One-line Fantasy Any Any
One of the PC’s falls in love with a woman who happens to be a
witch…perhaps she is allied with a group working against the PCs?
========================================================================= Protect the Ambassador Authors of Volume 2
One-line Any Guarding Any
The PCs are sent with an ambassador to another country to protect him
and do his bidding. There may be some espionage, rescuing, downright
bullying, etc. Could make a nice medieval special operations background.
========================================================================= The Robbed Mages Authors of Volume 2
One-line Fantasy Investigation Quest Magic Any
After a rash of thefts from wizards in the Guild, the PCs are hired to
catch the perpetrators. They could be other mages, three dozen halfling
thieves, demons, or even time travelers. PCs need to figure out who
might get hit next, how to catch the criminals, who are they, etc.
========================================================================= Slavery Authors of Volume 2
One-line Any Affliction Ship
After a fight where all the PC’s seemingly died or are captured, they
wake up to the crack of a whip, as they have been sold into slavery
onboard a galley. They have no equipment, they have to work to
exhaustion, they get very little food, but if they play well, they might
be able to escape.
========================================================================= The Queen’s Beau Authors of Volume 2
One-line Any Investigation Urban
The Queen’s beau (a very handsome knight-errant or something) is
missing and he was last seen in a tavern at the edge of town. The PC’s
are the people who were determined to have useful information, after a
lengthy interview/screening by the Queen’s Marshall-General, etc. They
set out to find him, since it is thought he is in grave danger.
========================================================================= What happened? Authors of Volume 2
One-line Any Affliction Startup Any
The party wakes up around a table with wine goblets near at hand.
They discover that they have forgotten everything they did over the past
two weeks. Apparently, as they uncover clues, they were hired by someone
to do a job, and when the job was finished the person invited them to
dinner. Interesting events abound as the party attempts to piece
together the events of the last fortnight…
========================================================================= The Gauntlet of Grummsh Authors of Volume 2
One-line Fantasy Quest Affliction Any
Bonecrusher (an Orc, now a Giant Orc Chieftain) has found the Gauntlet
of Grummsh (an orcish Artifact) and is kicking some serious butt, raising
an orc army and is about to invade the country to, er, root, pape, and
lillage the area (he’s powerful, but he’s still an orc.) Of course, the
destruction of this gauntlet is very important to the players.
Bonecrusher could be considered the Guardian of the Gauntlet, and
destroying it *will* bring curses from Grummsh onto the party.
========================================================================= The Dragon and the Gate Authors of Volume 2
One-line Fantasy Quest Urban Dragon
Four dragons (one blue and three greens) have banded together to
increase their wealth. They (gasp) spent it on various magical weapons
and defences and then attacked and took over a port city. Now they’ve
removed all laws, taxing everything. All the good folk have escaped, and
some are running a resistance force. Of course, there’s a catch.
The blue dragon’s been possessed by a lower planar being, and is opening
a gate…
========================================================================= The Lost Drow Authors of Volume 2
One-line Fantasy Startup Any
A young drow got ‘left behind’ after a raid to the surface. He is a
mid-level fighter, slightly lower-level magic user. Maybe give him a few
pet large spiders for some extra challenge. He could take over a farm
house (or two) with charm spells (maybe even charm a few of the animals).
He could try and trick the party into finding the entrance to the drow
realm for him (or maybe kill some inconvenient big thing). Anyway, as
there’s only one drow, a party of four or five lower level characters
wouldn’t really be in too great a danger.
========================================================================== The White Stone Authors of Volume 2
Short Fantasy Affliction Magic Cave Dragon
In a cave, in an incredibly cold pool of water, is a large round white
stone (about 3 or 4 feet in diameter). It feels to all the world like
marble, and radiates magic.
It’s actually a white dragon egg. It stays in stasis, just hours from
hatching, until it’s heated up… to just about room temperature. Then
it hatches. If your players are like mine, they’ll take a big white
magic rock without thinking twice; it should then hatch at exactly the
worst time. My players made it all the way back to their ship, and put
it in the hold, before it hatched. Great fun.
========================================================================= The Ship of Fools Authors of Volume 2
Short Any Startup Affliction Ship
One of the things I do for comic relief is have the PCs run across a
particular ship full of really stupid sailors.
They are almost always in dire trouble when the PCs come across them,
like the one time they were out in the middle of the ocean and their
sails were on fire. The PCs had to put the fire out for them, because
they didn’t think of using sea water to put it out themselves.
The name of the ship is the _Storm_, and the captain (“pilot”) looks
and sounds an awful lot like Robert Plant.
It shouldn’t take too much prodding before the PC’s start calling it
the “Ship of Fools”….
========================================================================= Wolf in Sheep’s Clothing Authors of Volume 2
Short Fantasy Quest Investigation Urban Demon
A demon (e.g. Cambion demon) has taken the shape of a respected member
of the community (using polymorph self) and, masking his true alignment,
shape and abilities, is slowly spreading death and terror in the city.
The PC’s are hired (as special agents by ??) to find the perpetrator and
capture/kill them before it gets even more out of control. The demon is
able to change shape easily and hence occasionally changes to take the
form of one of its victims to throw off the scent. Its sole purpose is
to cause disruption and Chaos (or was it brought here by someone for
other reasons and escaped or was turned loose ?).
========================================================================= Curse of the Incontinent Dragon Authors of Volume 2
Short Fantasy Quest Investigation Urban Dragon
The party ventures into a small town after their latest expedition,
only to find that the towsfolk are in an uproar. The mayor tells the
party about the “cursed beast of darkness” which rises from its burrows
to the north and flies over the hapless village dropping flaming missles
from his bowels. As the players pass by the mayor’s house, they note the
gruesome stench. Gobs of acid-spitting larvae still snake through the
burnt ruins. To make a long story short, the witch of the wyrmwoods
which surround the village has cast a curse upon the foul dragon who used
to be a nature loving and solitary beast. Now, in his incontinence, he
regards the town as his private toilet. Furthermore, the curse has also
reduced his intelligence by, oh say, 15 points perhaps. “Aww… duh…
you mean you know ahh… I wasn’ a ‘spose to poop der… dahhhh!”
========================================================================= The Dragon’s Forest Authors of Volume 2
Short Fantasy Exploration Investigation Urban Village Wilderness Forest Dragon
There’s a logging town nearby that, all of a sudden, starts spending
money like there’s no tomorrow. They go from a little frontier town to a
place like in a matter of
months. The players should be “just passing through”, and notice this
large change. They pass a bard that tells of the eighth murder in the
town in a month.
What’s really going on is that someone with tons of money is having
the loggers clear-cut the forest the logging town is near.
Unfortunately, the forest has a guardian (a dragon) that is a bit
fanatical and unscrupulous in his guardianship; to scare the loggers into
ceasing from clear-cutting the forest, he hires some assassin/terrorists
to kill random loggers in the city. The players’ mission, should they
choose to accept it, is to stop this situation from escalating any
further.
========================================================================= The False Dragon Authors of Volume 2
Short Fantasy Quest Any Arctic Dragon
This adventure is best for a party of low-level fantasy characters.
A mage has managed to control an Ice Lizard (a la Fiend Folio), and
uses it to his own ends. In my case, kidnapping a sage. The trick: it
can appear to be a white dragon. Thus, the adventure seems very scary
indeed from the all the dragon rumours surrounding the kidnapping, but
Ice Lizards aren’t even pale shadows of real dragons. So, it’s exciting,
but manageable for low power parties.
Eventually, the party may figure out that it’s not a real dragon and
gain confidence to attack it (if they were too cautious). The final
showdown is between the party, and the low level mage and his pet. For
extra excitement, add a few minions, some traps in the lair, etc.
Naturally, the lure doesn’t have to be a kidnapped sage, it could be
rumours of dragon raids, a fair maiden kidnapping, or whatever you
please.
========================================================================= The Book Authors of Volume 2
Short Any Exploration Any
The party finds a book, a second copy of a book they have or have seen
before, or can look at. On reading and/or close examination they find
that the new copy has an extra passage/paragraph detailing where the
famous hero/ine was buried/trapped. The book could be a history of the
land, a tale of brave deeds etc. No other copies of the book have this
passage, wise persons who are familiar witht the work can’t recall the
passage in anything they’ve read (but maybe someone will partially
confirm the rumor…).
Once they get there there are a few options (in order of time
consumption increasing concerning the book):
-The place exists but is uninteresting
-The place doesn’t exist (could take the party a long time to believe you)
-The place exists, but people tell the party it doesn’t
-The place doesn’t exist, but people say it does
-The place exists but it’s somewhere else
-The place exists, but it’s a trap by the scribes who confirmed its
existence for you.
========================================================================= Double Conspiracy Authors of Volume 2
Short Fantasy Quest Investigation Urban Dungeon Doppelganger
The party is hired to transport scrolls to a temple in the hills, far
from their hometown. They arrive in town, and discover that some
townsfolk have disappeared. They meet the high priest, deliver the
goods, and are prepared to leave, when they find the body of the high
priest somewhere in town.
It seems a small band of doppelgangers have uncovered a lead to a
magic item/relic that is buried beneath the tombs under the temple. The
scrolls provide information of some sort the doppelgangers need to get to
the item. The missing people are being used as slaves to dig beneath the
tombs (which of course are full of nasties).
The final scene should be between the head doppelganger and his
cronies just as the item is unearthed.
I’ve kept the details out of the description, because a lot of the
stuff (like what’s in the scroll) can be campaign-dependent. But if the
players are perceptive/paranoid, they might blow this into a full-blown
campaign: Did their employer know the high priest was a doppelganger?
Is there a conspiracy to get doppelgangers into power in the human world?
========================================================================= Meet Your Enemies Authors of Volume 2
Short Any Any Urban City
In a big classy town that the PC’s have reason to go to every once in
a while (I have it set in a city near a paladin training center) is an
even classier restaurant called Chez Ralph. It’s about as nice a
restaurant as you could possibly have. Waiters check on you every minute
or so, there’s a string quartet playing in the background, and glasses of
water (“Mineral water, imported from halfway around the world” is what
they tell you, and they’re telling the truth) cost around 20 gp.
Besides being a wonderful place to have players dump some cash, it’s
also Soap Opera City. The bizarrest people show up there, at the same
time the PCs are there – but since nobody wants to make a scene, the
whole feeling is very tense. Old girlfriends, major enemies, spies,
polymorphed dragons, you name it, end up eating there – and usually with
each other.
This requires a lot of continuity in the game. Most games couldn’t
support the type of background and tension Chez Ralph requires. You need
long-term NPCs that the PCs have come to hate – and put them here, where
you just can’t DO anything about them!
========================================================================= Tower Snatch Authors of Volume 2
Short Fantasy Quest Exploration Castle
A mage returns home after 1 year away and finds that someone has taken
over his tower in the city. He wants it back and hires the PCs to
reclaim it. He can supply maps etc of what it was like when he owned it
(but someone may have moved “Walls of Stone” and placed whole new trap
areas etc). The PC’s can keep anything in the tower which is not
specifically his (of course he can claim anything interesting and they
won’t know) and a cash reward. No-one knows who has it but he suspects
someone respected in the community, hence the attack must be done fairly
quietly so as not to warn the current possessor (the mage can prove that
he is the owner however, he is not setting them up – unless you want this
to happen). The tower is appropriately trapped and guarded, mostly with
the expectation of killing the mage who owns it when he tries to return.
The guards and traps are there to kill (not capture) anyone breaking in.
City guards etc will not take sides unless the conflict ends up outside
the tower.
========================================================================= Faction War Authors of Volume 2
Short Any Startup Intrigue Urban City
This is a non-linear adventure, good as a sideline for whenever the
PC’s happen to be home.
The PC’s are based in a large city. The city is basically composed of
three sectors. Two of which are virtually lawless and the other is
extremely well controlled. The law portion is extending outward and
slowly taking over the other two sections.
A faction war is taking place in the city. There are two opposing
forces at war with each other (it could be a peasant/slave revolt, or a
religious purge, or a supernatural invasion, or whatever.)
The war expands steadily, more and more groups getting dragged into it
and being forced to choose sides. An interesting twist would be for 2
groups that 2 different PC’s belong be on different sides. Great chance
for roleplaying here!
