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Old School Renaissance of Starfaring

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I think I might need to write an old school revival of the very first space opera RPG, Ken St. Andre's Starfaring.

The game was very strange. I don't really think I'm going to do much other than fix it, and add a solitaire section / competitive writing section (something along the lines of De Profundis, so you could write your "ship's log" and treat it as a game of sorts, and if you were doing it with other people, you could challenge each other in certain ways word use challenges, character arc challenges, plot challenges, etc.)

Scythe Glossary of Terms

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Action points are used whenever a character moves, attacks, shouts, or performs some other time consuming action. When all the Actions are used up, that character’s turn is over. All Human characters have 2 Action points. Action points are not gained when leveling, and points cannot be spent to increase them.

Agility is a character’s swiftness and reflex, their ability to evade being hit, or defend against hits. Agility is applied to the Defense ability.

Defense is important to everyone as it determines the character’s guard against Melee and Ranged attacks, and some Magic attacks. This is checked by rolling a 20-sided die and adding Defense. If your total is higher than your opponent’s then you successfully defended the attack.

Game Mechani(sm) of the Week

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Hi all, just thought I'd share that I've been working on a project called Game Mechani(sm) of the Week over the past 12 months.

By the end of 2009, I will have looked at 52 different aspects of games and offered some commentary on how they have been used effectively (or not). I may be continuing this project through 2010, but I'll probably start looking at pther aspects of game design theory through my blog.

If you're interested in what I've done so far, have a look over at http://vulpinoid.blogspot.com. If it can help out anyone who's in the middle of designing a game, then that's a suc

Character Sheet

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Here is the current character sheet for perusal. Love it, hate it or have some tips for making it better, i'd love to hear from you.

One-Click Solar System

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One Click Solar System

So, I got tired of the literally hundreds of rolls involved in randomly generating a solar system for sandbox-style sci-fi games, so I decided I would automate the process and make a spreadsheet to do the work for me. The spreadsheet is based on Larry Moore's Star System Generation document and determines details about every planet in the solar system with a single click.

Play by Social Network RPGs

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Hi everyone.

I wanted to try something.

Here it is: http://dicelessrpg.ning.com/

You are all invited.

Oh, and if there are any diceless RPG systems here in need of playtesting, make sure you post a link to you system in my forum. I already started a topic called "List of Diceless RPGs".

Thanks a lot.

THE GUIDE TO HERBS FOR RPGs 4th Edition 1996

THE GUIDE TO HERBS FOR RPGs
4th Edition
By Shaun Hately
--==(AMBULANT IN FABULAM)==--

COPYRIGHT STATEMENT

This guide is (c) 1996 Shaun Hately 1996, except where copyright is
already owned by someone else. Portions of this guide are (c) Druann
Pagliasotti 1996, and are used with permission. These sections are
indicated and no challenge is made to their copyright status. All Rights
are reserved on this guide. However permission is granted to distribute
this guide in any way or form provided the following conditions are met.
1) no charge is made for the guide. A charge for materials, such as
paper is permitted, but no profit is to be made.
2) the guide is distributed in its entirety. In particular this
copyright statement is attached, and the list of contributors is left
intact.

Obviously, I have no way of enforcing these conditions, but I have put a
lot of work into this guide and I believe it is only fair that other
contributors and myself get the credit (or the abuse!) we deserve.

This guide has been inspired by games systems owned and copyrighted by
others, most notably `Dungeons & Dragons', and `Advanced Dungeons and
Dragons' owned by TSR Inc, `Middle-Earth Role-Playing' owned by ICE,
`Maelstrom' written by Alexander Scott and published by Penguin, and
`Dragon Warriors' written by Dave Morris and Oliver Johnson, and
published by Corgi. The author of this guide acknowledges this
inspiration but does not believe that this guide infringes on their
copyright. No challenge is made to the copyright status or ownership of
any work.

The author of this guide wishes to indicate his support of copyright
laws, and the efforts of game companies to protect their rights. This is
the opinion of the author (Shaun Hately) only, and is not necessarily
the opinion of other contributors to this guide.

The Net Book of Plots Volume VI

The Net Book of Plots

Volume VI

Editors Note:

The plots of this book were collected by Phil Scadden

and edited by Phil, Tom Zunder and Alexander Forst-Rakoczy, that's

me

The complete collection of the Net Book of Plots is available at

http://www.complang.tuwien.ac.at/alex/Handbooks/index.html

All of the plots are tagged, see the file "plot-tags.txt" or go to the

HTML version of the Net Book of Plots at

http://www.complang.tuwien.ac.at/alex/Handbooks/WWWPlots/index.html

You can also find submission guidelines there at

http://www.complang.tuwien.ac.at/alex/Handbooks/WWWPlots/submission.html

We have permission of Qubrak Shata

to include the adventure ideas from his AD&D.com web pages in this book.

The plots are marked with "(AD&D.com)" in the title. The AD&D.com site is

located at AD&D.com

(1) and AD&D.com (2)

Another set of plot ideas (namely non-monster wilderness encounters) was

posted to the newsgroup "rec.games.frp.dnd". These plots are marked with

"(News)".

I hope all enjoy this new collection and

dont forget to tell the authors how it went if you run a plot.

---------------------------------------------------------------------------

Musketter Land

William

william@duvi.eskom.co.za

Long

Any

Fantasy

Quest

Campaign

On the Island of Ro, there are four countries - the Olven Woods - inhabited

by the Olden Elves, Arabica - a nation based on arabian culture, Arthuria

- a culture based on Arthurian Culture and Musketterland - based on the Three

Musketeers - just no muskets :-)

Olden Elves - these are a bunch of stuckup elves that would love to

destroy all the other races on the island and recover all the elven

territories.

Normal Elves - these are elves that live freely amongst the humans.

Dwarves - dissapeared hundreds of years ago into their mountain

strongholds - after defeating the elves in battle - basically giving the

humans space to conquer the world.

Gnomes - allied with the dwarves - nobody knows where they now are.

Halflings - very secretive and seldom seen - similar to leprechauns.

About 50 years ago the Arabics and Arthurians were at war - by the time

they stopped fighting the arabics had conquered one of the arthurian

provinces (neighbouring the Olven Woods). The elves have now decided it

is time to recapture the lost territories - so how to do it :-)

Decimian - High Priestess of Elventia (The goddess of Elves) has

undertaken a journey with a few followers to get the Arthurian and

Arabics to go to war - their first stop was in Arthuia where they managed

to steal a missive from King Arthur to a fellow. They then proceeded to

Mussketter land where they aim to get a letter copied by a scribe, the

letter will be forged in King Arthur's script, the letter will be

addressed to Sir Lancelot - Captain of the Arthurian Army - and be an

order to attack the captured province in full force. - Decimian is hoping

that this will spar a war between Arthuria and Arabica.

Dacimians idea is then to get Arabica to attack Musketterland as well so

that all the enemy cultures are at war.

Initial adventure

The party is in Musketterland when they are approached by the local

Parchment Maker and asked to find his daughter - she disappeared the day

before while looking after his shop - without leaving a note or anything

- and taking only her brushes and parchment with her....

This becomes a detective adventure where the party need to find her

In the same street as the parchment maker are a Pottery - Potter and

Apprentice, and a blacksmith.

If asked what they saw - the blacksmith saw

1. 10:00 A hunched up man in a brown cape - went into the shop and came

out after 30minutes

2. 12:15 A young woman - also about 30 minutes

3. 16:45 A Knight (Soldier of the Cardinal) - stayed only 5 minutes

If asked the Potter saw

1. As above

2. As above

3. did not see the knight

(The potter is very difficult and insists that he never left the front

desk - if pushed he admits going out for lunch at about 13:00, when the

apprentice was in charge)

The apprentice saw - a beautiful elven woman go into the shop - but never

saw her leave. By description the elven woman is obviously an Olden Elf -

rarely seen in these parts - but the Apprentice swears she never left.

The man in the brown cloak is in fact the girls boyfriend and (could be

carrying flowers) just came to visit her.

The young lady came to have a love letter written for her boyfriend. Her

money - 1sp is actually in the till - she will be coming back the next day

to collect her note - only the girl knows this.

The Knight - a soldier in the cardinal's guard (the bad guys - allied

with the Arthurians) - he was also coming for a love letter but there was

nobody in the shop and he left without placing his order.

The Olven Lady - you guessed it - Decimian - she offers the girl 100gp to

copy the note - (an elf can't copy the note - elves cannot forge human

script well enough - and also it could be scried by magic that it was

touched by an elf). Decimian has taken the young girl to an ancient olven

temple about 50 miles outside of town, where she will do the work

Notes : The elves do not want to hurt anyone and would rather let the

party see what they are doing before hurting them.

The girl will want to finish the note - and earn her 100gp - (5 years

income) so will insist on staying - the best the party will be able to do

is to let her father know she will return soon.

Clues to where she has been taken - going out the back entrance there

are two sets of prints, an olven foot and the girl's bare feet.

Decimian is wearing the symbol of her church (a red circle) seen by the

potters apprentice and with research it can be found that an old temple

exists in the woods....

Future Adventures

* The Party must warn King Arthur and Lancelot....

* But too late - Arthuria has invaded Arabica

* Now the party must make peace....

* But too late, an Arabican noble has been assassinated - by an Arthurian

Arrow

* Who killed him......? An Olven Assassin, An arthurian Archer

* NO! - A Musketter - a member of the cardinals guard

* Arabica threatens Masketter

* Musketter King Louis wants peace

* The Cardinal tries to kill the king....

Sound Fun

Well this is my current campaign - the first adventure laid out above has

just been done :-)

Any more detail you want let me know :-)

The Quest For The Magnus Lexrota (summary)

Richard

newsies@mindspring.com

Short

Any

Fantasy

Quest

Campaign

Here's a little bit about my campaign: I call it THE QUEST FOR THE

MAGNUS LEXROTA.

The characters get word that an ancient evil is about to come back out

into the world after being asleep for about 500 years. At the same

time, they stumble into an old mage lair and find a triangular piece

of decorated gold with a curved bottom. It turns out to be part of an

ancient holy relic called the Magnus Lexrota or Great Wheel of Law.

There are seven other pieces the characters have to find to put it all

together. Since this ancient evil being possesses the Talisman of

Chaos, they must put it together in order to even combat him.

The seven other pieces are really just a thread that you can use to

string together a series of otherwise unrelated dungeons and

adventures. But at the same time, you can throw in some intrigue from

other groups who want the Magnus Lexrota for their own, and will do

anything to get it.

In my world, the Holy Imperial Church of Hyperion wants the MLR to

validate itself. Many of the great Orders of Paladins want the MLR to

launch a crusade against its enemies. Minions of the Great Evil want

it so their master can take over the world. The gods of Mondalith

want the MLR back so they can restore order to the world.

You get the picture. It's really an easy way to use existing dungeons

and adventures without going to much trouble. All you need to do is

plug in extra-curricular interplay....

Hope that's some help!

The Quest For The Magnus Lexrota (Campaign)

Richard

newsies@mindspring.com

Long

Any

Fantasy

Quest

Intrigue

Campaign

"The Magnus Lexrota.

So long destroyed.

Find it and bind it.

His next reign avoid..."

- poem by Brother Askalon of Callanmay Abbey

The QUEST FOR THE MAGNUS LEXROTA (or the Q4MLR for short) is really

nothing more than a thread. It is a simple yet effective device you can use

to string together a series of otherwise unrelated dungeons and adventures.

Depending on your personal needs, the Q4MLR can be a simple adventure to

last your player characters only a short time, or, in my case, can become a

huge campaign around which your PC's lives revolve. The only thing you need

to create to make the Q4MLR more interesting is an aura of mystery and

intrigue surrounding it as more and more NPC's become aware of its existence

and in turn desperately want it. You will also need a pantheon of gods to

make this work, but which one is entirely up to you.

Here's a quick look at how I plug in the Q4MLR into my campaign.

First, here's my background. This is subtext that the players get in a

handout before the game begins:

More than 2000 years ago, the kingdom of Abydos flourished and

prospered on the banks of the Great River which wound its way through the

vast deserts known as the Tempest Wastes. Its ruler, Cheops the Mighty,

however was not content. He eyed the rich coastal city-states of the Great

Crescent Sea with greed and lust. Though there was little doubt his

charioteers could win the small city-states, victory would not come without

great price. So Cheops ordered his court magicians to create a device

which, when wielded by his army, would crush its enemies. They created a

device called the TALISMAN OF CHAOS (TOC for short). Through its most

powerful magic, the talisman created chaos and turmoil wherever it went.

But what they didn't know is once unleashed, no man, not even a great

pharaoh, could reign in the unrelenting chaos. Cheops' enemies did indeed

fall, but the magic was so powerful, it also eventually destroyed Abydos as

well, and cast all of the world of Mondalith along with it.

For 500 years, chaos reigned supreme until a new pantheon of deities

decided to take action. The pantheon of Zeus arrived on the slopes of

Olympus. They quickly and easily dispatched the old abydosian gods and

began plans to restructure the world. One day, Zeus looked down from

Olympus and ordered his blacksmith Haephastus to construct something to

reign in the rampant chaos.

The great misshapen god fired his forges deep underground. He and

his minions fashioned a wheel made of gold and mithril. It was called the

Magnus Lexrota, or Great Wheel of Law (I use a barely passing form of Latin

as my ancient language. I think it gives my campaign an authentic feel).

Worn around his neck with an adamantite chain, Zeus was able to halt the

chaos and begin the rebuilding of society. That rebuilding took form

primarily in the Imperium.

The Imperium sprang from the city of Myrrh. Its borders stretched

far and wide across the world, and its culture formed the basis of life in

Mondalith. At its height, Imperium centurions patrolled from outposts as

far north as the Clywiddan Mountains and as far west as the Rhyder Pass.

Imperium engineers brought water to deserts, elaborate villas to the

frontier and strongholds to wild lands. The Imperial drachir became the

standard coinage. And most importantly, imperial judges issued imperial law

with a cold and impartial hand. "All roads lead to Myrrh," the old saying goes.

But just as Rome, Myrrh too grew fat and complacent. Perversions

and greed chewed away at the empire's foundations. With most of the

frontier under the imperial standard and few lands left to conquer, the

Circus Maximus became the favorite of the mob. Gladiatorial games and brutal

executions seemed the only way to satiate the hunger of the people. Zeus

himself grew fat and perverted; known then as Obese Zeus.

Into this mix, a small cult began to form on the streets of Myrrh;

the church of Hyperion. Hyperion the Lionhearted was a noble figure of

goodness, honesty and chivalry. He attracted a mix of other deities and

together formed the basic tenets of their religion: Paladur, god of

knighthood and noble combat, Azariah, god of learning and justice, Ulfyn,

god of the harvest, etc. These gods and others in the new religion appealed

to the a populace weary of a constant diet of dessert without ever having a

main course. Soon Hyperion and his pantheon of noble gods challenged Zeus

upon the very slopes of Olympus. The War of the gods had begun. It raged on

for years on Olympus until Hyperion came to a realization.

The only way to defeat Zeus was to snatch the MLR off his neck and

cast it down Olympus. In a great final pitched battle, Hyperion ripped the

MLR off Zeus' neck and threw it down the mountain where according to legend,

it smashed into eight equal pieces and vanished into Mondalith and history.

Hyperion was victorious. He and his pantheon took their rightful

places as the deities of Mondalith. But with the MLR destroyed, the evil

gnawing chaos began creeping back into the world. Despite Hyperion's

valiant efforts, the Imperium, just as Abydos, collapsed into anarchy and

despair.

During the empire's death throes, a man named Viriditus Acies, third

son of a Myrrh noble, sailed with some companions and formed a kingdom far

away from the collapsing land. Joining with the native clans of Gaels,

Vajars, and Goths, he conquered the land later known as the Kingdom of

Argandel. The kingdom seemed to be mankind's last best hope in the face of

the dead empire and rampant anarchy.

But not more than 100 years after Acies, his descendant, King Robert

III, hired a court magician named Tallok. Tallok lived with Robert and his

family in the king's magnificent underground palace called Green Castle.

Built by dwarves, Green Castle was the envy of dukes, sultans, emirs and

archbishops. But Tallok was a schemer and conniver, and unknown to anyone,

has obtained the long lost Talisman of Chaos. Soon, "Bloody" Tallok used it

to usurp the throne and grip the land in an iron fisted reign of terror. He

ruled without mercy for 11 years, using his demons to destroy villages,

churches, tribes, and the all-important knowledge of the past centuries.

Finally, an army of Robert's former knights and men-at-arms defeated

Tallok's dark minions and forced him back into the castle.

They sealed off Green Castle with Tallok inside, but they never

could recapture the glory of the House of Acies. Each succeeding king was a

more impotent shell of a monarch than the last. 23 years ago, the last one,

Thomas the Weary, abdicated the throne leaving no heir.

Chaos has once again asserted its hold. Without the MLR to reign in

the TOC, anarchy grips the world again. The once grand Kingdom of Argandel

has been reduced to a chaotic mishmash of duchies, counties, diocese and

principalities. No one recognizes anyone except the Holy Imperial Church

of Hyperion.

Here's how things begin in my campaign:

The characters meet on a rainy night at a small but very cozy little

inn called the Virtuous Knight at the crossroads of the Southguard and

Callanmay roads. It's located in-between the Duchy of Ulwyn and the

Diocese of Callanmay Abbey in the old Kingdom of Argandel. There they meet

a hospitable innkeeper named Dorin Tavernmaster.

After they go to sleep, they hear a commotion in the common room

below and the stable area outside. A band of marauding orcs has attacked

the inn. They characters fight valiantly, but the orcs make off with the

innkeepers horses and life savings.

He begs the characters to retrieve the things, offering a lifetime

of free lodging at the inn in return. The characters agree. Dorin tells

them he thinks the orcs are based in a dungeon located in the nearby hills

of Tors Brendyrs. Sure enough, the marauding orcs are from there.

This is where you can insert any dungeon (low-level if this is part

of a large campaign, or any dungeon if this is a small diversion). I

created my own called Delvingrim; an old sanctuary for a group of wizards

called the Grim Alliance. The orcs killed them all and decided to move in

some years ago. The lair is a series of rooms built around a great hollow

cylindrical cavern.

Whichever dungeon you use, you need to insert two things: Piece #1

of the MLR and a mysterious letter. The letter is written in a strange and

ancient tongue which needs to be deciphered by a sage in a nearby

village. The letter orders the orcs to carefully guard the piece. It goes

on to state that within five years he will be ready to leave Green Castle

and re-conquer the world.

So begins their quest to find all eight pieces of the Magnus

Lexrota. At barest minimum, all you really need to do is place pieces of

the MLR in a string of dungeons (handmade or mass produced). You could make

the quest last a short time (reducing the number of pieces to six or four),

or do as I have done and turn it into a full fledged campaign.

Each piece found bestows a powerful gift to its user and grows even

more powerful when used in conjunction with the other pieces. I'll leave it

up to you to describe those powers. Only when completed can the wielder

attack Tallok and his Talisman of Chaos. Otherwise, Tallok remains

impervious to assault.

But with that power comes ultimate responsibility. It will not take

long for the characters to realize just how coveted the MLR is. I try to

shroud it in ancient mysteries and wrap it in enough court intrigues to make

the entire campaign more interesting.

In my Q4MLR campaign, the following groups try everything from

begging to bargaining, bribery to thievery, chicanery to murder to separate

the MLR from the characters: Fishtown Rats Thieves' Guild, Chivalric Order

of Paradigms, Holy Imperial Church, Druids of the Darkling Vale, Duke

Aethelred of Ulwyn, Archbishop Germanicus of Beechanmoor, and the gods

Paladur, Morvidus, and Demetia.

In Mondalith, I have built my whole campaign around the idea of the

MLR. Try to imagine the Holy Grail turning up in Medieval Europe in the

10th or 11th centuries, and you have an idea how I handle the MLR.

At the end, of course, the characters must fight Tallok. Once they

are finished and wind up at the end of the campaign, they return to the

Virtuous Knight and Dorin Tavernmaster. Dorin, as it turns out, is really

Hyperion. He was testing his world and his own pantheon. He takes the MLR

from them, granting them wishes in return. It is up to them to decide what

to do next. The possibilities are endless.

I hope this is what you need. If not, just let me know and I'll

revise it. By the way, my new e-mail address if newsies@mindspring.com

Thanks again for your interest. If you hear of anyone using it, let me

know. I'd love to hear about it.

Richard

You drank what?!

Michal Szokolo

msz@ternet.pl

Short

Urban

Any

Investigation

Unknowingly to anyone, supply of drinks (or water) was poisoned with

unknown substance. Anyone who drinks this drink/water is intoxicated

(PCs may be more resistant). The substance causes acute paranoia and

xenophobia - victims believe that everyone is plotting to

kill/destroy/hurt them and take "protective measures", including killing

the "enemies".

The party is hired/ordered to investigate a number of strange incidents:

crazy killers, sudden suicides, people locking their houses shut and

shooting at anyone getting too close. These incidents should be

unrelated and seemingly random.

Every time there is a clue, that killer, suicidal person (etc) drank one

specific brand of drink (e.g. Old Joe's Lemonade).

Cause of poisoning may be changed to fit campaign or be simply strange,

e.g.: drink manufacturer built new installation and didn't clean it -

artificial colors used in drink reacted with remains of anti-corrosive

paint solvent creating highly active neurotoxin.

Copyright 1996 Michal Szokolo. Free for noncommercial use.

Old Notes

Gabriele Ferri

fif3336@iperbole.bologna.it

Short

Any

Any

Exploration

Quest

Hi there!

I come back with a nice plot idea!

In the last campaign, my DM let us find people travelling in the desert.

It was an expedition sent by the Arch-Mage for investigate about some

strange magical accidents. Our PCs joined the expedition, but 2 days

after we realized that the people we met was evil and they weren't sent

by the Arch-Mage, but by someone else (we haven't discovered it yet). We

had a nice fight, we won, and found some papers in a box. Here come the

genial idea: the DM really gave us about 7 papers. They were a previous

group's notes about some different dungeons, maps of forests and

inventories with notes about how to use some powerful magical items; and

he burned them a little, put part of them in the water and also put some

red paint on them. So that papers weren't completely readable because

of that treatment but also because they were just notes written during a

game session by another group. We continued our quest, we eventually

found the other party's skeletons (very old) and other papers. The DM

treated them like the others, but they were written in another alphabet

(probably he wrote those papers with his computers and then he changed

the normal letters with Greek letters). Obviously the mysterious papers

contained vital information about traps, monsters and so on..., so we

translated them (it took 1 hour and an half)

This adventure was really beautiful and it passioned all of us (we spent

hours examining the papers... it was exciting!).

bye bye

Gabriele Ferri - fif3336@iperbole.bologna.it

Uh, sorry for my bad English! I'm sure I've made a lot of mistakes!

Beast Law

Keith Davies

ct94015@camosun.bc.ca

kdavies@pinc.com

Long

Any

Fantasy

Quest

Campaign

My current campaign (Draekera) consists of the following (I think I've

already posted this in another thread, but...). Startup information

is first, followed by some campaign background.

Kalah Shadar is a Sargothi nomad (horse tribes); her tribes has been

virtually flooded with Landmar refugees (Germanic-type tribe from the

south) bearing tales of tall, vicious man-like creatures that have

been attacking their villages, killing and eating all the dead (even

their own). Kalah was part of a group of Sargothi tribesmen from

different tribes sent to investigate. After reporting back to their

tribes, it was decided that they should be sent to neighboring nations

to pass the word and ask for military assistance against the Beastmen.

Kalah was sent to du'Chade, where the Chadian command decided to send

a team led by Stage (Bandisalian scout 'doing jobs' for Chadian command)

to investigate. Jadow (desert mercenary) had been traveling with Stage

and hired on for the job. Hayden is a Chadian crystalmancer sent along

for communications support.

The party is going to examine the Beastmen, transmit the information

back to du'Chade and be told to investigate further; they will find

that the Beastmen were caused by the corruption of the Beast Law

upon the defeat of the Beast Lord (more about that below). The

party will then have the task of restoring the Beast Lord to power.

So far we've had two sessions and they are about half-way to the keep

nearest the pass to Landmar. Stage was fairly seriously wounded, but

was about half-healed by some salve.

CAMPAIGN WORLD

Dwarves haven't been seen in this area of the campaign, although they

are present in the Northern Mountains (near the Norse culture). There

are Logston elves (much like wild elves) in the forest of Tirebanil,

although only the Followers of Saint Laris get to see them; other

people entering the forest tend to sprout arrows. There are Pini elves

in the forest and mountains to east of Sargothian Plains. The Sindaar

(high elves) haven't been seen in forty or fifty years. To the best of

my knowledge there are no halflings or gnomes. This is a very

humanocentric campaign.

When the world was created, the gods bound the Land Law into Great

Dragons. On each continent there is one Dragon that maintains a

particular Law - there are Sun, Storm, Beast, Wood/Forest, Sea, Sand,

Shadow, Magic, Faerie (these last two are probably the same) and

probably others. The Beast Lord was defeated in combat by a human

warrior about forty or fifty years ago (hmmm....;). Normally when

a Beast Lord is defeated his power goes to the one who bested him;

the human was unable to handle to power and was destroyed. The Lord

regained some of the power but is in a coma, unable to restore the

Beast Law. The party is going to gain possession of his mind crystal

and will have to travel to the other Lords to repair it.

There are several possible endings to this. The first is that the

party restores the crystal and returns it to the Beast Lord, enabling

him to rebuild the Beast Law (although the Beastmen will remain

afterward - they are now part of the world). The second is that the

party will restore the crystal and one of the members will take on

the mantle of Beast Lord by using the crystal - there are currently

two characters that this option may appeal to. The third is that the

party fails, in which case the Beast Lord will be replaced by another

from another continent - probably a hundred years from now, after the

continent has been more or less overrun by Beastmen and the cultures

drastically changed. There are other dragons on the continent, but

they tend to be much smaller and weaker than the great dragon; they're

kind of like the great cats of the reptile world.

Get Out of Town!!

Keith Davies

ct94015@camosun.bc.ca

kdavies@pinc.com

Medium

Urban

Fantasy

Startup

Affliction

To actually get characters together, I'll tell about another campaign

I was running:

The original party went into the Temple of the Snake Demons (yuan-ti),

where a couple of the characters died while cleaning the place out.

They limped back to town to recover. While in town a couple of the

slaves they had freed asked to join their rescuers. Dave was really

unhappy playing a ranger, so I allowed him to restart with a mage.

The ranger was found face down in an alley, obviously robbed. Seamus

(I forget his character's name) was a thief who wanted to get in some

practice, so he went to rob a house - incidentally, the house of Therat

(Dave). He was captured, apparently blood-cursed, and released. He

went back to his inn, where Ramirez (6'4" Moorish Blade (bard)) was

sitting in the common room and thinking about joining a game of dice.

This fellow coming through the door with a bloody and a rune drawn

on his forehead in blood looked interesting, so Ramirez followed him and

tried to talk his way into their (Seamus and Mike (warpriest)) room.

He failed and was walking back to his table when the innkeeper passed

him in the hall - obviously going to check on his guest. The different

voice saying he was the innkeeper got Mike's attention - there was

obviously something wrong. In order to protect his interests, Ramirez

threw a dagger and killed the innkeeper.

Other events occurred that involved lots of running around, getting

picked up by the guard (Seamus lost three sets of lockpicks to the

guards in two days :), and being 'encouraged' by the Thieves Guild

to leave town the party was high-tailing it for the hills - not to

avoid the guard but to escape the guild - Ramirez killed one of the

Guild representatives escorting Seamus out of town.

In short, arrange things so that the party (even the innocent members)

end up fleeing the city with the law/guild behind them. They will

be forced to work together in order to stay alive...

Mandolin

Ray A. Reaux (rayzer)

rreaux@vt.edu

Medium

Any

Fantasy

Affliction

I ran a short plot that works well for low level characters,

say below 3rd level, went like this:

A bard or minstrel PC wanted to purchase a new musical instrument.

When he gets to a shop, he looks them over and sees a really

nice one in the back of the shop made by a well known instrument

maker. He asks the shop keeper how much and the shop keeper

asks for a price, which isn't very high for one of such quality,

especially one made by an instrument maker of such repute. Anyway,

the shop keeper really wants to sell the instrument, and at any price

(should play this out so the player gets that hint but it isn't too

obvious), for his own peace of mind.

After the player gets the instrument and gets it home, he should

be happy. Then after a few days (you might want to make this after

some intervening adventure to not make things too obvious to the

player), he starts having bad dreams. He dreams of a fat man with

a knife in hand who is laughing down at him, as he experiences the

vertigo of falling. Of course, he never hits the ground but always

wakes up before he hits the ground. You'll want to start these dreams off

murky, but elaborate on them as you go. You might also have another PC

wake up one night to see the PC playing the instrument (let's say a

mandolin) and singing in a totally different voice. When the player

wakes up, he remembers nothing. Then one day, the other

characters in the party will find the PC is missing. They should find

him walking down the road, singing in that foreign voice.

The mandolin is the focal point for a ghost, not really a malevolent

ghost but one that wants revenge and restitution from the burghermeister

of a nearby town. The ghost was once a chaotic good bard who liked

to poke public fun at corrupt people and who was a little too free

with women, especially married women. He died when fleeing from the

bedchamber of the irate and corrupt burghermeister, who caught him

with the burghermeister's wife. Now his death was really an accident

since the burghermeister did not knife him, and the bard fell from

the window and broke his neck. But the ghost wants to humiliate him

nevertheless and drive him from his comfortable office. He isn't

interested in killing the burghermeister, just

wants to show him up for what he is, a corrupt and petty man.

That's why he "borrows" or possesses the body of the owner of the mandolin

to lead him to the town to exact his revenge on the burghermeister.

Hopefully, the other PCs of the adventuring group would be drawn in

to this effort.

Since the ghost is not evil, a detect evil would not show the mandolin

as evil. Destroying the mandolin would destroy the link with the ghost,

but any attempts to do so would make the ghost extremely angry.

Staggered Time Startup

Christian

christian544@clubhouse.email.net

Short

Any

Any

Startup

Investigation

I'm doing something new with my player characters...I'm starting them at

different times. The first players village is raided by Death Knights,

and the townsfolk pack up and get out. The players parents and family are

killed, and the player is stuck with a group of soldiers travelling to

Cormyr to speak to King Azoun.. The player REALLY wants to find out why

the Death Knights raided their village after they'd been gone for a

couple hundred years, so he enlists the aid of player 2, maybe player 3.

They set out, hired hands, with player 1, and end up meeting player 4 in

an adventure. Player 4 joins them after MORE Death Knights show up, this

time led by Gondegal, who I've recreated as a Doom Knight after his loss

at Arabel, and they flee, only to get to WaterDeep, and meet players 5

and 6. Seven, a drow psionicist, will join them when they venture into

Menzoberranzan.

*Lord Xian of Silverblood*

On the Run

Brent G. Davis

bgdavis@vnet.ibm.com

Long

Urban

Wilderness

Fantasy

Startup

Affliction

This adventure was originally created to bridge the retirement of some

rather munchkinish high-level characters with a starting party. The players

had been playing good characters for a long time, and wanted to try evil.

This is the result, and IMHO it turned out quite well. If you need an

intro for a new party with evil characters this may work:

A group of high-level good characters arrives in a town known for its seedy-

side. In short order, they end up wiping out the Thieves' Guild, Assassins'

Guild, and all the evil temples and magic schools there. They also replace

the former puppet government.

As this is going on, the new characters (who were members of those guilds,

temples and schools) escape. (It is possible that some of the characters are

friends or relatives tagging along - this allows for some non-evil characters

in the group.) This is where the adventure begins - with them "on the run"

from overwhelming forces. They join up after fleeing from the city.

Where do they go? They aren't prepared for overland adventures or the

dangers beyond the city walls. Yet returning to the city means possible

capture by the new government. Rewards are being offered, so former contacts

might very well turn them in.

The party may resort to stealing some horses and equipment. After a while,

some bounty hunters will pick up their trail. It is easy to turn some of

these bounty hunters into recurring characters that almost catch them between

various adventures. (In the original campaign, one known as The Inspector

was always hot on their trail. The players never realized he was just an

illusionist using his spells to appear as a large garrison tracking them

down.) With prices on their heads, the party will need to be extra cautious

when dealing with shopkeepers who will eagerly turn them in for a quick

profit. All those things that good characters normally take for granted

now pose huge risks for this group.

The surrounding territory is heavily populated by humanoids and other beasts

which makes escape from the city quite difficult. Just because they may

have a common enemy doesn't make these creatures any less likely to view the

fleeing party as food. If they do make deals with the monsters, word of

this may get back to the city further ruining their reputations. As the

characters become more powerful, their names and faces will appear on

wanted posters in the towns they visit. Other adventurers may also try to

track them down to make a name for themselves. Rumors of the party's

evil-doings can get wildly exaggerated to the point that orders for their

capture keep coming from higher places of office and further away.

>From a DM stand-point, it is easy to convert and use any common adventure

type with this ongoing plot. For example, instead of the typical

dungeon-delve, the party explores and secures a new hideout. Instead of

guarding the caravan, they attempt to steal goods from it undetected.

Many DM's will likely have a blast converting parts of their old adventures

for this one...

Port of Death (The Plague: Part 1)

Brent G. Davis

bgdavis@vnet.ibm.com

Long

Urban

Fantasy

Investigation

Affliction

The party hears rumors of a plague that is ravaging a nearby seaport.

No healing methods have been successful at treating its effects. Some

say it may be the result of a magical curse while others suggest that it

is a plague sent by the gods.

Obviously, the party probably will need to be lured into the city - possibly

some of them have relatives there, or they are hired by someone to rescue

family members from the city. (Otherwise, they might just as well stay away

to avoid contracting it themselves!) As they approach, they encounter a

few of the dying attempting to flee from the city. They have lost motor

skills, they sweat profusely and are completely disoriented - hallucinating.

