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Table of Contents You are here: Wilderness Coastal/Aquatic Desert Forest Hills Mountains "Other" Plain/Steppes Swamp/Jungle Urban City Dungeons Ruins The Other Sections Help!NPCs Start Ups |
Village Encounters Wyvern HuntThis 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.A Rocky Start (AD&D.com)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.Malister (AD&D.com)There is a small town called Malister which is ruled by the local mage who the town is named after. Malister is a neutral necromancer who is slowly drifting towards evil. When the town was created there was much wildlife. Now everything has died over the many years. There is also a forest south of the city that is said to drive wizards mad. There is a lot of logging that happen there but recently loggers have been disappearing. The forest seems to be immune to the "disease" that has affected all other wildlife 10mile radius of the small town. DM's note: Of coarse the magic that Malister practices draws its necromatic energy from the surrounding life. The forest is of a wild magic zone and the logger are being captured by wood elves! I had many adventurers with this set up. email me back for full details.FloatingSome washing women are down by the river when something horrible floats to the surface. They run back and tell everyone. Was it alive? Dead? Is it there when someone goes to investigate?Hostage (AD&D.com)This adventure works really well in the event that a PC has a child. The school in the local town has been taken hostage by a group of Barbarians. The children are held for the town officials to be forced to let the Barbarians get their goal. THE BARBARIAN'S GOAL: is to stop the town from expanding into the surrounding wilderness, which is their home. Last week the town voted to build homes in the nearby forest by chopping trees. This would also provide the town with firewood.Curse of the Incontinent DragonThe party ventures into a small town after their latest expedition, only to find that the towsfolk are in an uproar. The mayor tells the party about the "cursed beast of darkness" which rises from its burrows to the north and flies over the hapless village dropping flaming missles from his bowels. As the players pass by the mayor's house, they note the gruesome stench. Gobs of acid-spitting larvae still snake through the burnt ruins. To make a long story short, the witch of the wyrmwoods which surround the village has cast a curse upon the foul dragon who used to be a nature loving and solitary beast. Now, in his incontinence, he regards the town as his private toilet. Furthermore, the curse has also reduced his intelligence by, oh say, 15 points perhaps. "Aww... duh... you mean you know ahh... I wasn' a 'spose to poop der... dahhhh!"Good or Bad?The PC's have been meandering around differant continents, and they wind up at this town. The people of this town are very suppressed, and do not like strangers. It seems as though the strangers they have dealt with in the past are pretty dangerous.There is however a thriving community in this town...centered around a magic users guild. I admit, a very rare thing indeed. As the PC's begin to find out things about this town, they find out some of the following things:
If the party tries to find out what happens to those who get taken away, they will find they are taken to a dead volcano, with a large valley inside. This valley does not go through seasons, and the trees are fruit trees, which always bear fruit. There is a portal into this valley. The portal of mourning. It opens up every three months on the soltice dates. Can you guess what time of day? At sunrise. Written on the archway of the portal is the purpose of the portal, valley, and since it is old and worn, when the portal was dicovered thirty years ago there was a loss of translation of the portal of "The Morning." There is an evening portal too. But that one is the entrance to an old abandoned dwarven kingdom. It opens up every night. Each night, undead skeletons emerge with two tasks. Gather fruit. Look for newcomers, and "welcome" them to shelter. Skeletons will try to capture anyone alive with nets. Inevitably the PC's will want to go dungeoning and kill off hoards of skeletons, and free lots of supressed people. Insert your own dungeon in this part or use a prefab. Eventually, they will meet the lich in the dungeon. He will ask several questions about why they killed the skeletons. Now the poor people will starve... and so on and so forth. It will be increasingly aware that the lich is a good lich. The lich became a lich to forever take care of the orchard. It turns out there is another lich. The Good lich is in fear of the Bad one, who happens to live in the town... heading the MU guild. The guild is a structure in which the Lich collects power, items, spells...it is great if the party has an MU who joined the guild without knowing. The guild is structured like a membership thing. Access to libraries is based on level of membership. Level of membership changes based on donations of magic items, artifacts, spells and of course money. The possibilities branch out from there... But the deal is to free the good lich from the wrath of the bad. They could...
