabica threatens Masketter
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* Musketter King Louis wants peace
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* The Cardinal tries to kill the king....
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</list>
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Sound Fun
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Well this is my current campaign - the first adventure laid out above has
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just been done :-)
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Any more detail you want let me know :-)
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</plot>
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<title>The Quest For The Magnus Lexrota (summary)</title>
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<author>Richard
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<email>newsies@mindspring.com</email>
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</author>
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<length>Short</length>
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<setting>Any</setting>
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<genre>Fantasy</genre>
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<type>Quest</type>
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<type>Campaign</type>
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<plot>
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Here's a little bit about my campaign: I call it THE QUEST FOR THE
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MAGNUS LEXROTA.
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The characters get word that an ancient evil is about to come back out
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into the world after being asleep for about 500 years. At the same
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time, they stumble into an old mage lair and find a triangular piece
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of decorated gold with a curved bottom. It turns out to be part of an
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ancient holy relic called the Magnus Lexrota or Great Wheel of Law.
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There are seven other pieces the characters have to find to put it all
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together. Since this ancient evil being possesses the Talisman of
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Chaos, they must put it together in order to even combat him.
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The seven other pieces are really just a thread that you can use to
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string together a series of otherwise unrelated dungeons and
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adventures. But at the same time, you can throw in some intrigue from
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other groups who want the Magnus Lexrota for their own, and will do
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anything to get it.
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In my world, the Holy Imperial Church of Hyperion wants the MLR to
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validate itself. Many of the great Orders of Paladins want the MLR to
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launch a crusade against its enemies. Minions of the Great Evil want
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it so their master can take over the world. The gods of Mondalith
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want the MLR back so they can restore order to the world.
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You get the picture. It's really an easy way to use existing dungeons
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and adventures without going to much trouble. All you need to do is
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plug in extra-curricular interplay....
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Hope that's some help!
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</plot>
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<title>The Quest For The Magnus Lexrota (Campaign)</title>
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<author>Richard
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<email>newsies@mindspring.com</email>
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</author>
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<length>Long</length>
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<setting>Any</setting>
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<genre>Fantasy</genre>
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<type>Quest</type>
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<type>Intrigue</type>
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<type>Campaign</type>
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<plot>
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<stats>
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"The Magnus Lexrota.
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So long destroyed.
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Find it and bind it.
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His next reign avoid..."
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- poem by Brother Askalon of Callanmay Abbey
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</stats>
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The QUEST FOR THE MAGNUS LEXROTA (or the Q4MLR for short) is really
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nothing more than a thread. It is a simple yet effective device you can use
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to string together a series of otherwise unrelated dungeons and adventures.
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Depending on your personal needs, the Q4MLR can be a simple adventure to
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last your player characters only a short time, or, in my case, can become a
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huge campaign around which your PC's lives revolve. The only thing you need
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to create to make the Q4MLR more interesting is an aura of mystery and
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intrigue surrounding it as more and more NPC's become aware of its existence
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and in turn desperately want it. You will also need a pantheon of gods to
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make this work, but which one is entirely up to you.
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Here's a quick look at how I plug in the Q4MLR into my campaign.
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First, here's my background. This is subtext that the players get in a
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handout before the game begins:
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More than 2000 years ago, the kingdom of Abydos flourished and
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prospered on the banks of the Great River which wound its way through the
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vast deserts known as the Tempest Wastes. Its ruler, Cheops the Mighty,
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however was not content. He eyed the rich coastal city-states of the Great
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Crescent Sea with greed and lust. Though there was little doubt his
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charioteers could win the small city-states, victory would not come without
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great price. So Cheops ordered his court magicians to create a device
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which, when wielded by his army, would crush its enemies. They created a
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device called the TALISMAN OF CHAOS (TOC for short). Through its most
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powerful magic, the talisman created chaos and turmoil wherever it went.
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But what they didn't know is once unleashed, no man, not even a great
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pharaoh, could reign in the unrelenting chaos. Cheops' enemies did indeed
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fall, but the magic was so powerful, it also eventually destroyed Abydos as
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well, and cast all of the world of Mondalith along with it.
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For 500 years, chaos reigned supreme until a new pantheon of deities
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decided to take action. The pantheon of Zeus arrived on the slopes of
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Olympus. They quickly and easily dispatched the old abydosian gods and
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began plans to restructure the world. One day, Zeus looked down from
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Olympus and ordered his blacksmith Haephastus to construct something to
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reign in the rampant chaos.
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The great misshapen god fired his forges deep underground. He and
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his minions fashioned a wheel made of gold and mithril. It was called the
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Magnus Lexrota, or Great Wheel of Law (I use a barely passing form of Latin
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as my ancient language. I think it gives my campaign an authentic feel).
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Worn around his neck with an adamantite chain, Zeus was able to halt the
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chaos and begin the rebuilding of society. That rebuilding took form
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primarily in the Imperium.
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The Imperium sprang from the city of Myrrh. Its borders stretched
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far and wide across the world, and its culture formed the basis of life in
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Mondalith. At its height, Imperium centurions patrolled from outposts as
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far north as the Clywiddan Mountains and as far west as the Rhyder Pass.
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Imperium engineers brought water to deserts, elaborate villas to the
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frontier and strongholds to wild lands. The Imperial drachir became the
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standard coinage. And most importantly, imperial judges issued imperial law
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with a cold and impartial hand. "All roads lead to Myrrh," the old saying goes.
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But just as Rome, Myrrh too grew fat and complacent. Perversions
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and greed chewed away at the empire's foundations. With most of the
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frontier under the imperial standard and few lands left to conquer, the
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Circus Maximus became the favorite of the mob. Gladiatorial games and brutal
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executions seemed the only way to satiate the hunger of the people. Zeus
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himself grew fat and perverted; known then as Obese Zeus.
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Into this mix, a small cult began to form on the streets of Myrrh;
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the church of Hyperion. Hyperion the Lionhearted was a noble figure of
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goodness, honesty and chivalry. He attracted a mix of other deities and
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together formed the basic tenets of their religion: Paladur, god of
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knighthood and noble combat, Azariah, god of learning and justice, Ulfyn,
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god of the harvest, etc. These gods and others in the new religion appealed
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to the a populace weary of a constant diet of dessert without ever having a
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main course. Soon Hyperion and his pantheon of noble gods challenged Zeus
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upon the very slopes of Olympus. The War of the gods had begun. It raged on
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for years on Olympus until Hyperion came to a realization.
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The only way to defeat Zeus was to snatch the MLR off his neck and
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cast it down Olympus. In a great final pitched battle, Hyperion ripped the
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MLR off Zeus' neck and threw it down the mountain where according to legend,
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it smashed into eight equal pieces and vanished into Mondalith and history.
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Hyperion was victorious. He and his pantheon took their rightful
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places as the deities of Mondalith. But with the MLR destroyed, the evil
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gnawing chaos began creeping back into the world. Despite Hyperion's
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valiant efforts, the Imperium, just as Abydos, collapsed into anarchy and
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despair.
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During the empire's death throes, a man named Viriditus Acies, third
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son of a Myrrh noble, sailed with some companions and formed a kingdom far
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away from the collapsing land. Joining with the native clans of Gaels,
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Vajars, and Goths, he conquered the land later known as the Kingdom of
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Argandel. The kingdom seemed to be mankind's last best hope in the face of
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the dead empire and rampant anarchy.
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But not more than 100 years after Acies, his descendant, King Robert
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III, hired a court magician named Tallok. Tallok lived with Robert and his
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family in the king's magnificent underground palace called Green Castle.
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Built by dwarves, Green Castle was the envy of dukes, sultans, emirs and
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archbishops. But Tallok was a schemer and conniver, and unknown to anyone,
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has obtained the long lost Talisman of Chaos. Soon, "Bloody" Tallok used it
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to usurp the throne and grip the land in an iron fisted reign of terror. He
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ruled without mercy for 11 years, using his demons to destroy villages,
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churches, tribes, and the all-important knowledge of the past centuries.
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Finally, an army of Robert's former knights and men-at-arms defeated
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Tallok's dark minions and forced him back into the castle.
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They sealed off Green Castle with Tallok inside, but they never
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could recapture the glory of the House of Acies. Each succeeding king was a
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more impotent shell of a monarch than the last. 23 years ago, the last one,
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Thomas the Weary, abdicated the throne leaving no heir.
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Chaos has once again asserted its hold. Without the MLR to reign in
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the TOC, anarchy grips the world again. The once grand Kingdom of Argandel
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has been reduced to a chaotic mishmash of duchies, counties, diocese and
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principalities. No one recognizes anyone except the Holy Imperial Church
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of Hyperion.
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Here's how things begin in my campaign:
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The characters meet on a rainy night at a small but very cozy little
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inn called the Virtuous Knight at the crossroads of the Southguard and
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Callanmay roads. It's located in-between the Duchy of Ulwyn and the
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Diocese of Callanmay Abbey in the old Kingdom of Argandel. There they meet
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a hospitable innkeeper named Dorin Tavernmaster.
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After they go to sleep, they hear a commotion in the common room
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below and the stable area outside. A band of marauding orcs has attacked
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the inn. They characters fight valiantly, but the orcs make off with the
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innkeepers horses and life savings.
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He begs the characters to retrieve the things, offering a lifetime
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of free lodging at the inn in return. The characters agree. Dorin tells
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them he thinks the orcs are based in a dungeon located in the nearby hills
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of Tors Brendyrs. Sure enough, the marauding orcs are from there.
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This is where you can insert any dungeon (low-level if this is part
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of a large campaign, or any dungeon if this is a small diversion). I
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created my own called Delvingrim; an old sanctuary for a group of wizards
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called the Grim Alliance. The orcs killed them all and decided to move in
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some years ago. The lair is a series of rooms built around a great hollow
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cylindrical cavern.
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Whichever dungeon you use, you need to insert two things: Piece #1
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of the MLR and a mysterious letter. The letter is written in a strange and
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ancient tongue which needs to be deciphered by a sage in a nearby
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village. The letter orders the orcs to carefully guard the piece. It goes
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on to state that within five years he will be ready to leave Green Castle
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and re-conquer the world.
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So begins their quest to find all eight pieces of the Magnus
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Lexrota. At barest minimum, all you really need to do is place pieces of
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the MLR in a string of dungeons (handmade or mass produced). You could make
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the quest last a short time (reducing the number of pieces to six or four),
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or do as I have done and turn it into a full fledged campaign.
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Each piece found bestows a powerful gift to its user and grows even
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more powerful when used in conjunction with the other pieces. I'll leave it
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up to you to describe those powers. Only when completed can the wielder
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attack Tallok and his Talisman of Chaos. Otherwise, Tallok remains
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impervious to assault.
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But with that power comes ultimate responsibility. It will not take
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long for the characters to realize just how coveted the MLR is. I try to
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shroud it in ancient mysteries and wrap it in enough court intrigues to make
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the entire campaign more interesting.
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In my Q4MLR campaign, the following groups try everything from
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begging to bargaining, bribery to thievery, chicanery to murder to separate
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the MLR from the characters: Fishtown Rats Thieves' Guild, Chivalric Order
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of Paradigms, Holy Imperial Church, Druids of the Darkling Vale, Duke
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Aethelred of Ulwyn, Archbishop Germanicus of Beechanmoor, and the gods
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Paladur, Morvidus, and Demetia.
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In Mondalith, I have built my whole campaign around the idea of the
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MLR. Try to imagine the Holy Grail turning up in Medieval Europe in the
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10th or 11th centuries, and you have an idea how I handle the MLR.
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At the end, of course, the characters must fight Tallok. Once they
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are finished and wind up at the end of the campaign, they return to the
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Virtuous Knight and Dorin Tavernmaster. Dorin, as it turns out, is really
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Hyperion. He was testing his world and his own pantheon. He takes the MLR
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from them, granting them wishes in return. It is up to them to decide what
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to do next. The possibilities are endless.
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I hope this is what you need. If not, just let me know and I'll
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revise it. By the way, my new e-mail address if newsies@mindspring.com
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Thanks again for your interest. If you hear of anyone using it, let me
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know. I'd love to hear about it.
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Richard
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</plot>
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<title>You drank what?!</title>
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<author>Michal Szokolo
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<email>msz@ternet.pl</email>
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</author>
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<length>Short</length>
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|
<setting>Urban</setting>
|
|
<genre>Any</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
Unknowingly to anyone, supply of drinks (or water) was poisoned with
|
|
unknown substance. Anyone who drinks this drink/water is intoxicated
|
|
(PCs may be more resistant). The substance causes acute paranoia and
|
|
xenophobia - victims believe that everyone is plotting to
|
|
kill/destroy/hurt them and take "protective measures", including killing
|
|
the "enemies".
|
|
|
|
The party is hired/ordered to investigate a number of strange incidents:
|
|
crazy killers, sudden suicides, people locking their houses shut and
|
|
shooting at anyone getting too close. These incidents should be
|
|
unrelated and seemingly random.
|
|
|
|
Every time there is a clue, that killer, suicidal person (etc) drank one
|
|
specific brand of drink (e.g. Old Joe's Lemonade).
|
|
|
|
Cause of poisoning may be changed to fit campaign or be simply strange,
|
|
e.g.: drink manufacturer built new installation and didn't clean it -
|
|
artificial colors used in drink reacted with remains of anti-corrosive
|
|
paint solvent creating highly active neurotoxin.
|
|
|
|
Copyright 1996 Michal Szokolo. Free for noncommercial use.
|
|
</plot>
|
|
|
|
<title>Old Notes</title>
|
|
<author>Gabriele Ferri
|
|
<email>fif3336@iperbole.bologna.it</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Any</genre>
|
|
<type>Exploration</type>
|
|
<type>Quest</type>
|
|
<plot>
|
|
Hi there!
|
|
|
|
I come back with a nice plot idea!
|
|
|
|
In the last campaign, my DM let us find people travelling in the desert.
|
|
It was an expedition sent by the Arch-Mage for investigate about some
|
|
strange magical accidents. Our PCs joined the expedition, but 2 days
|
|
after we realized that the people we met was evil and they weren't sent
|
|
by the Arch-Mage, but by someone else (we haven't discovered it yet). We
|
|
had a nice fight, we won, and found some papers in a box. Here come the
|
|
genial idea: the DM really gave us about 7 papers. They were a previous
|
|
group's notes about some different dungeons, maps of forests and
|
|
inventories with notes about how to use some powerful magical items; and
|
|
he burned them a little, put part of them in the water and also put some
|
|
red paint on them. So that papers weren't completely readable because
|
|
of that treatment but also because they were just notes written during a
|
|
game session by another group. We continued our quest, we eventually
|
|
found the other party's skeletons (very old) and other papers. The DM
|
|
treated them like the others, but they were written in another alphabet
|
|
(probably he wrote those papers with his computers and then he changed
|
|
the normal letters with Greek letters). Obviously the mysterious papers
|
|
contained vital information about traps, monsters and so on..., so we
|
|
translated them (it took 1 hour and an half)
|
|
|
|
This adventure was really beautiful and it passioned all of us (we spent
|
|
hours examining the papers... it was exciting!).
|
|
|
|
bye bye
|
|
|
|
Gabriele Ferri - fif3336@iperbole.bologna.it
|
|
|
|
Uh, sorry for my bad English! I'm sure I've made a lot of mistakes!
|
|
</plot>
|
|
|
|
<title>Beast Law</title>
|
|
<author>Keith Davies
|
|
<email>ct94015@camosun.bc.ca</email>
|
|
<email>kdavies@pinc.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Campaign</type>
|
|
<plot>
|
|
My current campaign (Draekera) consists of the following (I think I've
|
|
already posted this in another thread, but...). Startup information
|
|
is first, followed by some campaign background.
|
|
|
|
Kalah Shadar is a Sargothi nomad (horse tribes); her tribes has been
|
|
virtually flooded with Landmar refugees (Germanic-type tribe from the
|
|
south) bearing tales of tall, vicious man-like creatures that have
|
|
been attacking their villages, killing and eating all the dead (even
|
|
their own). Kalah was part of a group of Sargothi tribesmen from
|
|
different tribes sent to investigate. After reporting back to their
|
|
tribes, it was decided that they should be sent to neighboring nations
|
|
to pass the word and ask for military assistance against the Beastmen.
|
|
Kalah was sent to du'Chade, where the Chadian command decided to send
|
|
a team led by Stage (Bandisalian scout 'doing jobs' for Chadian command)
|
|
to investigate. Jadow (desert mercenary) had been traveling with Stage
|
|
and hired on for the job. Hayden is a Chadian crystalmancer sent along
|
|
for communications support.
|
|
|
|
The party is going to examine the Beastmen, transmit the information
|
|
back to du'Chade and be told to investigate further; they will find
|
|
that the Beastmen were caused by the corruption of the Beast Law
|
|
upon the defeat of the Beast Lord (more about that below). The
|
|
party will then have the task of restoring the Beast Lord to power.
|
|
|
|
So far we've had two sessions and they are about half-way to the keep
|
|
nearest the pass to Landmar. Stage was fairly seriously wounded, but
|
|
was about half-healed by some salve.
|
|
|
|
|
|
CAMPAIGN WORLD
|
|
|
|
Dwarves haven't been seen in this area of the campaign, although they
|
|
are present in the Northern Mountains (near the Norse culture). There
|
|
are Logston elves (much like wild elves) in the forest of Tirebanil,
|
|
although only the Followers of Saint Laris get to see them; other
|
|
people entering the forest tend to sprout arrows. There are Pini elves
|
|
in the forest and mountains to east of Sargothian Plains. The Sindaar
|
|
(high elves) haven't been seen in forty or fifty years. To the best of
|
|
my knowledge there are no halflings or gnomes. This is a very
|
|
humanocentric campaign.
|
|
|
|
When the world was created, the gods bound the Land Law into Great
|
|
Dragons. On each continent there is one Dragon that maintains a
|
|
particular Law - there are Sun, Storm, Beast, Wood/Forest, Sea, Sand,
|
|
Shadow, Magic, Faerie (these last two are probably the same) and
|
|
probably others. The Beast Lord was defeated in combat by a human
|
|
warrior about forty or fifty years ago (hmmm....;). Normally when
|
|
a Beast Lord is defeated his power goes to the one who bested him;
|
|
the human was unable to handle to power and was destroyed. The Lord
|
|
regained some of the power but is in a coma, unable to restore the
|
|
Beast Law. The party is going to gain possession of his mind crystal
|
|
and will have to travel to the other Lords to repair it.
|
|
|
|
There are several possible endings to this. The first is that the
|
|
party restores the crystal and returns it to the Beast Lord, enabling
|
|
him to rebuild the Beast Law (although the Beastmen will remain
|
|
afterward - they are now part of the world). The second is that the
|
|
party will restore the crystal and one of the members will take on
|
|
the mantle of Beast Lord by using the crystal - there are currently
|
|
two characters that this option may appeal to. The third is that the
|
|
party fails, in which case the Beast Lord will be replaced by another
|
|
from another continent - probably a hundred years from now, after the
|
|
continent has been more or less overrun by Beastmen and the cultures
|
|
drastically changed. There are other dragons on the continent, but
|
|
they tend to be much smaller and weaker than the great dragon; they're
|
|
kind of like the great cats of the reptile world.
|
|
</plot>
|
|
|
|
<title>Get Out of Town!!</title>
|
|
<author>Keith Davies
|
|
<email>ct94015@camosun.bc.ca</email>
|
|
<email>kdavies@pinc.com</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
To actually get characters together, I'll tell about another campaign
|
|
I was running:
|
|
|
|
The original party went into the Temple of the Snake Demons (yuan-ti),
|
|
where a couple of the characters died while cleaning the place out.
|
|
They limped back to town to recover. While in town a couple of the
|
|
slaves they had freed asked to join their rescuers. Dave was really
|
|
unhappy playing a ranger, so I allowed him to restart with a mage.
|
|
The ranger was found face down in an alley, obviously robbed. Seamus
|
|
(I forget his character's name) was a thief who wanted to get in some
|
|
practice, so he went to rob a house - incidentally, the house of Therat
|
|
(Dave). He was captured, apparently blood-cursed, and released. He
|
|
went back to his inn, where Ramirez (6'4" Moorish Blade (bard)) was
|
|
sitting in the common room and thinking about joining a game of dice.
|
|
This fellow coming through the door with a bloody and a rune drawn
|
|
on his forehead in blood looked interesting, so Ramirez followed him and
|
|
tried to talk his way into their (Seamus and Mike (warpriest)) room.
|
|
He failed and was walking back to his table when the innkeeper passed
|
|
him in the hall - obviously going to check on his guest. The different
|
|
voice saying he was the innkeeper got Mike's attention - there was
|
|
obviously something wrong. In order to protect his interests, Ramirez
|
|
threw a dagger and killed the innkeeper.