As they die, the party's efforts to help them will be unsuccessful.

It is interesting to note that the farms just outside of the port city have

been mostly untouched, with only a few young males that frequented the city

having been afflicted.

In the town, the party will encounter more plague victims. Most seem to be

from the seedier parts of town, but there are also a number of high-ranking

officials and shopkeepers that have died. With the number of dead bodies

piling up, there have been a number of problems such as giant rats and

ghouls feeding on the dead along with the problems of burying them all.

(These can be turned into mini-adventures.)

As the party investigates, they learn that the plague started within the last

month. None of the clerics or healers have found a way to treat the dying.

Plus, spells that raise the dead don't even bring them back. Priests are

convinced that this is a sign, and that "The gods are punishing us."

One of the main links appears to be money: many victims are thieves, harlots,

shopkeepers and city officials while the poorer people in the same areas

(beggars, workers, etc.) have been largely untouched. If they pursue this,

they will learn of a mage in the port that believes this is due to some

cursed coins being passed around the city. (He's wrong, but it can lead to

some rather interesting side adventures.)

While the records are a bit sketchy, the party will find that most of

the early deaths occurred close to the docks, and have since spread

throughout the rest of the city. The party will also discover that a few

of the once popular taverns near the docks are fairly deserted. Many of

the former patrons have been hit by the disease. If they check these

places out, they will notice that one particularly rich-looking fellow

frequents most of these places. He stops in, talks to a couple people

briefly and then leaves. If watched carefully, he will be seen exchanging

small pouches under the table with those people.

He's was once a thief, but is now a rich drug-dealer. If confronted by

the party, he will try to bribe them to leave him alone. If searched and

then pressed about the drugs, he will reveal that he received a new type

of drug "Drax" from a ship that arrived about a month ago. It has been a

big seller for him, but recently a number of his distributors in the city

have fallen victim to the disease. Thus, he has been forced to leave his

fancy dwelling and go back onto the street to do the dealings in person again.

He's been having to lower his price, for it seems that the drug's demand has

been dropping off. (This is because the customers are dying, but he doesn't

realize this.) His greed and low wisdom prevent him from making any kind

of connection.

If the party convinces him that the drug is causing the disease, he will be

very upset and try to help them as best he can to avoid a certain death at

the hands of the local officials and populace. (He is chaotic, but not

evil.) He will turn over all the Drax he possesses and a fair amount of

gold to the party. He will also provide them with the names of the ship

and his contacts, but then he will attempt to slip out of town permanently.

The drug does tremendous damage to the brain producing a spectacular high

and hallucinations in the process. Eventually the entire brain is destroyed

preventing any type of healing or raising from working.

Note: If this adventure were placed in modern day, the characters would

probably figure out the drug source very quickly. Staging it in a fantasy

campaign creates many more "believable" dead ends for the investigation

such as cursed coins or a god-sent plague. DM's should feel free to take

advantage of this by possibly spinning off various mini-adventures before

the true source is determined.

Dragon Island (The Plague: Part 2)

Brent G. Davis

bgdavis@vnet.ibm.com

Short

Ocean

Fantasy

Investigation

The party can bribe a dock agent to see a list of ships that arrived about

a month ago. The ship identified by the dealer came from a small island.

They will either be sent or feel obligated to put a stop to this operation.

A ship can be hired to take them there. (DM's can use this as an opportunity

for a sea battle with one or more of the drug-lords ships.)

Drax is made from the dragon flower which is only found on Dragon Island.

The drug-lords know its effects, and hope to use it to build income and at

the same time wipe out the mainland population.

The drug-lords are non-human but employ human operatives for distributing the

drug. DM's are free to use whatever creatures would best fit the party and

the campaign. Originally, this adventure was used for a low-to-mid level

party and had ogre magi as the head of the operation with a number of

humanoids (mostly hobgoblins) in their employment. For higher level parties,

the head drug-lord could easily be a dragon. (This is Dragon Island

after all.)

The dragon flowers can be wiped out using a variety of methods. However,

completely eliminating this species may be frowned on by any druids in the

area, as the flower does have other beneficial uses and is quite beautiful.

Raid on Rokin (The Rokin Chronicles, Part 1)

Brent G. Davis

bgdavis@vnet.ibm.com

Long

Urban

City

Wilderness

Castle

Dungeon

Fantasy

Investigation

Intrigue

Beginning: The party hears tales of a large humanoid attack on Rokin, the

capitol of Drucinia, a lawful nation. The raid included flying creatures

such as griffins, hippogriffs and even a blue dragon along with a humanoid

army. For a tie-in, one of the characters or NPC's should have ties to

Rokin, thus leading the party to investigate. The rumors make it sound

like the city has been burned to the ground and all the people are dead...

After the party gets to the city, it becomes apparent that the rumors of

Rokin's near-destruction are greatly exaggerated. In fact, to someone

unfamiliar with the city, they might not even know that an attack occurred.

There are only a few damaged buildings, but the townsfolk are really rattled -

so rattled that their tales are already ballooning way out of proportion.

"I swear it was 5 dragons." "No, it was 10 if not more." "And 500 orcs."

"More like 5000." "We're just lucky to be alive."

In fact, the force was only about 100 creatures total...

In Rokin, posted notices and town criers announce that the King of Drucinia

died a few weeks earlier leaving no heirs. In his place, the acting regent,

Agral Tymart has been convening with the Rokin council to select the next

ruler. However, as this was transpiring, a powerful warrior, Dreth Caldan,

and his forces raided the city, and stole the Drucinic Crown and Scepter.

Until these are returned, the next king cannot be appointed. After

consulting the Law Scrolls, the council has selected the next king, a

half-elf (who is neutral and a strange choice as most Drucinic kings have

been extremely lawful). Agral Tymart has offered a reward for the return

of the royal items as well as the capture of Dreth Caldan.

Arrange a meeting between Agral and the interested party. He will give as

many details as he can. He knows the force wasn't that large, but he

doesn't know why Dreth stole the items. Agral knows Dreth somewhat and

pleads with the party to capture him and bring him back for judgement as

opposed to killing him. Agral suspects that Dreth had a good reason to

take the items. He will explain that Dreth believes humanoids and other

monsters are acceptable forces; they just need more supervision. These

views are part of what makes him evil. His troops consist mostly of orcs,

hobgoblins a handful of giants along with his flying mounts: griffins,

hippogriffs and his personal blue dragon steed. These forces are extremely

well disciplined due to Dreth's skilled leadership.

One of the councilmen, Akelor, will also meet the party as they are leaving.

He will be much more vindictive saying, "This man must be punished. He has

defiled the throne, sitting upon it as if he were the king. Do not hesitate

to kill him." (Akelor is the only one to witness Dreth's throne room visit.)

The party will presumably set out to deal with Dreth. His base is a

mountain keep at the eastern edge of Drucinia. It is heavily defended.

The mountain terrain along with the defenses make a frontal assault nearly

impossible.

During the overland trip, the party might catch glimpses of a grizzled old

woodsman that might be following them. If they investigate, no trace of him

will be found. If and only if a party member is seriously injured, he might

emerge suddenly from the nearby trees and heal them. He will just as quickly

vanish into the growth. He will not do anything else. This character is an

addition to the original 1st adventure and will return in various forms

throughout the Rokin Chronicles.

Near the mountains, the party will meet a (very) helpful elf who knows of a

secret way into the keep. Below it is an ancient crypt occupied by

various undead. Dreth knows about this, and has left them there as guards.

He doesn't care if the party wipes out the undead. Once they get past the

crypt, either allow the party to be captured or fight their way through

Dreth's forces to meet him. His guards have orders to capture first, and

kill only if necessary.

Dreth is powerful, and should be difficult (even impossible) for the party

to defeat in combat. But, if they role-play the situation instead, he can

be talked into returning to Rokin. He is somewhat evil, but he is also

extremely lawful. His raid on Rokin was extremely selective, as he

targeted the 2 items (which he believes are rightfully his). He is upset

that some minor damage occurred during the raid. The guilty humanoids have

been punished. He insists that he left a scroll on the throne explaining

his actions. In fact, one of the councilmen was there...

According to Dreth, The Law Scrolls in Rokin prove he is the next king.

(And he is right! This is due to a number of obscure laws and the order

of titles in the situation of a king leaving no heirs.) One of Dreth's

agents in Rokin notified him that something was amiss. But, the agent was

discovered and killed before learning more. Dreth seized the crown and

scepter to avoid losing the rightful title, since if another was crowned

first, he would lose the claim. He returned to his keep to wait for vital

information from other agents throughout Drucinia that will hopefully

expose the plot. Fearing the party might be part of this, he will not

reveal any information concerning the plot or his agents. However, he

trusts Agral Tymart, so he is willing to accompany a group sent by him.

(The crown and scepter are hidden in his keep, and he will not reveal their

location. This is his only insurance at the moment.)

At some point after Dreth has agreed to return with the party, the elf NPC

will attempt to kill Dreth. He is really an assassin, and part of an

elaborate elvish conspiracy to seize the Drucinic throne. He will make an

attempt on Dreth when the opportunity presents itself (i.e. he is alone

with Dreth or with only 1 other party member plus Dreth). It is up to the

DM whether the attempt succeeds. Regardless of the outcome, the elf will

escape.

If the party returns to Rokin, and then questions Akelor via truth spells or

similar means, the truth will come out. Akelor removed Dreth's scroll as well

as hid and forged the Law Scrolls that would prove Dreth is the rightful

king. If pressed, Akelor will reveal that he did not act alone, but doesn't

know all of the people involved. He does know that the half-elf king-to-be

is aware of the conspiracy. The death of the former king was also

orchestrated by someone involved (the elf the party met earlier).

The conspiracy also involves some of the elvish ambassadors in Rokin.

If Dreth was killed, he will be raised from the dead by priests in Rokin.

Dreth will send messengers to his keep and his dragon mount will return with

the crown and scepter. Then he will be crowned as the rightful king.

Note: Both the Crown and Scepter of Drucinia are artifacts. Their true

nature will be revealed in Part 4.

Words of War (The Rokin Chronicles, Part 2)

Brent G. Davis

bgdavis@vnet.ibm.com

Long

Urban

Fantasy

Investigation

Much to the chagrin of the neighboring elvish empire, Dreth Caldan is now

the King of Drucinia. After uncovering the plot to seize Drucinia's throne,

Dreth has ordered all of the elvish ambassadors out of the country. In

response, the elves have done likewise. Both have also increased their

patrols along the Drucinic/Elvish border. The situation is very tense.

Then Councilman Akelor escapes. (He is aided by the elvish assassin.)

He also steals some important defense plans. Fearing invasion, Dreth Caldan

summons a large humanoid army from the east. All the pieces are set for

war...

In Rokin, the people are turning on anything elvish. "Elf-compatriot.

Even if you say you're half-human, you're still half-elf." Two thugs are

seen beating up a helplessly obvious half-elven shopkeeper.

Agral Tymart sends for the party. There might be another way to avoid this

war. In his research, Agral has found notes from an ancient elvish prophecy

about an "evil" warlord wearing the Drucinic Crown and the war that would

follow. The prophecy also mentions a specific event that will stop the

fighting, but its translation is unclear. There are only a few other notes,

but they seem to fit closely with current events. The original text is

somewhere deep in the elvish kingdom.

What follows is a difficult infiltration into the now-hostile elvish

kingdom. After the party sets out, they learn that the original prophecy

is carved into stone in a sacred vale tended by a reclusive order of elven

priests. Along the way, you can allow the party to encounter Akelor & the

elvish assassin. They will attempt to kill the party rather than capturing

them. Very few elves know the truth about the former conspiracy, and they

don't want to risk the party spreading it around the kingdom. As it stands

now, most elves view the human claims of a conspiracy as rumors meant to

cover their real goal of conquering the elves. If the party does try to

expose the truth, they will be laughed at by most elves.

This is an extremely difficult adventure to undertake. However, with the

help of some allies they will encounter (which includes some druids and

the elven priests) they can make it. Not all of elves want to fight this

war either. A few fights are likely, but the majority of this adventure

should involve role-playing. (One of the druids that will aid them is the

same person as the grizzled man from part 1, although in this adventure he

looks much different, so the party will have no idea...)

The text on the stone is quite lengthy, and it is written in an ancient

tongue (even older than elvish, but somewhat related to modern druidic).

A few of the elvish priests that tend the vale can provide a loose

translation. All of the text up to this point fits exactly with the current

events (albeit, in that wonderful "prophet-speak"). In various places the

text refers to an ancient land in the far east where a star once fell. That

land is now a vast desert! The text near the end is difficult to translate,

but it seems to indicate that this war will end when a star falls on the

battlefield. It also mentions something about Havoc's Day (the apocalypse?).

Star of the Prophet (The Rokin Chronicles, Part 3)

Brent G. Davis

bgdavis@vnet.ibm.com

Long

Wilderness

Desert

Dungeon

Fantasy

Exploration

Quest

The party returns to Rokin with the texts from the ancient prophecy.

Meanwhile, the situation is getting worse in Rokin. The humanoid army

is camped outside the city, and everyone expects a battle will soon occur.

Dreth has calmed fears of the council about the humanoids turning on

them after the battle. "With their ancient hatred, the humanoids and

elves will attack one another first leaving our forces nearly untouched."

With the impending battle, Agral urges the party to go to the ancient

eastern land to look for help. He is able to convince Dreth to spare some

of his winged mounts for transport.

The party reaches the desert and soon finds ruins amidst the sand. In one

of the buildings is a detailed map showing the once lush land. There is a

great pyramid shown in the map that has a star-like symbol. A nomad will

emerge from the sands as the party finds this map. He will not speak, but

will drop a number of wooden staves and clubs along with suits of plant-

based armor in front of the party (one for each member). He will turn and

leave, vanishing as the sands pick up in the desert. (This is once again

the grizzled woodsman & druid from parts 1 & 2.) The party will be pretty

perplexed about where these came from - certainly not from this desert!

The plant-based armor may not be worn with other armor.

With some searching, the party locates the pyramid indicated on the map.

Within the pyramid, the party encounters strange skeleton-like creatures

that have the abilities of mid-range fighters and mid-range mages.

Inside each ones skull is a glowing gem. Anyone that touches this gem

is charmed into placing it against their head. The gem burrows into

their head and the creature is turned into another of these skeleton-like

creatures within 1 turn. Before that time expires various magical methods

may be used to stop the process.

When a gem-skeleton is hurt and about to die, if there are none of its

kind nearby, the gem explodes sending out tiny fragments (equivalent to

a 6-dice fireball). Bystanders killed this way rise up as similar skeleton-

like creatures within 1 turn due to the shards that are embedded in them.

The gems appear to be alive and growing, and each skeleton is able to

produce basically unlimited number of shards from their skulls to create

more from fallen or captured enemies. The gems do not affect plants or

plant-based creatures, and weapons made from plants (wood or otherwise)

such as staves or clubs do extra damage against the skeletons. Plants are

also immune to the gem-detonation. In fact, any plant material nearby

seems to make the gems cringe. If the party is wearing the plant-based

armor that the nomad dropped, they are immune to gem-detonation, and they

will notice that the shards bounce off of it. The gems and shards can

easily be crushed by the staves and clubs, turning to dust.

The pyramid is filled with various traps, both magical and mechanical,

plus a few other creatures besides the skeletons. There are also odd piles

of treasure, metal bands and locks, but no wood. In fact, there isn't any

wood in the entire pyramid, and any that once was here is completely gone!

The gem-skeletons have destroyed all of it over the years.

Along the way, the party will find more ancient texts. These are a warning,

but the party won't be able to translate them. The party will encounter a

small "harmless" creature that can speak to them. It claims to be an agent

of their deity sent to witness this blessed event. It will lead them to a

room where an object glows brightly (like a star) and beautiful singing

is heard. The glowing object is a sword (sunblade), hanging in the air

above a magical circle. The creature will urge the party to take the sword to

complete their destiny. It is arranged as part of an ancient magic circle,

and unfortunately disturbing it will have nasty effects (but that won't be

revealed until later). As the sword is grasped, the little creature will

vanish (teleport away). The creature is actually a powerful demon that was

trapped here. It uses various magical means to conceal its identity.

The sword is lawful good and will be in telepathic communication with

anyone grasping it. The sword will reveal that the demon has just been

freed, and be very upset. This type of spell will never work against this

demon again and so the sword will feel that its purpose has ended.

Returning to Rokin by air at night, the party sees the battle fires raging

below. If the character with the sword explains the situation to it, and then

hurls it down, it will blaze brightly and sing a loud chorus in elvish,

destroying itself in the process. From the ground it appears as a

falling star.

Clerics among the warring elves will call back their forces upon seeing this

sign. It fulfills an ancient prophecy handed down for generations.

For now they must join this enemy to defeat an even greater one...

Havoc's Day (The Rokin Chronicles, Part 4)

Brent G. Davis

bgdavis@vnet.ibm.com

Long

Any

Fantasy

Quest

The texts copied from the pyramid are translated by one of the elven priests.

They indicate that a powerful demon was imprisoned there. It also notes

the gem-skeletons and tells of a huge controlling master gem that fell from

the sky.

Far to the east, a great cloud rises up. The demon that was freed by the

party in the previous adventure has summoned the godstorm - basically a

huge growing cloud of acid rain that continues to grow outwards. This

is what turned the lush land into desert before. At the front of the

storm, marches an army of gem-skeletons. Both are swelling...

In Rokin Castle, the party once again meets with Agral Tymart and Dreth

Caldan. All appears hopeless. "Havoc's Day is upon us!"

A hawk will fly into the throne room window, and suddenly change into an old

man, a man that the party almost recognizes. He combines features of the

grizzled woodsman, the druid and the nomad from parts 1-3. "It is time."

He is one of an ancient order of heirophant druids that were in hibernation

for thousands of years. He will tell the story of the ancient land. The

demon came to them as a god hiding behind his illusions and promises. The

demon tricked the mages and priests to cast a great spell that caused a

star to fall - the gem. Once it began to work its evil, the demon loosed

the godstorm. This was a 2-pronged attack: the gems to wipe out animal

life, and the storm to destroy all plant life. The demon sought the

destruction of the planet. But a group of priests, mages and druids were

able to trap the demon in the pyramid and stop the menace using the

sunblade that they crafted. The price was terrible. That land was

destroyed along with most of the people. Worse, the demon was only

trapped, and the location of the master gem was unknown.

The survivors set out to find it, and did, but were unable to penetrate its

defense. The wards the demon placed on it were meant to prevent any but an

evil druid king from touching it. Druids can't be evil, so this was an

apparently fool-proof ward. However, the wording on the ward was not

perfect, and as a result, the survivors from the old land devised a plan.

The druidic nation of Drucinia would need to be slowly transformed. They

would make it a lawful nation, and one day, when a lawful evil king was on

the throne (they didn't trust any other type of evil king to help them),

they would have their evil druid king. For the ward implies a Drucinic king

as opposed to a true druid king, but at that time, ages ago, the two were

synonymous. They also crafted the crown to prevent the terrible mind-

influencing affect of the gem. The scepter is a living tree transformed

into a pointed scepter which can penetrate and destroy the gem. Eventually,

the nation would be transformed and these items would be given to its kings.

However, their plan would take thousands of years to reach fruition...

The surviving heirophants went into hibernation. Their prophets revealed the

dates when they would need to awaken, and now they have. The druids have

methods to halt the spread of the godstorm using various weather spells.

But they need the humanoid, human and elvish armies to halt the gem-skeletons.

To prevent the gem-detonations from turning these armies into more skeletons,

he reveals that the gems cannot penetrate plant-based armor. And weapons

made from plants deal extra damage to them as well. Realizing there would

be no time to craft enough of these items, their agents have been secretly

stockpiling them over these thousands of years and putting them into stasis

all over the world - a cave here, a grove there, etc. The armor and weapons

will be delivered to the armies shortly.

To put an end to it all, both the demon and the gem must be destroyed. It

is up to the DM where they are hidden - could be another continent or even

another plane. The heirophant will take Dreth and the party there. The

defenses consist of more gem-skeletons as well as a few lesser demons and

other creatures as well as many tricks and illusions placed by the demon.

The party will likely want to wear the plant-based armor to ensure that

they don't succumb to gem-blasts. It can't be worn effectively with other

armor. Also, it is much less effective compared to other armor vs. other

creatures, so the battles will be difficult. Eventually, they will reach

the hall where the gem is kept. Only Dreth can reach it, but when he gets

to it, the demon will be gated there too. The party will need to engage it

while Dreth sinks the scepter into the living gem. As he does, it will

revert into a tree and its roots will consume the cracking gem. When the

gem is destroyed, all the gem-skeletons everywhere will fall to dust.

The demon will be hard to defeat. The ancient druids, mages and priests

were unable to kill it last time. It is up to the DM if he wants to give

it an Achilles' Heal that the heirophants learned over time, or if he just

wants the party to be heroic enough to defeat it on their own. When the

demon is defeated, the godstorm will also end. The heirophant will return

them all to Rokin and again vanish (perhaps until his next calling...)

The Cost of Doing Business

Wayne J. Rasmussen

wjr@netcom.com

Long

Castle

Any

Quest

Scenario Requirements

This scenario can be adapted to any level or size of group. Just adjust

the opposition accordingly. I feel it would be best for 4-6 characters

of lower-middle to mid-middle level.

Scenario Description

A family member of a noble, Lord Ansi, has been kidnapped and held for ransom.

Lord Ansi needs a party to deliver the ransom and return the family member.

The kidnapper Reaver is very greedy and is only out for money. Reaver

has gotten a better offer from an enemy of the noble lord. The enemy, Lord

Takemiya, has given the kidnapper a bonus to mislead the would-be ransom

droppers. The party must figure it out.

Places in the scenario

Lord Takemiya's Tower: This tower is located east of the Kidnapper's Keep.

A mounted party would take 3.5 days to travel there while Lord Takemiya's party

would take 7 days.

Lord Ansi's Castle: A modest castle where the good and noble Lord Ansi lives.

It should take the party around 10 days to travel from this castle to the

Reaver's Keep.

Reavers's Keep: The central point to this adventure. Never will you find a

more wretched hive of scum and villainy. It is the home of brigands, bandits,

and thieves.

Eastern Road: The Eastern road is the road that heads East from the

Kidnapper's Keep. This is the route that Takemiya's party takes.

Southern Road: The Southern road is the road that heads South from the

Kidnappers Keep. This is the route that kidnapper will say the Takemiya

Lord headed off in with the kidnapped family member.

Western Road: The Western road is the road that heads west from the

Kidnapper's Keep. It continues to the Noble Lord's Castle.

NPCs in the scenario:

Lord Ansi: A good and noble man who loves his family as well as his subjects.

This love has been perceived by the Lord Takemiya as a weakness to exploit.

Currently, the two lords are vying for power and it is a critical point in

the situation.

Lord Takemiya: A repulsive man who will use almost any means to achieve his

ends. Unfortunately this tendency often forces Takemiya to do the job

himself out of fear or distrust. He will use the Lord Ansi's family

member to gain political advantage over Lord Ansi.

Reaver: A former bandit, brigand, and professional thief, Reaver has now

gone "ligit". Instead of shaking down merchants for protection, Reaver

has gone into the insuring "noble person's safety" industry. This includes

returning kidnapped family members, stopping blackmailers, safeguarding

merchant caravans. When he does this, he extracts a toll from those he is

"Helping". Recently, a member of Lord Ansi's family got kidnapped and

conveniently found their way into the Reaver's hands.

The Adventure:

Rumors are a buzz around the castle. Some say that Lord Ansi's son has been

kidnapped by brigands. Others say that Lord Ansi's son has run away after

a long lost love. And even more say he has gone off to join the war. In

any case, you are talking old times with some of your friend's when you get

the message. Lord Ansi would like to speak with you.

1) If the party doesn't accept the offer then perhaps some other adventure

will drop in their lap. If they accept, goto 2.

2) Castle: When players arrive at the castle, they treated very well and

with great respect. They are offered food and wine while servants fuss about

their persons (Brushing off clothes, polishing the old boots, combing hair,

etc...).

3) The meeting: The setting for the meeting will be very formal yet

very personal. I recommend describing the castle as having good quality

trappings and many items are simple yet elegant in appearance. Quality

over appearance. Lord Ansi is polite but frank with party. His son has been

kidnapped by the scumbag Reaver. He demands 10,000 gold pieces for the safe

return of the son. Lord Ansi can't dare to send official troops or ranking

members of the clan to "ransom" the son. Therefore, Lord Ansi is asking if

you are willing to answer the call. Character's volunteering for the

expedition will be given a excellent light war-horse to carry out the mission.

If player's haggle, the Lord will almost be forced to submit. He doesn't have

magic to give to the players, but, gold, weapons, horses, land, and rank are

available. Players may be much better off volunteering as word will get out

about their demanding payment. Lord Ansi will extract a vow from each

character as follows: "I, your name, vow to return Lord Ansi's son at

whatever the cost." After the vow has been made, a chest containing 10,000

gold pieces will be given to the character's to pay off the Reaver. The

character's will be asked to leave right away. Lord Ansi will warn the party

to be careful in the Reaver's land. The Reaver considers himself a Lord.

Reaver's Keep is east of Lord Ansi's castle.

4) The Reaver's Land: While in the outskirts of the Reaver's territory, the

party may run across the local "watch". They will approach that party and

demand a "toll" to cross the land. This should be 10-50 gold pieces per

head. The idea is to get the party use to paying through the nose for

everything in the Reaver's land. Every watch the party runs into will make

this demand.

5) The Reaver's Town: There is a modest town surrounding the Reaver's Keep.

The town is surrounded by a tall stone wall. Nobody is let into the town

unless they have a pass that has been signed by the office of the gatekeeper.

The gate guard's will say they can't come into town without permission and

will charge the party 100GP+ to tell them how to get permission. It will

cost 200-300GP to have the guard arrange to get the gatekeeper to see them.

The gatekeeper will charge 500GP for the pass.

6) The Reaver's Keep: Once inside the town, the party must arrange to see

the Reaver. It should take the paying of several officials to arrange the

meeting. The meeting will be scheduled for the next morning.

7) The Meeting with the Reaver: The Reaver will have a large entourage

escorting him everywhere. When he enters his throne room many horns blow

tribute to the king of thieves. Many servants run about performing small

duties and unimportant tasks. The character's will be allowed to sit on the

floor while the king towers above in his tall throne. Finally, the Reaver

will announce that Lord Ansi's son is no longer visiting the "castle". If

asked for information, he will uncharacteristically give the party free

information. He will say something like, "I really shouldn't tell you

where the son went to, but, you may find it interesting to take the road

South of town." Now this is not a lie or a deception in the sense that he

really isn't saying anything specific. He doesn't know that the party won't

find the road going South as interesting. Also, it is truthful that he feels

that he shouldn't tell the party where the son went to without getting paid

for it.

Note: The Load Takemiya has paid the Reaver 15,000 gold pieces for Lord

Ansi's son and an additional 2,000 gold pieces to misinform the party about

heading South to get the son. The Reaver will keep this promise unless

offered at least 5,000 gold pieces or more. An observant party should quickly

reason that the information could be false and offer money for the real deal.

Note: I highly recommend describing the Reaver's Keep as gaudy looking and

fake. The Reaver and his servants where brightly colored clothing which is

of poor quality. Basically, the Reaver isn't royal and is projecting what

he thinks a king should look like. He is smart enough to know when people

are sucking up to him. He loves it! If the party tries to trick him into

giving up information by catering to his ego, he will still give the false

information.

Movement: Lord Takemiya's party will move at a rate of 1 movement factor (MF)

per day. The party should have horses and no wagons, and will get 2 MF per

day. Lord Takemiya is one day ahead of the party in the Eastern direction.

It takes 7 MF to get from the Reaver's Keep to Takemiya's tower. So Takemiya

will arrive at his tower in 6 days from today. If the party takes the South

road, they have to travel back to Reaver's Keep if they want to head East.

This is due to the mountain location of Reaver's "kingdom". If the party

wants to travel over the mountains, cut their movement to 1/4 to 1/2 MF per

day.

Before leaving the Reaver's Keep, the party can find out the following

information if they search for it and pay for it.

Rumors found in Bars:

1) Lord Ansi's son left town yesterday (alone).

2) Lord Ansi's son was taken by an enemy of Lord Ansi.

3) Lord Ansi has sent an assassin to kill Reaver. He is a member of

a supposed "ransom" party.

4) Someone who recognized Lord Ansi's son saw him shackled to a wagon

yesterday. Not sure which direction they were going.

Rumors found in Reaver's Keep:

1) For a LARGE amount of gold a staff member will reveal that Lord

Takemiya took Lord Ansi's son and made some sort of secret deal with

the Reaver.

2) A staff member will sell the party a map to the location of where Lord

Ansi's son is held hostage. NOTE: This is a false map that could lead to

either a building within Reaver's Keep or somewhere outside of town.

Rumor found by asking the Guards at the South Gate:

The guards don't remember anyone leaving the South gate recently who matches

the description of Lord Ansi's son, Lord Takemiya, or the wagons.

Rumor found by asking the Guards at the East Gate:

The guards do remember someone leaving the East gate recently who matches

the description of Lord Ansi's son, Lord Takemiya, or the wagons. For an

additional sum of gold they will say that this happened yesterday.

Closing notes and possible outcomes:

1) The party goes South and doesn't figure it out until it is too late.

Lord Takemiya arrives safely to his tower. The party may try to assault

the Tower or try negotiation. The GM should choose the best ending to either

situation. Lord Takemiya will want assurances and concessions from Lord Ansi.

Remember, Lord Takemiya is not trusting and can't be trusted.

Assault should be very tough.

2) The party catches Lord Takemiya and his party. A fight may/will happen

unless they can convince Lord Takemiya to give it up. The fight should not

be too difficult for the party. You should figure out what to do if the

party captures or kills Lord Takemiya. Perhaps Takemiya has a trick up

his sleeve to escape capture or death. If the players manage to kill the son

watch out. Lord Takemiya will use this to his advantage and against the party.

He may go as far as mending the fences with Lord Ansi in order to appear

innocent. He may imply that the party was working with the Reaver and even

offered to ransom the son to Lord Takemiya.

Conclusion:

Should the party save the son, Lord Ansi will be grateful. He will follow

any commitments he made to party members, but, the word will get out that

they forced him. Party members who volunteered get to keep the light

war-horse and are given letters of mark against the Reaver and his kingdom.

A Mission in Late December

Martin Krauel

m.krauel@rendsburg.netsurf.de

Long

Castle

Fantasy

Quest

To Be Played in Late December

In December the characters are contacted by a mysterious stranger, a contact

from an anonymous person wanting to hire them. He takes them on a half

mystical journey through the polar ice to the North Pole. Here they meet

their employer between his fairy staff and toy making facilities. It is,

well, Santa Claus himself.

The gentle, old, but powerful entity has a quest for them to accomplish. He

needs a small Christmas present delivered to Eridian Rashor, also known as

The Blood Red (or take some infamous villain of your world, a Warlord and

evil Sorcerer. The self-proclaimed rules of Eastern Skandia (or some very

distant province of your world) currently resides in the High Castle, an

ancient fortress he seized from the elves. He is known for some of the

vilest acts in recent history, like the Massacre of Wingholm, where he had

2000 elves slaughtered during negotiations, the Unholy Tuesday, on which he

had 200 nuns performing sexual acts in public or the Midsummernights

Sacrifice, during which he sacrificed 300 children to attract the Dark God

Daimor only to trap him and relieve him of his powers. You get the idea. He

is the natural enemy of anything that breathes in Skandia.

The idea behind this quest is, as Santa explains, that if there is someone

who is not likely to get any presents, like the Blood Red, but another one

desperately wants to give him one and absolutely cannot, it is Santa's duty

to bring him one or he hires others to do so, when he has no time to deal

with customers as difficult as the Blood Red, like this year. The present is

a shoebox sized case in plain white silk paper with a nice, red ribbon (it

is also immune to scrying magic) and they have to deliver it exactly on

Christmas eve (or on Julfest, as it is called in Skandia). He wont tell what

the present is or who the subconscious donator is. Of course, when you work

for Santa Claus, you are allowed to write a Christmas list with a present

for yourself and presents for other characters and NPCs as well. They are

allowed to use Santa's reindeer sleight to fly to Skandia and, of course,

also some magical red and white cloaks if they want.

When they reach Skandia, they have to realize that their mission is much

more difficult than it might have sounded. Unfortunately, the High Castle is

under siege by the combined forces of order. Gathered in five camps around

the fortress are an army of the Brotherhood of the Ring, Paladins, the

Seventh Imperial Legion, including some silver dragons, an army of Elves

from Eldylon, including griffin riders, the army of Iron Fist, a dwarven

thane, with lots of siege engines and, if you like cannons and the army of

the Duke of Skandia. Neither will be happy about some strange guys who

deliver goods into the besieged castle and will shoot down any reindeer

sleight trespassing their siege. On the other hand, they will probably

welcome a group of adventurers willing to aide in the attack.

The castle is held by the Blood Red himself, who doesn't expect any

deliveries, his guard of well equipped and experienced Black Ogres, the

weird Necromancer Tuchlon and his undead legion, Chim One Eye, a savage and

cruel barbarian and his men, the dark elven Weapon Master Tridon Talass and,

last but not least, the enslaved god Daimor and his priesthood. His orc and

human troops have deserted before the siege began. Only two human servants

are still in the castle, Dai, the old butler and Irina, a kitchen maid. She

is secretly in love with the Blood Red (don't ask ME why) and is, though

unknowingly, the cause for the present.

The player succeed if they get the present (a musical clock with a romantic

tune from the Blood Reds childhood) to the Rashor on Christmas eve, but they

could also get him to flee with the kitchen maid (Hey, a Christmas adventure

HAS to be romantic !) and thereby crushing the evil alliance and winning the

war for good.