Any option is bound to piss someone off. Good or bad lich, or the 40 or so MU's who have invested their life's savings into the guild. But think of all those magic items that must be in there. Magical Item-Stealing Cult (AD&D.com)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.The Dragon's ForestThere's a logging town nearby that, all of a sudden, starts spending money like there's no tomorrow. They go from a little frontier town to a place likeWhat's really going on is that someone with tons of money is having the loggers clear-cut the forest the logging town is near. Unfortunately, the forest has a guardian (a dragon) that is a bit fanatical and unscrupulous in his guardianship; to scare the loggers into ceasing from clear-cutting the forest, he hires some assassin/terrorists to kill random loggers in the city. The players' mission, should they choose to accept it, is to stop this situation from escalating any further. Find the LordThe elderly Lord of a small adventuring town was found missing from his home a after a visit from some strange men. The man's family determines that he has been kidnapped and hires the PC's to find him.The PC's, following various clues, find the man, and, after a bit of a fight with Kenku and (some other bird race) the Kenku call for a truce. They say they were hired to kidnapped the man and the person who hired them has not shown up with their money. They want no more trouble with the PC's and hand over the old man. So far, so good. What the PC's don't know is that the 'man' they take back is actually the Kenku leader, shape-changed into the old lord's appearance. The Kenku were able to use magic (my version allow them to be up to 3rd level mages) to ESP and CHARM the lord into telling them about his home, servants and treasure. All goes well until a few days after the PC's return the 'lord'. It seems that most of the servants have been fired, guard captains dismissed for failing in their duties, etc. In other words, the 'lord' is clearing the castle of any who could recognize a difference in him. His family (if any - in my campaign there was a granddaughter set off to a nunnery and a son who was locked in the dungeon for treason - he was blamed for the kidnapping!!) have been done away with and most of the loyal servants/guards are gone. The 'lord' has hired new 'people'; more Kenku coming in as advisors, guards, etc. Once this was done, they began cleaning out the castle treasury. Needless to say, the PC's will be curious, and the townsfolk furious. The 'lord' has diverted all monies to his "new and worthwhile projects" while neglecting the town and allowing things to decay. In the meantime, servants (Kenku) are looking for a ship (with a captain that would not ask questions) to come to the castle's dock during the night. This does not go unnoticed by the PC's. It all comes down to the Kenku, loading the castle treasure into the ship, and in the midst of this, the PC's come in and battle the Kenku and their mercenaries. They may also find the true lord and his son in the castle dungeon. The Jewels of the CastleOn a hill near the characters' home village once stood a proud castle. About forty years ago a mage resident there summoned up something he couldn't handle, and it pretty much trashed the place. The castle consists now of the ruins of the outer towers and gatehouse, about twelve towers in all, only a couple of which have even part of a roof, six inner towers (including the inner gatehouse) most of which are in very much disrepair, and the inner keep, which is mostly collapsed. Most of the castle walls are also torn down, and the moat is overgrown as well. Under the main keep is a cellar (about three rooms worth.) All of the wooden buildings, interior wood etc. was burned. The place is rumored to be haunted, about twenty years ago old Fred went there and never was the same since.The players recently found out that the guy that built the castle had placed a mcguffin under the floor stones in each of the towers, and a large one under the keep. (The mcguffin is some sort of enchanted jewel that was supposed to keep the castle from harm or something. In practice, any enchantment has long worn off, but the jewels should be worth whatever is an appropriate amount in your campaign.) The players are the only people (that they know of) with this information, perhaps they found it in a letter used as a bookmark in an old book. You should stock the castle mostly with animal, or animal-like monsters. Perhaps one tower is home to a couple of giant beetles, another has some feral cats, another has some snakes. A group of brigands that operates in this neighborhood uses one of the more intact towers as a camp, perhaps they