|
|
|
|
Other events occurred that involved lots of running around, getting
|
|
picked up by the guard (Seamus lost three sets of lockpicks to the
|
|
guards in two days :), and being 'encouraged' by the Thieves Guild
|
|
to leave town the party was high-tailing it for the hills - not to
|
|
avoid the guard but to escape the guild - Ramirez killed one of the
|
|
Guild representatives escorting Seamus out of town.
|
|
|
|
In short, arrange things so that the party (even the innocent members)
|
|
end up fleeing the city with the law/guild behind them. They will
|
|
be forced to work together in order to stay alive...
|
|
</plot>
|
|
|
|
<title>Mandolin</title>
|
|
<author>Ray A. Reaux (rayzer)
|
|
<email>rreaux@vt.edu</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
I ran a short plot that works well for low level characters,
|
|
say below 3rd level, went like this:
|
|
|
|
A bard or minstrel PC wanted to purchase a new musical instrument.
|
|
When he gets to a shop, he looks them over and sees a really
|
|
nice one in the back of the shop made by a well known instrument
|
|
maker. He asks the shop keeper how much and the shop keeper
|
|
asks for a price, which isn't very high for one of such quality,
|
|
especially one made by an instrument maker of such repute. Anyway,
|
|
the shop keeper really wants to sell the instrument, and at any price
|
|
(should play this out so the player gets that hint but it isn't too
|
|
obvious), for his own peace of mind.
|
|
|
|
After the player gets the instrument and gets it home, he should
|
|
be happy. Then after a few days (you might want to make this after
|
|
some intervening adventure to not make things too obvious to the
|
|
player), he starts having bad dreams. He dreams of a fat man with
|
|
a knife in hand who is laughing down at him, as he experiences the
|
|
vertigo of falling. Of course, he never hits the ground but always
|
|
wakes up before he hits the ground. You'll want to start these dreams off
|
|
murky, but elaborate on them as you go. You might also have another PC
|
|
wake up one night to see the PC playing the instrument (let's say a
|
|
mandolin) and singing in a totally different voice. When the player
|
|
wakes up, he remembers nothing. Then one day, the other
|
|
characters in the party will find the PC is missing. They should find
|
|
him walking down the road, singing in that foreign voice.
|
|
|
|
The mandolin is the focal point for a ghost, not really a malevolent
|
|
ghost but one that wants revenge and restitution from the burghermeister
|
|
of a nearby town. The ghost was once a chaotic good bard who liked
|
|
to poke public fun at corrupt people and who was a little too free
|
|
with women, especially married women. He died when fleeing from the
|
|
bedchamber of the irate and corrupt burghermeister, who caught him
|
|
with the burghermeister's wife. Now his death was really an accident
|
|
since the burghermeister did not knife him, and the bard fell from
|
|
the window and broke his neck. But the ghost wants to humiliate him
|
|
nevertheless and drive him from his comfortable office. He isn't
|
|
interested in killing the burghermeister, just
|
|
wants to show him up for what he is, a corrupt and petty man.
|
|
That's why he "borrows" or possesses the body of the owner of the mandolin
|
|
to lead him to the town to exact his revenge on the burghermeister.
|
|
Hopefully, the other PCs of the adventuring group would be drawn in
|
|
to this effort.
|
|
|
|
Since the ghost is not evil, a detect evil would not show the mandolin
|
|
as evil. Destroying the mandolin would destroy the link with the ghost,
|
|
but any attempts to do so would make the ghost extremely angry.
|
|
</plot>
|
|
|
|
<title>Staggered Time Startup</title>
|
|
<author>Christian
|
|
<email>christian544@clubhouse.email.net</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
I'm doing something new with my player characters...I'm starting them at
|
|
different times. The first players village is raided by Death Knights,
|
|
and the townsfolk pack up and get out. The players parents and family are
|
|
killed, and the player is stuck with a group of soldiers travelling to
|
|
Cormyr to speak to King Azoun.. The player REALLY wants to find out why
|
|
the Death Knights raided their village after they'd been gone for a
|
|
couple hundred years, so he enlists the aid of player 2, maybe player 3.
|
|
They set out, hired hands, with player 1, and end up meeting player 4 in
|
|
an adventure. Player 4 joins them after MORE Death Knights show up, this
|
|
time led by Gondegal, who I've recreated as a Doom Knight after his loss
|
|
at Arabel, and they flee, only to get to WaterDeep, and meet players 5
|
|
and 6. Seven, a drow psionicist, will join them when they venture into
|
|
Menzoberranzan.
|
|
|
|
*Lord Xian of Silverblood*
|
|
</plot>
|
|
|
|
<title>On the Run</title>
|
|
<author>Brent G. Davis
|
|
<email>bgdavis@vnet.ibm.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Urban</setting>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
This adventure was originally created to bridge the retirement of some
|
|
rather munchkinish high-level characters with a starting party. The players
|
|
had been playing good characters for a long time, and wanted to try evil.
|
|
This is the result, and IMHO it turned out quite well. If you need an
|
|
intro for a new party with evil characters this may work:
|
|
|
|
A group of high-level good characters arrives in a town known for its seedy-
|
|
side. In short order, they end up wiping out the Thieves' Guild, Assassins'
|
|
Guild, and all the evil temples and magic schools there. They also replace
|
|
the former puppet government.
|
|
|
|
As this is going on, the new characters (who were members of those guilds,
|
|
temples and schools) escape. (It is possible that some of the characters are
|
|
friends or relatives tagging along - this allows for some non-evil characters
|
|
in the group.) This is where the adventure begins - with them "on the run"
|
|
from overwhelming forces. They join up after fleeing from the city.
|
|
Where do they go? They aren't prepared for overland adventures or the
|
|
dangers beyond the city walls. Yet returning to the city means possible
|
|
capture by the new government. Rewards are being offered, so former contacts
|
|
might very well turn them in.
|
|
|
|
The party may resort to stealing some horses and equipment. After a while,
|
|
some bounty hunters will pick up their trail. It is easy to turn some of
|
|
these bounty hunters into recurring characters that almost catch them between
|
|
various adventures. (In the original campaign, one known as The Inspector
|
|
was always hot on their trail. The players never realized he was just an
|
|
illusionist using his spells to appear as a large garrison tracking them
|
|
down.) With prices on their heads, the party will need to be extra cautious
|
|
when dealing with shopkeepers who will eagerly turn them in for a quick
|
|
profit. All those things that good characters normally take for granted
|
|
now pose huge risks for this group.
|
|
|
|
The surrounding territory is heavily populated by humanoids and other beasts
|
|
which makes escape from the city quite difficult. Just because they may
|
|
have a common enemy doesn't make these creatures any less likely to view the
|
|
fleeing party as food. If they do make deals with the monsters, word of
|
|
this may get back to the city further ruining their reputations. As the
|
|
characters become more powerful, their names and faces will appear on
|
|
wanted posters in the towns they visit. Other adventurers may also try to
|
|
track them down to make a name for themselves. Rumors of the party's
|
|
evil-doings can get wildly exaggerated to the point that orders for their
|
|
capture keep coming from higher places of office and further away.
|
|
|
|
>From a DM stand-point, it is easy to convert and use any common adventure
|
|
type with this ongoing plot. For example, instead of the typical
|
|
dungeon-delve, the party explores and secures a new hideout. Instead of
|
|
guarding the caravan, they attempt to steal goods from it undetected.
|
|
Many DM's will likely have a blast converting parts of their old adventures
|
|
for this one...
|
|
</plot>
|
|
|
|
<title>Port of Death (The Plague: Part 1)</title>
|
|
<author>Brent G. Davis
|
|
<email>bgdavis@vnet.ibm.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
The party hears rumors of a plague that is ravaging a nearby seaport.
|
|
No healing methods have been successful at treating its effects. Some
|
|
say it may be the result of a magical curse while others suggest that it
|
|
is a plague sent by the gods.
|
|
|
|
Obviously, the party probably will need to be lured into the city - possibly
|
|
some of them have relatives there, or they are hired by someone to rescue
|
|
family members from the city. (Otherwise, they might just as well stay away
|
|
to avoid contracting it themselves!) As they approach, they encounter a
|
|
few of the dying attempting to flee from the city. They have lost motor
|
|
skills, they sweat profusely and are completely disoriented - hallucinating.
|
|
As they die, the party's efforts to help them will be unsuccessful.
|
|
|
|
It is interesting to note that the farms just outside of the port city have
|
|
been mostly untouched, with only a few young males that frequented the city
|
|
having been afflicted.
|
|
|
|
In the town, the party will encounter more plague victims. Most seem to be
|
|
from the seedier parts of town, but there are also a number of high-ranking
|
|
officials and shopkeepers that have died. With the number of dead bodies
|
|
piling up, there have been a number of problems such as giant rats and
|
|
ghouls feeding on the dead along with the problems of burying them all.
|
|
(These can be turned into mini-adventures.)
|
|
|
|
As the party investigates, they learn that the plague started within the last
|
|
month. None of the clerics or healers have found a way to treat the dying.
|
|
Plus, spells that raise the dead don't even bring them back. Priests are
|
|
convinced that this is a sign, and that "The gods are punishing us."
|
|
|
|
One of the main links appears to be money: many victims are thieves, harlots,
|
|
shopkeepers and city officials while the poorer people in the same areas
|
|
(beggars, workers, etc.) have been largely untouched. If they pursue this,
|
|
they will learn of a mage in the port that believes this is due to some
|
|
cursed coins being passed around the city. (He's wrong, but it can lead to
|
|
some rather interesting side adventures.)
|
|
|
|
While the records are a bit sketchy, the party will find that most of
|
|
the early deaths occurred close to the docks, and have since spread
|
|
throughout the rest of the city. The party will also discover that a few
|
|
of the once popular taverns near the docks are fairly deserted. Many of
|
|
the former patrons have been hit by the disease. If they check these
|
|
places out, they will notice that one particularly rich-looking fellow
|
|
frequents most of these places. He stops in, talks to a couple people
|
|
briefly and then leaves. If watched carefully, he will be seen exchanging
|
|
small pouches under the table with those people.
|
|
|
|
He's was once a thief, but is now a rich drug-dealer. If confronted by
|
|
the party, he will try to bribe them to leave him alone. If searched and
|
|
then pressed about the drugs, he will reveal that he received a new type
|
|
of drug "Drax" from a ship that arrived about a month ago. It has been a
|
|
big seller for him, but recently a number of his distributors in the city
|
|
have fallen victim to the disease. Thus, he has been forced to leave his
|
|
fancy dwelling and go back onto the street to do the dealings in person again.
|
|
He's been having to lower his price, for it seems that the drug's demand has
|
|
been dropping off. (This is because the customers are dying, but he doesn't
|
|
realize this.) His greed and low wisdom prevent him from making any kind
|
|
of connection.
|
|
|
|
If the party convinces him that the drug is causing the disease, he will be
|
|
very upset and try to help them as best he can to avoid a certain death at
|
|
the hands of the local officials and populace. (He is chaotic, but not
|
|
evil.) He will turn over all the Drax he possesses and a fair amount of
|
|
gold to the party. He will also provide them with the names of the ship
|
|
and his contacts, but then he will attempt to slip out of town permanently.
|
|
|
|
The drug does tremendous damage to the brain producing a spectacular high
|
|
and hallucinations in the process. Eventually the entire brain is destroyed
|
|
preventing any type of healing or raising from working.
|
|
|
|
Note: If this adventure were placed in modern day, the characters would
|
|
probably figure out the drug source very quickly. Staging it in a fantasy
|
|
campaign creates many more "believable" dead ends for the investigation
|
|
such as cursed coins or a god-sent plague. DM's should feel free to take
|
|
advantage of this by possibly spinning off various mini-adventures before
|
|
the true source is determined.
|
|
</plot>
|
|
|
|
<title>Dragon Island (The Plague: Part 2)</title>
|
|
<author>Brent G. Davis
|
|
<email>bgdavis@vnet.ibm.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Ocean</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
The party can bribe a dock agent to see a list of ships that arrived about
|
|
a month ago. The ship identified by the dealer came from a small island.
|
|
They will either be sent or feel obligated to put a stop to this operation.
|
|
A ship can be hired to take them there. (DM's can use this as an opportunity
|
|
for a sea battle with one or more of the drug-lords ships.)
|
|
|
|
Drax is made from the dragon flower which is only found on Dragon Island.
|
|
The drug-lords know its effects, and hope to use it to build income and at
|
|
the same time wipe out the mainland population.
|
|
|
|
The drug-lords are non-human but employ human operatives for distributing the
|
|
drug. DM's are free to use whatever creatures would best fit the party and
|
|
the campaign. Originally, this adventure was used for a low-to-mid level
|
|
party and had ogre magi as the head of the operation with a number of
|
|
humanoids (mostly hobgoblins) in their employment. For higher level parties,
|
|
the head drug-lord could easily be a dragon. (This is Dragon Island
|
|
after all.)
|
|
|
|
The dragon flowers can be wiped out using a variety of methods. However,
|
|
completely eliminating this species may be frowned on by any druids in the
|
|
area, as the flower does have other beneficial uses and is quite beautiful.
|
|
</plot>
|
|
|
|
|
|
<title>Raid on Rokin (The Rokin Chronicles, Part 1)</title>
|
|
<author>Brent G. Davis
|
|
<email>bgdavis@vnet.ibm.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<setting>Wilderness</setting>
|
|
<setting>Castle</setting>
|
|
<setting>Dungeon</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<type>Intrigue</type>
|
|
<plot>
|
|
Beginning: The party hears tales of a large humanoid attack on Rokin, the
|
|
capitol of Drucinia, a lawful nation. The raid included flying creatures
|
|
such as griffins, hippogriffs and even a blue dragon along with a humanoid
|
|
army. For a tie-in, one of the characters or NPC's should have ties to
|
|
Rokin, thus leading the party to investigate. The rumors make it sound
|
|
like the city has been burned to the ground and all the people are dead...
|
|
|
|
After the party gets to the city, it becomes apparent that the rumors of
|
|
Rokin's near-destruction are greatly exaggerated. In fact, to someone
|
|
unfamiliar with the city, they might not even know that an attack occurred.
|
|
There are only a few damaged buildings, but the townsfolk are really rattled -
|
|
so rattled that their tales are already ballooning way out of proportion.
|
|
"I swear it was 5 dragons." "No, it was 10 if not more." "And 500 orcs."
|
|
"More like 5000." "We're just lucky to be alive."
|
|
|
|
In fact, the force was only about 100 creatures total...
|
|
|
|
In Rokin, posted notices and town criers announce that the King of Drucinia
|
|
died a few weeks earlier leaving no heirs. In his place, the acting regent,
|
|
Agral Tymart has been convening with the Rokin council to select the next
|
|
ruler. However, as this was transpiring, a powerful warrior, Dreth Caldan,
|
|
and his forces raided the city, and stole the Drucinic Crown and Scepter.
|
|
Until these are returned, the next king cannot be appointed. After
|
|
consulting the Law Scrolls, the council has selected the next king, a
|
|
half-elf (who is neutral and a strange choice as most Drucinic kings have
|
|
been extremely lawful). Agral Tymart has offered a reward for the return
|
|
of the royal items as well as the capture of Dreth Caldan.
|
|
|
|
Arrange a meeting between Agral and the interested party. He will give as
|
|
many details as he can. He knows the force wasn't that large, but he
|
|
doesn't know why Dreth stole the items. Agral knows Dreth somewhat and
|
|
pleads with the party to capture him and bring him back for judgement as
|
|
opposed to killing him. Agral suspects that Dreth had a good reason to
|
|
take the items. He will explain that Dreth believes humanoids and other
|
|
monsters are acceptable forces; they just need more supervision. These
|
|
views are part of what makes him evil. His troops consist mostly of orcs,
|
|
hobgoblins a handful of giants along with his flying mounts: griffins,
|
|
hippogriffs and his personal blue dragon steed. These forces are extremely
|
|
well disciplined due to Dreth's skilled leadership.
|
|
|
|
One of the councilmen, Akelor, will also meet the party as they are leaving.
|
|
He will be much more vindictive saying, "This man must be punished. He has
|
|
defiled the throne, sitting upon it as if he were the king. Do not hesitate
|
|
to kill him." (Akelor is the only one to witness Dreth's throne room visit.)
|
|
|
|
The party will presumably set out to deal with Dreth. His base is a
|
|
mountain keep at the eastern edge of Drucinia. It is heavily defended.
|
|
The mountain terrain along with the defenses make a frontal assault nearly
|
|
impossible.
|
|
|
|
During the overland trip, the party might catch glimpses of a grizzled old
|
|
woodsman that might be following them. If they investigate, no trace of him
|
|
will be found. If and only if a party member is seriously injured, he might
|
|
emerge suddenly from the nearby trees and heal them. He will just as quickly
|
|
vanish into the growth. He will not do anything else. This character is an
|
|
addition to the original 1st adventure and will return in various forms
|
|
throughout the Rokin Chronicles.
|
|
|
|
Near the mountains, the party will meet a (very) helpful elf who knows of a
|
|
secret way into the keep. Below it is an ancient crypt occupied by
|
|
various undead. Dreth knows about this, and has left them there as guards.
|
|
He doesn't care if the party wipes out the undead. Once they get past the
|
|
crypt, either allow the party to be captured or fight their way through
|
|
Dreth's forces to meet him. His guards have orders to capture first, and
|
|
kill only if necessary.
|
|
|
|
Dreth is powerful, and should be difficult (even impossible) for the party
|
|
to defeat in combat. But, if they role-play the situation instead, he can
|
|
be talked into returning to Rokin. He is somewhat evil, but he is also
|
|
extremely lawful. His raid on Rokin was extremely selective, as he
|
|
targeted the 2 items (which he believes are rightfully his). He is upset
|
|
that some minor damage occurred during the raid. The guilty humanoids have
|
|
been punished. He insists that he left a scroll on the throne explaining
|
|
his actions. In fact, one of the councilmen was there...
|
|
|
|
According to Dreth, The Law Scrolls in Rokin prove he is the next king.
|
|
(And he is right! This is due to a number of obscure laws and the order
|
|
of titles in the situation of a king leaving no heirs.) One of Dreth's
|
|
agents in Rokin notified him that something was amiss. But, the agent was
|
|
discovered and killed before learning more. Dreth seized the crown and
|
|
scepter to avoid losing the rightful title, since if another was crowned
|
|
first, he would lose the claim. He returned to his keep to wait for vital
|
|
information from other agents throughout Drucinia that will hopefully
|
|
expose the plot. Fearing the party might be part of this, he will not
|
|
reveal any information concerning the plot or his agents. However, he
|
|
trusts Agral Tymart, so he is willing to accompany a group sent by him.
|
|
(The crown and scepter are hidden in his keep, and he will not reveal their
|
|
location. This is his only insurance at the moment.)
|
|
|
|
At some point after Dreth has agreed to return with the party, the elf NPC
|
|
will attempt to kill Dreth. He is really an assassin, and part of an
|
|
elaborate elvish conspiracy to seize the Drucinic throne. He will make an
|
|
attempt on Dreth when the opportunity presents itself (i.e. he is alone
|
|
with Dreth or with only 1 other party member plus Dreth). It is up to the
|
|
DM whether the attempt succeeds. Regardless of the outcome, the elf will
|
|
escape.
|
|
|
|
If the party returns to Rokin, and then questions Akelor via truth spells or
|
|
similar means, the truth will come out. Akelor removed Dreth's scroll as well
|
|
as hid and forged the Law Scrolls that would prove Dreth is the rightful
|
|
king. If pressed, Akelor will reveal that he did not act alone, but doesn't
|
|
know all of the people involved. He does know that the half-elf king-to-be
|
|
is aware of the conspiracy. The death of the former king was also
|
|
orchestrated by someone involved (the elf the party met earlier).
|
|
The conspiracy also involves some of the elvish ambassadors in Rokin.
|
|
|
|
If Dreth was killed, he will be raised from the dead by priests in Rokin.
|
|
Dreth will send messengers to his keep and his dragon mount will return with
|
|
the crown and scepter. Then he will be crowned as the rightful king.
|
|
|
|
Note: Both the Crown and Scepter of Drucinia are artifacts. Their true
|
|
nature will be revealed in Part 4.
|
|
</plot>
|
|
|
|
<title>Words of War (The Rokin Chronicles, Part 2)</title>
|
|
<author>Brent G. Davis
|
|
<email>bgdavis@vnet.ibm.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
Much to the chagrin of the neighboring elvish empire, Dreth Caldan is now
|
|
the King of Drucinia. After uncovering the plot to seize Drucinia's throne,
|
|
Dreth has ordered all of the elvish ambassadors out of the country. In
|
|
response, the elves have done likewise. Both have also increased their
|
|
patrols along the Drucinic/Elvish border. The situation is very tense.