The following celebration and especially the exchange of presents should be

nice ("Huh, what a nice sword ! I hope its more magic than my old one.",

"Hey, isn't that my old lance, that my character lend to yours 3 years

ago?", "A book? Who of you ****** expects my Assassin to read a book?",

"What a nice statue. What do you think is its retail value?", "Warm

socks? MAGES do not wear warm socks! ", "Oh no. Not more magic ginger bread!")

Martin Krauel

Kolonnenweg 120

24837 Schleswig

Germany

m.krauel@rendsburg.netsurf.de

Also look for SNOWBALL on IRC and don't forget to visit #Gurps !

Ambush at the Toll Bridge

Jusinski

jusinski@coin.csnet.net

Short

Road

Building

Fantasy

Quest

Guarding

Startup

This adventure is very good to use as a startup, and to show

overconfident PCs that they can be beaten.

The party is hired to deliver some important object (sword, tome,

whatever) to a guy in a nearby city or town. On the way, they must cross

a wide river. When they arrive at the bridge, they are stopped by 2 men

with weapons, and asked to pay a toll (a big toll.) While they are

getting the money, or if they refuse, they are ambushed by about 10 more

thieves hiding in the woods surrounding the bridge. The 2 tollmen also

attack. The enemy's weapons are poisoned so that the victims will fall

unconscious very quickly. When the PCs awaken, they are at the bottom of

a deep pit in the forest. All their possessions are stolen. Once they

get out (it shouldn't be too hard), they are lost. After a lot of

searching, have them come to a path. If they follow it, it will lead to

a ruined cottage. The men who ambushed them are there, either sleeping

or awake (depending on whether it's day or night.) The PCs will

recognize them and (hopefully) plan to ambush them to get their stuff

back. This time they outnumber the bandits, and have the element of

surprise, but are unarmed. If the bandits are asleep, there is only one

on watch, and the party should win.

Wyvern Hunt

Jim Garrett

JEGarrett@msn.com

Short

Wilderness

Fantasy

Quest

Wyvern

This is a short fantasy adventure for a low level group of characters,

preferable low-level. This adventure works best is most of the players have

nature loving characters, like elves, druids and rangers. As the players pass

through a small village they are asked to help hunt down a wyvern in the area.

The wyvern has lived in a nearby forest for decades, but has recently started

hunting cattle. Unknown to the PCs, a dam has been built nearby and has flooded

the wyvern's hunting grounds. The wyvern's lair is behind a waterfall.

Campaign Ideas For Middle-Ages Europe

Jay Knioum (The Mad Afro)

Short

Any

Fantasy

Startup

Campaign

MadAfro wrote:

Mike Rhoads saith:

>Just wondering if anyone could give me some good campaign ideas in the

>middle ages, with very limited magic and human NPC's. I'm stuck,

>thanks

Assuming it's middle-ages Europe that you're after, there are plenty of

things to draw adventures from....

Problems of Feudalism: Nobles rule the serfs, exploit them mercilessly.

The serfs could be tired of this crap, and the PCs may find themselves in

the middle of an insurrection.

Intrigue: The middle ages were rife with all sorts of intrigues, both

between nobles, and with the Church. There was backstabbing, jealousy,

infidelity, infighting, inbreeding, and all sorts of other nasty behavior

going on.

Crusades: The Church is powerful, and needs to get rid of a few nobles.

Send 'em on some religious errand with huge armies and the Grace of God

behind them!

Plagues: It's the Dark Ages! Disease is rampant, and makes one hell of a

backdrop for PCs to get stuck in! I did this once, and it was a very cool

game, and the players actually had fun! ;)

War: If all else fails, go William Wallace on their ass! ;) Wars offer

all sorts of adventure hooks, and they happen for an infinite variety of

reasons.

Land: Ties in nicely with War, as it tends to be the prime reason for

violence. Perhaps one or more of the PCs inherited (or shall inherit) a

title and the lands to go with it. Since, in the Middle Ages, land =

power, the PC will probably want to do everything in his/her power to keep

it.

Social Injustice: The Mid-ages were not a fair time. Women were

frequently treated like dirt, as were ethnic minorities, pagans, children,

the underprivileged, etc.

Incidentally, I read a very good book (entitled "Shield of Three Lions,"

by Pamela Kaufmann), in which a girl disguised herself as a boy in the

hopes of keeping hold over her father's land, after he is brutally

murdered. The whole thing takes place during the Crusades, and I highly

recommend it for the historical backdrop, as well as the excellent

dialogue she writes. The girl is trying to reach King Richard to

validate her claims to the land. However, this girl is far from worldly,

and the reader learns about all the "interesting" facets of medieval life

as she does.

Also, I don't know if White Wolf's World of Darkness games are your thing,

but the Vampire: the Dark Ages main rulebook may be worth at least a

cursory thumb-through for ideas. You'd have to decide for yourself how

useful it is, though. Other games, such as Pendragon by Chaosium (IIRC),

and Ars Magica make use of the time period, as well. V:tDA and Ars

Magica are a bit more magically-inclined than you seem to want, though.

There is a historical AD&D supplement called "Charlemagne's Paladins" that

may be of some use, and the "Celts" supplement may also be a fun read,

even if a bit before the time period you want. These supplements may be

out of print, these days, however.

Finally, if you keep on being stuck, you may want to give some thought to

changing campaigns. Think about it. Are you fresh out of ideas PERIOD,

or only for this particular campaign?

Run for your life!!!!!!!

Renaud

renaudbe@total.net

Medium

Urban

Castle

Fantasy

Exploration

Your players are in a small inn when a group of priest (good) are

yelling to everybody:"If you want to save your life run outta here!".

The adventurer, curious see that an army of skeletons, death knights,

ogres, orcs and evils giants are starting to enter in the city. After

their observation the small group of priest are starting to go in the

melee when skeleton enter in the inn.

Skeleton are arriving from everywhere, the priest are starting the

battle with them but after a little time all of them are dead or

seriously injured. The players have a chance to exit by the window,

now they are obligated to make a saving throw vs. magic. If they failed

they are staying if success they can go out of the window with another

who failed.

When they are out of the inn it, skeleton are running after them to

make sure they go out of the town after 30 minutes the town is burning

when they are out of the town they see a small fortress that was not

already there yesterday so they were wondering how to enter when the

portal open wide to let them enter...

After they enter in the small castle they see a pile of dead warrior

weapon, armor, helmet and blood are everywhere. If they lost a weapon they

find out in the pile. The most intelligent in the party see a large trace

of coagulate blood crossing all over the piece and ending at a large

stairway were two humans are there he see that their blood has been

sucked by a huge creature because of a teeth live there by the

monsters. After that a very big shadow enter in the piece :"A blood

sucker worm". After the battle they enter the stairway to the next level.

After 3 hours pass in the dungeon (where you can put monsters to make

fun) a Skeleton in armor is looking at them on a pile of bone. "You

little worm cross my territory in the 400 years I've pass killing people

to make my valorous army your the only one who see mee..." A huge sword

(two handed) appears in his hands by magic, the final combat starts.

Here his stats:

Hit points: 46

Magic resistance :90%

Special power: disintegration once by three rounds

Damage: sword +5 (1d100 / 3d6)

special defenses: -2 to enemy attack roll (if good alignment), +2 or

better magical weapon to hit.

If the party survives one of the group member can take the sword +5 and

the fortress explode so every group member receive 1d6 point of damage.

After that they see that nothing have been passed and the town is like

when you entered the inn...

Hijack

Lance Berg

emporer@success.net

Long

Ship

Sci-Fi

Quest

Affliction

This synopsis is available for the use of private

individuals, anyone wanting to make a profit off it should contact Lance

Berg regarding some sort of reimbursement...The characters are recruited

to do a job, but the job screws up and dumps them in the middle of a

hijacking. They are on their own as to whether they try to stop the

'jack, go along, try to join, or take over (the last is what my players

ended up doing...)

This mission is designed for a group which doesn't have a ship of their

own. Other than that, it's fairly adaptable. It would really help when

you are asking for this sort of thing if you could be more specific,

although perhaps you are really looking for a campaign starter, and don't

have any preconceived notions to work with.

1) Getting hired. Make up a job involving a covert government operation

which needs deniable assets to perform a scouting mission. The

characters are to board a luxury liner, travel several jumps down the

line, then take over a very stealthy small craft being shipped on board,

use it to travel to a moon of a separate planet in one of the liner's

destination systems and do their mission, then return to another liner

going the opposite way for pickup. This should be attractive to the

characters on a variety of levels. The job itself pays well, which may

be enough. It involves a weeks long cruise on a luxury liner, which is a

nice fantasy. They can easily expect to jump ship and dump the mission

at any point along the route; if you start them out down and out, stuck

on a hellhole planet with no way off this itself could be sufficient.

They might reasonably expect to get away with keeping the stealth

craft...

2) Getting sent out. They meet their employers at a shipping terminal in

the local port, before it opens for the day. There they find their

contacts pulling open some large shipping crates. Inside are autodocs,

and nearby are some smaller crates. They are instructed to put their

luggage in the smaller boxes and affix labels off a sheet, then to get

into the autodocs. Examining the sheets show stickers with a bogus

passenger bio and address down the route past their destination. The

autodocs seem perfectly functional, a model without 'glass port, all

slick chrome exterior. Once someone gets in (and it turns out one of

their contacts is going along, so he'll go first if that's what it takes)

one of the party may notice that the "occupied" light and all the

monitors seem to be malfunctioning, the 'doc shows condition nominal.

Turns out that the group is being smuggled in low berth, using the

autodoc freezer capability. These units are marked as being transshipped

from a high tech planet, with plenty of routing detail available to

anyone checking up on them; they are posted as replacements for emergency

systems aboard the liner they are traveling on. This may confound those

who were looking forward to the luxury ride or to jumping ship, if they

figure out that they are going to be kept frozen the entire voyage (not

every group of players will...) and your plot may even fall apart at this

point. If you have set up sufficient back story, you may have the germ of

a new plot line, in which the party tries to figure out what was really

going on, or the employers try to eliminate the party as "knowing too

much..."

3) Rude awakening. The autodocs open, releasing the PCs from freeze into

an emergency bay, with lights blaring and an general order to go to

lifestations running. Their contact knows nothing about this, it was not

part of the plan. They were supposed to be awakened slightly before

coming out of Jump space while everyone was in their quarters or at duty

stations for the transition, make their way to the cargo bay, and pick up

their things and get into the small craft, preparing to launch just after

coming out into normal space. They seem to be where they were supposed

to, in a large room full of other freezer bays. All the others seem to

be occupied, though, and the alert system is cycling through a variety of

languages announcing life support failure... All the berths except their

own read full, if anyone takes a look.

4) Another Jolt. There are two exits from their chamber, taking the one

they were supposed to leads them through a double lock (door, space, door

door space door) into a corridor. The other door has large labels

reading Crew Only. Oddly, although anyone familiar with the anti-hijack

programming on shipboard knows how difficult it would be to get through

it, and probably disregards it, they will open easily, to reveal a

cramped small craft flight deck, unoccupied, view ports showing the

roiling gray of hyper space. Too, characters who are interested can

easily get full access to the ships computers through access points along

the wall or so forth. A list of running software will not include an

anti-hijack program... At any rate, hopefully the party will (perhaps

with prodding from the NPC) get moving too quickly to get seriously

involved. They have a tight schedule, after all, have to make it across

the ship to their craft and ready to launch, which is going to happen at

a specific time unless someone overrides it; less than half an hour form

now... The message on the intercom will change to "transition eminent"

warnings and then the group will go through jump transition, a very bad

one. Their contact will go completely useless at this point, a victim of

transition lapse. Shortly after this, the warning will go to "abandon

ship, catastrophic drive failure eminent!" Hopefully the group will be

through the locks by now, as there will be a shudder, and the lifeboat

they were in (probably unawares) will launch, along with others along

their corridor. At this point (although they don't know it) they and the

hijackers are the only people on board the liner. If they stayed on the

boat, the scenario is going to go differently of course, you are on your

own here...

5) Now What? Here the party really takes control of its destiny.

You'll need maps of the ship, locations and schedules of the hijackers,

and so forth; but there is no knowing what they'll try. They may even

manage to ignore things completely and make it to their craft, which is

really there and set up for their mission. Since you'd rather they deal

with the scenario you worked on, try to make sure they encounter at least

one hijacker on the way... The idea here is to engender a "Die Hard" or

"Under Siege" scenario. Have fun

6) What really happened. The "government" which hired the group was

really an interplanetary corporation. They arranged through other

disreputable contacts to have the anti-hijack program aboard the liner

sabotaged, and for the experimental stealth craft being shipped to a

government testing area to likewise be hijackable. Unfortunately, the

agent they set up to actually insert the Anti-hijack disabler decided that

this would be the perfect opportunity to take over the ship for himself.

He brought aboard a number of confederates as passengers, and when the

Anti-hijack routine shut off, they put in place the emergency alerts,

planted false reports and readouts, and generally got the entire crew and

all passengers into emergency freezer bays. Once the ship breaks out of

jump, it launches all lifeboats and transmits a distress signal, with

full (doctored) logs and telemetry indicating runaway drive failure, and

consistent with what the occupants of the boats believe was happening...

All the people in on the plot are listed as being on one of the boats,

along with the purser who started everything. This boat floats nearby,

drive apparently malfunctioning. In reality, the hijackers have loaded

it with explosives and scrap pieces identifiable as being from the liner,

including the "black box." They are busy ramping up the capacitors to

jump as soon as they can. When able, they plan to dump more explosives,

and have everything go off just as they jump. When authorities arrive,

they should find debris, the hijackers all lost in the explosion,

everyone else safe in their lifeboats headed for the main planet in the

system. A very close investigation may eventually show insufficient

mass/energy to account for the liner itself, but that could take months,

if it happens at all.

7) Hijacker's plans. Part of a separatist movement, they plan to take

their entire group on the liner along with colonization gear, and head

out for a distant colonizable world, there to use the liner as their

first home. This is a complex plan, with clandestine fueling stations,

the pickup of the group, and all sort of other details which need to be

worked out, if things ever get that far. Since the scenario revolves

around the PCs and the hijacking itself, I've never had to go into too

much detail as to what will actually happen, but it is important that you

have some ready answers as to what the plan is, since the PCs may very

well try to find out. Who knows, they might even decide to go along!

A Missing Heir (AD&D.com)

Mike Hamilton

Mikehamil@aol.com

Long

Urban

City

Fantasy

Affliction

Investigation

The PC's are traveling to a major city, housing the main temple to a high

standing church. On the way they are ambushed by three to six bandits or so.

They can be of whatever level or skill the DM chooses, but the players

should be able to defeat them without too much trouble, but still get

dinged up in the process. If the PC's take a prisoner, then they might be

able to influence him to take them to their hideout--an old abandoned watch

tower a few miles into the woods. They might be able to find some nice

treasures. On the leader they will find a brass necklace with a strange

twisted symbol, and will also find that the leader has a extremely

expensive and ornate sword. The players will obviously take this, and

should for the adventure to work.

When the PCs reach the city, then they learn rumors that a high standing

lord, high in the church hierarchy, has had his ten year old son abducted.

A detachment of royal guards sees that the players have the sword (which

really belongs to the lord) and ask them (or force them) to accompany them

to the church. They take him before the lord and they discover that the

lord's stepson was believed to have abducted his true heir, also escaping

with the sword. The bandit leader was in fact the lord's stepson. If he

is still alive (escaped or the players left him tied up if they were not

the slaughtering types) then they can return him (preferably alive, but

acceptable if dead) for a reward. (and of course the lord will want his

sword back, which is a +2 magical weapon.

If the players apprehend the stepson efficiently, the lord hires them to find

his missing heir. They will have to question the stepson and other

person's involved if they are still alive, and do some probing around in

the lords manor (the DM can think up details, but don't make it too

difficult. When they start making headway on the investigation, they are

attacked in the street by black-robed clerics with magical picks 1d4+1. If

these picks even touch bare skin, the character must role a save vs. magic

or suffer 1d4 points a round until cured with a Curse Disease spell. If

the hitpoints fall to zero then the character only falls unconscious. They

loose one point of constitution an hour until it reaches zero and they

die. If they are cured then they regain a point of Con a day.

If they kill the clerics, then the discover they wear necklaces identical

to the one the lord's stepson wore. The necklaces are the symbol to an

evil order of spell casters (mages, priest, and their henchmen) and they

magically serve to protect the wearer from the touch of the

disease-enchanted items of the order. They also serve to locate

each other. Priests and mages above fifth level in the order, can sense

each other when they wear these. Which could add some complications for the

players if they wear them. If they have any mage of cleric identify the

necklaces, they will learn its powers, and the identifier will be able to

sense a large concentration of the order half a day's journey away from the

city at an abandoned temple.

To basically sum it up, the evil order is attempting to sacrifice the

lord's son to their god during a holy night that will increase their power

and doom the church based in the city. Many things could happen now. The

players can rush in a save the day, maybe with the help of some of the

lord's troops, and gain a huge reward... Whatever you do, give the players

a chance to save the heir, but also make it a huge challenge. If they fail

to stop the sacrifice, it doesn't necessarily mean they are dead. When I

used this adventure, the character's success depended on an initiative

roll. They failed, and the heir was sacrificed. It turned out that the

Second hand Priest of the church participated in the ceremony, and the evil

order invaded the city through ancient hidden tunnels, and took the whole

church, capital, and palace.

Basically, they took the whole city. The lord died as well and the players

got to keep his sword. I took this little adventure and even turned it

into a huge campaign, where the forces of the church had to flee from the

capital, and seek help from other nations to regain the city. The evil

order was also in league with a nation of orc's in the north that had been

warring with the nation for years. The order would weaken the nation, while

the orcs rushed into attack. In exchange, the orcs would give the leader

of the evil order a powerful artifact that they possessed, which could cause

major problems for the players latter on...

Of course, the DM can take this wherever he wants, and there are plenty of

options and other adventures that can spring from this. Hope you like it.

A Squire's Message (AD&D.com)

Richard Bitting

rbitting@shore.intercom.net

Short

Urban

Fantasy

Affliction

Startup

One day some PCs are just relaxing in a Inn (dm's choice) and a squire

rides into town. He nails a message up all through out the city/town.

The PCs see the page and quickly rush outside to take a look at the

message. It's a invitation for all elves to King Krondin's Keep.

Note: if the PC/PC's aren't elven then this adventure can't be played. Once

everyone is in the keep's Banquet hall, King Krondin begins his speech

about how the elven race is the best among the hole world. But later into

the speech, his eyes start to glow bright blazing blue and he then commands

for the guards to block the exit and then to kill them all. The guards rip

their helmets off and reveal their razor sharp teeth that they later on use to

rip the elves limb by limb. The King sees the PC's and orders the guards to

capture them and keep them for the next meal. That's where the DM has to get

creative and make the rest up because I am tired.

Adventure (AD&D.com)

David Winzer

narfumboob@hotmail.com

Medium

Any

Fantasy

Affliction

Magic

You know that very fine line between reality and fantasy that we're not

supposed to cross? This adventure crosses it. Before playing, find out

exactly who will be playing. Make up a character sheet for each of the

players that represents the player him/herself. Don't roll their ability

scores; just assign what you think is fair. Remember that they will have

lower scores than regular characters--especially Strength. Don't worry

about gear; whatever the players have at the table is their gear, including

dice--I'll explain the importance of dice later. Proficiencies are

important, however. Whatever the player knows, his/her character will know

(however, languages like French and Spanish, or knowing how to change a

car's tire won't be too useful, unless trying to impress NPC's with stories

of the future). You'll have to use discretion with this.

Start the adventure by sending the party on some quest, like recovering the

Amethyst Orb of Karnin Daganh or something. Be creative. Have them

recover it and get it to where it's supposed to go. Just when they think

that they've found out what the Orb does and the adventure's over, have an

NPC wizard get into a fight with them and cast a spell on the Orb (or

whatever creation you have come up with). Something will happen to it--it

glows, vibrates, sings, whatever. Then there will be a bright flash of

light, and presto! Now is when you bring in the new 'player' characters.

Each one will be standing with their respective 'regular' PC's. Tell the

group that there are some people with them now. The people are dressed

funny, and look weak--they have no weapons or armor (unless one of the

players actually was wearing armor. I doubt it, though. . . ). Describe

them as looking like the people gathered around your table. If someone

asks if they do anything, reply by saying, "I don't know. Do they?"

There will no doubt be tensions between the two groups of PCs. They will

probably form two groups, and one will tag along behind the other.

Here's where the dice come into the game. Suppose the normal PCs get into

a fight. The new ones will probably hide behind a tree or something. The

normal PCs will miss every attack they make, unless the new guys get smart

and realize the connection between the game rules and the game world--they

must roll the dice in the game world to make the regular PCs attack! Same

goes for ability checks, saving throws, etc. So, to recap: if the regular

PCs (the ones that started the adventure) want to do something, the new PCs

must roll dice IN THE GAME WORLD! You (the DM) can roll to determine the

outcome. If the new (player-specific) PCs want to do something, the player

rolls for real, in the real world, just like it always used to be.

Now the adventure really starts. The wizard who attacked the Orb in the

first place has it. With it, he can take over the world. Then the Prime

Material planes. Then the Ethereal, the Astral. . . you get the idea. The

group must stop him. If he manages to get control of something, all the

creatures living there become his personal slaves, and will sacrifice

themselves and others to stop the PCs. Sounds like fun, eh? An adventure

like this could span months of playing time, so be ready.

Zombie City (AD&D.com)

Julien Many

manyj@acces-cible.net

One-line

Urban

Any

Startup

Horror

Investigation

The players would start in the inn the heal their wounds when the inn

peoples begin to act strangely. As they look around they would find

peoples acting like zombies and the whole city would be roaming with

undead! The leader could eventually be a spectre or a lich depending of

the characters strength.

A Rocky Start (AD&D.com)

B Michael Bevins

mikebevins@worldnet.att.net

Short

Rural

Any

Startup

Guarding

Quest

I was reading the adventure ideas section of the page and I thought I

would send one of my favorite adventures for begging characters.

Okay, so the characters grew up around each other in a small farming

village. They have known each other all their lives. Make one of the

characters the son/daughter of the town leader. Anyway, an evil army is

slowly creeping over the land, destroying and burning cities etc.,

slowly moving from the north. One day, a maimed and bloody hunter

returns to the village after a weekend trip and states that the rest of

his friends were killed by the army (the army could be any evil race, or

a bunch of races) and they are within 3 days march of the town. The town

leader summons his/her son/daughter and tells him/her to head south with

the other characters to reach another town and bring back the militia

while the village tries to hold off the army. The DM could put anything

between the characters and the town, and make anything happen to the

village while the PC's are gone.

The Ghost House (AD&D.com)

pandrade

pandrade@riosoft.softex.br

Short

Building

Horror

Exploration

The characters are wandering in a desert road when it starts raining. As the

raining gets worse, the road is turning into mud and the characters can't

continue. In the distance they see a great house standing, where lights can

be seen... As they knock the door, a sinister voice answers: "Enter!" (or

something like). But when they pass through the door, it closes. In the

first room, sits a round table with five candles (these maybe impossible to

light off) forming a pentagram on it... So there's apparently no one in the

house. The master should select some undead to inhabit the house, and some

sinister plots like this: A spirit locked in a lantern, a amputated arm in

the bathroom...

A Summoned Party (AD&D.com)

Jeremy Fife

compjam@ricochet.net

One-line

Any

Fantasy

Magic

Affliction

A high level wizard on a different plane uses a monster summoning spell and

captures the party. Instantly the party is transported to their new master

involuntarily for a time. As per the monster summoning spell the entities

which are summoned (the players) have to obey every command the wizard

gives. This twist could be used and adapted very easily to any campaign.

A Dangerous Cave (AD&D.com)

Bryan Birckbichler

bricklik@isrv.com

Short

Cave

Fantasy

Exploration

Startup

You come to a town after a long walk through some dry lands. Inside are some

people roaming the street. You walk in and hear a couple people talking

about a cave up north a couple miles. They say there's gold and stuff

inside (up to the DM) but anyone who went in never came out! It starts to

get dark. The inn is to the right. In the tavern part (down stairs) of the

inn, they can get something to eat/drink. When they ask for a room the inn

keeper calls for his/her assistant, and they take you to your room. On the

way the assistant tells you they are going to the caves the next day and

would like some company, or something like that. The rest is up to the DM to

figure out. I use this adventure for new people and call it "intro to D&D".

In mine, the cave goes into a large circular room about 30" in diameter. It

can have an open, or closed ceiling. (I prefer open) and the treasure/items

are in chests around the room. You can put traps or undead or whatever on

the way in/out. something to make it challenging. You can also follow the

cave through the mountain and end up god knows where!

Magical Item-Stealing Cult (AD&D.com)

Kevins

kevins@netins.net

One-line

Urban

Fantasy

Magic

Affliction

Investigation

I have been toying with the idea of a cult that goes around stealing magic

items. They are draining the items to power a portal that will allow their

demon (deity, whatever) into our realm. They hit a town where the pc's are

staying and naturally everyone accuses the thief with the party. I think it

could be turned into something interesting but have never had time to

develop it.

Dragon Strike (AD&D.com)

Samuel Franco

dustin@pacific.net

Short

Any

Fantasy

Quest

I recently tried to put a friend of mine on a little quest sponged from

Dragon Strike (a truly exceptional learning game). He was hired to kill the

wizard named Teraptus, I gave him the first name of Shion, by his son,

Gilmar, who was teaching at a wizards school. But the whole thing is as

follows:

They were hired to kill him by some strange man. They had to find a weapon

that could kill Gilmar and then go kill Shion, but when Shion is dead, they

find that Gilmar is quite well and wants them dead, because he is now going

to ascend the throne of Havis (The dragon strike planet).

Adventure Anthology (AD&D.com)

Bruce Freeby

bfreeby@toto.csustan.edu

Medium

Any

Fantasy

Quest

Guarding

Affliction

How about the PC's are hired to garrison some piddly little outpost on the

border with a neighboring kingdom when A) that neighboring kingdom decides to

come through that area on a raid/conquest/other B) hostile monsters in the

area attack the outpost, looking for loot/revenge/some item or artifact

rumored to be somewhere in the outpost but never found by previous

explorers. Catch: The obvious catch would be that whatever the situation,

the PC's would have to be either high enough levels to face it, or have

enough diversity of characters/terrain/options for magic.

How about the pc's are hired to pilfer a certain item, any item that could

have a real or perceived value to the pc's or their employer. When they get

there, the item is already being stolen or they've been set up and now must

try to get out of the situation without losing face or their lives. Catch:

Having a thief in the party would be really useful, but parties that don't

have thieves can have and npc thief come along, which could make for a more

interesting plot twist if it turns out the ambush is set up to catch only

the thief, and the rest of the party shows up!

How about the pc's are implicated in the destruction of some item with real

or perceived value and now must get out of town or find the real culprits

before time runs out. Catch: Players can get disgruntled real quick if this

happens more than once or twice.

How about the pc's, while sent on a mission (could be almost any)

accidentally come across an item which takes them into a labyrinth or maze

of some sort. For higher levels, the maze could be some sort of reality

displacer, taking the through time at various points, or perhaps space. They

exist at that point in time though they are not from it. However, they do

not exist in that SPACE in time. They are still in the maze, and it'll take

cunning to figure the trick out and get themselves home. Catch: Besides not

being able to do this very often, a plain maze can bore players quickly. Add

a minotaur or a Gorgon for flavor.

How about the pc's are hired to guard a caravan that carries a secret item

which becomes subject to several raids and more subtle inter-caravan

subterfuge. It may turn out that members of the caravan are also out to get

the item. Catch: This has to be played for flavor. If the item has real

value, make sure the players can only get their hands on it if it turns out

Competition! (AD&D.com)

Martin Grimes

Martin@luxcs.demon.co.uk

Short

Coastal

Fantasy

Intrigue

The PCs arrive at a small town on an island in the middle of a lake. The

distance around the lake makes it a pain to go around. However, during a

particularly nasty storm, one of the bridges that links the town to the

other side of the lake has been destroyed. The mayor has launched a

competition to find the first group to operate a crossing to the other side

of the lake. He asks the PCs to ensure fair play in the competition. There

are several groups.... the dwarves are building a tunnel, the elves are

building a boat, the gnomes a bridge... etc... Each individual group

attempts to bribe the PCs to sabotage the others... Particularly good for an

evil group of characters!

Gnome Attack (AD&D.com)

Marcel Lauzon

jaglin@geocities.com

Short

Dungeon

Fantasy

Affliction

PC's have been wandering looking for adventure for months. They enter a

tavern (D.M.'s choice) and are assaulted by an angry mob of gnomes! the

characters are captured and are taken to the gnomes kingdom. the characters

must escape back to the realm of sane and TALL men!

Crusades (AD&D.com)

TAILLO

dispatch@saglac.qc.ca

Short

Any

Fantasy

Quest

Guarding

At the end of the times of crusades, an evil king send his best men to the

ultimate crusade. Zweihander, the fighter with his two-handed sword (15th

level), Krieg, the barbarian with his two-handed axe (15th level) and

Galadorff, the cavalier with his claymore (17th level). This elite soldier

are the generals of the Osker Army (1,2,3 rd level soldiers) who have the

missions to destroy and take London in the U.K. and they can. The player

characters have to stop them after they reach U.K. (the Osker Army are

Germans). It's a quest of very, very rare magic, so the players character

must be fighter characters or thieves between 10 to 12 level.

Rich Dead Dad (AD&D.com)

blade4

blade4@cs.byu.edu

Short

Any

Any

Intrigue

One of the PC's has a wealthy heritage. The PC has joined a group of

adventurers and they set off. He learns of his father's death and that he

will be receiving a large portion of his father's wealth. Other NPC's in the

adventuring party try to steal or kill the PC for having the wealth. You

can work it sort of like a inside corrupt process of team members

backstabbing each other.

Un-Identified Driving Object (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Any

Fantasy

Investigation

The party founds a weird, oddly shaped metallic red object with four wheels.

It has some sort of windows, made of glass. The party cannot break into or

enter the object. It is, of course, a car. If the DM wants, he can send the

party on a quest to find the key, their reward will be a red cadillac.

Amazing Discovery (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Wilderness

Fantasy

Comedy

The party is following a river when they discover a waterfall which if

falling up. The party needs to get up the cliff on which the water is

falling. If they choose to ride the waterfall up, they discover the hard way

that it is an illusion and really is falling down. They fall, taking 10d6

damage. If they scale the cliff, they will see a man (illusionary) ride the

waterfall up, making them wonder why in the world they didn't get the free

ride. :)

Shrunken Party (AD&D.com)

Jonnie Durham

tassel@galileo.mis.net

Short

Building

Fantasy

Quest

You have been summoned by a high level wizard to his keep. He must leave for

a meeting but is in the middle of a very delicate experiment. He needs the

party to find a specific fungus which a species of ant uses for food. He has

transplanted some of these ants into his basement. He will shrink the party

down to roughly 1" in height so they may enter the walls of his basement to

search out this fungus. Mice become the size of horses and the common spider

turns into a monstrosity. Also, look out for his cat!

Psionicist (AD&D.com)

Sam Agnew

agnew@ozemail.com.au

Short

Any

Fantasy

Investigation

In a dream one of the characters dreams about a strange man (a Psioncist)

who requests their services on a short mission. Journey can only be done

while asleep the Characters will notice as they travel in the day they seem

to only move about 1 km (truth) when they make camp they wake next morning

20 km in the correct direction to get to the Psionicist.

Evening of Terror (AD&D.com)

Brandon Paulk

bpaulk@popalex1.linknet.net

Short

Any

Any

Affliction

I think the characters should all be able to meet in a small quaint little

village....around dusk maybe....Then suddenly all Hell breaks loose and they

have two choices...1: Fight and save the day....2: They join the forces of

evil and destroy the world....Or they could just whistle....

Trick or Treat (AD&D.com)

The brother of T.G.

Short

Dungeon

Fantasy

Quest

The Party somehow (up to DM) ends up in small city. A noble notices them and

asks them to clear out a local mine. It is apparently full of niggling

little monsters but it turns out to be full of much much more....

Hopeless Wind (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Cave

Any

Affliction

The party is trapped in a cave or other small, stone room. There are no

exits they can find. However, there are lots of cracks in the walls. From

one of this cracks is blowing a small stream of air, which implies that the

outside is right through that wall. However, this is completely false. A

cruel DM would make no exit from the room, laughing as his players while

they try everything they have to enlarge the crack. A nice DM would make an

exit somewhere in the room, just not at the crack where the air is coming

through.

Arson (AD&D.com)

Farin

qshata@geocities.com

Short

Building

Fantasy

Quest

PCs are asked by a rich merchant/patrician (someone in a power-position) to

burn down the house of a concurrent. Make sure the party-wizard's got

fireball, burning hands and/or levitation. Throw in a couple of bodyguards

living in the house and presto! an adventure.

October Fest (AD&D.com)

Farin

qshata@geocities.com

Short

Urban

Any

Intrigue

Investigation

PC's discover secret information marked "The Days of Chaos". Evidence points

to the existence of an underground organization working towards a downfall

of organized life as we know it. Plant evidence in houses of powerful NPCs,

making it harder to get every adventure to get it, and, after 2 or 3

sessions, spring the trap; PCs are invited to a ball at which the Prince(ss)

King (Queen) or Emperor (Empress) will attend!! Then they get to hear that

the Oktoberfest is starting as of today! To make the joke a little less

harsh, throw in a couple of magical items. (The evidence should be

suspicious, but should also point to a big party, such as Octoberfest).

Hole (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Dungeon

Wilderness

Fantasy

Exploration

Lich

The PC and the members of his party are travelling through the woods at

night. They all walk onto the roof of an underground mining cave. Scattered

throughout are jewels and magical items, but, unfortunately, they are

guarded by a powerful Lich. Now they must fight for their treasure!!