have hidden some treasure under it, perhaps several of them are there. An old crone lives in one of the towers, free rent you see. She makes healing poultices (herbal gunk etc.) for the brigands in return for food. Treat her as a second level MU with a charm person spell. You might, if you like, put a more "real" monster in the main keep, perhaps some sort of sentinel creature (ex. a water weird, one of the really minor devils etc.). Should the party go home before clearing out the tower, feel free to replace any slain monsters with others, especially if some time has elapsed. For instance, now that the large snake has left, a weasel family has made their home in the moat. The brigands will not always be there, sometimes there may be as many as (more than the party can handle) planning a raid somewhere. Be sure to indicate signs of some of the animals, things like droppings, meal remains, shed carapaces etc. The brigands are not all that neat, there might be signs that they are around such as the tower that they use as an outhouse, a pile of cow bones, a copper penny with a recent date, a torn but unrotted rag etc. VillainsWandering monsters. Write up a wandering monster chart. Some of the entries should be true wandering things such as passing birds, cows etc. Most of them should be the inhabitants of the towers.For example:
GruesomePeople (not the party) get killed in bizarre ways:
Sheep killerA small village named Stonemire is plagued by a series of sheep killings during winter. A fair has stopped nearby whilst the mountain passes are frozen. A friendly Troll living underneath a nearby bridge is arrested for the killings. A Bugbear has moved into a nearby deserted Watchtower and when vanquished has been feeding sheep remains to his guard dog. However, the true killer is a werewolf travelling with the fair/circus. A final fight takes place in an old windmill. I involved a sub-plot about a local Swanmay living beneath a waterfall and a Kobold bandit group camped out on the nearby frozen lake. The winter effects (icicles collapsing in the swanmay's lair, the frozen lake combat, the effects of snow on tracking) play a large part in this scenario, which was paced for two start-up characters. They must trade some maps found at the Kobold camp to their local Sage in exchange for the loan of silver weapons to defeat the Werewolf. They find out about this necessity in a book on Shapechangers in the Study of a Zombie at the graveyard. Other plots abound in this sleepy village!Honor Among ThievesThis is a short adventure for a group of low level PCs. There should be at least one mage, one rogue, and one cleric in the party. The adventure takes place in the small town/village of Hartthorn.Scenario Description: A halfling thief named Freebag, was once a trusted member of a thieves guild. Then one day he stole a very large sum of money from the guild. He is currently in the process of leaving the area where the guild operates. In a village to the east (Dar-Town is its name) Freebag spent a night in a safe house. While there he heard of about a wizard who was selling a magic item in Hartthorn. Since Hartthorn is a growing town and has no guild (the local leader is very strict on thieves) Freebag decided to go there. Besides, it gets him farther away from the guild. Freebag meets a small group of halfling fighters and merchants on the way which let him travel with them. Mostly due to racial trust reasons. He arrives at Fred's in Hartthorn at start of this adventure. While Freebag was making good his escape, the guild didn't stand idle. Using some of their special methods they have placed the rumour about a magic item for sale in Hartthorn knowing if Freebag heard the rumour he would go after it. They have done several things like this in all areas out around the guilds area of operation. They not sure of his whereabouts, but, need time to get agents into position. A group of these agents arrived in Hartthorn several days ago. With the agents are two guild members who know Freebag. They will identify Freebag and stay out of his sight while the other agents do their plan. The plan is to get the money back by counter-ripoff. Due to the local political situation, the agents do not want to incur the wrath of the local leader. They want to get the money back peacefully. The rumour is that a MU is selling a Girdle of Storm Giant Strength for 4000GP. Interested buyers are to contact a man named Logard at Fred's. The agents will recover most of the money and let Freebag go. If forced to, they will use violent means to recover the money. Players could disrupt this plan.... Players don't hear the rumor, *THIS IS IMPORTANT*, but, overhear the conversation between Logard and Freebag. If they players decide not to get involved the events still happen, but, the PCs go on their way. It is nice to have some adventures which the players decide whether or not to get involved with. In my game, they didn't pursue them the first time this was run. I