|
|
|
|
Then Councilman Akelor escapes. (He is aided by the elvish assassin.)
|
|
He also steals some important defense plans. Fearing invasion, Dreth Caldan
|
|
summons a large humanoid army from the east. All the pieces are set for
|
|
war...
|
|
|
|
In Rokin, the people are turning on anything elvish. "Elf-compatriot.
|
|
Even if you say you're half-human, you're still half-elf." Two thugs are
|
|
seen beating up a helplessly obvious half-elven shopkeeper.
|
|
|
|
Agral Tymart sends for the party. There might be another way to avoid this
|
|
war. In his research, Agral has found notes from an ancient elvish prophecy
|
|
about an "evil" warlord wearing the Drucinic Crown and the war that would
|
|
follow. The prophecy also mentions a specific event that will stop the
|
|
fighting, but its translation is unclear. There are only a few other notes,
|
|
but they seem to fit closely with current events. The original text is
|
|
somewhere deep in the elvish kingdom.
|
|
|
|
What follows is a difficult infiltration into the now-hostile elvish
|
|
kingdom. After the party sets out, they learn that the original prophecy
|
|
is carved into stone in a sacred vale tended by a reclusive order of elven
|
|
priests. Along the way, you can allow the party to encounter Akelor & the
|
|
elvish assassin. They will attempt to kill the party rather than capturing
|
|
them. Very few elves know the truth about the former conspiracy, and they
|
|
don't want to risk the party spreading it around the kingdom. As it stands
|
|
now, most elves view the human claims of a conspiracy as rumors meant to
|
|
cover their real goal of conquering the elves. If the party does try to
|
|
expose the truth, they will be laughed at by most elves.
|
|
|
|
This is an extremely difficult adventure to undertake. However, with the
|
|
help of some allies they will encounter (which includes some druids and
|
|
the elven priests) they can make it. Not all of elves want to fight this
|
|
war either. A few fights are likely, but the majority of this adventure
|
|
should involve role-playing. (One of the druids that will aid them is the
|
|
same person as the grizzled man from part 1, although in this adventure he
|
|
looks much different, so the party will have no idea...)
|
|
|
|
The text on the stone is quite lengthy, and it is written in an ancient
|
|
tongue (even older than elvish, but somewhat related to modern druidic).
|
|
A few of the elvish priests that tend the vale can provide a loose
|
|
translation. All of the text up to this point fits exactly with the current
|
|
events (albeit, in that wonderful "prophet-speak"). In various places the
|
|
text refers to an ancient land in the far east where a star once fell. That
|
|
land is now a vast desert! The text near the end is difficult to translate,
|
|
but it seems to indicate that this war will end when a star falls on the
|
|
battlefield. It also mentions something about Havoc's Day (the apocalypse?).
|
|
</plot>
|
|
|
|
<title>Star of the Prophet (The Rokin Chronicles, Part 3)</title>
|
|
<author>Brent G. Davis
|
|
<email>bgdavis@vnet.ibm.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Wilderness</setting>
|
|
<setting>Desert</setting>
|
|
<setting>Dungeon</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<type>Quest</type>
|
|
<plot>
|
|
The party returns to Rokin with the texts from the ancient prophecy.
|
|
Meanwhile, the situation is getting worse in Rokin. The humanoid army
|
|
is camped outside the city, and everyone expects a battle will soon occur.
|
|
Dreth has calmed fears of the council about the humanoids turning on
|
|
them after the battle. "With their ancient hatred, the humanoids and
|
|
elves will attack one another first leaving our forces nearly untouched."
|
|
|
|
With the impending battle, Agral urges the party to go to the ancient
|
|
eastern land to look for help. He is able to convince Dreth to spare some
|
|
of his winged mounts for transport.
|
|
|
|
The party reaches the desert and soon finds ruins amidst the sand. In one
|
|
of the buildings is a detailed map showing the once lush land. There is a
|
|
great pyramid shown in the map that has a star-like symbol. A nomad will
|
|
emerge from the sands as the party finds this map. He will not speak, but
|
|
will drop a number of wooden staves and clubs along with suits of plant-
|
|
based armor in front of the party (one for each member). He will turn and
|
|
leave, vanishing as the sands pick up in the desert. (This is once again
|
|
the grizzled woodsman & druid from parts 1 & 2.) The party will be pretty
|
|
perplexed about where these came from - certainly not from this desert!
|
|
The plant-based armor may not be worn with other armor.
|
|
|
|
With some searching, the party locates the pyramid indicated on the map.
|
|
Within the pyramid, the party encounters strange skeleton-like creatures
|
|
that have the abilities of mid-range fighters and mid-range mages.
|
|
Inside each ones skull is a glowing gem. Anyone that touches this gem
|
|
is charmed into placing it against their head. The gem burrows into
|
|
their head and the creature is turned into another of these skeleton-like
|
|
creatures within 1 turn. Before that time expires various magical methods
|
|
may be used to stop the process.
|
|
|
|
When a gem-skeleton is hurt and about to die, if there are none of its
|
|
kind nearby, the gem explodes sending out tiny fragments (equivalent to
|
|
a 6-dice fireball). Bystanders killed this way rise up as similar skeleton-
|
|
like creatures within 1 turn due to the shards that are embedded in them.
|
|
The gems appear to be alive and growing, and each skeleton is able to
|
|
produce basically unlimited number of shards from their skulls to create
|
|
more from fallen or captured enemies. The gems do not affect plants or
|
|
plant-based creatures, and weapons made from plants (wood or otherwise)
|
|
such as staves or clubs do extra damage against the skeletons. Plants are
|
|
also immune to the gem-detonation. In fact, any plant material nearby
|
|
seems to make the gems cringe. If the party is wearing the plant-based
|
|
armor that the nomad dropped, they are immune to gem-detonation, and they
|
|
will notice that the shards bounce off of it. The gems and shards can
|
|
easily be crushed by the staves and clubs, turning to dust.
|
|
|
|
The pyramid is filled with various traps, both magical and mechanical,
|
|
plus a few other creatures besides the skeletons. There are also odd piles
|
|
of treasure, metal bands and locks, but no wood. In fact, there isn't any
|
|
wood in the entire pyramid, and any that once was here is completely gone!
|
|
The gem-skeletons have destroyed all of it over the years.
|
|
|
|
Along the way, the party will find more ancient texts. These are a warning,
|
|
but the party won't be able to translate them. The party will encounter a
|
|
small "harmless" creature that can speak to them. It claims to be an agent
|
|
of their deity sent to witness this blessed event. It will lead them to a
|
|
room where an object glows brightly (like a star) and beautiful singing
|
|
is heard. The glowing object is a sword (sunblade), hanging in the air
|
|
above a magical circle. The creature will urge the party to take the sword to
|
|
complete their destiny. It is arranged as part of an ancient magic circle,
|
|
and unfortunately disturbing it will have nasty effects (but that won't be
|
|
revealed until later). As the sword is grasped, the little creature will
|
|
vanish (teleport away). The creature is actually a powerful demon that was
|
|
trapped here. It uses various magical means to conceal its identity.
|
|
The sword is lawful good and will be in telepathic communication with
|
|
anyone grasping it. The sword will reveal that the demon has just been
|
|
freed, and be very upset. This type of spell will never work against this
|
|
demon again and so the sword will feel that its purpose has ended.
|
|
|
|
Returning to Rokin by air at night, the party sees the battle fires raging
|
|
below. If the character with the sword explains the situation to it, and then
|
|
hurls it down, it will blaze brightly and sing a loud chorus in elvish,
|
|
destroying itself in the process. From the ground it appears as a
|
|
falling star.
|
|
|
|
Clerics among the warring elves will call back their forces upon seeing this
|
|
sign. It fulfills an ancient prophecy handed down for generations.
|
|
For now they must join this enemy to defeat an even greater one...
|
|
</plot>
|
|
|
|
<title>Havoc's Day (The Rokin Chronicles, Part 4)</title>
|
|
<author>Brent G. Davis
|
|
<email>bgdavis@vnet.ibm.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
The texts copied from the pyramid are translated by one of the elven priests.
|
|
They indicate that a powerful demon was imprisoned there. It also notes
|
|
the gem-skeletons and tells of a huge controlling master gem that fell from
|
|
the sky.
|
|
|
|
Far to the east, a great cloud rises up. The demon that was freed by the
|
|
party in the previous adventure has summoned the godstorm - basically a
|
|
huge growing cloud of acid rain that continues to grow outwards. This
|
|
is what turned the lush land into desert before. At the front of the
|
|
storm, marches an army of gem-skeletons. Both are swelling...
|
|
|
|
In Rokin Castle, the party once again meets with Agral Tymart and Dreth
|
|
Caldan. All appears hopeless. "Havoc's Day is upon us!"
|
|
|
|
A hawk will fly into the throne room window, and suddenly change into an old
|
|
man, a man that the party almost recognizes. He combines features of the
|
|
grizzled woodsman, the druid and the nomad from parts 1-3. "It is time."
|
|
|
|
He is one of an ancient order of heirophant druids that were in hibernation
|
|
for thousands of years. He will tell the story of the ancient land. The
|
|
demon came to them as a god hiding behind his illusions and promises. The
|
|
demon tricked the mages and priests to cast a great spell that caused a
|
|
star to fall - the gem. Once it began to work its evil, the demon loosed
|
|
the godstorm. This was a 2-pronged attack: the gems to wipe out animal
|
|
life, and the storm to destroy all plant life. The demon sought the
|
|
destruction of the planet. But a group of priests, mages and druids were
|
|
able to trap the demon in the pyramid and stop the menace using the
|
|
sunblade that they crafted. The price was terrible. That land was
|
|
destroyed along with most of the people. Worse, the demon was only
|
|
trapped, and the location of the master gem was unknown.
|
|
|
|
The survivors set out to find it, and did, but were unable to penetrate its
|
|
defense. The wards the demon placed on it were meant to prevent any but an
|
|
evil druid king from touching it. Druids can't be evil, so this was an
|
|
apparently fool-proof ward. However, the wording on the ward was not
|
|
perfect, and as a result, the survivors from the old land devised a plan.
|
|
The druidic nation of Drucinia would need to be slowly transformed. They
|
|
would make it a lawful nation, and one day, when a lawful evil king was on
|
|
the throne (they didn't trust any other type of evil king to help them),
|
|
they would have their evil druid king. For the ward implies a Drucinic king
|
|
as opposed to a true druid king, but at that time, ages ago, the two were
|
|
synonymous. They also crafted the crown to prevent the terrible mind-
|
|
influencing affect of the gem. The scepter is a living tree transformed
|
|
into a pointed scepter which can penetrate and destroy the gem. Eventually,
|
|
the nation would be transformed and these items would be given to its kings.
|
|
However, their plan would take thousands of years to reach fruition...
|
|
|
|
The surviving heirophants went into hibernation. Their prophets revealed the
|
|
dates when they would need to awaken, and now they have. The druids have
|
|
methods to halt the spread of the godstorm using various weather spells.
|
|
But they need the humanoid, human and elvish armies to halt the gem-skeletons.
|
|
To prevent the gem-detonations from turning these armies into more skeletons,
|
|
he reveals that the gems cannot penetrate plant-based armor. And weapons
|
|
made from plants deal extra damage to them as well. Realizing there would
|
|
be no time to craft enough of these items, their agents have been secretly
|
|
stockpiling them over these thousands of years and putting them into stasis
|
|
all over the world - a cave here, a grove there, etc. The armor and weapons
|
|
will be delivered to the armies shortly.
|
|
|
|
To put an end to it all, both the demon and the gem must be destroyed. It
|
|
is up to the DM where they are hidden - could be another continent or even
|
|
another plane. The heirophant will take Dreth and the party there. The
|
|
defenses consist of more gem-skeletons as well as a few lesser demons and
|
|
other creatures as well as many tricks and illusions placed by the demon.
|
|
The party will likely want to wear the plant-based armor to ensure that
|
|
they don't succumb to gem-blasts. It can't be worn effectively with other
|
|
armor. Also, it is much less effective compared to other armor vs. other
|
|
creatures, so the battles will be difficult. Eventually, they will reach
|
|
the hall where the gem is kept. Only Dreth can reach it, but when he gets
|
|
to it, the demon will be gated there too. The party will need to engage it
|
|
while Dreth sinks the scepter into the living gem. As he does, it will
|
|
revert into a tree and its roots will consume the cracking gem. When the
|
|
gem is destroyed, all the gem-skeletons everywhere will fall to dust.
|
|
|
|
The demon will be hard to defeat. The ancient druids, mages and priests
|
|
were unable to kill it last time. It is up to the DM if he wants to give
|
|
it an Achilles' Heal that the heirophants learned over time, or if he just
|
|
wants the party to be heroic enough to defeat it on their own. When the
|
|
demon is defeated, the godstorm will also end. The heirophant will return
|
|
them all to Rokin and again vanish (perhaps until his next calling...)
|
|
</plot>
|
|
|
|
<title>The Cost of Doing Business</title>
|
|
<author>Wayne J. Rasmussen
|
|
<email>wjr@netcom.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Castle</setting>
|
|
<genre>Any</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
Scenario Requirements
|
|
|
|
This scenario can be adapted to any level or size of group. Just adjust
|
|
the opposition accordingly. I feel it would be best for 4-6 characters
|
|
of lower-middle to mid-middle level.
|
|
|
|
Scenario Description
|
|
|
|
A family member of a noble, Lord Ansi, has been kidnapped and held for ransom.
|
|
Lord Ansi needs a party to deliver the ransom and return the family member.
|
|
The kidnapper Reaver is very greedy and is only out for money. Reaver
|
|
has gotten a better offer from an enemy of the noble lord. The enemy, Lord
|
|
Takemiya, has given the kidnapper a bonus to mislead the would-be ransom
|
|
droppers. The party must figure it out.
|
|
|
|
Places in the scenario
|
|
|
|
Lord Takemiya's Tower: This tower is located east of the Kidnapper's Keep.
|
|
A mounted party would take 3.5 days to travel there while Lord Takemiya's party
|
|
would take 7 days.
|
|
|
|
Lord Ansi's Castle: A modest castle where the good and noble Lord Ansi lives.
|
|
It should take the party around 10 days to travel from this castle to the
|
|
Reaver's Keep.
|
|
|
|
Reavers's Keep: The central point to this adventure. Never will you find a
|
|
more wretched hive of scum and villainy. It is the home of brigands, bandits,
|
|
and thieves.
|
|
|
|
Eastern Road: The Eastern road is the road that heads East from the
|
|
Kidnapper's Keep. This is the route that Takemiya's party takes.
|
|
|
|
Southern Road: The Southern road is the road that heads South from the
|
|
Kidnappers Keep. This is the route that kidnapper will say the Takemiya
|
|
Lord headed off in with the kidnapped family member.
|
|
|
|
Western Road: The Western road is the road that heads west from the
|
|
Kidnapper's Keep. It continues to the Noble Lord's Castle.
|
|
|
|
|
|
NPCs in the scenario:
|
|
|
|
Lord Ansi: A good and noble man who loves his family as well as his subjects.
|
|
This love has been perceived by the Lord Takemiya as a weakness to exploit.
|
|
Currently, the two lords are vying for power and it is a critical point in
|
|
the situation.
|
|
|
|
Lord Takemiya: A repulsive man who will use almost any means to achieve his
|
|
ends. Unfortunately this tendency often forces Takemiya to do the job
|
|
himself out of fear or distrust. He will use the Lord Ansi's family
|
|
member to gain political advantage over Lord Ansi.
|
|
|
|
Reaver: A former bandit, brigand, and professional thief, Reaver has now
|
|
gone "ligit". Instead of shaking down merchants for protection, Reaver
|
|
has gone into the insuring "noble person's safety" industry. This includes
|
|
returning kidnapped family members, stopping blackmailers, safeguarding
|
|
merchant caravans. When he does this, he extracts a toll from those he is
|
|
"Helping". Recently, a member of Lord Ansi's family got kidnapped and
|
|
conveniently found their way into the Reaver's hands.
|
|
|
|
The Adventure:
|
|
|
|
Rumors are a buzz around the castle. Some say that Lord Ansi's son has been
|
|
kidnapped by brigands. Others say that Lord Ansi's son has run away after
|
|
a long lost love. And even more say he has gone off to join the war. In
|
|
any case, you are talking old times with some of your friend's when you get
|
|
the message. Lord Ansi would like to speak with you.
|
|
|
|
<list>
|
|
1) If the party doesn't accept the offer then perhaps some other adventure
|
|
will drop in their lap. If they accept, goto 2.
|
|
|
|
2) Castle: When players arrive at the castle, they treated very well and
|
|
with great respect. They are offered food and wine while servants fuss about
|
|
their persons (Brushing off clothes, polishing the old boots, combing hair,
|
|
etc...).
|
|
|
|
3) The meeting: The setting for the meeting will be very formal yet
|
|
very personal. I recommend describing the castle as having good quality
|
|
trappings and many items are simple yet elegant in appearance. Quality
|
|
over appearance. Lord Ansi is polite but frank with party. His son has been
|
|
kidnapped by the scumbag Reaver. He demands 10,000 gold pieces for the safe
|
|
return of the son. Lord Ansi can't dare to send official troops or ranking
|
|
members of the clan to "ransom" the son. Therefore, Lord Ansi is asking if
|
|
you are willing to answer the call. Character's volunteering for the
|
|
expedition will be given a excellent light war-horse to carry out the mission.
|
|
If player's haggle, the Lord will almost be forced to submit. He doesn't have
|
|
magic to give to the players, but, gold, weapons, horses, land, and rank are
|
|
available. Players may be much better off volunteering as word will get out
|
|
about their demanding payment. Lord Ansi will extract a vow from each
|
|
character as follows: "I, your name, vow to return Lord Ansi's son at
|
|
whatever the cost." After the vow has been made, a chest containing 10,000
|
|
gold pieces will be given to the character's to pay off the Reaver. The
|
|
character's will be asked to leave right away. Lord Ansi will warn the party
|
|
to be careful in the Reaver's land. The Reaver considers himself a Lord.
|
|
|
|
Reaver's Keep is east of Lord Ansi's castle.
|
|
|
|
4) The Reaver's Land: While in the outskirts of the Reaver's territory, the
|
|
party may run across the local "watch". They will approach that party and
|
|
demand a "toll" to cross the land. This should be 10-50 gold pieces per
|
|
head. The idea is to get the party use to paying through the nose for
|
|
everything in the Reaver's land. Every watch the party runs into will make
|
|
this demand.
|
|
|
|
5) The Reaver's Town: There is a modest town surrounding the Reaver's Keep.
|
|
The town is surrounded by a tall stone wall. Nobody is let into the town
|
|
unless they have a pass that has been signed by the office of the gatekeeper.
|
|
The gate guard's will say they can't come into town without permission and
|
|
will charge the party 100GP+ to tell them how to get permission. It will
|
|
cost 200-300GP to have the guard arrange to get the gatekeeper to see them.
|
|
The gatekeeper will charge 500GP for the pass.
|
|
|
|
6) The Reaver's Keep: Once inside the town, the party must arrange to see
|
|
the Reaver. It should take the paying of several officials to arrange the
|
|
meeting. The meeting will be scheduled for the next morning.
|
|
|
|
7) The Meeting with the Reaver: The Reaver will have a large entourage
|
|
escorting him everywhere. When he enters his throne room many horns blow
|
|
tribute to the king of thieves. Many servants run about performing small
|
|
duties and unimportant tasks. The character's will be allowed to sit on the
|
|
floor while the king towers above in his tall throne. Finally, the Reaver
|
|
will announce that Lord Ansi's son is no longer visiting the "castle". If
|
|
asked for information, he will uncharacteristically give the party free
|
|
information. He will say something like, "I really shouldn't tell you
|
|
where the son went to, but, you may find it interesting to take the road
|
|
South of town." Now this is not a lie or a deception in the sense that he
|
|
really isn't saying anything specific. He doesn't know that the party won't
|
|
find the road going South as interesting. Also, it is truthful that he feels
|
|
that he shouldn't tell the party where the son went to without getting paid
|
|
for it.
|
|
</list>
|
|
|
|
Note: The Load Takemiya has paid the Reaver 15,000 gold pieces for Lord
|
|
Ansi's son and an additional 2,000 gold pieces to misinform the party about
|
|
heading South to get the son. The Reaver will keep this promise unless
|
|
offered at least 5,000 gold pieces or more. An observant party should quickly
|
|
reason that the information could be false and offer money for the real deal.