Winter Stalker (AD&D.com)

Shashi Mahesh

qshata@geocities.com

Short

Wilderness

Fantasy

Affliction

This scene takes place in a cold harsh winter. Suddenly the PC's see a

snowstorm at the horizon gaining on them, they end up in a snowstorm. This

snowstorm is really an air elemental, but invisible to the PC's (the best

you can use is the Wind Walker from the MC-annuals, volume one) so they can

hardly hit is because it's all over them. If the DM is pissed off he can put

some wood, weapons or other objects in the storm to weaken the PC's even

more. This encounter can be used to take away some item's the PC have and of

which the DM don't want them to have. You can also use this as an

introduction of a new (N)PC, which was blew along in the storm.

Dungeon crawl starter (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Urban

Town

Fantasy

Affliction

Exploration

The party is walking in a town district with a lot of wealthy inhabitants.

As they walk along the street, they (only 1 person will probably do this)

step on a sewer cover, which breaks, plunging the unfortunate PC into the

depths below. The actual distance he falls is 250 feet, or, in the case of a

munchkin party (i.e., that isn't enough), the distance is 10' more than the

farthest infravision of the party. No magic is detectable. The sewer is

really a trap by cunning thieves hoping to catch a rich merchant after a

large bank withdrawal. From here, the party should go down and help the PC;

they can discover a tunnel down there, and they start the typical dungeon

crawl.

Malister (AD&D.com)

Aaron Johnson

qshata@geocities.com

Short

Rural

Fantasy

Investigation

Magic

There is a small town called Malister which is ruled by the local mage who

the town is named after. Malister is a neutral necromancer who is slowly

drifting towards evil. When the town was created there was much wildlife.

Now everything has died over the many years. There is also a forest south of

the city that is said to drive wizards mad. There is a lot of logging that

happen there but recently loggers have been disappearing. The forest seems

to be immune to the "disease" that has affected all other wildlife 10mile

radius of the small town.

DM's note: Of coarse the magic that Malister practices draws its necromatic

energy from the surrounding life. The forest is of a wild magic zone and the

logger are being captured by wood elves! I had many adventurers with this

set up. email me back for full details.

The wishing room (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Building

Fantasy

Magic

The characters end up somehow (up to DM) in a totally white room where

anything they say will immediately come true.

DM NOTES

This can be used as a porthole to another plane of existence when the

characters say "I wish I could go into the Ethereal plane" or something

similar.

King for a day (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Any

Any

Affliction

Intrigue

The characters can be hired as soldiers for a certain king. The king leads

his army into battle many times, the characters being unaware that the king

has grown fond of one of them. During one battle, the king dies and, having

no heirs, leaves the throne to one of the characters.

Fake property (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Any

Any

Exploration

A merchant in the town is offering property for pennies on the dollar. If

the characters buy a plot, it turns out to be non-existent (50%) or unusable

(25%) such as a swamp, or having a curse (5%), or being ancestral land

(10%), or containing any treasure the DM wants to give away (10%)

Crash! (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Wilderness

Fantasy

Exploration

One night while sleeping in a forest near any town, the characters hear a

thunder-like BOOM that awakens them. They see a glow off to the south. If

they investigate, it will turn out to be a space meteor containing a very

valuable metal that makes exceptionally strong weapons. The meteor is much

too heavy for them to lift, but fortunately, a Gold Dragon was also drawn to

the scene. The characters notice him as soon as they arrive on the scene.

The dragon will help them carry the meteor to the town for (up to DM) about

50% of its value (up to DM).

Hostage (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Rural

Fantasy

Affliction

This adventure works really well in the event that a PC has a child. The

school in the local town has been taken hostage by a group of Barbarians.

The children are held for the town officials to be forced to let the

Barbarians get their goal.

THE BARBARIAN'S GOAL: is to stop the town from expanding into the

surrounding wilderness, which is their home. Last week the town voted to

build homes in the nearby forest by chopping trees. This would also provide

the town with firewood.

Treasure (AD&D.com)

Qubrak Shata

qshata@geocities.com

One-line

Any

Fantasy

Investigation

The PCs find a weird, metal object. In reality it is a gun from the future.

It is loaded with 12 bullets, or 12 "charges". Imagine what you could do

with this!

The lost sword of Palaodrin (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Urban

Fantasy

Investigation

The characters find an old scroll which describes a city called Palaodrin.

In it, it says that the city had ties to the magics of the universe, as it

was in the very center of the prime material plane. Surprise! After a lot of

research, the characters find out that [pick a city in your campaign] is

right on top of the old city of Palaodrin. If the characters explore [the

city that is listed above]'s sewers, they eventually will discover the sword

of Palaodrin. Make up a bunch of stats for it, find the original stats for

it on the net, or I can send you mine if you ask for them.

Princess trapped in tall castle (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Castle

Fantasy

Investigation

PCs hear of a princess or some damsel in distress (NOTE: I am not implying

that women are not capable of escape. For those so inclined, replace damsel

with Hunk) The tall tower cannot be climbed and there is no way to scale it.

There is one window on top. The PCs must consult many sages to discover

rumors that the damsel/hunk has long hair. (like in the classic story of

Rapunzel.) This adventure can have a villain to defeat before the damsel's

rescue, but it is mainly intended for DMs who have players who do not like

to use sages and never remember about them until too late. I used this

adventure to help my players use sages, as they were not doing so.

Moving Hole (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Any

Fantasy

Affliction

Investigation

An enemy that the characters are battling throws a black something under one

of them. It is a hole. The PC affected by it falls through. Fortunately for

him, the rest of the party manages to defeat the enemy. Now they can keep

the hole, but should try to find a way to "dig" their companion out from it.

Oh my GOD, it's BUNNIES!!! (AD&D.com)

Dagarth

Medium

Rural

Fantasy

Investigation

Affliction

The PCs are tramping through the countryside, when one of them notices that

there is a rabbit following them, about 100 yards back. Whenever they try to

approach it, the rabbit flees. Nothing they do will keep it from following

them. If killed, it is replaced by a rabbit bearing different markings.

After a few days, they notice that now they have TWO rabbits following them.

Then three. At no point should they be followed by more than 3 rabbits. They

soon come upon a town of halflings, who at some point inform the PCs that

all of the "trackers/hunters" of the town left a while ago, on a monthly

food-foraging trip, but that they are expected back within a day or two.

After spending the night in town, the PCs wake to fact that they have been

robbed of all monies! No other items were tampered with, except those that

contained money, of which all money is gone. Come up with a way for the PCs

to get their money back, shortly after which, a runner comes into town

shrieking "The trackers are all dead!!!" After calming the runner, he will

say that the trackers should have been back by now, and that they are

certainly all dead! (Now all this time, the Inn in town has been serving a

rabbit stew to all of its patrons, because that is the only game that the

non-hunters could catch, and all other food sources are depleted, which is

why the hunters are out hunting! (heh heh)

The rabbits ARE the trackers/hunters, after being polymorphed by a mad mage

living in the hills around where the hunters were hunting. They intruded

upon his land, and he enacted an amusing (for him) vengeance upon them. yes,

the PCs get this info, after going looking for the hunters the villagers

remaining are VERY generous with offers of rewards, finding the wizard, and

reading his notes after the battle.

A "magic" weapon (AD&D.com)

Qubrak Shata

qshata@geocities.com

Short

Wilderness

Fantasy

Exploration

The characters are walking along a beach (or any place filled with sand will

do) when a lightning bolt strikes the ground a couple feet in front of them.

This works really well when the PCs are fearing divine retribution. The heat

from the bolt is hot enough to melt the sand into glass. When the PCs

investigate, they find 1d4 pieces of glass that deal 1d12 damage on

unarmored opponents and 1d6 on armored ones. Each piece will break on a

miss, on a critical miss, and on a critical hit due to the glass hitting

metal (armor on a miss), or hitting bone beneath flesh.

Hall of Tiamet (AD&D.com)

Jessica Havens

Short

Any

Fantasy

Quest

Intrigue

Dragon

Adventurers are faced with the need to save their world. They enter a portal

and jump from world to world collecting magical items, a love potion, a suit

of magical armor, ring of true seeing, etc. Each represents a great attribute

which will supposedly save the world. To gain each item they must overcome

an obstacle. eventually they gain the seventh item and then find themselves

in the home of the great platinum Dragon. They walk down the hall, guarded

by golden dragons and stand before the Platinum dragon, who suddenly

transforms into Tiamet. The golden dragons transform into evil ones, the

whole thing had been a plot for Tiamet to take control. He gives them a

choice to either join him or be destroyed....

A Party Starter (AD&D.com)

Alex Olivier

Short

Urban

Fantasy

Startup

For those of you who are always trying to find out an original way to bring

the party together in a realistic fashion when starting a new campaign

rather than "Well you're all in an Inn," or "You see a sign posting a reward

on/hiring armed escorts for," this one was a classic for me:

Wherever the PC's might be, say they are all travelling to town, or they are

in town, they see a commotion somewhere around the limit of their sight

(spread the PC's out) which turns out to be a bunch of Kobolds attacking an

old man who seems to have some Alzheimer's.. frisky but weak, and have the

guy be something of a nutcase mage who accidentally cast an illusion of

kobolds to attack him (he denies this) level 3 or so.. And while the PC's

are together start an adventure; presto! a party.

Non-Monster Wilderness Encounters 1 (News)

Paul Zoski

pjz1@t5.ms.uky.edu

One-line

Wilderness

Fantasy

Exploration

I'm creating a wilderness encounter chart for an upcoming adventure

and want to spice it up with things the part can come across that

are interesting and eventful, but not a monster. For example, I

have a small pond and a stream (too small to put on any map, but a

good place for replenishing water), an abandon campsite, some animals

that might be good for hunting, a mysterious stonehenge like structure,

etc. Any ideas would be appreciated.

Non-Monster Wilderness Encounters 2 (News)

K. Templer

k-templer@usa.net

One-line

Wilderness

Fantasy

Exploration

how about a weather event? say a sand storm, hurricane, thunderstorm,

rainbow without any rain. totem sticks stuck in the ground to mark out

ancient hunting territories, a permanent illusion left by some wizard,

long forgotten.

a personal favourite: a fairy ring, a ring made of toadstool which

supposedly moves anyone standing in it to fairy land. could be an out

plane conduit....

for the truly wild: maybe fishes that swim in air...

Non-Monster Wilderness Encounters 3 (News)

Tadeusz Sienkiewicz

tsienkie@aft.sn.no

One-line

Wilderness

Fantasy

Exploration

I one time put up a fountain in the middle of nowhere.

Mine was a key to a dungeon (in the middle of an other adventure), but

you could change it to whatever. It's also fun if it does absolutely

nothing.

Non-Monster Wilderness Encounters 4 (News)

Jacob L. Sugar

jsugar@erols.com

One-line

Wilderness

Fantasy

Exploration

In response to this I've come up with a few ideas. For the pool, have

the PC's look into it to find the reflection one of their inner self.

For instance, a thief who is forced to be an outlaw might see an honest

man staring back at him. At the abandoned campsite, the PC's can find

evidence of a struggle. For instance, blood marks, items broken, a

bloody dagger etc. At the stonehenge type- place, there could be

ancient runes which gives a riddle. A quest can be made from

discovering the answer to the riddle.

Non-Monster Wilderness Encounters 5 (News)

Leonard P. Zaikoski

len.zaikoski@paonline.com

One-line

Wilderness

Fantasy

Exploration

A deep gorge with a stream at the bottom, just too wide to jump across.

The site of a previous battle; Who was fighting? Who won? Is it important?

A ring of trees growing in a perfect circle.

A huge, spherical rock.

I intersperse unusual but sometimes meaningless things throughout my adventures

to give my players that 'part of a world' feeling where not everything

revolves around them or happens because they take some action.

Interesting and unlikely geological and natural structures can make for a few

minutes interesting role-play as the characters try to figure out if the ring

of trees is a clue, a lair, a portal, or just some trees....

Non-Monster Wilderness Encounters 6 (News)

Lawrence R. Mead

lrmead@whale.st.usm.edu

One-line

Wilderness

Fantasy

Exploration

A small town or village is also fun.

Graveyard, perhaps of some non-human race.

Unusual grove of plants, some dangerous (black lotus) some not (berries).

A lonely, but talkative Ent. (I have one in my world called the "tree of

high wizardry" ; guess why).

An old house with a still usable well.

Herds of various animals; bison, emu, even horses.

A gallows with a hanging skeleton.

A wise man (Sage) on a hill top.

A witch coven of benign witches (i.e., three old crones in a hut)

An occupied farm with some interesting problem to solve.

A burned out patch of forest,

A live volcano.

Non-Monster Wilderness Encounters 7 (News)

tim martin

tmartin3@ua1vm.ua.edu

One-line

Wilderness

Fantasy

Exploration

1. A druid of group of them.

2. One or more rangers.

3. Friendly band of adventurers

4. Friendly band of demi-humans.

5. Merchants, a caravan

6. Wandering bard or minstrel

7. Natural, real-world animals

8. Woodsmen

9. Gypsies or the equivalent

10. Friendly faerie - leprechauns, brownies, etc.

Non-Monster Wilderness Encounters 8 (News)

Buzzsaw

jj@monadnock.keene.edu

One-line

Wilderness

Fantasy

Exploration

Animals you hear and not see. (wolves howling is a good one, makes PC's

nervous)

Spears stuck in the ground with skulls in the end. A candle in the skulls

make the eyes glow.

The sound of wardrums in the distance (goes good with the previously

mentioned spears)

A small pool that is actually a magic potion.

bizarre yet harmless animals that nature (as we know it) never intended.

Ants, hundreds and hundreds of ants crawling away from the PC's creating

an open path. (if the PC's move into or in front of the swarm this

becomes a monster encounter) only to disappear underground further up

the trail.

Mushrooms the size of trees.

A forest of treants

Have every plant be edible or have a useful purpose.

a deer with a birds nest on its antlers, a turtle with an alchemy bush

growing off its back, etc.

Puns, treant truant officers, an am-bush (a shrub that jumps out in front

of you) etc.

A giant grasshopper (possibly with riders)

An elephant the size of a cat.

A group of adventurers who are the exact doubles of your PC's.

Goblins racing using chair with three wheels, the front wheel is hollow

and rats run inside of it to power it, he steers the chariot with his

feet. The PC's may even bet on the races.

Weird animal variations, (green rabbits, scaled mammals, feathered

reptiles, furry birds, horned squirrels, winged fish, etc.)

Having a thing a PC accidentally ask for/wish for happen.

Have an NPC say, yeah right when pigs fly. Then use a space swine for an

encounter.

Non-Monster Wilderness Encounters 9 (News)

Mr. Tines

tines@windsong.demon.co.uk

One-line

Wilderness

Fantasy

Exploration

A chalk figure, cut into a hillside; a riverboat - perhaps crewed, perhaps

abandoned and grounded on a shoal; and abandoned habitation.

Non-Monster Wilderness Encounters 10 (News)

Timothy P. Coyle

timcoyle@ici.net

One-line

Wilderness

Fantasy

Exploration

(1) The PCs are in a rocky area, a day or two after torrential rains cut

large gashes in the thin soil. If one is observant enough, one may notice

that _something_ is buried under a thin layer of mud--something with

suspiciously straight lines and sharp corners.

If the party decides to excavate, they will find a flat stone slab some 10'

on a side, inscribed with strange glyphs, some magic, others mundane yet

exotic; whatever its nature, its extreme age is obvious. If the PCs put

their minds and spells to it, they will realize that it's some sort of AD&D

"transporter pad" (for those Trek fans out there).

Can they figure out how to operate the device? Does it still work

normally, or is it damaged? Where will it take them?

(2) The PCs' camp is raided during the night; only food is missing, no one

is harmed, and a single pair of ogre footprints are found. The PCs decide

to track the ogre (to investigate, not to kill, at least for the moment).

If the PCs stay their weapons long enough, they will discover the

ogre's lair--filled with cages holding sick animals, both natural and

fantastic. If the PCs play their cards right, they can gain the ogre's

trust, help him with his charges--and gain a wealth of information and

perhaps some treasure from the good-hearted but simple-minded ogre.

Non-Monster Wilderness Encounters 11 (News)

Jon Paradise

jparadise@sdicorp.com

One-line

Wilderness

Fantasy

Exploration

a clearing in which stands an empty cottage. It looks as

though the owner has just stepped out. Needless to say,

said owner will not return . . .

Hunting encounters...

An encounter with an animal who looks at the party

members with a notably intelligent look, waits for

and lets the party (or an individual to) follow for

a One-line while, and then disappears.

Will o' the Wisps whom the party never manages to

encounter

"The forest here is dark. A silence so heavy that

you can feel it seems to drape over you. Nothing

is moving, singing, chirping . . . nothing."

You can almost HEAR the spooky music, huh?

Stereotypical encounters that turn out other than

the ordinary.

A woodsman walking through the woods with a bag of heads.

A lost dwarf, down to his last wineskin

A philosopher, out pondering the wilderness.

A madman, who tries to convince the party that he is

the King/Duke/whatever.

A large gathering of small children, with no adults in

the vicinity.

A virgin tied to a tree for a dragon sacrifice.

A dragon, muzzled and chained to the ground.

The vanguard of an army

A group of bandits.

101 Dalmatians

An animal who "adopts" a party member.

A sound of crashing through the trees, going away

from the party.

A dinosaur.

A very old blind woman with a raven on her shoulder. She

walks without bumping into anything.

A rainstorm of frogs.

A hailstorm.

An earthquake

A young goblin girl, eating a raw squirrel haunch. She's

good-intentioned.

An incredibly peaceful nature scene... a waterfall, the

pool of which is surrounded by trees. The only thing

marring the area's beauty are the various bones scattered around

the pool. Cause? An old hill giant, living in a cave behind the

waterfall. He's peaceful and somewhat articulate.

Adventures at Sea

C. M. Sanyk

guppy13@juno.com

Short

Ocean

Any

Exploration

Investigation

Affliction

Jared Dahl wrote in message ...

>

>Hey DMs!!

>

>What are some house rules/resources that you use/reference

>when you are running a campaign that takes place mainly at

>sea? Anyone have modules or mini-encounters that take

>place on the high seas?

It shouldn't be too hard to come up with some good ones here... there's

lots and lots of sea-folklore. The ocean is a dangerous, unforgiving, and

mysterious place. These are minor in themselves, but could develop into

something big if the party shows interest and pursues it.... Off the top

of my head...

1) Someone spots a strange looking creature(s), which no one has seen

before. Bigger things it could lead to... attempts to capture,

communicate with, observe, or learn more about these creatures... perhaps

they are just ordinary animals, or perhaps it's a dangerous sea monster

that's best avoided (if so you'll probably find out the hard way)...

perhaps they have their own language, maybe even a civilization, maybe they

can offer information or advice, who knows. Perhaps the information gained

from studying/communicating with these things can be of value to a

naturalist or sage... Maybe some of the old sailors know of the things,

but are superstitious and afraid of them, don't like talking about them,

and act strangely when they're even mentioned... what's going on?

2) Some debris is found floating in the water. bigger things it could lead

to... mystery: what is this thing, where did it come from, and how did it

get here? perhaps a nearby and recent shipwreck or attack--by a monster?

or by pirates? is there bad weather or a hidden hazard sinking ships in

the area? perhaps more is found, a location of a wreck, or a life-boat

with occupants, or a ship's log. can a salvage operation be attempted?

can the danger be stopped?

3) bad weather storms, high winds and high seas... ship could risk sinking

or be damaged, people could wash overboard (and perhaps drown, perhaps be

rescued by dolphins or sea elves).... or dead calm and a delay in travel.

crew grows increasingly bored and uneasy, supplies dwindle dangerously low

and rationing becomes stricter. perhaps magical weather control attempts

fail--strangely. what's going on? have the gods been offended? do they

demand a sacrifice?

4) funky weather--you've just entered the twilight zone. Natural laws seem

to run backwards, sideways, and in spirals. Strange lights, sky is an odd

color, eerie silence and stillness, the stars move in ways they shouldn't,

the sun sets on the wrong horizon, or doesn't set at all, for weeks...

compasses behave strangely (if they exist) Direction-sense is scrambled,

navigation hopeless. Odd fog, rain falling up, water spouts... a rain of

mice, beetles, toads, serpents or fish... but they're all inland or

freshwater species that live thousands of miles away(!) Sky does Van Gogh

things, Lucy with Diamonds things... Visions (meaningful? Omens?) in the

clouds that only some people can see... Then, strangely, and with no

explanation, everything returns to normal. Or does it?

could lead to.... Perhaps you find yourself to be way off course... or

that the trip has taken much longer than it seemed to.. felt like a few

weeks, but you arrive years late for your rendezvous at the destination, and

were presumed lost. You don't even notice until the bard sings of your lost

ship's "final voyage" and of the bold adventurers (you) "who never were to

be heard from again." Or perhaps upon landing on the far shore, you realize

that you're no longer even on the same planet you were on when you set

sail... your longitude and latitude are right, but nothing fits with your

maps... or maybe the geography's all correct, but where human settlements

had long stood, there are now sand dunes... or perhaps strange (alien?)

creatures living there, and who claim to never have seen your like before.

5) ships crew becomes restless--the captain has made some questionable

decisions lately, and the crew is growing to resent him. Perhaps a mutiny

is likely. Who's side are the players on? Is the captain a liability to

the ships safe passage? Or are the crew members right?

6) ship encounter--pirates? a fellow traveler? a ship in need? lost? low

on supplies? without a rudder or broken masts? Perhaps they have news...

or disease!

7) The entire ship is *swallowed* during the night by some IMMENSE beast.

Everything's fine and nothing's damaged. If anyone is on deck that night,

all they see are the stars being blacked out, as though something MASSIVE

has come between them and the ship. The ship continues to sail as normal,

and there's even weather in the beast's belly, and no shore is in sight...

Then, perhaps a few days later (who can tell?) the sky reveals itself again,

and now it's a bright, clear day. Maybe the ship is completely lost (or was

it *brought* somewhere?) or perhaps it's just outside the port of its

original destination? No matter who you tell your story to (and everyone

on the ship swears it to be true) no one believes a word of it. Could it

have all been a mass-dream or hallucination?

8) Minor mishap--a mistake in navigational measurements has put you off

course. Or perhaps someone fell from the crow's nest, or was crushed by a

yardarm, or fell overboard and drowned. could lead to... if there's a

fatality, there could be a ghost... especially if the body's not put to

rest properly. maybe the ghost won't let the ship find land again until

things have been set right, or perhaps it just makes its presence felt and

causes mischief.

9) Stow away found on board. Put on trial. What will happen to him?

What's his story?

10) Someone has committed a crime on board, and everyone is a suspect.

It's a mere minor theft, but the captain reacts harshly and turns everything

upside down looking for clues to see who's the guilty party. People begin

to get paranoid, accuse each other. Maybe fights break out?

Pheruccia

Tom Zunder

tomz@writeme.com

Long

Urban

City

Fantasy

Campaign

[Not a plot as such but setting ripe with many possible plots...]

Thoughts on Pheruccia, Jewel of Peronia

The city of Pheruccia is an ancient and elegant city. Once ruled by

the Dragon Kings of Ancient Queg, it has been a free and independent

city-state for some thousand years. Rulers have come and rulers have

gone, conquerors have invaded and stayed as loved kings, elders and

princes. The spires and domes, crenellations and battlements are

carved from black and yellow sand, foreign marbles and local granite

sit side by side. In the streets peoples and races from all of the

Worlde mingle in the Bazaar and the Grand Plaza.

Beneath the ground of Pheruccia lie the ruins of hundreds of years of

habitation, the ruins and foundations of buildings demolished by war,

fire and religious turmoil. Deep within these catacombs lie burial

vaults, underground temples and complexes abandoned and their very

existence forgotten.

The current ruler of Pheruccia is the Benevolent Elder of the Guilds

of Ancient Feruc, Salvatore di Luccia, aged, feared and respected

ruler. As the elected ruler of the Guilds High Council, di Luccia is

the hereditary Guildmaster of the Guild of Glovemakers, traditional

organizers of labour in the city docks. Of the seven Guilds of Feruc,

the Glovemakers and the family of di Luccia have held power in the

city for 157 years now, and their Guild Hall overlooking the Grand

Plaza is filled with the sumptuous glory of centuries of trade and

war.

The artist Renaldo di Capelletto is currently painting an epic mural

upon the ceiling of the Glovemakers Chapel of Balanced Repose, a task

he has been employed upon for some 7 years to date. The vast domed

ceiling of the new rose marble temple, erected upon the ruins of the

previous Matchmakers Armoury, (a noted brothel and trading house), was

completed 23 years ago. It is expected that another 2 years work will

be required before the full glory can be consecrated and revealed.

People have many long standing wagers as to whether the Chapel will be

finished before Magdelena do Lattia's epic Tower of the Balancing

Resonance is. The Tower, a Matchmaker Guild project, is pointedly

placed on a hill overlooking the Plaza. Giuseppe di Catalan has never

forgiven di Luccia for engineering the demolition of the Armoury in

1648.

The Seven Armies of Feruc, the forces of the Guilds, are an impressive

and grand site in their dress uniforms, feathered helmets and full

pikes. The musketeers of the Candlemakers' Guild are particularly

fine, in tune with the dominance of Signorini di Malfoso's in the

world of society couture. In their battle dress the colourful Armies

of Feruc inspire awe and strike fear into the hearts of disorganised

rabbles as they advance with their bright jerkins, proud banners and

expertly made pikes, flintlock muskets and rocket batteries. Few other

states in Peronia can withstand a pitched battle with the brave

condotterrie of Feruccia. Sad indeed that they often face each other

down in the streets of the city itself.

Feruccian merchants are the widest traveled and canny of all the

known Worlde, venturing forth in galleys, caravan trains and the

wonderfully artificed flying machines of Leonardo the Great. Exporting

the wonderful glass, artifices, meats and wines of Feruccia and the

other states of Peronia, Feruccian merchants import spices from Queg,

silk from the Southern Shore and hemp, furs and wood from the far

north. Their great skill and wisdom has allowed them to balance trade

in matters material to trade in money itself and the banques of Feruc

are famed for their fair and even handed treatment of all. Many a

princeling or potentate has kept the forces of law and order well

equipped with Feruc muskets after the beneficent loan of funds from a

Pheruccian banque.

Peoples of other races are welcome in Pheruccia, and many of the

diligent and hardworking miners, sailors and tanners of the city are

from far away. Philbians delve deep beneath the Hills of Gold, mining

the coal that keeps city folk warm in winter and drives the steam

engines that run many an artifice. In the docks many a boat is loaded,

unloaded and manned by Uth'ka'len often with the help of their loyal

six-legged Ukken beasts. It is true that many people in Pheruccia are

of indentured service, but all can strive to complete their term of

service and take their place as free citizens, subject of course to

the guiding laws of Guilds, Churches and Inquisition.

Fashions always change in upbeat Feruccia and yet some things stay the

same. Ferrucian women of decency wear their heads shaven with a simple

pony tail elegantly grown from the crown.. Men wear their hair in a

crest across the skull, often shaving back the front and back of the

head. Silks, cottons, and lace are the favoured colours of all well

born citizens. Purple is a colour worn only by nobility, in the Quegan

fashion, but reds, yellows and greens are common and loved at the

moment. Perfumes, tobacco and coffee mingle with other scents in the

meeting places and bistros across the decent parts of town. Even the

meanest street will have the fulsome scent of good Peronian wine

competing with the midden.

Food in Pheruccia is the widest and most cosmopolitan you will find

anywhere. Staples such as cornbread and rice are served by street

sellers, often with a sausage of porc or boeuf innards. At the great

feasts of the Guilds whole Sand Dragons are roasted and served with

curried Purple Moulds and deep fried Poison Mushrooms. Many a

Pheruccian table is graced with oranges, lemons and kumquats from the

Southern Shore, and the marvelous grapes of Peronia are eaten and

drunk as raisins and wine.

I have dwelled in this great city, this paragon of the city politic,

for some fifteen years now. It is a great honour that the Benevolent

Elder has suffered me as Ambassador of the City of Lattia and it is my

great pleasure to share with him this my fond memories of the city

upon my departure home.

Giacomo di Funghi,

Ambassador to the Guilds of Ancient Feruc,

Moonday of Rat in the Month of Turtle in the 1673rd Year of Feruc

-----------

Leonardo the Great

In the year of 1636 of Feruc, a young clerk in the Guild of

Glovemakers returned from his day at the docks where he recorded the

rice imports for tithe calculation. A young lad of 19 he had another

24 years left to work from his father's indenture, inherited when his

father had died young at the age of 43.

As he sat in his mother's kitchen waiting for his nightly gruel, he

watched as the lid on the gruel pot clattered and lifted, forced

upward by the steam from the boiling fluid. Intrigued he began to

doodle on his slate with his marker. Everyone knows the story from

then on, Leonardo had begun his career as the great artificer of Feruc

by designing the steam propellant artifice.

Grateful as any master would be, the Benevolent Elder manumitted

Leonardo's indenture by 12 years once the Glovemakers' Artificery had

begun the make the sophisticated steam propellant devices which power

fans, drive water screws and perform other needful tasks in the city.

Elevated now to working in the Artificery Leonardo's skills grew

greater and greater. Combining the ancient Feruccian skill of

gunpowder with the steam propellant artifice and with the Floating

Bulbs of the Burluvian Bush, Leonardo made and flew the first

Feruccian flying artifice across the Bay of Snakes.

Now a treasured servant Leonardo invented the Cyclopedic Travelling

Engine, an interesting circus novelty, and began plans for an Undersea

Galley and a Cyclopedic Flying Ship. Sadly these and many other

devices were not completed when, in 1641, Leonardo met with an

untimely end when a Witchfinder of the Chapel of the Inquisition of

Fire mistook Leonardo for a known Chaotician. His ashes are now kept

lovignly in a corner of the yet to be completed Chapel of Balanced

Repose.

Michael Gondorosso, Guild of Buttonmakers

Of lesser note but of great satisfaction to Leonardo himself are his

paintings, his poetry and his rumoured love of redheads.

Fraggia

Tom Zunder

tomz@writeme.com

Long

Any

Fantasy

Campaign

[Not a plot as such but setting ripe with many possible plots...]

Fraggia

Fraggia is the most northern city state in Peronia. It's lands border

on the Forest of Night, with their enclaves of Kerren, to the West and

the Ogre Hills to the East. The city is ruled by the Mask of Passing,

an anonymous figure elected from within the ranks of the Masks of

Balance, the Prelacy of the Balance in Fraggia. There is a strong

guild structure in Fraggia and the Mask of Passing holds council with

the guildmasters on city business. The Mask of Passing does have

absolute power and should he require it he can declare an Imbalance, a

time when prelate rule is declared and prelate troops may act under

sole control of the Prelacy.

The Mask of Passing, as do all Fraggian prelates, wears a full mask

at all times. The Mask of Passing is a Death's Head, and this focus on

Death and Endings has coloured Fraggia since it's founding as a Quegan

outpost some 900 years ago. Fraggia is a city of tall dark granite

buildings, black marble temples, gargoyles and death motifs. Like all

Peronian cities the Temple of Air is on the pre-eminent hill, the

Temple of Water in the lake created by the damning of the river and

the Fire Temple smoulders to the East of the city. The Earth Temple is

as tradition dictates, to the West of the city. In Fraggia the Earth

Temple is the Necropolis, a funerary complex of low lying dark tombs,

burial mounds and temples. The holiest temples to the Earth are deep

within the Earth, and catacombs and tunnels run through the Necropolis

and to Fraggia itself. The Necropolis itself lies outside the city

walls, and many a visitor has been pleased to find it so, it's area is

equal to the city itself, and in the moonlight it is an eerie and

frightening ghost town. Fraggians are both feared of, embrace and

dismiss death. They both revile ghosts, spirits and ghouls and yet

also have many folk tales of how clever Fraggians have tricked the

undead.

Despite this cultural affinity with death, Fraggians are quite capable

of enjoying themselves, and once their initial formality has passed

they are friendly and welcoming. They have a strong self deprecating

humour, and practical jokes and black humour are commonplace. The

current Mask of Passing has been known to pull dark jests on the

ruling council before now, and most Fraggians are quite puzzled that

outsiders think they have no sense of humour.

Fraggian prelates all wear masks, representing their resonance's with

the Balance. Most also have some death motif interwoven with the

symbols of fire, water, earth or air. Many lay people also wear half

cut masks, women usually only venture out in public veiled and black

is a common colour all year around. White sepulchral makeup and bone

motifs are common for both sexes, and throughout the year are many

festivals and ceremonies of the dead.

Fraggian food is rich and fulsome. Beer is drunk here, unlike most of

Peronia. Roast porc, pastries, strudels, sauerkraut and fried potatoes

are common. Fraggians adore cream and most of the shokolatt imported

from the Southern Shore ends up in Fraggia.

Fraggians have a rather egalitarian view of the worlde. They often say

'all men are the same under the Mask' and there is a strong sense of

unity and purpose. With ogre and Kerren raids and common occurrence

Fraggians have a strong and well funded military structure, run by the

prelacy and manned by Mask commanders. Military uniforms are dark

greens, blacks and browns, skull and bone motifs are common. Fraggian

rocketeers, who launch themselves over enemy lines riding a back

mounted rocket and then descending into enemy camps by parasol, are

the elite of the army and also the most often killed in action.

