The
NET.PLOTS.BOOK -Help the local good, but dying, wizard to attain lichdom.
-Prevent evil nasties from overcoming the local good lich.
-Find the lost good lich and get help to cure a generic plague.
-Go to kill the lich only to find it's actually good.
-Save the Dragon from the Evil Princess. An alchemist hires the party to recover a shipment of
supplies that was hijacked enroute. If he doesn't get them back, he faces
bankruptcy. Caught while stealing from a mage, the thief in the party
is sent on a geas to steal an artifact from a colleague as punishment. You are assigned to protect a person, but don't let them
know you're protecting them. Defer to them in all things, but don't let
them know you're deferring to them. An obscure sect of a dark church is seeking the eight
necessary parts/items used in summoning a sleeping demon. Just so happens
that one of the PCs inherited one of the items (it should be something
innocuous like a simple pendant with inscriptions) from a dead relative. The party uncovers a plot to replace high-ranking officials
with exact lookalikes (shapechangers). Nice little conspiracy theory
action. Which one of your trusted patrons is really an evil doppleganger?
Who can you trust? Who will believe you? Just because you're paranoid
doesn't mean someone ISN'T out to get you. The party is hired by the local Mage Guild to find and
capture (and/or kill) a renegade wizard who is breaking Guild laws (selling
magic items to criminals, assassinating the previous Guildmaster, attempting
to assassinate the current Guildmaster, etc.). Local law enforcement
is not involved because the Guild likes to solve its problems internally. There's a battle going on between a good lich and one
or more evil liches. The players have to protect a town that's caught
in the crossfire. The lich need not even appear in the campaign; you
could just have dark noxious clouds blotting out the sun, undead armies
marching back and forth, dragons eating the livestock, and other bits
of large- scale magical fallout. Or, if you want to bring the lich in
personally, you could send the party on a quest to plead with the lich
to stop the war, or to fight elsewhere. PCs get caught in hole (old castle, cave?) with overwhelming
numbers against them. They have some warning and a time period when they
will be relieved if they can hold on. Idea is that PC improvise with
what is around and hold out for siege. Turns the GMing on its head. They
have a plan of defenses, not the GM, and GM leads his baddies against
it. Players spring their surprises in traps etc. Must have a map agreement
on what can be done in time available. Players tend to cheat outrageously
but great fun for all concerned with a change of pace for both GM and
players. Here's a bunch of REAL short descriptions of adventure
ideas that work well in a city: Second-story jobs, picking a pocket and
finding a map, searching the tunnels under the city for a tomb or catacombs,
competing with the Thieves' Guild, smuggling arms into the city, spying
on foreign officials, helping an orphan fight against cruel thugs, racing
another party in a city-wide search for a magical artifact, investigating
a corrupt church, wooing a noble lady, searching for your weapons instructor
who has been abducted by a rival, trying to get apprenticed to a truly
weird mage, etc. Invert the "bad-lich-turns-out-to-be-good" idea: A really
sinister lich would probably love to have people convinced that he's
just a kindly, helpful old gent. Suppose one such lich has been working
hard on his image for a century or two...he saves people from natural
disasters (which he created himself), gives out magical gifts (which
are cursed in some nonobvious way), kisses babies, the whole shebang.
The players come to suspect him of actually being evil ("Hey...two centuries
old? That's before Second Edition came out! He must be evil!") and have
to stop him. But first, they have to convince the locals, who love the
old guy, that they've been wrong about him all this time. ("Gandalf?
The old coot with the fireworks? Evil? Get outta here.") Go to kill the evil lich, get captured and put at his/its
mercy only to have it ask "Why are you bothering me?" Apparently it was/is
a good wizard who got kind of absent minded as he died and sort of drifted
off into lichdom without noticing. Since he's quite powerful, none of
the various local monsters that he's geased into serving him have given
him any trouble, nor have they pointed out the problem of his lichdom...
Play the lich as an absent minded old british gentleman, sort of surprised
that anybody would want to kill him and having considerable trouble grasping
the idea that he's a lich. A few accidental pats on the back while the
players are held by some sort of spell should be amusing. P.S. If you can't figure out how to set things up so
a lich can capture and hold helpless a bunch of PCs, SHAME on you! Liches
are something like 30th level M-U/Clerics, not to mention the hordes
of followers, servants, summoned monsters and demons and elementals and
the like... A caravan is travelling through the desert. The party
is hired to capture a man who is in the caravan, and it must be done
quietly, so that nobody else knows. They are given the man's name, and
the fact that he is a mage, but no other information about him. The catch is that the caravan consists of ten wagons,
with at least thirty or forty guards (when I used this adventure, the
caravan was travelling through Brin Pass, a VERY dangerous area), and
everyone's wearing the standard desert gear: a white robe, with a hood
and a veil. This makes it very difficult to tell who's who. The party
should investigate the wagons. If they do, they will find that only one
wagon doesn't have an obvious reason for existance (i.e. belongs to the
caravan master, carries supplies, or carries cargo). A man is living
in that wagon, and only comes out to get food. Raiding the wagon will
obviously cause noise and commotion, two things to be strenuously avoided. This is a very difficult scenario; I've run it twice,
and both times the party failed. Once the guy got killed and the party
was arrested and held in custody by the caravan master, and once the
guy ran away and the party lost him. REWARD (very large sum mentioned - for your world) BRAVE
Adventurers Needed! To Kill the DRAGON of Eastmark, Kingdom of Arcadia.
(fill in location and kingdom name as necessary). Apply at the Royal
Palace. All that made that adventure interesting (aside from
the nearly 1000 mile overland journey, differing cultures, side-adventures,
et al) was the fact that the "DRAGON of Eastmark" was a golden dragon,
and the party was mostly Good characters. The Gold had become insane
when humans had attacked and slain his mate, and spent his time laying
waste to the local kingdom, which finally began posting notes (after
the first three expeditions failed) to hire outsiders to come in and
try to destroy the genius-intelligence, magic-using and physically awe-inspiring
dragon. Since the tattered posting does not mention that the "DRAGON" is
a Gold, the party had already travelled the very long way, and then had
a lot of discussion before finally deciding that grief did not excuse
the dragon's excesses, and that he must be destroyed. Most campaigns have a player who loves to play politics,
involve her in this. Assume for the sake of argument that the goal is
the office of district attorney. Enigma has ambitions to be the DA, the
chief force for justice in Gotham. He is opposed by Buck Stevens, son
of the founder of Stevens Brick Co., which is the second largest employer
in Gotham. Darla Stevens is in love with the Enigma's alter ego, Bing
Strawberry, and keeps telling him he ought to get in politics and make
sure her slimy brother doesn't achieve political office ... etc etc etc
you get the idea. Some complications that suggest themselves are: a)
Enigma discovers that candidates must turn in petitions with 1000 names
in order to register for the election, and he blew it off so long that
he needs to get them all *tonight*, to be turned in at 8 am tomorrow
morning (where do you get 1000 valid signatures at this time of the night?)
b) the primaries are a good time for enemies to show up with embarassing
photos in hand c) election season can be complicated by reporters who
circle, vulture-like, over the troubled campaign HQ, and by a televised
public debate between the candidates d) the election and the aftermath
-- did the PC win? What will happen to the party now? What if the press
finds out about the vampires the party staked a few years ago in the
abandoned buildings in the ghetto? what about the crook who recognizes
Enigma's voice and threatens to publicise his secret identity? The lich is a good wizard who was forced to become a
lich in order to remain around to counteract some powerful evil force.
He/it spent the last years of his life directly restraining some powerful
evil demon (make it something not quite physical, for example a demon
of madness that manifests by making victims psychotically insane...evil
human sacrifice cults start springing up all over the place and random
people on the road start attacking out of the blue with no provocation,
sort of like...gasp! PCs!) So the Lich is at the bottom of some dungeon complex
using spells and powers that are so far beyond the party's understanding
that they can't perceive them, to hold the evil imprisoned. He/it is
also keeping random strangers from wandering in and interfering. After
so long a time, the lich just sort of drifted into undeath without really
noticing (keeping a set of spells up constantly for years will do that
to ya). The PCs manage to get the drop on the Lich when he's
weakened and... a) the evil gets loose. b) the good lich's wizardly spirit manifests before it moves on to another,
higher plane, and commends them for their actions in releasing him from
his unwitting servitude to to undeath. He also says, "Well, I'm off to
my retirement in elysium, the job's all yours, boys!" c) If you're feeling charitable, give the players an inkling of what's
going to happen, or some magic to help them to combat the madness demon
(personal protection against the madness would be nice, although you
could have lots of fun with blackouts and sleepwalking and the like if
the PCs were as susceptible as anyone else). If you're not feeling charitable,
have them find out the HARD way what the ol' spook's mysterious comments
were in reference to. Maybe stick a scroll (that must be laboriously
deciphered) in with the treasure, describing the madness demon and perhaps
some ways that it can be fought. The party is on some sort of extended vacation, staying
in an inn/bar. A frequent visitor is a tall, dark, suave, charming man
dressed in formal evening wear, accompanied by a different woman every
time. He comes in every 2nd or 3d night. He always orders bloody marys
and doesn't drink them. He is quite wealthy and very pleasant. There
is something almost magnetic about him. He has fascinating eyes. (DM
should do everything he can to make it believable that he could be a
vampire, despite the unusual setting (city)). Either he charms (charm gaze) a female party member and
takes her away, or a beautiful dancer comes in looking for her missing
sister, who was last seen coming to this bar with the tall,dark gentleman.
She tries to convince a party member to help her look for her sister
being seductive about it. Both are eventually charmed by the Gentleman.
In any case, make a party member disappear into this Gentleman's lair.
He has a gothic style house in a nice part of town. There is nothing obviously amiss here. If the party asks
around, this guy is a pillar of society, a kind, philanthropic fellow,
well respected by his peers. He runs a magic shoppe. He is a mid-level
wizard with a head for business, who gave up adventuring to start a business. His house looks just like a vampires house might look
(black velvet curtains, etc). He has a private sanctuary inn his basement,
the only entrance to which is a rune-encrusted door (trapped or enchanted
in any way appropriate to the party). He supposedly has a chapel down
there, but really has a large complex, where various vampiric rituals,
and all- night parties take place. All of the missing people have been charmed into believing
that they have been turned into slave vampires. They will aid their master
if at all possible. The party must break in and forcibly take their companion
away from this place. Again, make the evidence somewhat contradictory
whether the Gentleman is a vampire or not. Most evidence should say yes,
but make some things contradict this. The gentleman has a cursed ring
of the vampire, a powerful evil artifact which makes him believe he is
a vampire and gives him many of the powers of a vampire, as well as some
of the drawbacks. Make him dislike things that cause a vampire harm,
but don't make it obvious whether is works. Make him have a reflection,
but have a dead vampire victim show up. Etc. At the end, have the party realize that he is not a vampire
at all but rather is a cursed fellow with an intrinsically good nature. The magic energies (derived from outer space :-)) are
dwindling, slowly but surely. At this time only the most advanced magicians
have noticed that their most powerful spells are beginning to fail more
and more frequently. My explanation is that there is three kinds of magic
in the world:
- White magic: creative magic, healing, alteration. The white- magicians
are generally the good guys, mostly elves, priests (Gods of Light)
and fairies.
- Black Magic: Necromatics, destructive magic, summoning. The black-
magicians are generally the bad guys, mostly humans, black-elves,
trolls and the demons & devils.
- The Old Magic: The magic that rules it all; but now almost a forgotten
art, only used by the extinct race of Wizards (yes, wizards are a distinct
race in my world) and the dragons.
Unfortunately the magic energies are only dwindling for
the white- magicians, since the black-magicians derive their power from
the negative dimension and have opened the gate, so that negative energies
flow freely into this dimension blocking the white-magic. The objective is to close the gate, before even the simplest
white-magic is rendered useless and impotent. This cannot be done with
the use of white-magic, but only with the use of the Old-Magic (use of
black- magic will only worsen the situation). The problem is to find someone or something that have
access to the Old-Magic and is sufficiently skilled in this art, to reverse
the situation. (this is what the players must think is the objective
for them or initially be let to believe). The real problem is that the division between black-
and white-magic is artificial, and will always lead to this problem sooner
or later, and only the Old-magic can prevail (since the white- and black-magic
is derived from the Old-magic, but the separation will corrupt both branches). So the players are to be the prophets of the new world
order of magic (or front-runners), after being taught the basics of this
by the only Wizard left on the planet (unless they destroy him in their
folly!!!). But to find the information that there is such a creature
alive should be very difficult and only referenced by vague hints in
old legends etc. My suggestion for the Wizard is that the group can find
(after lengthy research) the place he is rumored to live (e.g. inside
a volcano). And when they arrive he is there, but frozen inside a huge
iceblock, by a pair of Ice-Dragons that he once forced to humiliate themselves
to assist him, and this is their revenge. Once every 100 year they let
him free for a day to scorn him, and then deep-freeze him again. And
they will not take it lightly if the players are to take away their sweet
revenge. In my experience, PCs will guard a hundred caravans before
it occurs to them that trading on their own account could be more fun
and lucrative. Part of this is I guess a lack of interest in the "tie-downs" that
trading could imply and in the boring detail of buying and selling. There
are however some good advantages. It encourages a sense of group identity
- all partners of Fast and Risky Quality Merchant Co. - and can have
some great "plot lines". It also changes the world outlook when strangers are
first thought of as "Hey CUSTOMERS!" rather then "Arm up, enemy approaching".