The war could develop while the PCs are away, and upon return they get
the opportunity to jump in.
Think of it, the politics! The adventure! The intrigue! The danger!
The chance to be hunted by one of the most powerful groups in the
city/county/country/kingdom!
========================================================================= A Portal to Gamma World Authors of Volume 2
Short Fantasy Sci-Fi Quest Exploration Any
An item has been stolen from a temple/mage/lord etc, the thieves
trailed to a portal leading to an unknown plane/realm. The PC’s are
hired to follow and retrieve the item and/or scout the realm. The realm
escaped to is from the Gamma World game. Several thousand years after an
atomic war, patches of technology still exist. Most survivors are animal
and/or human mutants and have a mix of equipment. Laser pistols, bow and
arrows, smart missiles, swords, armalite rifles, battle axes, war robots
etc. Survivors are TOUGH and many have physical and/or mental mutations,
as the weak ones have already died out. Several technological
installations still exist, guarded by robots etc. PCs must trace the item,
find the current owners, retrieve the item and return before radiation
traces in the atmosphere slowly kill them. (Optionally, the portal is
now set so that it can only be used by someone carrying the stolen item,
hence stopping the PC’s escaping or more raiders coming through).
Equipment bought back may or may not work. PCs with laser pistols,
rocket launchers and mini-tanks are worrying in fantasy worlds.
========================================================================= Have Fun Authors of Volume 2
Short Paranoia Investigation Urban City
A Death Leopard Head Honcho decides to run a scam on the First Church
of Christ Computer Programmer. Her theology is fairly limited: “Jesus H.
Christ” stands for J. HARLEY C., and Harley is the 3rd person in the
Trinity. Jesus said “Have Fun!”, and Harley shows us HOW to have fun.
As the prophet of the Lord, she begins convincing lower Church members of
the truth (her Death Leopard handle is Son of David, which she changes to
Son-U-David for missionary purposes, and which also allows a handy link
to Harley). The main mission consists of forming a rock group where she
and her lieutenants take on yet more persona as ELL’s Angels (Gabr-I-ELL,
Raph-I-ELL, Mike-I-ELL and Ur-I-ELL) and give impromtu concerts to the
Infrareds, inciting all 30 000 of them in the sector to “Have Fun!” She
proposes a link between the Church and Death Leopard, which shall be
called the First Church of Harley Games Progammer. It is a vital, yet
little understood (especially by her) part of her thelogy that Jeremiah
was a bullfrog.
Troubleshooters should be inserted, perhaps as agents for the high
Church officals in Internal Security, who may or may not have varying
degrees of certainty on how heretical all this is. Of course, if the
Troublesootters are IntSec, they have a good chance of being Church
themselves, and may get caught up in the low clearance revivalist
atmosphere…
========================================================================= Give it back! Authors of Volume 2
Short Fantasy Affliction Any
The party has just cleaned out some ex-mage’s compound. In the
scenario I was working with, the party had found a virgin ring of spell-
storing and some matched jewelry, but just about any similar high-power
magic would be useful as a set-up.
The party is resting from their endeavors when a well-dressed person
comes to find them at their current quarters. He is an emissary from a
high-level noble of a nearby country. He asks if the party is the one
that cleared out the mage’s quarters. If the party denies it, he
produces proof. After the identification, the emissary asks if they have
the magic item. He explains that the item belongs to his master, it was
commissioned and paid for. He demands the item and offers little or no
(DM’s choice as necessary to provoke the party) reward. When the party
refuses the emissary explains that by the laws of the country he comes
from the item belongs to his master and they must return it to him.
If the party still refuses, the emmisary declares them outlaw
(something most countries ignore) from his country.
Whenever life is getting boring after that, send an assassin or two or
maybe thieves to steal the desired item after the party. If the party
tries to go after the noble they will have the difficulty of manuvering
in a country where they are outlaws. The whole setup provides a good
hook for several other plots and can be used to cause havok wherever the
PC’s go.
========================================================================= Stalemate Authors of Volume 2
Short Fantasy Quest Exploration Urban
The group has come to a city of which half has been taken over by
orcs. The humans still control the other half. This stalemate has
lasted for approximately 2 weeks with occasional border penetrations by
each side into the opposing half (guerilla raids, party loves ’em,
2sp/head!).
But things have changed for the better/worse. An army from the north,
in an attempt to make good on the city/kingdom’s problems, has sailed
into town. They wiped out the mercenaries guild (the only opposing
force) and stated that all people were now citizens of the new empire and
they would be rid of the orc menace within two weeks. Everyone has been
drafted into the militia. What is really bizarre about the army is that
it consists of all sorts of races (human, elf, 1/2 elf, etc), all speak a
common tongue, they are VERY well organized yet are individuals.
(Everyone has personal weapons, armor, etc.)
The party can decide what to do. They may not like the idea of being
drafted into the militia to be used as fodder (for an empire they don’t
belong to) to rid the town (that they are only visiting) of the menace.
However, it WILL provide for some good roleplaying trying to explain to
the new invaders why the group should (or rather wants) to remain
together.
The plus is that after the orcs are gone, the militia wil be disbanded
(or so the invaders say) and the members will be free to go on their way
as citizens of the new empire (more lands to visit). The other bonus is
that the party may be able to get ahold of a little of the recaptured
territory.
========================================================================= Acquainted With the Night Authors of Volume 2
Short Fantasy Investigation Startup Any Vampire
A group of players *start* by discovering that one of their friends
has been bitten by a vampire. They follow through the entire process,
possibly killing their friend once he/she has risen again, probably
hunting down the vampire that bit their friend. Happy ending.
Then the vampire community seeks retribution. Yes, it was clumsy of
the vampire to get caught, but it’s not the place of the herd to exact
justice on the vampires. The complexity of this scenario depends upon
how you imagine the entire supernatural community.
One possible idea is that vampires — the cool manipulative Undead —
just don’t exist. Vampires are mindless creatures which reek of clotted
blood and which fixate on their families because those are the strongest
memories left. A vampire is what happens to someone who dies of a ghoul-
bite. (Doesn’t happen often because ghouls don’t usually bite live
people. NOTE: these are obviously not _Vampire: The Masquerade_
ghouls.) The image of the vampire is the result of a plot between the
ghouls and the werewolves: they wanted a patently false supernatural
image that would distract attention from themselves. In this case, the
PCs are under attack because they have a sample vampire to look at and
modern science may discover the connection.
If you’re running _Vampire: The Masquerade_, then the PCs are
initiated by a Sire for their own protection. The Sire has some long-
standing grievance against the Sire of the clumsy vampire, or has some
ideological conflict with those who would kill the PCs.
========================================================================= Dandelion Party Authors of Volume 2
Short Sci-Fi Quest Any
North America is balkanized, split into twelve smaller countries, most
of which call themselves the United States of America (except for two
which call themselves Canada and one Quebec). Teleporting aliens (the
Dandelions) have discovered Earth, which means that the other races of
the interstellar Confederation have found us.
All trade agreements are tentative and depend upon Earth’s acceptance
into the Confederation. We are engaging in an exchange of art objects
(yeah, I know I stole this from _Doorways In The Sand_), and Earth seems
to have lost one of the alien artifacts. [When I ran this, it was a
“pure” AI they lost; a wirehead had accidentally jacked it into the world
network. Choice of artifact depends upon how the artifact was lost (by
accident or not) and who is after it.]
Each country wants to be the one to find it. [Country of choice],
which had the artifact when it disappeared, doesn’t want the news to get
out, though all the security services know about it. A subgroup of
carnivorous aliens don’t want the humans to find it.
Alien motivation: Humans may make amusing game or food animals, but
it’s not practical to ship them across interstellar space. However, if
humans fail to make it into the Confederation, the aliens can bid on
copyright to human DNA, producing clones for whatever purposes they want.
[Intelligent species own their own copyrights.] Aliens may also have
internecine struggles.
The characters could be innocent bystanders, diplomats, detectives,
police officers, spies for the L-5 colonies, ninjas, yakuza…
========================================================================= Not All Be Changed Authors of Volume 2
Short Any Quest Any
Superheroes seem to form their own communities, their own strata in
society. Given that some of these people have the power of a nuclear
bomb, it’s understandable that certain espionage, police, and security
agencies would want a mole in the superhero community.
The easiest types of supers for a non-super agent type to simulate are
martial artist-gadgeteers and armoured-suit guys. (Actually, the agency
may not have the budget for a *really good* armoured suit; I ran it with
a martial-artist gadgeteer as the mole.) And having a secret ID is a
good excuse for wandering off at odd times (and making reports to
superiors).
The problem begins when the mole goes native. He forgets about making
reports, he forgets about his loyalties, he’s just caught up in the
entire experience of being one of the Good Guys and thumping the Mauve
Marauder. He ignores a recall order, so the Agency sends people in to
collect him.
The PC’s can be the agents sent to collect the mole, or they can be
other supers, who are helping to defend the mole without knowing quite
what’s going on.
If you need to make things more confusing, there’s the fact that he’s
been recalled because his ID has become known to *other* Agencies, and
they want to capture him (in the guise of a supervillain, perhaps) and
wring his brains about that little escapade in Bangkok four years ago, or
the defection of Gyorgi Dimitrov, or whatever suits your political
inclinations.
========================================================================= The Elven Relative Authors of Volume 2
Short Fantasy Quest Any
For a mostly non-human party:
The party is approached by an elf. He explains the following
situation:
His nephew (niece, whatever) was visiting some relatives a ways away,
and during the travel home was “invited” to stay with a human lord. The
lord sent a message that he wanted to arrange a “lease” of some territory
for his brother to hold for (say) 30 years or so. The elves are very
aware that such “leases” nearly always end up being permanent. They wish
to secure the return of their relative, without allowing the lease. By
their standards the health of their relative is more important than the
relatively small lease, but they cannot act directly as the lord is on
the other side of a neighboring humano-centric country. An elven force
large enough to take the relative back would have to fight its way there
and break long-standing peace treaties and probably start a war. So they
want someone to act in stealth for them, they cannot provide any security
outside their own country. The party’s job, should they accept it, is to
find the relative, break it free and return to the elven territory…
without causing an inter-racial incident in the process.
The lord’s holding should be strong enough that a direct attack by the
PC’s is suicide. Be prepared to have the party try several different
methods.
Some twists possible: The elf is a mage, but has lost/used up all his
spells and the lord has his spell-book hidden. The elf is drugged and
won’t cooperate. The elf is forced by a magical curse to stay near the
lord’s castle. A member of the elf’s retinue is a traitor and tries to
interfere with the party in non-obvious ways….. (traitor is a
polymorphed human?)
========================================================================= Make Judgement by Their Rules Authors of Volume 2
Short Sci-Fi Investigation Ship
A starship receives a distress signal from a cold-sleep colony ship
launched X years before, to an unexplored section of space. When they
arrive, they discover that the entire colony ship is under the death
sentence (or has already been killed) because a native killed one of the
colony ship’s scouts. The reason was that the scout violated . You may up the stakes by leaving the entire
colony ship, still in cold sleep, in orbit, and the captain apparently
committed suicide. The scenario is a mystery: why do *we* get punished
for *them* killing us? *Why* did they kill us?
The crew of the starship is soon under the same death penalty.
Evidence shows that the scout had a slight xenophobia–(“Well within
bounds, though–he was a scout, after all.”) The aliens happen to be
horned hominids, vaguely Satanic looking. Further examination shows that
the scout also had a strongly religious background.
Eventually, peculiarities in the alien culture are explained when it’s
discovered that they are telepathic in some ways, and that is
*Privacy*. Or maybe *Aggravated Mental Assault*. The scout didn’t have
the decency to keep his/her emotions under control, the alien picked them
up and broadcast them back, and *voila* positive feedback cycle wherein
the alien was tougher than the human, and won the fight.
This scenario depends upon a universe where telepathy is not
impossible but is also not present among any of the players and probably
not common or reliable in player space. I’ve never run it because I
haven’t had any brilliant thoughts about a society created by
graminivorous telepaths.
========================================================================= Sword Of Kadorn Authors of Volume 2
Short Fantasy Startup Quest Any
An introductory fantasy adventure. Players are a group of village
adolescents who have discovered a Sword of Power. The local lord
responsibly decides that it should be sent to the capital, where they
have mages who would understand such a thing, and since the PC’s are not
needed between spring shearing and harvest, the lord sends them with an
advisor (village hedge-wizard, old man-at-arms, family retainer,
whatever). The sword has chosen one of the PCs as its carrier.