expected the thieves to act as thieves, instead they just hung around waiting for the GM to lay an adventure in their lap. PLACES IN TOWN used in this adventure: Hartthorn Inn: Nice inn, average costs, there is a room for gambling, individual rooms and a dinning room with the best local food (very good and some unusual local items.) Hastings Inn: Poor inn, average costs - substandard rooms, some low life types in here. Especially the owner! He is an evil low level mage. Hartthorn was built over the remains of an enemy fort (wooden fortress) which was destroy in a war 150 years ago. The leaders of the winning army were forewarned not to explore the underground area beneath the fortress. A few years ago, while digging a large wine cellar, the owner discovered at passage into the area beneath the fortress. He now charges 1SP or more to let adventures adventure within. The local leader knows about this but is not concerned. Ki Rin House: Part of a chain of fine inns and hotels which all go by this name. This place is two story building, continual lights surround the entire building and very experienced guards patrol inside and out. Customers are searched going in and weapons are checked in and locked up. The all doors to all rooms are in view of each other. Frequented by merchants, mages, and anyone who can afford the stay (1GP per night at least, meals 1-5 gp). The are mostly good sorts here. The owner and his wife are powerful in their class. Thieves would best stay away from here! The owner pulls in a good 120 GP to 200 GP per day here. Fred's: In my world, Fred is a god of drinking/pleasure. Many go here to drink and have a good time. Fred was used in several games throughout the U.S military in the 70's. Stable: Good stable, excellent horses for sale! NON-PLAYER CHARACTERS in this adventure: Freebag male 1/2ling thief, suberb dexterity, leather amour, foil, dagger, +1 cloak of protection. Member of the Guild gone bad. Stole from the Guild and is on the run. He is greedy and loves to flash his wealth around. He will buy women drinks and try to seduce them. He gambles heavily. He is staying at the Hartthorn Inn. ****The Guild's Agents**** Leader Logard male Human Fighter, powerful, nasty, chainmail, long sword- (2xspecialization with Long sword), dagger, longbow, lance, 1 magic potion perhaps Melitiak Male Human Magic User, say 5 spells available and a magic item Xilia female 1/2elf Thief moderately good, magic weapon Trank male elf Thief moderately good, magical leather armor and a weapon Eifpak male human Cleric. Good. Plate & sh, Potion of powerful healing GoMoku Male Human Thief, newbie, Potion of powerful healing. ****End of Guild's Agents**** The Adventure: A group of 1/2lings arrive in town. Most are fighters, but one is a thief (Freebag is his name) who has stolen mob money. One of the party members thieves sees this halfling spending platinum and gold at Fred's. He is buying a man (Logard is his name) drinks and is talking to him. Freebag gets information about a magic item for sale (if the players overhear, don't tell them what type of item unless they are reluctant to do anything). Freebag tips Logard with 10PP and leaves. A woman (Xilia is her name) talks with Logard for a few seconds then leaves Fred's while Logard stays and enjoys Fred's. Freebag goes to the Ki Rin house to buy a girdle of Storm giant strength which he heard was for sale. The halfling will be negotiating with a mu (Melitiak by name) to by a magic item from him (Melitiak is actually a member of The Guild trying to get the money back peacefully by counter-ripoff). The halfling states he must go to his hiding spot to get the large sum of money being asked for the magic item(4000GP). The two agree to meet back at the Ki Rin house in 24 hours. This should give the party plenty of time to ripoff Freebag. The hiding spot is in his room at the Hartthorn inn. The guild didn't know what room he is in and they don't want to do anything that might look like active thieving if they did. This could put legal/political pressure on the guild. WHAT COULD HAPPEN Possible actions: ***** * 1 * *****If the party rips-off the halfling Thief, The halfling's body will be found in two days in his room murdered (Large lumps on his head are found and his wrists are rope burned. His throat was slit). With the mob money is evidence letting the group know that this money belongs to a major thieves guild (Insert Guild name here!). The mob money totals 4500GP (11JS 48JC 210PP 1150GP). JS is a Jade Square and is equal to 100GP. JC is a Jade Circle and is worth 25 Gold pieces. If the guild has to kill Freebag, they will hang around town and try to figure out who has their money. If anyone in the party starts to by expensive stuff or shows off hidden wealth they will become suspected by the guild. If the group approaches Melitiak to but the girdle of Storm giant strength at this time they will become suspect. The guild will sell the girdle in this case and get their money back. This