If you ever need to lure your players in a particular direction then
a rumour of profit should be easy to manage. PCs can be tempted into
the business a bit at a time. For example: At conclusion of other business
a friendly tribesman notes "Your people make good iron. If you are back
this way, bring us one of your fine steel blades and I'll trade two snow
leopard skins for it". $$$$ in characters eyes! The trick is to avoid the boring bits.
- Give them good NPC warehouse men etc that they really can trust except
perhaps once, later rather than sooner, for a plot. If they feel they
can safely leave a load in trusted hands for a fling then so much the
better.
- Have NPC's offer to retail so they are doing the wholesale transit
stuff and dont get lost in selling detail. "Hey, I'll take all of this
stuff you can get here at xxxx - leave you free to get another load
moving eh?". Failing that declare, "after 2 hours you are sold out
for xxxx reward". Forget detailing trading except for casual encounters
with a train.
- Forget the unwieldy caravan bit - encourage them into the small
mule train style. They'll have more fun. "Yup, de mules certainly
de way. You see dat caravan train - takes 2 month to move dat round
de Gap. Sheez dat costs! I ken move dis stuff over Hawk Pass on
mules in meebe tree weeks on a good run."
- Emphasize the exploratory opening up of new country rather then the
big-haul routes. If they start into going back and forth on the same
lucrative route too often, send in a big merchant with a massive caravan
to drop the prices. They'll thank you for it in terms of game interest.
Some typical sorts of plots:
- Guarding the goods train. They'll really do it in earnest.
- Spying on the side under their legit cover.
- Involvement in local politics
- Exploration
- Building of fortified outposts and defense thereof
- Very dangerous goods! (i.e. magic)
- Recovery of stolen goods
- Dealing with a protection racket
- High risk winter route to relieve a starving outpost.
One potential problem is the possibilty of too much coin.
Relax. Early in their career get them used to the idea that high profits
come from real high risks and sometimes its better alive poor then rich
and dead. ("You are surrounded by 20 young mounted warrior louts looking
for trouble. They request 'presents' with broad grins. All are bow armed
(and they've been training since 3 years old)". Remember that elaborate trading has high overheads in
paying NPCs etc. If there is somehow got a money excess then introduce
credit offered by bankers - on risky routes they will sooner or later
lose a train bought on borrowed money and the overheads will put them
on the back foot! A powerful wizard and his apprentice (also powerful)
are after an artifact which is carefully guarded (by various traps, magics,
etc) in a labyrinth. Put in there years ago by various leaders and since
forgotten. They cannot think of a brute force way to get it, but
they are clever enough to have figured out some loopholes which will
allow a low-level bunch of adventurers with various characteristics (tailor
to your players, one obstacle per player or combination of players) to
get in safely and escape with the artifact. The wizard cooks up a long term plan (perhaps he is an
elf) to obtain such a party of adventurers. This plan is subtle and tricky
as that is the style of this wizard (he likes to manipulate and deceive
people, like a game). He has his apprentice disguise himself as an old
storyteller/bard who takes a liking to a young pc or npc and tells stories
of the PC/NPC's grandfather who stopped a great evil by sacrificing himself,
sealing the evil and himself into a labyrinth (yes THE labyrinth). The
grandfather was lost with his family sword and more importly an amulet
which signified the family's power and destiny as heroes of the realm.
Various stories of the grandfather, sword, and amulet should convince
the PC/NPC to go after this stuff. The storyteller also tells of the
PC/NPC's family talent for dowsing, and helps him cut a dowsing rod and
casts various covert magics to make the character believe he has such
power. Eventually he replaces the dowsing rod with an identical duplicate
which is set up to find the other characters who are needed to get the
artifact back (yes, the party). The character recruits or finds the party and they go
and get the amulet back. The wizard and apprentice appear at the exit
from the labyrinth and reveal the hoax (part of the fun), demanding the
amulet. The apprentice is either given or takes the amulet for the wizard,
then gets a greedy look in his eyes and makes to put it on. The wizard
vaporizes the apprentice and takes the amulet. You might want to put
some sort of treasure in this labyrinth so the party won't be too pissed
that they have been deceived. The wizard invites the characters to join in his "games" (see
below). If they decline, he does various things to convince them to comply.
If that fails, he cooks up another complicated deception to get them
to join in. He will not force them to join, unless he feels that he has
sufficiently deceived them. The party is asked to go on a quest by an older man,
a merchant, to save his daughter's life. She has the dreaded Indigo Flu,
usually fatal. The only known cure is to make a medicine out of the Caiman
stone, an odd fruit that grows out of a mineral/plant hybrid only in
the most obscure places. The party is referred to the sage who told the
merchant of this cure, for more info. The sage is of course an agent
of the Wizard of the previous segment. He cooks up a quest designed to
bring the party eventually to a spot at which the wizard has planted
a "Caiman Bush". The Caiman stone and the Indigo flu are complete fiction.
The party will not find anybody else who knows about these even if they
ask around. The Caiman Bush is an elaborate magic item, which will teleport
the party into the Wizard's lair. The wizard will then inform them that
the only exit from his lair is to win the game. The game is versus another
party which has been in suspended animation waiting for opponents. (Losers
of the game are suspended and continue to play until they win, whereupon
they are released). Make the game whatever you wish. You should maybe
allow the party to acquire some limited magic items from the game, so
they won't be quite so pissed to have been manipulated. Riddle-maps (idea based on "song-maps" that the old time
Maori people used to describe journeys). Basically sage-type person translates
a song-map that someone earlier had written down in its original form.
Lots of scope for errors. It's a translation so no need for poetry. Sage
identifies one point in song as being nearby and wants the map followed.
Fit into your world. The characters can only "see" what you describe
so very careful descriptive work is necessary but red herrings can be
fun. An example of full riddle map. "here the VALATAS people live above
the halls the congress of tide and land, thence two noon suns cross your
face and take you to the silver path. Up the path you onward go past
three cold threads in summer still, then into the shadows of RAMATIS
realm till the path is crossed at the weeping rock. Shortly the path
splits at last, so turn your face and walk two sunsets till RAMATIS greets
with open arms again. The laughing braid just in the shades, leads high
to towers of earth, and there above the last falling tears, find the
gates of night. No moon to light the halls of night but ochre stars will
mark a path to those who walk in here. Pity you who have no meat to sacrifice
to the Old Ones hidden within. Once met and your offering received dash
for life to the halls of teeth. Beyond there lies the ribbon of red,
rushing fast to meet the sun again, then bounding down past flaxen steps,
to greet the ghost in its bed of gold." Translation: Capitalized bits
are phonetic translation of unknown words. The sage has identified VALATAS
so begin here. The party walks towards the noon sun for 2 days and finds...
GM: "Towards end of second day you climb to top of ridge and look down
on large river valley with the river glistening in the sun." Following
it upriver past three side-creeks that would wet you even in summer you
get to woods. RAMATIS is the old people's God of forests but the PC's
or sage wouldn't know this. They should easily guess though when you
announce forest in the way. The river hits a gorge and a crossing is
forced where a waterfall comes down a cliff face. After that the river
divides at two big tributaries and you take the west one for two days.
Should encounter woods again...however, the puzzle can be sharpened by
woods that are no longer present (keep talking about NEW building in
the area - ruins of a saw mill ??? etc). A quick flowing tributary is
traced up into the mountains and above the top waterfall is a cave mouth.
A path through the cave is marked by ochre crosses on the floor but it
is also the lair of monster worms that fall on any meat. The travellers
of old would carry a sheep up and run like hell for the cave of stalagmites
(which block the worm) while it is devoured. Hope the PC have something
ready...torch light will shortly show an underground river flowing the
other way (no more ochre) which will lead to high mountain basin. Geologically
an inlier of gold-bearing basement capped by limestone. Problem - it
exits over a sheer bluff and the rope ladder has long since rotted away.
The creek joins a larger creek with the disconcerting habit of disappearing
an hour or two after rain (the "ghost") leaving a dry bed. And yes, this
is based on real place in NZ. The creeks are gold-bearing if PC ready
to dig for it the hard way. Remnants of digging all over the show. You
get the general idea. Quite a bit of work and you can lead characters
by the nose through it if so inclined. Mis-translations can also help. Every ten years, the Mages' Guild holds a contest. The
prize of the contest should be left fairly vague, unless one of your
PC's is a high- ranking member of the Guild...I usually use some statement
about "material considerations...well, it's politics mostly..." However,
since Guild mages tend to be not particularly active types, the contest
is structured as follows: each mage hires a group of adventurers (here's
where the PC's come in), who then compete for the prize in a maze set
up and run by the Guild. The party should be hired by a mage, who tells
them basically the information above, plus the number of other groups
competing (I usually use four groups total, since in my maze they tend
to meet up at the end for a final battle, and dealing with more NPC's
than that would get hellish). The mage gives each PC a magical "token";
basically just a little one-use magic item. The tokens can have effects
like Levitate (for a duration), Light (ditto), Invisibility (as the spell);
just go through the PH and pick out spells to use. Make up a maze to
put the party though, and don't forget that several other groups are
doing this at the same time! The way I run it is that I have a map of
a maze, with four relatively distinct paths to a final room. They do
cross over, but not very often. Each has several large empty rooms on
the map, and some marked spots in the corridors. Then I have a list of
rooms to use, and corridor tricks, and I just insert whichever ones I
feel like when they come to a room or a corridor spot. The four groups
race through the maze, and the objective is to find a large flashing
gem. I usually set it up so that when the party reaches the last room
(where the gem is), most of the other groups arrive at the same time.
If the party tries to hang back and let them fight it out, I have some
of the NPC's start going for the gem. Remember that this was set up by
a Mages' Guild, so you can put in almost anything you want...some examples
of rooms I use are: 1) The room has a chasm cutting it in two. There
is another door on the far side, and a bridge across the chasm. (The
chasm is actually an illusion, but falling in will take the PC out of
the contest) On the bridge, there are two "knights". These are merely
animated suits of armor, and they have orders to prevent anyone from
crossing the chasm. They will react predictably to actions by the PC's,
and so can be lured into traps; for example, a thief tries to climb across,
one of the knights moves to block him, the party tosses oil onto the
bridge where the knight would stand, then the thief goes back. The knight
walks back and slips in the oil. Make the bridge very narrow and no handrails.
2) Another room with a chasm, but this one has a maze of invisible paths
crossing it. The party would have to move very slowly, feeling their
way along and probably mapping the maze as well. Therefore, you put a
monster (I usually use a nonafel, or cat-o'-nine-tails, from the Fiend
Folio, or else something called an amorph hopper which I made up) on
the bridges to mess them up. Let the monster leap infallibly from one
spot to another (it knows the maze perfectly), or else let it fly. 3)
A circular room with a pillar in the center. As soon as one person enters
the room, tell them that they see the door slam behind them and the room
begins to spin. They are plastered against the outer wall by the centrifugal
force, and are slowly being crushed. Then send them out of the room,
and tell the other players that they see the guy enter the room, and
then throw himself against the outer wall. It's an illusion, of course,
and the other players can do whatever they want, but whatever they do,
the trapped character will interpret it as something that would be happening,
or else just something weird happens and he can't figure out why. For
example: they tried slapping the "trapped" character across the face.
He felt the blow, but had no idea where it came from. However, there's
a catch: the crushing is real. After a little while, ribs begin cracking...the
idea is to try to get the "trapped" character to disbelieve his surroundings. The PC's have been meandering around differant continents,
and they wind up at this town. The people of this town are very suppressed,
and do not like strangers. It seems as though the strangers they have
dealt with in the past are pretty dangerous. There is however a thriving
community in this town...centered around a magic users guild. I admit,
a very rare thing indeed. As the PC's begin to find out things about
this town, they find out some of the following things: 1) A powerful
MU "owns the town" whether by money or power nobody knows. 2) The town
government is set up similar to a company: mayor at the top, and vice
presidents below him each in charge of some community welfare. This group
of people votes on decisions concerning law, including trials. 3) There
are one or two members from "the guild" on the council. 4) Some others
of the council are suspected of being influenced to abstain or cast a
certain vote. 5) Every three months people with handicaps, the aged,
and the dying are removed from this town. 6) The town is located at the
base of a cliff against the sea. The only way to the top is a dangerous
road with several hairpin turns. 7) Criminals are put to work mining
a roadway through the cliff wall up to the surface above. 8) The rocks
from the mining are quarried in blocks and are valued in some lands for
building. The rock is very hard, and has a uniform black color. If the
party tries to find out what happens to those who get taken away, they
will find they are taken to a dead volcano, with a large valley inside.
This valley does not go through seasons, and the trees are fruit trees,
which always bear fruit. There is a portal into this valley. The portal
of mourning. It opens up every three months on the soltice dates. Can
you guess what time of day? At sunrise. Written on the archway of the
portal is the purpose of the portal, valley, and since it is old and
worn, when the portal was dicovered thirty years ago there was a loss
of translation of the portal of "The Morning." There is an evening portal
too. But that one is the entrance to an old abandoned dwarven kingdom.
It opens up every night. Each night, undead skeletons emerge with two
tasks. Gather fruit. Look for newcomers, and "welcome" them to shelter.