|
|
|
|
Note: I highly recommend describing the Reaver's Keep as gaudy looking and
|
|
fake. The Reaver and his servants where brightly colored clothing which is
|
|
of poor quality. Basically, the Reaver isn't royal and is projecting what
|
|
he thinks a king should look like. He is smart enough to know when people
|
|
are sucking up to him. He loves it! If the party tries to trick him into
|
|
giving up information by catering to his ego, he will still give the false
|
|
information.
|
|
|
|
Movement: Lord Takemiya's party will move at a rate of 1 movement factor (MF)
|
|
per day. The party should have horses and no wagons, and will get 2 MF per
|
|
day. Lord Takemiya is one day ahead of the party in the Eastern direction.
|
|
It takes 7 MF to get from the Reaver's Keep to Takemiya's tower. So Takemiya
|
|
will arrive at his tower in 6 days from today. If the party takes the South
|
|
road, they have to travel back to Reaver's Keep if they want to head East.
|
|
This is due to the mountain location of Reaver's "kingdom". If the party
|
|
wants to travel over the mountains, cut their movement to 1/4 to 1/2 MF per
|
|
day.
|
|
|
|
Before leaving the Reaver's Keep, the party can find out the following
|
|
information if they search for it and pay for it.
|
|
|
|
Rumors found in Bars:
|
|
<list>
|
|
1) Lord Ansi's son left town yesterday (alone).
|
|
2) Lord Ansi's son was taken by an enemy of Lord Ansi.
|
|
3) Lord Ansi has sent an assassin to kill Reaver. He is a member of
|
|
a supposed "ransom" party.
|
|
4) Someone who recognized Lord Ansi's son saw him shackled to a wagon
|
|
yesterday. Not sure which direction they were going.
|
|
</list>
|
|
|
|
Rumors found in Reaver's Keep:
|
|
<list>
|
|
1) For a LARGE amount of gold a staff member will reveal that Lord
|
|
Takemiya took Lord Ansi's son and made some sort of secret deal with
|
|
the Reaver.
|
|
2) A staff member will sell the party a map to the location of where Lord
|
|
Ansi's son is held hostage. NOTE: This is a false map that could lead to
|
|
either a building within Reaver's Keep or somewhere outside of town.
|
|
</list>
|
|
|
|
Rumor found by asking the Guards at the South Gate:
|
|
|
|
The guards don't remember anyone leaving the South gate recently who matches
|
|
the description of Lord Ansi's son, Lord Takemiya, or the wagons.
|
|
|
|
Rumor found by asking the Guards at the East Gate:
|
|
|
|
The guards do remember someone leaving the East gate recently who matches
|
|
the description of Lord Ansi's son, Lord Takemiya, or the wagons. For an
|
|
additional sum of gold they will say that this happened yesterday.
|
|
|
|
Closing notes and possible outcomes:
|
|
<list>
|
|
1) The party goes South and doesn't figure it out until it is too late.
|
|
Lord Takemiya arrives safely to his tower. The party may try to assault
|
|
the Tower or try negotiation. The GM should choose the best ending to either
|
|
situation. Lord Takemiya will want assurances and concessions from Lord Ansi.
|
|
Remember, Lord Takemiya is not trusting and can't be trusted.
|
|
Assault should be very tough.
|
|
|
|
2) The party catches Lord Takemiya and his party. A fight may/will happen
|
|
unless they can convince Lord Takemiya to give it up. The fight should not
|
|
be too difficult for the party. You should figure out what to do if the
|
|
party captures or kills Lord Takemiya. Perhaps Takemiya has a trick up
|
|
his sleeve to escape capture or death. If the players manage to kill the son
|
|
watch out. Lord Takemiya will use this to his advantage and against the party.
|
|
He may go as far as mending the fences with Lord Ansi in order to appear
|
|
innocent. He may imply that the party was working with the Reaver and even
|
|
offered to ransom the son to Lord Takemiya.
|
|
</list>
|
|
|
|
Conclusion:
|
|
|
|
Should the party save the son, Lord Ansi will be grateful. He will follow
|
|
any commitments he made to party members, but, the word will get out that
|
|
they forced him. Party members who volunteered get to keep the light
|
|
war-horse and are given letters of mark against the Reaver and his kingdom.
|
|
</plot>
|
|
|
|
<title>A Mission in Late December</title>
|
|
<author>Martin Krauel
|
|
<email>m.krauel@rendsburg.netsurf.de</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Castle</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
To Be Played in Late December
|
|
|
|
In December the characters are contacted by a mysterious stranger, a contact
|
|
from an anonymous person wanting to hire them. He takes them on a half
|
|
mystical journey through the polar ice to the North Pole. Here they meet
|
|
their employer between his fairy staff and toy making facilities. It is,
|
|
well, Santa Claus himself.
|
|
|
|
The gentle, old, but powerful entity has a quest for them to accomplish. He
|
|
needs a small Christmas present delivered to Eridian Rashor, also known as
|
|
The Blood Red (or take some infamous villain of your world, a Warlord and
|
|
evil Sorcerer. The self-proclaimed rules of Eastern Skandia (or some very
|
|
distant province of your world) currently resides in the High Castle, an
|
|
ancient fortress he seized from the elves. He is known for some of the
|
|
vilest acts in recent history, like the Massacre of Wingholm, where he had
|
|
2000 elves slaughtered during negotiations, the Unholy Tuesday, on which he
|
|
had 200 nuns performing sexual acts in public or the Midsummernights
|
|
Sacrifice, during which he sacrificed 300 children to attract the Dark God
|
|
Daimor only to trap him and relieve him of his powers. You get the idea. He
|
|
is the natural enemy of anything that breathes in Skandia.
|
|
|
|
The idea behind this quest is, as Santa explains, that if there is someone
|
|
who is not likely to get any presents, like the Blood Red, but another one
|
|
desperately wants to give him one and absolutely cannot, it is Santa's duty
|
|
to bring him one or he hires others to do so, when he has no time to deal
|
|
with customers as difficult as the Blood Red, like this year. The present is
|
|
a shoebox sized case in plain white silk paper with a nice, red ribbon (it
|
|
is also immune to scrying magic) and they have to deliver it exactly on
|
|
Christmas eve (or on Julfest, as it is called in Skandia). He wont tell what
|
|
the present is or who the subconscious donator is. Of course, when you work
|
|
for Santa Claus, you are allowed to write a Christmas list with a present
|
|
for yourself and presents for other characters and NPCs as well. They are
|
|
allowed to use Santa's reindeer sleight to fly to Skandia and, of course,
|
|
also some magical red and white cloaks if they want.
|
|
|
|
When they reach Skandia, they have to realize that their mission is much
|
|
more difficult than it might have sounded. Unfortunately, the High Castle is
|
|
under siege by the combined forces of order. Gathered in five camps around
|
|
the fortress are an army of the Brotherhood of the Ring, Paladins, the
|
|
Seventh Imperial Legion, including some silver dragons, an army of Elves
|
|
from Eldylon, including griffin riders, the army of Iron Fist, a dwarven
|
|
thane, with lots of siege engines and, if you like cannons and the army of
|
|
the Duke of Skandia. Neither will be happy about some strange guys who
|
|
deliver goods into the besieged castle and will shoot down any reindeer
|
|
sleight trespassing their siege. On the other hand, they will probably
|
|
welcome a group of adventurers willing to aide in the attack.
|
|
|
|
The castle is held by the Blood Red himself, who doesn't expect any
|
|
deliveries, his guard of well equipped and experienced Black Ogres, the
|
|
weird Necromancer Tuchlon and his undead legion, Chim One Eye, a savage and
|
|
cruel barbarian and his men, the dark elven Weapon Master Tridon Talass and,
|
|
last but not least, the enslaved god Daimor and his priesthood. His orc and
|
|
human troops have deserted before the siege began. Only two human servants
|
|
are still in the castle, Dai, the old butler and Irina, a kitchen maid. She
|
|
is secretly in love with the Blood Red (don't ask ME why) and is, though
|
|
unknowingly, the cause for the present.
|
|
|
|
The player succeed if they get the present (a musical clock with a romantic
|
|
tune from the Blood Reds childhood) to the Rashor on Christmas eve, but they
|
|
could also get him to flee with the kitchen maid (Hey, a Christmas adventure
|
|
HAS to be romantic !) and thereby crushing the evil alliance and winning the
|
|
war for good.
|
|
|
|
The following celebration and especially the exchange of presents should be
|
|
nice ("Huh, what a nice sword ! I hope its more magic than my old one.",
|
|
"Hey, isn't that my old lance, that my character lend to yours 3 years
|
|
ago?", "A book? Who of you ****** expects my Assassin to read a book?",
|
|
"What a nice statue. What do you think is its retail value?", "Warm
|
|
socks? MAGES do not wear warm socks! ", "Oh no. Not more magic ginger bread!")
|
|
|
|
<stats>
|
|
Martin Krauel
|
|
Kolonnenweg 120
|
|
24837 Schleswig
|
|
Germany
|
|
</stats>
|
|
|
|
m.krauel@rendsburg.netsurf.de
|
|
|
|
Also look for SNOWBALL on IRC and don't forget to visit #Gurps !
|
|
</plot>
|
|
|
|
<title>Ambush at the Toll Bridge</title>
|
|
<author>Jusinski
|
|
<email>jusinski@coin.csnet.net</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Road</setting>
|
|
<setting>Building</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Guarding</type>
|
|
<type>Startup</type>
|
|
<plot>
|
|
This adventure is very good to use as a startup, and to show
|
|
overconfident PCs that they can be beaten.
|
|
|
|
The party is hired to deliver some important object (sword, tome,
|
|
whatever) to a guy in a nearby city or town. On the way, they must cross
|
|
a wide river. When they arrive at the bridge, they are stopped by 2 men
|
|
with weapons, and asked to pay a toll (a big toll.) While they are
|
|
getting the money, or if they refuse, they are ambushed by about 10 more
|
|
thieves hiding in the woods surrounding the bridge. The 2 tollmen also
|
|
attack. The enemy's weapons are poisoned so that the victims will fall
|
|
unconscious very quickly. When the PCs awaken, they are at the bottom of
|
|
a deep pit in the forest. All their possessions are stolen. Once they
|
|
get out (it shouldn't be too hard), they are lost. After a lot of
|
|
searching, have them come to a path. If they follow it, it will lead to
|
|
a ruined cottage. The men who ambushed them are there, either sleeping
|
|
or awake (depending on whether it's day or night.) The PCs will
|
|
recognize them and (hopefully) plan to ambush them to get their stuff
|
|
back. This time they outnumber the bandits, and have the element of
|
|
surprise, but are unarmed. If the bandits are asleep, there is only one
|
|
on watch, and the party should win.
|
|
</plot>
|
|
|
|
<title>Wyvern Hunt</title>
|
|
<author>Jim Garrett
|
|
<email>JEGarrett@msn.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<monster>Wyvern</monster>
|
|
<plot>
|
|
This is a short fantasy adventure for a low level group of characters,
|
|
preferable low-level. This adventure works best is most of the players have
|
|
nature loving characters, like elves, druids and rangers. As the players pass
|
|
through a small village they are asked to help hunt down a wyvern in the area.
|
|
The wyvern has lived in a nearby forest for decades, but has recently started
|
|
hunting cattle. Unknown to the PCs, a dam has been built nearby and has flooded
|
|
the wyvern's hunting grounds. The wyvern's lair is behind a waterfall.
|
|
</plot>
|
|
|
|
<title>Campaign Ideas For Middle-Ages Europe</title>
|
|
<author>Jay Knioum (The Mad Afro)
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<type>Campaign</type>
|
|
<plot>
|
|
MadAfro wrote:
|
|
|
|
Mike Rhoads <mrhoads@geocities.com> saith:
|
|
|
|
>Just wondering if anyone could give me some good campaign ideas in the
|
|
>middle ages, with very limited magic and human NPC's. I'm stuck,
|
|
>thanks
|
|
|
|
Assuming it's middle-ages Europe that you're after, there are plenty of
|
|
things to draw adventures from....
|
|
|
|
Problems of Feudalism: Nobles rule the serfs, exploit them mercilessly.
|
|
The serfs could be tired of this crap, and the PCs may find themselves in
|
|
the middle of an insurrection.
|
|
|
|
Intrigue: The middle ages were rife with all sorts of intrigues, both
|
|
between nobles, and with the Church. There was backstabbing, jealousy,
|
|
infidelity, infighting, inbreeding, and all sorts of other nasty behavior
|
|
going on.
|
|
|
|
Crusades: The Church is powerful, and needs to get rid of a few nobles.
|
|
Send 'em on some religious errand with huge armies and the Grace of God
|
|
behind them!
|
|
|
|
Plagues: It's the Dark Ages! Disease is rampant, and makes one hell of a
|
|
backdrop for PCs to get stuck in! I did this once, and it was a very cool
|
|
game, and the players actually had fun! ;)
|
|
|
|
War: If all else fails, go William Wallace on their ass! ;) Wars offer
|
|
all sorts of adventure hooks, and they happen for an infinite variety of
|
|
reasons.
|
|
|
|
Land: Ties in nicely with War, as it tends to be the prime reason for
|
|
violence. Perhaps one or more of the PCs inherited (or shall inherit) a
|
|
title and the lands to go with it. Since, in the Middle Ages, land =
|
|
power, the PC will probably want to do everything in his/her power to keep
|
|
it.
|
|
|
|
Social Injustice: The Mid-ages were not a fair time. Women were
|
|
frequently treated like dirt, as were ethnic minorities, pagans, children,
|
|
the underprivileged, etc.
|
|
|
|
Incidentally, I read a very good book (entitled "Shield of Three Lions,"
|
|
by Pamela Kaufmann), in which a girl disguised herself as a boy in the
|
|
hopes of keeping hold over her father's land, after he is brutally
|
|
murdered. The whole thing takes place during the Crusades, and I highly
|
|
recommend it for the historical backdrop, as well as the excellent
|
|
dialogue she writes. The girl is trying to reach King Richard to
|
|
validate her claims to the land. However, this girl is far from worldly,
|
|
and the reader learns about all the "interesting" facets of medieval life
|
|
as she does.
|
|
|
|
Also, I don't know if White Wolf's World of Darkness games are your thing,
|
|
but the Vampire: the Dark Ages main rulebook may be worth at least a
|
|
cursory thumb-through for ideas. You'd have to decide for yourself how
|
|
useful it is, though. Other games, such as Pendragon by Chaosium (IIRC),
|
|
and Ars Magica make use of the time period, as well. V:tDA and Ars
|
|
Magica are a bit more magically-inclined than you seem to want, though.
|
|
|
|
There is a historical AD&D supplement called "Charlemagne's Paladins" that
|
|
may be of some use, and the "Celts" supplement may also be a fun read,
|
|
even if a bit before the time period you want. These supplements may be
|
|
out of print, these days, however.
|
|
|
|
Finally, if you keep on being stuck, you may want to give some thought to
|
|
changing campaigns. Think about it. Are you fresh out of ideas PERIOD,
|
|
or only for this particular campaign?
|
|
</plot>
|
|
|
|
<title>Run for your life!!!!!!!</title>
|
|
<author>Renaud
|
|
<email>renaudbe@total.net</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<setting>Urban</setting>
|
|
<setting>Castle</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
Your players are in a small inn when a group of priest (good) are
|
|
yelling to everybody:"If you want to save your life run outta here!".
|
|
The adventurer, curious see that an army of skeletons, death knights,
|
|
ogres, orcs and evils giants are starting to enter in the city. After
|
|
their observation the small group of priest are starting to go in the
|
|
melee when skeleton enter in the inn.
|
|
|
|
Skeleton are arriving from everywhere, the priest are starting the
|
|
battle with them but after a little time all of them are dead or
|
|
seriously injured. The players have a chance to exit by the window,
|
|
now they are obligated to make a saving throw vs. magic. If they failed
|
|
they are staying if success they can go out of the window with another
|
|
who failed.
|
|
|
|
When they are out of the inn it, skeleton are running after them to
|
|
make sure they go out of the town after 30 minutes the town is burning
|
|
when they are out of the town they see a small fortress that was not
|
|
already there yesterday so they were wondering how to enter when the
|
|
portal open wide to let them enter...
|
|
|
|
After they enter in the small castle they see a pile of dead warrior
|
|
weapon, armor, helmet and blood are everywhere. If they lost a weapon they
|
|
find out in the pile. The most intelligent in the party see a large trace
|
|
of coagulate blood crossing all over the piece and ending at a large
|
|
stairway were two humans are there he see that their blood has been
|
|
sucked by a huge creature because of a teeth live there by the
|
|
monsters. After that a very big shadow enter in the piece :"A blood
|
|
sucker worm". After the battle they enter the stairway to the next level.
|
|
|
|
After 3 hours pass in the dungeon (where you can put monsters to make
|
|
fun) a Skeleton in armor is looking at them on a pile of bone. "You
|
|
little worm cross my territory in the 400 years I've pass killing people
|
|
to make my valorous army your the only one who see mee..." A huge sword
|
|
(two handed) appears in his hands by magic, the final combat starts.
|
|
|
|
Here his stats:
|
|
<stats>
|
|
Hit points: 46
|
|
Magic resistance :90%
|
|
Special power: disintegration once by three rounds
|
|
Damage: sword +5 (1d100 / 3d6)
|
|
special defenses: -2 to enemy attack roll (if good alignment), +2 or
|
|
better magical weapon to hit.
|
|
</stats>
|
|
|
|
If the party survives one of the group member can take the sword +5 and
|
|
the fortress explode so every group member receive 1d6 point of damage.
|
|
After that they see that nothing have been passed and the town is like
|
|
when you entered the inn...
|
|
</plot>
|
|
|
|
<title>Hijack</title>
|
|
<author>Lance Berg
|
|
<email>emporer@success.net</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Ship</setting>
|
|
<genre>Sci-Fi</genre>
|
|
<type>Quest</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
This synopsis is available for the use of private
|
|
individuals, anyone wanting to make a profit off it should contact Lance
|
|
Berg regarding some sort of reimbursement...The characters are recruited
|
|
to do a job, but the job screws up and dumps them in the middle of a
|
|
hijacking. They are on their own as to whether they try to stop the
|
|
'jack, go along, try to join, or take over (the last is what my players
|
|
ended up doing...)
|
|
|
|
This mission is designed for a group which doesn't have a ship of their
|
|
own. Other than that, it's fairly adaptable. It would really help when
|
|
you are asking for this sort of thing if you could be more specific,
|
|
although perhaps you are really looking for a campaign starter, and don't
|
|
have any preconceived notions to work with.
|
|
|
|
1) Getting hired. Make up a job involving a covert government operation
|
|
which needs deniable assets to perform a scouting mission. The
|
|
characters are to board a luxury liner, travel several jumps down the
|
|
line, then take over a very stealthy small craft being shipped on board,
|
|
use it to travel to a moon of a separate planet in one of the liner's
|
|
destination systems and do their mission, then return to another liner
|
|
going the opposite way for pickup. This should be attractive to the
|
|
characters on a variety of levels. The job itself pays well, which may
|
|
be enough. It involves a weeks long cruise on a luxury liner, which is a
|
|
nice fantasy. They can easily expect to jump ship and dump the mission
|
|
at any point along the route; if you start them out down and out, stuck
|
|
on a hellhole planet with no way off this itself could be sufficient.
|
|
They might reasonably expect to get away with keeping the stealth
|
|
craft...
|
|
|
|
2) Getting sent out. They meet their employers at a shipping terminal in
|
|
the local port, before it opens for the day. There they find their
|
|
contacts pulling open some large shipping crates. Inside are autodocs,
|
|
and nearby are some smaller crates. They are instructed to put their
|
|
luggage in the smaller boxes and affix labels off a sheet, then to get
|
|
into the autodocs. Examining the sheets show stickers with a bogus
|
|
passenger bio and address down the route past their destination. The
|
|
autodocs seem perfectly functional, a model without 'glass port, all
|
|
slick chrome exterior. Once someone gets in (and it turns out one of
|
|
their contacts is going along, so he'll go first if that's what it takes)
|
|
one of the party may notice that the "occupied" light and all the
|
|
monitors seem to be malfunctioning, the 'doc shows condition nominal.
|
|
Turns out that the group is being smuggled in low berth, using the
|
|
autodoc freezer capability. These units are marked as being transshipped
|
|
from a high tech planet, with plenty of routing detail available to
|
|
anyone checking up on them; they are posted as replacements for emergency
|
|
systems aboard the liner they are traveling on. This may confound those
|
|
who were looking forward to the luxury ride or to jumping ship, if they
|
|
figure out that they are going to be kept frozen the entire voyage (not
|
|
every group of players will...) and your plot may even fall apart at this
|
|
point. If you have set up sufficient back story, you may have the germ of
|
|
a new plot line, in which the party tries to figure out what was really
|
|
going on, or the employers try to eliminate the party as "knowing too
|
|
much..."