way they succeed in their mission. If the guild suspects party members they will follow them around and watch them. They may try to kidnap a party member to get the money back. At worst they will attack them or enspell them somehow. When the guild agents get their money back they will leave the town through the south gate into the fields and then to the wilderness. The guilds agents escaped to the south and entered an environment controlled by woodland creatures or a high level magic-user and /or Druid. If the PCs kills a deer hunting for food (or other woodland types) the group will be geased/quested to kill a creature which has been killing woodland creatures or hurting the forest. The creature is a basilisk. The group will find signs of it in an area one day, if they camp/sleep near this area the basilisk will find them at night. If they find the lair they could be in trouble! (in it's lair there is some treasure 2000 silver pieces, 400 electrum, 200 gold, 50 platinum, 1 scroll of protection from undead, and a +1 short sword. there is also a treasure map to a nearby tomb which contains 20 ghouls, 2 shadows, 14 wights, 1 ghast, and 1 wraith. The map doesn't mention the undead or that it is a tomb.) If the group tries to find out who killed the halfling they will get the following information: Freebag came into town with a group of halflings. The halflings are staying at the Hasting's inn. Freebag stayed at the Hartthorn Inn. Other information found out below if they investigate. The other halflings will say that Freebag was hauling a heavy wooden chest on his horse. Freebag joined them in Dar-town and came along for strength in numbers and racial trust reasons. They know nothing else. Hartthorn inn: Owner says that he was quiet and paid in advance for his room. He felt that Freebag had molten gold in his pocket. His daughter (wench) served him dinner normally. The wooden chest is not in his room. Wench @ the Hartthorn Inn: Mentions the dinner and wine and that he gambled after he ate. She will point out a gambler she last saw Freebag with. Gambler @ the Hartthorn Inn: States that he played cards with him and broke even. Halfway into the game some other men wanted to join so he gave up for the night. The men who join the game had been staying in this inn. The two men are GoMoku and Eifpak. He will give descriptions of the two men. GoMoku and Eifpak are camping outside of town since Freebag was killed. Stable man found knocked out: He was guarding the place was knocked out. Nothing is missing. Freebag's horse is in here. If the hay in the horse stall is searched they will find the Scroll mentioned above. A speak with dead performed on Freebag will work if they ask questions about his murder and who killed him. This is the easiest way for the group to discover the murderers. Note: the murderers are staying at different inns and they will leave town if other members of the guild group are caught. ***** * 2 * ***** If the group doesn't rip off Freebag for the money, the transaction for the girdle will go on as planned. The Guild will get it's money back and Freebag will go on his way with a fake girdle of Storm Giant Strength. Freebag will quickly figure out that the girdle is a fake and will leave the area under the Guilds control ASAP. The guild will not take any further action against Freebag unless he stays in the area. In this case they will have him murdered. It is possible that the group will try to rob the mage of his money instead. They must try this outside of the Ki Rin House, Else they will most likely die. The mage will be surrounded by his friends when he exits the Ki Rin House so if he is attacked the group should expect some back attacks. If the group wants to follow him out of town use the plan in the paragraph below. The Guild group will regroup and leave town two hours after the sale of the girdle. They will exit through the south gate. If they notice anyone following, they will move forward quickly and try to setup an ambush. If the group catches up before the ambush, they will try to run. After having run away from the group once the PCs gets attacked at night at their camp (unless they appear to strong to handle) or the group is ambushed the next day. Each member of the Guild group has 20PP on them. The last guild member will have the chest of mob money. ***** * 3 * ***** If the group tries to get the Girdle from Freebag (non-stealthily) he will first try to sell it to them for 6000GP. If attacked he will offer to give them some very interesting information if they let him go (A scroll written in Thieves Cant relating the safe house in Dar-town). Second, he will boast of his new found strength and warn the group not to attack him. He will also inform them of his expertise in fighting with the foil (a lie). If this doesn't work he will run away, fighting only if there is no other choice. The group will figure out the girdles quality quickly. Treasure InnThis plot is a low-combat (no combat hopefully) test