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-
- ----------========== The NET.PLOTS.BOOK ==========----------
- Compiled by Aaron Sher
-
- One-Liners
- -----------
- -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.
-
- Short Summaries
- ----------------
- =========================================================================
- 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:
- 1) White magic: creative magic, healing, alteration. The white-
- magicians are generally the good guys, mostly elves, priests (Gods of
- Light) and fairies.
- 2) Black Magic: Necromatics, destructive magic, summoning. The black-
- magicians are generally the bad guys, mostly humans, black-elves, trolls
- and the demons & devils.
- 3) The Old Magic: The magic that rules it all; but now almost a
- forgotten art, only used by the extinct race of Wizards (yes, wizards are
- a distinct race in my world) and the dragons.
- 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.
-
- Long Summaries
- ---------------
- =========================================================================
- 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.
- 1) Give them good NPC warehouse men etc that they really can trust
- except perhaps once, later rather than sooner, for a plot. If they feel
- they can safely leave a load in trusted hands for a fling then so much
- the better.
- 2) Have NPC's offer to retail so they are doing the wholesale transit
- stuff and dont get lost in selling detail. "Hey, I'll take all of this
- stuff you can get here at xxxx - leave you free to get another load
- moving eh?". Failing that declare, "after 2 hours you are sold out for
- xxxx reward". Forget detailing trading except for casual encounters with
- a train.
- 3) Forget the unwieldy caravan bit - encourage them into the small
- mule train style. They'll have more fun. "Yup, de mules certainly de
- way. You see dat caravan train - takes 2 month to move dat round de Gap.
- Sheez dat costs! I ken move dis stuff over Hawk Pass on mules in meebe
- tree weeks on a good run."
- 4) Emphasize the exploratory opening up of new country rather then the
- big-haul routes. If they start into going back and forth on the same
- lucrative route too often, send in a big merchant with a massive caravan
- to drop the prices. They'll thank you for it in terms of game interest.
-
- 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.
- =========================================================================
-
- Contributors
- -------------
- Joe Amato
- Paul Brinkley (Don't look now, but you did give a summary or two...)
- Richard L. Butler (The amazing forgotten man...)
- J. D. Frazer
- Evan A.C. Hunt
- Gwen Johnson (The only contributor with references)
- Kim Chr. Madsen
- Loren J. Miller
- David F. Nalle (Do you do Call of Cthulu? :-))
- Chris Racicot (LOTS of good stuff, thanks)
- Phil Scadden (Again, and again, and...thanks a lot!)
- Aaron Sher (Couldn't let this go by without adding something myself...)
- Brett Slocum (A late addition to the credits)
- Jeff Vogel (Originator of the lich theme, author of most of the lich stuff)
- "Sam" (Who is this?)
- Plus several others...if you contributed, and you're not listed, send
- me your name!
-
- Many thanks to everyone who contributed and made this possible. If
- people continue to send in submissions, I might make an expanded version.
- E-mail submissions to:
- ars3_cif@uhura.cc.rochester.edu
- OR
- ars3_cif@troi.cc.rochester.edu
-
-
-