|
|
|
|
3) Rude awakening. The autodocs open, releasing the PCs from freeze into
|
|
an emergency bay, with lights blaring and an general order to go to
|
|
lifestations running. Their contact knows nothing about this, it was not
|
|
part of the plan. They were supposed to be awakened slightly before
|
|
coming out of Jump space while everyone was in their quarters or at duty
|
|
stations for the transition, make their way to the cargo bay, and pick up
|
|
their things and get into the small craft, preparing to launch just after
|
|
coming out into normal space. They seem to be where they were supposed
|
|
to, in a large room full of other freezer bays. All the others seem to
|
|
be occupied, though, and the alert system is cycling through a variety of
|
|
languages announcing life support failure... All the berths except their
|
|
own read full, if anyone takes a look.
|
|
|
|
4) Another Jolt. There are two exits from their chamber, taking the one
|
|
they were supposed to leads them through a double lock (door, space, door
|
|
door space door) into a corridor. The other door has large labels
|
|
reading Crew Only. Oddly, although anyone familiar with the anti-hijack
|
|
programming on shipboard knows how difficult it would be to get through
|
|
it, and probably disregards it, they will open easily, to reveal a
|
|
cramped small craft flight deck, unoccupied, view ports showing the
|
|
roiling gray of hyper space. Too, characters who are interested can
|
|
easily get full access to the ships computers through access points along
|
|
the wall or so forth. A list of running software will not include an
|
|
anti-hijack program... At any rate, hopefully the party will (perhaps
|
|
with prodding from the NPC) get moving too quickly to get seriously
|
|
involved. They have a tight schedule, after all, have to make it across
|
|
the ship to their craft and ready to launch, which is going to happen at
|
|
a specific time unless someone overrides it; less than half an hour form
|
|
now... The message on the intercom will change to "transition eminent"
|
|
warnings and then the group will go through jump transition, a very bad
|
|
one. Their contact will go completely useless at this point, a victim of
|
|
transition lapse. Shortly after this, the warning will go to "abandon
|
|
ship, catastrophic drive failure eminent!" Hopefully the group will be
|
|
through the locks by now, as there will be a shudder, and the lifeboat
|
|
they were in (probably unawares) will launch, along with others along
|
|
their corridor. At this point (although they don't know it) they and the
|
|
hijackers are the only people on board the liner. If they stayed on the
|
|
boat, the scenario is going to go differently of course, you are on your
|
|
own here...
|
|
|
|
5) Now What? Here the party really takes control of its destiny.
|
|
You'll need maps of the ship, locations and schedules of the hijackers,
|
|
and so forth; but there is no knowing what they'll try. They may even
|
|
manage to ignore things completely and make it to their craft, which is
|
|
really there and set up for their mission. Since you'd rather they deal
|
|
with the scenario you worked on, try to make sure they encounter at least
|
|
one hijacker on the way... The idea here is to engender a "Die Hard" or
|
|
"Under Siege" scenario. Have fun
|
|
|
|
6) What really happened. The "government" which hired the group was
|
|
really an interplanetary corporation. They arranged through other
|
|
disreputable contacts to have the anti-hijack program aboard the liner
|
|
sabotaged, and for the experimental stealth craft being shipped to a
|
|
government testing area to likewise be hijackable. Unfortunately, the
|
|
agent they set up to actually insert the Anti-hijack disabler decided that
|
|
this would be the perfect opportunity to take over the ship for himself.
|
|
He brought aboard a number of confederates as passengers, and when the
|
|
Anti-hijack routine shut off, they put in place the emergency alerts,
|
|
planted false reports and readouts, and generally got the entire crew and
|
|
all passengers into emergency freezer bays. Once the ship breaks out of
|
|
jump, it launches all lifeboats and transmits a distress signal, with
|
|
full (doctored) logs and telemetry indicating runaway drive failure, and
|
|
consistent with what the occupants of the boats believe was happening...
|
|
All the people in on the plot are listed as being on one of the boats,
|
|
along with the purser who started everything. This boat floats nearby,
|
|
drive apparently malfunctioning. In reality, the hijackers have loaded
|
|
it with explosives and scrap pieces identifiable as being from the liner,
|
|
including the "black box." They are busy ramping up the capacitors to
|
|
jump as soon as they can. When able, they plan to dump more explosives,
|
|
and have everything go off just as they jump. When authorities arrive,
|
|
they should find debris, the hijackers all lost in the explosion,
|
|
everyone else safe in their lifeboats headed for the main planet in the
|
|
system. A very close investigation may eventually show insufficient
|
|
mass/energy to account for the liner itself, but that could take months,
|
|
if it happens at all.
|
|
|
|
7) Hijacker's plans. Part of a separatist movement, they plan to take
|
|
their entire group on the liner along with colonization gear, and head
|
|
out for a distant colonizable world, there to use the liner as their
|
|
first home. This is a complex plan, with clandestine fueling stations,
|
|
the pickup of the group, and all sort of other details which need to be
|
|
worked out, if things ever get that far. Since the scenario revolves
|
|
around the PCs and the hijacking itself, I've never had to go into too
|
|
much detail as to what will actually happen, but it is important that you
|
|
have some ready answers as to what the plan is, since the PCs may very
|
|
well try to find out. Who knows, they might even decide to go along!
|
|
</plot>
|
|
|
|
<title>A Missing Heir (AD&D.com)</title>
|
|
<author>Mike Hamilton
|
|
<email>Mikehamil@aol.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
The PC's are traveling to a major city, housing the main temple to a high
|
|
standing church. On the way they are ambushed by three to six bandits or so.
|
|
|
|
They can be of whatever level or skill the DM chooses, but the players
|
|
should be able to defeat them without too much trouble, but still get
|
|
dinged up in the process. If the PC's take a prisoner, then they might be
|
|
able to influence him to take them to their hideout--an old abandoned watch
|
|
tower a few miles into the woods. They might be able to find some nice
|
|
treasures. On the leader they will find a brass necklace with a strange
|
|
twisted symbol, and will also find that the leader has a extremely
|
|
expensive and ornate sword. The players will obviously take this, and
|
|
should for the adventure to work.
|
|
|
|
When the PCs reach the city, then they learn rumors that a high standing
|
|
lord, high in the church hierarchy, has had his ten year old son abducted.
|
|
A detachment of royal guards sees that the players have the sword (which
|
|
really belongs to the lord) and ask them (or force them) to accompany them
|
|
to the church. They take him before the lord and they discover that the
|
|
lord's stepson was believed to have abducted his true heir, also escaping
|
|
with the sword. The bandit leader was in fact the lord's stepson. If he
|
|
is still alive (escaped or the players left him tied up if they were not
|
|
the slaughtering types) then they can return him (preferably alive, but
|
|
acceptable if dead) for a reward. (and of course the lord will want his
|
|
sword back, which is a +2 magical weapon.
|
|
|
|
If the players apprehend the stepson efficiently, the lord hires them to find
|
|
his missing heir. They will have to question the stepson and other
|
|
person's involved if they are still alive, and do some probing around in
|
|
the lords manor (the DM can think up details, but don't make it too
|
|
difficult. When they start making headway on the investigation, they are
|
|
attacked in the street by black-robed clerics with magical picks 1d4+1. If
|
|
these picks even touch bare skin, the character must role a save vs. magic
|
|
or suffer 1d4 points a round until cured with a Curse Disease spell. If
|
|
the hitpoints fall to zero then the character only falls unconscious. They
|
|
loose one point of constitution an hour until it reaches zero and they
|
|
die. If they are cured then they regain a point of Con a day.
|
|
|
|
If they kill the clerics, then the discover they wear necklaces identical
|
|
to the one the lord's stepson wore. The necklaces are the symbol to an
|
|
evil order of spell casters (mages, priest, and their henchmen) and they
|
|
magically serve to protect the wearer from the touch of the
|
|
disease-enchanted items of the order. They also serve to locate
|
|
each other. Priests and mages above fifth level in the order, can sense
|
|
each other when they wear these. Which could add some complications for the
|
|
players if they wear them. If they have any mage of cleric identify the
|
|
necklaces, they will learn its powers, and the identifier will be able to
|
|
sense a large concentration of the order half a day's journey away from the
|
|
city at an abandoned temple.
|
|
|
|
To basically sum it up, the evil order is attempting to sacrifice the
|
|
lord's son to their god during a holy night that will increase their power
|
|
and doom the church based in the city. Many things could happen now. The
|
|
players can rush in a save the day, maybe with the help of some of the
|
|
lord's troops, and gain a huge reward... Whatever you do, give the players
|
|
a chance to save the heir, but also make it a huge challenge. If they fail
|
|
to stop the sacrifice, it doesn't necessarily mean they are dead. When I
|
|
used this adventure, the character's success depended on an initiative
|
|
roll. They failed, and the heir was sacrificed. It turned out that the
|
|
Second hand Priest of the church participated in the ceremony, and the evil
|
|
order invaded the city through ancient hidden tunnels, and took the whole
|
|
church, capital, and palace.
|
|
|
|
Basically, they took the whole city. The lord died as well and the players
|
|
got to keep his sword. I took this little adventure and even turned it
|
|
into a huge campaign, where the forces of the church had to flee from the
|
|
capital, and seek help from other nations to regain the city. The evil
|
|
order was also in league with a nation of orc's in the north that had been
|
|
warring with the nation for years. The order would weaken the nation, while
|
|
the orcs rushed into attack. In exchange, the orcs would give the leader
|
|
of the evil order a powerful artifact that they possessed, which could cause
|
|
major problems for the players latter on...
|
|
|
|
Of course, the DM can take this wherever he wants, and there are plenty of
|
|
options and other adventures that can spring from this. Hope you like it.
|
|
</plot>
|
|
|
|
<title>A Squire's Message (AD&D.com)</title>
|
|
<author>Richard Bitting
|
|
<email>rbitting@shore.intercom.net</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<type>Startup</type>
|
|
<plot>
|
|
One day some PCs are just relaxing in a Inn (dm's choice) and a squire
|
|
rides into town. He nails a message up all through out the city/town.
|
|
The PCs see the page and quickly rush outside to take a look at the
|
|
message. It's a invitation for all elves to King Krondin's Keep.
|
|
|
|
Note: if the PC/PC's aren't elven then this adventure can't be played. Once
|
|
everyone is in the keep's Banquet hall, King Krondin begins his speech
|
|
about how the elven race is the best among the hole world. But later into
|
|
the speech, his eyes start to glow bright blazing blue and he then commands
|
|
for the guards to block the exit and then to kill them all. The guards rip
|
|
their helmets off and reveal their razor sharp teeth that they later on use to
|
|
rip the elves limb by limb. The King sees the PC's and orders the guards to
|
|
capture them and keep them for the next meal. That's where the DM has to get
|
|
creative and make the rest up because I am tired.
|
|
</plot>
|
|
|
|
<title>Adventure (AD&D.com)</title>
|
|
<author>David Winzer
|
|
<email>narfumboob@hotmail.com</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<type>Magic</type>
|
|
<plot>
|
|
You know that very fine line between reality and fantasy that we're not
|
|
supposed to cross? This adventure crosses it. Before playing, find out
|
|
exactly who will be playing. Make up a character sheet for each of the
|
|
players that represents the player him/herself. Don't roll their ability
|
|
scores; just assign what you think is fair. Remember that they will have
|
|
lower scores than regular characters--especially Strength. Don't worry
|
|
about gear; whatever the players have at the table is their gear, including
|
|
dice--I'll explain the importance of dice later. Proficiencies are
|
|
important, however. Whatever the player knows, his/her character will know
|
|
(however, languages like French and Spanish, or knowing how to change a
|
|
car's tire won't be too useful, unless trying to impress NPC's with stories
|
|
of the future). You'll have to use discretion with this.
|
|
|
|
Start the adventure by sending the party on some quest, like recovering the
|
|
Amethyst Orb of Karnin Daganh or something. Be creative. Have them
|
|
recover it and get it to where it's supposed to go. Just when they think
|
|
that they've found out what the Orb does and the adventure's over, have an
|
|
NPC wizard get into a fight with them and cast a spell on the Orb (or
|
|
whatever creation you have come up with). Something will happen to it--it
|
|
glows, vibrates, sings, whatever. Then there will be a bright flash of
|
|
light, and presto! Now is when you bring in the new 'player' characters.
|
|
Each one will be standing with their respective 'regular' PC's. Tell the
|
|
group that there are some people with them now. The people are dressed
|
|
funny, and look weak--they have no weapons or armor (unless one of the
|
|
players actually was wearing armor. I doubt it, though. . . ). Describe
|
|
them as looking like the people gathered around your table. If someone
|
|
asks if they do anything, reply by saying, "I don't know. Do they?"
|
|
|
|
There will no doubt be tensions between the two groups of PCs. They will
|
|
probably form two groups, and one will tag along behind the other.
|
|
|
|
Here's where the dice come into the game. Suppose the normal PCs get into
|
|
a fight. The new ones will probably hide behind a tree or something. The
|
|
normal PCs will miss every attack they make, unless the new guys get smart
|
|
and realize the connection between the game rules and the game world--they
|
|
must roll the dice in the game world to make the regular PCs attack! Same
|
|
goes for ability checks, saving throws, etc. So, to recap: if the regular
|
|
PCs (the ones that started the adventure) want to do something, the new PCs
|
|
must roll dice IN THE GAME WORLD! You (the DM) can roll to determine the
|
|
outcome. If the new (player-specific) PCs want to do something, the player
|
|
rolls for real, in the real world, just like it always used to be.
|
|
|
|
Now the adventure really starts. The wizard who attacked the Orb in the
|
|
first place has it. With it, he can take over the world. Then the Prime
|
|
Material planes. Then the Ethereal, the Astral. . . you get the idea. The
|
|
group must stop him. If he manages to get control of something, all the
|
|
creatures living there become his personal slaves, and will sacrifice
|
|
themselves and others to stop the PCs. Sounds like fun, eh? An adventure
|
|
like this could span months of playing time, so be ready.
|
|
</plot>
|
|
|
|
<title>Zombie City (AD&D.com)</title>
|
|
<author>Julien Many
|
|
<email>manyj@acces-cible.net</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Urban</setting>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<type>Horror</type>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
The players would start in the inn the heal their wounds when the inn
|
|
peoples begin to act strangely. As they look around they would find
|
|
peoples acting like zombies and the whole city would be roaming with
|
|
undead! The leader could eventually be a spectre or a lich depending of
|
|
the characters strength.
|
|
</plot>
|
|
|
|
<title>A Rocky Start (AD&D.com)</title>
|
|
<author>B Michael Bevins
|
|
<email>mikebevins@worldnet.att.net</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Rural</setting>
|
|
<genre>Any</genre>
|
|
<type>Startup</type>
|
|
<type>Guarding</type>
|
|
<type>Quest</type>
|
|
<plot>
|
|
I was reading the adventure ideas section of the page and I thought I
|
|
would send one of my favorite adventures for begging characters.
|
|
Okay, so the characters grew up around each other in a small farming
|
|
village. They have known each other all their lives. Make one of the
|
|
characters the son/daughter of the town leader. Anyway, an evil army is
|
|
slowly creeping over the land, destroying and burning cities etc.,
|
|
slowly moving from the north. One day, a maimed and bloody hunter
|
|
returns to the village after a weekend trip and states that the rest of
|
|
his friends were killed by the army (the army could be any evil race, or
|
|
a bunch of races) and they are within 3 days march of the town. The town
|
|
leader summons his/her son/daughter and tells him/her to head south with
|
|
the other characters to reach another town and bring back the militia
|
|
while the village tries to hold off the army. The DM could put anything
|
|
between the characters and the town, and make anything happen to the
|
|
village while the PC's are gone.
|
|
</plot>
|
|
|
|
<title>The Ghost House (AD&D.com)</title>
|
|
<author>pandrade
|
|
<email>pandrade@riosoft.softex.br</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Building</setting>
|
|
<genre>Horror</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
The characters are wandering in a desert road when it starts raining. As the
|
|
raining gets worse, the road is turning into mud and the characters can't
|
|
continue. In the distance they see a great house standing, where lights can
|
|
be seen... As they knock the door, a sinister voice answers: "Enter!" (or
|
|
something like). But when they pass through the door, it closes. In the
|
|
first room, sits a round table with five candles (these maybe impossible to
|
|
light off) forming a pentagram on it... So there's apparently no one in the
|
|
house. The master should select some undead to inhabit the house, and some
|
|
sinister plots like this: A spirit locked in a lantern, a amputated arm in
|
|
the bathroom...
|
|
</plot>
|
|
|
|
<title>A Summoned Party (AD&D.com)</title>
|
|
<author>Jeremy Fife
|
|
<email>compjam@ricochet.net</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Magic</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
A high level wizard on a different plane uses a monster summoning spell and
|
|
captures the party. Instantly the party is transported to their new master
|
|
involuntarily for a time. As per the monster summoning spell the entities
|
|
which are summoned (the players) have to obey every command the wizard
|
|
gives. This twist could be used and adapted very easily to any campaign.
|
|
</plot>
|
|
|
|
<title>A Dangerous Cave (AD&D.com)</title>
|
|
<author>Bryan Birckbichler
|
|
<email>bricklik@isrv.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Cave</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<type>Startup</type>
|
|
<plot>
|
|
You come to a town after a long walk through some dry lands. Inside are some
|
|
people roaming the street. You walk in and hear a couple people talking
|
|
about a cave up north a couple miles. They say there's gold and stuff
|
|
inside (up to the DM) but anyone who went in never came out! It starts to
|
|
get dark. The inn is to the right. In the tavern part (down stairs) of the
|
|
inn, they can get something to eat/drink. When they ask for a room the inn
|
|
keeper calls for his/her assistant, and they take you to your room. On the
|
|
way the assistant tells you they are going to the caves the next day and
|
|
would like some company, or something like that. The rest is up to the DM to
|
|
figure out. I use this adventure for new people and call it "intro to D&D".
|
|
In mine, the cave goes into a large circular room about 30" in diameter. It
|
|
can have an open, or closed ceiling. (I prefer open) and the treasure/items
|
|
are in chests around the room. You can put traps or undead or whatever on
|
|
the way in/out. something to make it challenging. You can also follow the
|
|
cave through the mountain and end up god knows where!
|
|
</plot>
|
|
|
|
<title>Magical Item-Stealing Cult (AD&D.com)</title>
|
|
<author>Kevins
|
|
<email>kevins@netins.net</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Magic</type>
|
|
<type>Affliction</type>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
I have been toying with the idea of a cult that goes around stealing magic
|
|
items. They are draining the items to power a portal that will allow their
|
|
demon (deity, whatever) into our realm. They hit a town where the pc's are
|
|
staying and naturally everyone accuses the thief with the party. I think it
|
|
could be turned into something interesting but have never had time to
|
|
develop it.
|
|
</plot>
|
|
|
|
<title>Dragon Strike (AD&D.com)</title>
|
|
<author>Samuel Franco
|
|
<email>dustin@pacific.net</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
I recently tried to put a friend of mine on a little quest sponged from
|
|
Dragon Strike (a truly exceptional learning game). He was hired to kill the
|
|
wizard named Teraptus, I gave him the first name of Shion, by his son,
|
|
Gilmar, who was teaching at a wizards school. But the whole thing is as
|
|
follows:
|
|
|
|
They were hired to kill him by some strange man. They had to find a weapon
|
|
that could kill Gilmar and then go kill Shion, but when Shion is dead, they
|
|
find that Gilmar is quite well and wants them dead, because he is now going
|
|
to ascend the throne of Havis (The dragon strike planet).
|
|
</plot>
|
|
|
|
<title>Adventure Anthology (AD&D.com)</title>
|
|
<author>Bruce Freeby
|
|
<email>bfreeby@toto.csustan.edu</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Guarding</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
How about the PC's are hired to garrison some piddly little outpost on the
|
|
border with a neighboring kingdom when A) that neighboring kingdom decides to
|
|
come through that area on a raid/conquest/other B) hostile monsters in the
|
|
area attack the outpost, looking for loot/revenge/some item or artifact
|
|
rumored to be somewhere in the outpost but never found by previous
|
|
explorers. Catch: The obvious catch would be that whatever the situation,
|
|
the PC's would have to be either high enough levels to face it, or have
|
|
enough diversity of characters/terrain/options for magic.
|
|
|
|
How about the pc's are hired to pilfer a certain item, any item that could
|
|
have a real or perceived value to the pc's or their employer. When they get
|
|
there, the item is already being stolen or they've been set up and now must
|
|
try to get out of the situation without losing face or their lives. Catch:
|
|
Having a thief in the party would be really useful, but parties that don't
|
|
have thieves can have and npc thief come along, which could make for a more
|
|
interesting plot twist if it turns out the ambush is set up to catch only
|
|
the thief, and the rest of the party shows up!