Skeltons will try to capture anyone alive with nets. Inevitably the PC's
will want to go dungeoning and kill off hoards of skeltons, and free
lots of supressed people. Insert your own dungeon in this part or use
a prefab. Eventually, they will meet the lich in the dungeon. He will
ask several questions about why they killed the skeletons. Now the poor
people will starve... and so on and so forth. It will be increasingly
aware that the lich is a good lich. The lich became a lich to forever
take care of the orchard. It turns out there is another lich. The Good
lich is in fear of the Bad one, who happens to live in the town... heading
the MU guild. The guild is a structure in which the Lich collects power,
items, spells...it is great if the party has an MU who joined the guild
without knowing. The guild is structured like a membership thing. Access
to libraries is based on level of membership. Level of membership changes
based on donations of magic items, artifacts, spells and of course money.
The possibilities branch out from there... But the deal is to free the
good lich from the wrath of the bad. They could... 1) Infiltrate the
guild to a level at which it will topple. 2) Kill the bad lich. 3) Ignore
the Deal. 4) Rally the town. 5) Retrieve the good liches talisman from
the bad one's possesion. Any option is bound to piss someone off. Good
or bad lich, or the 40 or so MU's who have invested their life's savings
into the guild. But think of all those magic items that must be in there. Part 1: Chief honcho feeling old, needs to test suitability
of daughter as heir. A crafty sage NPC called to help. Sage's plan: A
honcho's man will pretend to turn traitor and with PC's will kidnap daughter.
(Big deal - everyone is cooperating). They will tell daughter she is
to write note saying father to come alone with ransom. He will be bumped
off by ambush and they will see daughter confirmed as heir but she will
take orders from rival evil honcho. They have permission to scare her
with anything short of real torture. She passes test if she refuses to
write or finds a way to warn, or manages an escape. A largish group is
hired as daughter normally well protected and PC will really be acting
as a guard and protect her whatever her choices...Pretty boring easy
money for players huh since all set up? Catch: The man chosen to play
traitor really is a traitor in pay of uncle. The opportunity to dispose
of daughter and become heir is seized. The traitor will suggest a cave
in isolated area (which just happens to be moderately fortifiable - not
by design; he just likes the isolation) as place for the hold-out and
the father (anxious to be fully informed) agrees. PCs may have a better
idea but unlikely they will be in a place unknown to the traitor or father.
Traitor is a coward and won't attempt on the life of the girl himself
but will use any excuse to leave PCs with girl. Uncle will bring large
force to bear on the PCs to wipe her out. (and them). Traitor to blame
the PCs. The daughter: Really a good choice. Will not at first agree
but will grovel and pretend submission. Will write note but encoded to
warn. If no other opportunity has arisen, the traitor will say he will
take note. If the players later tell her its a setup (when trouble begins),
she will demonstrate fine combat skills. Baddies: Whatever number to
test your PCs. Will (treacherously) offer free passage if they will hand
over girl. (PC's may think the daughter worthless and be tempted to hand
her over - mine were! If they do, they will not be allowed to leave alive
since they are to be blamed with it. Dead men tell no tales. Fortunately
mine remembered orders to protect no matter what and girl will reveal
the actual contents of her note when she realises the PC are on her side).
The negotiation delay will give some time for setting up defences if
it occurs to players to hedge. Too bad if they don't. If the PCs can
hold out 2 days, a concerned father will arrive with relieving force. Part 2: [This was an extension as players grumbled about
tiny pay (it was supposed to be an easy job) and here the sage helps.]
I made an earlier post on the net frp conference on moral dilemmas and
here is the detail. In reward for services, a sage offers this little
test to a group of PCs. This is a variation of the famous Prisoner Dilemma
based on an essay by Douglas Hofstadter in Metamagical Themas. This will
work best with a group that are really involved with their characters
and have played them for some time. Players given a counter which is
red on one side, black on the other. They are to hand it secretly to
the sage either red side up or black side up. They will be rewarded according
to how all play. If a PC returns the piece BLACK side up he/she gets:
For every other player turning in a RED side: A Big reward. For every
other player turning in a BLACK side: Nothing or very small If a PC returns
the piece RED side up he/she gets: For every other player turning in
a RED side: A moderate reward For every other player turning in a BLACK
side: Only a small reward It is important the player really understand
the reward system before they make the choice. It is also very important
that they can't discuss with each other what they will do and the returns
are made in secret. When I did it, I had the sage claiming (quite wrongly)
he could magically increase basic attributes and the matrix was: BLACK
choice: For every RED piece: Attribute of choice increased by one unit.
For every BLACK piece: nothing. RED choice: For every RED piece: 50s
in money For every BLACK piece: 5s in money The advantage of offering
an attribute change, is that to the players (more than the PCs) it was
a very real temptation to offer BLACK. Of course, if they all chose black,
nobody would get anything. If only one chose red, that player would be
fairly annoyed while the rest get one attribute bumped up. If you were
the only player to choose black, then you sit very pretty...the details
of this dilemma are well discussed by Hofstadter. He tried it for real
money on his friends, here's your chance to do the same. For once, the
game is as interesting if the player is trying to choose for a PC or
doing it for him/herself. Of course, all hell breaks loose when the sage
reveals he is lying and just gives each a little more than if all had
chosen red..... The GM should decide what reward matrix the game balance
can handle and whether the sage is honest, but do recommend the attribute
lift as bait. One obvious device for side-line action is the good old
vendetta, or Even Orcs Have Mothers. Sooner or later, (sooner usually)
PC's will by their actions have ruined someones plans, killed someone
favourite son/uncle/mother/etc and be due for a spot of revenge. This
brings that most dangerous of monsters up against the PCs - another thinking
human. If the GM looks at the world from the Offended One's point of
view, lots of ways for to get even should suggest itself but here are
few ideas. Toss them into the game at the same time as other action -
the vendetta may become the main gaming focus but it shouldnt start that
way. The hired thugs: Predictable, common but not a bad opening shot
anyway to start the players going. Chances are this will tell the Offended
One (OO) that it wasn't luck and these guys are good, while telling the
PCs that life isn't that simple. The Trap: Can be variation of above
but much more creative ways around. How about a desirable NPC that spends
some time winning the PC's confidence (helping out on a couple of expeditions
say?) before some suitably creative putting the boot in? (from the unsubtle
knife in back through poison to "inadvertantly" leaving the wrong door
open). Using their greed to send them against a strongly defended position
with a totally false plan about a supposed way in? (This got my players
past thinking of the vendetta as an sideline nuisance. They were mean
and cold and looking for blood when they returned). Or how about when
the player are off to visit an unfamiliar culture, making sure they get
stunningly wrong information on cultural sensitivities. (I havent play-tested
this one, but I imagine could be very good in a light-hearted game) My
favourite is close to above. On an expedition to tribesmen, a functionary
they hadn't much noticed offers them an ornate tribe weapon. He/she tells
them this is could be the key to getting close to the chief. Tell any
barbarian that they can talk to, that they got it by "Melstilatuk" from
a barbarian chief. He/she further explains that melstilatuk (use your
own languages) is a ceremonial battle and winning against a chief accords
them high status. In fact the functionary is the in employ of OO and
will quickly vanish. The weapon was obtained from the father of current
chief in a particularly cowardly ambush that the tribesmen know about.
If the PCs are curious about the word, a non- tribal linguist can only
translate it as "raven work". A tribal linguist if they even bother to
find one, would them that melstilatuk is a colloquial abusive term for
corpse-robbing - regarded VERY badly by tribesman. The weapon will be
instantly recognised by the close tribesmen to the chief and effect of
the characters proudly reciting their claim can be imagined. The Frame
up: Often PCs leave themselves very wide open to being framed and dealt
to wrongly by the law. This should make it a good option for the OO.
The trick to playing this so your PCs have a chance is to very thoroughly
think out how the OO sets it up - exactly who is talked to, bribed, where,
who could see it. PC's will have to pursue what really happened and they
need good detail. I failed at this on first attempt really but made up
for it belately working in a lot of detail. The lying witness or false
complaint. This is the simplist by far if a bit obvious. Remember that
if all or part of the PC party are free to investigate then the OO is
likely to take measures to protect the implicated. My PCs actually utilised
this. They figured the witness would be guarded so looked out for the
guards and followed them (and a few false trails as well) to locate the
OO. Doubles. Illusion magic to make the others look like the PC in a
witnessed crime? I haven't actually tried it but sounds good. Here's
a complex one that the players may tumble at any stage but will land
them in serious trouble if they don't. Baddie in employ of OO poses to
players as a rich jeweller from within a city. He meets them at a location
outside the city and describes some imaginary double-dealing in the trade.
The upshot is that he thinks a rival has wrinkled him out of a distinctive
ruby necklace. His mission for the PC is to probe or watch a house in
the outskirts to see if any sign. He tells them that the necklace has
a vague enchantment (improve looks, raise charisma that kind of thing)
and could be picked up by detect magic abilities. Small reward for successful
location. Big reward if they can get it. He tells them he doesn't want
them anywhere near his city shop. They pass a message to him via person
in local pub in writing. It mustn't mention the goods, just say party
of extra people needed if they can't get it, else tell him to come alone
to a meeting point if they have managed it all themselves. The house
is the real jeweller's house and the necklace is not heavily protected
as the rubies are fake (which the jeweller knows) but the magic isn't
(of which he is unaware). The reward should tempt the PCs to go for it.
They will then send a note to the appropriate place. Make sure they write
down what it says. The note goes of course to the OO who then murders
the real jeweller, places the note on his body, then tips off the watch
on where to find the PCs. Chances are the PCs have written a highly incriminating
note and in addition will be holding property know to belong to the jeweller.
Final Vendetta notes: If a prolonged vendetta is plaguing the players
then a certain amount of paranoia is liable to set in. You may be accused
of inventing ways around their precautions because they tell you them
in advance. If you are, I hope they string you. I f otherwise, don't
get angry - suggest a play fair system. They write down their precautions
when you warn them that you need to know. You write down your attack.
At the moment of truth, notes are compared and a very enjoyable game
can be held BETWEEN GM and players. This assumes enough maturity on your
players that they build protection that they reasonably could manage
by their skills and money without going through you. If so have some
fun. This play really only applies to the Hired Thug approach - the others
shouldnt really be open to abuse. Ashburn Man For this adventure a group of younger but
promising members of the Odyssians are invited out for a weekend at the
country estate of Sir Henry Ainsford, one of the older members of the
club. Sir Henry is noted as a hunter and explorer, but he is getting
on in years and spends most of his time at his estate outside of the
town of Ashburn in Kent. Sir Henry regularly invites Odyssians out for
weekend visits, but this particular weekend is special, because he believes
he has made a discovery of great scientific importance on the grounds
of his estate. This means that he will make sure that Odyssians of particular
interests will be in his group. He will invite archaeologists, paleontologists,
physicians, historians and ethnologists in particular, plus an assortment
of others who are interested. He will also invite his two oldest friends
in the Odyssians, Professor Milton Morrisson of the Language and Ethnology
faculty at Oxford and Admiral Sir Joseph Porter (retired). All he tells
anyone in advance is that he has made a discovery which may revolutionize
the history and science of human origins. Ashburn House Sir Henry's ancestral
manse is a 16th century monstrosity, somewhere inbetween a manor house
and a castle, ornate and over decorated. It is located on the edge of
the range of hills known as the North Downs. The trip from London to
Ashburn by train takes around two hours. When they arrive in the town
Sir Henry will have several carriages waiting to take them to Ashburn
House. When they arrive they are greeted by Sir Henry, who excuses himself
and seems rather agitated. They will then get a short tour of the house,
conducted by the major domo, Burton. Burton shows them the gun room and
the trophy room (lions and tigers and bears, oh my!), the game room,
several parlors and dining rooms, and eventually he shows each of them
to their bedrooms. Each of the bedrooms is decorated in a different motif,
reminiscent of different parts of the world. The American Room is decorated
with trophies of caribou, beaver and bears. The East African room features
lions and giraffes. The Egyptian room has crocodile and rhinoceros hide
chair covers and the like. The Indian room has a beautiful tiger skin
rug. The Amazon room has a giant stuffed anaconda on the wall. The Orient
Room has elephant tusks and panda fur rugs. There are many more along
the same lines. After they've settled in, Burton will call them down
for dinner. At the meal Sir Henry seems agitated, smokes a number of
cigars, and barely touches his food. When asked about his discovery he
is evasive and tells everyone to wait until after dinner. Once the meal
is concluded, they retire to the Smoking Room, where a large, coffin-like
box, about 2 by 5 feet is waiting on a table in the middle of the room.
Cigars are handed out, and Sir Henry launches into a speech to the effect
that he has travelled far and seen many things, but that he has made
his greatest discovery literally in his own back yard. He goes on to
tell how one of his groundskeepers, a man named James Dearing, was mowing
in a grove of ash trees on a hill behind the house, when he discovered
a series of depressions in the ground, all very regularly spaced. He
reported them to Sir Henry because he was suspicious that they might
be deadfalls set by poachers. Sir Henry investigated, had one of the
holes dug up, and in the hole they found -- at this point he opens the
box -- a small, manlike skeleton buried in the fetal position, surrounded
by garlands of what appeared to be extremely well preserved wild flowers.
The skeleton he reveals is in rather good condition, completely bare,
about 4 and a half feet tall. What makes it remarkable is that while
generally manlike in appearance, it has an elongated lower jaw, pronounced
cranial ridges and elongated upper and lower canines, all characteristics
of great apes, rather than man. Everyone crowds around, and Professor
Morrison, and possibly others, declare that it must be a hoax. Someone
is clearly trying to put something over on Sir Henry, taking the jaw
of an ape and the body of a deformed human child and putting them together.