Beyond the simple journey to the capital is the fact that the sword
has its own agenda. Possibilities include:
-The sword was created to kill a particular ethnic group in a war;
that ethnic group subsequently won the war, and it turns out that all
the PC’s but the chosen carrier are descended in some way from that
ethnic group. Over the course of the journey, that PC argues with the
sword over whether or not the other PC’s should be killed. (PC: “It
will be rather a long fight if I have to kill everyone in the
province” SWORD: “But the glorious fight will at last be won!”)
-The sword is a Lawful Good sword created a millennium ago, when
morals were considerably different. *It* wants to encourage the kind
of behaviour that it believes is good, probably rough eye-for-an-eye
justice that is frowned upon in most civilized societies.
-The sword is a weapon to be used in an upcoming Apocalyptic War
between Good and Evil ™ and is searching for the best Hero ™
for the war. In this case, the PC’s are simply a vehicle for it to
get to the capital. It may have magical abilities that keep the PC’s
alive during the early parts of the journey, but after it leaves
them, they must learn to live without it.
========================================================================= Accused Authors of Volume 2
Medium Any Affliction Investigation Urban
(This is an entire campaign, and begins with 1st level chars that have
never met each other.)
Each PC is doing normal, everyday things (sword practice, study,
drinking, etc) when he is arrested by the city police (knocked unconcious
if they do not go peacefully). The PC’s all end up in the same jail
cell. The next day, they are brought to trial for the murder of some
important official. They are convicted and sentenced to burn tomorrow.
They are returned to their cell (stripped of all equipment) to await
their execution.
The PC’s have at least two escape paths: (more, if they’re creative)
1) If they carefully search the cell, they can find a loose stone
under a cot (everyone gets a ‘concealed doors’ roll) (and if they look,
they will eventually find it: the odds are in their favor, if there are
more than a few PC’s). By falling through, they can drop into sewers,
float to the exit, batter away the grate, and they are free.
2) Have a mage do something to the single guard (charm comes to mind
immediately)
Once they are out, they must flee the city (if they try to stay, tell
them the police have noticed their escape, and are beginning a house-to-
house search. This information could come from a bartender or similar
person.) They may wish to steal some equipment, or maybe a friend will
provide them with weapons, urging them to run.
The PC’s can travel either to the ocean (if they can capture a small
vessel) or to the unexplored mountainous regions. There, they can gain
experience and hide until they are ready to return, and find out who
framed them for the murder. (It was the judge, or maybe another
politician. After killing the victim, he planted evidence pointing to
the PC’s. The PC’s may have been political opponents of him, or just
randomly chosen.)
========================================================================= Double-Cross Authors of Volume 2
Short Fantasy Affliction Quest Any
The PC’s are hired to retrieve a family heirloom which was stolen from
the family 5 years ago. The family has just found who now has the heirloom
and want the PC’s to steal it back. The current owner is the original thief
and is an accepted member of the community. The theft must be done quietly
so as not to attract attention as the familiy would lose social esteem if it
was known that the object had been lost i.e. no questions asked in town etc.
The current owner has a normal house with normal traps and precautions to
protect this type of treasure, plus whatever skills or guards are required.
After the theft has been performed, the object handed over and the
PC’s are still congratulating themselves on a job well done, reward
posters go up around town for the return of the object, the thieves
wanted dead or alive or the object returned and no questions asked. The
PC’s have been suckered, the object has ALWAYS belonged to the person
they stole it from and they are forced to either flee the area (never to
return), or to get it back again from the person they originally stole it
for (probably a member of the local Thieves’ Guild or similiar). The
preferred method is to lead them toward stealing it back again (if they
can break into the thieves’ guild etc) as there are no other safe
alternatives. If they are captured, no-one will believe them unless the
PC’s pay for a cleric to “Detect Lie” (very expensive under the
circumstances) and no-one will mind if they are accidently killed while
trying to retrieve the object.
Last time I did this the object was a diamond tiara and used in royal
coronations (one of which was due in 2 months). Nearly brought the whole
political structure down.
========================================================================= Time War Authors of Volume 2
Medium Fantasy New Age Investigation Quest Any
An experimenting Cleric/Mage has opened a portal to another realm.
Accidently this corresponded with an experiment in a modern-day
underground military base which is performing a physics experiment on
time/space. A trans-Time/dimensional portal is formed, both attuned to
each other such that neither can be closed until both are closed
simultaneously. Meanwhile, a military scouting party of Rambo types have
passed through and are exploring the AD&D area (walky talkies, hand
grenades, sub-machine guns and pistols, hand-to-hand combat etc). They
don’t believe what they’ve ended up in (save vs illusions and mind-
affecting spells at +4) and are taking prisoners of anyone who can give
information on the situation.
Problem 1: Stop the scouting party (including retrieving their gear
if possible).
Problem 2: Find what equipment is needed to close both portals
simultaneously – sages can probably help with this – and get the required
equipment. (I used a Redeye missile and Staff of power, both of which
were in the possession of a Barghest on the plane of Gehenna).
Problem 3: Go through the portal to the Underground base, find the
source controlling the portal, and get control of the area. The guards
are the (US ?) army equiped with modern gear, but the primary security
structure is to block access to the experimental area, rather than the
area itself.
Problem 4: Destroy both portals simultaneously. For example, fire
the missile into controlling computer complex, while simultaneously
breaking (retributive strike) the Staff of Power at the fantasy-side
entrance to the portal. Then get the surviving PC’s from the underground
base to their home realm (either use plane shifting magic or have a time
delay on the portal destruction).
========================================================================= Find the Lord Authors of Volume 2
Medium Fantasy Quest Investigation Urban Dungeon Castle
The elderly Lord of a small adventuring town was found missing from
his home a after a visit from some strange men. The man’s family
determines that he has been kidnapped and hires the PC’s to find him.
The PC’s, following various clues, find the man, and, after a bit of a
fight with Kenku and (some other bird race) the Kenku call for a truce.
They say they were hired to kidnapped the man and the person who hired
them has not shown up with their money. They want no more trouble with
the PC’s and hand over the old man.
So far, so good. What the PC’s don’t know is that the ‘man’ they take back
is actually the Kenku leader, shape-changed into the old lord’s appearance.
The Kenku were able to use magic (my version allow them to be up to 3rd
level mages) to ESP and CHARM the lord into telling them about his home,
servants and treasure.
All goes well until a few days after the PC’s return the ‘lord’. It seems
that most of the servants have been fired, guard captains dismissed for
failing in their duties, etc. In other words, the ‘lord’ is clearing the
castle of any who could recognize a difference in him. His family (if any
– in my campaign there was a granddaughter set off to a nunnery and a son
who was locked in the dungeon for treason – he was blamed for the
kidnapping!!) have been done away with and most of the loyal
servants/guards are gone. The ‘lord’ has hired new ‘people’; more Kenku
coming in as advisors, guards, etc.
Once this was done, they began cleaning out the castle treasury. Needless
to say, the PC’s will be curious, and the townsfolk furious. The ‘lord’
has diverted all monies to his “new and worthwhile projects” while
neglecting the town and allowing things to decay. In the meantime,
servants (Kenku) are looking for a ship (with a captain that would not ask
questions) to come to the castle’s dock during the night. This does not go
unnoticed by the PC’s.
It all comes down to the Kenku, loading the castle treasure into the
ship, and in the midst of this, the PC’s come in and battle the Kenku and
their mercenaries. They may also find the true lord and his son in the
castle dungeon.
========================================================================= The Army Needs You Authors of Volume 2
Medium Any Affliction Any
The PC’s, after wandering into the nearest town for some R&R, suddenly
find themselves drafted into an expeditionary army as a scouting party or
even a small, *expendable* unit with an NPC leader. The pay is a little
money plus food and any necessary clothing. If you want to be nice, you
may assign the PC’s horses, if they don’t have any. As a scouting party,
the PC’s don’t have to travel with the main force of the army, which gets
rid of the possibility of *huge* battles.
At this point the PC’s have several options:
-Join the army (possibly in anticipation of relieving the kingdom’s
enemies of unnecessary wealth)
-Play draft dodger and be chased by an elite group of warriors (plus
MU’s and clerics, if you want to get nasty)
-Pretend to join and desert at first opportunity (this would tend to
rocket the PC’s to the top of the local “10 Most Wanted” list).
Any way they choose, you can follow up with new ideas or just adjust
the outcome so they wind up back in the army. The overall goal of the
army is up to you. Whether it is to rescue a princess, lend aid to a
besieged town or outpost, explore uncharted territory, or even to defeat
an opposing army, the PC’s need not participate in any large-scale
battles. The job of scouting gives many opportunities for encounters.
Wilderness encounters, encounters with enemy forces, a ruined temple, or
a castle or two, are just some of the things that can be encountered.
Nature itself can provide lots of good role-playing opportunities. For
example, do you make the dangerous trek over the mountains or go around?
How are you going to cross that rain-swollen river? The possibilities
are endless.
The total outcome of the whole campaign can also be the basis for
another adventure. What happens if the army is defeated or routed? Do
the PC’s try to carry on and compete the mission? What will the PC’s do
when they find themselves stranded deep in hostile territory or deep in
an uncharted wilderness? If the campaign is successful, will the PC’s be
tempted to split up by being promoted to higher positions in the
military? Will the PC’s distinguish themselves and become heroes or
celebrities? Will they fail and be looked on as traitors and criminals?
The rewards can be great and so can the risks.
========================================================================= The Hide of Harker Authors of Volume 2
Medium Fantasy Quest Any Demon
Baron Harksheen requests an audience with the adventurers. Background
checks will reveal very little is known about this baron. The local
vassal is named G’caird, and is a duke. G’caird has never heard of
Harksheen. Harksheen castle is rather remote, to say the least.
If asked, Harksheen will relate a story about saving the life of one
of the kings’ children several years ago, and how he received this barony
quite by surprise some years later. If the party asks too many
questions, they may be imprisoned in the baron’s dungeons. The baron has
15 men at arms, and can command the skeletons which inhabit all of the
numerous suits of armor displayed in the great hall. (Note that this
armor gives the skeletons much better than normal defenses and weapons.)
If the party notices the skeletons in the armor, the baron will claim
they are the remains of the great warriors who died in the armor.
The Baron’s story is that he would like to obtain a certain suit of
armor that has fallen out of sight. He has uncovered some clues (which
he will be glad to show any mages in the group), that indicate that the
armor, called “The Hide of Harker”, was interred with the remains of one
Keforid, apparently a priest of some sort. The Baron would like to
commission the party to recover the armor, will provide escort and
livestock, and allow the party to keep all other booty.
The Baron’s real name is Harker, he’s a demon. The armor was once his
hide. Besides the defenses of the armor, and the fact that it is nearly
weightless, it has the following abilities: Telepathy with Harker, sense
danger, protection from cold. If Harker is killed, the telepathy
converts to a sort of scrying from his skull. Without it, he is pretty
weak, but if he gets his hands on it (or rather, the other way ’round),
look out. He will warn the party that the armor is cursed, and to be
careful not to wear it. (It isn’t cursed per se, but with it’s special
abilities, wearing it might be a tip off.) The real reason Harksheen
won’t go after the armor himself is that the Wraith wearing the armor
would know what he was going to do next and would be an extremely
formidable opponent.
If the party looks closely at the warrior statue in the crypt, they’ll
notice that the base of the statue is a defeated demon who looks a lot
like the Baron. One of the Tapestries depicts the skinning of the demon.
========================================================================= Caravan Raids Authors of Volume 2
Medium Any Startup Exploration Any
This plot can be used to get the party together.
During the last few weeks, the characters have been hearing rumors of
bandit raids on caravans travelling the road. These raids are carried out against fairly large and well
protected caravans, indicating a well prepared and large group of
bandits. Regular travellers are almost never bothered. (Note: In my
campaign, this is set in a largely agricultural area. Locals aren’t
worth it).
In addition to the caravan raids, several minor officials and
merchants have been kidnapped and ransomed. The bandits are well
informed, leading the local authorities to believe they may have an
informant in their midst. Also a local minor cleric of the temple of has vanished without a trace.
