The Net Book of Plots

Volume VI Editors Note: The plots of this book were collected by Phil Scadden and edited by Phil, Tom Zunder and Alexander Forst-Rakoczy, that's me The complete collection of the Net Book of Plots is available at http://www.complang.tuwien.ac.at/alex/Handbooks/index.html All of the plots are tagged, see the file "plot-tags.txt" or go to the HTML version of the Net Book of Plots at http://www.complang.tuwien.ac.at/alex/Handbooks/WWWPlots/index.html You can also find submission guidelines there at http://www.complang.tuwien.ac.at/alex/Handbooks/WWWPlots/submission.html We have permission of Qubrak Shata to include the adventure ideas from his AD&D.com web pages in this book. The plots are marked with "(AD&D.com)" in the title. The AD&D.com site is located at AD&D.com (1) and AD&D.com (2) Another set of plot ideas (namely non-monster wilderness encounters) was posted to the newsgroup "rec.games.frp.dnd". These plots are marked with "(News)". I hope all enjoy this new collection and dont forget to tell the authors how it went if you run a plot. --------------------------------------------------------------------------- Musketter Land William william@duvi.eskom.co.za Long Any Fantasy Quest Campaign On the Island of Ro, there are four countries - the Olven Woods - inhabited by the Olden Elves, Arabica - a nation based on arabian culture, Arthuria - a culture based on Arthurian Culture and Musketterland - based on the Three Musketeers - just no muskets :-) Olden Elves - these are a bunch of stuckup elves that would love to destroy all the other races on the island and recover all the elven territories. Normal Elves - these are elves that live freely amongst the humans. Dwarves - dissapeared hundreds of years ago into their mountain strongholds - after defeating the elves in battle - basically giving the humans space to conquer the world. Gnomes - allied with the dwarves - nobody knows where they now are. Halflings - very secretive and seldom seen - similar to leprechauns. About 50 years ago the Arabics and Arthurians were at war - by the time they stopped fighting the arabics had conquered one of the arthurian provinces (neighbouring the Olven Woods). The elves have now decided it is time to recapture the lost territories - so how to do it :-) Decimian - High Priestess of Elventia (The goddess of Elves) has undertaken a journey with a few followers to get the Arthurian and Arabics to go to war - their first stop was in Arthuia where they managed to steal a missive from King Arthur to a fellow. They then proceeded to Mussketter land where they aim to get a letter copied by a scribe, the letter will be forged in King Arthur's script, the letter will be addressed to Sir Lancelot - Captain of the Arthurian Army - and be an order to attack the captured province in full force. - Decimian is hoping that this will spar a war between Arthuria and Arabica. Dacimians idea is then to get Arabica to attack Musketterland as well so that all the enemy cultures are at war. Initial adventure The party is in Musketterland when they are approached by the local Parchment Maker and asked to find his daughter - she disappeared the day before while looking after his shop - without leaving a note or anything - and taking only her brushes and parchment with her.... This becomes a detective adventure where the party need to find her In the same street as the parchment maker are a Pottery - Potter and Apprentice, and a blacksmith. If asked what they saw - the blacksmith saw 1. 10:00 A hunched up man in a brown cape - went into the shop and came out after 30minutes 2. 12:15 A young woman - also about 30 minutes 3. 16:45 A Knight (Soldier of the Cardinal) - stayed only 5 minutes If asked the Potter saw 1. As above 2. As above 3. did not see the knight (The potter is very difficult and insists that he never left the front desk - if pushed he admits going out for lunch at about 13:00, when the apprentice was in charge) The apprentice saw - a beautiful elven woman go into the shop - but never saw her leave. By description the elven woman is obviously an Olden Elf - rarely seen in these parts - but the Apprentice swears she never left. The man in the brown cloak is in fact the girls boyfriend and (could be carrying flowers) just came to visit her. The young lady came to have a love letter written for her boyfriend. Her money - 1sp is actually in the till - she will be coming back the next day to collect her note - only the girl knows this. The Knight - a soldier in the cardinal's guard (the bad guys - allied with