But on closer examination it is clear that the jaw fits perfectly with
the rest of the skull, and the skull clearly fits the spine, and all
the bone appears to be of the same age. Professor Morrison can't be sure,
but given the style of burial and the condition of the bones he believes
that they predate the early Celtic settlement of the British Isles, and
if it is not a hoax, he theorizes that this might be one of the 'Dark
Folk', the aboriginal inhabitants of Britain who were wiped out by the
Celts and survive only in legend. As Morrison seems to have become convinced,
Sir Henry becomes even more excited, and explains that there are 7 more
burial shafts and that he intends to excavate them all in the next few
days with the help of his fellow Odyssians. That said, he closes up the
box, leads everyone out of the Smoking Room and locks the door. At this
point some of the guests are probably tired and retire, and others go
to the game room or to the Library for some recreation. Night at Ashburn
House During the night several things will happen. One of the characters
with a relatively high PSI will happen to peer out of his window late
at night. Off in the distance he will see a round hill with a grove of
grey ash on the top of it. The ash are swaying in the wind. Then he notices
that none of the other trees in the garden or beyond seem to be swaying
at all, and he gets the feeling that there's something almost conscious
about the movements of the ash. Another character will have a dream during
the night. He will dream of a procession of thin, regal looking women
bearing glowing spheres of light passing through his room, passing through
the door as if it or they were immaterial, and moving on into the hallway.
In the Morning When they awaken in the morning they notice that Professor
Morrison doesn't join them for breakfast. Then Sir Joseph mentions that
he was up late with Morrison drinking brandy in the library and that
when he went to bed at 2am Morrison was still there reading. He suggests
that Morrison might want to sleep late. Sir Henry is a bit non-plussed
by this, but is ready to set out to the wilds of the backyard anyway.
Burton brings picks, rubbers and shovels after breakfast and everyone
heads out to the burial site. It is a small clearing in the middle of
an ash grove on top of a hill. The ashes are of a miniature variety,
but healthy and well established, clearly well cared for. In the middle
of the clearing is a 6 foot high, very worn menhir surrounded (after
some searching) by eight depressions in the ground, spaced evenly in
a circle, one of them recently filled in. The digging commences. In each
of the burial shafts they will find a skeleton similar to the one already
found by Sir Henry. It is unlikely that anyone will dig in the shaft
which the first skeleton was taken from, but if they do, they will find
the mangled body of Professor Morrison there. It will take most of the
day to dig out the shafts. And at noon or so Burton will bring out tables
and campaign chairs for a leisurely lunch at graveside. Professor Morrison
never joins them, and as they prepare to head back to the house, Sir
Henry tells Burton to make sure the Professor is feeling well and have
him meet them in the Smoking Room. When the grisly trophies are gathered
in the Smoking Room, Burton arrives with the announcement that Professor
Morrison is missing, and not only that, but it is clear that he didn't
pack up and leave, because his clothes are still there and his bed has
not been slept in. The last place the Professor was seen was in the Library,
and a close inspection of the Library will reveal an open copy of Tacitus
on the floor, some dots of blood around it, and the fact that the tiger
skin rug which is normally there is missing. What's Going On? The grove
of ash trees is an ancient holy place. Each of the eight largest ash
trees contains a powerful guardian spirit which can manifest as a young
woman (as in the dream above) or can possess and animate non- living
flesh (tiger skin rugs, etc). These Ash Maidens will attempt to get the
skeletons back, or replace them with new sacrifices, like Professor Morrison.
If they go and dig out the original burial shaft, they will find Professor
Morrison's body, mauled as if by a tiger, wrapped in the tiger skin rug
from the Library, and garlanded with wild flowers. It may take them a
while to figure out to do this, so let them stew and be mystified. The
spirits can only be placated by returning all the skeletons and maintaining
absolute silence about their existence. In fact, if they go to re-bury
the skeletons they will find that there are now ten holes instead of
eight, eight for the skeletons, one for Professor Morrison and one for
Sir Henry. The spirits will do all they can to make sure that hole is
filled. The powers of the spirits are limited. They can only operate
in darkness. They cannot travel more than a mile from the grove. Each
spirit can only animate one thing per night. Passing through solid objects
is relatively strenuous for them, so they do it as little as possible.
The Second Night Most likely, by the second night they will either be
working on or not have solved the mystery. That night as they sleep,
several things may happen. Most likely one or more of the characters
will be awakened by the sound of pounding and rending as an assortment
of elk and gorillas and the like attempt to break into the Smoking Room.
Someone, or maybe even two of the characters, will find that the stuffed
anaconda or bearskin rug or boarskin bedspread will come to life as they
are drifting off to sleep and attempt to attack them and drag them out
to the grove. The same character who saw the ash swaying the night before
will look out the window at midnight and think that he sees the ash transformed
to women who then move in a procession towards the house. Someone who
is relatively susceptible to such things will be visited by two of the
Ash Maidens who will attempt to seduce him, take him to the grove, manipulate
his mind and will, essentially enslave him, and then send him back to
the house to get the skeletons and Sir Henry for them. Can they Save
Sir Henry? Most likely not. The only way to save Sir Henry would be to
keep the Ash Maidens and their animated creatures away from him throughout
the second night and then get him away from Ashburn House immediately
in the morning, never to return. In fact, in that situation the house
would have to be permanently abandonned because the Ash Maidens would
keep looking for sacrifices. Alternatively, they could burn down the
grove. This would be sick, cruel and immoral, but would get rid of the
Ash Maidens until saplings which escaped the burning grew to maturity
in several years, at which point the problem would reemerge. Finally,
they could offer someone else in sacrifice, but finding a willing victim
is unlikely, and giving an unwilling sacrifice would be inappropriate.
Regardless of how they deal with the situation they will face moral dilemmas
which will not be easily resolved, because the Ash Maidens should really
be preserved as an invaluable paranormal resource, and though their demands
of sacrifice are justified by their lights, it will be hard for reasonable
people to go along with them. (to Volume 1
of the Net Plots Handbook) Joe Amato Paul Brinkley (Don't look now, but you did
give a summary or two...)
J. D. Frazer Evan A.C. Hunt Gwen Johnson (The only contributor with references)
Kim Chr. Madsen
Loren J. Miller
David F. Nalle (Do you do Call of Cthulu? :-))
Chris Racicot (LOTS of good stuff, thanks)
Phil Scadden (Again, and again, and...thanks a lot!)
Aaron Sher (Couldn't let this go by without adding something myself...)
Jeff Vogel (Originator of the lich theme, author of most of the lich stuff)
"Sam" (Who is this?)
Compiled by Aaron Sher One of the PC's falls in love with a woman who happens
to be a witch...perhaps she is allied with a group working against the
PCs? The PCs are sent with an ambassador to another country
to protect him and do his bidding. There may be some espionage, rescuing,
downright bullying, etc. Could make a nice medieval special operations
background. After a rash of thefts from wizards in the Guild, the
PCs are hired to catch the perpetrators. They could be other mages, three
dozen halfling thieves, demons, or even time travelers. PCs need to figure
out who might get hit next, how to catch the criminals, who are they,
etc. After a fight where all the PC's seemingly died or are
captured, they wake up to the crack of a whip, as they have been sold
into slavery onboard a galley. They have no equipment, they have to work
to exhaustion, they get very little food, but if they play well, they
might be able to escape. The Queen's beau (a very handsome knight-errant or something)
is missing and he was last seen in a tavern at the edge of town. The
PC's are the people who were determined to have useful information, after
a lengthy interview/screening by the Queen's Marshall-General, etc. They
set out to find him, since it is thought he is in grave danger. The party wakes up around a table with wine goblets near
at hand. They discover that they have forgotten everything they did over
the past two weeks. Apparently, as they uncover clues, they were hired
by someone to do a job, and when the job was finished the person invited
them to dinner. Interesting events abound as the party attempts to piece
together the events of the last fortnight... Bonecrusher (an Orc, now a Giant Orc Chieftain) has found
the Gauntlet of Grummsh (an orcish Artifact) and is kicking some serious
butt, raising an orc army and is about to invade the country to, er,
root, pape, and lillage the area (he's powerful, but he's still an orc.)
Of course, the destruction of this gauntlet is very important to the
players. Bonecrusher could be considered the Guardian of the Gauntlet,
and destroying it *will* bring curses from Grummsh onto the party. Four dragons (one blue and three greens) have banded
together to increase their wealth. They (gasp) spent it on various magical
weapons and defences and then attacked and took over a port city. Now
they've removed all laws, taxing everything. All the good folk have escaped,
and some are running a resistance force. Of course, there's a catch.
The blue dragon's been possessed by a lower planar being, and is opening
a gate... A young drow got 'left behind' after a raid to the surface.
He is a mid-level fighter, slightly lower-level magic user. Maybe give
him a few pet large spiders for some extra challenge. He could take over
a farm house (or two) with charm spells (maybe even charm a few of the
animals). He could try and trick the party into finding the entrance
to the drow realm for him (or maybe kill some inconvenient big thing).
Anyway, as there's only one drow, a party of four or five lower level
characters wouldn't really be in too great a danger. In a cave, in an incredibly cold pool of water, is a
large round white stone (about 3 or 4 feet in diameter). It feels to
all the world like marble, and radiates magic. It's actually a white
dragon egg. It stays in stasis, just hours from hatching, until it's
heated up... to just about room temperature. Then it hatches. If your
players are like mine, they'll take a big white magic rock without thinking
twice; it should then hatch at exactly the worst time. My players made
it all the way back to their ship, and put it in the hold, before it
hatched. Great fun. One of the things I do for comic relief is have the PCs
run across a particular ship full of really stupid sailors. They are
almost always in dire trouble when the PCs come across them, like the
one time they were out in the middle of the ocean and their sails were
on fire. The PCs had to put the fire out for them, because they didn't
think of using sea water to put it out themselves. The name of the ship
is the _Storm_, and the captain ("pilot") looks and sounds an awful lot
like Robert Plant. It shouldn't take too much prodding before the PC's
start calling it the "Ship of Fools".... "Wolf in Sheep's Clothing" A demon (e.g. Cambion demon)
has taken the shape of a respected member of the community (using polymorph
self) and, masking his true alignment, shape and abilities, is slowly
spreading death and terror in the city. The PC's are hired (as special
agents by ??) to find the perpetrator and capture/kill them before it
gets even more out of control. The demon is able to change shape easily
and hence occasionally changes to take the form of one of its victims
to throw off the scent. Its sole purpose is to cause disruption and Chaos
(or was it brought here by someone for other reasons and escaped or was
turned loose ?). "Curse of the Incontinent Dragon" The party ventures
into a small town after their latest expedition, only to find that the
towsfolk are in an uproar. The mayor tells the party about the "cursed
beast of darkness" which rises from its burrows to the north and flies
over the hapless village dropping flaming missles from his bowels. As
the players pass by the mayor's house, they note the gruesome stench.
Gobs of acid-spitting larvae still snake through the burnt ruins. To
make a long story short, the witch of the wyrmwoods which surround the
village has cast a curse upon the foul dragon who used to be a nature
loving and solitary beast. Now, in his incontinence, he regards the town
as his private toilet. Furthermore, the curse has also reduced his intelligence
by, oh say, 15 points perhaps. "Aww... duh... you mean you know ahh...
I wasn' a 'spose to poop der... dahhhh!" There's a logging town nearby that, all of a sudden,
starts spending money like there's no tomorrow. They go from a little
frontier town to a place like
in
a matter of months. The players should be "just passing through", and
notice this large change. They pass a bard that tells of the eighth murder
in the town in a month. What's really going on is that someone with tons
of money is having the loggers clear-cut the forest the logging town
is near. Unfortunately, the forest has a guardian (a dragon) that is
a bit fanatical and unscrupulous in his guardianship; to scare the loggers
into ceasing from clear-cutting the forest, he hires some assassin/terrorists
to kill random loggers in the city. The players' mission, should they
choose to accept it, is to stop this situation from escalating any further.
This adventure is best for a party of low-level fantasy
characters. A mage has managed to control an Ice Lizard (a la Fiend Folio),
and uses it to his own ends. In my case, kidnapping a sage. The trick:
it can appear to be a white dragon. Thus, the adventure seems very scary
indeed from the all the dragon rumours surrounding the kidnapping, but
Ice Lizards aren't even pale shadows of real dragons. So, it's exciting,
but manageable for low power parties. Eventually, the party may figure
out that it's not a real dragon and gain confidence to attack it (if they
were too cautious). The final showdown is between the party, and the low
level mage and his pet. For extra excitement, add a few minions, some traps
in the lair, etc. Naturally, the lure doesn't have to be a kidnapped sage,
it could be rumours of dragon raids, a fair maiden kidnapping, or whatever
you please.
The party finds a book, a second copy of a book they
have or have seen before, or can look at. On reading and/or close examination
they find that the new copy has an extra passage/paragraph detailing where
the famous hero/ine was buried/trapped. The book could be a history of
the land, a tale of brave deeds etc. No other copies of the book have this
passage, wise persons who are familiar witht the work can't recall the
passage in anything they've read (but maybe someone will partially confirm
the rumor...). Once they get there there are a few options (in order of
time consumption increasing concerning the book): -The place exists but
is uninteresting -The place doesn't exist (could take the party a long
time to believe you) -The place exists, but people tell the party it doesn't
-The place doesn't exist, but people say it does -The place exists but
it's somewhere else -The place exists, but it's a trap by the scribes who
confirmed its existence for you.