of the players ingenuity and other skills. It described for a medieval period but could easily be transported into most settings. Outline: The players have a treasure map for stolen gold but on finding the place, discover an inn has been built over the spot where the gold is buried. The map describes the location of the treasure as 20 paces towards the river from a gnarled willow, 2 feet beneath a large flat stone. This is now manifestly beneath a room in the corner of an inn built on the river flat. The room is dirt-floored and windowless, being used by the innkeeper as a holding cell for guests that have exceeded their capacity somewhat and are in need of protection, or have become belligerent and a nuisance to other customers. The innkeeper is scrupulously honest and does not "roll" such guests but will extract payment for any damages. The underground cellar of the inn narrowly missed uncovering the gold, being under the adjoining room and an excavation from the near wall would find the treasure after only a few feet of digging. On the other hand, the innkeeper is not in the habit of letting guests into his cellar! Background detail. This outline is particularly set up for characters who have set themselves up as "the good guys" as it potentially involves an ethical dilemma if your players enjoy such things. Location. The Inn is situated on a route junction where a side stream enters the main river. 2 days up river is the city where the gold originated. The main route enters a hard gorged section of road below the inn and 6 further days of travel brings the route to a major port city. The other route continues up the side stream and over a low pass after a long day's travel in lonely country. Another day's travel is required to arrive at the small sea port where the characters will start from. This port town has grown enormously in the last 12 years since a pirate kingdom was destroyed allowing trade to flourish in the southern ocean. Consequently this side route has grown much more important allowing the inn to flourish. The innkeeper was a smithy by trade and his services are valued by travellers. The inn stands by itself with no neighbours or other business in very underpopulated country which makes it something of an oddity in the world setting. History. The gold is a booty from a raid on a goldsmith's shop in the up- river city 13 years ago. It was a bulk purchase to be shared with other goldsmiths in the guild and was guarded by an apprentice whom the thief killed, leaving a widow and 3 children. The thief ran into trouble though with a lame horse near the inn site, and with the hue and cry close on his tail, he buried the gold under a large flat stone before fleeing up the then little-used trail to the small port. He covered his digging further by piling all the excavated earth (a distinctive red) onto his cloak, then emptying it bushes nearby. His luck really ran out though when he arrived at the small port and was arrested by the guard for an earlier murder and was summarily executed. He did however have time to make the treasure map and gave it to his lover, mother of his 2 year old son. She would not have a bar of what she correctly guessed was stolen gold though but is now very sick (beyond the means of the characters to cure). Her son, now 15, is desperate to help her and has approached the party with the map. They could be relatives or friends of a party member and the gold would be used to buy a cure. In the provost's party, pursuing the thief was the murdered apprentice goldsmith's brother, a journeyman blacksmith. The party stopped at the route junction on finding the lame horse while woodsmen in the party tried to find which route the thief had taken. Answering a call of nature in the bushes, he found the pile of red earth but told the provost nothing. After it was discovered that the thief had already been executed but without any gold being found, he made a shrewd guess about what the thief had done, but failed realise that the earth had been moved into the bushes which he now turned over in what rapidly became an obsession. To cover his activities, he built a small smithy to service travellers coming up the gorge road, which soon became augmented by an inn as the trade in the southern ocean made the route to the port town more important while his digging was unfruitful. He even now hasn't given up on finding the treasure though he seldom is actively digging. His strange obsession (which he wont reveal) means there are light-hearted stories about him searching for a rainbow's end, told at his expense by frequent travellers stopping at his inn. The innkeeper is well-liked and married when his obsession cooled, now having 5 children helping around the inn. He has also taken in his brothers destitute widow and children who help out about the inn. The widow helps cook and brew but this is a bitter come-down from her expectations in marriage to a goldsmith and she frets for her 16 year-old daughter