the Arthurians) - he was also coming for a love letter but there was nobody in the shop and he left without placing his order. The Olven Lady - you guessed it - Decimian - she offers the girl 100gp to copy the note - (an elf can't copy the note - elves cannot forge human script well enough - and also it could be scried by magic that it was touched by an elf). Decimian has taken the young girl to an ancient olven temple about 50 miles outside of town, where she will do the work Notes : The elves do not want to hurt anyone and would rather let the party see what they are doing before hurting them. The girl will want to finish the note - and earn her 100gp - (5 years income) so will insist on staying - the best the party will be able to do is to let her father know she will return soon. Clues to where she has been taken - going out the back entrance there are two sets of prints, an olven foot and the girl's bare feet. Decimian is wearing the symbol of her church (a red circle) seen by the potters apprentice and with research it can be found that an old temple exists in the woods.... Future Adventures * The Party must warn King Arthur and Lancelot.... * But too late - Arthuria has invaded Arabica * Now the party must make peace.... * But too late, an Arabican noble has been assassinated - by an Arthurian Arrow * Who killed him......? An Olven Assassin, An arthurian Archer * NO! - A Musketter - a member of the cardinals guard * Arabica threatens Masketter * Musketter King Louis wants peace * The Cardinal tries to kill the king.... Sound Fun Well this is my current campaign - the first adventure laid out above has just been done :-) Any more detail you want let me know :-) The Quest For The Magnus Lexrota (summary) Richard newsies@mindspring.com Short Any Fantasy Quest Campaign Here's a little bit about my campaign: I call it THE QUEST FOR THE MAGNUS LEXROTA. The characters get word that an ancient evil is about to come back out into the world after being asleep for about 500 years. At the same time, they stumble into an old mage lair and find a triangular piece of decorated gold with a curved bottom. It turns out to be part of an ancient holy relic called the Magnus Lexrota or Great Wheel of Law. There are seven other pieces the characters have to find to put it all together. Since this ancient evil being possesses the Talisman of Chaos, they must put it together in order to even combat him. The seven other pieces are really just a thread that you can use to string together a series of otherwise unrelated dungeons and adventures. But at the same time, you can throw in some intrigue from other groups who want the Magnus Lexrota for their own, and will do anything to get it. In my world, the Holy Imperial Church of Hyperion wants the MLR to validate itself. Many of the great Orders of Paladins want the MLR to launch a crusade against its enemies. Minions of the Great Evil want it so their master can take over the world. The gods of Mondalith want the MLR back so they can restore order to the world. You get the picture. It's really an easy way to use existing dungeons and adventures without going to much trouble. All you need to do is plug in extra-curricular interplay.... Hope that's some help! The Quest For The Magnus Lexrota (Campaign) Richard newsies@mindspring.com Long Any Fantasy Quest Intrigue Campaign "The Magnus Lexrota. So long destroyed. Find it and bind it. His next reign avoid..." - poem by Brother Askalon of Callanmay Abbey The QUEST FOR THE MAGNUS LEXROTA (or the Q4MLR for short) is really nothing more than a thread. It is a simple yet effective device you can use to string together a series of otherwise unrelated dungeons and adventures. Depending on your personal needs, the Q4MLR can be a simple adventure to last your player characters only a short time, or, in my case, can become a huge campaign around which your PC's lives revolve. The only thing you need to create to make the Q4MLR more interesting is an aura of mystery and intrigue surrounding it as more and more NPC's become aware of its existence and in turn desperately want it. You will also need a pantheon of gods to make this work, but which one is entirely up to you. Here's a quick look at how I plug in the Q4MLR into my campaign. First, here's my background. This is subtext that the players get in a handout before the game begins: More than 2000 years ago, the kingdom of Abydos flourished and prospered on the banks of the Great River which wound its way through the vast deserts known as the Tempest Wastes. Its ruler, Cheops the