The party is hired to transport scrolls to a temple
in the hills, far from their hometown. They arrive in town, and discover
that some townsfolk have disappeared. They meet the high priest, deliver
the goods, and are prepared to leave, when they find the body of the high
priest somewhere in town. It seems a small band of doppelgangers have uncovered
a lead to a magic item/relic that is buried beneath the tombs under the
temple. The scrolls provide information of some sort the doppelgangers
need to get to the item. The missing people are being used as slaves to
dig beneath the tombs (which of course are full of nasties). The final
scene should be between the head doppelganger and his cronies just as the
item is unearthed. I've kept the details out of the description, because
a lot of the stuff (like what's in the scroll) can be campaign-dependent.
But if the players are perceptive/paranoid, they might blow this into a
full-blown campaign: Did their employer know the high priest was a doppelganger?
Is there a conspiracy to get doppelgangers into power in the human world?
In a big classy town that the
PC's have reason to go to every once in a while (I have it set in
a city near a paladin training center) is an even classier restaurant
called Chez Ralph. It's about as nice a restaurant as you could possibly
have. Waiters check on you every minute or so, there's a string quartet
playing in the background, and glasses of water ("Mineral water, imported from halfway around the world" is
what they tell you, and they're telling the truth) cost around 20
gp. Besides being a wonderful place to have players dump some cash,
it's also Soap Opera City. The bizarrest people show up there, at
the same time the PCs are there - but since nobody wants to make
a scene, the whole feeling is very tense. Old girlfriends, major
enemies, spies, polymorphed dragons, you name it, end up eating there
- and usually with each other. This requires a lot of continuity
in the game. Most games couldn't support the type of background and
tension Chez Ralph requires. You need long-term NPCs that the PCs
have come to hate - and put them here, where you just can't DO anything
about them!
"Tower Snatch" A mage returns home after 1 year away
and finds that someone has taken over his tower in the city. He wants it
back and hires the PCs to reclaim it. He can supply maps etc of what it
was like when he owned it (but someone may have moved "Walls of Stone" and
placed whole new trap areas etc). The PC's can keep anything in the tower
which is not specifically his (of course he can claim anything interesting
and they won't know) and a cash reward. No-one knows who has it but he
suspects someone respected in the community, hence the attack must be
done fairly quietly so as not to warn the current possessor (the mage
can prove that he is the owner however, he is not setting them up - unless
you want this to happen). The tower is appropriately trapped and guarded,
mostly with the expectation of killing the mage who owns it when he tries
to return. The guards and traps are there to kill (not capture) anyone
breaking in. City guards etc will not take sides unless the conflict
ends up outside the tower.
This is a non-linear adventure, good as a sideline
for whenever the PC's happen to be home. The PC's are based in a large
city. The city is basically composed of three sectors. Two of which are
virtually lawless and the other is extremely well controlled. The law portion
is extending outward and slowly taking over the other two sections. A faction
war is taking place in the city. There are two opposing forces at war with
each other (it could be a peasant/slave revolt, or a religious purge, or
a supernatural invasion, or whatever.) The war expands steadily, more and
more groups getting dragged into it and being forced to choose sides. An
interesting twist would be for 2 groups that 2 different PC's belong be
on different sides. Great chance for roleplaying here! The war could develop
while the PCs are away, and upon return they get the opportunity to jump
in. Think of it, the politics! The adventure! The intrigue! The danger!
The chance to be hunted by one of the most powerful groups in the city/county/country/kingdom!
"Gamma World" An item has been
stolen from a temple/mage/lord etc, the thieves trailed to a portal
leading to an unknown plane/realm. The PC's are hired to follow and
retrieve the item and/or scout the realm. The realm escaped to is
from the Gamma World game. Several thousand years after an atomic
war, patches of technology still exist. Most survivors are animal
and/or human mutants and have a mix of equipment. Laser pistols,
bow and arrows, smart missiles, swords, armalite rifles, battle axes,
war robots etc. Survivors are TOUGH and many have physical and/or
mental mutations, as the weak ones have already died out. Several
technological installations still exist, guarded by robots etc. PCs
must trace the item, find the current owners, retrieve the item and
return before radiation traces in the atmosphere slowly kill them.
(Optionally, the portal is now set so that it can only be used by
someone carrying the stolen item, hence stopping the PC's escaping
or more raiders coming through). Equipment bought back may or may not
work. PCs with laser pistols, rocket launchers and mini-tanks are
worrying in fantasy worlds.
A plot for a Paranoia campaign:
A Death Leopard Head Honcho decides to run a scam on the First Church
of Christ Computer Programmer. Her theology is fairly limited: "Jesus H. Christ" stands for J. HARLEY
C., and Harley is the 3rd person in the Trinity. Jesus said "Have Fun!",
and Harley shows us HOW to have fun. As the prophet of the Lord, she begins
convincing lower Church members of the truth (her Death Leopard handle
is Son of David, which she changes to Son-U-David for missionary purposes,
and which also allows a handy link to Harley). The main mission consists
of forming a rock group where she and her lieutenants take on yet more
persona as ELL's Angels (Gabr-I-ELL, Raph-I-ELL, Mike-I-ELL and Ur-I-ELL)
and give impromtu concerts to the Infrareds, inciting all 30 000 of them
in the sector to "Have Fun!" She proposes a link between the Church and
Death Leopard, which shall be called the First Church of Harley Games
Progammer. It is a vital, yet little understood (especially by her) part
of her thelogy that Jeremiah was a bullfrog. Troubleshooters should be
inserted, perhaps as agents for the high Church officals in Internal
Security, who may or may not have varying degrees of certainty on how
heretical all this is. Of course, if the Troublesootters are IntSec,
they have a good chance of being Church themselves, and may get caught
up in the low clearance revivalist atmosphere...
The party has just cleaned out some ex-mage's compound.
In the scenario I was working with, the party had found a virgin ring of
spell- storing and some matched jewelry, but just about any similar high-power
magic would be useful as a set-up. The party is resting from their endeavors
when a well-dressed person comes to find them at their current quarters.
He is an emissary from a high-level noble of a nearby country. He asks
if the party is the one that cleared out the mage's quarters. If the party
denies it, he produces proof. After the identification, the emissary asks
if they have the magic item. He explains that the item belongs to his master,
it was commissioned and paid for. He demands the item and offers little
or no (DM's choice as necessary to provoke the party) reward. When the
party refuses the emissary explains that by the laws of the country he
comes from the item belongs to his master and they must return it to him.
If the party still refuses, the emmisary declares them outlaw (something
most countries ignore) from his country. Whenever life is getting boring
after that, send an assassin or two or maybe thieves to steal the desired
item after the party. If the party tries to go after the noble they will
have the difficulty of manuvering in a country where they are outlaws.
The whole setup provides a good hook for several other plots and can be
used to cause havok wherever the PC's go.
The group has come to a city of which half has been
taken over by orcs. The humans still control the other half. This stalemate
has lasted for approximately 2 weeks with occasional border penetrations
by each side into the opposing half (guerilla raids, party loves 'em, 2sp/head!).
But things have changed for the better/worse. An army from the north, in
an attempt to make good on the city/kingdom's problems, has sailed into
town. They wiped out the mercenaries guild (the only opposing force) and
stated that all people were now citizens of the new empire and they would
be rid of the orc menace within two weeks. Everyone has been drafted into
the militia. What is really bizarre about the army is that it consists
of all sorts of races (human, elf, 1/2 elf, etc), all speak a common tongue,
they are VERY well organized yet are individuals. (Everyone has personal
weapons, armor, etc.) The party can decide what to do. They may not like
the idea of being drafted into the militia to be used as fodder (for an
empire they don't belong to) to rid the town (that they are only visiting)
of the menace. However, it WILL provide for some good roleplaying trying
to explain to the new invaders why the group should (or rather wants) to
remain together. The plus is that after the orcs are gone, the militia
wil be disbanded (or so the invaders say) and the members will be free
to go on their way as citizens of the new empire (more lands to visit).
The other bonus is that the party may be able to get ahold of a little
of the recaptured territory.
"Acquainted With the Night" A
group of players *start* by discovering that one of their friends
has been bitten by a vampire. They follow through the entire process,
possibly killing their friend once he/she has risen again, probably
hunting down the vampire that bit their friend. Happy ending. Then
the vampire community seeks retribution. Yes, it was clumsy of the
vampire to get caught, but it's not the place of the herd to exact
justice on the vampires. The complexity of this scenario depends
upon how you imagine the entire supernatural community. One possible
idea is that vampires -- the cool manipulative Undead -- just don't exist.
Vampires are mindless creatures which reek of clotted blood and which
fixate on their families because those are the strongest memories
left. A vampire is what happens to someone who dies of a ghoul- bite.
(Doesn't happen often because ghouls don't usually bite live people.
NOTE: these are obviously not _Vampire: The Masquerade_ ghouls.)
The image of the vampire is the result of a plot between the ghouls
and the werewolves: they wanted a patently false supernatural image
that would distract attention from themselves. In this case, the
PCs are under attack because they have a sample vampire to look at
and modern science may discover the connection. If you're running
_Vampire: The Masquerade_, then the PCs are initiated by a Sire for their
own protection. The Sire has some long- standing grievance against the
Sire of the clumsy vampire, or has some ideological conflict with those
who would kill the PCs.
"Dandelion Party" North America is balkanized, split
into twelve smaller countries, most of which call themselves the United
States of America (except for two which call themselves Canada and one
Quebec). Teleporting aliens (the Dandelions) have discovered Earth, which
means that the other races of the interstellar Confederation have found
us. All trade agreements are tentative and depend upon Earth's acceptance
into the Confederation. We are engaging in an exchange of art objects (yeah,
I know I stole this from _Doorways In The Sand_), and Earth seems to have
lost one of the alien artifacts. [When I ran this, it was a "pure" AI
they lost; a wirehead had accidentally jacked it into the world network.
Choice of artifact depends upon how the artifact was lost (by accident
or not) and who is after it.] Each country wants to be the one to find
it. [Country of choice], which had the artifact when it disappeared,
doesn't want the news to get out, though all the security services know
about it. A subgroup of carnivorous aliens don't want the humans to find
it. Alien motivation: Humans may make amusing game or food animals, but
it's not practical to ship them across interstellar space. However, if
humans fail to make it into the Confederation, the aliens can bid on
copyright to human DNA, producing clones for whatever purposes they want.
[Intelligent species own their own copyrights.] Aliens may also have
internecine struggles. The characters could be innocent bystanders, diplomats,
detectives, police officers, spies for the L-5 colonies, ninjas, yakuza...
"Not All Be Changed" Superheroes
seem to form their own communities, their own strata in society.
Given that some of these people have the power of a nuclear bomb,
it's understandable that certain espionage, police, and security
agencies would want a mole in the superhero community. The easiest
types of supers for a non-super agent type to simulate are martial
artist-gadgeteers and armoured-suit guys. (Actually, the agency may
not have the budget for a *really good* armoured suit; I ran it with
a martial-artist gadgeteer as the mole.) And having a secret ID is a
good excuse for wandering off at odd times (and making reports to
superiors). The problem begins when the mole goes native. He forgets
about making reports, he forgets about his loyalties, he's just caught
up in the entire experience of being one of the Good Guys and thumping
the Mauve Marauder. He ignores a recall order, so the Agency sends
people in to collect him. The PC's can be the agents sent to collect
the mole, or they can be other supers, who are helping to defend
the mole without knowing quite what's going on. If you need to make
things more confusing, there's the fact that he's been recalled because
his ID has become known to *other* Agencies, and they want to capture
him (in the guise of a supervillain, perhaps) and wring his brains
about that little escapade in Bangkok four years ago, or the defection
of Gyorgi Dimitrov, or whatever suits your political inclinations.
For a mostly non-human party:
The party is approached by an elf. He explains the following situation:
His nephew (niece, whatever) was visiting some relatives a ways away,
and during the travel home was "invited" to
stay with a human lord. The lord sent a message that he wanted to arrange
a "lease" of some territory for his brother to hold for (say) 30 years
or so. The elves are very aware that such "leases" nearly always end
up being permanent. They wish to secure the return of their relative,
without allowing the lease. By their standards the health of their relative
is more important than the relatively small lease, but they cannot act
directly as the lord is on the other side of a neighboring humano-centric
country. An elven force large enough to take the relative back would
have to fight its way there and break long-standing peace treaties and
probably start a war. So they want someone to act in stealth for them,
they cannot provide any security outside their own country. The party's
job, should they accept it, is to find the relative, break it free and
return to the elven territory... without causing an inter-racial incident
in the process. The lord's holding should be strong enough that a direct
attack by the PC's is suicide. Be prepared to have the party try several
different methods. Some twists possible: The elf is a mage, but has lost/used
up all his spells and the lord has his spell-book hidden. The elf is
drugged and won't cooperate. The elf is forced by a magical curse to
stay near the lord's castle. A member of the elf's retinue is a traitor
and tries to interfere with the party in non-obvious ways..... (traitor
is a polymorphed human?)