Daggers' Tears

edward michael white

edward.white@mailexcite.com

Medium

Urban

Fantasy

Investigation

This dungeon is made for low to mid-level characters with at least one mage

and maybe one thief. The characters are summoned by the local lord to take

a look into the murders that are happening in town. Parents are being

killed and children are being orphaned. The players can investigate any

place they wish in town. The only clue at each murder is a dagger with the

hilt being the shape of a baby with a tear in it's eye. If the players

question the children, they will see that the kids are not sad. They tell

the players they have no idea who did this deed, but they are glad that

someone has. If the players persist, they find out that the children all

have something in common. They were abused. Looking into the dagger, they

can interview the blacksmiths of town. After many interviews they come

across the lord's blacksmith. He finally admits that the daggers are being

created by the commander of the high guards. Gortoth. When the players

approach Gortoth, he denies everything. That night another murder happens

which proves his innocence. The players can wait for another order of

daggers to be made or they can scan the town during the night. Either way

it will be many murders and many nights before they can find him. The

secret is to ask, "How is he getting info about all these kids?" Another

thing they have in common is they all go to the same church. The players

can then question the priest of the church. When approached, he gets VERY

nervous. Its obvious that this is the man. If interrogated or spells are

used, they will find out that he is working with a thief. The thief is

going in disguise and purchasing the daggers. He uses them to kill parents

that abuse their children, who the cleric finds out from the children while

they are in school. Both men are brothers who were abused as well. The

thief killed their parents causing them to be split up when young.

Good mystery dungeon. If your players like fights, throw a few bar brawls

in the campaign.

Three Witches

Tom Zunder

tomz@writeme.com

Long

Wilderness

Urban

Building

Fantasy

Quest

Three kings meet to negotiate an alliance versus the common foe. That foe

employs the services of three witches who curse the kings as they meet.

Each king loses his senses save for one, one can still see, one can hear

and one can speak, but none can move. The adventurers, preferably one each

from each king's bodyguard or retinue, must set out to lift the curse.

The sages and priests can divine (either NPCs or PCs if powerful enough)

that no army can meet this threat but that only by blinding, deafening and

rendering mute each of the witches will the senses be restored.

The location of the witches must first be divined, and a possible option

is: Entering the plane of the gods and requesting a boon from the Fates

(Norns) the three crones who weave the fate of all beings, even the gods.

They will be able to read the threads of the witches, who they see as

somewhat impudent counterparts. The Fates will require three gifts to

grant the locations.

1: A ball of thread left by a hero in the maze of a minotaur. Sad to say

the minotaur still lives and will challenge the PCs in mortal combat.

2: A golden apple dropped by a goddess when squabbles broke out over who

was loveliest. Sad to say the apple has worms, and as a giant apple the

worms are giant wyrms. Once recovered the apple will shrink to a normal

apple size.

3: The head of a gorgon, left in the desert and now used as a toy by a

giant sphinx. the sphinx will, once the authority of the PCs is revealed,

only release the gorgon's head after 3 riddles are answered correctly.

(see the netbook of riddles). Note this is a gorgon's head, don't look at

it.... (Oddly enough it doesn't affect the Sphinx)

The Fates will then divulge the positions of the witches. They will finger

the threads of the witches and reveal that the time has not come to cut

these threads. They will explain that the adventurers must complete their

quest without killing the witches.. They will give the adventurers the

thread, the apple and the gorgon's head.

In a flash the PCs will return to the castle, no time having passed, ready

to hunt the witches.

Each witch's lair lies three days from the castle and may be visited in any

order. The witches are:

Frankel, Witch of Sight

In a tall tower atop a moor, Frankel is guarded by harpies, gargoyles and

giant birds. The tower can only be entered from the roof and within it are

mirror traps, illusions, mists and other optical trickery. Frankel uses

magicks that can create multiple copies of her herself, invisible creatures

and spells of light and dark. If Frankel is killed then the Fates will cut

the thread of the seeing king and he will die. If Frankel is blinded in

some way (and chaining her in a dungeon with the gorgon's head on display

would force Frankel to keep her eyes shut....) will restore sight to the

two kings who are blind, restore full senses and movement to the seeing

king BUT blind him too. (no it's not going to be a totally happy ending is

it?)

Josel, Witch of Hearing

In a dark forest Josel is guarded by wolves, boars and howling banshees.

Living in a giant tree, Josel will use silence spells, spells of great

noise to burst eardrums and giant spiders which creep up on PCs almost

silently. She will use ventriloquism, diversions, trumpets and noise to

keep the adventurers confused. If Josel is killed the Fates will cut the

thread of the speaking king. If her hearing is taken from her (stuff the

thread in her ears and tie it to her arms so she cannot remove it?) then

hearing will be restored to the two deaf kings, restore full senses and

movement to the hearing king BUT deafen him too.

Carnel, Warlock of Hearing

In an amphitheater left by the ancients, Carnel is guarded by mages and

wizards who will cast magicks of command and control. The power of the

word will be used against the players. The drill is much the same as the

others, the apple will fit neatly into Carnel's mouth, and the usual

effects will apply to the kings.

Conclusion

The kings will now be restored, although one will be blind, one dumb and

one deaf. They will unite to forge an alliance and the struggle against

the foe will continue. OR one or more of the kings are dead, and

factionalism and disunity may emerge. Either way the witches will

eventually get themselves free, (the magical curses will not return) and

the adventurers will have three foes not at all happy to let them continue

unopposed...

Twists

Of course the Fates may be the witches and the whole thing was a way of

moulding heroes and unity. The Fates may or may not continue to ban the

deaths of the witches.

Paladin's Dark Day...

edward michael white

edward.white@mailexcite.com

Medium

Rural

Fantasy

Investigation

Dungeon for 4-6 players, 6-10 level.

As the party is walking along on the country side, they come across two

paladins fighting side by side. As soon as the players take up arms to help

them fight these two fire giant, one of the large hammers meets the head of

one of the paladins'. The blow kills the paladin instantly. At that time,

the other paladin goes into a flying rage. After the Giants are dead, the

live paladin rips off his helmet and grabs the limp body. The person he is

grabbing is his wife. The head is completely crushed and there is nothing

they can do. If the players have some way of getting her back, have it

fail. Failed system shock or something like that. At that time the players

can help the paladin finish his mission, which was to stop a group of

trolls from harming a nearby village. During the mission, the players will

see a change in the paladin's attitude. He starts to pout, gets short with

the players. He walks off into the woods alot alone. One day he attacks the

mage with full force. The players can try to subdue him, but it's taking

more time to get him down and the mage will start to need healing. At that

time, a final blow will kill the paladin. Right when that happens, a laugh

is heard and a pit fiend appears. He nods and thanks you for doing his job.

The pit fiend was forbidden to get close to the paladins. But since one of

them is dead and the other started to turn to the dark side (sorry could't

help myself) he was able to convince the paladin that he could bring back

his wife if he could get rid of the mage in your party. An impossible feat

due to the parties' power. He takes the limp body and dissappears. The

players will feel bad, but what can they do? They continue on and meet up

with a group of three. The one in the lead is Tara. She is a paladin. She

is also the wife of Esgar, paladin that the players just killed. The

paladin they thought was her, was not her, but a doppleganger. She was

taken by a group of priests who worship the vile creature that took Esgar's

body. She escaped with the help of these two comrades and now is looking

for her husband.

You'll love the way the players will sqirm. They can explain and she may

respond with a little anger, but she understands. She would like your help

on getting him back. The people she is with has the ability to get to his

body. The players can join them, but they won't have alot of fun.

Dragon's Wishes

edward michael white

edward.white@mailexcite.com

Short

Rural

Fantasy

Quest

Lich

Draco-Lich

This is a high level dungeon for players that are 12th level plus. The

number of players can be anywhere from 4-6.

The players are called to help a town from a dragon that has been attacking

with terrible force. The players are known as heroes throughout the land

and of course will help the player. They spend the next few days waiting.

Nothing. They spend a few more days searching. Nothing. They begin to

wonder if the dragon has gone away. They come across finally on a large

cave. Inside the cave is a group of men sitting around a fire. The cave

smells horrible. Rotting behind the group is the dragon that has been

terrorizing the town. Seems like someone has beatin them to the punch. They

approach the other party and find out that they are thieves. Why did they

kill the dragon? Why would they care about the town? Maybe the dragon has a

large hoard of treature? But, where is this treasure? The thieves scatter

as the corpse comes to life. The players are introduced to a Draco-Lich for

the first time.

The thieves were hired by the dragon to take certain items in the city

while he attacked. The dragon caused the confusion, and the thieves did

their job. The dragon will attack without regards to the thieves. If they

get hurt in the crossfire, oh well.

Bottle in the Sea

C. M. Sanyk

guppy13@juno.com

Short

Coastal

Fantasy

Exploration

Investigation

This goes along the lines of finding floating debris. Instead of

wreckage or junk, however, a bottle is discovered, floating in the water.

This could just be an ordinary bottle, of clear, colored, or opaque glass,

and it may contain a clue in a mystery or small item. It could have an

S.O.S. or other sort of message inside, or a treasure map, or something more

exotic, such as a bound spirit, demon, or djinn. Perhaps a wizard has

cursed an entire ship, shrinking it magically and placing it in the bottle,

and then casting it out into the ocean, doomed to float about at the mercy

of the tides until such time as it is discovered and some means of rescue is

devised. At this point, the PCs may have a new vessel in their fleet, or

else great gratitude and reward from the sailors, should they still be

alive. This may also be an effective way of introducing a spelljammer

vessel into the campaign, if one uses that setting.

It could also be a magic item... suggestions for an bottle of endless

smoke or endless water might be good (if it's a particularly *ancient*

decanter of endless water, this item could in fact be the *source* for the

body of water the party is currently travelling on... if so, they may need

to find a way to shut the water off, so that the flooding does not cover the

entire continent. Of course, shutting off the water source may also result

in major geographical changes over the long term (if all the water runs off

from a large, artificially-created river or lake for example, revealing an

unexplored bed, possibly with all kinds of ruins to be discovered... along

with *deep* mud

Alexander Forst-Rakoczy

The Net Book of Plots Volume V

The Net Book of Plots

Volume V

Editors Note:

This book marks the first in a new format, made for conversion to HTML

and for indexing. My enormous thanks go to Alexander Forst

(alex@complang.tuwien.ac.at) and to Soh Kam Hung (h.soh@trl.telstra.com.au)

for their dedicated efforts in designing this tagging scheme and help in

tagging and editing the plots. I hope all enjoy this new collection and

dont forget to tell the authors how it went if you run a plot.

---------------------------------------------------------------------------

Patrimony

Tim Dickinson

dickinst@crl1.crl.aecl.ca

Short

Any

Any

Affliction

A character (or a follower, or henchman) receives an "inheritance" they didn't

know they had from their father or some more ancient ancestor. Note that these

types of inheritances don't have to be land, wealth or possessions: sometimes

certain _rights_ were just as valuable. For instance the right to own land in

certain places, the right to start a business, or be exempt from taxes, or

whatever. For balance, it probably shouldn't be something _too_ wonderful. It

may even have problems attached (squatters on land, politicians who don't like

people exempt from taxes, etc.).

Chimneys

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Urban

Any

Investigation

There's a killer on the loose in town. Someone (something?) is killing people

and stuffing them down chimneys and fireplace flues. People find out when they

light their morning fires and the smoke backs up. No visible wounds. Is it

poisoning? Demons? Rabid Santa Claus?

Floating

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Urban

Any

Investigation

Some washing women (damn, I'm sexist) are down by the river when something

horrible floats to the surface. They run back and tell everyone. Was it alive?

Dead? Is it there when someone goes to investigate?

The Crucible

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Urban

Any

Quest

Some guy off the street comes up to a character and wants to buy an object they

carry (a sword? helmet? shield?). He offers to pay with a small marble

crucible.

Calculus

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

City

Fantasy

Intrigue

Some sages in the city come up with a new higher-order mathematics which they

say is very useful for describing natural phenomena. The local church

immediately denounces it as unholy and sacrilege.

Prolapse

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Any

Affliction

A medical condition with which to inflict a PC; specifically, the falling down

of a part of the body from its normal position, usually the womb or the

rectum. I kid you not. Look it up.

Get the Acid

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Wilderness

Fantasy

Quest

Dragon

The players must (for whatever reason - debt, magical item required, payment

to a mage, etc.) retrieve, whole and unbroken, the internal acid sac of an

acid-spitting dragon. First kill it (non-destructively), then cut out the

sac (tricky business).

Rumour

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Urban

Any

Intrigue

Affliction

A nasty personal rumour spreads about a PC. It's untrue, and quite nasty. Who

started it? What implications will it have?

Insane companions

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Any

Any

Affliction

Henchmen or hirelings that turn out to be insane. For example, a soldier with

monomania (becomes obsessed with one task to the exclusion of all else, becomes

depressed when task completed), or a megalomaniac blacksmith.

You call this government?

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Any

Fantasy

Sci-Fi

Intrigue

Areas with unusual forms of government. For example, a pedocracy (government by

scholars and the educated), or a syndicracy (rule by a body of syndicates, each

representing some business interests).

Holy water

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Urban

Fantasy

Quest

A cleric must become involved in re-making a holy water font after the old one

is defiled. Several weeks of time, and great cost.

Skunks

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Wilderness

Forest

Fantasy

Quest

Skunks

A quest/magic spell component/item recharging ritual/whatever requires that

the group obtain the intact scent glands of 6 skunks.

Magic toys

Tim Dickinson

dickinst@crl1.crl.aecl.ca

Short

Any

Fantasy

Magic

Affliction

Little magic items that charm or entrap the user. For example, a little puzzle,

made of wood and wire, that you're supposed to manipulate into some particular

shape (you know the kind - even a Rubik's Cube, maybe!): if the owner fails a

save, he/she becomes enraptured by it, and won't put it down. If it's finally

forcibly taken away, they'll react violently for a couple of turns. Or one of

them little kaleidoscope tubes: if the person doesn't save, they'll continue to

stare through it and giggle. If it's taken away, same reaction as above.

Haunted item

Tim Dickinson

dickinst@crl1.crl.aecl.ca

Short

Any

Fantasy

Horror

Investigation

Magic

An item that's haunted or cursed because it was used in the commission of a

terrible murder. It'll move a little on its own, or tingle, or drop from your

grasp, or moan eerily, or whatever. If the murder can be investigated and maybe

solved, this behaviour will stop.

Community service

Tim Dickinson

dickinst@crl1.crl.aecl.ca

Short

Urban

City

Any

Affliction

Character(s) get arrested for fighting/carrying weapons/some other obscure

law, and instead of being thrown in jail they're forced to perform several says

(weeks?) of community service:

* street cleaning

* city storage/library inventories

* stray animal extermination

* litter-bearer for someone important

* issuing summons or assisting in the arrest of particularly dangerous

people

In addition, as criminals, they're given a big ol' tattoo, someplace really

conspicuous.

Dyed in the wool

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Urban

Any

Affliction

An accident where a quantity of brightly-colored dye gets poured all over one

of the characters. Takes _weeks_ to wear off.

Curious book

Tim Dickinson

dickinst@crl1.crl.aecl.ca

Short

Any

Any

Quest

The characters lay their hands on a book that has very curious things written

inside: they may lead to further adventures, or just be teasers.

* the history of a land they do not know

* someone's diary

* an index of animals, with drawings, none of which they've seen before

* recipes

* astronomy

"Every Which Way But Loose"

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Any

Any

Affliction

A friendly orangutan becomes the party's strong, goofy and unpredictable

travelling companion for a while, whether they like it or not. See Clyde, from

the Clint Eastwood movies "Every Which Way But Loose" and "Every Which Way You

Can".

Gruesome

Tim Dickinson

dickinst@crl1.crl.aecl.ca

Short

Urban

Fantasy

Horror

Investigation

People (not the party) get killed in bizarre ways:

* crushed within a grist mill.

* skewered on the walled city's front gate portcullis.

* struck dead by a falling cheese.

* leg held fast under the rubble of a collapsed wall, eaten alive

by stray dogs.

There can be a reason behind it all (the setup to whatever other adventure you

want), or not.

Wyrd Witch

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Wilderness

Forest

Fantasy

Quest

Magic

A wacky old witch in a hut in the woods, who will procure magical potions

of wondrous efficacy for anyone willing to pay the price. Each potion

requires payment of something really odd: 6 turtles, 3 double-yolker eggs,

a painting of a tree, or something equally goofy.

Pick Pockets

Tim Dickinson

dickinst@crl1.crl.aecl.ca

One-line

Urban

City

Fantasy

Investigation

Affliction

Characters should get their pockets picked more often when they're in

cities. They're big and rich-looking, and they'll be constant targets.

Non-stop.

Ethnic Cleansing

Tim Dickinson

dickinst@crl1.crl.aecl.ca

Short

Fantasy

Investigation

Urban

City

Some locals are being murdered - some of high standing, some common

folk. The local Assassin's Guild is carrying out the executions, under

order from a secret cult of half-elvan fanatics. Investigation will

reveal that all of those killed were half-orc, although no one knew it,

most of the time. The cult despises the idea of orcs defiling the human

heritage they share.

Demon or not Demon, that is the question

Tim Dickinson

dickinst@crl1.crl.aecl.ca

Short

Fantasy

Investigation

Urban

A rumour that a local priest of high standing is a demon. He's not, but if

your players are like mine, they beat every rumour to death, especially if

it's demonic. The priest will hear of their investigation, and may even

start worrying and acting suspiciously: this may lead the players on even

_more_.

DARK MASS OF KOREEM-CIL

Tim Dickinson

dickinst@crl1.crl.aecl.ca

Fantasy

Medium

Quest

Investigation

Urban

The general plot: the characters have to get information about, then

infiltrate a ceremony of an evil religious sect, to save the intended

sacrifice. (Hey, does this sound familiar? Ahhh, so what?)

If the party think they the goodies, then just drop them some rumours

about the cult and its sacrificial doings. This should be sufficient to

draw in properly-played PCs. If they are not inclined to do such a thing

for nothing, then have them hired on to do so (a wealthy parent is concerned

their newly-converted child is going to be a sacrifice, or the established

local religion wants a stop put to this heathen bunch and their evil

practices).

In any case, info about the cult should be sketchy. They'll have to sniff

out rumours about town. They'll have to pay some snitches (who may or may

not give them good information). They should get a little too close for

someone's comfort, and they should get attacked for it. Maybe with magic, a

curse or something serious.

Specifically, they'll want (i) cult background and (ii) location of the next

sacrificial ceremony. The second will be very hard to get.

If some of the characters want to try to infiltrate the cult, this will be

next to impossible. Unless some _very_ convincing magical method is

possible to replace an existing cultist, they'll be found out. If they try

to "join", they'll be turned away and everyone's guard will be up.

If they manage to locate the ceremony, they'll witness terrible magic and

nasty rites. An attempt to rescue sacrifices will be met with (i) much

priestly magic (i) moderate armed resistance. If the party is strong, and

they let the ceremony proceed at all before stepping in, they'll be

confronted wit whatever terrible otherworldly thing the cult was attempting

to summon with the sacrifice (its notice was gained with the beginning of

the ceremony, and it is furious at the sacrifices which it did not receive:

it'll appear and attack everyone, cultists included).

There's also a chance that they'll get captured themselves and get added to

the list of sacrifices. This is a good way to go if the party splits up and

comes in from two different directions, or tries to co-ordinate two

different tasks at once: one group will suddenly notice that the other has

been captured and is being led to the slaughter. This adds urgency to their

task. 8-)

If this is the case, a good hook is to have the cultists do something to one

of the characters, pre-sacrifice, that is somehow permanent: a terrible

scar, or a spell, or some such. Something that they have to live with (and

role-play with) for the rest of their lives, preferably.

There's lots of good hooks from the after effects, if they're successful in

saving the sacrifice, or even killing off most of the cultists. They'll earn

the undying enmity of that sect, and they'll be after them forever. They

may get some nasty curses from the priests before they win. They may have

allowed a terrible monstrosity to be summoned, which will wreak havoc, of

course. They may even get blamed for this. Perhaps they'll discover that

local officials or nobles were somehow illegally involved (they belong to

the cult, or have struck a black deal with them). Will they reveal such a

conspiracy? Can they really prove it?

Taken in

Robert Underwood

GEO10701022@NKU.EDU

Short

Cyberpunk

Quest

Startup

Urban

The group is gathered together by Mr. Johnson. The group has a specified

goal, like blackmailing a mob boss, or performing a dangerous extraction.

The characters are promised support, if needed. They go on the job and

encounter _heavy_ resistance. The support that was promised never shows up,

the characters are hung out to dry. It would seem that the job was just a

distraction that the Corp's solos could perform a job easily, seeing that

everybody was hunting the PC's.

The PC's have a reason to hate the Corp that hung them out to dry, and need

to look out for the ones that they crossed. Could even have cops, or CIA

looking for them because of the first run. Makes for an interesting, if

short, life.

Betrayal

Robert Underwood

GEO10701022@NKU.EDU

Medium

Cyberpunk

New Age

Intrigue

Startup

Urban

City

The campaign starts with a Corp hiring the PC's, preferably the PC's do not

know each other. The Corp is an assistant VP in some Corp. This Corp has

ideals on how a company should act, in a way that promotes the common good.

The Corp has most of the lower echelons in his division agreeing with him.

The company president prefers the traditional style of business, you know

the corporate way. The AVP cannot be removed without causing massive

disruptions in his division. So between the division and the rest of the

Corp there is animosity.

That is just the background, the characters are hired by the Corp for

typical runner purposes. The Corp will provide as much in the way of help

that he can (about level 3 or 4 of resources). Some missions will be

nothing more than "good deeds" for various people. About the third or

fourth mission the expected support will fail, bring the characters to

believe that the AVP betrayed them (he didn't, it was a traitor in the

division).

Eventually the characters will become involved in a war for control of the

company when the old president is assassinated. The Corp will be split

almost evenly between two factions. One is lead by our AVP, he has gained

more support than he had, because he is better qualified than his opponent.

Good Cops

Robert Underwood

GEO10701022@NKU.EDU

Short

Cyberpunk

Intrigue

Startup

Urban

City

The players start out as a cop group. It is well known that the police

force is quite corrupt. After some missions (with at least one internal

affairs mission) the city decides to scrap the police force and hire

corporate police.

The city can not pay for the police force that it needs (hence the

corruption) and trades some control over policy for police protection. The

trade is quiet, the city would riot if it knew. When the corporation takes

over it fires everybody, including our players. The players should be left

in job limbo for a while. Next let them find out the "cost" of police

protection and encourage them to go public. Before the players go public

have a council member explain why the decision was made that way.

If the players get into lots of trouble, remember that the good cops will do

everything in their power to help. Of course, the players shouldn't know

which cops are good and which work for other people.

The Magical Land of Ith

Chris Bova

chbova@vassar.edu

Matt Sernett

sernett@max.muhlberg.edu

Medium

Fantasy

Intrigue

Investigation

Quest

Any

Mind-flayer (Ithillid)

What follows is a campaign idea worked out for a fantasy campaign, and it

uses monsters found in that setting, but, with a little work, you could use

it for almost any role playing system short of sci-fi ultratech.

The malevolent race known as the Illithid (Mind Flayers) can well remember

when their world Ith was a glorious paradise, when it's black jungles

bloomed wild, when the warm, primordial oceans washed the unspoiled beaches,

when the Shrouded sunned themselves atop armorlichen spires miles high,

their razor sharp foreclaws glittering the violet light. All the Illathid

race was happy, and lived at peace, with just the right amount of

inter-racial violence to ensure nobody would get bored.

That was long ago, and now strange things are beginning to happen to the

Mind-Flayer garden of Eden. The sun of their homeworld is becoming brighter

and stronger. The seas are getting warmer, the foliage greener, and in time,

the Illathid will be driven underground. Their home planet will soon no

longer support them. Several centuries ago, the grand and glorious Order of

the Ebon Tentacle finally seized the initiative from it's competitors and

gathered almost a thousand Illathid in the great chamber of council. Heads

bowed in reverence, the multitudes breathlessly awaited the commands of the

great mind. At last the brain pool spoke, and it ordered it's children to

cast themselves upon the Astral seas, searching for another world, a place

where the ecology of Ith could be recreated down to the minutest detail, and

the Illithid could once again live in the relative peace of constant

interracial war. And so it was done, and not long ago, some fortunate

Illathid began a hive on a world known to it's inhabitants as "Earth". The

planet's measurements seemed exact, slightly larger than Ith even, with a

comparable atmosphere and seas that had the potential to support Ith life

with some modification. But the sun there was too bright for Illathid

existence, forcing the first pioneers to take shelter underground. It was

then that they found the moon. It was worshiped as a god by the local

inhabitants, but the Illithid knew better. The moons of Ith were smaller by

far, and completely unsuitable for the purposes that the Illithid had in

mind.

Tunnelling out the centre of the moon, the Illithid plan to create a

perfectly circular chamber that is in effect a giant lifejammer helm. The

life force of thousands of living creatures will be necessary to accomplish

the goal; move the moon to a position in which it will block the sun's

light, and hold it there. Luckily, the planet beneath is crawling with

living creatures of no particular consequence that will make excellent

sacrifices... The Shrouded would just eat them anyhow, once the ecology of

Ith is transplanted. And so was launched possibly the most half-baked plot

for world domination ever cooked up by sentient creatures that smell faintly

of squid and eat human brains.

Starting out in OverEarth

Carl Green

navarre@iafrica.com

Long

Fantasy

Quest

Startup

Any

This plot describes how I started characters in a new campaign. I had begun

to envisage my new band of heroes as a weird mixture of technology and

fantasy from three basic 'periods', viz: the 'normal' fantasy time frame, a

modern (1995) period, and a futuristic, post-apocalypse period (very

Terminator 2 in feel). The characters that could fit into this strange

crossover seemed to step right out of my mind; they could include a knight

on a Harley, wielding a magic bastard sword and an ion cannon, or an elf

with cyber-enhancements, armed with longbow and Uzi machine-guns, or a

robotic warrior armed with a staff of fireballs and a copy of the

Necronomicon.

I realised that what I was trying to do was to combine all of my

inspirations, from Lovecraft to Scwarzenegger, Tolkien to 2000AD - I'm sure

you get the picture...

Right, the next phase was to design the fantasy world that would be the

starting point for the campaign. I had had the name OverEarth rolling around

in my mind for quite a while, which inspired a setting that was basically an

alternative Earth with the normal fantasy/historical time frame, magic

systems, etc. The starting point would be the island kingdom of Beorsca, off

the west coast of Uropha, and basically an alternative England...

Next I developed my arch-enemy for Beorsca, the usual vicious mage and

power-hungry tyrant, but added the twist that he was the father of

one of the PCs...

Now came the real challenge - how to start the actual campaign, how to

develop the characters, and how to provide the rationale for the 'jumps' to

our own present-day Earth and its post-apocalypse future

My solution to the dilemma was based upon two beliefs that I had formulated

over the years...

Firstly, that role-playing a character in a fully developed fantasy world

is almost impossible, because of the lack of frames of reference. What I

mean by this is that if I tell you to role -play someone from Paris, your

mind automatically throws out images of the Eiffel Tower, street cafes, etc,

but if I say role-play an elf from Elshaven, you have no mental images on

which to base your character.

Secondly, I had found that role-playing groups often squabble and argue at

every turn, even when playing fully in character. This arguing always seemed

to spoil the impression that the group was a cohesive whole, and it seemed

ludicrous that they remained together at all...

The solution to the first problem is simple to run, and turns out to be the

'engine' that drives the PCs towards their goal. In brief, I decided that

the characters had actually battled their arch-enemy across Beorsca 900

years ago, and then followed him through a gate to present (1995) Earth and

eventually to the post-apocalypse future Earth. However, when they finally

faced him (by then armed with weaponry from all three settings), he once

again stepped through a gate, trying to return to OVEREARTH. The characters

followed, and the trap was sprung. The arch-enemy sealed access out of the

gates, and the characters were trapped in an inter-dimensional limbo...

Time passes, and our PC benefactors (which could either be your campaigns

gods, or some ultra-powerful NPC) stumble/s upon the characters locked in

limbo, strips them of their techno-items, and sends them back to their home

world (in this case OVEREARTH). However, it is now 900 years later, and the

arch-enemy has just about destroyed the PC's realm, which is now a dead

island dominated by his (expectably) demonic forces. To make matters worse,

and to really spice things up, the characters don't have a clue who they

are, where they come from, etc. Even better, their 900 year experience in

limbo has caused their skills to atrophy, so that although they were, let's

say 15th level, they're now 5th level, or 1st level if you're particularly

cruel...Thus the players don't have to try to role-play in what in terms of

geography or history is a totally foreign world, because it is also foreign

to the CHARACTERS!

And the final twist, which accounts for the usual inter-character bickering,

is that the party's original leader, a warrior of great skill and huge

personal charisma * is not with them when they return*. They are aware of

his (or her) absence, and cannot function as a unit without him/her.

And so the scene is set for the poor players, aware only of their names and

their rudimentary skills, to...

* find out who they are...

* find out how they got there...

* relearn their skills...

* track down their missing leader...

* track down the arch enemy...

* and pursue him once more across the dimensions...

The great part is that...

* they will automatically despise the arch enemy...

* their bickering will make sense...

* their lack of knowledge of the campaign setting will make sense.

No Honour among Thieves

Quinton

quinton@sumter.cso.uiuc.edu

Short

Fantasy

Quest

Intrigue

Affliction

Urban

City

The captain of the guard is in the employ of the thieves guild. When the

guild receives an item he really wants, he sets up an elaborate system to

get it. He arrests the PCs on false or trumped up charges (a good way to

get them introduced), then offers them absolution if they do him a favour.

He wants them to infiltrate the thieves guild by a secret back door and find

out some info on some item that will be showing up soon. When the PCs get

through the sewers to the guild, the captain's men will frame them for a

robbery that just took place. The players escape the angry thieves, but get

captured by the town guard. Along the way they have picked up enough clues

to figure out what has gone on, but they can't prove it. So they must

escape from jail and go confront the captain as he is leaving town with the

item. After this excitement, the PCs don't have much choice to become

roving adventurers, since the thieves guild wants their heads.

From Rock to Plot

John McMullen

jhm@sentex.net

Long

Any

Any

I've been GMing for over a decade now. Every once in a while, people ask me

how I come up with plots. I'm not entirely sure, except that I look for

problems and then complicate them. The two most useful questions in

plotting are "Why?" and "How?" ("Who?" "Where?" "What?" and "When?" also get

a work out.)

Anyway, I thought I'd share a technique that I use when I'm absolutely

tapped out or when I can't seem to come up with anything original. You know

the times -- all you can come up with is cliche material you've done a

hundred times in the past. The first idea that comes to mind establishes

squatter's rights on your frontal lobes.

(I want to emphasise that this isn't the only technique, or the best

technique. It's simply *a* technique that I find useful.)

The technique is to limit yourself. When you've got the whole wide universe

to work with, then you have *too many* possibilities. By setting arbitrary

restrictions, you remove things from consideration and narrow your focus.

You've already got a bunch of stuff established which places restrictions on

you. You know what genre you're working in -- that gives you a bunch of

genre conventions you can choose to work with or against. You know what

your player characters are (usually), and you probably have some sense of

location and season. All of these things are restrictions. If you're doing

a sword and sorcery campaign, the question of aliens doesn't come up.

That set of restrictions presumably isn't enough (or you wouldn't need this

technique). The next thing to do is set some arbitrary restriction: the

entire adventure takes place in a single room, for example, or the entire

adventure is built around what you did last weekend. Other possibilities

include story anthologies and (ahem) a dictionary of cliches or quotations.

The technique really relies on forcing the juxtaposition of unusual elements.

Here's a (lengthy) example. I have a Dark Champions campaign. I know the

characters, I know the time of year, I know the city (none of which tells me

what the next story is). So I'm sitting here listening to the soundtrack

album for "Dumb and Dumber" and I decide that I'll create a plot that

incorporates *something* from each song on the album.

Here are the songs on the album:

The Ballad of Peter PumpkinHead - Crash Test Dummies

New Age Girl - Deadeye Dick

Insomniac - Echobelly

If You Don't Love Me (I'll Kill Myself) - Pete Droge

Crash - The Primitives

Whiney, Whiney (What Really Drives Me Crazy) - Willi One Blood

Too Much Of A Good Thing - The Sons

You Sexy Thing - Deee-Lite

Where I Find My Heaven - Gigolo Aunts

Hurdy Gurdy Man - Butthole Surfers

Take - The Lupins

The Bear Song - Green Jelly

Get Ready - The Proclaimers

Hmm. Peter Pumpkinhead and The Bear Song suggest some kind of kid

song/nursery rhyme feel. Get Ready supports that with lines like "Fee Fi Fo

Fum." You Sexy Thing, Too Much of a Good Thing, and If You Don't Love Me

(I'll Kill Myself) all suggest some kind of excess, perhaps emotional

overdrive -- maybe a mind control plot? Somebody discovers a *real*

aphrodisiac and starts dumping it in the water? Someone is infatuated with

another person, makes the threats to suicide if he or she doesn't return the

affection, but the other person's attitude could be described as Whiney,

Whiney (What Really Drives Me Crazy).

New Age Girl is a sort-of love song to someone named Mary Moon who is (in

fact) a New Age Girl. She's now an NPC in the adventure.

First plot that comes to mind with this: take the lowest charisma hero who

often complains he doesn't have a love relationship and give him a groupie

(Mary Moon) who follows him around as the group tries to track down someone

who's committing a series of thefts (Take) based on nursery rhymes. That

leaves me with Hurdy Gurdy Man, Crash, Insomniac, and Where I Find My Heaven

as plot elements to incorporate.

I don't like it. So we'll try again. Instead, let's start with the

insomniac. Suppose someone has the oft-used psionic power of tangible

hallucinations and dreams. He or she knows it and has started trying to stay

awake (Insomniac). It's not easy to make a living if you have this kind of

disability, so he or she is living as a street musician (Hurdy Gurdy Man).

That also gives us the street-level feel and makes the psionic harder to

track down. He or she has a tremendous crush on Mary Moon (we're back to her

again).

The first hallucination is Peter Pumpkinhead, a reasonably nice fellow.

Freaked, she leaves and is pursued by other nursery-rhyme characters.

Although Peter is quite likeable, but the others (the Bear that went over

the mountain, for instance) don't have to be. Not knowing what's going on,

Mary seeks out the PCs; if the PCs are too hard to find, they'll encounter

her, trapped by the Bear. This leads to both Mary and the PCs trapped in

the psionic's ideal world (Where I Find My Heaven). It's not pleasant for

the PCs, because he regards them as competition (Too Much of a Good Thing).