|
|
|
|
How about the pc's are implicated in the destruction of some item with real
|
|
or perceived value and now must get out of town or find the real culprits
|
|
before time runs out. Catch: Players can get disgruntled real quick if this
|
|
happens more than once or twice.
|
|
|
|
How about the pc's, while sent on a mission (could be almost any)
|
|
accidentally come across an item which takes them into a labyrinth or maze
|
|
of some sort. For higher levels, the maze could be some sort of reality
|
|
displacer, taking the through time at various points, or perhaps space. They
|
|
exist at that point in time though they are not from it. However, they do
|
|
not exist in that SPACE in time. They are still in the maze, and it'll take
|
|
cunning to figure the trick out and get themselves home. Catch: Besides not
|
|
being able to do this very often, a plain maze can bore players quickly. Add
|
|
a minotaur or a Gorgon for flavor.
|
|
|
|
How about the pc's are hired to guard a caravan that carries a secret item
|
|
which becomes subject to several raids and more subtle inter-caravan
|
|
subterfuge. It may turn out that members of the caravan are also out to get
|
|
the item. Catch: This has to be played for flavor. If the item has real
|
|
value, make sure the players can only get their hands on it if it turns out
|
|
</plot>
|
|
|
|
<title>Competition! (AD&D.com)</title>
|
|
<author>Martin Grimes
|
|
<email>Martin@luxcs.demon.co.uk</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Coastal</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Intrigue</type>
|
|
<plot>
|
|
The PCs arrive at a small town on an island in the middle of a lake. The
|
|
distance around the lake makes it a pain to go around. However, during a
|
|
particularly nasty storm, one of the bridges that links the town to the
|
|
other side of the lake has been destroyed. The mayor has launched a
|
|
competition to find the first group to operate a crossing to the other side
|
|
of the lake. He asks the PCs to ensure fair play in the competition. There
|
|
are several groups.... the dwarves are building a tunnel, the elves are
|
|
building a boat, the gnomes a bridge... etc... Each individual group
|
|
attempts to bribe the PCs to sabotage the others... Particularly good for an
|
|
evil group of characters!
|
|
</plot>
|
|
|
|
<title>Gnome Attack (AD&D.com)</title>
|
|
<author>Marcel Lauzon
|
|
<email>jaglin@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Dungeon</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
PC's have been wandering looking for adventure for months. They enter a
|
|
tavern (D.M.'s choice) and are assaulted by an angry mob of gnomes! the
|
|
characters are captured and are taken to the gnomes kingdom. the characters
|
|
must escape back to the realm of sane and TALL men!
|
|
</plot>
|
|
|
|
<title>Crusades (AD&D.com)</title>
|
|
<author>TAILLO
|
|
<email>dispatch@saglac.qc.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Guarding</type>
|
|
<plot>
|
|
At the end of the times of crusades, an evil king send his best men to the
|
|
ultimate crusade. Zweihander, the fighter with his two-handed sword (15th
|
|
level), Krieg, the barbarian with his two-handed axe (15th level) and
|
|
Galadorff, the cavalier with his claymore (17th level). This elite soldier
|
|
are the generals of the Osker Army (1,2,3 rd level soldiers) who have the
|
|
missions to destroy and take London in the U.K. and they can. The player
|
|
characters have to stop them after they reach U.K. (the Osker Army are
|
|
Germans). It's a quest of very, very rare magic, so the players character
|
|
must be fighter characters or thieves between 10 to 12 level.
|
|
</plot>
|
|
|
|
<title>Rich Dead Dad (AD&D.com)</title>
|
|
<author>blade4
|
|
<email>blade4@cs.byu.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Any</genre>
|
|
<type>Intrigue</type>
|
|
<plot>
|
|
One of the PC's has a wealthy heritage. The PC has joined a group of
|
|
adventurers and they set off. He learns of his father's death and that he
|
|
will be receiving a large portion of his father's wealth. Other NPC's in the
|
|
adventuring party try to steal or kill the PC for having the wealth. You
|
|
can work it sort of like a inside corrupt process of team members
|
|
backstabbing each other.
|
|
</plot>
|
|
|
|
<title>Un-Identified Driving Object (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
The party founds a weird, oddly shaped metallic red object with four wheels.
|
|
It has some sort of windows, made of glass. The party cannot break into or
|
|
enter the object. It is, of course, a car. If the DM wants, he can send the
|
|
party on a quest to find the key, their reward will be a red cadillac.
|
|
</plot>
|
|
|
|
<title>Amazing Discovery (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Comedy</type>
|
|
<plot>
|
|
The party is following a river when they discover a waterfall which if
|
|
falling up. The party needs to get up the cliff on which the water is
|
|
falling. If they choose to ride the waterfall up, they discover the hard way
|
|
that it is an illusion and really is falling down. They fall, taking 10d6
|
|
damage. If they scale the cliff, they will see a man (illusionary) ride the
|
|
waterfall up, making them wonder why in the world they didn't get the free
|
|
ride. :)
|
|
</plot>
|
|
|
|
<title>Shrunken Party (AD&D.com)</title>
|
|
<author>Jonnie Durham
|
|
<email>tassel@galileo.mis.net</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Building</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
You have been summoned by a high level wizard to his keep. He must leave for
|
|
a meeting but is in the middle of a very delicate experiment. He needs the
|
|
party to find a specific fungus which a species of ant uses for food. He has
|
|
transplanted some of these ants into his basement. He will shrink the party
|
|
down to roughly 1" in height so they may enter the walls of his basement to
|
|
search out this fungus. Mice become the size of horses and the common spider
|
|
turns into a monstrosity. Also, look out for his cat!
|
|
</plot>
|
|
|
|
<title>Psionicist (AD&D.com)</title>
|
|
<author>Sam Agnew
|
|
<email>agnew@ozemail.com.au</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
In a dream one of the characters dreams about a strange man (a Psioncist)
|
|
who requests their services on a short mission. Journey can only be done
|
|
while asleep the Characters will notice as they travel in the day they seem
|
|
to only move about 1 km (truth) when they make camp they wake next morning
|
|
20 km in the correct direction to get to the Psionicist.
|
|
</plot>
|
|
|
|
<title>Evening of Terror (AD&D.com)</title>
|
|
<author>Brandon Paulk
|
|
<email>bpaulk@popalex1.linknet.net</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
I think the characters should all be able to meet in a small quaint little
|
|
village....around dusk maybe....Then suddenly all Hell breaks loose and they
|
|
have two choices...1: Fight and save the day....2: They join the forces of
|
|
evil and destroy the world....Or they could just whistle....
|
|
</plot>
|
|
|
|
<title>Trick or Treat (AD&D.com)</title>
|
|
<author>Taurion Gregory
|
|
<email>Spiff@cs.net.au</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Dungeon</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
The Party somehow (up to DM) ends up in small city. A noble notices them and
|
|
asks them to clear out a local mine. It is apparently full of niggling
|
|
little monsters but it turns out to be full of much much more....
|
|
</plot>
|
|
|
|
<title>Hopeless Wind (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Cave</setting>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
The party is trapped in a cave or other small, stone room. There are no
|
|
exits they can find. However, there are lots of cracks in the walls. From
|
|
one of this cracks is blowing a small stream of air, which implies that the
|
|
outside is right through that wall. However, this is completely false. A
|
|
cruel DM would make no exit from the room, laughing as his players while
|
|
they try everything they have to enlarge the crack. A nice DM would make an
|
|
exit somewhere in the room, just not at the crack where the air is coming
|
|
through.
|
|
</plot>
|
|
|
|
<title>Arson (AD&D.com)</title>
|
|
<author>Farin
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Building</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
PCs are asked by a rich merchant/patrician (someone in a power-position) to
|
|
burn down the house of a concurrent. Make sure the party-wizard's got
|
|
fireball, burning hands and/or levitation. Throw in a couple of bodyguards
|
|
living in the house and presto! an adventure.
|
|
</plot>
|
|
|
|
<title>October Fest (AD&D.com)</title>
|
|
<author>Farin
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Urban</setting>
|
|
<genre>Any</genre>
|
|
<type>Intrigue</type>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
PC's discover secret information marked "The Days of Chaos". Evidence points
|
|
to the existence of an underground organization working towards a downfall
|
|
of organized life as we know it. Plant evidence in houses of powerful NPCs,
|
|
making it harder to get every adventure to get it, and, after 2 or 3
|
|
sessions, spring the trap; PCs are invited to a ball at which the Prince(ss)
|
|
King (Queen) or Emperor (Empress) will attend!! Then they get to hear that
|
|
the Oktoberfest is starting as of today! To make the joke a little less
|
|
harsh, throw in a couple of magical items. (The evidence should be
|
|
suspicious, but should also point to a big party, such as Octoberfest).
|
|
</plot>
|
|
|
|
<title>Hole (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Dungeon</setting>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<monster>Lich</monster>
|
|
<plot>
|
|
The PC and the members of his party are travelling through the woods at
|
|
night. They all walk onto the roof of an underground mining cave. Scattered
|
|
throughout are jewels and magical items, but, unfortunately, they are
|
|
guarded by a powerful Lich. Now they must fight for their treasure!!
|
|
</plot>
|
|
|
|
<title>Winter Stalker (AD&D.com)</title>
|
|
<author>Shashi Mahesh
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
This scene takes place in a cold harsh winter. Suddenly the PC's see a
|
|
snowstorm at the horizon gaining on them, they end up in a snowstorm. This
|
|
snowstorm is really an air elemental, but invisible to the PC's (the best
|
|
you can use is the Wind Walker from the MC-annuals, volume one) so they can
|
|
hardly hit is because it's all over them. If the DM is pissed off he can put
|
|
some wood, weapons or other objects in the storm to weaken the PC's even
|
|
more. This encounter can be used to take away some item's the PC have and of
|
|
which the DM don't want them to have. You can also use this as an
|
|
introduction of a new (N)PC, which was blew along in the storm.
|
|
</plot>
|
|
|
|
<title>Dungeon crawl starter (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Urban</setting>
|
|
<setting>Town</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
The party is walking in a town district with a lot of wealthy inhabitants.
|
|
As they walk along the street, they (only 1 person will probably do this)
|
|
step on a sewer cover, which breaks, plunging the unfortunate PC into the
|
|
depths below. The actual distance he falls is 250 feet, or, in the case of a
|
|
munchkin party (i.e., that isn't enough), the distance is 10' more than the
|
|
farthest infravision of the party. No magic is detectable. The sewer is
|
|
really a trap by cunning thieves hoping to catch a rich merchant after a
|
|
large bank withdrawal. From here, the party should go down and help the PC;
|
|
they can discover a tunnel down there, and they start the typical dungeon
|
|
crawl.
|
|
</plot>
|
|
|
|
<title>Malister (AD&D.com)</title>
|
|
<author>Aaron Johnson
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Rural</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<type>Magic</type>
|
|
<plot>
|
|
There is a small town called Malister which is ruled by the local mage who
|
|
the town is named after. Malister is a neutral necromancer who is slowly
|
|
drifting towards evil. When the town was created there was much wildlife.
|
|
Now everything has died over the many years. There is also a forest south of
|
|
the city that is said to drive wizards mad. There is a lot of logging that
|
|
happen there but recently loggers have been disappearing. The forest seems
|
|
to be immune to the "disease" that has affected all other wildlife 10mile
|
|
radius of the small town.
|
|
DM's note: Of coarse the magic that Malister practices draws its necromatic
|
|
energy from the surrounding life. The forest is of a wild magic zone and the
|
|
logger are being captured by wood elves! I had many adventurers with this
|
|
set up. email me back for full details.
|
|
</plot>
|
|
|
|
<title>The wishing room (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Building</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Magic</type>
|
|
<plot>
|
|
The characters end up somehow (up to DM) in a totally white room where
|
|
anything they say will immediately come true.
|
|
DM NOTES
|
|
This can be used as a porthole to another plane of existence when the
|
|
characters say "I wish I could go into the Ethereal plane" or something
|
|
similar.
|
|
</plot>
|
|
|
|
<title>King for a day (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<type>Intrigue</type>
|
|
<plot>
|
|
The characters can be hired as soldiers for a certain king. The king leads
|
|
his army into battle many times, the characters being unaware that the king
|
|
has grown fond of one of them. During one battle, the king dies and, having
|
|
no heirs, leaves the throne to one of the characters.
|
|
</plot>
|
|
|
|
<title>Fake property (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Any</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
A merchant in the town is offering property for pennies on the dollar. If
|
|
the characters buy a plot, it turns out to be non-existent (50%) or unusable
|
|
(25%) such as a swamp, or having a curse (5%), or being ancestral land
|
|
(10%), or containing any treasure the DM wants to give away (10%)
|
|
</plot>
|
|
|
|
<title>Crash! (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
One night while sleeping in a forest near any town, the characters hear a
|
|
thunder-like BOOM that awakens them. They see a glow off to the south. If
|
|
they investigate, it will turn out to be a space meteor containing a very
|
|
valuable metal that makes exceptionally strong weapons. The meteor is much
|
|
too heavy for them to lift, but fortunately, a Gold Dragon was also drawn to
|
|
the scene. The characters notice him as soon as they arrive on the scene.
|
|
The dragon will help them carry the meteor to the town for (up to DM) about
|
|
50% of its value (up to DM).
|
|
</plot>
|
|
|
|
<title>Hostage (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Rural</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
This adventure works really well in the event that a PC has a child. The
|
|
school in the local town has been taken hostage by a group of Barbarians.
|
|
The children are held for the town officials to be forced to let the
|
|
Barbarians get their goal.
|
|
THE BARBARIAN'S GOAL: is to stop the town from expanding into the
|
|
surrounding wilderness, which is their home. Last week the town voted to
|
|
build homes in the nearby forest by chopping trees. This would also provide
|
|
the town with firewood.
|
|
</plot>
|
|
|
|
<title>Treasure (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
The PCs find a weird, metal object. In reality it is a gun from the future.
|
|
It is loaded with 12 bullets, or 12 "charges". Imagine what you could do
|
|
with this!
|
|
</plot>
|
|
|
|
<title>The lost sword of Palaodrin (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
The characters find an old scroll which describes a city called Palaodrin.
|
|
In it, it says that the city had ties to the magics of the universe, as it
|
|
was in the very center of the prime material plane. Surprise! After a lot of
|
|
research, the characters find out that [pick a city in your campaign] is
|
|
right on top of the old city of Palaodrin. If the characters explore [the
|
|
city that is listed above]'s sewers, they eventually will discover the sword
|
|
of Palaodrin. Make up a bunch of stats for it, find the original stats for
|
|
it on the net, or I can send you mine if you ask for them.
|
|
</plot>
|
|
|
|
<title>Princess trapped in tall castle (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Castle</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
PCs hear of a princess or some damsel in distress (NOTE: I am not implying
|
|
that women are not capable of escape. For those so inclined, replace damsel
|
|
with Hunk) The tall tower cannot be climbed and there is no way to scale it.
|
|
There is one window on top. The PCs must consult many sages to discover
|
|
rumors that the damsel/hunk has long hair. (like in the classic story of
|
|
Rapunzel.) This adventure can have a villain to defeat before the damsel's
|
|
rescue, but it is mainly intended for DMs who have players who do not like
|
|
to use sages and never remember about them until too late. I used this
|
|
adventure to help my players use sages, as they were not doing so.
|
|
</plot>
|
|
|
|
<title>Moving Hole (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
An enemy that the characters are battling throws a black something under one
|
|
of them. It is a hole. The PC affected by it falls through. Fortunately for
|
|
him, the rest of the party manages to defeat the enemy. Now they can keep
|
|
the hole, but should try to find a way to "dig" their companion out from it.
|
|
</plot>
|
|
|
|
<title>Oh my GOD, it's BUNNIES!!! (AD&D.com)</title>
|
|
<author>Dagarth
|
|
</author>
|
|
<length>Medium</length>
|
|
<setting>Rural</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
The PCs are tramping through the countryside, when one of them notices that
|
|
there is a rabbit following them, about 100 yards back. Whenever they try to
|
|
approach it, the rabbit flees. Nothing they do will keep it from following
|
|
them. If killed, it is replaced by a rabbit bearing different markings.
|
|
After a few days, they notice that now they have TWO rabbits following them.
|
|
Then three. At no point should they be followed by more than 3 rabbits. They
|
|
soon come upon a town of halflings, who at some point inform the PCs that
|
|
all of the "trackers/hunters" of the town left a while ago, on a monthly
|
|
food-foraging trip, but that they are expected back within a day or two.
|
|
After spending the night in town, the PCs wake to fact that they have been
|
|
robbed of all monies! No other items were tampered with, except those that
|
|
contained money, of which all money is gone. Come up with a way for the PCs
|
|
to get their money back, shortly after which, a runner comes into town
|
|
shrieking "The trackers are all dead!!!" After calming the runner, he will
|
|
say that the trackers should have been back by now, and that they are
|
|
certainly all dead! (Now all this time, the Inn in town has been serving a
|
|
rabbit stew to all of its patrons, because that is the only game that the
|
|
non-hunters could catch, and all other food sources are depleted, which is
|
|
why the hunters are out hunting! (heh heh)
|
|
|
|
The rabbits ARE the trackers/hunters, after being polymorphed by a mad mage
|
|
living in the hills around where the hunters were hunting. They intruded
|
|
upon his land, and he enacted an amusing (for him) vengeance upon them. yes,
|
|
the PCs get this info, after going looking for the hunters the villagers
|
|
remaining are VERY generous with offers of rewards, finding the wizard, and
|
|
reading his notes after the battle.
|
|
</plot>
|
|
|
|
<title>A "magic" weapon (AD&D.com)</title>
|
|
<author>Qubrak Shata
|
|
<email>qshata@geocities.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
The characters are walking along a beach (or any place filled with sand will
|
|
do) when a lightning bolt strikes the ground a couple feet in front of them.
|
|
This works really well when the PCs are fearing divine retribution. The heat
|
|
from the bolt is hot enough to melt the sand into glass. When the PCs
|
|
investigate, they find 1d4 pieces of glass that deal 1d12 damage on
|
|
unarmored opponents and 1d6 on armored ones. Each piece will break on a
|
|
miss, on a critical miss, and on a critical hit due to the glass hitting
|
|
metal (armor on a miss), or hitting bone beneath flesh.
|
|
</plot>
|
|
|
|
<title>Hall of Tiamet (AD&D.com)</title>
|
|
<author>Jessica Havens
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Intrigue</type>
|
|
<monster>Dragon</monster>
|
|
<plot>
|
|
Adventurers are faced with the need to save their world. They enter a portal
|
|
and jump from world to world collecting magical items, a love potion, a suit
|
|
of magical armor, ring of true seeing, etc. Each represents a great attribute
|
|
which will supposedly save the world. To gain each item they must overcome
|
|
an obstacle. eventually they gain the seventh item and then find themselves
|
|
in the home of the great platinum Dragon. They walk down the hall, guarded
|
|
by golden dragons and stand before the Platinum dragon, who suddenly
|
|
transforms into Tiamet. The golden dragons transform into evil ones, the
|
|
whole thing had been a plot for Tiamet to take control. He gives them a
|
|
choice to either join him or be destroyed....
|
|
</plot>
|
|
|
|
<title>A Party Starter (AD&D.com)</title>
|
|
<author>Alex Olivier
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<plot>
|
|
For those of you who are always trying to find out an original way to bring
|
|
the party together in a realistic fashion when starting a new campaign
|
|
rather than "Well you're all in an Inn," or "You see a sign posting a reward
|
|
on/hiring armed escorts for," this one was a classic for me:
|
|
Wherever the PC's might be, say they are all travelling to town, or they are
|
|
in town, they see a commotion somewhere around the limit of their sight
|
|
(spread the PC's out) which turns out to be a bunch of Kobolds attacking an
|
|
old man who seems to have some Alzheimer's.. frisky but weak, and have the
|
|
guy be something of a nutcase mage who accidentally cast an illusion of
|
|
kobolds to attack him (he denies this) level 3 or so.. And while the PC's
|
|
are together start an adventure; presto! a party.
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 1 (News)</title>
|
|
<author>Paul Zoski
|
|
<email>pjz1@t5.ms.uky.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
I'm creating a wilderness encounter chart for an upcoming adventure
|
|
and want to spice it up with things the part can come across that
|
|
are interesting and eventful, but not a monster. For example, I
|
|
have a small pond and a stream (too small to put on any map, but a
|
|
good place for replenishing water), an abandon campsite, some animals
|
|
that might be good for hunting, a mysterious stonehenge like structure,
|
|
etc. Any ideas would be appreciated.