Mighty, however was not content. He eyed the rich coastal city-states of the Great Crescent Sea with greed and lust. Though there was little doubt his charioteers could win the small city-states, victory would not come without great price. So Cheops ordered his court magicians to create a device which, when wielded by his army, would crush its enemies. They created a device called the TALISMAN OF CHAOS (TOC for short). Through its most powerful magic, the talisman created chaos and turmoil wherever it went. But what they didn't know is once unleashed, no man, not even a great pharaoh, could reign in the unrelenting chaos. Cheops' enemies did indeed fall, but the magic was so powerful, it also eventually destroyed Abydos as well, and cast all of the world of Mondalith along with it. For 500 years, chaos reigned supreme until a new pantheon of deities decided to take action. The pantheon of Zeus arrived on the slopes of Olympus. They quickly and easily dispatched the old abydosian gods and began plans to restructure the world. One day, Zeus looked down from Olympus and ordered his blacksmith Haephastus to construct something to reign in the rampant chaos. The great misshapen god fired his forges deep underground. He and his minions fashioned a wheel made of gold and mithril. It was called the Magnus Lexrota, or Great Wheel of Law (I use a barely passing form of Latin as my ancient language. I think it gives my campaign an authentic feel). Worn around his neck with an adamantite chain, Zeus was able to halt the chaos and begin the rebuilding of society. That rebuilding took form primarily in the Imperium. The Imperium sprang from the city of Myrrh. Its borders stretched far and wide across the world, and its culture formed the basis of life in Mondalith. At its height, Imperium centurions patrolled from outposts as far north as the Clywiddan Mountains and as far west as the Rhyder Pass. Imperium engineers brought water to deserts, elaborate villas to the frontier and strongholds to wild lands. The Imperial drachir became the standard coinage. And most importantly, imperial judges issued imperial law with a cold and impartial hand. "All roads lead to Myrrh," the old saying goes. But just as Rome, Myrrh too grew fat and complacent. Perversions and greed chewed away at the empire's foundations. With most of the frontier under the imperial standard and few lands left to conquer, the Circus Maximus became the favorite of the mob. Gladiatorial games and brutal executions seemed the only way to satiate the hunger of the people. Zeus himself grew fat and perverted; known then as Obese Zeus. Into this mix, a small cult began to form on the streets of Myrrh; the church of Hyperion. Hyperion the Lionhearted was a noble figure of goodness, honesty and chivalry. He attracted a mix of other deities and together formed the basic tenets of their religion: Paladur, god of knighthood and noble combat, Azariah, god of learning and justice, Ulfyn, god of the harvest, etc. These gods and others in the new religion appealed to the a populace weary of a constant diet of dessert without ever having a main course. Soon Hyperion and his pantheon of noble gods challenged Zeus upon the very slopes of Olympus. The War of the gods had begun. It raged on for years on Olympus until Hyperion came to a realization. The only way to defeat Zeus was to snatch the MLR off his neck and cast it down Olympus. In a great final pitched battle, Hyperion ripped the MLR off Zeus' neck and threw it down the mountain where according to legend, it smashed into eight equal pieces and vanished into Mondalith and history. Hyperion was victorious. He and his pantheon took their rightful places as the deities of Mondalith. But with the MLR destroyed, the evil gnawing chaos began creeping back into the world. Despite Hyperion's valiant efforts, the Imperium, just as Abydos, collapsed into anarchy and despair. During the empire's death throes, a man named Viriditus Acies, third son of a Myrrh noble, sailed with some companions and formed a kingdom far away from the collapsing land. Joining with the native clans of Gaels, Vajars, and Goths, he conquered the land later known as the Kingdom of Argandel. The kingdom seemed to be mankind's last best hope in the face of the dead empire and rampant anarchy. But not more than 100 years after Acies, his descendant, King Robert III, hired a court magician named Tallok. Tallok lived with Robert and his family in the king's magnificent underground palace called Green Castle. Built by dwarves, Green Castle was the envy