Some member of the party is contacted by the local government’s
intelligence organization (preferably one that makes sense. I have a
rogue/spy/courier in my group). They are tasked with gathering a group
of adventurers to scout out the bandits and locate their lair. They are
not to engage the bandits, as the city government is planning a full
scale attack. They are also given some appropriate amount of money to
give the characters incentive. The group gathered is not to know they
are working for the local government. Let the player devise a cover
story.
At the same time, a cleric/paladin character (hopefully of the same
temple as the one above) is contacted by the head of their order, and
instructed to find out what happened to the vanished cleric.
For a more twisted plot, have a party thief in the group be contacted
by the local guild, and told about a supposed government expedition to
find the bandits. Instruct the player to join the party and
sidetrack/stop them if possible.
Behind the scenes, the bandits are actually not as powerful as it
seems. It just so happens that the band’s wizard has developed/found a
more powerful version of the sleep spell, which allows the bandits to
gain a great initial advantage. Furthermore, they are working with the
local thieves’ guild to plan their attacks and are sharing the profits
with the guild. In return, the guild provides information and fences
goods for the bandits. The thieves’ guild would be most upset if their
safe and profitable arrangement is disturbed.
========================================================================= Puff the Magic Dragon Authors of Volume 2
Medium Fantasy Exploration Comedy Any Dragon
(This is played as semi-serious comedy and is a good way to lighten
PC’s of extra equipment, normal and magic e.g. armour, swords, potions,
etc)
The PC’s hear rumours of a Dragon down the coast, not far (30 miles)
from the village through which they are currently passing. The local
council can’t afford to pay anyone to get rid of it but it’s been a pest
to all the local fishermen for years. (It used to be worse but has been
a bit quieter for the last 15 years). The PC’s will be heros and a small
reward may be found. The Dragon is actually Puff the Magic Dragon (from
the song for anyone who knows it) and was drawn into this realm from the
dimension of Dreams by a young boy’s imagination (young Jacky Papers).
They always used to play together terrorising pirate ships (fishing
boats) etc until Jacky outgrew his boyhood “imaginary” friend. Puff has
become broken hearted with the loss of Jacky and just mopes around all
day in his cave (hidden in the mists of the coast). He is also a
compulsive coward, and the only valuables he possesses are those things
he and Jacky collected when Jacky was younger (balls of string, used
pirate’s flags, blocks of sealing wax etc). Puff is a green dragon
(nonstandard) with a sonic breath weapon (his cry/wail) which
shatters/disintegrates metal/crystal etc within 40′-70′ (save applies)
and does appropriate damage to people as suits the scenario. He can wail
every 2nd round with NO limits and will usually do so (he really is
depressed). (This makes it hard for fighters to do much to him unless
they are lucky with their magical armour, magical swords etc).
At any time the PC’s approach him he will be sobbing gently. He is a
huge Ancient Dragon of green color (NOT a Monster Manual 1 Green dragon),
hit only by magic weapons and the tears he is crying (every round) are
actually large drops of acid (splash all within 20′ for damage as
appropriate). If they hurt him much at all, he will try to escape, still
sobbing and wailing. Even when escaped, he will try to stay close to his
cave (Jacky’s toys are there) unless it is too dangerous. He will NEVER
try to seriously hurt anyone! Any damage is incidental and caused by
crying. If the PC’s try to talk to him, he will check to see if Jacky is
with them, then stop communicating, breaking into even more heart-rending
sobs (tears in all directions – splashing out to 40′ for 3 rounds).
The preferred solution to all this, if they bother to actually find
out what’s going on (the local sages/mages know and will explain for a
fee), is to either send Puff back to the realm of dreams (extra
adventure) or find Jacky Papers and reunite them (he is probably that
madman wandering the kingdom having lost his memory with a great feeling
of unease about dragons).
========================================================================= Artifact Search Authors of Volume 2
Medium Fantasy Exploration Magic Cave
(This is based in a world where some great despotic Wizard-kings used
to rule before the free races allied against them and collapsed their
rule, some time in the distant past.)
Recently, a farmer in a rural area fell into an underground cavern
while hunting. Within the cavern are remnants of a vanished culture with
gleaming buildings and strange creatures moving about on unknown errands.
The farmer fled the scene immediately but his stories soon spread,
prompting several expeditions by locals and greedy adventurers. The only
person to return from these was found dead outside a village in the area,
clutching an object fashioned of a strange crystal form. The area is now
treated with caution and fear.
The mage who acquired the crystal form is now hiring a capable group
with the intentions of exploring further in search of greater treasures.
Options:
1) The item was actually an artifact from the Wizard Kings and where
there is one there should be others (Greed inspired).
2) The item was a portion of an unknown artifact, the rest is
desired (Interest and fascination inspired).
3) The item is now known to have been the key holding a major
servant of the Wizard-Kings imprisoned. He/She/It is now free and the
PC’s are required to capture/track/kill it. (Fear and caution inspired).
Maybe the servant knows where some of the Wizard-kings are still alive,
hiding in suspended animation or with their souls held in a magical gem,
waiting their moment of rebirth.
4) The item is actually a map to a hitherto hidden realm (in a
magically shielded valley or alternate dimension) where the cavern’s
inhabitants have come from. They have been preparing themselves for a
looting/slaving expedition into this realm and must be stopped before
they have a chance to expand out of their cavern. (This sets up a
possible major campaign: first clean out the cavern area, then gain
access to the hidden and unknown realm and scout it, then find those who
intend the raiding expeditions etc and stop them).
5) The item is the key to time-travel. The mage who has it wants to
travel back to the time of the Wizard-Kings, alter history so that the
Wizard-Kings win and rule with them over one of the realms. He intends
to trick the PC’s to act as his advance guards and protectors and take
them with him to spoil the plans of the allied free people. (This would
involve lots of trickery and be sneaky to manage, as the players can’t
find out what’s going on until too late – at which point they will
probably want to stop him and go home again).
6) The object has given its new master some great abilities and he
now wants to use the powers of the PC’s to slowly build his personal
power until he is able to rule as the great Wizard-Kings ruled. (See 5).
========================================================================= The Obsidian Castle Authors of Volume 2
Medium Fantasy Exploration Magic Castle
In the far west, under a permanent cloud, sits the Obsidian Castle.
Twice it has protected some powerful beings bid of domination of the
world, twice is has been foiled. But the Castle is patient, and is
already nuturing the third, who has already begun his march.
The Castle is made of jet black obsidian, each block is exactly the
same size, mortared to the next with a dull brown film, the blood of the
victims sacrificed to build it. Enchantment runs through the entire
structure, oridinary weapons can make no mark upon the walls. The castle
is black – gloomy, and horrific. Light cannot travel far within it –
absorbed by the walls. The floors within are pure black ebony, with no
trace of light or color. It’s hard to breathe in the castle, though
character never seem to run out of air.
The castle actively protects the Dark Lord. It has a nearly infinite
supply of glassy obsidian or ebony or black granite guardians. Gargoyles
guard the upper heights, razor-winged obsidian bats range the great
halls, the moat has no water but is filled with delicately balanced
sheets of razor-sharp glass that would instantly shred anyone who fell
within, even in armor, for the points would find every gap and pierce the
body within.
The Castle is the home and last redoubt of the Dark Lord. Your
characters must raise an army to defeat his orcs, ogres and trolls. They
must forge a treaty with the beings of the light and air – the eagles,
the ki-rin – to provide protection and cover against the Dark Lord’s
leather-winged reptilian flyers. But the army is mere diversion – to get
the players into the Castle.
Deep inside the bowels of the Castle is a room perhaps 100 feet wide
and nearly as high, and paved with gold. The walls are bright polished
marble, hung with cloth-of-gold and studded with endless tiny gems. The
ceiling has an enormous crystal chandelier, whose bright glow is nearly
eclipsed by the six-foot-diameter gem on a low dais in the middle of the
room. The gem is a composite, made of thousands of smaller gems, from
fist-sized to tiny grains, of every shape and kind. They are packed into
a great sphere, facet-to-facet, edge-to-edge, and the sphere is alive
with light of every color in the spectrum. Bolts of light flash from
point to point within – tiny dots in many colors swirl about inside. The
evil spirit of the Castle – its “brain” – dwells within. No living being
has ever entered this room – or even knows it exists, but until the gem
is destroyed, the Obsidian Castle will always rise again, and new Dark
Lords will threaten the world…
Of course, you’ll need to work out a lot of details, but this idea
should be good for three or four campaigns before they figure out that is
isn’t “just another Dark Lord” but the Castle itself that is the real
enemy, and that destroying it is merely a temporary setback. You’ll need
to decide who built it, and why, and when. You’ll need more monsters in
the “broken glass” idiom – many people are afraid of broken glass, it’s a
powerful symbol. Perhaps the Castle is lit with black light torches –
you can see, though all is black and dark, and the flames rime the walls
with frost and burn like frostbite…
Long Fantasy Quest Investigation Any
Mostly huge, garishly colored slimy monsters have overrun the
Eastmarch. Refugees are crowding into the city, and a large refugee camp
by the north wall has been set up. The Temple of Osiris is advertising
for adventurers.
The monsters are all different. Even the occasionally recognizable
monster is the wrong color, and they’re mostly very underpowered. One
refugee has been celebrated as a “Dragon Slayer”, since he took out a
huge, firebreathing beast with one blow of his yard rake. The tale
definitely grew in the telling, but the man, “Lucky” Luke Sty-walker,
former pig rancher, hasn’t let it go to his head. After all, after he
killed the “Dragon”, a giant slug ate his house.
On the other hand, there was the “killer bunny”, that killed 6
sheepdogs and a wolf one night, right in the middle of town! It would
have probably continued the rampage, except that it started to melt at
sunrise (a Rarebit of luck, that.)
Finding the source of these monsters is the quest, obviously, and this
is not too difficult a task, as long as the adventurers don’t get eaten.
Nearly every monster has left a clear and obvious trail. The trails all
converge on a stream bed. Near the headwater of the stream is a cave
mouth. An idiot ogre couldn’t miss the fact that major traffic has
issued from it. Inside the cave mouth is a very standard set of caves,
caverns and corridors, unique only in the fact that all of the normally
expected cave denizens are absent from, or dead in, their lairs. One
exception; the first side cave from the entrance has a very dead 12′
cavebear, and a very cute, and hungry, cavebear cub (about 60 pounds).
the cub is likely to attach itself to the first adventurer that doesn’t
hurt it. Like most Ursines, it is omnivorous. Monsters issue from the
cave at about 5 per night (2d4/night), and come into being at the narrow
end of the large cavern. Some don’t even survive walking the length of
the room, which provides the heartier monsters with a much needed snack.
None of the monsters can eat anything terrestrial. Well, they can chew
and swallow, but not derive sustenance.
During the 12 phases of the creation, a light can be seen coming from
“somewhere else”. Careful attention will reveal that this `light’ seems
to be coming from a desk lamp. Also visible is a desk with a hunched-
over “dwarf” in outlandish garb (actually, it’s a kid in a striped T-
shirt). Anyone stepping into the circle of light will be transported
into a 12’x15′ basement room filled with strange and wonderous objects,
most of which will not function properly if brought back to the “real
world”. On the desk are the kid’s `lucky dice’, which are powerful magic
items, and radiate magic strongly (noticed on 11-, 8- by spellcasters).
These dice create monsters if rolled 12 times. The monsters appear in
whichever universe the dice are NOT in. the Dice can be easily destroyed
in either plane, but that destruction will close the trans-dimensional
door that is in the basement behind the desk (which is also obvious to
most adventurers.) While the door is open, anyone leaving the room will
be transported to their own world. Also, magic and technology both work
in the basement room only (and in the cave).
========================================================================= The Jewels of the Castle Authors of Volume 2
Long Fantasy Exploration Castle
On a hill near the characters’ home village once stood a proud castle.
About forty years ago a mage resident there summoned up something he
couldn’t handle, and it pretty much trashed the place. The castle
consists now of the ruins of the outer towers and gatehouse, about twelve
towers in all, only a couple of which have even part of a roof, six inner
towers (including the inner gatehouse) most of which are in very much
disrepair, and the inner keep, which is mostly collapsed. Most of the
castle walls are also torn down, and the moat is overgrown as well.