This is obvious because Mary has a crush on one of the PCs (You Sexy

Thing). This environment, combined with Mary's information, lets them know

who they're looking for. The PCs can get out by moving fast enough and far

enough -- the psionic's powers aren't all-encompassing, after all.

This, with the uppers, unhinges the psionic (If You Don't Love Me, Whiney

Whiney). The first evidence is when Peter Pumpkinhead (trustworthy up until

now) turns psychotic.

In the meantime, (1) the psionic, worried, has been awake on uppers long

enough for hallucinations to start anyway, and (2) our villain of the piece

has figured out where these nursery-rhyme apparitions are coming from, and

is also searching for the psionic.

Still to include: Take (a robbery of some kind?) and Crash.

The bad guy catches the psionic, uses hypnosis or mind control to generate

some truly unpleasant hallucinations to perform robberies (Take), including

running an armoured car off the road (Crash) and picking up the money.

The good guys catch up, there is a fight and the problem of what to do with

the psionic. I leave that up to the players.

Now, a lot of the details still need to be worked out, but there's a basic

setup, antagonist, and conflict.

Not entirely without cliches (to really eliminate cliches, you'd have to

know the characters better), but it's certainly different than what I would

have come up with otherwise.

Anyway, it's a technique I find useful, so I thought I'd share it for those

who are having trouble jump-starting their plots.

A ship of fools

Ketil Z Malde

ketil@ii.uib.no

Short

Fantasy

Horror

Quest

Affliction

Ship

The characters need to cross some ocean. It is difficult to get hold of a

ship, but finally one merchant offers to sell them one. The price can be

discussed - a lot. Now the reason the ship is sold cheap if necessary, is

that it is a ghost ship. The previous captain was killed by the second in

command when he discovered what they were *really* doing (Smuggling?

Worse?) Now, the ghost will control the ship, and no matter how the players

try, it will quietly «drift off» towards the island where the previous

captain was killed. The players will experience his death in their dreams,

some as the victim, some as the perpetrator. On the island, another ship

will be arriving shortly with the murderer abroad, and the ghost will appear

and explain that he must be avenged, and will show them a treasure if they

do it. Of course, what the players do might have consequences for their

social position etc, depending on how they do it.

The characters are ambushed lightly, and when the ambushers run away, they

leave behind a sack. The sack contains a small faerie, gnome, or whatever,

who wants the characters to help them open a gate to Arcadia. The gate

turns out to be a frozen lake, and the only way to melt it is to remove the

church that is being built not too far away...and perhaps a sacrifice is

necessary.

Returned veterans

Mike Jones

MIKEJONES@safripol.senchem.co.za

Short

Fantasy

Startup

Affliction

Any

I had a team that had played together for about three years. Unfortunately

the team was about to fragment due to people moving for work. We finished

the campaign with an extended and excellent war.

This led to the ideal opportunity to start off the new characters as newly

enlisted men pulled into the system by a "draft bill" This allowed me to let

them all know one another and also it afforded me the chance of letting them

start with more powerful characters for the basic training that they went

through. This pleased the older players who just shelved experienced

characters Additionally it opens the way for reasons why less suited

characters would want to be multi-classed fighter-anything. Now with the

returning heroes of the war they feel inadequate. All of the available jobs

are being snatched by anyone who killed a worm let alone an Orcish

commander. So the party are forced to seek an alternative livelihood. Roll

on adventuring.

"Save the good dragon from the evil princess- pt1"

James Tackett

jtackett@lightspeed.net

Short

Fantasy

Quest

Any

Dragon

In the first net plot book, there is a quick adventure idea summed up as:

"Save the good dragon from the evil princess"

Some suggestions

Evil Princess intent on overthrowing her parents, but lacking the needed

backing among the leaders of the army, has managed to locate an Arcane and

purchase (with monies/items stolen from the kingdoms treasury) an

amulet/ring/potion/item which allows her to control the dragon which for

generations has helped protect the (select compass direction) borders and

mountain passes of the kingdom from marauders and invading forces. The

dragon under her control has been attacking outlying areas and the

population is in an uproar. The forces of evil, alerted by the princess

that her plan is beginning to bear fruit, are moving towards the kingdom.

The king has suspicions, the general knows what's up, but can not take

direct action against the princess, the court wizard is away at the time

(arranged by the princess, false leads on an ancient artefact etc). The only

hope for the kingdom is that heroes will arise and release the dragon from

the princesses control, and bring to light the entire plot so that the king

can banish her and make her younger sister the true and good heir. If the

heroes should fail, the entire kingdom will be cast into a era of darkness

and evil.

"Save the good dragon from the evil princess- pt2"

Rick DiTullio

rditulli@forest.drew.edu

Short

Fantasy

Quest

Any

Forest

Dragon

Just to add my own thoughts on this interesting idea.

"Save the good dragon from the evil princess"

The dragon in question does not have to be full grown. Imagine the evil

princess holding a dragon egg or hatchling ransom to force the local dragon

population to do her bidding.

To adapt this to a forest scenario use a faerie dragon protector of an

ancient forest. Or even have the whole thing be an illusionary romp caused

by the dragon!

Lastly, imagine the evil princess gaining control of the court wizard's

psuedodragon familiar. This is possibly worse than ransoming the dragons

depending on the wizard's level!

Behold Such Beauty

John A. Murphy

jam@philabs.research.philips.com

Long

Fantasy

Quest

Wilderness

This scenario is best played a bit light-hearted. It starts with the party

entering a very remote village, Village. This village is far removed from

normal government dealings and as such they have their own small local

monarchy. As the party approaches there is great unrest in the town

square. There are trappings as if a festivity is about to commence, but the

townsfolk, also known as the Village People, are very concerned about

something. Anyone they ask will point them to the garrison commander,

Moostard (a colonel), who can relate the story.

"The town was preparing to celebrate the 16th birthday of the

princess. The country side was invited for a great feast. But

lo, this morning when the princess was not to be found we

checked and found that her room had been breached and she had

been kidnapped."

(Any clues or ideas who has taken her?)

"We suspect the black robed worshipers of Evil Mackricks. A

hideous band of clerics that terrorised this area decades

ago with the aid of terrible beasts.

We found a black mace in her bedroom. They used a ladder to

climb up to her window. She must have put up a struggle as the

room was in disarray.

[ if there are any optional witnesses they will report of

black cloaked individuals who, if anyone was close enough,

had the symbol of a giant eye on their chest ]

(What was the princesses name?)

[look a bit flustered, look at your notes then answer] Beauty.

Princess Beauty. She was very beautiful, renown for her charm

and demeanour.

(Why?)

The Emaks haven't been heard from in a long time. From what

little memory I have, they gave sacrifices to their deity (Ram)

on the night of a new moon....that would be tonight! Over the

past few months there have been a couple of others who have

disappeared. We had no clue to their disappearance and thought

they were the victims of monsters or bandits.

(Why us?)

The garrison is not very large. Most of the patrols are out

on multi-day patrols and aren't due back for at least another

full day.

(Where?)

Over the river and through the woods to grandmother willow you go.

From there its over hill and dale. They came on horses so they

should be trackable.

The party should have little trouble following the tracks and finding the

valley. They should be approaching the temple about sundown. The temple is

in a shallow valley. The clerics should have at least a few guards or

patrols, avoidance is a fine way of dealing with them.

The main temple is a long building built into the side of the valley. The

building has a large set of double doors, a single large eye is centred on

the doors. There is a small stable that is adjacent to the front of the

temple. A small door leads from the stable to the temple. There is a

stable hand that is armed with a pitchfork in the stable along with a few

horses among the stalls.

If the party is able to approach quietly they can enter from either the

front doors, which open quietly and are not currently locked, or from the

stable. Both lead into a small anteroom. The back wall of the anteroom is

covered with a large heavy curtain.

As the party peeks through the curtain they can see the main temple area. It

is dimly lit by several torches and braziers. Several of the pews have

initiates in them. At the far end is the alter. A priest is concluding

some sort of ceremony. The princess is chained, standing on the far side of

the altar facing a statue. The statue is made of stone and is that of a

large round (2 meter diameter) creature with one large eye in the centre.

The creature also has several eye stalks (appendages ending in a small eye)

sprouting off of it. The centre eye is made of a huge ruby, about the size

of two large fists. The eyes at the end of each eye stalk are about the

size of a regular human eye and are of various types including emerald

sapphire, onyx, etc.

The priest at the altar is finishing a ceremony that concludes with his arms

outstretched. The centre eye of the statue begins to glow and the light

slowly begins to extend until it envelopes the princess. After a few

seconds the princess collapses, her pallor now a dull grey. This entire

process takes less than a minute.

If the party doesn't intercede at this point the priest will continue with

the physical sacrifice of the princess's body. This will result in the

unalterable death of the princess. What the party must do is intercede and

rescue the body of the princess as well as the centre jewel from the

statue. The ruby is hollow and if held up to the light, the face of the

princess can be seen almost as a reflection or a ghost within. To restore

the princess the party must merely break the ruby with the body of the

princess close by.

Most of the initiates are not well trained and have Mediocre combat

ability. The priest and optional acolytes have Fair or Good combat ability

plus some magical ability. Along the back wall is a concealed door that

leads to other chambers including a jail area (with jailer and optional

prisoners), some storage rooms, and the private quarters for the priest.

Ultimately if the party does not succeed and the clerics continue on their

way, they will continue to steal souls until they can animate their deity.

Fortress of the Sender

John A. Murphy

jam@philabs.research.philips.com

Long

Fantasy

Quest

Wilderness

Castle

This works best with a party that contains a thief. The party is in the

capital city of Gunthenor for the first time. It is usually appropriate for

thieves to visit or register with the local guild. Alternately, a member of

the guild may seek them out, make friends and then later try to steer them

with a tip if the party is looking for an adventure or work.

The guild master (or new friend), Nelbin, should eventually meet up with the

party. He isn't someone to be totally trusted, although this has to be

discovered over time. He isn't evil, just has his own agenda. He is or has

been a thief at some point in his life. He doesn't relate all he knows and

tries to paint a picture of a ruthless baron practically kidnapping his

friend. He doesn't want to tell the party too much, because if captured

they won't know anything. He is concerned that the baron might become

proactive if he finds out that someone is trying to check up on him.

Nelbin relates the following:

Up in the remote Northlands the local baron has unjustly

imprisoned a friend [maybe]. I ask you to rescue a personal

friend [true] who did no wrong other than travelling through

the area with too many gems in his possession [partial truth].

I have tried to rescue him myself, but failed [lie]. I was

captured, and let go with a stern warning [lie]. I do not

believe I would be so lucky if my face was seen again [true].

(What's your friends name?)

Leafloc, an elf and a good archer. [a good thief too]

(Where exactly is it?)

An associate of mine, Prelenna, can act as a guide. She is a

good guide, but not much of a fighter. She will take you to the

keep, but will not enter.

This tale is full of half-truths. The baron worries the guild and Nelbin in

particularly. The baron has risen to power in a remote area, the wild woods

of the Northlands. Information and intelligence on him is limited. Nelbin

knows he likes to stay secluded, but has allies within the governmental

hierarchy. He has shun any contact with the guild. Attempts to contact him

have gone unanswered, sometimes the messenger doesn't return. The baron has

a strong hold on his territory and works both sides of the legal fence. He

conducts raids on some towns or trade routes, while others are protected.

No one is aware of any of this.

Nelbin first met the baron [he thinks] face to face after he was captured

after infiltrating the barons main [he thinks] fortress. He was sneaking

around inside the fortress when something landed at his feet. Whatever it

was caused the immediate area to go completely silent. He turned and saw a

man with bright yellow eyes at the end of the hallway staring at him. Then

he heard strange words in his mind that he recognised as some kind of spell,

soon after he fell fast asleep. When he awoke he was imprisoned.

Nelbin is a Good thief and was finally able to escape. Over time he was

able to collect enough pieces of scrap metal to create a crude pick. He

then slunk in the shadows of night until he reached a small store room.

There he was able to create a secret/false hole in one wall and make his

escape.

Unbeknownst to Nelbin is that the baron is of a strange race called the

Senders [ see below ]. Nelbin also doesn't realise that his run in was with

the barons only son.

The stronghold is in the wilderness of the north. This particular

stronghold is not the barons main quarters, but merely one of several

outposts. The baron is known to maintain patrols over a large area. What is

not known is that the baron maintains odd alliances. The fortress is

currently being guarded by a band of goblins. In other areas the baron has

employed humans, mercenaries, orcs, and even an ogre or two. He tries to

keep racial skirmishes to a minimum by separating races where he can. As

far as the baron knows, his prisoner is a poor thief he caught

investigating. The Sender at this particular outpost turns out not to be

the baron, but the barons only son. The guards at his outposts are well fed

and organised. Usually reporting to a human captain.

The structure is a 2 story keep, two guard towers in the front with a

battlement that runs across the front and halfway down the east/west sides.

There are few windows. The front battlement covers a small courtyard that

doubles as a small stable area. Oil holes and an arrow slit over the centre

aid in the defence of larger scale assaults. If they have hot oil prepared

is up to you. Tree cover makes it reasonably easy to approach.

Size of the structure and the number of guards is dependent on how strong

the party is and how difficult the rescue is intended to be. The storage

room is located in a back corner, there is some shrubbery and undergrowth in

front of the hole.

The stairs in the middle of the structure give an idea of where the stairs

leading down to the jail area are. Obviously the inside needs to be

detailed. If a full lower level is desired it can also be detailed.

+----( )-------( )----| |----( )------( )------+

| | | |

| tower | battlement area | tower |

|__________| _ _ _ _ _|_ _ _|_ _ _ _ _ |___________|

| | | |

| | | |

| b. a. b. a. |

| | | |

^ ^

v | | v

| |

| _ _ _ _ _| | _ _ _ _ _ |

| |

| |

| |

| |

| |

| |_| |

| |_| |

|___ |-| |

| | |-| |

|SR| |

| | |

+x---( )----------------------------------( )------+

If the party is able to make the break out and escape, but does not kill the

Sender, they hear as they are making their break:

"My father the baron will be greatly angered by this...."

The Senders

A race of humans that have the gift of limited telepathy. They can speak

to humans and most intelligent humanoids using their mind. The recipient

can hear the Senders thoughts as if they were clearly spoken in their native

language. The Senders can not read a persons thoughts, just place their

thoughts as if spoken. Senders have a minimum of Good intelligence. It is

unknown if the Senders are a separate race, or a human mutation. The

Senders ten to have been either leaders of men or persecuted by the fearful.

The Party

Jonas Steverud

d4jonas@dtek.chalmers.se

One-line

Any

Exploration

Wilderness

Forest

The PCs, who are travelling through a forest, comes out into a bigger

clearing and finds out that there is a party going on there. What/Who has

arranged the party and if the PCs are welcome is up to the GM.

Symbolica

Jonas Steverud

d4jonas@dtek.chalmers.se

Short

Fantasy

Quest

Intrigue

Any

The PCs are contacted in some way (by rich person in an inn? ;-) )

and this is the story which are told for them:

The master, of the one who contacts the PC, has a slight problem. The

master is a wizard and he owns a book, called Symbolica, which has some

*very* powerful spells in it (Ie. the wizard in the team might want it

himself). But Symbolica is stolen! The master knows who the thief is,

another wizard, and where he is. The master cannot pick it up himself

because of reasons the PCs won't understand. Therefore he asks the PCs to

help him, and he will pay them richly if they fulfil the task. The PCs sets

off and do the quest. But it is one thing they overlooked: the truth!

This is the truth: The so-called thief is the rightful owner! The PCs master has

fooled them! The master has also set out another team of adventurers who's

task is to follow the PCs and make sure they fulfil their task. The second

team are told that the PCs is doing this task as a punishment for a crime

they have committed. When the PCs finally has discovered the truth they

find themselves in a very delicate situation:

1) Their original master is mad at them (for not fulfilling their task

and/or discovering the truth).

2) The rightful owner is mad at them (quite obviously!).

3) The second team don't know what they should think and might decide to

fight the PCs (Depending on how much the second team knows.) They

maybe don't know the truth and continue with their mission - to force

the PCs to deliver the book.

No friends, no money, only wounds and enemies. I think they will think it

over once or two before they says yes to their next adventure...

A Royal Murder

Jonas Steverud

d4jonas@dtek.chalmers.se

Short

Fantasy

Quest

Investigation

Any

The PCs are at the border on their way into a new kingdom. Shortly

after the border, or just before it, they are contacted by a man who

claims he is a nobleman and he needs their help.

This is the story he tells them. "For some years ago this country was

a happy country. There were peace and the people were well fed.

Everybody was happy and it was a healthy kingdom. But there was a

snake in the paradise: Duke Foo (Call him something that's would make

sense depending on your world). He had an eager longing for the crown

and for three years ago he took it with the help of foreign help. The

old king, and some of the noblemen who where loyal to him [the man

lowers his head in a gesture that means that he's on of them], were

send in exile.

The kingdom was sent into terror. People with opinions which didn't

please the king where killed. Good men and women where tortured and

killed for the sheer pleasure of the king. The once happy nation was

now a frightened country!

For two and a half years the rightful king has been abroad but never,

*never*, lost faith in once again come back and making justice! I am

sent forward to make sure that the rightful king can enter his castle

safely and it is in that task I need your help. I need your help to

assassinate the pretender-king!"

The PCs get some extra details (like a map of the castle) and afterwards the

sets off onto their task of justice.

How far they comes before they discover the truth is up to you but

they should get the chance of really, really screwing things up.

The truth is: the nobleman was lying.

For some years ago the country was not happy, it was in terror -the

terror of the king. After a while one of the noblemen was sickened by it

and created a revolution and put himself in the throne. The new king is

not a good king but his intentions are good. He wants to put things

right and to make the country a happy nation. He has succeeded in

some parts and the people love him (they will love anyone who threw

out the old king). The old king was send into exile together with some

noblemen. That part of the story is correct, the fake part is the

parts where the government of each king is described.

What the PCs now are going to do is to kill the good king and to

reinstall the evil one.

Nice plans eh? Just watch out when you tell the players the truth.

They might be angry... ;-)

Well, I think they should have a fair chance of discover the truth

themselves, *before* everything goes out of hand. But if they overlook

the evidence.... Make them suffer...

A Mansion Tale

Jonas Steverud

d4jonas@dtek.chalmers.se

Short

Horror

Investigation

Building

This is one of my better adventures, the problem is that I didn't

GM it correctly so the players didn't get scared. :-(

Tip: Read "The Shadow over Innmouth" (sp?) by Lovecraft first.

On a medium big island (4-6 miles across) there is a village and a mansion a

mile or two from the village. A forest lies around the mansion, which is

next to the sea. The mansion is own by an eccentrically man who only has one

servant. He also have a brother in some big city (who's a doctor).

One day when one of the people in the village comes up to the mansion for

some purpose he discovers that the front door is partly open. In one room he

finds all the furniture put away up against the walls and a lot of signs is

carved in (with a knife or similar) into the floor, walls and roof. On the

middle of a big symbol there is a body, recognised as the brother of the

master of the mansion dead, sacrificed. The servant and mansion owner are

no-where to be seen. The villager sends for help.

Tahadaah... The players enter the scene from the left... :)

During the search in the house they goes into the kitchen and then out of it

(nothing interesting there, they shouldn't be allowed to investigate too

much here...). After a couple of minutes they find that they are missing one

of the NPCs (anyone you like) who was following them. They finds him in the

kitchen, killed with a meataxe with tremendous force. They haven't heard

anything! They should realise that someone (some_thing_?) was in the kitchen

WHEN THEY WHERE THERE TOO! Dahdahdaahda!

It's the servant (who is 800% insane and lives in the forest on the island)

who killed him, when returning to steal some food.

Handouts:

A letters from the mansion owner's brother. They are talking about what a

grandfather did to his daughter (married her to a Deep One, but that's not

said straight out) and in that way "put this curse on our family". He also

talks about fact that he has found a medication against this ("my eyes are

once again normal and I don't have to wear sun goggles in the middle of the

winter"). He also says that he "comes home to cure you my dear brother, even

though it seems that you don't realised what a curse this is". The last

letter says that the brother arrives the night before the man from the

village finds his body and ends with "Stay out of the water, for God's

sake!". You may also give them a unfinished letter from the Mansion owner

saying he is rejecting the offer. He thinks the grandfather did the right

thing.

What has happened:

Persons involved: The Mansion owner, who is Deep Ones (or "Deep-Ones-will-

be"); his doctor brother (who doesn't want to be one); the mansion owner's

servant.

The mansion owner thinks the Deep Ones connection is the best thing

that has ever has happened to him (there are letters telling about this in

the doctor brother's home and they both write diaries). When the

doctor-brother arrives late at night his brother is prepared. With the help

of his servant (they both completely insane) he strikes down the doctor and

sacrifices him to some Outer God. The servant now extremely insane (SAN=

-[VERY big number] ;-) ) runs away out into the woods (it is he who kills

the NPC in the kitchen when he tries to collect some food. He will later try

to escape to the mainland and run to some place, not even himself knowing

where to (maybe a secret temple, but that's another story)). The mansion

owner escapes down a tunnel to the ocean, down to a Deep One-City.

Home of the Happy Hobbit

John A. Murphy

jam@philabs.research.philips.com

17-JAN-1996 11:31:57.71

Long

Investigation

Startup

Fantasy

Building

Cave

This is a good initial party get together, that works well for an

initial or first time adventure. Someone needs to be a thief, best if

he is just starting out. Since this is used as a characters initial

adventure it tends to steer and have more of a fixed story line than

many scenarios. (p.s. I avoiding typing he/she in many places, not because

I don't want to be PC, but rather I think it reads easier.)

Note: Some GM only notes are included at points in [ ]'s, frequently it

bits of text that may be read directly to the player(s).

GENERAL BACKGROUND (optionally read to player(s)):

Years ago in the small village of Dillow, a hobbit named Pilar

(pronounced Pee-lar) retired from adventuring and opened up a small

inn, "The Home of the Happy Hobbit", a two- or three-storey structure

with basic kitchen & dining services, a bar, and a few private rooms to

rent. While some suspect Pilar used to be an adventuring thief, he

denies it and uses colourful metaphors and ambiguous language to

describe his previous experiences.

"Oooo, if I only had a gold piece for every time I've been

misunderstood/misquoted/misplaced/misjudged/misbegotten/

misinterpreted/misguided/missing-in-action/miserable......."

In general he is fair with his customers and is more interested in a

relaxing livelihood, than squeezing his patrons for a few extra coppers.

The inn itself was nondescript for awhile, but soon began to make a name for

itself. They have the ability to serve ice cold drinks even on the

hottest of summer days. You can also get cheese, milk, and fruit out

of season; things you can't even get at the inns in the larger cities.

Pilar is the only one who knows the secret and he has yet to tell anyone.

His part time helpers are mostly members of his extended family/clan.

GM PLOT TOUR and OVERVIEW:

Dillow has a small garrison,

* Thief, just starting out under Pilar's instructions

* Warrior, hired member of the guard or even captain of the guard

* Priest or druid, accused defence aid or impartial arbitrator

* Any dwarf or person with mining skill. Pilar will want to meet him

and may have scheduled a meeting for the day of the murder

* Any class, lone patron at the inn

* Any class, resident of the town or nearby countryside

* Any class, just passing through, and/or waiting for the inn to open

BACKGROUND for thief player (optionally read to all players):

[ This character may have grown up in or around Dillow. There are

many farms and large woodlands in the surrounding countryside. ]

Pilar, the local innkeeper, is by far the most colourful individual in

the village. You have always been fascinated by his stories of

adventuring. His stories of adventuring have always fuelled your

imagination. Going into deep dark dungeons, fighting evil monsters,

and finding precious and magical gems seem almost dreamlike

compared to this sleepy little town. Over the years you have found

yourself helping out at the inn and fancy yourself to be a protege of

Pilar's. He has shown you several "tricks of the trade" including

how to pick simple locks ("I've only done this when the owner forgot

his key or if I was curious as to what was inside", insists Pilar),

how to sneak about quietly in shadows, and even how to scale a wall.

[ Make up an specific tales you feel will appeal to the character,

sometimes explaining why a "thief" is not a bad thing to be. ]

THE STORY (as presented to the thief character):

It is a slow time in Dillow. Pilar's inn has no boarders.

[ possible exception is to have one of the PCs to be the only boarder ]

Recently, however, Pilar has been noticed to be rather excited about

something. He has been seen around town asking people if they know any

dwarves.

[ Specific individuals may have even been asked if they know anything

about mining. If someone investigates enough they may be able to learn

that Pilar has recently purchased some mining equipment (shovels etc.) ]

You wander into town and immediately notice that the inn is still dark

and closed. Usually Pilar is open by now, serving the occasional

breakfast. There are no lights on inside.

[ If at this point the character asks around he MAY find out that

yesterday Pilar was seen talking with an ugly stranger. ]

[ If one of the players characters was staying at the inn, they

found themselves locked out last night and had to go stay in

a farmers barn. They plan on coming back into town later to

have a word with Pilar, but that is later. ]

[ Hopefully the character will now be asked to do some

roleplaying and try to enter the inn. ]

[ If checked, the door and windows are locked]

Your curiosity is aroused and since Pilar has shown you several

times how to pick the lock, it only takes you a moment to open the

door (after all you help out here, you're practically an employee!).

Inside, all is quiet, too quiet. You look around, it doesn't look

like Pilar finished cleaning up last night. There are a few tables

that haven't been cleared. There is no fire in the fireplace either.

You notice that the kitchen door behind the bar is open, which is very

unusual.

[ There is nothing else out of place, perhaps some unwashed glasses

on the bar. ]

As you enter the kitchen you notice that the door to the basement

stairs (under the stairs that lead upstairs) is also open.

[ If the character proceeds. ]

You slowly descend the stairs into the darkness. The creak of the

stairs sound especially loud in the eerie silence.

[ There is a lantern hanging at the bottom of the stairs if needed. ]

You find yourself in the basement storeroom. Boxes and barrels

fill the room, in some places from floor to ceiling. The room is

filled with an abundance of odours from the containers. Off in

one corner you see some shovels, torches, and rope.

You are about to leave when you feel a chill. You give one more look

around and notice some boxes in one corner seem out of

place. You look behind those boxes and you see an open trap door with

a ladder

leading down into a rough hewn passage.

[ Assuming the character continues.... ]

You proceed down the ladder, finding it a bit odd as you realize

the rung spacing is intended for someone shorter than yourself

[ OK, so I'm assuming the character isn't a hobbit ]

You find yourself in a rough passageway. It seems like it

might be a natural fissure, with minimal working to make it

wider in a few places. It slopes down slowly. After 50 or

60 feet of rough twisty passage you come to a crude door.

On closer inspection, it is really a very heavy curtain.

As you slide the curtain to one side you are met by a very cool blast

of air. Inside is a crude chamber with rough walls, a few stalagmites

and stalactite, and yet more containers, some cheeses, and kegs of beer.

The ceiling and walls are very damp. Looking around, you see in the

far corner behind a stalagmite is another crude trap door. This one

is at a 45 degree angle between the floor and the wall. The hinges

are on the top of the door.

[ If they look carefully they will see a hook mechanism

that can hold the door open. ]

Pulling open the trap door, you are met with a freezing cold breeze.

A small opening leading steeply down is revealed. You notice a muddy

rope has been tied to the stub of a stalagmite and has been fed

down the hole. As you start to make your way down you start losing your

footing as it gets very slippery [ check Dex ]. You slide down the rest of

the way, figuring your total descent to be at least 40 feet. The last 5

feet is a drop off, leaving you on your butt, and a cold one at that.

Looking about, you have entered a small underground ice cave. Ice

stalagmites and stalactites abound in this 100 foot circular cavern. A

small pool is visible on the far side. You can hear the sound of dripping

and/or running water. The ice glitters like diamonds.

[ This is what it appears to be, a super cooled cave from an unknown

source. There are no diamonds here. An ice toad lives in the pool,

which Pilar knows of and now knows to avoid. The to/from destination

of the feed stream for the pool is not detailed, nor is the full

reason for the ice cave.

The floor is slippery, rough, and uneven. If the floor is examined

at the entry point, a path/trail (.) can be found that winds through

the cave, avoiding the pool, and leads over to the other opening.

** If the stalagmites along the path are ALL CAREFULLY examined,

** one of the smaller ones can be found to be flattened, having been

** recently broken off. This clue should NOT be given out easily.

]

You see between the stalagmites a passage that leads back, sloping

upwards slightly. The going is rough as the floor is slick. The rough

passage winds back a little bit and then unexpectedly turns into a

finished corridor. The stone work on the walls seems extraordinarily

good.....and old. The passage way leads straight back for about 50

feet or so, ending in a cave-in of rubble. Oddly enough, there is a

door about 40 feet along the right hand wall.

[ This next part need to be played out carefully. Daggard is trapped

inside. He will probably hear if the person makes any kind of noise

coming down the corridor or checking the door. The following is

only one possible scenario. ]

You carefully open the door. It goes in a little bit and then opens up

into a room. You can see what appears to be Pilar lying face down. You

take a step into the room and are shoved from behind. You fall to your

knees and you are just able to make out someone human sized running out

of the room.

[ If the character takes off after Daggard..... ]

As you come out of the room you see the fleeing person is at the end

of the hall, going out of sight round the bend. His footsteps echo

loudly in the otherwise silent surroundings.

[ At this point you should allow the person to chase, keeping the

culprit in sight, but not gaining ground significantly. If the person

is able to make the proper dice rolls, you might allow them to

grab a foot when going up the slippery chute or the ladder, but

then give Daggard a good chance at kicking them off.

After following Daggard closely, as they reach the kitchen/bar

area they can see/hear Daggard bursting out of the inn and shouting

"Murderer! Murderer!" to the captain of the guard who happens to

be in the street in front of the inn with a couple of guards.

]

[ If the character takes their time and looks around the room first... ]

The room is long and narrow. One side ends in a finished wall, the

other ends in a caved-in mess of rubble. There is a wheelbarrow full

of wet dirt near the rubble. There are no other pieces of mining

equipment. Pilar is lying face down, between the wheelbarrow and

the door. He is pointed towards the rubble. Upon examination he

is found dead from a some sort of stab wound to the back.

[ At this point they will probably leave to find out more. By the

time the character gets up to the first floor, he will be met at

the door by the Wooten (the captain), two guards, and Daggard.

In either case, something resembling the following ensues.

- Daggard spins a tale which includes the following points

- He had a meeting scheduled with Pilar today, about mining

- Finding the inn dark, but the front door open he proceeded

down the various passage ways, much like the character did

- He found you standing over the body and ran back to tell the captain

- As the character raises objections, Daggard tries to dispel them.

- Daggard is willing to be searched, even suggesting it if no one brings

it up. Furthermore, Daggard suggests searching the inn, passageways,

and the room itself for the weapon.

The results of such a search reveal NO pointed weapons or tools.

There are no spikes or picks among the mining equipment.

Searching the final room and rubble reveals no weapon.

- If the character happens to have a dagger or pointed weapon, Wooten

can examine it and tell that it doesn't have any blood on it,

and it doesn't appear to have been used recently and/or doesn't

match the stab wound.

As this goes on, part of Daggard's natural personality should come out. He

is a half-orc and is very abrasive and ugly to boot. He is also slippery

and a stranger in town. Wooten would like to believe the character, but

doesn't trust Daggard. If the character is having trouble figuring out

the puzzle part, have Wooten ask some leading questions, but do NOT solve

it for the character. Have the other characters help if need be. Maybe

the contract between Pilar and Daggard can be found. As a last resort

maybe someone will notice the broken ice stalagmite along the ice cave path.

The key is the wet dirt in the wheelbarrow. That is where Daggard put

the ice dagger after stabbing Pilar. Wooten is willing to take the

characters word especially after Daggard gets a scared look in his eye

when the key piece of evidence is explained.

Maybe the characters will get a reward. Maybe Daggard will confess and

name his employer. Do with it what you will.

If the characters are later allowed to enter dig into the tunnel after

the cave-in, what wonders they find is up to you....

]

The "The Home of the Happy Hobbit" basic map:

Map Key:

| or - : wall

| | : door in horizontal wall

= : small door in vertical wall

|xxx| : heavy/locked door

: window

# : rock, or inaccessible

. : path

% : cave-in or rubble

$ : silver ore

V or > : slope in direction indicated

{ : water, pool or stream

S : ice stalagmite and/or stalactite

m : shovels and misc. mining equipment

w : wheelbarrow

P : Pilar's body

Ground Floor:

+-----------------------|xxx|----------------------+

| = =s __| |

| | Kitchen/ =t _ | |

|---raised floor-------| Upper store|a _ | ^

|______________________| |i - |

| B A R ! | |r - | v

|___________________!__|____________|s . | |

| | fire | |

| +-------+ |

| |

^ ^

( various benches, chairs, & tables )

v v

| |

| |

| |

+----| |---------------------------------+

Upper Floor:

+--------------------------------------------+

| | s __| |

| medium = t _ | |

| private | +------------+a _ | ^

| room | |############|i - |

|--------------| |############|r - | v

| cheap | +--------+###|s . | |

| private = | fire |########| |

| room | +--------+--------+ |

|--------------| | | |

^ | = Pilar's = Pilar's ^

large | | Office | Room

v expensive | +-----------+ v

| private | | cheap | |

| room = = private | |

| | | room | |

+--------------------------------------------+

Lower Level:

############## -|xxx|------------+############################################

############## = = |############################################

############## | Kitchen/ +-||-+############################################

############## | Upper store| _ |######## > ### ######################

############## | | - |###### > #######V## #####################

############## | | - |###### ######### | (cool ##################

############## |____________| . |#+-----+############ room) ##################

############## | fire |###| +-+ X|############ ###################

############## +-------+###| basement |############# ###################

############################| storeroom |################ X ##################

############################|m |#################V###################

############################+-----------+#################V###################

##########################################################V###################

##########################################################V###################

##########################################################V###################

########################################################## ###################

######################################################### ##################

###################################################### .. ###############

############################################ ... S S ##########

##$$$$####################################### S ..... S S #####

#$$$$##------------------+################# S S . S #######

#$$$$$$$% w |############### S . S S S ######

#$$$$%$$ P |############# S ... S . S S ####

$$$$$$$%% |########### S .S ....S S S S ###

##$$$$$$-----+ +--------+############## .. S ######

##$##$#$#####| |######################### .S S S S S #######

----------%%--||--------###############.S.. S (ice cave) S ####

> ..S S S ###

--------%%%-------------## # ############ S {{{ #####

########################## #################### {{{{{{{{ #######

###################################################### {{{{{{{{{{{{{ ########

#######################################################{{{{{(pool){{{{{#######

#########################################################{{{{{{{{{{###########

#########################################################{###{{{{#############

########################################################{######{##############

#######################################################{{#######{{############

#####################################################{{##########{{###########

DECEIT AT DEJU

Colin Steele

colin@aol.net

18-JAN-1996 09:35:23.44

Long

Sci-Fi

Investigation

Building

Introduction:

This is a short (and somewhat hackneyed, but still fun) sci-fi

adventure I've run a few times. The results are usually quite good if

you can create the proper atmosphere. Think Aliens, or Outland. I

run it using my own homebrew background and mechanics, called Star

Patrol, which is based on FUDGE. Check out http://www.io.com/~colin

for more details.