of dukes, sultans, emirs and archbishops. But Tallok was a schemer and conniver, and unknown to anyone, has obtained the long lost Talisman of Chaos. Soon, "Bloody" Tallok used it to usurp the throne and grip the land in an iron fisted reign of terror. He ruled without mercy for 11 years, using his demons to destroy villages, churches, tribes, and the all-important knowledge of the past centuries. Finally, an army of Robert's former knights and men-at-arms defeated Tallok's dark minions and forced him back into the castle. They sealed off Green Castle with Tallok inside, but they never could recapture the glory of the House of Acies. Each succeeding king was a more impotent shell of a monarch than the last. 23 years ago, the last one, Thomas the Weary, abdicated the throne leaving no heir. Chaos has once again asserted its hold. Without the MLR to reign in the TOC, anarchy grips the world again. The once grand Kingdom of Argandel has been reduced to a chaotic mishmash of duchies, counties, diocese and principalities. No one recognizes anyone except the Holy Imperial Church of Hyperion. Here's how things begin in my campaign: The characters meet on a rainy night at a small but very cozy little inn called the Virtuous Knight at the crossroads of the Southguard and Callanmay roads. It's located in-between the Duchy of Ulwyn and the Diocese of Callanmay Abbey in the old Kingdom of Argandel. There they meet a hospitable innkeeper named Dorin Tavernmaster. After they go to sleep, they hear a commotion in the common room below and the stable area outside. A band of marauding orcs has attacked the inn. They characters fight valiantly, but the orcs make off with the innkeepers horses and life savings. He begs the characters to retrieve the things, offering a lifetime of free lodging at the inn in return. The characters agree. Dorin tells them he thinks the orcs are based in a dungeon located in the nearby hills of Tors Brendyrs. Sure enough, the marauding orcs are from there. This is where you can insert any dungeon (low-level if this is part of a large campaign, or any dungeon if this is a small diversion). I created my own called Delvingrim; an old sanctuary for a group of wizards called the Grim Alliance. The orcs killed them all and decided to move in some years ago. The lair is a series of rooms built around a great hollow cylindrical cavern. Whichever dungeon you use, you need to insert two things: Piece #1 of the MLR and a mysterious letter. The letter is written in a strange and ancient tongue which needs to be deciphered by a sage in a nearby village. The letter orders the orcs to carefully guard the piece. It goes on to state that within five years he will be ready to leave Green Castle and re-conquer the world. So begins their quest to find all eight pieces of the Magnus Lexrota. At barest minimum, all you really need to do is place pieces of the MLR in a string of dungeons (handmade or mass produced). You could make the quest last a short time (reducing the number of pieces to six or four), or do as I have done and turn it into a full fledged campaign. Each piece found bestows a powerful gift to its user and grows even more powerful when used in conjunction with the other pieces. I'll leave it up to you to describe those powers. Only when completed can the wielder attack Tallok and his Talisman of Chaos. Otherwise, Tallok remains impervious to assault. But with that power comes ultimate responsibility. It will not take long for the characters to realize just how coveted the MLR is. I try to shroud it in ancient mysteries and wrap it in enough court intrigues to make the entire campaign more interesting. In my Q4MLR campaign, the following groups try everything from begging to bargaining, bribery to thievery, chicanery to murder to separate the MLR from the characters: Fishtown Rats Thieves' Guild, Chivalric Order of Paradigms, Holy Imperial Church, Druids of the Darkling Vale, Duke Aethelred of Ulwyn, Archbishop Germanicus of Beechanmoor, and the gods Paladur, Morvidus, and Demetia. In Mondalith, I have built my whole campaign around the idea of the MLR. Try to imagine the Holy Grail turning up in Medieval Europe in the 10th or 11th centuries, and you have an idea how I handle the MLR. At the end, of course, the characters must fight Tallok. Once they are finished and wind up at the end of the campaign, they return to the Virtuous Knight and Dorin Tavernmaster. Dorin, as it turns out, is really Hyperion. He was testing his world and his own pantheon. He takes the MLR from them, granting them