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 2 (News)</title>
|
|
<author>K. Templer
|
|
<email>k-templer@usa.net</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
how about a weather event? say a sand storm, hurricane, thunderstorm,
|
|
rainbow without any rain. totem sticks stuck in the ground to mark out
|
|
ancient hunting territories, a permanent illusion left by some wizard,
|
|
long forgotten.
|
|
|
|
a personal favourite: a fairy ring, a ring made of toadstool which
|
|
supposedly moves anyone standing in it to fairy land. could be an out
|
|
plane conduit....
|
|
|
|
for the truly wild: maybe fishes that swim in air...
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 3 (News)</title>
|
|
<author>Tadeusz Sienkiewicz
|
|
<email>tsienkie@aft.sn.no</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
I one time put up a fountain in the middle of nowhere.
|
|
Mine was a key to a dungeon (in the middle of an other adventure), but
|
|
you could change it to whatever. It's also fun if it does absolutely
|
|
nothing.
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 4 (News)</title>
|
|
<author>Jacob L. Sugar
|
|
<email>jsugar@erols.com</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
In response to this I've come up with a few ideas. For the pool, have
|
|
the PC's look into it to find the reflection one of their inner self.
|
|
For instance, a thief who is forced to be an outlaw might see an honest
|
|
man staring back at him. At the abandoned campsite, the PC's can find
|
|
evidence of a struggle. For instance, blood marks, items broken, a
|
|
bloody dagger etc. At the stonehenge type- place, there could be
|
|
ancient runes which gives a riddle. A quest can be made from
|
|
discovering the answer to the riddle.
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 5 (News)</title>
|
|
<author>Leonard P. Zaikoski
|
|
<email>len.zaikoski@paonline.com</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
A deep gorge with a stream at the bottom, just too wide to jump across.
|
|
The site of a previous battle; Who was fighting? Who won? Is it important?
|
|
A ring of trees growing in a perfect circle.
|
|
A huge, spherical rock.
|
|
|
|
I intersperse unusual but sometimes meaningless things throughout my adventures
|
|
to give my players that 'part of a world' feeling where not everything
|
|
revolves around them or happens because they take some action.
|
|
|
|
Interesting and unlikely geological and natural structures can make for a few
|
|
minutes interesting role-play as the characters try to figure out if the ring
|
|
of trees is a clue, a lair, a portal, or just some trees....
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 6 (News)</title>
|
|
<author>Lawrence R. Mead
|
|
<email>lrmead@whale.st.usm.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
A small town or village is also fun.
|
|
Graveyard, perhaps of some non-human race.
|
|
Unusual grove of plants, some dangerous (black lotus) some not (berries).
|
|
A lonely, but talkative Ent. (I have one in my world called the "tree of
|
|
high wizardry" ; guess why).
|
|
An old house with a still usable well.
|
|
Herds of various animals; bison, emu, even horses.
|
|
A gallows with a hanging skeleton.
|
|
A wise man (Sage) on a hill top.
|
|
A witch coven of benign witches (i.e., three old crones in a hut)
|
|
An occupied farm with some interesting problem to solve.
|
|
A burned out patch of forest,
|
|
A live volcano.
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 7 (News)</title>
|
|
<author>tim martin
|
|
<email>tmartin3@ua1vm.ua.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
<list>
|
|
1. A druid of group of them.
|
|
2. One or more rangers.
|
|
3. Friendly band of adventurers
|
|
4. Friendly band of demi-humans.
|
|
5. Merchants, a caravan
|
|
6. Wandering bard or minstrel
|
|
7. Natural, real-world animals
|
|
8. Woodsmen
|
|
9. Gypsies or the equivalent
|
|
10. Friendly faerie - leprechauns, brownies, etc.
|
|
</list>
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 8 (News)</title>
|
|
<author>Buzzsaw
|
|
<email>jj@monadnock.keene.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
Animals you hear and not see. (wolves howling is a good one, makes PC's
|
|
nervous)
|
|
|
|
Spears stuck in the ground with skulls in the end. A candle in the skulls
|
|
make the eyes glow.
|
|
|
|
The sound of wardrums in the distance (goes good with the previously
|
|
mentioned spears)
|
|
|
|
A small pool that is actually a magic potion.
|
|
|
|
bizarre yet harmless animals that nature (as we know it) never intended.
|
|
|
|
Ants, hundreds and hundreds of ants crawling away from the PC's creating
|
|
an open path. (if the PC's move into or in front of the swarm this
|
|
becomes a monster encounter) only to disappear underground further up
|
|
the trail.
|
|
|
|
Mushrooms the size of trees.
|
|
|
|
A forest of treants
|
|
|
|
Have every plant be edible or have a useful purpose.
|
|
|
|
a deer with a birds nest on its antlers, a turtle with an alchemy bush
|
|
growing off its back, etc.
|
|
|
|
Puns, treant truant officers, an am-bush (a shrub that jumps out in front
|
|
of you) etc.
|
|
|
|
A giant grasshopper (possibly with riders)
|
|
|
|
An elephant the size of a cat.
|
|
|
|
A group of adventurers who are the exact doubles of your PC's.
|
|
|
|
Goblins racing using chair with three wheels, the front wheel is hollow
|
|
and rats run inside of it to power it, he steers the chariot with his
|
|
feet. The PC's may even bet on the races.
|
|
|
|
Weird animal variations, (green rabbits, scaled mammals, feathered
|
|
reptiles, furry birds, horned squirrels, winged fish, etc.)
|
|
|
|
Having a thing a PC accidentally ask for/wish for happen.
|
|
|
|
Have an NPC say, yeah right when pigs fly. Then use a space swine for an
|
|
encounter.
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 9 (News)</title>
|
|
<author>Mr. Tines
|
|
<email>tines@windsong.demon.co.uk</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
A chalk figure, cut into a hillside; a riverboat - perhaps crewed, perhaps
|
|
abandoned and grounded on a shoal; and abandoned habitation.
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 10 (News)</title>
|
|
<author>Timothy P. Coyle
|
|
<email>timcoyle@ici.net</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
(1) The PCs are in a rocky area, a day or two after torrential rains cut
|
|
large gashes in the thin soil. If one is observant enough, one may notice
|
|
that _something_ is buried under a thin layer of mud--something with
|
|
suspiciously straight lines and sharp corners.
|
|
|
|
If the party decides to excavate, they will find a flat stone slab some 10'
|
|
on a side, inscribed with strange glyphs, some magic, others mundane yet
|
|
exotic; whatever its nature, its extreme age is obvious. If the PCs put
|
|
their minds and spells to it, they will realize that it's some sort of AD&D
|
|
"transporter pad" (for those Trek fans out there).
|
|
|
|
Can they figure out how to operate the device? Does it still work
|
|
normally, or is it damaged? Where will it take them?
|
|
|
|
(2) The PCs' camp is raided during the night; only food is missing, no one
|
|
is harmed, and a single pair of ogre footprints are found. The PCs decide
|
|
to track the ogre (to investigate, not to kill, at least for the moment).
|
|
|
|
If the PCs stay their weapons long enough, they will discover the
|
|
ogre's lair--filled with cages holding sick animals, both natural and
|
|
fantastic. If the PCs play their cards right, they can gain the ogre's
|
|
trust, help him with his charges--and gain a wealth of information and
|
|
perhaps some treasure from the good-hearted but simple-minded ogre.
|
|
</plot>
|
|
|
|
<title>Non-Monster Wilderness Encounters 11 (News)</title>
|
|
<author>Jon Paradise
|
|
<email>jparadise@sdicorp.com</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<plot>
|
|
a clearing in which stands an empty cottage. It looks as
|
|
though the owner has just stepped out. Needless to say,
|
|
said owner will not return . . .
|
|
|
|
Hunting encounters...
|
|
|
|
An encounter with an animal who looks at the party
|
|
members with a notably intelligent look, waits for
|
|
and lets the party (or an individual to) follow for
|
|
a One-line while, and then disappears.
|
|
|
|
Will o' the Wisps whom the party never manages to
|
|
encounter
|
|
|
|
"The forest here is dark. A silence so heavy that
|
|
you can feel it seems to drape over you. Nothing
|
|
is moving, singing, chirping . . . nothing."
|
|
You can almost HEAR the spooky music, huh?
|
|
|
|
Stereotypical encounters that turn out other than
|
|
the ordinary.
|
|
|
|
A woodsman walking through the woods with a bag of heads.
|
|
|
|
A lost dwarf, down to his last wineskin
|
|
|
|
A philosopher, out pondering the wilderness.
|
|
|
|
A madman, who tries to convince the party that he is
|
|
the King/Duke/whatever.
|
|
|
|
A large gathering of small children, with no adults in
|
|
the vicinity.
|
|
|
|
A virgin tied to a tree for a dragon sacrifice.
|
|
|
|
A dragon, muzzled and chained to the ground.
|
|
|
|
The vanguard of an army
|
|
|
|
A group of bandits.
|
|
|
|
101 Dalmatians
|
|
|
|
An animal who "adopts" a party member.
|
|
|
|
A sound of crashing through the trees, going away
|
|
from the party.
|
|
|
|
A dinosaur.
|
|
|
|
A very old blind woman with a raven on her shoulder. She
|
|
walks without bumping into anything.
|
|
|
|
A rainstorm of frogs.
|
|
|
|
A hailstorm.
|
|
|
|
An earthquake
|
|
|
|
A young goblin girl, eating a raw squirrel haunch. She's
|
|
good-intentioned.
|
|
|
|
An incredibly peaceful nature scene... a waterfall, the
|
|
pool of which is surrounded by trees. The only thing
|
|
marring the area's beauty are the various bones scattered around
|
|
the pool. Cause? An old hill giant, living in a cave behind the
|
|
waterfall. He's peaceful and somewhat articulate.
|
|
</plot>
|
|
|
|
<title>Adventures at Sea</title>
|
|
<author>C. M. Sanyk
|
|
<email>guppy13@juno.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Ocean</setting>
|
|
<genre>Any</genre>
|
|
<type>Exploration</type>
|
|
<type>Investigation</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
Jared Dahl wrote in message <354a8389.0@news.isl.net>...
|
|
>
|
|
>Hey DMs!!
|
|
>
|
|
>What are some house rules/resources that you use/reference
|
|
>when you are running a campaign that takes place mainly at
|
|
>sea? Anyone have modules or mini-encounters that take
|
|
>place on the high seas?
|
|
|
|
It shouldn't be too hard to come up with some good ones here... there's
|
|
lots and lots of sea-folklore. The ocean is a dangerous, unforgiving, and
|
|
mysterious place. These are minor in themselves, but could develop into
|
|
something big if the party shows interest and pursues it.... Off the top
|
|
of my head...
|
|
|
|
1) Someone spots a strange looking creature(s), which no one has seen
|
|
before. Bigger things it could lead to... attempts to capture,
|
|
communicate with, observe, or learn more about these creatures... perhaps
|
|
they are just ordinary animals, or perhaps it's a dangerous sea monster
|
|
that's best avoided (if so you'll probably find out the hard way)...
|
|
perhaps they have their own language, maybe even a civilization, maybe they
|
|
can offer information or advice, who knows. Perhaps the information gained
|
|
from studying/communicating with these things can be of value to a
|
|
naturalist or sage... Maybe some of the old sailors know of the things,
|
|
but are superstitious and afraid of them, don't like talking about them,
|
|
and act strangely when they're even mentioned... what's going on?
|
|
|
|
2) Some debris is found floating in the water. bigger things it could lead
|
|
to... mystery: what is this thing, where did it come from, and how did it
|
|
get here? perhaps a nearby and recent shipwreck or attack--by a monster?
|
|
or by pirates? is there bad weather or a hidden hazard sinking ships in
|
|
the area? perhaps more is found, a location of a wreck, or a life-boat
|
|
with occupants, or a ship's log. can a salvage operation be attempted?
|
|
can the danger be stopped?
|
|
|
|
3) bad weather storms, high winds and high seas... ship could risk sinking
|
|
or be damaged, people could wash overboard (and perhaps drown, perhaps be
|
|
rescued by dolphins or sea elves).... or dead calm and a delay in travel.
|
|
crew grows increasingly bored and uneasy, supplies dwindle dangerously low
|
|
and rationing becomes stricter. perhaps magical weather control attempts
|
|
fail--strangely. what's going on? have the gods been offended? do they
|
|
demand a sacrifice?
|
|
|
|
4) funky weather--you've just entered the twilight zone. Natural laws seem
|
|
to run backwards, sideways, and in spirals. Strange lights, sky is an odd
|
|
color, eerie silence and stillness, the stars move in ways they shouldn't,
|
|
the sun sets on the wrong horizon, or doesn't set at all, for weeks...
|
|
compasses behave strangely (if they exist) Direction-sense is scrambled,
|
|
navigation hopeless. Odd fog, rain falling up, water spouts... a rain of
|
|
mice, beetles, toads, serpents or fish... but they're all inland or
|
|
freshwater species that live thousands of miles away(!) Sky does Van Gogh
|
|
things, Lucy with Diamonds things... Visions (meaningful? Omens?) in the
|
|
clouds that only some people can see... Then, strangely, and with no
|
|
explanation, everything returns to normal. Or does it?
|
|
|
|
could lead to.... Perhaps you find yourself to be way off course... or
|
|
that the trip has taken much longer than it seemed to.. felt like a few
|
|
weeks, but you arrive years late for your rendezvous at the destination, and
|
|
were presumed lost. You don't even notice until the bard sings of your lost
|
|
ship's "final voyage" and of the bold adventurers (you) "who never were to
|
|
be heard from again." Or perhaps upon landing on the far shore, you realize
|
|
that you're no longer even on the same planet you were on when you set
|
|
sail... your longitude and latitude are right, but nothing fits with your
|
|
maps... or maybe the geography's all correct, but where human settlements
|
|
had long stood, there are now sand dunes... or perhaps strange (alien?)
|
|
creatures living there, and who claim to never have seen your like before.
|
|
|
|
5) ships crew becomes restless--the captain has made some questionable
|
|
decisions lately, and the crew is growing to resent him. Perhaps a mutiny
|
|
is likely. Who's side are the players on? Is the captain a liability to
|
|
the ships safe passage? Or are the crew members right?
|
|
|
|
6) ship encounter--pirates? a fellow traveler? a ship in need? lost? low
|
|
on supplies? without a rudder or broken masts? Perhaps they have news...
|
|
or disease!
|
|
|
|
7) The entire ship is *swallowed* during the night by some IMMENSE beast.
|
|
Everything's fine and nothing's damaged. If anyone is on deck that night,
|
|
all they see are the stars being blacked out, as though something MASSIVE
|
|
has come between them and the ship. The ship continues to sail as normal,
|
|
and there's even weather in the beast's belly, and no shore is in sight...
|
|
Then, perhaps a few days later (who can tell?) the sky reveals itself again,
|
|
and now it's a bright, clear day. Maybe the ship is completely lost (or was
|
|
it *brought* somewhere?) or perhaps it's just outside the port of its
|
|
original destination? No matter who you tell your story to (and everyone
|
|
on the ship swears it to be true) no one believes a word of it. Could it
|
|
have all been a mass-dream or hallucination?
|
|
|
|
8) Minor mishap--a mistake in navigational measurements has put you off
|
|
course. Or perhaps someone fell from the crow's nest, or was crushed by a
|
|
yardarm, or fell overboard and drowned. could lead to... if there's a
|
|
fatality, there could be a ghost... especially if the body's not put to
|
|
rest properly. maybe the ghost won't let the ship find land again until
|
|
things have been set right, or perhaps it just makes its presence felt and
|
|
causes mischief.
|
|
|
|
9) Stow away found on board. Put on trial. What will happen to him?
|
|
What's his story?
|
|
|
|
10) Someone has committed a crime on board, and everyone is a suspect.
|
|
It's a mere minor theft, but the captain reacts harshly and turns everything
|
|
upside down looking for clues to see who's the guilty party. People begin
|
|
to get paranoid, accuse each other. Maybe fights break out?
|
|
</plot>
|
|
|
|
<title>Pheruccia</title>
|
|
<author>Tom Zunder
|
|
<email>tomz@writeme.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Campaign</type>
|
|
<plot>
|
|
[Not a plot as such but setting ripe with many possible plots...]
|
|
|
|
Thoughts on Pheruccia, Jewel of Peronia
|
|
|
|
The city of Pheruccia is an ancient and elegant city. Once ruled by
|
|
the Dragon Kings of Ancient Queg, it has been a free and independent
|
|
city-state for some thousand years. Rulers have come and rulers have
|
|
gone, conquerors have invaded and stayed as loved kings, elders and
|
|
princes. The spires and domes, crenellations and battlements are
|
|
carved from black and yellow sand, foreign marbles and local granite
|
|
sit side by side. In the streets peoples and races from all of the
|
|
Worlde mingle in the Bazaar and the Grand Plaza.
|
|
|
|
Beneath the ground of Pheruccia lie the ruins of hundreds of years of
|
|
habitation, the ruins and foundations of buildings demolished by war,
|
|
fire and religious turmoil. Deep within these catacombs lie burial
|
|
vaults, underground temples and complexes abandoned and their very
|
|
existence forgotten.
|
|
|
|
The current ruler of Pheruccia is the Benevolent Elder of the Guilds
|
|
of Ancient Feruc, Salvatore di Luccia, aged, feared and respected
|
|
ruler. As the elected ruler of the Guilds High Council, di Luccia is
|
|
the hereditary Guildmaster of the Guild of Glovemakers, traditional
|
|
organizers of labour in the city docks. Of the seven Guilds of Feruc,
|
|
the Glovemakers and the family of di Luccia have held power in the
|
|
city for 157 years now, and their Guild Hall overlooking the Grand
|
|
Plaza is filled with the sumptuous glory of centuries of trade and
|
|
war.
|
|
|
|
The artist Renaldo di Capelletto is currently painting an epic mural
|
|
upon the ceiling of the Glovemakers Chapel of Balanced Repose, a task
|
|
he has been employed upon for some 7 years to date. The vast domed
|
|
ceiling of the new rose marble temple, erected upon the ruins of the
|
|
previous Matchmakers Armoury, (a noted brothel and trading house), was
|
|
completed 23 years ago. It is expected that another 2 years work will
|
|
be required before the full glory can be consecrated and revealed.
|
|
People have many long standing wagers as to whether the Chapel will be
|
|
finished before Magdelena do Lattia's epic Tower of the Balancing
|
|
Resonance is. The Tower, a Matchmaker Guild project, is pointedly
|
|
placed on a hill overlooking the Plaza. Giuseppe di Catalan has never
|
|
forgiven di Luccia for engineering the demolition of the Armoury in
|
|
1648.
|
|
|
|
The Seven Armies of Feruc, the forces of the Guilds, are an impressive
|
|
and grand site in their dress uniforms, feathered helmets and full
|
|
pikes. The musketeers of the Candlemakers' Guild are particularly
|
|
fine, in tune with the dominance of Signorini di Malfoso's in the
|
|
world of society couture. In their battle dress the colourful Armies
|
|
of Feruc inspire awe and strike fear into the hearts of disorganised
|
|
rabbles as they advance with their bright jerkins, proud banners and
|
|
expertly made pikes, flintlock muskets and rocket batteries. Few other
|
|
states in Peronia can withstand a pitched battle with the brave
|
|
condotterrie of Feruccia. Sad indeed that they often face each other
|
|
down in the streets of the city itself.
|
|
|
|
Feruccian merchants are the widest traveled and canny of all the
|
|
known Worlde, venturing forth in galleys, caravan trains and the
|
|
wonderfully artificed flying machines of Leonardo the Great. Exporting
|
|
the wonderful glass, artifices, meats and wines of Feruccia and the
|
|
other states of Peronia, Feruccian merchants import spices from Queg,
|
|
silk from the Southern Shore and hemp, furs and wood from the far
|
|
north. Their great skill and wisdom has allowed them to balance trade
|
|
in matters material to trade in money itself and the banques of Feruc
|
|
are famed for their fair and even handed treatment of all. Many a
|
|
princeling or potentate has kept the forces of law and order well
|
|
equipped with Feruc muskets after the beneficent loan of funds from a
|
|
Pheruccian banque.
|
|
|
|
Peoples of other races are welcome in Pheruccia, and many of the
|
|
diligent and hardworking miners, sailors and tanners of the city are
|
|
from far away. Philbians delve deep beneath the Hills of Gold, mining
|
|
the coal that keeps city folk warm in winter and drives the steam
|
|
engines that run many an artifice. In the docks many a boat is loaded,
|
|
unloaded and manned by Uth'ka'len often with the help of their loyal
|
|
six-legged Ukken beasts. It is true that many people in Pheruccia are
|
|
of indentured service, but all can strive to complete their term of
|
|
service and take their place as free citizens, subject of course to
|
|
the guiding laws of Guilds, Churches and Inquisition.
