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RPG Laboratory

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 brid