wishes in return. It is up to them to decide what to do next. The possibilities are endless. I hope this is what you need. If not, just let me know and I'll revise it. By the way, my new e-mail address if newsies@mindspring.com Thanks again for your interest. If you hear of anyone using it, let me know. I'd love to hear about it. Richard You drank what?! Michal Szokolo msz@ternet.pl Short Urban Any Investigation 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. Old Notes Gabriele Ferri fif3336@iperbole.bologna.it Short Any Any Exploration Quest 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! Beast Law Keith Davies ct94015@camosun.bc.ca kdavies@pinc.com Long Any Fantasy Quest Campaign 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. Get Out of Town!! Keith Davies ct94015@camosun.bc.ca kdavies@pinc.com Medium Urban Fantasy Startup Affliction 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... Mandolin Ray A. Reaux (rayzer) rreaux@vt.edu Medium Any Fantasy Affliction 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. Staggered Time Startup Christian christian544@clubhouse.email.net Short Any Any Startup Investigation 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* On the Run Brent G. Davis bgdavis@vnet.ibm.com Long Urban Wilderness Fantasy Startup Affliction 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... Port of Death (The Plague: Part 1) Brent G. Davis bgdavis@vnet.ibm.com Long Urban Fantasy Investigation Affliction 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. Dragon Island (The Plague: Part 2) Brent G. Davis bgdavis@vnet.ibm.com Short Ocean Fantasy Investigation 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. Raid on Rokin (The Rokin Chronicles, Part 1) Brent G. Davis bgdavis@vnet.ibm.com Long Urban City Wilderness Castle Dungeon Fantasy Investigation Intrigue 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. Words of War (The Rokin Chronicles, Part 2) Brent G. Davis bgdavis@vnet.ibm.com Long Urban Fantasy Investigation 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?). Star of the Prophet (The Rokin Chronicles, Part 3) Brent G. Davis bgdavis@vnet.ibm.com Long Wilderness Desert Dungeon Fantasy Exploration Quest 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... Havoc's Day (The Rokin Chronicles, Part 4) Brent G. Davis bgdavis@vnet.ibm.com Long Any Fantasy Quest 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...) The Cost of Doing Business Wayne J. Rasmussen wjr@netcom.com Long Castle Any Quest 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. 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. 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: 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. Rumors found in Reaver's Keep: 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. 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: 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. 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. A Mission in Late December Martin Krauel m.krauel@rendsburg.netsurf.de Long Castle Fantasy Quest 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!") Martin Krauel Kolonnenweg 120 24837 Schleswig Germany m.krauel@rendsburg.netsurf.de Also look for SNOWBALL on IRC and don't forget to visit #Gurps ! Ambush at the Toll Bridge Jusinski jusinski@coin.csnet.net Short Road Building Fantasy Quest Guarding Startup 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. Wyvern Hunt Jim Garrett JEGarrett@msn.com Short Wilderness Fantasy Quest Wyvern 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. Campaign Ideas For Middle-Ages Europe Jay Knioum (The Mad Afro) Short Any Fantasy Startup Campaign MadAfro wrote: Mike Rhoads 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? Run for your life!!!!!!! Renaud renaudbe@total.net Medium Urban Castle Fantasy Exploration 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: 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. 