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-
- ----------========== The NET.PLOTS.BOOK ==========----------
- Volume II
- Compiled by Aaron Sher
-
- Short Summaries
- ----------------
- =========================================================================
- 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 <insert your favorite preppie-type suburb here> 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 <apparently
- untranslatable concept>. 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 <concept> 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 <insert appropriate direction
- here> 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
- <insert local good deity here> 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...
- =========================================================================
-
- Long Summaries
- ---------------
- =========================================================================
- "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.
- =========================================================================
-
- Contributors
- -------------
- 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
- Bruce W. Onder
- Ami Silberman (Janitor of Lunacy)
- Brett Slocum (One of the more loyal contributors... :-))
- Larry Smith (I did send you my form letter, didn't I? If not, thanks!)
- Mark Thomas
- Jim Vogel (No liches this time)
- Dr Williams (I can ALWAYS use it...)
- Jeff Williamson
-
- Many thanks to everyone who contributed material to make the second
- volume bigger and better than the first. Apologies to Wayne, who sent
- mountains of stuff, but since the Net.Plots.Book is public domain I can't
- include copyrighted (or even copylefted!) material. I don't do
- PostScript, LaTeX, or anything but ASCII. If anyone would like to
- convert the Book and send me a copy, I'll distribute that as well.
- Enjoy, everyone!
-
-
-