"Make Judgement by Their Rules" A
starship receives a distress signal from a cold-sleep colony ship
launched X years before, to an unexplored section of space. When
they arrive, they discover that the entire colony ship is under the
death sentence (or has already been killed) because a native killed
one of the colony ship's scouts. The reason was that the scout violated . You may up the stakes by leaving the entire colony ship,
still in cold sleep, in orbit, and the captain apparently committed suicide.
The scenario is a mystery: why do *we* get punished for *them* killing
us? *Why* did they kill us? The crew of the starship is soon under the
same death penalty. Evidence shows that the scout had a slight xenophobia--("Well
within bounds, though--he was a scout, after all.") The aliens happen
to be horned hominids, vaguely Satanic looking. Further examination shows
that the scout also had a strongly religious background. Eventually,
peculiarities in the alien culture are explained when it's discovered
that they are telepathic in some ways, and that is *Privacy*. Or maybe *Aggravated Mental
Assault*. The scout didn't have the decency to keep his/her emotions under
control, the alien picked them up and broadcast them back, and *voila*
positive feedback cycle wherein the alien was tougher than the human, and
won the fight. This scenario depends upon a universe where telepathy is
not impossible but is also not present among any of the players and probably
not common or reliable in player space. I've never run it because I haven't
had any brilliant thoughts about a society created by graminivorous telepaths.
"Sword Of Kadorn" An introductory fantasy adventure.
Players are a group of village adolescents who have discovered a Sword
of Power. The local lord responsibly decides that it should be sent to
the capital, where they have mages who would understand such a thing, and
since the PC's are not needed between spring shearing and harvest, the
lord sends them with an advisor (village hedge-wizard, old man-at-arms,
family retainer, whatever). The sword has chosen one of the PCs as its
carrier. Beyond the simple journey to the capital is the fact that the
sword has its own agenda. Possibilities include: -The sword was created
to kill a particular ethnic group in a war; that ethnic group subsequently
won the war, and it turns out that all the PC's but the chosen carrier
are descended in some way from that ethnic group. Over the course of the
journey, that PC argues with the sword over whether or not the other PC's
should be killed. (PC: "It will be rather a long fight if I have to kill
everyone in the province" SWORD: "But the glorious fight will at last be
won!") -The sword is a Lawful Good sword created a millennium ago, when
morals were considerably different. *It* wants to encourage the kind
of behaviour that it believes is good, probably rough eye-for-an-eye
justice that is frowned upon in most civilized societies. -The sword
is a weapon to be used in an upcoming Apocalyptic War between Good and
Evil (tm) and is searching for the best Hero (tm) for the war. In this
case, the PC's are simply a vehicle for it to get to the capital. It
may have magical abilities that keep the PC's alive during the early
parts of the journey, but after it leaves them, they must learn to live
without it.
(This is an entire campaign, and begins with 1st
level chars that have never met each other.) Each PC is doing normal, everyday
things (sword practice, study, drinking, etc) when he is arrested by the
city police (knocked unconcious if they do not go peacefully). The PC's
all end up in the same jail cell. The next day, they are brought to trial
for the murder of some important official. They are convicted and sentenced
to burn tomorrow. They are returned to their cell (stripped of all equipment)
to await their execution. The PC's have at least two escape paths: (more,
if they're creative) 1) If they carefully search the cell, they can find
a loose stone under a cot (everyone gets a 'concealed doors' roll) (and
if they look, they will eventually find it: the odds are in their favor,
if there are more than a few PC's). By falling through, they can drop into
sewers, float to the exit, batter away the grate, and they are free. 2)
Have a mage do something to the single guard (charm comes to mind immediately)
Once they are out, they must flee the city (if they try to stay, tell them
the police have noticed their escape, and are beginning a house-to- house
search. This information could come from a bartender or similar person.)
They may wish to steal some equipment, or maybe a friend will provide them
with weapons, urging them to run. The PC's can travel either to the ocean
(if they can capture a small vessel) or to the unexplored mountainous regions.
There, they can gain experience and hide until they are ready to return,
and find out who framed them for the murder. (It was the judge, or maybe
another politician. After killing the victim, he planted evidence pointing
to the PC's. The PC's may have been political opponents of him, or just
randomly chosen.)
"Double-Cross" The PC's are hired to retrieve a family
heirloom which was stolen from the family 5 years ago. The family has just
found who now has the heirloom and want the PC's to steal it back. The
current owner is the original thief and is an accepted member of the community
(probably not Lawful Good but not CE either). The theft must be done quietly
so as not to attract attention as the familiy would lose social esteem
if it was known that the object had been lost i.e. no questions asked in
town etc. The current owner has a normal house with normal traps and precautions
to protect this type of treasure, plus whatever skills or guards are required.
After the theft has been performed, the object handed over and the PC's
are still congratulating themselves on a job well done, reward posters
go up around town for the return of the object, the thieves wanted dead
or alive or the object returned and no questions asked. The PC's have been
suckered, the object has ALWAYS belonged to the person they stole it from
and they are forced to either flee the area (never to return), or to get
it back again from the person they originally stole it for (probably a
member of the local Thieves' Guild or similiar). The preferred method is
to lead them toward stealing it back again (if they can break into the
thieves' guild etc) as there are no other safe alternatives. If they are
captured, no-one will believe them unless the PC's pay for a cleric to "Detect
Lie" (very expensive under the circumstances) and no-one will mind if
they are accidently killed while trying to retrieve the object. Last
time I did this the object was a diamond tiara and used in royal coronations
(one of which was due in 2 months). Nearly brought the whole political
structure down.
"Time War" An experimenting Cleric/Mage has opened
a portal to another realm. Accidently this corresponded with an experiment
in a modern-day underground military base which is performing a physics
experiment on time/space. A trans-Time/dimensional portal is formed, both
attuned to each other such that neither can be closed until both are closed
simultaneously. Meanwhile, a military scouting party of Rambo types have
passed through and are exploring the AD&D area (walky talkies, hand grenades,
sub-machine guns and pistols, hand-to-hand combat etc). They don't believe
what they've ended up in (save vs illusions and mind- affecting spells
at +4) and are taking prisoners of anyone who can give information on
the situation. Problem 1: Stop the scouting party (including retrieving
their gear if possible). Problem 2: Find what equipment is needed to
close both portals simultaneously - sages can probably help with this
- and get the required equipment. (I used a Redeye missile and Staff
of power, both of which were in the possession of a Barghest on the plane
of Gehenna). Problem 3: Go through the portal to the Underground base,
find the source controlling the portal, and get control of the area.
The guards are the (US ?) army equiped with modern gear, but the primary
security structure is to block access to the experimental area, rather
than the area itself. Problem 4: Destroy both portals simultaneously.
For example, fire the missile into controlling computer complex, while
simultaneously breaking (retributive strike) the Staff of Power at the
fantasy-side entrance to the portal. Then get the surviving PC's from
the underground base to their home realm (either use plane shifting magic
or have a time delay on the portal destruction).
The elderly Lord of a small adventuring
town was found missing from his home a after a visit from some strange
men. The man's family determines that he has been kidnapped and hires
the PC's to find him. The PC's, following various clues, find the
man, and, after a bit of a fight with Kenku and (some other bird
race) the Kenku call for a truce. They say they were hired to kidnapped
the man and the person who hired them has not shown up with their
money. They want no more trouble with the PC's and hand over the
old man. So far, so good. What the PC's don't know is that the 'man'
they take back is actually the Kenku leader, shape-changed into the
old lord's appearance. The Kenku were able to use magic (my version
allow them to be up to 3rd level mages) to ESP and CHARM the lord
into telling them about his home, servants and treasure. All goes
well until a few days after the PC's return the 'lord'. It seems that
most of the servants have been fired, guard captains dismissed for
failing in their duties, etc. In other words, the 'lord' is clearing
the castle of any who could recognize a difference in him. His family
(if any - in my campaign there was a granddaughter set off to a nunnery
and a son who was locked in the dungeon for treason - he was blamed
for the kidnapping!!) have been done away with and most of the loyal
servants/guards are gone. The 'lord' has hired new 'people'; more
Kenku coming in as advisors, guards, etc. Once this was done, they
began cleaning out the castle treasury. Needless to say, the PC's
will be curious, and the townsfolk furious. The 'lord' has diverted
all monies to his "new and worthwhile projects" while neglecting
the town and allowing things to decay. In the meantime, servants (Kenku)
are looking for a ship (with a captain that would not ask questions)
to come to the castle's dock during the night. This does not go unnoticed
by the PC's. It all comes down to the Kenku, loading the castle treasure
into the ship, and in the midst of this, the PC's come in and battle
the Kenku and their mercenaries. They may also find the true lord
and his son in the castle dungeon.
The PC's, after wandering into
the nearest town for some R&R, suddenly find themselves drafted into an expeditionary army as
a scouting party or even a small, *expendable* unit with an NPC leader.
The pay is a little money plus food and any necessary clothing. If you
want to be nice, you may assign the PC's horses, if they don't have any.
As a scouting party, the PC's don't have to travel with the main force
of the army, which gets rid of the possibility of *huge* battles. At this
point the PC's have several options: -Join the army (possibly in anticipation
of relieving the kingdom's enemies of unnecessary wealth) -Play draft dodger
and be chased by an elite group of warriors (plus MU's and clerics, if
you want to get nasty) -Pretend to join and desert at first opportunity
(this would tend to rocket the PC's to the top of the local "10 Most Wanted" list).
Any way they choose, you can follow up with new ideas or just adjust
the outcome so they wind up back in the army. The overall goal of the
army is up to you. Whether it is to rescue a princess, lend aid to a
besieged town or outpost, explore uncharted territory, or even to defeat
an opposing army, the PC's need not participate in any large-scale battles.
The job of scouting gives many opportunities for encounters. Wilderness
encounters, encounters with enemy forces, a ruined temple, or a castle
or two, are just some of the things that can be encountered. Nature itself
can provide lots of good role-playing opportunities. For example, do
you make the dangerous trek over the mountains or go around? How are
you going to cross that rain-swollen river? The possibilities are endless.
The total outcome of the whole campaign can also be the basis for another
adventure. What happens if the army is defeated or routed? Do the PC's
try to carry on and compete the mission? What will the PC's do when they
find themselves stranded deep in hostile territory or deep in an uncharted
wilderness? If the campaign is successful, will the PC's be tempted to
split up by being promoted to higher positions in the military? Will
the PC's distinguish themselves and become heroes or celebrities? Will
they fail and be looked on as traitors and criminals? The rewards can
be great and so can the risks.
Baron Harksheen requests an audience
with the adventurers. Background checks will reveal very little is
known about this baron. The local vassal is named G'caird, and is
a duke. G'caird has never heard of Harksheen. Harksheen castle is
rather remote, to say the least. If asked, Harksheen will relate
a story about saving the life of one of the kings' children several
years ago, and how he received this barony quite by surprise some
years later. If the party asks too many questions, they may be imprisoned
in the baron's dungeons. The baron has 15 men at arms, and can command
the skeletons which inhabit all of the numerous suits of armor displayed
in the great hall. (Note that this armor gives the skeletons much better
than normal defenses and weapons.) If the party notices the skeletons
in the armor, the baron will claim they are the remains of the great
warriors who died in the armor. The Baron's story is that he would
like to obtain a certain suit of armor that has fallen out of sight.
He has uncovered some clues (which he will be glad to show any mages
in the group), that indicate that the armor, called "The Hide of Harker",
was interred with the remains of one Keforid, apparently a priest
of some sort. The Baron would like to commission the party to recover
the armor, will provide escort and livestock, and allow the party
to keep all other booty. The Baron's real name is Harker, he's a
demon. The armor was once his hide. Besides the defenses of the armor,
and the fact that it is nearly weightless, it has the following abilities:
Telepathy with Harker, sense danger, protection from cold. If Harker
is killed, the telepathy converts to a sort of scrying from his skull.
Without it, he is pretty weak, but if he gets his hands on it (or
rather, the other way 'round), look out. He will warn the party that
the armor is cursed, and to be careful not to wear it. (It isn't
cursed per se, but with it's special abilities, wearing it might
be a tip off.) The real reason Harksheen won't go after the armor
himself is that the Wraith wearing the armor would know what he was
going to do next and would be an extremely formidable opponent. If
the party looks closely at the warrior statue in the crypt, they'll
notice that the base of the statue is a defeated demon who looks
a lot like the Baron. One of the Tapestries depicts the skinning
of the demon.
This plot can be used to get the party together.
During the last few weeks, the characters have been hearing rumors of bandit
raids on caravans travelling the road. These raids are carried out against fairly large and well protected
caravans, indicating a well prepared and large group of bandits. Regular
travellers are almost never bothered. (Note: In my campaign, this is set
in a largely agricultural area. Locals aren't worth it). In addition to
the caravan raids, several minor officials and merchants have been kidnapped
and ransomed. The bandits are well informed, leading the local authorities
to believe they may have an informant in their midst. Also a local minor
cleric of the temple of has vanished without
a trace. Some member of the party is contacted by the local government's
intelligence organization (preferably one that makes sense. I have a rogue/spy/courier
in my group). They are tasked with gathering a group of adventurers to
scout out the bandits and locate their lair. They are not to engage the
bandits, as the city government is planning a full scale attack. They are
also given some appropriate amount of money to give the characters incentive.
The group gathered is not to know they are working for the local government.