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... Hijack Lance Berg emporer@success.net Long Ship Sci-Fi Quest Affliction 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! A Missing Heir (AD&D.com) Mike Hamilton Mikehamil@aol.com Long Urban City Fantasy Affliction Investigation 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. A Squire's Message (AD&D.com) Richard Bitting rbitting@shore.intercom.net Short Urban Fantasy Affliction Startup 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. Adventure (AD&D.com) David Winzer narfumboob@hotmail.com Medium Any Fantasy Affliction Magic 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. Zombie City (AD&D.com) Julien Many manyj@acces-cible.net One-line Urban Any Startup Horror Investigation 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. A Rocky Start (AD&D.com) B Michael Bevins mikebevins@worldnet.att.net Short Rural Any Startup Guarding Quest 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. The Ghost House (AD&D.com) pandrade pandrade@riosoft.softex.br Short Building Horror Exploration 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... A Summoned Party (AD&D.com) Jeremy Fife compjam@ricochet.net One-line Any Fantasy Magic Affliction 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. A Dangerous Cave (AD&D.com) Bryan Birckbichler bricklik@isrv.com Short Cave Fantasy Exploration Startup 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! Magical Item-Stealing Cult (AD&D.com) Kevins kevins@netins.net One-line Urban Fantasy Magic Affliction Investigation 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. Dragon Strike (AD&D.com) Samuel Franco dustin@pacific.net Short Any Fantasy Quest 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). Adventure Anthology (AD&D.com) Bruce Freeby bfreeby@toto.csustan.edu Medium Any Fantasy Quest Guarding Affliction 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 Competition! (AD&D.com) Martin Grimes Martin@luxcs.demon.co.uk Short Coastal Fantasy Intrigue 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! Gnome Attack (AD&D.com) Marcel Lauzon jaglin@geocities.com Short Dungeon Fantasy Affliction 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! Crusades (AD&D.com) TAILLO dispatch@saglac.qc.ca Short Any Fantasy Quest Guarding 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. Rich Dead Dad (AD&D.com) blade4 blade4@cs.byu.edu Short Any Any Intrigue 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. Un-Identified Driving Object (AD&D.com) Qubrak Shata qshata@geocities.com Short Any Fantasy Investigation 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. Amazing Discovery (AD&D.com) Qubrak Shata qshata@geocities.com Short Wilderness Fantasy Comedy 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. :) Shrunken Party (AD&D.com) Jonnie Durham tassel@galileo.mis.net Short Building Fantasy Quest 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! Psionicist (AD&D.com) Sam Agnew agnew@ozemail.com.au Short Any Fantasy Investigation 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. Evening of Terror (AD&D.com) Brandon Paulk bpaulk@popalex1.linknet.net Short Any Any Affliction 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.... Trick or Treat (AD&D.com) Taurion Gregory Spiff@cs.net.au Short Dungeon Fantasy Quest 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.... Hopeless Wind (AD&D.com) Qubrak Shata qshata@geocities.com Short Cave Any Affliction 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. Arson (AD&D.com) Farin qshata@geocities.com Short Building Fantasy Quest 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. October Fest (AD&D.com) Farin qshata@geocities.com Short Urban Any Intrigue Investigation 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). Hole (AD&D.com) Qubrak Shata qshata@geocities.com Short Dungeon Wilderness Fantasy Exploration Lich 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!! Winter Stalker (AD&D.com) Shashi Mahesh qshata@geocities.com Short Wilderness Fantasy Affliction 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. Dungeon crawl starter (AD&D.com) Qubrak Shata qshata@geocities.com Short Urban Town Fantasy Affliction Exploration 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. Malister (AD&D.com) Aaron Johnson qshata@geocities.com Short Rural Fantasy Investigation Magic 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. The wishing room (AD&D.com) Qubrak Shata qshata@geocities.com Short Building Fantasy Magic 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. King for a day (AD&D.com) Qubrak Shata qshata@geocities.com Short Any Any Affliction Intrigue 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. Fake property (AD&D.com) Qubrak Shata qshata@geocities.com Short Any Any Exploration 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%) Crash! (AD&D.com) Qubrak Shata qshata@geocities.com Short Wilderness Fantasy Exploration 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). Hostage (AD&D.com) Qubrak Shata qshata@geocities.com Short Rural Fantasy Affliction 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. Treasure (AD&D.com) Qubrak Shata