Under the main keep is a cellar (about three rooms worth.) All of the
wooden buildings, interior wood etc. was burned. The place is rumored to
be haunted, about twenty years ago old Fred went there and never was the
same since.
The players recently found out that the guy that built the castle had
placed a mcguffin under the floor stones in each of the towers, and a
large one under the keep. (The mcguffin is some sort of enchanted jewel
that was supposed to keep the castle from harm or something. In
practice, any enchantment has long worn off, but the jewels should be
worth whatever is an appropriate amount in your campaign.) The players
are the only people (that they know of) with this information, perhaps
they found it in a letter used as a bookmark in an old book.
You should stock the castle mostly with animal, or animal-like
monsters. Perhaps one tower is home to a couple of giant beetles,
another has some feral cats, another has some snakes. A group of
brigands that operates in this neighborhood uses one of the more intact
towers as a camp, perhaps they have hidden some treasure under it,
perhaps several of them are there. An old crone lives in one of the
towers, free rent you see. She makes healing poultices (herbal gunk
etc.) for the brigands in return for food. Treat her as a second level
MU with a charm person spell. You might, if you like, put a more “real”
monster in the main keep, perhaps some sort of sentinel creature (ex. a
water weird, one of the really minor devils etc.).
Wandering monsters. Write up a wandering monster chart. Some of the
entries should be true wandering things such as passing birds, cows etc.
Most of them should be the inhabitants of the towers.
For example:
1. 3 of the cats from tower #1 (night only)
2. The old crone gathering herbs (day only)
3. 1d6 of the giant rats from tower #7 (night only)
4. A brigand patrol (details omitted). If there are currently no
brigands, they are going to their camp in tower #9. If there are
brigands in the camp, roll a d6, on a 1-3 they are going to the camp, on
a roll of 4-6 the brigands in the camp leave etc.
Should the party go home before clearing out the tower, feel free to
replace any slain monsters with others, especially if some time has
elapsed. For instance, now that the large snake has left, a weasel
family has made their home in the moat. The brigands will not always be
there, sometimes there may be as many as (more than the party can handle)
planning a raid somewhere. Be sure to indicate signs of some of the
animals, things like droppings, meal remains, shed carapaces etc. The
brigands are not all that neat, there might be signs that they are around
such as the tower that they use as an outhouse, a pile of cow bones, a
copper penny with a recent date, a torn but unrotted rag etc.
========================================================================= Survival Authors of Volume 2
Long Any Startup Exploration Guarding Wilderness
This module is currently designed for 4-6 players of first and second
level, with about 5 to 7 total levels in the party. It provides a way
for the party to meet without resorting to the trite “you’re in a bar”
scenario.
The geographic setting is the northern plains of a continent with a
cool to cold climate during the autumn season. The party begins in a
country on the human side of a human/demihuman border. The demihumans in
question can be either Goblins and Orcs or Goblins and Hobgoblins. The
winter storms are expected to start sometime in the next 4 to 6 weeks,
which will close down the commonly used trade routes through the
mountainous plains to the northeast.
Each character, except thieves, starts as a merchant, messenger, or
mercenary guard in a large caravan heading to another city further north.
The winter seems to be setting in early and the caravan master wants to
leave the city as soon as possible, due to a “special” package that a
local temple has given into his care. The cleric(s) in the party are
sent to “guard” this package. The fighters are mercenaries hired to
guard the caravan on its seven to eight day journey, and the magic users
are merchants (based on their nonweapon proficiencies) along for the
ride.
During the first three to four days it becomes obvious to the fighters
that the caravan master is taking a less traveled route (which is faster
and dangerous) due to the package. On the fourth night, a group of
thieves (some of which are PC’s) from the main town catch up with the
caravan, and plan to steal the package and ransom it back to the temple.
While the attempt is in progress, the camp is attacked by a horde of the
demihumans which results in the eventual disabling of all the PC’s.
The PC’s awaken (roughly at the same time) with 1 HP, no equipment,
money, food, or water, in the middle of a wrecked camp. The PC’s must
“introduce” themselves, leading to a possible confrontation with the
thief character(s), since no one knows who they are or where they are
from. They must then gather what equipment they can find and attempt to
make it back to civilization and SURVIVE. The obvious choice is to press
onward toward the original destination.
Unknown to the party, the demihumans’ camp is nearby. It is the only
source of food and water for miles in the surrounding terrain. The party
should stumble upon a patrol, and gain some additional items. From here
they can disguise themselves to gain access to the camp and possibly
steal food, water, and possibly horses.
When the party finds the camp, they discover it is actually the ruins
of an ancient fortress. Several questions come up: Who is leading this
company of bandits? What is their purpose? Are they a threat (to the
greater civilization)? The party may investigate these questions. If
they do, several options exist for the adventure from this point. Do
they try and defeat the leaders? Reconnoiter to gather more information
to answer some of the above questions? Try and find the treasure trove?
Run? As they investigate the ruined fortress, they gain the opportunity
to do all of the above and more. The dungeon also provides opportunities
to introduce replacements for characters who may have died.
The adventure concludes with the PC’s leaving the demihuman camp and
finishing the 2 to 3 day trek to civilization on foot, leaving the
bandits intact for a second adventure.
========================================================================= Herbs Authors of Volume 2
Long Fantasy Affliction Quest Wilderness
The background is that one of the characters in the campaign, has some
major bodily damage, beyond the capabilities of the party to heal. They
rush him to town to find a healer.
The healer heals the character, but tells the party that it is only
temporary. He says that the character will need the application of a
special herb to make the healing permanent. The healer tells the party
how to find a Druid whom he knows for the whereabouts of the herb. The
party is able to get the Druid to agree to accompany them.
The Druid knows the general area in which the herb grows. Finding the
herb is not a guarantee. After a trip taking several days into the
outback, and approximately one day of unsuccessful searching for the
herb, the party has an encounter with a group of orcs. (Party ambushes
orcs, orcs ambush party, whatever). When searched, at least one of the
orcs will have a small quanity of herb on his person. If all the orcs
are dead the party will be able to track the orcs to their ‘lair’. If
one is alive, he will bring the party to the ‘lair’ if threatened. If
asked about the herb, the orc is not aware that it is anything special.
(The orcs gather quantities of the herb and use it as a narcotic and are
unaware of the herb’s healing powers, as they smoke it – not the proper
form of application. If any orcs are questioned about the herb, treat it
as if someone on the street beat you up, took your cigarettes and asked
about their ‘special healing properties’.)
The orc ‘lair’ is actually a small village/outpost. If this region is
orc infested, make it a village (they have to come from somewhere). If
the region is relatively orc-free, have it an advanced orc outpost. (i.e.
no non-combatants)
Have enough orcs in the ‘lair’ such that a frontal assualt would be
nearly impossible. Sneakiness counts here folks!
The ‘lair’ is actually above ground. It consists of a group of huts
sufficent for the orcs’ purpose. (Housing, maybe a forge, food, armory,
etc.) Two of the structures will be made of stone, the places occupied
by the priests and the high leaders. The entire village is surrounded by
a wooden palisade. (Think of old forts in western movies.) The logs are
buried deep enough so that they cannot be easily moved. The wall is nine
feet high with points at the top, and is treated with a sap-like residue
from the local trees that make it nearly resistant to fire. (Fires take
more time to start and don’t spread fast.) The walls are not tough to
climb by oneself and are easy with the help of another. Within the walls
are several outpost towers (approx. 15 feet tall) that are used to see
out beyond the walls.
The orcs have enough of the herb to take care of the injured
character, plus possibly some left over for the party.
For combatants, remember that in an organization this size there will
be a chain of command. I had a supreme leader, a second in command, a
handful of lieutenants, many sergeants and about 150 standard fighters.
I also used two spell-users to make things more lively (players
occasionally fall into the trap in which they believe they are the only
ones with magic accessible to them) and an ogre to make things exciting.
I also included 20 worgs in a pen. (Worgs are large semi-intelligent,
evil wolves that orcs occasionally ride into battle, also called dire
wolves.) The worgs will only affect the outcome if either released from
the pen or if the party tries to sneak by them.
If any of the party escape and at least one of the others are
captured, one of the spell-users will attempt to charm the character.
Once charmed the character will be instructed to find the rest of the
group and bring them back to ‘rescue’ their comrades. (This is a -great-
chance for roleplaying for the the player involved!) Set up an
appropriate ambush. If the orcs’ plan to entice the players back seems to
have too many holes in it, that’s ok, orcs aren’t renowned for their great
plans.
The herb, in addition to its healing properties is also addictive.
For healing, the herb must be administered over a one week period. In
games terms, withdrawal from the herb will result in a penalty to action.
Withdrawal will be complete five days after the last time the herb was
administered. During these five days, the penalties should peak at day
three then gradually drop off. Since the herb has a side-effect
(withdrawal), races that have a natural resistance to poison will not
benefit fully from the herb.
========================================================================= Lizards everywhere Authors of Volume 2
Long Fantasy Quest Investigation Any Dragon
This plot is good for fantasy RPGs (designed for AD&D, approx. 6
characters of 6th-8th level)
A small farming community several miles from where the characters are
based has made an appeal to the mayor of the village to put an end to
what are described as “dragon raids”. The mayor, who is coming up for
re-election, has heard of the fame of the heroes and comes to them for
help in slaying the dragon that has terrorized his constituents.
What the heroes are told:
————————-
Recently (in the last few weeks), a dragon with green skin has
shambled up out of the nearby marsh and carried off livestock in its
mouth. The farmers are upset at this loss of their resources. A group
of the farmers held a meeting and sent two volunteers out into the swamp,
but they have not been heard from since.
What the heroes will find, upon investigation:
———————————————-
Large, muddy footprints on the grounds of the farmers whose livestock
have been stolen–mostly those living right next to the marsh to take
advantage of the fertile ground–ostensibly “dragon tracks”. If they ask
questions of the right people, they will find someone who swears he saw
the dragon change into a dragon-man and walk off into the swamp. The
rest of the town thinks this old guy is nuts. The dragon has not been
spotted any farther away from the swamp than about 30 yards. None of the
townsfolk remember seeing any wings on the creature.
Some information the heroes *might* be able to discover:
——————————————————–
Green dragons do not, by habit, live in marshland areas. They prefer
the serenity and relative abundance of game supplied by verdant forests.
Green dragons also delight in deceiving and controlling human operations.
A green dragon without wings is an oddity, to be sure.
In fact, the kind of dragons who DO live in the swamp are black
dragons.
None of this information should be available without sage
consultation.
What is actually going on:
————————–
A little ways into the marsh is a small settlement of lizard men.
These are not the ordinary warlike race, but rather a pacifistic
offshoot… deadly when necessary, but downright friendly otherwise.
They are, in fact, farmers themselves, cultivating nutritious plants and
fungi, and keeping their own herd animals: giant lizards.
The harvest has been bad this year, and feeding the giant lizards has
become second priority. So the lizards, starving, wandered off towards
the human village in search of food…and found it.
The human farmers wouldn’t know a dragon from an oversized water
snake, so they naturally panicked. No farmer in his right mind would go
dragon hunting in a swamp, nohow. And the story grew a little more
fantastic with each telling….
Once, the lizard men followed one of the lizards toward the human
farms. It was near dusk, and visibility was poor, so it was an easy
mistake to say that the “dragon” had changed into a “dragon-man”. But
overall, the lizard men have avoided the humans for fear of prejudice and
misunderstanding. If approached peacefully, and the situation is
explained, the humanoids will be willing to pay restitution for the
animals. They are also willing to open a trade avenue with the humans,
if such an idea is acceptable, but that is up to the farmers.
Other goings-on:
—————-
Elsewhere, *deeper* in the swamp, lairs an old black dragon. He
sleeps, unaware of the turmoil occurring in the nearby village. In fact,
the last time his sleep was disturbed was a couple of weeks back, when
two lanky humans intruded rudely upon his nap. Fortunately for the
dragon, he happened to be mildly hungry at the time.
========================================================================= The House of Raushof Gollenbacher Authors of Volume 2
Long Horror Quest Investigation Building
A noble requests the party to investigate a spook house he rents in a
town. They are to locate, identify, and banish the source of the odd
sounds, sights, smells, or whatever. For this, they will be paid
handsomely, since the noble likes the apartment’s location as a perfect
“incognito” kind of place.