Let the player devise a cover story. At the same time, a cleric/paladin
character (hopefully of the same temple as the one above) is contacted
by the head of their order, and instructed to find out what happened to
the vanished cleric. For a more twisted plot, have a party thief in the
group be contacted by the local guild, and told about a supposed government
expedition to find the bandits. Instruct the player to join the party and
sidetrack/stop them if possible. Behind the scenes, the bandits are actually
not as powerful as it seems. It just so happens that the band's wizard
has developed/found a more powerful version of the sleep spell, which allows
the bandits to gain a great initial advantage. Furthermore, they are working
with the local thieves' guild to plan their attacks and are sharing the
profits with the guild. In return, the guild provides information and fences
goods for the bandits. The thieves' guild would be most upset if their
safe and profitable arrangement is disturbed.
(This is played as semi-serious
comedy and is a good way to lighten PC's of extra equipment, normal
and magic e.g. armour, swords, potions, etc) The PC's hear rumours
of a Dragon down the coast, not far (30 miles) from the village through
which they are currently passing. The local council can't afford
to pay anyone to get rid of it but it's been a pest to all the local
fishermen for years. (It used to be worse but has been a bit quieter
for the last 15 years). The PC's will be heros and a small reward
may be found. The Dragon is actually Puff the Magic Dragon (from
the song for anyone who knows it) and was drawn into this realm from
the dimension of Dreams by a young boy's imagination (young Jacky Papers).
They always used to play together terrorising pirate ships (fishing boats)
etc until Jacky outgrew his boyhood "imaginary" friend. Puff has become
broken hearted with the loss of Jacky and just mopes around all day in
his cave (hidden in the mists of the coast). He is also a compulsive
coward, and the only valuables he possesses are those things he and Jacky
collected when Jacky was younger (balls of string, used pirate's flags,
blocks of sealing wax etc). Puff is a green dragon (nonstandard) with
a sonic breath weapon (his cry/wail) which shatters/disintegrates metal/crystal
etc within 40'-70' (save applies) and does appropriate damage to people
as suits the scenario. He can wail every 2nd round with NO limits and
will usually do so (he really is depressed). (This makes it hard for
fighters to do much to him unless they are lucky with their magical armour,
magical swords etc). At any time the PC's approach him he will be sobbing
gently. He is a huge Ancient Dragon of green color (NOT a Monster Manual
1 Green dragon), hit only by magic weapons and the tears he is crying
(every round) are actually large drops of acid (splash all within 20'
for damage as appropriate). If they hurt him much at all, he will try
to escape, still sobbing and wailing. Even when escaped, he will try
to stay close to his cave (Jacky's toys are there) unless it is too dangerous.
He will NEVER try to seriously hurt anyone! Any damage is incidental
and caused by crying. If the PC's try to talk to him, he will check to
see if Jacky is with them, then stop communicating, breaking into even
more heart-rending sobs (tears in all directions - splashing out to 40'
for 3 rounds). The preferred solution to all this, if they bother to
actually find out what's going on (the local sages/mages know and will
explain for a fee), is to either send Puff back to the realm of dreams
(extra adventure) or find Jacky Papers and reunite them (he is probably
that madman wandering the kingdom having lost his memory with a great
feeling of unease about dragons).
"Artifact Search" (This is based
in a world where some great despotic Wizard-kings used to rule before
the free races allied against them and collapsed their rule, some
time in the distant past.) Recently, a farmer in a rural area fell
into an underground cavern while hunting. Within the cavern are remnants
of a vanished culture with gleaming buildings and strange creatures
moving about on unknown errands. The farmer fled the scene immediately
but his stories soon spread, prompting several expeditions by locals
and greedy adventurers. The only person to return from these was
found dead outside a village in the area, clutching an object fashioned
of a strange crystal form. The area is now treated with caution and
fear. The mage who acquired the crystal form is now hiring a capable
group with the intentions of exploring further in search of greater treasures.
Options: 1) The item was actually an artifact from the Wizard Kings and
where there is one there should be others (Greed inspired). 2) The item
was a portion of an unknown artifact, the rest is desired (Interest and
fascination inspired). 3) The item is now known to have been the key
holding a major servant of the Wizard-Kings imprisoned. He/She/It
is now free and the PC's are required to capture/track/kill it. (Fear
and caution inspired). Maybe the servant knows where some of the
Wizard-kings are still alive, hiding in suspended animation or with
their souls held in a magical gem, waiting their moment of rebirth.
4) The item is actually a map to a hitherto hidden realm (in a magically
shielded valley or alternate dimension) where the cavern's inhabitants
have come from. They have been preparing themselves for a looting/slaving
expedition into this realm and must be stopped before they have a
chance to expand out of their cavern. (This sets up a possible major
campaign: first clean out the cavern area, then gain access to the
hidden and unknown realm and scout it, then find those who intend the
raiding expeditions etc and stop them). 5) The item is the key to
time-travel. The mage who has it wants to travel back to the time
of the Wizard-Kings, alter history so that the Wizard-Kings win and
rule with them over one of the realms. He intends to trick the PC's
to act as his advance guards and protectors and take them with him
to spoil the plans of the allied free people. (This would involve
lots of trickery and be sneaky to manage, as the players can't find
out what's going on until too late - at which point they will probably
want to stop him and go home again). 6) The object has given its
new master some great abilities and he now wants to use the powers
of the PC's to slowly build his personal power until he is able to
rule as the great Wizard-Kings ruled. (See 5).
In the far west, under a permanent
cloud, sits the Obsidian Castle. Twice it has protected some powerful
beings bid of domination of the world, twice is has been foiled.
But the Castle is patient, and is already nuturing the third, who
has already begun his march. The Castle is made of jet black obsidian,
each block is exactly the same size, mortared to the next with a
dull brown film, the blood of the victims sacrificed to build it.
Enchantment runs through the entire structure, oridinary weapons
can make no mark upon the walls. The castle is black - gloomy, and
horrific. Light cannot travel far within it - absorbed by the walls.
The floors within are pure black ebony, with no trace of light or
color. It's hard to breathe in the castle, though character never
seem to run out of air. The castle actively protects the Dark Lord.
It has a nearly infinite supply of glassy obsidian or ebony or black
granite guardians. Gargoyles guard the upper heights, razor-winged
obsidian bats range the great halls, the moat has no water but is
filled with delicately balanced sheets of razor-sharp glass that
would instantly shred anyone who fell within, even in armor, for
the points would find every gap and pierce the body within. The Castle
is the home and last redoubt of the Dark Lord. Your characters must
raise an army to defeat his orcs, ogres and trolls. They must forge
a treaty with the beings of the light and air - the eagles, the ki-rin
- to provide protection and cover against the Dark Lord's leather-winged
reptilian flyers. But the army is mere diversion - to get the players
into the Castle. Deep inside the bowels of the Castle is a room perhaps
100 feet wide and nearly as high, and paved with gold. The walls
are bright polished marble, hung with cloth-of-gold and studded with
endless tiny gems. The ceiling has an enormous crystal chandelier,
whose bright glow is nearly eclipsed by the six-foot-diameter gem
on a low dais in the middle of the room. The gem is a composite,
made of thousands of smaller gems, from fist-sized to tiny grains,
of every shape and kind. They are packed into a great sphere, facet-to-facet,
edge-to-edge, and the sphere is alive with light of every color in
the spectrum. Bolts of light flash from point to point within - tiny
dots in many colors swirl about inside. The evil spirit of the Castle
- its "brain" - dwells within.
No living being has ever entered this room - or even knows it exists, but
until the gem is destroyed, the Obsidian Castle will always rise again,
and new Dark Lords will threaten the world... Of course, you'll need to
work out a lot of details, but this idea should be good for three or four
campaigns before they figure out that is isn't "just another Dark Lord" but
the Castle itself that is the real enemy, and that destroying it is merely
a temporary setback. You'll need to decide who built it, and why, and when.
You'll need more monsters in the "broken glass" idiom - many people are
afraid of broken glass, it's a powerful symbol. Perhaps the Castle is
lit with black light torches - you can see, though all is black and dark,
and the flames rime the walls with frost and burn like frostbite...
"Large Hideous Monsters" Mostly huge, garishly colored
slimy monsters have overrun the Eastmarch. Refugees are crowding into
the city, and a large refugee camp by the north wall has been set up.
The Temple of Osiris is advertising for adventurers. The monsters are
all different. Even the occasionally recognizable monster is the wrong
color, and they're mostly very underpowered. One refugee has been celebrated
as a "Dragon Slayer", since he took out a huge, firebreathing beast with
one blow of his yard rake. The tale definitely grew in the telling, but
the man, "Lucky" Luke Sty-walker, former pig rancher, hasn't let it go
to his head. After all, after he killed the "Dragon", a giant slug ate
his house. On the other hand, there was the "killer bunny", that killed
6 sheepdogs and a wolf one night, right in the middle of town! It would
have probably continued the rampage, except that it started to melt at
sunrise (a Rarebit of luck, that.) Finding the source of these monsters
is the quest, obviously, and this is not too difficult a task, as long
as the adventurers don't get eaten. Nearly every monster has left a clear
and obvious trail. The trails all converge on a stream bed. Near the
headwater of the stream is a cave mouth. An idiot ogre couldn't miss
the fact that major traffic has issued from it. Inside the cave mouth
is a very standard set of caves, caverns and corridors, unique only in
the fact that all of the normally expected cave denizens are absent from,
or dead in, their lairs. One exception; the first side cave from the
entrance has a very dead 12' cavebear, and a very cute, and hungry, cavebear
cub (about 60 pounds). the cub is likely to attach itself to the first
adventurer that doesn't hurt it. Like most Ursines, it is omnivorous.
Monsters issue from the cave at about 5 per night (2d4/night), and come
into being at the narrow end of the large cavern. Some don't even survive
walking the length of the room, which provides the heartier monsters
with a much needed snack. None of the monsters can eat anything terrestrial.
Well, they can chew and swallow, but not derive sustenance. During the
12 phases of the creation, a light can be seen coming from "somewhere
else". Careful attention will reveal that this `light' seems to be coming
from a desk lamp. Also visible is a desk with a hunched- over "dwarf" in
outlandish garb (actually, it's a kid in a striped T- shirt). Anyone
stepping into the circle of light will be transported into a 12'x15'
basement room filled with strange and wonderous objects, most of which
will not function properly if brought back to the "real world" On the
desk are the kid's `lucky dice', which are powerful magic items, and
radiate magic strongly (noticed on 11-, 8- by spellcasters). These dice
create monsters if rolled 12 times. The monsters appear in whichever
universe the dice are NOT in. the Dice can be easily destroyed in either
plane, but that destruction will close the trans-dimensional door that
is in the basement behind the desk (which is also obvious to most adventurers.)
While the door is open, anyone leaving the room will be transported to
their own world. Also, magic and technology both work in the basement
room only (and in the cave). On a hill near the characters' home village once stood
a proud castle. About forty years ago a mage resident there summoned
up something he couldn't handle, and it pretty much trashed the place.
The castle consists now of the ruins of the outer towers and gatehouse,
about twelve towers in all, only a couple of which have even part of
a roof, six inner towers (including the inner gatehouse) most of which
are in very much disrepair, and the inner keep, which is mostly collapsed.
Most of the castle walls are also torn down, and the moat is overgrown
as well. Under the main keep is a cellar (about three rooms worth.) All
of the wooden buildings, interior wood etc. was burned. The place is
rumored to be haunted, about twenty years ago old Fred went there and
never was the same since. The players recently found out that the guy
that built the castle had placed a mcguffin under the floor stones in
each of the towers, and a large one under the keep. (The mcguffin is
some sort of enchanted jewel that was supposed to keep the castle from
harm or something. In practice, any enchantment has long worn off, but
the jewels should be worth whatever is an appropriate amount in your
campaign.) The players are the only people (that they know of) with this
information, perhaps they found it in a letter used as a bookmark in
an old book. You should stock the castle mostly with animal, or animal-like
monsters. Perhaps one tower is home to a couple of giant beetles, another
has some feral cats, another has some snakes. A group of brigands that
operates in this neighborhood uses one of the more intact towers as a
camp, perhaps they have hidden some treasure under it, perhaps several
of them are there. An old crone lives in one of the towers, free rent
you see. She makes healing poultices (herbal gunk etc.) for the brigands
in return for food. Treat her as a second level MU with a charm person
spell. You might, if you like, put a more "real" monster in the main
keep, perhaps some sort of sentinel creature (ex. a water weird, one
of the really minor devils etc.). Wandering monsters. Write up a wandering
monster chart. Some of the entries should be true wandering things such
as passing birds, cows etc. Most of them should be the inhabitants of
the towers. For example: 1. 3 of the cats from tower #1 (night only)
2. The old crone gathering herbs (day only) 3. 1d6 of the giant rats
from tower #7 (night only) 4. A brigand patrol (details omitted). If
there are currently no brigands, they are going to their camp in tower
#9. If there are brigands in the camp, roll a d6, on a 1-3 they are going
to the camp, on a roll of 4-6 the brigands in the camp leave etc. Should
the party go home before clearing out the tower, feel free to replace
any slain monsters with others, especially if some time has elapsed.