qshata@geocities.com One-line Any Fantasy Investigation 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! The lost sword of Palaodrin (AD&D.com) Qubrak Shata qshata@geocities.com Short Urban Fantasy Investigation 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. Princess trapped in tall castle (AD&D.com) Qubrak Shata qshata@geocities.com Short Castle Fantasy Investigation 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. Moving Hole (AD&D.com) Qubrak Shata qshata@geocities.com Short Any Fantasy Affliction Investigation 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. Oh my GOD, it's BUNNIES!!! (AD&D.com) Dagarth Medium Rural Fantasy Investigation Affliction 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. A "magic" weapon (AD&D.com) Qubrak Shata qshata@geocities.com Short Wilderness Fantasy Exploration 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. Hall of Tiamet (AD&D.com) Jessica Havens Short Any Fantasy Quest Intrigue Dragon 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.... A Party Starter (AD&D.com) Alex Olivier Short Urban Fantasy Startup 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. Non-Monster Wilderness Encounters 1 (News) Paul Zoski pjz1@t5.ms.uky.edu One-line Wilderness Fantasy Exploration 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. Non-Monster Wilderness Encounters 2 (News) K. Templer k-templer@usa.net One-line Wilderness Fantasy Exploration 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... Non-Monster Wilderness Encounters 3 (News) Tadeusz Sienkiewicz tsienkie@aft.sn.no One-line Wilderness Fantasy Exploration 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. Non-Monster Wilderness Encounters 4 (News) Jacob L. Sugar jsugar@erols.com One-line Wilderness Fantasy Exploration 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. Non-Monster Wilderness Encounters 5 (News) Leonard P. Zaikoski len.zaikoski@paonline.com One-line Wilderness Fantasy Exploration 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.... Non-Monster Wilderness Encounters 6 (News) Lawrence R. Mead lrmead@whale.st.usm.edu One-line Wilderness Fantasy Exploration 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. Non-Monster Wilderness Encounters 7 (News) tim martin tmartin3@ua1vm.ua.edu One-line Wilderness Fantasy Exploration 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. Non-Monster Wilderness Encounters 8 (News) Buzzsaw jj@monadnock.keene.edu One-line Wilderness Fantasy Exploration 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. Non-Monster Wilderness Encounters 9 (News) Mr. Tines tines@windsong.demon.co.uk One-line Wilderness Fantasy Exploration A chalk figure, cut into a hillside; a riverboat - perhaps crewed, perhaps abandoned and grounded on a shoal; and abandoned habitation. Non-Monster Wilderness Encounters 10 (News) Timothy P. Coyle timcoyle@ici.net One-line Wilderness Fantasy Exploration (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. Non-Monster Wilderness Encounters 11 (News) Jon Paradise jparadise@sdicorp.com One-line Wilderness Fantasy Exploration 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. Adventures at Sea C. M. Sanyk guppy13@juno.com Short Ocean Any Exploration Investigation Affliction 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? Pheruccia Tom Zunder tomz@writeme.com Long Urban City Fantasy Campaign [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. Fraggia Tom Zunder tomz@writeme.com Long Any Fantasy Campaign [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. Daggers' Tears edward michael white edward.white@mailexcite.com Medium Urban Fantasy Investigation 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. Three Witches Tom Zunder tomz@writeme.com Long Wilderness Urban Building Fantasy Quest 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. Paladin's Dark Day... edward michael white edward.white@mailexcite.com Medium Rural Fantasy Investigation 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. Dragon's Wishes edward michael white edward.white@mailexcite.com Short Rural Fantasy Quest Lich Draco-Lich 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. Bottle in the Sea C. M. Sanyk guppy13@juno.com Short Coastal Fantasy Exploration Investigation 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 from a large, artificially-created river or lake for example, revealing an unexplored bed, possibly with all kinds of ruins to be discovered... along with *deep* mud
Alexander Forst-Rakoczy
Karl Foederl Str. 3
A-3032 Eichgraben
Austria
email: alex@complang.tuwien.ac.at