now serving behind the bar. Her older sons are competent smiths under the innkeeper's teaching. The family all share the secret about the possibility of gold buried nearby but none take this seriously. The challenge for the players is compounded by fact that it would be very unusual for anyone to stay more than 1 night so 2 nights without an obvious excuse. This will result in some pretty blunt queries and suspicion of "casing the joint" from people used to fending for themselves in an isolated spot. Stories about the innkeeper's strange diggings will be easily heard but no one suspects what he is after. A reasonable number of people, many on very good terms with the keeper will be present on any night, though all will be passing through. If players come up with an ingenious scheme for getting the gold out and clear, then good for them but I would be likely exploit any weakness in their plans to set up a confrontation with the keeper and the widow. They are very unlikely to try force unprovoked but will certainly put forward an impassioned case for their rights to the gold - better life for daughter and sons, years of graft, etc. Obsessions can be dangerous things though ... Behold Such BeautyThis scenario is best played a bit light-hearted. It starts with the party entering a very remote village, Village. This village is far removed from normal government dealings and as such they have their own small local monarchy. As the party approaches there is great unrest in the town square. There are trappings as if a festivity is about to commence, but the townsfolk, also known as the Village People, are very concerned about something. Anyone they ask will point them to the garrison commander, Moostard (a colonel), who can relate the story."The town was preparing to celebrate the 16th birthday of the princess. The country side was invited for a great feast. But lo, this morning when the princess was not to be found we checked and found that her room had been breached and she had been kidnapped." (Any clues or ideas who has taken her?) "We suspect the black robed worshipers of Evil Mackricks. A hideous band of clerics that terrorised this area decades ago with the aid of terrible beasts. We found a black mace in her bedroom. They used a ladder to climb up to her window. She must have put up a struggle as the room was in disarray. [ if there are any optional witnesses they will report of black cloaked individuals who, if anyone was close enough, had the symbol of a giant eye on their chest ] (What was the princesses name?) [look a bit flustered, look at your notes then answer] Beauty. Princess Beauty. She was very beautiful, renown for her charm and demeanour. (Why?) The Emaks haven't been heard from in a long time. From what little memory I have, they gave sacrifices to their deity (Ram) on the night of a new moon....that would be tonight! Over the past few months there have been a couple of others who have disappeared. We had no clue to their disappearance and thought they were the victims of monsters or bandits. (Why us?) The garrison is not very large. Most of the patrols are out on multi-day patrols and aren't due back for at least another full day. (Where?) Over the river and through the woods to grandmother willow you go. From there its over hill and dale. They came on horses so they should be trackable. The party should have little trouble following the tracks and finding the valley. They should be approaching the temple about sundown. The temple is in a shallow valley. The clerics should have at least a few guards or patrols, avoidance is a fine way of dealing with them. The main temple is a long building built into the side of the valley. The building has a large set of double doors, a single large eye is centred on the doors. There is a small stable that is adjacent to the front of the temple. A small door leads from the stable to the temple. There is a stable hand that is armed with a pitchfork in the stable along with a few horses among the stalls. If the party is able to approach quietly they can enter from either the front doors, which open quietly and are not currently locked, or from the stable. Both lead into a small anteroom. The back wall of the anteroom is covered with a large heavy curtain. As the party peeks through the curtain they can see the main temple area. It is dimly lit by several torches and braziers. Several of the pews have initiates in them. At the far end is the alter. A priest is concluding some sort of ceremony. The princess is chained, standing on the far side of the altar facing a statue. The statue is made of stone and is that of a large round (2 meter diameter) creature with one large eye in the centre. The creature also has several eye stalks (appendages ending in a small eye) sprouting off of it. The centre eye is made of a huge ruby, about the size of two large fists. The eyes at the end of each eye stalk are about the size of a regular human eye and are of various types including