Synopsis:

Minions of the Dark have begun constructing a dimensional gate beneath

the Republic outpost on Deju. The outpost's leader has been replaced

by the minions, who are using the Gift to create a perfect illusion of

the leader. They are proceeding to infiltrate deeper into the

outpost, replacing more key figures. And, they have begun enslaving

part of the outpost's inhabitants, using them as slave labor to

dig/construct/whatever the secret.

The characters are travelling on the starship Fickle Fate, which is

scheduled to deliver several geolocks and some replacement personnel

to the outpost. The stopover is supposed to be a short one, and the

poor design of the landing bays, which are just next to the garbage

collection/expulsion unit, make the stop seem even longer. But, the

outpost's only canteen, "the Pit", is abuzz about something...

Legalese:

This document is free. Permission is given to redistribute it and/or

modify it under 2 conditions:

1. My name stays on it.

2. No profit is made from redistribution or modification.

----------------------------------------------------------------------

1. The Pit - melee & social, roleplay

Characters go to the bar, as the Fickle Fate's entertainment console

is pretty pitiful. They notice that the party in the back, which is

getting progressively louder, inebriated and angry, seems to be

talking about a at the bar.

The largest of the lot gets up, goes over to him, spins him around in

his barstool, and shouting something about "This one's for Jorick!",

attacks the surprised .

A fight ensues, with the attackers inebriated buddies crowding around,

cheering him on with phrases like "That's it, Kitoog, help him find

Jorick!" and "One more for Landers!".

The is getting his butt kicked, and unless the characters

intervene, will end up an unconscious bloody pulp on the floor. If

they do, they easily defeat the drunks, who are quickly

shipped off to lockup by the local constabulary, which show up after

a few rounds. The introduces himself as Sergeant Thargrim, buys

several rounds, and pours out the story of the disappearances. It ends

with mention of the reward for finding them, and a plea to call

him if they hear anything.

Thargrim

Str - Great (+2 @ scale -1)

Dex - Good (+1)

Int - Good (+1)

Tch - Fair (+0)

Per - Good (+1)

Psi - Fair (+0)

Tou - Great (+2)

Scale -1

Gifts: Longevity, Legal Enforcement Power: Deju Outpost.

Faults: Stubborn, Kinda Ugly, Prefer Enclosed Spaces.

Skills: Mechanicals - Poor (+0), Blaster - Great (+2), Streetwise -

Great (+2), Detect Whopper - Fair (+0), Melee - Great (+2),

Deal-making - Great (+2), Languages - Good (+1), Medical - Fair

(+0), Swimming - Fair (+0), Alien Culture - Fair (+0),

Intimidate - Fair (+0), Tailing - Mediocre (-1)

Weapons/Equipment: Blaster, Comlink, Light Armor (+2).

Notes:

Kitoog

Str - Good (+1 @ scale 2)

Dex - Good (+1)

Int - Fair (+0)

Tch - Fair (+0)

Per - Fair (+0)

Psi - Fair (+0)

Tou - Good (+1)

Scale 2

Gifts: Regal Bearing, Excellent Sense of Smell, Roar, Reputation:

Don't Mess With Me.

Faults: Farsighted, Phobia of Water, Odious Personal Habit: Licks Fur,

Odious Personal Habit: Coughs up Hairballs, and Code of Honor:

.

Skills: Hold Liquor - Superb (+3), Melee - Great (+2), Streetwise -

Great (+2), Unarmed Melee - Great (+2), Mining - Good (+1),

Blaster - Fair (+0), Technology - Fair (+0), Mechanicals -

Fair (+0), Dodge - Fair (+0), Gambling - Fair (+0)

Weapons/Equipment: Comlink, Miner's Mate (treat as Buzzsword).

Notes:

Eventually, Thargrim excuses himself to attend to his duties.

The bar is clearing out anyway, so the characters head back to the

ship. As they do, they run into the somewhat distant and laconic

Director of the Deju outpost, Rath Shiventire, who inquires as to

their enjoyment of their stay, and as to the whereabouts of the

Sergeant (who has just departed).

He bids the characters safe journey and leaves.

The ship's docking bay abuts the outpost's garbage collection and

removal depot, which lends a foul aroma to the area. As the

characters hurry past the slimy ramp, one spots a worker, dumping a

load of garbage into the removal robot ship's container. Out of the

corner of the character's eye, he/she could swear that there was a

_body_ hidden in the garbage.

----------------------------------------------------------------------

2. Victim - non-combat, brains

The characters must stop/override/whatever the garbage robot ship so

they can inspect the contents and find out who the unfortunate victim

is. (As a goad to investigate, maybe they're passing the garbage heap

and notice the body just as the reward notice flashes by on a nearby

databoard.) Discovering the Director's corpse is fairly important.

The characters should have some difficulty defeating the droidship's

security, or mechanically rigging things, or whatever, but should

succeed.

It turns out to be the body of the Director. (Impossible!!! They just

got done talking to him...)

Turn up the suspense and atmosphere.

----------------------------------------------------------------------

3. Sneak a Peek - non-combat, brains, possibly blaster

After the body's been discovered, the PC who found the body goes to security,

only to find that Thargrim has been murdered, evidently moments before

the PC arrived. The agents of the Dark, posing as security officers,

decided that Thargrim was making too much trouble, and were in the

process of replacing him, when the PC called with the news of the

discovered body. Their plan is to eliminate the PC, and they will

chase the PC through the station.

"With thoughts of Thargrim's woeful tale and the reward flitting

through your mind, you quickly call the Sergeant up on the comlink.

You quickly relay the details of your discovery, to his amazement and

confusion. Lowering his voice, he asks you (the discoverer only) to

come to Security HQ to make a statement and elaborate. He urges you

to move quickly and to keep a low profile. In fact, maybe a quick

disguise of some sort might be in order..."

When the character arrives at Security:

"The wide blast door to Security is open, although it's after hours.

You enter, pass through the disorganised and cramped reception

area, and spy a light coming down a darkened corridor - probably

Thargrim's office. Starting down the corridor, you see a couple of

the Sgt's men are sitting casually on desks, drinking synthcaf. One

looks at another person apparently sitting in the office that you

can't see, and then motions you down the hall. You start down the

hall, and one of Thargrim's men, a bit overweight, and greying at the

temples, stands up and hitches up his drooping shipsuit."

(Ask the character to make a Perception check, and ignore the results,

before you read this next part. Paranoia is a good thing.)

"You pass a couple of empty cells, making out their cots and holovids

dimly as you walk by. Then you pass a closet door, and notice a dark

puddle seeping from underneath the door. It's BLOOD! Your head snaps

up, and see the Sergeant's man watching you. A leering grin comes to

his lips. Your heart jumps to your throat - it's some kind of trap.

You wheel around as fast as you can, and bolt for the door."

"A weird wet/metallic coughing noise rings behind you, just as you

turns the corner. You catch a glimpse of a slimy green/black dart

lodged in the door in front of you, just as you duck out of the

office. The acrid smell and the image of the slime melting the

cerametal door jolts you as you tear off towards the Fickle Fate,

running as fast as you can."

"Behind you, possibly from a cell somewhere back in Security, you hear

a familiar bellow of the bruiser from the bar last night, saying 'Wot?

Who the Hell? What the blazes is going on here?!'"

Kitoog, who was sleeping off his previous night's binge, was a friend

of the late Thargrim. Kitoog was a regular in jail, and Thargrim

never locked his cell. So, after the security guys/Darklings go

running after the PC, he lets himself out to find out what's going on.

"The clomping feet are getting louder and louder behind you, and this

damned outpost must have been designed while under the influence of

Spin..."

Make a few contested Running skill checks. If the heavies win a

couple, they may be able to get off a few shots. Let the character

keep a bit ahead of them, though.

Kitoog figures out what's going on, and with his superior knowledge

of the station's infrastructure, saves the character, sneaks him back

to the Fickle Fate. Tells the character about the accident, the

disappearance of the 3rd shift crew, etc.

On a hunch, Kitoog suggests they scout out the "accident" area.

Couple of obstacles like sneaking past wardroid guards, defeating

security systems.

Starlab's PX-5 Defence Droid

Str - Mediocre (-1)

Dex - Good (+1)

Int - Good (+1)

Tch - Mediocre (-1)

Per - Good (+1)

Psi - Fair (+0)

Tou - Great (+2)

Gifts: Knowledge Skills@Fair, Built-in Blaster Rifle, Built-in Trooper

Armor (+4 DM), Built-in Comlink.

Faults: Must Be Repaired (Can't Heal), Needs to be Recharged Once per

Day, Can Only Have 4 Skills.

Skills: Blaster - Superb (+3), Melee - Great (+2), Unarmed Melee -

Great (+2), Dodge - Great (+2).

Weapons/Equipment: Most PX-5's carry a melee weapon of some kind.

Riot clubs are common.

Notes: PX-5's are standard warrior droids. They're pretty hobbled in

terms of skills. If a player wanted to be a PX-5, it'd be

worth 4 gifts. Given PX-5's low Perception skill, Poor (-2),

they've earned a reputation as tough in battle, but easy to

sneak around.

----------------------------------------------------------------------

4. Gate - blaster

By way of ventilation grate, arrive at the hellish scene of the

construction of the dimension gate. Characters overhear the faux

Director speaking into a comlink "Tell his Excellency that he may dock

at any time. My research has been an incredible success. We will

open the dimensional gate briefly to test it, before he arrives. Tell

him I look forward to presenting my results to him." He speaks in

strange, horrible sounding language to the faux security officers.

The enslaved inhabitants of the outpost are mining, smelting, and

generally constructing the gate, which is a weird combination of

cerametal alloys, intestine-like tubes, and twitching flesh-like

panels, all pulsing to something like a heartbeat. Bioplastic never

looked like this.

The Director and his henchmen begin to open the gate - a horrible

shadow creature begins coming through. No time to go back and prepare

- the characters must stop this thing NOW!

Massive psionic/blaster/Darktech weapons battle. Lots of lurching

Dark-Enfolded outpost victims. PCs should be able to Kill off

henchmen, but the Director should escape, screaming in that weird

language into his comlink.

He's headed towards the landing bays. PCs in hot pursuit, when the

outpost rocks as if struck by the hand of the Maker. The bruiser from

the bar hears on the comlink that some sort of starship is pummelling

the outpost, and that the Director has escaped to join it aboard a

patrol cutter. The outpost's defences have been sabotaged by the

impostors.

Gadzooks!

Muzcuh - The "Director"

Str - Good (+1)

Dex - Good (+1)

Int - Fair (+0)

Tch - Fair (+0)

Per - Fair (+0)

Psi - Good (+1)

Tou - Fair (+0)

Powers: the Gift, Enfolded

Skills: Acting - Superb (+3), Melee - Great (+2), Unarmed Melee -

Great (+2), Blaster - Great (+2), Dodge - Fair (+0)

Psi Skills: Telepathy - Good (+1), Psychokinesis - Good (+1)

Weapons/Equipment: DarkTech Rifle (Dam: +5, OB: +1, Rng 18/75/180)

Notes: Muzcuh uses his Dark Gift to trick the minds of any who observe

him into seeing him as the Director. This illusion is flawless

to any who see him, but might be detected by someone with the

Gift. He is also an excellent impostor.

Typical Enslaved:

Str - Great (+2)

Dex - Fair (+0)

Int - Fair (+0)

Tch - Fair (+0)

Per - Fair (+0)

Psi - Fair (+0)

Tou - Fair (+0)

Skills: None. (All at -2)

Weapons/Equipment: Varies. Usually the Enslaved armies carry simple

weapons, like clubs and axes.

Typical Darkling:

Str - Great (+2)

Dex - Good (+1)

Int - Fair (+0)

Tch - Fair (+0)

Per - Fair (+0)

Psi - Fair (+0)

Tou - Great (+2)

Skills: Melee - Great (+2), Unarmed Melee - Great (+2), Blaster -

Great (+2), Dodge - Fair (+0), Sneak - Fair (+0), Perception -

Fair (+0), some probably have starship skills

Weapons/Equipment: Varies. Most carry a DarkTech Rifle (Dam: +5, OB:

+1, Rng 18/75/180) , and wear some sort of armor

(treat as Light Armor - +2)

----------------------------------------------------------------------

5. Save the Base - ship

The Fickle Fate is the outpost's only hope. They have to stop the

Darkship from destroying the outpost.

The Darkship beginning to open up a landing bay for the Director's

cutter when the Fickle Fate starts blasting it. The Darkship puts up

shields and closes the bay, stranding the cutter, and turns some of

its guns from the outpost to the Fickle Fate. Characters must disable

the guns before the outpost is just an ionized crater. The Darkship

only sustains a few hits before fleeing, leaving the cutter behind.

Characters can destroy it, try to board, etc.

Director won't let himself be taken alive.

DarkShip

Warp Speed : Good (+1)

Speed : Good (+1)

Manoeuvre : Good (+1)

Shields : Fair (+0)

Hull : Good (+1)

Crew : ??

Passengers : ??

Cargo : ??

Consumables : ??

Computer : ??

E. Hyperdrives : unknown

Ship's Guns : DarkTech Disruptor Cannon (FP: +3, OB: -1), 2

: DarkTech Laser Cannon (FP: +1, OB: -1)

Cost : ??

Universal Dynamics 88-V Patrol Corvette

Warp Speed : Fair (+0)

Speed : Mediocre (-1)

Manoeuvre : Fair (+0)

Shields : Fair (+0)

Hull : Good (+1)

Crew : 3

Passengers : 10

Cargo : 75 tons

Consumables : 6 weeks

Computer : Starship Pilot - Mediocre (-1), Astrogation - Poor

: (-2)

E. Hyperdrives : yes

Ship's Guns : 2 turreted Ranger Weapon Systems Pulse Cannon (FP:

: +1, OB: +0)

Cost : 200,000 Cr. (50,000 or so, used)

Notes : Atmosphere capable

Fickle Fate

(modified Universal Dynamics TF-78a Freighter)

Warp Speed : Fair (+0)

Speed : Fair (+0)

Manoeuvre : Good (+1)

Shields : Fair (+0)

Hull : Good (+1)

Crew : 3

Passengers : 8

Cargo : 80 tons

Consumables : 6 weeks

Computer : Starship Pilot - Mediocre (-1), Astrogation - Poor

: (-2)

E. Hyperdrives : yes

Ship's Guns : turreted Ranger Weapon Systems Pulse Cannon (FP: +1,

: OB: +0), 2 turreted Laser Cannon (FP: +0, OB: +0)

Cost : not for sale

Notes : Atmosphere capable

All the pretty ladies...

Tuomas Koivu

tuokoivu@sara.utu.fi

18-JAN-1996 14:26:37.11

Any

Medium

Affliction

Fantasy

Dragon

This plot is intended to be the backbone of a long campaign lasting

perhaps years and requires a lot of continuity. If your players are

the type that gets their characters killed fast and often, then

this one is not for you.

Requirements: At least one high-level fighter, paladin or bard

who always acts like a hero and does heroic deeds (called the

hero later on). The party should use some specific Inn or hotel

as their base between adventures.

During their first or second visit in the Inn the party meets

a lovely, black-haired, tanned young lady who belly-dances

for the audience. The girl should be exceptionally beautiful

and charming, so that the characters are bound to notice her.

After the show the girl dresses up and comes to sit by the

same table with the player characters. She introduces herself

as Alanil (use whatever name you like) and tells that she is

with another adventuring party. It should become apparent that

she is somehow interested in the heroic character (choose a

handsome PC that can't resist women), but when the hero tries

to make his move, the girl says that she is already involved

with someone else. This someone is Stompur (again, change the

names if you wish), another great hero known for his big muscles

and bad temper. Make it clear that Stompur is someone you

wouldn't want to make angry.

Every time the party visits the Inn the hero meets Alanil and

gets a chance to spend some time and talk with her. Slowly the

hero gets the impression that Alanil cares for him and the feeling

should be mutual. At the same time between Stompur and the hero

develop a hatred for each other. Anyway, nothing more serious ever

gets to happen. Stompur is out for an adventure most of the time

and his reputation grows steadily - so does the hero's reputation.

After a year or so Alanil tells the hero that she senses

something bad, but does not know exactly what it is.

Soon after this the party will meet another gorgeous young

woman, Shenadal, who wants to join them. Shenadal is as beautiful

as Alanil, but blonde. Little by little the players should learn

that there is something very similar about these two women, but

they can't figure out what. Shenadal also likes to spend a lot

of time close to the hero. The two ladies never meet.

Time passes and Shenadal adventures with the party. The heroes'

reputation keeps on growing. One day the two parties (the

players and Alanil's party) meet accidentally. Something very

strange happens, the girls begin to change their shape...

Both Alanil and Shenadal are powerful ancient dragons who have

polymorphed themselves into young pretty girls, so that they

can easily get close to heroic fighters. The dragons have had

a competition going on for centuries: the one that eats more

and greater heroes in 500 years wins!

This plot gives you a chance to surprise you players in a way

they've never experienced. Someone they've known for a long

time wants to eat them up! They will have to fight side by side

together with Stompur, whom they hate, against the dragons,

whom they have learned to like or even love.

Have fun.

An Ogre by Any other Name

Wayne J. Rasmussen

wjr@netcom.com

1-FEB-1996 20:12:23.98

Long

Fantasy

Magic

Urban

Village

Wilderness

Forest

Startup

Quest

Scenario Requirements: This scenario has been designed for a single first

level cleric's first adventure. It can also be used to help build a group

of adventurers.

Scenario Description: A local knight and a score of men have been dispatched

to stop an "ogre" which has been harassing a nearby village. The newly

graduated PC cleric has been ordered to assist the high priest who owns/runs

the church in the village. Shortly after arriving at the church, the high

priest puts the newbie cleric in charge as he leaves on an urgent mission.

Thus putting the cleric on the spot.

Places in this Scenario:

Town: Mid-sized town where the PC has learned his trade. The knight and his

men in this adventure are from this town.

Village: This village is getting harassed by an "ogre".

Forest: It would take four or more days to walk across this mid-sized

slightly hilly forest. The forest is home to the druid Banoust and many

woodland creatures. Several unusual events have occurred here recently.

A boy from the village discovered a cave which is actually the ruins of

tribesmen who lived here long ago. An ogre, ogre mage actually, arrived and

has been causing the local village problems by killing and eating horses, cows,

and stealing valuables. Yesterday, an evil mage,Yagok Iztzwini, entered the

Ruins and soon died from a curse which came over him.

Burial Cave: This is where the body of the dead wizard Yagok Iztzwini is

buried and where the reincarnation spell was performed.

Church: The church of the high priest Thalpas is located in the Village.

Small attendance during services. Beneath the main floor of the church are

several rooms: master bedroom, guest bedroom, store room, and

secret room which contains the Staff of Life and Soul Returning.

Tribesman's Ruins: Many centuries ago, tribesmen lived in this region of the

continent. After years of war, they were defeated or chased out of the area.

This place was once sacred to them and its secret location was known

only to a few select individuals.

NPCs in this Scenario:

Banoust - Druid: Powerful member of this class. The druid has figured out

what happened to the mage/ogre-mage and has prepared a scroll containing

the location of the mage's body, where the ogre-mage's cave is, and what he

thinks happened to the mage and ogre mage (he is correct). The druid gives

the scroll to a woodland creature and sends it on its way to warn the

knight of what might happen.

Ogre: Unknown to any PC or NPC (except Banoust) in this adventure, the ogre

is a magic-using ogre (Read Japanese Ogre or ogre mage) who has sort of

been possessed by an evil mage. The possession occurred in the last 24

hours. A dying mage forced the druid Banoust reincarnate the mage. Something

went wrong with the reincarnation and now the ogre mage has two souls.

The ogre can use both the powers of the mage and the ogre mage. The

knight Teramore Lightman expected a normal ogre not an ogre mage or an ogre

mage possessed by an evil mage. The ogre mage is using hit and run tactics

on the knights, which means he casts one offensive spell then disappears.

Squire: This newbie fighter is the Squire of the Knight called Teramoor

Lightman. If the GM is trying to bring together a group of new adventurers,

have a fighter play the squire in this adventure.

Teramore Lightman - Knight: The knight is very experienced and has killed a

few trolls in his day. He is both strong and stout. The people of the land

believe that this should be a very easy mission for the knight. They are

wrong!

Thalpas - The High Priest: A middle aged human who has spent many a year

adventuring and has retired to a little church he built in this village.

The local population respect him, but, they love the local druid. The

attendance at the church isn't as high as he would like it to be. He sees

the problem with the ogre as a chance to win a few of the locals over to

his church.

Thalpas gets along well with the higher members of the church because he

usually stays out of the intrigue of the upper circles of power. They mostly

leave him alone and he rarely attends any of the annual church functions to

which he is invited.

Yagok Iztzwini - Evil Mage: A moderately powerful mage with slightly evil

side He is very intelligent, impatient, and known for his ability to size up

a person with just a slight glance. Recently he purchased a scroll from a

farmer in the village who claimed his son found it in a cave in the forest.

The scroll was a minor magic but Yagok paid the farmer for directions to the

cave. Yagok discovered that the cave was the ruins of the type associated

with tribesmen who lived in the area several centuries ago. Upon entering,

he was hit by a horrible curse. Yagok managed to get out of the cave and

soon came across Banoust who was picking berries for lunch. Yagok used a

spell to force Banoust to bury his body and reincarnate him. Banoust buried

the body in a cave (different from the tribesmen ruins) and performed the

reincarnation. Something went wrong with the reincarnation and Yagok's soul

went into the body of a nearby Ogre Mage. Yagok blames the villagers for his

death.

New Items in this Scenario:

Staff of Life and Soul Returning: Touching this item to ANY dead body or

even the smallest piece of a body, will cause the body to instantly return

to a 100% functional state and the soul will return from wherever it might

be to the body. The soul must still exist on some plane of existence. It

is like an unlimited resurrection or golden drops of heavenly essence. If

the soul is contained in some other place or item, it will still return.

The Plot:

GMs Notes/Setup: An ogre has been bothering farmers by killing livestock

and destroying property. He lives in the wooded hills near a village about

a day and a half from this town. A local knight and a score of men have

been dispatched to remove the ogre. The knight is very experienced and

has killed a few trolls in his day. The people of the land believe this

should be a very easy mission for the knight.

Since the church doesn't want clerics (especially newbies!) just hanging

around the church, they have decided to send a recent graduate out to

assist the high priest Thalpas. Thalpas owns/runs the church in the

village near the ogre. They don't think the knight will have much trouble

with the ogre but figure it can't hurt to send someone to assist the

high priest should any serious injuries happen. The cleric will not

travel with the knight and his men and will have to travel on his own.

GMs may want to role-play the journey out or just let the cleric arrive

at the church.

Arriving at the Church: Arriving at the church, the high priest Thalpas

immediately puts the cleric to work cleaning the very dusty church. The

high priest is very much a loner and lives alone in the church. In fact,

the High priest doesn't have any other clerics around.

The knights will find the ogre but will get into real trouble. Unknown

to them, the ogre is a magic-using ogre (Read Japanese Ogre or ogre mage)

who has sort of been possessed by an evil mage. The possession occurred

in the last 24 hours. A dying mage forced a druidical type priest to

reincarnate the mage. Something went wrong with the reincarnation and

now the ogre has two souls inside itself. The ogre can use both the powers

of the mage and the ogre mage. The knight expected a normal ogre not an

ogre mage or an ogre mage possessed by an evil mage.

The druid Banoust has figured out what happened to the mage/ogre-mage and

has prepared a scroll containing the location of the mage's body, where

the ogre-mage's cave is, and what he thinks happened to the mage and ogre

mage (he is correct). The druid gives the scroll to a woodlands creature

and sends it on it's way to warn the knight of what might happen. The

warning arrives too late.

After the fight with the ogre, A great owl flies over Teramore and drops

Banoust's warning scroll. The knight reads the scroll then orders the

squire to take the scroll to the church in the village and give it to the

priest in charge. The squire is also told to tell the cleric about the

many wounded men. To make sure the squire gets to the church, Teramore

orders the squire to take a long route back instead of a direct path, where

the ogre-mage may be waiting to ambush him.

Needless to say, the knight runs into trouble with the "ogre" and beats a

hasty retreat back to the village. The newbie cleric has been put in charge

of the church and will have to handle the knight, his men, the villagers,

the druid, Banoust, and the "Ogre".

The Adventure:

Introduction: Having just "graduated" from school, you were selected by

a high ranking member of the church to go on a mission of small importance.

You are ordered to travel to a small shrine not more than a day or two

journey from this town and assist the high priest as he sees fit. Knowing

your adventurous side, you are told that it is a simple mission and not a

major quest or adventure. A knight has been sent with a score of men to

rid a forest of an ogre which has been pestering local farmers. You are

being sent to help the high priest on the slight chance there will be some

wounded men.

The Journey: The GM may role-play this or just let the cleric arrive

at the church.

Arriving at the Church: When the cleric arrives, he doesn't act surprised

that he is here. He will show the newbie priest where the broom and mop

are so he can begin cleaning. The church hasn't been cleaned in many months!

The priest will constantly check the PCs work and be very picky about how

he does the job. He will be watching how the newbie reacts to the treatment.

He doesn't like yes-men. If the character just puts up with the treatment,

dinner will be bread and a very tasty soup. If he shows some character,

the priest will say he is glad to see him stand up for himself and break

out the good stuff for dinner such as a fine ham, cheese, wine, fruit, etc.

The Tour: Before going to bed, the priest will give a tour of the entire

church. There are several rooms below the church which serve as private

quarters, guest quarters, storage (loaded with many fine foods and wine),

and a hidden chamber. Within the hidden chamber is a holy relic found

during the Thalpas's adventuring days. He will tell the newbie about the

holy relic (Staff of Life and Soul Returning). He will say "Touching the

staff to any dead body will fully restore life and limb and return its

soul no matter where it might be". A small room with a straw bed will be

made available for the newbie.

Squire's Arrival?: NOTE: This may not occur here! If the squire fails to

follow the orders of his knight and proceeds in a direct line to the

village, he will arrive safely. He will give the scroll to the high priest

and tell him of the battle with the ogre-like creature. Thalpas asks the

PC to cure any wounds the squire has and to give him something to eat.

Thalpas will then study the scroll in private and not share the information

with the PC. NOTE: The squire arrived somewhere around midnight.

Thalpas's Departure: The cleric wakes up in the morning to find Thalpas gone

and a note left for him/her. The note says that PC cleric in charge of the

church and tells him that he will be back in a few days. His reason for

leaving will depend on whether the squire arrived last night. If so, he

claims to be going to the church council for advice. If the squire didn't

arrive, he claims that he has a strong feeling that he will need the

assistance from a few of his old adventuring buddies.

Later That Day: A few of the villagers will come and go asking questions,

where is Thalpas, where is the knight, why is the squire here by himself,

etc. The villagers seem worried. If the cleric reassures the villagers, he

gets 1 good point. If he makes it worse by saying something stupid, he gets

1 bad point.

The Next Day: The knight Teramore Lightman arrives with his wounded men. He

seems mad and a little frustrated. He asks where Thalpas is and who is in

charge. When he hears that the PC is in charge of the church, he acts very

respectful of the PC and even seeks his wisdom on the situation in front

of his men. Specifically, he want to know if they should go out and try to

attack this creature again. At this point, several of his men cry out in

favour of attacking and getting revenge. If not, what should they do, just

sit and wait? If the clerics god is against revenge and the cleric speaks

against revenge he gets one good point. He gets one bad point if he doesn't

try to quell any talk of revenge. If the God endorses revenge, reverse the

scoring. If the cleric advises caution and posting of guards and patrols in

the village, he get one good point. If he doesn't offer advice or just tells

them to do no action he gets one bad point. If he suggests and all out attack

against the ogre, you can expect the men to get wiped out (3 bad points).

NOTE: Teramore will answer any questions the cleric asks to the best of

his ability.

That Night: During the night, the ogre attacks the village. If guards or

patrols were placed by the cleric, one of the guardsmen will be killed and

the ogre will appear to have been driven off by the other guardsmen. If no

guards or patrols were established, one house will be attacked and two

villagers (man & his son) will have died in the attack. The ogre appears to

have hit and run. The villagers will be shaken up by this situation and the

cleric must show no fear to inspire the people. Even the knight appears to

be shaken and will respond according to the clerics actions. He will be

brave it the cleric is and not so brave if the cleric isn't. If a guardsman

dies, Teramore will say to the cleric "It could have been worse, some of the

villagers could have died. You were wise to suggest a patrol." If the

guardsman dies, give the cleric 1 good point, if two villagers die, he gets

2 bad points.

The Next Day - Squire's Arrival?: NOTE: This may not occur here! If the

squire didn't arrive earlier, he will arrive now. Teramore will be upset

with the squire and he may not be his squire after this mission is over.

The squire does give the scroll to the cleric. If the cleric interferes

with the knight-squire relationship, the knight will listen to his advice

but will act according to his own sense of honour.

Later that Day: Banoust the druid arrives in town. If the cleric has not

been reassuring and/or not acted bravely, they will flock to the druid

leaving him along. If he has been brave and/or reassuring, only a few of

the villagers will rush to Banoust. Banoust will talk to a few of the

villagers then head toward the church. He will relate the tale of the wizard

Yagok and the reincarnation. He will also mention that he was attacked this

morning and the spellbooks he took from Yagok had been stolen. He fears that

the Ogre will be able to get his full range of spells now.

Reaction to Banoust: The villager will be watching Banoust and the cleric to

see signs of strength and weakness. Banoust will make rather loud statements

in public regarding Thalpas's leaving the village in a time of crisis. The

cleric needs to counter these statements. Whoever wins this verbal fencing

will wins the heart and soul of the villagers. If the cleric wins, give him

2 good points and 2 bad points if he fails.

Solution to the Adventure #1: The Staff of Life and Soul Returning can be

used to bring the life and soul of the wizard Yagok Iztzwini back to his

body. If the cleric figures this out, and mentions this to the knight and

the druid, a plan may be created by the three of them. The druid will help

get the cleric to the dead wizards body. The knight and the squire will

volunteer to go with in case of trouble. The knight may even suggest using

himself and his guardsmen to draw the ogre's attention while the cleric,

druid and squire bring the wizard back to life. There will be no problems

in either capturing the mage or killing him after the staff is used. The

now weaker ogre mage will be easily killed by Teramore and his men. The

cleric earns 6 good points.

Solution to the Adventure #2: The next day, Thalpas returns with his old

adventuring buddies. They kill the ogre mage without too much trouble.

Other Solutions: Characters always manage to come up with unexpected plans.

So award 6 points for removing the ogre mage/mage problem. Award 1 bad point

for each villager who dies, and 1 bad point for every two guards men who die.

If the squire dies, add 1 bad point, and add 3 bad points if the knight dies.

Since this is an opportunity for roleplaying. The GM may add other encounters

to the adventure such as settling disputes between villagers, husbands &

their wives, parents and children.

Closing Notes:

If the cleric ended with more good points than bad points, he should be

rewarded in some way.

Here are some possibilities.

1) Thalpas gives the cleric a well trained war horse.

2) Thalpas gives the cleric a map. The map "claims" to lead the cleric

to where a magic tome to increase one's wisdom is hidden.

3) Newbie cleric is recognized by church leaders as an up and coming cleric.

Perhaps you are too challenging to have around? They send you on another

mission.

4) If the newbie cleric has earned sufficient experience to advance a level.

His/her training is arranged for by the church at no cost to the cleric.

5) The church grants the cleric special dispensation in a special ceremony.

Whenever the cleric cast a "Cure wounds" spell, add +1 to all dice rolled.

6) The church grants the cleric special dispensation in a special ceremony.

The cleric is granted an extra first level spell per day.

If the cleric ended with more bad points than good points, he should be

punished in some way. Here are some possibilities.

1) Thalpas orders the cleric to a vow of silence and meditation in his temple

for the next week.

2) If the holy relic is some how lost, he will be quested to recover it.

3) The cleric has to tithe half of his money for the next 12 months.

4) In a special ceremony, the cleric loses the ability to cast bonus spells.

This ability will return when "God" feels the cleric has earned it or the

need is great. NOTE: not the cleric's need!

Getting a group together. The purpose of this adventure was to give an

individual character an adventure for himself with the further goal of

building an adventuring group. Here is how you could start a group from here

by adding other characters. I would suggest exploring the "tribesman ruins" as

a good starting place for further adventuring.

1) The squire could be another adventurer who could join the cleric.