The house with the apartment lies in a middle-class part of the town,
the buildings are not very crowded, but old. The building is registered
in the name of one Raushof Gollenbacher, but any attempt to find out who
this person is, will fail; nobody knows. The proprietor is an old gnome
called Muschfyths, who don’t like people.
Muschfyths -is- Raushof. Raushof was a name he used when he bought
the house years ago. He got fake ID papers from a human forger he knew
at the time – the forger later died in a traffic “accident” (these things
happen, you know…).
If the party checks for the names of previous renters of the building,
the list will mysteriously have been destroyed in a recent fire, and
Muschfyths will have a bad memory. If the investigators insist on
sleeping in the apartment at night, nothing will happen – the “ghost”
will only be present on nights the investigators are off the premises.
If the rental contract is checked, any lawyer type person will see,
under close scrutiny, that it contains a clause denying the renter any
rights of having his/her money back, and a demand of three months advance
rent.
The house is FULL of secret doors. These doors lead into other rooms.
Depending on the basis of the effects:
1) There _is_ indeed a ghost, or spectre, that creates the sounds, and
this ghost has been enslaved by Muschfyths, and kept on a magical jar
when not needed. The other rooms of the house will contain chains of
meta-steel (steel able to exist in both the ethereal and material
planes), jars of iron sulphate (substitute Stinking Cloud, any AD&D’ers
out there) and related “spooky”/scary things. These are applied by the
ghost when trying to scare the occupants. The ghost can be banished if:
a) Muschfyths is killed. This will free the ghost/spectre from its
obligations to him.
b) The jar is broken. The ghost no longer has a prison in this
world. If Muschfyths is still alive, the ghost is still enslaved, but
can not be “turned off” until Muschfyths can find another suitable
prison.
c) The ghost can be banished by a cleric of a God of The Dead or a
God of Healing (in Warhammer terms, Morr or Shallya). If Muschfyths is
still alive, the chance of banishing is lowered.
2) The sounds etc. are produced by mechanical devices built by
Muschfyths. These devices will rely on technical knowledge far beyond
the understanding of any non-gnome player, and even to gnomes, they
appear strange. Treat the machinery as “traps”, and feel free to include
steam engines, “perpetuum mobile”s etc. to your heart’s content. The
characters will perceive the devices as magic unless they can detect they
are not. (You might even want to make some of the devices magic…)
The devices are placed in the rooms surrounding the apartment.
Muschfyths is the only person that knows how the things work. It’s VERY
dangerous to try and operate the devices without proper training – and if
the party finds the devices, Muschfyths will have disappeared…perhaps.
Data on Muschfyths:
Race: Gnome
Age: Above middle age (for gnomes, very old for humans)
Physical: Not very strong, somewhat agile
Mental: Very bright, VERY talented in either technical areas or magic
relating to beings of a spectral nature (depending on the “source”, see
above)
Psyche: Greedy, selfish, paranoid coward. Can be considered being of
an evil alignment.
Abilities: Depending on the “source” (see above):
1) Identify Ethereal Undead, Ritual: Enslave Etereal Undead,
Ritual: Imprison Ethereal Undead.
2) (TL stands for Technology Level) Ritual: Make/Unmake Strange
Device (TL +1), Operate Device (TL +1), Identify Device (TL +0).
Also: Weapon Use: Knives and Daggers, Hiding: Urban, Culture:
Gnome.
Eric Bohm (aka Gothmog)
Rob Crawford
Russ Gilman
Lesley Grant (A little PARANOIA's good for the soul...)
Todd O. Howard (Maybe Dungeon didn't accept it, but I did!)
Matt Hucke
Andrew Hummell
Geoffrey Kimbrough
Lisa Leutheuser
"matthew" (There's always one...)
D. J. McCarthy
Douglas McCorison
John McMullen (Wow!)
Rob McNeur (Wow again!)
Marc Midura (Material from Ralph LeBlanc, Mark Naper...you can never have
too much!)
John S. Novak, III
Bruce W. Onder
Ami Silberman (Janitor of Lunacy)
Brett Slocum (One of the more loyal contributors... :-))
Larry Smith (I did send you my form letter, didn't I? If not, thanks!)
Mark Thomas
Jim Vogel (No liches this time)
Dr Williams (I can ALWAYS use it...)
Jeff Williamson
Many thanks to everyone who contributed material to make the second
volume bigger and better than the first. Apologies to Wayne, who sent
mountains of stuff, but since the Net.Plots.Book is public domain I can’t
include copyrighted (or even copylefted!) material. I don’t do
PostScript, LaTeX, or anything but ASCII. If anyone would like to
convert the Book and send me a copy, I’ll distribute that as well.
Enjoy, everyone!
—————————————————————————-
Phil Scadden, Scadden Research
55 Buick St, Petone, Lower Hutt
New Zealand
ph (04) 568-7190, fax (04) 569 5016
———-========== The NET.PLOTS.BOOK ==========———-
Volume III
Compiled by Phil Scadden and Aaron Sher
Editors Note:
Compilation of this volume was originally started by Aaron Sher and has been
completed by me. It contains plot and scenarios for mostly for fantasy RPGs but
some from other genres have also been submitted. (Come on other-genre players –
get you contributions in for Vol IV). Plots have been presented in no particular
order but there is a large Appendix which is a compilation of the responses to
the “On the road you meet…” thread in rec.games.frp.misc. I have made only
minimal changes (spelling usually) to the material as received. I hope everyone
finds this enjoyable and useful.
Authorship of individual plots have been accredited individually with email
address where I had them (missing from some collected by Aaron – if you can
supply please email me). Author attribution is at the top of each plot.Authors
appreciate feedback – if you use any of these try telling the author how you
did. IT MAY WELL ENCOURAGE THEM TO CONTRIBUTE MORE PLOTS TO THE NEXT VOLUME.
Finally, my thanks to all who submitted these plots and especially to Aaron Sher
who dreamt up the Net.plot.books in the first place.
Phil Scadden P.Scadden@LHN.GNS.CRI.NZ 18/2/94
Bring in (temple) auditors Ben Davis bjd12@cus.cam.ac.uk
Short Fantasy Intrigue Rural
Local temple (agricultural type goddess) been generally lax and living it up,
not actually doing much work in the way of religion. One of the PCs knows
someone in this temple – is asked to do a favour. The major temple of the same
religion is sending round a small group to “inspect” all the little provincial
places. The report will be both a financial one (audit) and a load of interviews
with the congregation. If the report gets done properly (ie truthfully) all the
priests are in big trouble.
What the PCs are asked to do is to help alter the way the report gets done. The
problem is that _a_ report has to get done, that killing the visitors is a
massive no go, and that the PCs are going to have to alter the perception of the
temple and the surroundings without the visitors realising.
In the version we ran, the PCs got a hand from the priests in that the priests
took care of the congregation (by buying them all drinks etc) and the party only
had to deal with the visitors. They did this by finding out some background (5
visitors), and then seducing 2, getting 1 blind drunk, bribing one, and
blackmailing the last. Thus the report was written by the right people, and no-
one’s suspicions were raised.
Misplaced Poison Ben Davis bjd12@cus.cam.ac.uk
Short Fantasy Any Investigation Coastal
Staying in pub – landlady’s daughter comes back from playing on the beach in the
early morning to collapse – initial thoughts are that she’s ill, further
investigation will reveal she’s been poisoned.
Turns out the kids (small group on beach) found a rowing boat aground, with a
case in it. They nicked the case, found it was full of food, and eat it several
die, all very ill (they didn’t eat much of the food ’cause they didn’t like it –
unusual taste).
Food was being dropped off to be picked up by a caravan passing nearby, where it
would be swapped for an identical case (unpoisoned) and sent on to its buyer, a
powerful alderman (or equivalent) in a nearby town.
So – to help out the landlady the PCs have to sort out a number of things owner
of the boat, realise a caravan was going to be nearby at the time, find out from
the merchant where the food was going, make all the right connections. They
should then meet up with the alderman, who’ll realise the attempted
assassination attempt (especially if the PCs have still got a sample of the food
– its a delicacy that’s his favourite and that no-one else likes), and may ask
the Pcs to sort out who was behind the poisoning. This will now entail crawling
around the city getting the poison analysed, tracing the boat, the buyer of the
poison and so on. Who’s behind it is up to you (as is everything else really) –
I had his son responsible (via a long and convoluted chain.)
================================================================================
Stuck with the ancestors Ben Davis bjd12@cus.cam.ac.uk
Short Fantasy Horror Investigation Any
PCs are dealing with some nomadic tribe (in my version, they were trying to set
up a trade deal with them). Problem – chiefs brother has disappeared in
mysterious circumstances (surprise me) and, guess what, the tribe is mourning
and is not prone to doing business – so, if the intrepid PCs can rescue the
brother, everyone’ll be happy.
The brother has in fact tried to visit the ancestral plane to find out loads of
Good Things, meet ancestors etc. He got the instructions from a ghost in an old
ruined hill fort, which he got the location of from a diary he bought from some
other nomads (the PCs can sort all this out with the right clues). He went to
the hill fort, summoned the ghost, and got the spell to open a gate to the other
plane. Unfortunately, the ghost being a miserable bugger, and the brother being
of the trusting and slightly awed sort, the ghost withheld how to get back “for
a laugh”. So, the brother successfully built the gate, went to the ancestral
plane, only to discover he couldn’t get back. The PCs had better be more
ruthless when talking to the ghost or exactly the same’ll happen to them,
The way this scenario goes depends very much on what the PCs do –
when I ran it, the main feat was getting to the hill fort and talking to the
ghost – rounding up the components for the gate and rescuing the brother were
fairly simple compared to that.
Rescue from Water World Ben Davis bjd12@cus.cam.ac.uk
Short Sci-Fi Quest Ocean
PCs are asked/hired to go and pick up (if they have a starship) or escort on a
liner (if they haven’t) four people from a nearby system. Ideally, get them to
agree before they have much chance to do any background research.
The world they’ll be going to is a Balkanised water world. The four people
they’re meeting are political dissidents from one of the governments, a
theocracy. The starport is in a different country, a bureaucratic obsessed blood
pressure inducing place.
Unsurprisingly, the four dissidents don’t turn up for the rendezvous. Depending
on things, they’ve either
-been put under house arrest
-been arrested by the bureaucracy for a minor traffic violation (driving a
powerboat without due care and attention)
-or something similar.
The governments concerned (make the planet have at least 4 or 5 for fun) should
be sufficiently twitchy that, when the PCs do eventually find out where these
people have got to, they can’t just steam in with guns blazing. ’cause the
military are on standby most of the time, and all hell’ll break loose. The way
my PCs got them out from house arrest on a floating hydroponics plant (remember,
its a water world, makes life _much_ more difficult) was to hack into the
theocracy’s job allocation computer, have all four of them transferred on a
Police boat (so as not to attract attention) to a nearby oil rig, and took the
boat in transit during an electrical storm (weather conditions on a slowly
rotating (40hr day) water world)
Just for comment, we were using a 2300AD/old Traveller(TM) hybrid (2300AD
characters, Traveller universe, hybrid gear with a touch of Cyberpunk(TM) for
good measure.)
The PC:s get kidnapped in their youth, before starting their career as
adventurers. (This of course makes it difficult for the players to choose a
scholarly profession, but it is not impossible.)
The kidnapper (in our campaign his name was Barbarossa) is really a slaver who
enjoys tormenting his captives before selling them off in a slave market in a
country faaar from the respective PC:s home.
After x years of slavery in {a coal mine, a salt mine, the fields picking
cotton} our heroes get a chance to escape. The escape can be an adventure by
itself.
The PC:s may be from any part of the world. (They may even have problems in
understanding each others language in the beginning.) After successful escape
they by incident see Barbarossa. The word “revenge” suddenly appears in their
minds.
What can they do to hurt the seemingly too powerful slaver?
Will the REAL John Smith please drop dead? Graham Wills gwills@research.att.com
Short Fantasy Investigation Rural
The PCs find a freshly dug grave, haunted by the ghost of the victim, who will
follow them around and wake them at nights wailing “John Smith killed me; avenge
my death”. They are also hired to hunt down someone who robbed a rich merchant.