emerald sapphire, onyx, etc. The priest at the altar is finishing a ceremony that concludes with his arms outstretched. The centre eye of the statue begins to glow and the light slowly begins to extend until it envelopes the princess. After a few seconds the princess collapses, her pallor now a dull grey. This entire process takes less than a minute. If the party doesn't intercede at this point the priest will continue with the physical sacrifice of the princess's body. This will result in the unalterable death of the princess. What the party must do is intercede and rescue the body of the princess as well as the centre jewel from the statue. The ruby is hollow and if held up to the light, the face of the princess can be seen almost as a reflection or a ghost within. To restore the princess the party must merely break the ruby with the body of the princess close by. Most of the initiates are not well trained and have Mediocre combat ability. The priest and optional acolytes have Fair or Good combat ability plus some magical ability. Along the back wall is a concealed door that leads to other chambers including a jail area (with jailer and optional prisoners), some storage rooms, and the private quarters for the priest. Ultimately if the party does not succeed and the clerics continue on their way, they will continue to steal souls until they can animate their deity. Lizards EverywhereThis plot is good for fantasy RPGs (designed for AD&D, approx. 6 characters of 6th-8th level)A small farming community several miles from where the characters are based has made an appeal to the mayor of the village to put an end to what are described as "dragon raids". The mayor, who is coming up for re-election, has heard of the fame of the heroes and comes to them for help in slaying the dragon that has terrorized his constituents. What the heroes are told: Recently (in the last few weeks), a dragon with green skin has shambled up out of the nearby marsh and carried off livestock in its mouth. The farmers are upset at this loss of their resources. A group of the farmers held a meeting and sent two volunteers out into the swamp, but they have not been heard from since. What the heroes will find, upon investigation: Large, muddy footprints on the grounds of the farmers whose livestock have been stolen--mostly those living right next to the marsh to take advantage of the fertile ground--ostensibly "dragon tracks". If they ask questions of the right people, they will find someone who swears he saw the dragon change into a dragon-man and walk off into the swamp. The rest of the town thinks this old guy is nuts. The dragon has not been spotted any farther away from the swamp than about 30 yards. None of the townsfolk remember seeing any wings on the creature. Some information the heroes might be able to discover: Green dragons do not, by habit, live in marshland areas. They prefer the serenity and relative abundance of game supplied by verdant forests. Green dragons also delight in deceiving and controlling human operations. A green dragon without wings is an oddity, to be sure. In fact, the kind of dragons who DO live in the swamp are black dragons. None of this information should be available without sage consultation. What is actually going on: A little ways into the marsh is a small settlement of lizard men. These are not the ordinary warlike race, but rather a pacifistic offshoot... deadly when necessary, but downright friendly otherwise. They are, in fact, farmers themselves, cultivating nutritious plants and fungi, and keeping their own herd animals: giant lizards. The harvest has been bad this year, and feeding the giant lizards has become second priority. So the lizards, starving, wandered off towards the human village in search of food...and found it. The human farmers wouldn't know a dragon from an oversized water snake, so they naturally panicked. No farmer in his right mind would go dragon hunting in a swamp, nohow. And the story grew a little more fantastic with each telling.... Once, the lizard men followed one of the lizards toward the human farms. It was near dusk, and visibility was poor, so it was an easy mistake to say that the "dragon" had changed into a "dragon-man". But overall, the lizard men have avoided the humans for fear of prejudice and misunderstanding. If approached peacefully, and the situation is explained, the humanoids will be willing to pay restitution for the animals. They are also willing to open a trade avenue with the humans, if such an idea is acceptable, but that is up to the farmers. Other goings-on: Elsewhere, deeper in the swamp, lairs an old black dragon. He sleeps, unaware of the turmoil occurring in the nearby village. In fact, the last time his sleep was disturbed was a couple of weeks back, when two lanky humans intruded rudely upon his nap. Fortunately for the dragon, he happened to be mildly hungry at the time. A Squire's Message (AD&D.com)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. |