For instance, now that the large snake has left, a weasel family has
made their home in the moat. The brigands will not always be there, sometimes
there may be as many as (more than the party can handle) planning a raid
somewhere. Be sure to indicate signs of some of the animals, things like
droppings, meal remains, shed carapaces etc. The brigands are not all
that neat, there might be signs that they are around such as the tower
that they use as an outhouse, a pile of cow bones, a copper penny with
a recent date, a torn but unrotted rag etc. "Survival" This module is currently designed for 4-6
players of first and second level, with about 5 to 7 total levels in
the party. It provides a way for the party to meet without resorting
to the trite "you're in a bar" scenario. The geographic setting is the
northern plains of a continent with a cool to cold climate during the
autumn season. The party begins in a country on the human side of a human/demihuman
border. The demihumans in question can be either Goblins and Orcs or
Goblins and Hobgoblins. The winter storms are expected to start sometime
in the next 4 to 6 weeks, which will close down the commonly used trade
routes through the mountainous plains to the northeast. Each character,
except thieves, starts as a merchant, messenger, or mercenary guard in
a large caravan heading to another city further north. The winter seems
to be setting in early and the caravan master wants to leave the city
as soon as possible, due to a "special" package that a local temple has
given into his care. The cleric(s) in the party are sent to "guard" this
package. The fighters are mercenaries hired to guard the caravan on its
seven to eight day journey, and the magic users are merchants (based
on their nonweapon proficiencies) along for the ride. During the first
three to four days it becomes obvious to the fighters that the caravan
master is taking a less traveled route (which is faster and dangerous)
due to the package. On the fourth night, a group of thieves (some of
which are PC's) from the main town catch up with the caravan, and plan
to steal the package and ransom it back to the temple. While the attempt
is in progress, the camp is attacked by a horde of the demihumans which
results in the eventual disabling of all the PC's. The PC's awaken (roughly
at the same time) with 1 HP, no equipment, money, food, or water, in
the middle of a wrecked camp. The PC's must "introduce" themselves, leading
to a possible confrontation with the thief character(s), since no one
knows who they are or where they are from. They must then gather what
equipment they can find and attempt to make it back to civilization and
SURVIVE. The obvious choice is to press onward toward the original destination.
Unknown to the party, the demihumans' camp is nearby. It is the only
source of food and water for miles in the surrounding terrain. The party
should stumble upon a patrol, and gain some additional items. From here
they can disguise themselves to gain access to the camp and possibly
steal food, water, and possibly horses. When the party finds the camp,
they discover it is actually the ruins of an ancient fortress. Several
questions come up: Who is leading this company of bandits? What is their
purpose? Are they a threat (to the greater civilization)? The party may
investigate these questions. If they do, several options exist for the
adventure from this point. Do they try and defeat the leaders? Reconnoiter
to gather more information to answer some of the above questions? Try
and find the treasure trove? Run? As they investigate the ruined fortress,
they gain the opportunity to do all of the above and more. The dungeon
also provides opportunities to introduce replacements for characters
who may have died. The adventure concludes with the PC's leaving the
demihuman camp and finishing the 2 to 3 day trek to civilization on foot,
leaving the bandits intact for a second adventure. The background is that one of the characters in the campaign,
has some major bodily damage, beyond the capabilities of the party to
heal. They rush him to town to find a healer. The healer heals the character,
but tells the party that it is only temporary. He says that the character
will need the application of a special herb to make the healing permanent.
The healer tells the party how to find a Druid whom he knows for the
whereabouts of the herb. The party is able to get the Druid to agree
to accompany them. The Druid knows the general area in which the herb
grows. Finding the herb is not a guarantee. After a trip taking several
days into the outback, and approximately one day of unsuccessful searching
for the herb, the party has an encounter with a group of orcs. (Party
ambushes orcs, orcs ambush party, whatever). When searched, at least
one of the orcs will have a small quanity of herb on his person. If all
the orcs are dead the party will be able to track the orcs to their 'lair'.
If one is alive, he will bring the party to the 'lair' if threatened.
If asked about the herb, the orc is not aware that it is anything special.
(The orcs gather quantities of the herb and use it as a narcotic and
are unaware of the herb's healing powers, as they smoke it - not the
proper form of application. If any orcs are questioned about the herb,
treat it as if someone on the street beat you up, took your cigarettes
and asked about their 'special healing properties'.) The orc 'lair' is
actually a small village/outpost. If this region is orc infested, make
it a village (they have to come from somewhere). If the region is relatively
orc-free, have it an advanced orc outpost. (i.e. no non-combatants) Have
enough orcs in the 'lair' such that a frontal assualt would be nearly
impossible. Sneakiness counts here folks! The 'lair' is actually above
ground. It consists of a group of huts sufficent for the orcs' purpose.
(Housing, maybe a forge, food, armory, etc.) Two of the structures will
be made of stone, the places occupied by the priests and the high leaders.
The entire village is surrounded by a wooden palisade. (Think of old
forts in western movies.) The logs are buried deep enough so that they
cannot be easily moved. The wall is nine feet high with points at the
top, and is treated with a sap-like residue from the local trees that
make it nearly resistant to fire. (Fires take more time to start and
don't spread fast.) The walls are not tough to climb by oneself and are
easy with the help of another. Within the walls are several outpost towers
(approx. 15 feet tall) that are used to see out beyond the walls. The
orcs have enough of the herb to take care of the injured character, plus
possibly some left over for the party. For combatants, remember that
in an organization this size there will be a chain of command. I had
a supreme leader, a second in command, a handful of lieutenants, many
sergeants and about 150 standard fighters. I also used two spell-users
to make things more lively (players occasionally fall into the trap in
which they believe they are the only ones with magic accessible to them)
and an ogre to make things exciting. I also included 20 worgs in a pen.
(Worgs are large semi-intelligent, evil wolves that orcs occasionally
ride into battle, also called dire wolves.) The worgs will only affect
the outcome if either released from the pen or if the party tries to
sneak by them. If any of the party escape and at least one of the others
are captured, one of the spell-users will attempt to charm the character.
Once charmed the character will be instructed to find the rest of the
group and bring them back to 'rescue' their comrades. (This is a -great-
chance for roleplaying for the the player involved!) Set up an appropriate
ambush. If the orcs' plan to entice the players back seems to have too
many holes in it, that's ok, orcs aren't renowned for their great plans.
The herb, in addition to its healing properties is also addictive. For
healing, the herb must be administered over a one week period. In games
terms, withdrawal from the herb will result in a penalty to action. Withdrawal
will be complete five days after the last time the herb was administered.
During these five days, the penalties should peak at day three then gradually
drop off. Since the herb has a side-effect (withdrawal), races that have
a natural resistance to poison will not benefit fully from the herb. This plot is good for fantasy RPGs (designed for AD&D,
approx. 6 characters of 6th-8th level) A small farming community several
miles from where the characters are based has made an appeal to the mayor
of the village to put an end to what are described as "dragon raids".
The mayor, who is coming up for re-election, has heard of the fame of
the heroes and comes to them for help in slaying the dragon that has
terrorized his constituents. What the heroes are told: Recently (in the last few weeks), a dragon with green
skin has shambled up out of the nearby marsh and carried off livestock
in its mouth. The farmers are upset at this loss of their resources.
A group of the farmers held a meeting and sent two volunteers out into
the swamp, but they have not been heard from since. What the heroes will find, upon investigation: Large, muddy footprints on the grounds of the farmers
whose livestock have been stolen--mostly those living right next to the
marsh to take advantage of the fertile ground--ostensibly "dragon tracks".
If they ask questions of the right people, they will find someone who
swears he saw the dragon change into a dragon-man and walk off into the
swamp. The rest of the town thinks this old guy is nuts. The dragon has
not been spotted any farther away from the swamp than about 30 yards.
None of the townsfolk remember seeing any wings on the creature. Some information the heroes *might* be able to discover: Green dragons do not, by habit, live in marshland areas.
They prefer the serenity and relative abundance of game supplied by verdant
forests. Green dragons also delight in deceiving and controlling human
operations. A green dragon without wings is an oddity, to be sure. In
fact, the kind of dragons who DO live in the swamp are black dragons.
None of this information should be available without sage consultation. What is actually going on: A little ways into the marsh is a small settlement of
lizard men. These are not the ordinary warlike race, but rather a pacifistic
offshoot... deadly when necessary, but downright friendly otherwise.
They are, in fact, farmers themselves, cultivating nutritious plants
and fungi, and keeping their own herd animals: giant lizards. The harvest
has been bad this year, and feeding the giant lizards has become second
priority. So the lizards, starving, wandered off towards the human village
in search of food...and found it. The human farmers wouldn't know a dragon
from an oversized water snake, so they naturally panicked. No farmer
in his right mind would go dragon hunting in a swamp, nohow. And the
story grew a little more fantastic with each telling.... Once, the lizard
men followed one of the lizards toward the human farms. It was near dusk,
and visibility was poor, so it was an easy mistake to say that the "dragon" had
changed into a "dragon-man". But overall, the lizard men have avoided
the humans for fear of prejudice and misunderstanding. If approached
peacefully, and the situation is explained, the humanoids will be willing
to pay restitution for the animals. They are also willing to open a trade
avenue with the humans, if such an idea is acceptable, but that is up
to the farmers. Other goings-on: Elsewhere, *deeper* in the swamp, lairs an old black
dragon. He sleeps, unaware of the turmoil occurring in the nearby village.
In fact, the last time his sleep was disturbed was a couple of weeks
back, when two lanky humans intruded rudely upon his nap. Fortunately
for the dragon, he happened to be mildly hungry at the time. A noble requests the party to investigate a spook house
he rents in a town. They are to locate, identify, and banish the source
of the odd sounds, sights, smells, or whatever. For this, they will be
paid handsomely, since the noble likes the apartment's location as a
perfect "incognito" kind of place. The house with the apartment lies
in a middle-class part of the town, the buildings are not very crowded,
but old. The building is registered in the name of one Raushof Gollenbacher,
but any attempt to find out who this person is, will fail; nobody knows.
The proprietor is an old gnome called Muschfyths, who don't like people.
Muschfyths -is- Raushof. Raushof was a name he used when he bought the
house years ago. He got fake ID papers from a human forger he knew at
the time - the forger later died in a traffic "accident" (these things
happen, you know...). If the party checks for the names of previous renters
of the building, the list will mysteriously have been destroyed in a
recent fire, and Muschfyths will have a bad memory. If the investigators
insist on sleeping in the apartment at night, nothing will happen - the "ghost" will
only be present on nights the investigators are off the premises. If
the rental contract is checked, any lawyer type person will see, under
close scrutiny, that it contains a clause denying the renter any rights
of having his/her money back, and a demand of three months advance rent.
The house is FULL of secret doors. These doors lead into other rooms.
Depending on the basis of the effects: 1) There _is_ indeed a ghost,
or spectre, that creates the sounds, and this ghost has been enslaved
by Muschfyths, and kept on a magical jar when not needed. The other rooms
of the house will contain chains of meta-steel (steel able to exist in
both the ethereal and material planes), jars of iron sulphate (substitute
Stinking Cloud, any AD&D'ers out there) and related "spooky"/scary things.
These are applied by the ghost when trying to scare the occupants. The
ghost can be banished if: a) Muschfyths is killed. This will free the
ghost/spectre from its obligations to him. b) The jar is broken. The
ghost no longer has a prison in this world. If Muschfyths is still alive,
the ghost is still enslaved, but can not be "turned off" until Muschfyths
can find another suitable prison. c) The ghost can be banished by a cleric
of a God of The Dead or a God of Healing (in Warhammer terms, Morr or
Shallya). If Muschfyths is still alive, the chance of banishing is lowered.
2) The sounds etc. are produced by mechanical devices built by Muschfyths.
These devices will rely on technical knowledge far beyond the understanding
of any non-gnome player, and even to gnomes, they appear strange. Treat
the machinery as "traps", and feel free to include steam engines, "perpetuum
mobile"s etc. to your heart's content. The characters will perceive the
devices as magic unless they can detect they are not. (You might even
want to make some of the devices magic...) The devices are placed in
the rooms surrounding the apartment. Muschfyths is the only person that
knows how the things work. It's VERY dangerous to try and operate the
devices without proper training - and if the party finds the devices,
Muschfyths will have disappeared...perhaps. Data on Muschfyths: Race:
Gnome Age: Above middle age (for gnomes, very old for humans) Physical:
Not very strong, somewhat agile Mental: Very bright, VERY talented in
either technical areas or magic relating to beings of a spectral nature
(depending on the "source", see above) Psyche: Greedy, selfish, paranoid
coward. Can be considered being of an evil alignment. Abilities: Depending
on the "source" (see above): 1) Identify Ethereal Undead, Ritual: Enslave
Etereal Undead, Ritual: Imprison Ethereal Undead. 2) (TL stands for Technology
Level) Ritual: Make/Unmake Strange Device (TL +1), Operate Device (TL
+1), Identify Device (TL +0). Also: Weapon Use: Knives and Daggers, Hiding:
Urban, Culture: Gnome. Eric Bohm (aka Gothmog)
Rob Crawford
Russ Gilman
Lesley Grant (A little PARANOIA's good for the soul...)
Todd O. Howard (Maybe Dungeon didn't accept it, but I did!)
Matt Hucke
Andrew Hummell
Geoffrey Kimbrough
Lisa Leutheuser "matthew" (There's always one...)
D. J. McCarthy
Douglas McCorison
John McMullen (Wow!)
Rob McNeur (Wow again!)
Marc Midura
(Material from Ralph LeBlanc, Mark Naper...you can never have too much!)
John S. Novak, III
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Ami Silberman (Janitor of Lunacy)
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