His name was John Smith. Whatever. Eventually the PCs will go looking for John
Smith. He is a local farmer, totally innocuous, who lives on a rather isolated
farm near a dangerous area.
When they find him, he tries to zap them with a nasty wand, but after one
charge, he drops it and attacks with a sword. He is berserk, but has very few
hits and dies rapidly. When they get back to town they are told that while they
were gone John Smith left on a boat/caravan/pogo stick. They are confused. They
are even more confused when they are attacked by John Smith.
A shape changer/illusionist has got hold of a neat magic item that is supposed
to make people believe they are someone else. Unfortunately the item is broken
and makes people believe they are one particular person … namely John Smith,
the first person the item was used on. Undeterred, our villain controls numerous
people, making them John Smiths and occasionally taking on the John Smith
persona to do dirty deeds. Even when there are obviously far too many John
Smiths, he’ll keep doing this, as people will be reluctant to kill someone who
could be their wife, brother or mother!
The PCs will have to tackle numerous John Smiths of varying dangerousness and
capture them, determine whether he’s a stupid peasant or a high-level evil
genius and deal with the situation.
This is great for low-level types without spells that could solve the problem
rapidly. High-level PCs would just do a Detection type spells and wrap up.
A Dangerous One Night Stand Author: Charles W. Manry Jr. cmanry@eecs.wsu.edu
Medium Any Affliction Intrigue Urban
Setting: Town with 1 or more tavern’s, meeting places, etc.
Target is male Pc.
A Pc is on the make, ie. looking for love. A woman comes in and looks over the
place and picks one of the Pc’s. She grabs ’em and asks him to come back to his
place. They get into a very *nice* coach. If the Pc asks any questions about
the woman’s background she’ll say that she is a wealthy widow (she is lying!).
One into the carriage she becomes all hands. Once home, a nice large mansion,
she ignores the servants strange looks and drags Pc up to the bedroom where a
night of passion will commence.
The punch line: The lady is really the wife of mayor/prominent community
leader/miliary leader/etc who has been cheating on her. She’s out to get
revenge! The night with the Pc is the method of her choosing!
In the morning the servants, who do their best to ignore the Pc’s presence, will
come in and straighten up. They will fold the clothes and bring breakfast. In
the middle of breakfast the husband will come home. The wife will get out of
bed and start throwing their freshly folded clothes all over the bedroom. Mean
while, one of the servants will tell the husband that his wife has company! The
husband will charge into the bedroom and try to kill the Pc. This will be
occurring while the wife is saying to her husband, “Serves you right for
cheating on me!”, “He was much better than you”, “Oh! I never new what I was
missing until last night”, etc. This causes the husband to go into blind rage
causing him to not fight up to this full potential.
Options:
The Pc can try to fight if he gets his weapon. Once this occurs the
husband will calm down and fight to the best of his ability. If the Pc does
kill or wound the husband the wife will attack the Pc. She really still loves
the husband (all well as a few other women!) and will try to protect him. At
this point the Pc becomes just a tool for her revenge. She does not care what
happens to him….
Flee!!!! The husband will chase the Pc into the streets and then stop
saying that he’ll get revenge!
Either situations can cause a man hunt for the Pc. The city guards will be
brought into the situation. If caught, you can toss ’em jail, strip them of
$$’s and items, etc. If they flee the town, bring this sub-plot back into play
every time they return to the town. Or send mercs. after the Pc’s party to
bring back the one Pc to “justice”.
Have fun with this one. Make ’em pay for fooling around with out thinking too
much! 8^).
Magna Carta? Not with this emperor! David Kurt Spencer dspencer@WPI.wpi.EDU
Short Fantasy Sci-Fi Intrigue Urban
This was designed for a rather high level party in a very politically unstable
world. The local government is being treated unfairly by the big federal-style
empire ruling over them and the neighboring cities. The cities are currently in
a state of alliance in trying to overthrow the central government, not through
civil war (unless it comes to that) but through diplomatic means. The scenario
is that the Emperor has a mysterious covert army, made up of people with
assassin-type skills (in RM I use NightBlades). This army kidnaps the Emperor’s
heir’s fiancee and tells her that they are revolutionaries supporting the
revolutionary alliance. The Emperor then sends a small army force to each city
to take the local government people into custody for questioning concerning the
kidnapping, since he has found “clues that implicate them…” His plan is to
take them into custody, then release the girl who will swear to her grave they
were revolutionaries who kidnapped her, and thus he will have no recourse but to
execute the troublesome barons. The Barons obviously are not going to go
peacefully but then again they don’t want an all out war. Have the Barons get
some advanced notice somehow (spies with magic communication or whatever) so
they can prepare. In my world I also had Paladins roaming the streets who
supported the Empire. Now the Baron sends the city into an uproar to fight off
the Emperor’s troops. Catch is, the shadow army is here to catch the Baron
alive (poison arrow comes to mind). As for what the PCs are doing, in my
campaign they were rabid revolutionaries and they ran around killing Paladins
and Emperor’s troops until they saw the Baron and managed (plot catch) to see a
guy aiming an arrow at him. They save the Baron’s life and the Baron thanks
them…and asks them to do him a favor. He’s seen them working in the streets
and knows they are good, plus they just saved him. He asks them to go to the
capital city, speak to some of his spies there, and find out where the heir’s
fiancee is hidden. If they free her and convince her that the people behind her
capture weren’t rebels but someone else in disguise, then the Emperor will have
to call off his troops and a war can be prevented. In my campaign they were also
asked to delay the Emperor’s reinforcement troops so they couldn’t get to the
city before the Barons were proven innocent. Note, this will probably not be
possible without the PCs having access to some sort of teleportation/
instantaneous travel…
Misplaced journeys in time and space Loren Miller MILLERL@wharton.upenn.edu
Medium Sci-Fi Exploration Intrigue Space Ship
Background: setting 1998 earth, with incompetent bureaucracy ruling the USA, has
already scuttled NASA and decided to go with a space program under direct
congressional control (!). The ship travels by exploding fusion devices behind
it and travelling forward on the strength of the blast. Obviously it has a very
strong shield on the back. Obviously it is not aerodynamic.
The ship’s mission is to go to Alpha Centauri and gather data on whether or not
the system is suitable for human habitation (earth is becoming uninhabitable
because of pollution and mismanagement).
The characters all have hidden motives, as they are all agents of one or another
secret society in the fragmented USA government. They have to depend on a
navputer+, a navigational computer that is programmed to take care of all their
needs. 😉
The problem is that Djin wants to look at the world after 500 years, and to play
off the humor of all these relics of ancient days wandering around in the brave
new world of 2500 AD. Since the trip to AC will only take about 9 years of
objective time, what to do?
I’m getting an evil idea…
The Navputer+ gets close enough to Alpha Centauri to check it out. Orders sent
in the mean time by genius senator Orrin Hatch’s subcommittee on efficient space
exploration have downgraded the importance of human observation on this task.
Quickly confirming that there is no suitable planet for life, the Navputer
decides to continue on to Barnard’s star before waking up the crew!
The crew awakens and starts working, then discovers that the starfield is all
wrong and they’re not in the solar system they expected, then they notice that
huge gas giant in orbit. They discover a planet in the habitable zone, though
calculations are difficult because of that huge companion planet. They also
discover that they’re short on fuel to get back. If they just head back they’ll
take about 100 years to make it the 9 ly (or so) back from Barnard’s star. After
much racking of brain they find a black hole passing by the solar system, just a
little bit off the plane of the galaxy, and decide to use the black hole’s
gravity to give them a boost back towards Sol (it’s going that general direction
anyway).
Anyway, after much panicking and gnashing of teeth they go for it. Only
complication is that the acceleration is going to be so strong that no human
will be able to pilot through the black hole. They’ll have to go into cryo and
let the navputer (the one that didn’t wake them up last time) do the steering,
and don’t have a big window for operations on the other end either, since food
is running short.
And finally, the experiment backfires again, though the trip is made at near
light-speed (about 9 years) unpredictable time “currents” around the black hole
make them *go away* for 500 years.
Finally, the heroes awake in the solar system, speeding past Neptune at .9C. Can
they slow down in time to stop at earth, or do they have to depend on earth to
save them? They’ll probably try to pull another deceleration manoeuvre, but this
time the only available large body is the sun. Can it stop them without killing
them (is the nuclear shield on the back large enough to shield them)?
At long last the heroes arrive on earth, only to find it is 500 years later,
nobody knows them, and their ship is an interesting relic. Their knowledge of
Barnard’s star is dated. The only unique information they have is on the black
hole and the time dilation they experienced. It might be worth big bucks, but
how to use the information?
1. Maybe they can create some kind of time-stasis device? The rest of the
campaign could be a struggle to protect the invention and become industrial
magnates, then eventually rulers of their own demesne, perhaps to sit on the
first galactic throne, all the time struggling against industrial espionage,
cults of personality, eco-terrorists, interstellar teamsters, and the adoring
public.
2. Or maybe another black hole is approaching some important planet
(earth?) and the original crew’s data can help them divert it. But the Navputer
was sold for scrap long ago, and the tapes are covered with dust (or were caught
in a flood) since they were stored by an incompetent bureaucrat. The characters
search for the Navputer, which is now running some children’s ride in
Spielbergland, etc. You get the idea.
The possibilities, especially for satire, are endless.
The Wayward Princess and the Church of Evil Robert T. Fanning
Short Fantasy Quest Intrigue Any
The king or some important noble’s daughter was drawn into an evil religion,
which involves drugs, orgies and other corrupting influences. He wants her
back, but she doesn’t want to come, enjoying it as she is. In reality, she
is being kept around to encourage his good behaviour, but they won’t
hesitate to kill her ( even though she doesn’t know it ). If the party
attempts to get her back, she will use the first opportunity to betray them
or escape, but won’t do this until the worst possible moment. She could
leave a few tokens on the trail which the PC’s would miss. The PC’s have no
reason to suspect her. The best way to portray this is to have the
princess, etc being given the best possible quarters for her “prison”, which
she doesn’t leave. She could also have gained formidable spell powers in a
few months of casting spells within the ethos. This will annoy the players
if they need to take her back to get their reward, especially since they
have made another enemy in the form of the corrupting religion. The
princess can deliberately deceive the players into believing her innocence.
A few red herrings, such as the evil church actually sending out assassins
to kill her, instead of recovering her ( which of course, she doesn’t
believe until it is too late after she manages to escape and go back. )
The reason for this is that the king wasn’t behaving himself by sending
adventurers after her, especially if the King has just blown it before by
standing up to the evil church because he has come to the decision that he
might have to take the risk and they are about to carry out their threat
because of it, which makes time very crucial.
The best way to give them a time limit is to set a special event upon which
the princess is to be unknowingly sacrificed. If the PC’s fail to pull it
off in time, they get no money for their trouble, make an enemy of both the
king and evil church, as well as probably being suckered with a powerful
curse.
Honor Among Thieves Wayne J. Rasmussen. wjr@netcom.com
Long Fantasy Intrigue Urban Town
This 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
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.
Suggested requirements: This adventure is for a group of thieves of low-mid
level.
Scenario Description: An evil god of thieves demands a sacrifice of a thief
to satisfy his needs. He would desire a non-guild thief, but, any thief
will do. The clerics of this god are trying to find a thief/thieves to
sacrifice. One of the higher level clerics is attempting to get the PCs
into the temple by pretending to be a thief and stating he has knowledge of
rich treasure within it.
Places in the scenario:
Temple of Stoth: A large building with several towers. There are guards below
and apparently none on the outside or at the upper floors of the tower.
NPCs in the scenario:
Matar: Male Human Cleric, Medium level, good leather amour, Gauntlets
of climbing, Ring of feather falling, Platinum ring set with an opal, necklace
of gold and jewels worth 5000gp+, silver bracelet with turquoise setting,
Magical silver lock picks which add +5% of all thieving skills. All his pouches
have material components for clerical spells. He will have at least two hold
person spells and one dispell magic spell memorised.
Stoth: god of thieves- Purpose: to control all Thief related activity.