2) One of the knight's men decides to leave the knights service.

3) Banoust could introduce the cleric to an elf or druidical character.

4) After the ogre, a hunter from the village decides he likes adventure.

5) One of Thalpas's adventuring buddies has an apprentice....

Dish du Jour: Magic!

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Any

A wizard accidentally opens a gate to a plane of magic-eating creatures, and

the PCs are hired to close it, possibly involving a long and difficult

process or series of quests.

Evils' Puppet

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Investigation

Any

A civil war erupts in a supposedly peaceful realm. A dabbling noble has

run across an ancient evil that is now running him like a puppet. After

raising an army of humanoids and worse, the PCs are sent to investigate.

Growing evil

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Any

A different party of adventurers destroyed a horrible evil years ago, or at

least thought they did. It has managed to return again much weaker, but is

gaining power quickly.

Troublesome Artefact

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Magic

Any

An evil artefact has escaped its imprisonment and is causing problems

again, and must be recovered and re-imprisoned or destroyed while it still

can.

Dwarven treasures?

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Magic

Any

Dwarves have found an ancient wealth... and an ancient evil as well.

Blinded by their new treasures, they don't realize they are becoming

servants. Rescuers are needed before it is too late.

Missing Person File

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Any

Quest

Any

PCs are sent to search for the one man who can help with a problem.

Spot the artefact

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Any

A mage once invented a powerful item that is now needed badly. The PCs are

hired to track it down and retrieve it.

All in days work...

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Any

An army descends on a nation at nearly the same time the court magician

grabs power. The PCs must rescue the heir, dispose of the wizard, and then

defeat the invading army.

Beat the wicked wizard

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Affliction

Any

A wizard forces PCs to retrieve a magical item that he cannot get to.

However, he doesn't realize that this item will break his control over

them. Once free, the PCs must work to stop his evil schemes.

Fetch back that item

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Magic

Quest

Any

The bad guys have discovered a powerful magic item, and the PCs are sent to

recover it. Unfortunately they find that it has already been appropriated

by the other bad guys.

Secure that lock on Hell

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Any

Forces of evil are searching to release an ancient evil power. The PCs must

beat them to the locations of the hidden keys and/or recover the hidden keys

already found.

Undisturbed title?

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Affliction

Any

PCs are made nobility, but with the catch that they must first clear the

land they have been granted.

Out, out cursed spot..

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Horror

Affliction

Quest

Any

A magical curse that affects only certain good guys appears, and the PCs

must find the source and stop it before the balance is upset.

Assassins at Pumpkin time

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Any

Intrigue

Guarding

Building

At a costume party there is an assassin, and the party must find him/her

before the baron arrives at midnight.

Prophesy

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Any

The PCs are the possible fulfilment of an ancient prophesy.

However, there are many who do not wish this prophesy to come true.

You call this shelter?

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Affliction

Building

The PCs are being chased through the wilderness when they come upon an old

wizard's tower. Their only chance at escape is to enter the tower and try

to survive it.

Goblin war

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Investigation

Any

Goblins

Something is massing the humanoids for an attack. The PCs are sent as

either spies to find out what, or to try to stop this opponent before

another goblin war occurs.

My god is more omnipotent then your god...

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Any

Quest

Intrigue

Any

A third religion is trying to start a religious war between two others. The

PCs are the only ones in the position to recover stolen property and

practice diplomacy to prevent this.

Strike force

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Any

Quest

Startup

Any

The PCs are requested for an army's special strike team.

Time after time

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Any

An evil archmage has fled through time to escape punishment, and the PCs

must track him down for justice.

Crime war

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Any

Intrigue

Urban

A huge underworld crime war is brewing, and the PCs cannot help but choose

sides when they see the damage being done.

Hot property

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Any

Affliction

Any

PCs are captured by the bad guys, but manage to escape. In their escape,

they picked up something very important to the bad guys, who will stop at

nothing to recover it.

Succession

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Intrigue

Any

The king has passed on with no clear successor, and factions strive to fill

the throne with friends. Meanwhile, outside forces threaten, and it is up

to the PCs to fix things up.

Waking dragons

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Magic

Any

Dragon

The ancient dragon has once again stirred, and it falls to the PCs

to lay it to rest for once and for all. They are sent on a quest for a

mighty artefact to destroy the beast, and then must use it on the dragon.

Extraplanar master

Benjamin Jud Quinton

quinton@ih-nxt04.cso.uiuc.edu

One-line

Fantasy

Quest

Any

An extraplanar being needs help on this plane, and since he cannot manifest,

he sends the PCs to do the job.

The Tarathan

Alexander T. Knapp

100431.464@compuserve.com

Long

Fantasy

Quest

Any

******************* CAMPAIGN LINES AND RESPONSIBILITIES *****************

* *

* This campaign, designed and played over the course of five years, *

* was designed for the concurrent adventuring of four different groups *

* of Player Characters. The plot lines of campaign, five major and *

* five minor, are interwoven as much as possible, but could be run *

* individually. The majority of this material is original, questions *

* and comments will be welcomed by the author. *

* *

* Any use of copyrighted material, explicit or implicit, does not *

* constitute a challenge to the ownership of that copyright. The *

* author/owner of this document otherwise retains the rights to all *

* to all material contained herein. Permission is granted for non- *

* profit reproduction and/or distribution so long as this notice is *

* retained in its entirety. *

* *

* Welcome to The Tarathan! *

* *

*************************************************************************

This file is set up in the following format:

I. Welcome message, copyright disclaimer and introduction to the

format.

II. Description of the four player groups.

This campaign was designed for, and in my experience was certainly large

enough to have four different groups of player characters adventuring

at the same time. We did this in order to add a little more variety

to the game and to allow for players to experiment with different

characters. A breakdown of which group(s) were responsible for each

plot line is included after each title (see below).

III. Background explanation of names and terms

In the interests of respecting other people's hard work and copyrights,

some geographical and cultural names have been changed. Also, as the

majority of this material is original, I include a short

description of some of the terms that are used in this document.

IV. Plot Lines and Explanations

The ten plot lines of this campaign are divided into five major

and five minor collections of adventures, which (as much as

possible) have ties among and through each other. The unifying

reference or force behind the campaign is "The Song of Solastin

Ash", a 6000+ year old prophesy of the greatest elven Spellsinger

(annotated and appended to this document.) I used the "Song"

primarily as foreshadowing and adventure hooks/references in the

campaign, leading characters along from one stanza to the next.

Each plot line has been written in the following format (NOTE -

Numbers in [brackets] refer specifically to the "Song" located in

Part V):

- Title [Lines of Primary Reference in the "Song"] Name of

Responsible Character Group

i.e **Arcanum [7-14, 25-32] Group I (Main Characters)

- Historical Reference: Background to the plot

- Campaign Goals and Challenges: The general goal that the PC's

should achieve in this particular plot line, plus three to five

specific challenges or obstacles.

- Specific References: Additional references in other stanzas

of the "Song" and explanation.

i.e. [11-12] As the magical drain becomes more drastic, the

Runic Heiarch of Lagur (Water) increasingly uses her powers to

try and contain the damage.

V. The Song of Solastin Ash

The "Song", here in its entirety, has been annotated for easy

reference to each plot description. Individual lines or stanzas will

be referenced in [brackets].

The "Song" follow a specific pattern (with refrain after each set of

stanzas):

Refrain

Major Plot Line

Minor Plot Line

Legend or Call of Heroes

...

Refrain

"Legend" is an account of some piece of ancient Tarathan history and

"Call of Heroes" is a foreshadowing of many of the NPC's to be found

in the campaign.

++++++ GROUP DESCRIPTIONS +++++++

Group I - The main characters who start at a lowly level, however are

advanced rather fast through `parallel adventures' setting up background

for secondary Groups (II-IV). Although they are ultimately the deciding

force, they play a minor role until Parts Three and Four of the Campaign.

1. Wizard/Sorcerer Student of the Arcanum, future Runist

2. Cleric/Priest Psionic Potential

3. Thief/Rogue "Darkfang" and "Keldarion"

4. Fighter/Warrior Ties to the Northern Reaches/Selidon Keep

5. Other(s) (GM's Discretion)

Group II - "The Bonded and Fettered, Yet Free to Be Doomed", a collection

of medium/high level characters with one extraordinary ability

score and a common legacy, the `Golden Shackles' on their

wrists. Predestined to release the Riders, die in the course of their

trials, return as Servitors and restore Power to The Tarathan.

Group III - This Group of high level characters is based in a

medium-sized castle, part of the Protectorate of Selidon in the Northern

Reaches. Their role is primarily to explore the adventure possibilities

of the `landed' nobility and provide a show of force within the Campaign

when necessary.

Group IV - This Group is actually made up of a wide range of characters

of varying levels who serve as playtesters for various character classes

and races.

++++++ EXPLANATION OF NAMES AND TERMS ++++++

---> NAMES of Geographical Locations (in order of appearance in the

Plot Lines)

Amaranth - a country ruled largely by wizards, also the name of the

capitol city. Extremely unfriendly toward clerics/priests. Political

tensions with the Windlands.

The Tarathan (The Jewel) - the name of the campaign world, also the

name of the collection of planes upon which the Twenty Immortals

reside

Windlands - a broad expanse of wind-swept plains east of Amaranth.

Home to a wide variety of nomadic tribes. Political tensions with

Amaranth.

Northern Reaches - largely untamed wilderness north of the "Southern

Kingdoms"

Underworld - the network of tunnels, chambers and caverns below the

surface of The Tarathan.

Develin - a prosperous country south of Amaranth. Ruled by a

consortium of Merchant-Princes.

The Heights - the forest-state of the Elves

Warren - a particularly excavated and populated area of the Underworld

directly below Develin and The Heights. Supported by four massive

cornerstones.

Sand Lords - the nomadic rulers of the desert on the eastern coast of

the continent. Particularly unfriendly toward wizards.

Selidon Valley/Protectorate - The main center of population in the

Northern Reaches.

Cloud Mountain - a singular, massive mountain in the center of the

Windlands. Site of pilgramage and prophesy for the nomadic tribes.

Adatia - a county beyond the eastern sea, populated and ruled by

wizards. Unofficial patron of Amaranth.

---> NAMES of Gaming Terms (in order of appearance in the Plot Lines)

Power - all magical effects, including arcane (Wizards), holy

(Clerics/Priests), and those produced by items and artifacts.

Excludes Psionics and Rune Magic.

Rune Magic (Runic Heiarch) - Old Earth Magic, captured and controlled

by runic inscription. A secret society lead by five Heiarchs

(representing four elements plus Spirit/Balance.)

Heart of the Tarathan - a large ruby, the primary collector of Power

on The Tarathan.

Chamber of the Spheres - a massive Dark elven magical construction

designed to restore Power to The Tarathan bypassing the Arcanum.

Sol - the authority over the Tewnty Immortals.

Protocols - the edicts of Sol passed down at the Reckoning. The

First Protocol states that "no Immortal shall walk the face of The

Tarathan."

Erdefount - the first source of water in the Underworld.

Stone-Father's Tome - Agathon, Patron Immortal of the Underworld,

wrote this history of the his 'children', who eventually broke among

themselves and became the different races of the Underworld.

Celarion - the secret political organization of Shadogodon, Patron

Immortal of Strife. Led by the "Rose" (highest political title.)

Orbs of Cymid Dar - three silver orbs, an artifact of great power.

Cursed to drive the user slowly insane.

++++++ PLOT LINES +++++++

-=-=-=-=-= GREATER LINES =-=-=-=-=-=-

**Arcanum [7-14, 25-32] Group I (Main Characters)

Historical Reference - The Arcanum, the magically active remains of a

star summoned in battle by the Nameless One (a pre-Reckoning Sorcerer-

King), rests thousands of feet below the city of Amaranth. The impact

of this comet killed the Nameless One's rival, Hanel, and shifted the

planet, plunging it into a global cataclysm. Millenia later, in the

current era, the emanations given off by this star, deep in the earth,

act as a magic- enhancing `aura' in and around the country of Amaranth.

This aura, however, consumes a significant deal more Power than it

creates and is slowly draining Magic from The Tarathan.

Campaign Goal and Challenges - The PC's must identify the Arcanum and

its nature, locate and find a way to stop it or its effects.

- I. One of their members is a member of the Brotherhood of the Arcanum,

the ruling (albeit secret) political power in Amaranth.

- II. All other members of the Brotherhood will stop at nothing to

prevent the destruction of their `free' source of Power.

- III. The ongoing war with the Windlands requires more and more magical

investment, draining The Tarathan's Power even faster.

- IV. The extremely inaccessable location and unfathomable power of the

Arcanum itself makes it extremely difficult for mortals to reach it and

impossible to touch or affect it in any way.

Specific References -

[11-12] As the magical drain becomes more drastic, the Runic Heiarch of

Lagur (Water) increasingly uses her powers to try and contain the

damage.

[13-14] Agathon, preoccupied for several thousand years with his search

for the Heart of The Tarathan, will return after its discovery (see

"Tokens") and transform the surviving Dark Elves into his new Chosen,

banishing the Illithid.

[22-23, 72-73, 76-77, 99, 103-104] Finsternis (c.f.), trapped in his

rise to Immortality in a nether-plane and neither mortal or immortal, is

the only person capable of completing the magical `circuit' - the Heart

of the Tarathan - in the Dark elves' (c.f.) "Chamber of the Spheres",

however, the act, while restoring Power to The Tarathan, would also

fully elevate him to the Twenty.

[9, 50] The Dragon of Ash, a work of ritual magic, using the Arcanum

against the the Windland's horde, and the death of Prayle (c.f.) in the

Northern Reaches both signal the final vestiges of Power on The Tarathan.

**Riders [34-41, 116-123] Group II (Bonded)

Historical Reference - Before the Reckoning, The Tarathan was divided

only between Light and Dark, the two `Bastions' of the Age.

Approximately six thousand years before the current campaign takes

place, the Vangaurd of the Bastion of the Light, led by the Psionicist-

Mage Kry the Just and his four knights, faced the Thirteen Riders of the

Vanguard of the Dark. The battle raged on the edge of a chasm in the

center of Trynnia, Kry's kindom. The Riders were eventually banished

and bound, but the knights were killed and Kry was lost as the edge of

the chasm gave way beneath him. It was at that point that Sol called

the twenty surviving Immortals to the Jewel, issued the Protocols and

the new Age was begun.

Campaign Goal and Challenges - The PC's, having released the Riders,

must find out their weaknesses, track them down and destroy them.

- I. The only effective way to combat the Riders' auras is to possess one

of the Treasures of Old, the weapons of Kry and his knights.

- II. The Patron Immortals of Strife, Domination and Death each have a

vested interest in the freedom of the Riders, and the advantage that can

be gained by the chaos that the Thirteen create.

- III. Kry's tomb has been used as the foundation for the Seers' Obelisk

(c.f.), drawing on the psionic energies which are still associated with

his spirit.

Specific References -

[18-19] Finsternis (c.f.) corrupts one of the original members of Group

I, who later bears his child, the future the leader of the Celarion and

the bearer of the First Treasure of Old.

[36] In the early years of the final battle, Kry's knights numbered

eight, however as the Riders became more powerful, four of the knights

joined with the weapons of their `brothers' to better protect them.

[75] The Dark Elven kingdom falls prey to a plague unleashed by

Scourge, which slowly decimates the populace and threatend the

completion of the Chamber.

[118-119] These three points outline the former borders of Trynnia, at

their center lies the valley of the Obelisk and the tomb of Kry the

Just.

**Flood [61-68] Group IV (Experimental)

Historical Reference - The "Master", a heretofore mythical monster of

the Underworld, with the help of Agathon's Chosen, has begun a slow

process of weakening the `Cornerstones' - four massive, natural pillars

which support the kingdoms of Develin and the Heights above the `Warren', a

giant region of the Underworld. If the pillars are completely destroyed,

the entire region will sink, flooding it entirely and killing millions.

Unfortunately, the plot isn't discovered until two of the pillars are

destroyed, necessitating a replacement of the underground supports.

Campaign Goal and Challenges - Find four saplings in Agathon's `Granite

Forsest' to replace the lost pillars while preventing the Master from

collapsing the remaining two.

- I. In order for the saplings to grow outside of their natural habitat,

they must be planted in soil from `the Deep' and watered with from the

Erdefount itself.

- II. The followers of Agathon, faced with the Illithid conspiracy to

collapse of the Warren, have begun a rebellion against the Chosen.

- III. The Dark elves, in a move to hide their plague-induced weakness,

and protect the Chamber of the Spheres, close their borders and

ruthlessly kill any trespassers.

Specific References -

[44] An accurate copy of the "Stone-Father's Tome" lies in the archives

of Casteln Mists, detailing the true history of the races of the

Underworld, which would further incite and ultimately justify the

revolution against the Illithid.

[13, 16, 31, 43, 72] The Underworld can easily provide access to any

number of underground locales, information which may be useful to other

Groups as well.

**Scelectious [88-95] Group IV (Experimental)

Historical Reference - Over two thousand years ago, the Patron Immortal

of Thievery was vanquished by a new, young Initiate named Denethor [c.f.

Evolution]. The son of Sol and the Runic Heiarch of Lagur (Water),

Denethor is not bound by the Protocols, allowing him to roam The

Tarathan at will. Now, a host of villians have nearly succeeded in

returning the `Immortal Who is No More' to the Prime Plane. For the

past thousand years, the priests, Chosen and Servitors of Scelectious

have maintained a hidden temple in the Onyx Keep, dominion of the chief

campaign antagonist, Finsternis. They have finally neared the point

where they are ready to try to break the binding that holds their

Immortal.

Campaign Goal and Challenges - The PC's must identify the threat of the

Scelectious' minions, and find a way to either stop the shattering of

the Barrier, or face and kill the Immortal on this plane.

- I. Supported by Finsternis, the remaining Priests, Chosen and Servitors

of Scelectious, will fanatically defend their Temple and the coin which

is the key to breaking the Barrier.

- II. For a variety of reasons, most of the Twenty fear the power of

Scelectious upon the face of The Tarathan and have commanded their

Chosen to cooperate in preventing his return.

- III. In infiltrating the Onyx Keep, PC's will be confronted by the

spectre of one of Kry's Knights, and "Yesterday's Son", bearer of the

First Treasure of Old.

- IV. Finsternis, seeking a easy path to Immortality, hopes to vanquish

the weakened survivor of the imminent battle between Sceletious and

Denethor.

Specific References -

[18-19, 125] The son of Finsternis (the `Outsider') and Elsavin (the

`Scion of Willows'), aged through the blood sacrifice of his mother's

life, bears the First Treasure of Old [c.f. Riders] and has been raised

to be the first leader of the Shadgodon's Celarion.

[52] Deramis ip Baccus (the `Assassin Invisible'), one of the few

surviving Scarael Excalibur and servant of Finsternis will infiltrate

the PC's Group and strike from within.

**Seers' Obelisk [115-122] Group I (Main Characters)

Historical Reference - The Seers' Obelisk, made from Power-receptive

Shadowstone, is in fact a massive psionic beacon created to contact

creatures with active and potential psionic powers, and draw them to it.

Once it has contacted all of the minds within range of its `call', it

will siphon off their ability and channel it to Alain, the Patron

Immortal of Fate.

Campaign Goal and Challenges - Locate and destroy the Obelisk before it

completely drains all psionic potential from The Tarathan, raising Alain

to a position far beyond the rest of the Twenty.

- I. Kry's spirit, fully awaked by the last of the Four Treasures of Old

being used once more against the Riders, will draw Penumbra to the

Obelisk for their final battle.

- II. The Obelisk is virtually invulnerable from physical, psychic

and magical attack, with the exception of it's base ["It's four corners

are weaker than the one."]

- III. The `Armies of the North' will be forced to engage in the battles

sundering the Southern Lands, culminating in the Call of the Obelisk.

Specific References -

[74-75] The Seers, in need of massive quantities of Shadowstone, enter

into an agreement with the Dark elves, who control the remaining

sources of the mystical rock. However, after receiving the Stone,

betray them to the Rider Scourge, who unleases a devastating plague upon

in the Underworld.

-=-=-=-=-= LESSER LINES =-=-=-=-=-=-

**Finsternis [16-23] Group I (Main Characters)

Historical Reference - Finsternis, an ancient, evil black dragon,

shapechanged into a High Elf, becomes the chief campaign antagonist in

his quest for Immortality. Lord of the Onyx Keep high in the Amaranthan

Alps, he can be found througout the Southern Kingdoms in the service of

the dark Immortals.

Campaign Goal and Challenges - Oppose Finsternis' aims.

- I. Finsternis will be instrumental in formenting dissent among in the

most volitile areas of the Southern Kingdoms, inter alia the Windlands -

Amaranth conflict and the Sand Lords' Jihad.

- II. The `Temple Prime of the Banished Immortal' is housed in

Finsternis' keep, which will be the staging ground for the battle

between Denethor and Scelectious.

- III. Finsternis' son, the new Rose of the Celarion, will seek to avenge

his father's "death"

Specific References -

[77, 104] In his quasi-immortal state, Finsternis will be the only

person capable of placing the Heart of The Tarathan in the Dark elves'

Chamber of the Spheres.

[125] `The Scion of Willows' , Elsavin, will betray the PC's and marry

Finsternis, giving him a son.

**Prayle [43-50] Group III (Castle)

Historical Reference - Hundreds of years ago, a renegade arch-mage was

sealed into a mountain crypt in Selidon Valley. Opened and awakened by

an earthquake, the insane mage, Prayle, now seeks the remaining keys to

his power and revenge on the Council Arcana, who imprisioned him.

Unknown to him, the entire Council is in stasis under the watchful eye

of the Northern Elven kingdom, awaiting the Call of the Seers' Obelisk.

Campaign Goal and Challenges - Find and kill Prayle, before he regains

his full power through the Orbs of Cymid Dar. Also, fulfill the

prophesy returning the Councils Arcana of Casteln Mists before the Call

of the Obelisk.

- I. The discovery of Casteln Mists will prompt Selidon's Keep to

mobilize, which will trigger an orc and troll offensive in the south of

the Protectorate.

- II. Prayle's death will signal the first major failure of Power from the

Tarathan.

- III. Vladyen the lich, Prayle's mentor, will haunt Casteln Mists after

the Council returns and the castle becomes a part of the Protectorate.

Specific References -

[108,109] "Spinner of Falsehood" names Prayle, "Archmage of Sleepers"

names Chelic, of the Council Major

**Dark elves [70-77] Group II (Bonded)

Historical Reference - Driven from the surface by the Earthshaker wars,

one Elven clan survived in the shadows of the Underworld. With their

sensitivity to the flows of Power in the world, the elves recognize the

danger of the Arcanum and have begun construction of the Chamber of the

Spheres in order to restore Power to The Tarathan.

Campaign Goal and Challenges - Find the Heart of the Tarathan and

assist the Dark elves in the construction of the Chamber.

- I. Shunned and misunderstood by most races, the Dark elves are

extremely defensive and wary of strangers, especially after the outbreak

of plague.

- II. The Illithid and Seers both will seek to prevent any contact with

the Dark elves and the completion of the Chamber.

- III. In its final stages, any mortal approaching the Chamber will be

destroyed by the Power already coursing through it, necessitating a

quasi-divine intervention (Finsternis).

Specific References -

[11-12] As the magical drain becomes more drastic, the Runic Heiarch of

Lagur (Water) increasingly uses her powers to try and contain the

damage.

[13-14] Agathon, preoccupied for several thousand years with his search

for the Heart of The Tarathan, will return after its discorvery (see

"Tokens") and transform the surviving Dark Elves into his new Chosen,

banishing the Illithid.

[63] The growing revolution against the Illithid complicates movement

and completion of the Nucleus.

[22-23, 72-73, 76-77, 99, 103-104] Finsternis (c.f.), trapped in his

rise to Immortality in a nether-plane and neither mortal or immortal, is

the only person capable of completing the magical `circuit' - the Heart

of the Tarathan - in the Dark elves "Chamber of the Spheres", however,

the act, while restoring Power to The Tarathan, would also fully elevate

him to the Twenty.

[108] "Shaman Below" names the High Advisor Teranis of the Dark elves,

who will first accept the PC's offers of help.

**Demon/War [97-104] Group IV (Experimental)

Historical Reference - Using a stolen Dark Elven soul crystal, a

foolish Amaranthan mage succeeds in summoning a demon, which then breaks

free and kills him. After ravaging the Broken Lands, it begins to enter

the Windlands, which is taken as an act of war, as the frayed tensions

with Amaranth snap and fighting begins. The demon makes its way

singlemindedly toward the Cloud Mountain where a sea of undead and

spirits wait for release.

Campaign Goal and Challenges - Stop the Demon and try to stem the

escalation of hostilities between Amaranth and The Windlands.

- I. Factions both inside and outside the countries have strong interests

in the continuation of the conflict, including the Adatians, Develinian

Arms Dealers, and Finsternis, among others.

- II. The Dark elves do not care about the war, but will stop at nothing

to retrieve their stolen crystal, which is in the possession of, and key

to the banishment of the demon.

- III. The whole incident, from the crystal to the declaration of war, was

actually a plot by the Seers to test their influence and destabilize a

region highly resistant to their plans.

Specific References - [9] A Ritual Spell of War, the "Dragon of Ash",

will be unleashed upon the invading Windlanders, but the drain upon the

Arcanum will cause the first magic-dead period.

**Tokens [124-131] Group I (Main Characters)

Historical Reference - Five of the Immortals (Goldoron, Rydion, Solonor,

Denethor, and Agathon) will act as the guides, patrons and challengers

of the PC's throughout the campaign. Their tokens grant a limited

passage and assistance in the realms of their Immorals, as well as being

keys to the ultimate completion of the campaign.

Campaign Goal and Challenges - Pass the various tests and collect the

tokens of the Five Immortals.

- I. Goldoron (Matter) - Token of the Karellion

- II. Rydion (Time) - Token of the Flute

- III. Solonor (Thought) - Token of the Branch

- IV. Denethor (Energy) - Token of the Hand

- V. Agathon (Entropy) - Token of the Heart

Specific References -

[4] Successfully banishing or destroying Scelectious will win

Denethor's Token of the Hand.

[13] If Agathon is led to the Heart of The Tarathan, his quest will be

fulfilled and he will present it as his Token.

[53] The Emerald Heiress is the Lady of an Elven family-keep lost under

a curse banishing them into a loop of time. Rescuing them will win the

Token and friendship of the clan.

++++++ SONG OF SOLASTIN ASH +++++++

1 "The Power of this world shall fade from the Well,

2 And the Thirteen shall ride from the dark pits of Hell,

3 The sea shall rise up and strike `gainst the land,

4 And the shadow of twilight shall wound thy right hand,

5 The deaf shall hear the call of the One,

6 And the face of the Twenty shall turn to the Sun.

7 Immortal Power ne'er meant for fool aims,

8 Jewel's path disrupts and destiny claims,

9 The Dragon of Ash shall herald the Fall,

10 As chaos lays claim to the Immortal Hall.

11 As farther the Soul of the Jewel disappears,

12 The Lost Lady washes the wound with her tears,

13 The Forsaker, his treasure at the Heart of the earth,

14 Shall champion the Soulless, in the hour of their birth.

15 The Power of this world shall fade from the Well...

16 He not of the Jewel both minion and lord,

17 holds forth Darkness' banner from magic and sword,

18 corrupts one of the Light and First Treasure bestows

19 upon Yesterday's Child, the fount of the Rose.

20 In death finds he the Door, yet passes not through,

21 in the service of Five, as the Power withdrew,

22 Heroes of Light, in Healing the Land,

23 shall grant him the right with the Twenty to stand.

24 The Power of this world shall fade from the Well...

25 As the Earthshaker Wars turned the mountains to sand,

26 And grim nightmares unleashed stalked o'er the land,

27 Did the Sorcerer King incant damnation bold,

28 Above, in the heavens, came the comet foretold.

29 With the swiftness of Yeristict's Coursers it came,

30 And bore down on Hanel and poured forth its flame,

31 As the impact shifted the heart of the world,

32 Magic unbidden through the heavens unfurled.

33 The Power of this world shall fade from the Well...

34 The Vanguard of ancients, of Darkness unchained,

35 Crashed 'gainst the Triad as the Light slowly waned,

36 The Spirits of Four, in the hands of their kin,

37 Defied the Dark Bastion and the shadows within.

38 The Guilty, yet Blameless, Devinra's legacies' doom,

39 Hoofbeats of thunder from the cold prison tomb,

40 Despair in the Caverns, Shades silently rise,

41 History's Treasures the Just shall advise...

42 The Power of this world shall fade from the Well...

43 Fortress and mountain, sanctuary, catacomb,

44 Shelters secrets forgotten and Stone-Father's Tome,

45 Watched o'er by the Queen, and from eternity freed,

46 Old Magic shall rise at the height of Light's Need.

47 Three silvern dangers from the Dark One bestowed,

48 Upon the Weaver imprisoned tidings evil forbode,

49 The last Dragon's Keep, the Historian's soul,

50 The fall of the Shadow foretells the Bell's toll.

51 The Power of this world shall fade from the Well...

52 An Assassin Invisible, the Shaper of Stone

53 The Emerald Heiress and the Watchman Alone,

54 Son of the Wind sacrificed to the Skies,

55 The Harper, the Gallant, the Sage to the Wise.

56 No actor untouched by fate or design,

57 No one without title, or known by a Sign,

58 Born to nobility in a court never seen,

59 Pauper and prince, servant or queen.

60 The Power of this world shall fade from the Well...

61 The Master, his minions the Cornerstones rend,

62 And the Heroes above are called to defend,

63 `Gainst the tyrannous Chosen, tide rises below,

64 As above the Jewel's oceans, their boundaries o'erflow.

65 Nought but the Saplings of the Granite Lord's wood,

66 Have the weight of the heavens collapsing withstood,

67 The waters of Erdefount and the Deep's fertile soil,

68 Shall spring forth the seed, and quell Chaos' toil.

69 The Power of this world shall fade from the Well...

70 Long banished from sunlight, long lost to the earth

71 From the city of starlight springs exile's worth,

72 From the Kingdom Unknown shall the River arise,

73 At the close of the Age e're the last Magic's tide.

74 The Servants Unseeing `gainst the Hidden conspire,

75 Contagion's curse strikes the spark to the pyre,

76 The Heartbeat, the Token, the double-edged sword,

77 No mortal deed shall see the Power restored.

78 The Power of this world shall fade from the Well...

79 In the times e'er the Reckoning ages ago,

80 As Immortals crossed heavens and mountains below,

81 The Mistress of Rings and the Champion's might

82 Challenged Corruption's hold and the forces of Night.

83 The Vanguards met and Stars looked down upon,

84 The ageless challenge `twixt twilight and dawn,

85 By the Lightwoven path to the Point of Time's Close,

86 Betrayal fell and malevolence rose.

87 The Power of this world shall fade from the Well...

88 From beyond the Barrier the Banishd cries,

89 His Chosen, forgotten and Faith slowly dies,

90 Rise up in the Darkness and strike forth to reclaim,

91 That stolen by Childsplay, the dusklight aflame.

92 One not of the Twenty, yet once of the Jewel,

93 Watches in anticipation, to challenge the Rule,

94 Else mortal endeavor Immortality ends,

95 The Fall of the Youngest Jewelshatter portends.

96 The Power of this world shall fade from the Well...

97 Arrogance folly calls forth kindling of war,

98 From progeny's rest, and forgotten lore,

99 The cost of the Radiance, the Land of Fell Dreams,

100 Still Guardian the price of the folly redeems.

101 Great powers clash and Pawns move to their whims,

102 Below battle continues and Jewelspirit dims.

103 Cascade unquenchable, hope from the Unclaimed,

104 Shall heal heaven's wound, and the Initiate Named.

105 The Power of this world shall fade from the Well...

106 Lords of the North, the Teacher of Runes,

107 the Bonded and Fettered yet free to be Doomed,

108 Spinner of Falsehood and the Shaman Below,

109 Archmage of Sleepers, the Master of the Bow.

110 A song for each person, but a single tale winds

111 across the ages and to destiny binds,

112 Tools of the Masters who art Pawns of the Game,

113 Each identity secret until found by the Name.

114 The Power of this world shall fade from the Well...

115 In the age of the Bastions, the Triad preserves,

116 The Balance twixt Sol and the Power that He serves,

117 From the Village Unending, to Peaks' fiery gate,

118 and the Castellan's Keep, Trynnia's borders create.

119 Of Old, He holds Power of magic and mind,

120 Thirteen in the dungeons of Elden shall bind,

121 King's Rest - the Foundation, the One's final call,

122 Places the Blind at the Crown of the Hall.

123 The Power of this world shall fade from the Well...

124 Clanschief Unchosen, Harmony's Thread,

125 Scion of Willows, to the Outsider wed,

126 the Duty's Companion, and the Healer of Woes,

127 Shall see the unfolding till eternity's close.

128 The fourth of the Twenty shall be mortal guide,

129 with strength undiscovered `gainst destiny's tide,

130 Their Tokens deserve and through fire shall receive,

131 lines of all colors, a tapestry weave.

132 The Power of this world shall fade from the Well...

133 Twelve platinum chests, and the last living jewel,

134 The life of a maiden and the ritual cruel,

135 The Mason crafted the Galleon of Stone,

136 Earth Magic sprung from mercy unknown.

137 Vengeance descended and sought to demand,

138 The sacrifice due and the traitor command,

139 But greater Force struck the messenger down,

140 And gifted the Martyr the rebellion's crown.

141 The Power of this world shall fade from the Well,

142 And the Thirteen shall ride from the dark pits of Hell,

143 The sea shall rise up and strike `gainst the land,

144 And the shadow of twilight shall wound thy right hand,

145 The deaf shall hear the call of the One,

146 And the face of the Twenty shall turn to the Sun."

----------------------------------------------------------------------------

Phil Scadden, Scadden Research

The Net Book of Plots Vols 1-6


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