|
|
|
|
Fashions always change in upbeat Feruccia and yet some things stay the
|
|
same. Ferrucian women of decency wear their heads shaven with a simple
|
|
pony tail elegantly grown from the crown.. Men wear their hair in a
|
|
crest across the skull, often shaving back the front and back of the
|
|
head. Silks, cottons, and lace are the favoured colours of all well
|
|
born citizens. Purple is a colour worn only by nobility, in the Quegan
|
|
fashion, but reds, yellows and greens are common and loved at the
|
|
moment. Perfumes, tobacco and coffee mingle with other scents in the
|
|
meeting places and bistros across the decent parts of town. Even the
|
|
meanest street will have the fulsome scent of good Peronian wine
|
|
competing with the midden.
|
|
|
|
Food in Pheruccia is the widest and most cosmopolitan you will find
|
|
anywhere. Staples such as cornbread and rice are served by street
|
|
sellers, often with a sausage of porc or boeuf innards. At the great
|
|
feasts of the Guilds whole Sand Dragons are roasted and served with
|
|
curried Purple Moulds and deep fried Poison Mushrooms. Many a
|
|
Pheruccian table is graced with oranges, lemons and kumquats from the
|
|
Southern Shore, and the marvelous grapes of Peronia are eaten and
|
|
drunk as raisins and wine.
|
|
|
|
I have dwelled in this great city, this paragon of the city politic,
|
|
for some fifteen years now. It is a great honour that the Benevolent
|
|
Elder has suffered me as Ambassador of the City of Lattia and it is my
|
|
great pleasure to share with him this my fond memories of the city
|
|
upon my departure home.
|
|
|
|
Giacomo di Funghi,
|
|
Ambassador to the Guilds of Ancient Feruc,
|
|
Moonday of Rat in the Month of Turtle in the 1673rd Year of Feruc
|
|
|
|
-----------
|
|
|
|
Leonardo the Great
|
|
|
|
In the year of 1636 of Feruc, a young clerk in the Guild of
|
|
Glovemakers returned from his day at the docks where he recorded the
|
|
rice imports for tithe calculation. A young lad of 19 he had another
|
|
24 years left to work from his father's indenture, inherited when his
|
|
father had died young at the age of 43.
|
|
|
|
As he sat in his mother's kitchen waiting for his nightly gruel, he
|
|
watched as the lid on the gruel pot clattered and lifted, forced
|
|
upward by the steam from the boiling fluid. Intrigued he began to
|
|
doodle on his slate with his marker. Everyone knows the story from
|
|
then on, Leonardo had begun his career as the great artificer of Feruc
|
|
by designing the steam propellant artifice.
|
|
|
|
Grateful as any master would be, the Benevolent Elder manumitted
|
|
Leonardo's indenture by 12 years once the Glovemakers' Artificery had
|
|
begun the make the sophisticated steam propellant devices which power
|
|
fans, drive water screws and perform other needful tasks in the city.
|
|
Elevated now to working in the Artificery Leonardo's skills grew
|
|
greater and greater. Combining the ancient Feruccian skill of
|
|
gunpowder with the steam propellant artifice and with the Floating
|
|
Bulbs of the Burluvian Bush, Leonardo made and flew the first
|
|
Feruccian flying artifice across the Bay of Snakes.
|
|
|
|
Now a treasured servant Leonardo invented the Cyclopedic Travelling
|
|
Engine, an interesting circus novelty, and began plans for an Undersea
|
|
Galley and a Cyclopedic Flying Ship. Sadly these and many other
|
|
devices were not completed when, in 1641, Leonardo met with an
|
|
untimely end when a Witchfinder of the Chapel of the Inquisition of
|
|
Fire mistook Leonardo for a known Chaotician. His ashes are now kept
|
|
lovignly in a corner of the yet to be completed Chapel of Balanced
|
|
Repose.
|
|
|
|
Michael Gondorosso, Guild of Buttonmakers
|
|
|
|
Of lesser note but of great satisfaction to Leonardo himself are his
|
|
paintings, his poetry and his rumoured love of redheads.
|
|
</plot>
|
|
|
|
<title>Fraggia</title>
|
|
<author>Tom Zunder
|
|
<email>tomz@writeme.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Campaign</type>
|
|
<plot>
|
|
[Not a plot as such but setting ripe with many possible plots...]
|
|
|
|
Fraggia
|
|
|
|
Fraggia is the most northern city state in Peronia. It's lands border
|
|
on the Forest of Night, with their enclaves of Kerren, to the West and
|
|
the Ogre Hills to the East. The city is ruled by the Mask of Passing,
|
|
an anonymous figure elected from within the ranks of the Masks of
|
|
Balance, the Prelacy of the Balance in Fraggia. There is a strong
|
|
guild structure in Fraggia and the Mask of Passing holds council with
|
|
the guildmasters on city business. The Mask of Passing does have
|
|
absolute power and should he require it he can declare an Imbalance, a
|
|
time when prelate rule is declared and prelate troops may act under
|
|
sole control of the Prelacy.
|
|
|
|
The Mask of Passing, as do all Fraggian prelates, wears a full mask
|
|
at all times. The Mask of Passing is a Death's Head, and this focus on
|
|
Death and Endings has coloured Fraggia since it's founding as a Quegan
|
|
outpost some 900 years ago. Fraggia is a city of tall dark granite
|
|
buildings, black marble temples, gargoyles and death motifs. Like all
|
|
Peronian cities the Temple of Air is on the pre-eminent hill, the
|
|
Temple of Water in the lake created by the damning of the river and
|
|
the Fire Temple smoulders to the East of the city. The Earth Temple is
|
|
as tradition dictates, to the West of the city. In Fraggia the Earth
|
|
Temple is the Necropolis, a funerary complex of low lying dark tombs,
|
|
burial mounds and temples. The holiest temples to the Earth are deep
|
|
within the Earth, and catacombs and tunnels run through the Necropolis
|
|
and to Fraggia itself. The Necropolis itself lies outside the city
|
|
walls, and many a visitor has been pleased to find it so, it's area is
|
|
equal to the city itself, and in the moonlight it is an eerie and
|
|
frightening ghost town. Fraggians are both feared of, embrace and
|
|
dismiss death. They both revile ghosts, spirits and ghouls and yet
|
|
also have many folk tales of how clever Fraggians have tricked the
|
|
undead.
|
|
|
|
Despite this cultural affinity with death, Fraggians are quite capable
|
|
of enjoying themselves, and once their initial formality has passed
|
|
they are friendly and welcoming. They have a strong self deprecating
|
|
humour, and practical jokes and black humour are commonplace. The
|
|
current Mask of Passing has been known to pull dark jests on the
|
|
ruling council before now, and most Fraggians are quite puzzled that
|
|
outsiders think they have no sense of humour.
|
|
|
|
Fraggian prelates all wear masks, representing their resonance's with
|
|
the Balance. Most also have some death motif interwoven with the
|
|
symbols of fire, water, earth or air. Many lay people also wear half
|
|
cut masks, women usually only venture out in public veiled and black
|
|
is a common colour all year around. White sepulchral makeup and bone
|
|
motifs are common for both sexes, and throughout the year are many
|
|
festivals and ceremonies of the dead.
|
|
|
|
Fraggian food is rich and fulsome. Beer is drunk here, unlike most of
|
|
Peronia. Roast porc, pastries, strudels, sauerkraut and fried potatoes
|
|
are common. Fraggians adore cream and most of the shokolatt imported
|
|
from the Southern Shore ends up in Fraggia.
|
|
|
|
Fraggians have a rather egalitarian view of the worlde. They often say
|
|
'all men are the same under the Mask' and there is a strong sense of
|
|
unity and purpose. With ogre and Kerren raids and common occurrence
|
|
Fraggians have a strong and well funded military structure, run by the
|
|
prelacy and manned by Mask commanders. Military uniforms are dark
|
|
greens, blacks and browns, skull and bone motifs are common. Fraggian
|
|
rocketeers, who launch themselves over enemy lines riding a back
|
|
mounted rocket and then descending into enemy camps by parasol, are
|
|
the elite of the army and also the most often killed in action.
|
|
</plot>
|
|
|
|
<title>Daggers' Tears</title>
|
|
<author>edward michael white
|
|
<email>edward.white@mailexcite.com</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
This dungeon is made for low to mid-level characters with at least one mage
|
|
and maybe one thief. The characters are summoned by the local lord to take
|
|
a look into the murders that are happening in town. Parents are being
|
|
killed and children are being orphaned. The players can investigate any
|
|
place they wish in town. The only clue at each murder is a dagger with the
|
|
hilt being the shape of a baby with a tear in it's eye. If the players
|
|
question the children, they will see that the kids are not sad. They tell
|
|
the players they have no idea who did this deed, but they are glad that
|
|
someone has. If the players persist, they find out that the children all
|
|
have something in common. They were abused. Looking into the dagger, they
|
|
can interview the blacksmiths of town. After many interviews they come
|
|
across the lord's blacksmith. He finally admits that the daggers are being
|
|
created by the commander of the high guards. Gortoth. When the players
|
|
approach Gortoth, he denies everything. That night another murder happens
|
|
which proves his innocence. The players can wait for another order of
|
|
daggers to be made or they can scan the town during the night. Either way
|
|
it will be many murders and many nights before they can find him. The
|
|
secret is to ask, "How is he getting info about all these kids?" Another
|
|
thing they have in common is they all go to the same church. The players
|
|
can then question the priest of the church. When approached, he gets VERY
|
|
nervous. Its obvious that this is the man. If interrogated or spells are
|
|
used, they will find out that he is working with a thief. The thief is
|
|
going in disguise and purchasing the daggers. He uses them to kill parents
|
|
that abuse their children, who the cleric finds out from the children while
|
|
they are in school. Both men are brothers who were abused as well. The
|
|
thief killed their parents causing them to be split up when young.
|
|
|
|
Good mystery dungeon. If your players like fights, throw a few bar brawls
|
|
in the campaign.
|
|
</plot>
|
|
|
|
<title>Three Witches</title>
|
|
<author>Tom Zunder
|
|
<email>tomz@writeme.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<setting>Wilderness</setting>
|
|
<setting>Urban</setting>
|
|
<setting>Building</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
Three kings meet to negotiate an alliance versus the common foe. That foe
|
|
employs the services of three witches who curse the kings as they meet.
|
|
Each king loses his senses save for one, one can still see, one can hear
|
|
and one can speak, but none can move. The adventurers, preferably one each
|
|
from each king's bodyguard or retinue, must set out to lift the curse.
|
|
|
|
The sages and priests can divine (either NPCs or PCs if powerful enough)
|
|
that no army can meet this threat but that only by blinding, deafening and
|
|
rendering mute each of the witches will the senses be restored.
|
|
|
|
The location of the witches must first be divined, and a possible option
|
|
is: Entering the plane of the gods and requesting a boon from the Fates
|
|
(Norns) the three crones who weave the fate of all beings, even the gods.
|
|
They will be able to read the threads of the witches, who they see as
|
|
somewhat impudent counterparts. The Fates will require three gifts to
|
|
grant the locations.
|
|
|
|
1: A ball of thread left by a hero in the maze of a minotaur. Sad to say
|
|
the minotaur still lives and will challenge the PCs in mortal combat.
|
|
|
|
2: A golden apple dropped by a goddess when squabbles broke out over who
|
|
was loveliest. Sad to say the apple has worms, and as a giant apple the
|
|
worms are giant wyrms. Once recovered the apple will shrink to a normal
|
|
apple size.
|
|
|
|
3: The head of a gorgon, left in the desert and now used as a toy by a
|
|
giant sphinx. the sphinx will, once the authority of the PCs is revealed,
|
|
only release the gorgon's head after 3 riddles are answered correctly.
|
|
(see the netbook of riddles). Note this is a gorgon's head, don't look at
|
|
it.... (Oddly enough it doesn't affect the Sphinx)
|
|
|
|
The Fates will then divulge the positions of the witches. They will finger
|
|
the threads of the witches and reveal that the time has not come to cut
|
|
these threads. They will explain that the adventurers must complete their
|
|
quest without killing the witches.. They will give the adventurers the
|
|
thread, the apple and the gorgon's head.
|
|
|
|
In a flash the PCs will return to the castle, no time having passed, ready
|
|
to hunt the witches.
|
|
|
|
Each witch's lair lies three days from the castle and may be visited in any
|
|
order. The witches are:
|
|
|
|
Frankel, Witch of Sight
|
|
|
|
In a tall tower atop a moor, Frankel is guarded by harpies, gargoyles and
|
|
giant birds. The tower can only be entered from the roof and within it are
|
|
mirror traps, illusions, mists and other optical trickery. Frankel uses
|
|
magicks that can create multiple copies of her herself, invisible creatures
|
|
and spells of light and dark. If Frankel is killed then the Fates will cut
|
|
the thread of the seeing king and he will die. If Frankel is blinded in
|
|
some way (and chaining her in a dungeon with the gorgon's head on display
|
|
would force Frankel to keep her eyes shut....) will restore sight to the
|
|
two kings who are blind, restore full senses and movement to the seeing
|
|
king BUT blind him too. (no it's not going to be a totally happy ending is
|
|
it?)
|
|
|
|
Josel, Witch of Hearing
|
|
|
|
In a dark forest Josel is guarded by wolves, boars and howling banshees.
|
|
Living in a giant tree, Josel will use silence spells, spells of great
|
|
noise to burst eardrums and giant spiders which creep up on PCs almost
|
|
silently. She will use ventriloquism, diversions, trumpets and noise to
|
|
keep the adventurers confused. If Josel is killed the Fates will cut the
|
|
thread of the speaking king. If her hearing is taken from her (stuff the
|
|
thread in her ears and tie it to her arms so she cannot remove it?) then
|
|
hearing will be restored to the two deaf kings, restore full senses and
|
|
movement to the hearing king BUT deafen him too.
|
|
|
|
Carnel, Warlock of Hearing
|
|
|
|
In an amphitheater left by the ancients, Carnel is guarded by mages and
|
|
wizards who will cast magicks of command and control. The power of the
|
|
word will be used against the players. The drill is much the same as the
|
|
others, the apple will fit neatly into Carnel's mouth, and the usual
|
|
effects will apply to the kings.
|
|
|
|
Conclusion
|
|
|
|
The kings will now be restored, although one will be blind, one dumb and
|
|
one deaf. They will unite to forge an alliance and the struggle against
|
|
the foe will continue. OR one or more of the kings are dead, and
|
|
factionalism and disunity may emerge. Either way the witches will
|
|
eventually get themselves free, (the magical curses will not return) and
|
|
the adventurers will have three foes not at all happy to let them continue
|
|
unopposed...
|
|
|
|
Twists
|
|
|
|
Of course the Fates may be the witches and the whole thing was a way of
|
|
moulding heroes and unity. The Fates may or may not continue to ban the
|
|
deaths of the witches.
|
|
</plot>
|
|
|
|
<title>Paladin's Dark Day...</title>
|
|
<author>edward michael white
|
|
<email>edward.white@mailexcite.com</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<setting>Rural</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
Dungeon for 4-6 players, 6-10 level.
|
|
|
|
As the party is walking along on the country side, they come across two
|
|
paladins fighting side by side. As soon as the players take up arms to help
|
|
them fight these two fire giant, one of the large hammers meets the head of
|
|
one of the paladins'. The blow kills the paladin instantly. At that time,
|
|
the other paladin goes into a flying rage. After the Giants are dead, the
|
|
live paladin rips off his helmet and grabs the limp body. The person he is
|
|
grabbing is his wife. The head is completely crushed and there is nothing
|
|
they can do. If the players have some way of getting her back, have it
|
|
fail. Failed system shock or something like that. At that time the players
|
|
can help the paladin finish his mission, which was to stop a group of
|
|
trolls from harming a nearby village. During the mission, the players will
|
|
see a change in the paladin's attitude. He starts to pout, gets short with
|
|
the players. He walks off into the woods alot alone. One day he attacks the
|
|
mage with full force. The players can try to subdue him, but it's taking
|
|
more time to get him down and the mage will start to need healing. At that
|
|
time, a final blow will kill the paladin. Right when that happens, a laugh
|
|
is heard and a pit fiend appears. He nods and thanks you for doing his job.
|
|
|
|
The pit fiend was forbidden to get close to the paladins. But since one of
|
|
them is dead and the other started to turn to the dark side (sorry could't
|
|
help myself) he was able to convince the paladin that he could bring back
|
|
his wife if he could get rid of the mage in your party. An impossible feat
|
|
due to the parties' power. He takes the limp body and dissappears. The
|
|
players will feel bad, but what can they do? They continue on and meet up
|
|
with a group of three. The one in the lead is Tara. She is a paladin. She
|
|
is also the wife of Esgar, paladin that the players just killed. The
|
|
paladin they thought was her, was not her, but a doppleganger. She was
|
|
taken by a group of priests who worship the vile creature that took Esgar's
|
|
body. She escaped with the help of these two comrades and now is looking
|
|
for her husband.
|
|
|
|
You'll love the way the players will sqirm. They can explain and she may
|
|
respond with a little anger, but she understands. She would like your help
|
|
on getting him back. The people she is with has the ability to get to his
|
|
body. The players can join them, but they won't have alot of fun.
|
|
</plot>
|
|
|
|
<title>Dragon's Wishes</title>
|
|
<author>edward michael white
|
|
<email>edward.white@mailexcite.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Rural</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<monster>Lich</monster>
|
|
<monster>Draco-Lich</monster>
|
|
<plot>
|
|
This is a high level dungeon for players that are 12th level plus. The
|
|
number of players can be anywhere from 4-6.
|
|
|
|
The players are called to help a town from a dragon that has been attacking
|
|
with terrible force. The players are known as heroes throughout the land
|
|
and of course will help the player. They spend the next few days waiting.
|
|
Nothing. They spend a few more days searching. Nothing. They begin to
|
|
wonder if the dragon has gone away. They come across finally on a large
|
|
cave. Inside the cave is a group of men sitting around a fire. The cave
|
|
smells horrible. Rotting behind the group is the dragon that has been
|
|
terrorizing the town. Seems like someone has beatin them to the punch. They
|
|
approach the other party and find out that they are thieves. Why did they
|
|
kill the dragon? Why would they care about the town? Maybe the dragon has a
|
|
large hoard of treature? But, where is this treasure? The thieves scatter
|
|
as the corpse comes to life. The players are introduced to a Draco-Lich for
|
|
the first time.
|
|
|
|
The thieves were hired by the dragon to take certain items in the city
|
|
while he attacked. The dragon caused the confusion, and the thieves did
|
|
their job. The dragon will attack without regards to the thieves. If they
|
|
get hurt in the crossfire, oh well.
|
|
</plot>
|
|
|
|
<title>Bottle in the Sea</title>
|
|
<author>C. M. Sanyk
|
|
<email>guppy13@juno.com</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Coastal</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Exploration</type>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
This goes along the lines of finding floating debris. Instead of
|
|
wreckage or junk, however, a bottle is discovered, floating in the water.
|
|
This could just be an ordinary bottle, of clear, colored, or opaque glass,
|
|
and it may contain a clue in a mystery or small item. It could have an
|
|
S.O.S. or other sort of message inside, or a treasure map, or something more
|
|
exotic, such as a bound spirit, demon, or djinn. Perhaps a wizard has
|
|
cursed an entire ship, shrinking it magically and placing it in the bottle,
|
|
and then casting it out into the ocean, doomed to float about at the mercy
|
|
of the tides until such time as it is discovered and some means of rescue is
|
|
devised. At this point, the PCs may have a new vessel in their fleet, or
|
|
else great gratitude and reward from the sailors, should they still be
|
|
alive. This may also be an effective way of introducing a spelljammer
|
|
vessel into the campaign, if one uses that setting.
|
|
|
|
It could also be a magic item... suggestions for an bottle of endless
|
|
smoke or endless water might be good (if it's a particularly *ancient*
|
|
decanter of endless water, this item could in fact be the *source* for the
|
|
body of water the party is currently travelling on... if so, they may need
|
|
to find a way to shut the water off, so that the flooding does not cover the
|
|
entire continent. Of course, shutting off the water source may also result
|
|
in major geographical changes over the long term (if all the water runs off
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from a large, artificially-created river or lake for example, revealing an
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unexplored bed, possibly with all kinds of ruins to be discovered... along
|
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with *deep* mud
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</plot>
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|
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<address>
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Alexander Forst-Rakoczy <br>
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Karl Foederl Str. 3 <br>
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|
A-3032 Eichgraben <br>
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|
Austria <br>
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|
email: alex@complang.tuwien.ac.at <br>
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|
</address>
|