This is not lawful, this is a selfish power hungry god who doesn’t care who
he steps on! He sees crime as anti-law. Notes: Thieves guilds which pay
dues are left alone. In those guilds which pay, many members are also
worshipers. Guilds which don’t pay are considered enemies. Non-guild
thieves which are not worshippers are enemies. Enemies are to be “converted”
or removed from the business. Almost all member guilds have clerics in
them, who control or manipulate the guild. The clerics have some thief
skills as well as normal clerical spells, but, they are limited to thieves
weapons and armour. Occasionally, Stoth (his clerics) demand a sacrifice of
enemy thieves.
New Items:
Magic lock picks: Giving to loyal clerics of Stoth who have performed a
remarkable act of thieving. They add 5% to all thieving skills.
The Adventure:
PC Thieves find an NPC Thief (Matar) who wants to raid/burglarise a temple of
Stoth (a nasty god of thieves). They will meet him in any of a variety of
places: a bar, the guild headquarters, adventuring, etc. They have been
targeted for sacrifice. He tries to enlist the aid of the group by speaking of
great riches and magic items!
WHAT COULD HAPPEN Possible actions:
*****
* 1 *
*****
* . * KEY:
* . * * = Stone Wall
* . * .. = Heat Trail
* . * M = Magic User
* . * C = Cleric
******* . ******* F = Fighter
* M > . < T * T = Thief
* C <........> C * — = Balcony Ledge
* C > < C * >
* T < > F * < = Curtain/Tapestry
******* ******* >
* *
* *
* *
****** ******
* *
* Balcony *
——————–
If the group goes with him, Matar will insist the group not go through the from
doors as they are guarded. He will recommend climbing the walls up to any of
the balconies which are on the upper levels. He will claim the riches are kept
up there. The guards/clerics will notice Matar’s movement and will be waiting
the groups arrival at a balcony. Matar will not be the first person to the top
of the balcony, unless the group insists. The first person to reach the balcony
will sees the heat trail(s) (if he has infravision) upon entering the first
hallway, which is dimly lit by candles, he will see heat trails which led to two
tapestries. One is on the left side of the hallway, while the other is on the
right side. Behind these there is Stoth worshipper’s “sacrificial welcoming
committee”. They will attack to capture the characters using magic, lasso, and
subdual damage. The should get surprise on the PCs unless the see the heat
trails. Other guards/clerics will arrive if the combat last a long time. The
PCs should concern themselves with escape.
Methods of Escape:
A) Climb back down the wall they came up on. This will be the easiest method
to escape. They will have a free round of climbing if they run immediately
(they do no other actions) upon seeing the heat trails. If they don’t see
the heat trails tough luck. At the bottom of the wall below the balcony a
glyph will have been placed after they reached the balcony by a cleric. The
glyph is a paralysing glyph. Saving Throw negates the effect. They will be
pursued for at least 12 turns. The clerics may use find the path to get
them.
B) Attack and defeat the welcoming committee, and escape by racing through the
maze of the temple. This should not be easy because of their unfamiliarity
and the hosts familiarity. This is stupidity on the players part, but, who
knows, they might get lucky.
C) Magic might work. Teleportation or other device such as flying. The PC
should not go to any place public to hide because they will be found. The
clerics have watched them for some time and know their usual public hangouts.
Same goes for their homes. If the PCs have several safe houses which are not
guild related, they might get away with it. Hanging out at a good aligned
temple will protect them from the clerics for sure. Other will depend on the
relationship between all those involved.
If the PCs escape there is a chance that one of their other plans will succeed
in getting them a thief. The chance is 1-5 on a D6 that the players will be
left alone. If a 6 is rolled, the clerics will summon a demon to grab a PC and
return with it alive to the temple. The demon can’t enter any good temple, or
within 200 feet of the alter of a non-evil god.
All those thieves who do not escape will be killed that night! Other classed
characters which might somehow be with will be quested to act as a guard for the
temple. This quest will last as long as if the player was charmed, but, at -2
on his intelligence. At the end of this time the may leave.
*****
* 2 *
*****
If the PCs won’t come with him, he will break down and cry. He will claim that
he was quested by a good aligned cleric to get back a magical holy item from the
evil temple. He has tried, but, can’t get past a trick lock mechanism on a
sliding metal door. The door has a lock on both sides which must be picked at
the same time. The locks reset if the door isn’t open or the other lock isn’t
unlocked immediately. He needs at least one other thief to help him. He is
willing to let the thief have any and all treasure found inside except the item
he needs.
If the PCs buy this, goto to #1 above.
If they don’t buy this, goto #3 below.
*****
* 3 *
*****
Earlier in the evening/day, a thief picked pockets on a non-thief PC in the
group. The thief (Matar) will now show the thieves this item. They will
recognise the item as belonging to the character. Matar will tell them to come
with him and raid the temple or this person will suffer dearly. The character,
has not been really kidnapped for fear of provoking what ever guild might
represent that PC’s class.
If they buy this goto #1 above.
If the PC’s threaten Matar back, he can be convinced to take the characters
to where the PC is. This is Another trap.
If they PC’s fail to get involved, the clerics will react as follows. Roll 1d8
1. Nothing.
2. The next time any of the players commit a theft within the city. The
city guard will get tipped off and the PC will get arrested.
3. The temple will send clerics and thieves to rip off the players homes while
they are adventuring in or out of town. This will happen as long as the PCs
are in town or they join the Temple or one high priest of the church is
killed by any means.
4.Rumours will be spread around the city which will caused people not to trust
them or take their eyes off their activities. The guards will search their
Homes whenever a crime is reported, Merchants will be extra careful around
them, etc. Good deeds performed by the PCs will reduce this.
5. The clerics will ask the PCs to join the church of Stoth. If they accept,
great. If not, roll again.
6. The church of Stoth will hire assassins to kill the PCs. One attempt only.
7. The PCs will find a map detailing a wizards keep and its defences. The map
will be correct, but, the magical defences will be wrong in a very bad way.
8. Problems with the Thieves guild. If the PCs are members roll 1d4)
1. Money is stolen from the guild, PCs help search for it. The money is
found in their home(s).
2. Another Thieves guild has started up. PCs must decide which guild they
will support. The church will really support the guild which the PCs
are not a part of.
3. A guild member joins the group for a city adventure. During the
adventure, someone they encounter is killed. They guild is under
pressure to give the city the killers. The PCs are given over. They
have a chance to prove themselves. The guild member belongs to the
church.
4. PCs are ordered on a mission which, unknown to the guild leaders is a
trap.
If the PCs are not members of the guild they will be offered to join, stop thief
activities in town, or leave.
The PC’s find a map to an abandoned underground lair – including some
description of the resident of the lair. They recognise the resident and
know that he is long dead (perhaps a high level MU). The map details the
caverns to a great extent (perhaps leaving out some key rooms). The map also
neglects to mention the many traps set throughout the lair – or perhaps
mentions one or two giving the PC’s a false sense of security. As for
monsters, are undead boring? They still be around from the MU’s days.
Perhaps rodents, snakes, spiders as well. For the main villain a wight or
perhaps a very minor demon (trapped on this plane with the appropriate wards
– “You have entered a room with a large circle engraved on the floor. You
notice this circle because it lights up as the fighter walks into it. The
room suddenly becomes very dark and you hear a low growling laughter.”). Or
perhaps the MU is not dead, only very old and quite insane – thus maybe he
has neglected to memorise his higher level spells and sits quietly on his
throne waiting to die (thus not such a formidable opponent). Or perhaps his
last opponent turned him into an ogre or a doppelganger or whatever you want
(maybe using divine intervention to end his spell casting ability).
Space Metal Missing Soren Parbaek parbaek@iesd.auc.dk
Medium Sci-Fi Investigation Space Building
A company has lost contact with a mining planet about 12 h away from the main
base. The mining base is mining a valuable metal. There has been some problems
with the production in the last 2-3 month, and the last time the transport ship
returned, it returned with only a fraction of the normal production.
The PC’s are going with the normal transport ship out to the base after a
briefing at the main base.
At the base when they arrive with a complete record/file from HQ. The base
personnel are waiting to fill the transporter as usual. (Yes, as usual…) The
players are invited by the base commander to get the usual tourist guide in the
mining complex. All of the 20 persons on the mining base are equipped with the
usual transmitter, that gives possibility to know where they are at all times.
(Only the base commander can get into this program) When the players are shown
the production facility, an accident happens on a random mining level, where the
leading geologist accidentally falls into the main elevator, where he is crushed
under the stones under the transport up to the production hall. The players in
the production hall will be able to see the bloody stones, and they will think
that this was *NOT* an accident. The base commander breaks down when he sees hes
good friend crushed under the stones, and the base doctor will have to put him
to sleep for 12 h. This should cut most of the party’s resources. (This is meant
as a delay and an obstruction for the players) Most of the valuable information
is bound to the commanders personal password.
All the records on the station are *NOT* falsified and they show that there has
been no problems with the station. They have delivered the normal production at
the normal times.
Sidetrack no. 1: The dead geologist, has a photo of a beautiful girl standing on
his bed table, but his personal record shows no such thing. His record has not
been updated by the commander since the connection with the girl happened under
his 2 month leave, from which he has returned from for only 3 weeks ago (He came
out with the last transporter)
Sidetrack no 2: The dead geologist had been offered an other job by another
company. (At the same place where his girlfriend works..). It is a research job,
and he would have taken it when his contract was finished, because he likes to
do research better then to do mining.
Sidetrack no 3: He is doing some research in his spare time together with 2
other scientists at the base. They are working on an analysis of crystals
electronic possibilities. They have found a interesting crystal in a meteorite
on the surface, and is now making some tests…
Solution: The dead geologist *WAS* an accident. The mining station *HAS*
delivered its regularly normal production. At the HQ there was a smart
programmer, that has falsified the messages from the mining station and
redirected the valuable metal to his own bank account.. This should bee easily
found out if the players check the messages logs in the HQ and the base. The
players messages is getting edited before they get through to HQ and HQ’s replay
is also getting edited by the programmer before it is sent back to the players.
This will allow the players to get most of the info they need to find out what
is wrong..
I spun a few threads more myself, when I ran the scenario. It took my
players 12h of very exiting and good roleplaying to find the solution. They
did *NOT* like the solution, but if you build it logically up, and make the
communication lines heavy (Long replay times: The computer for the personal
files at HQ has gone down, and is first up in an hour… etc…)
My mining base was a large asteroid with no atmosphere, so the players could
only move in the base and the mining shafts. The mining was run by robots and
the persons at the base were there to plan the mining, maintain the robots and
operate the refinery.
The Isabel Piece Luis E. Torres let@reef.cis.ufl.edu
Long Western Investigation Rural Town Wilderness
This adventure was originally made for the BOOT HILL western game, but it can be
adapted to any western game campaign.
Promise City, Summer of 1890.
The party has just arrived at Promise City, in El Dorado County, Texas, looking
for Ben Cartwheel, an old friend of one of the PC’s father, and rancher of
Promise City. When they get into the town, they see a man dressed in black, with
milky white skin, harassing a young lady in her mid-twenties. The party should
confront the man, who leaves, but not before saying the PCs will pay for this
(There should be no fight, though; we’ll need this character for later).
The woman is none other than Elizabeth Cartwheel, Ben’s daughter. She takes the
party to the Cartwheel ranch, a few miles out of town, where they meet Ben. He
explains that the man in black name is Montgomery, and he is Mr. G’s right hand.
Mr. G is a mysterious and prominent rancher in Promise City, and he “owns the
town”. He seldom leaves his ranch, The G ranch, and is rarely seen. Ben also
tells the party about the news of the last two days, mainly, the disappearance
of the town judge, Judge Parson, and also about the kidnapping of the Indian
Chief Sitting Bear, from the Indian reservation to the north of El Dorado
County.
The party will probably accept Ben’s invitations and stay for the night. Next
day, they will go to town, and, quite by chance, they will stumble upon Judge
Parson’s wagon, a few hundred yards from the road. Next to it is Parson’s body,
shot. Examination of the wagon shows that two people were riding on it, one of
them the judge. Marks of horses are seen around the wagon. A few feet from it,
the party finds an Indian feather, the type of feather worn by Indian chiefs.
And they find a small cigar stub.
If the party informs the sheriff, he will say he’ll conduct an investigation,
but will be suspiciously uninterested. If the party searches the Judge’s office
(inside the Promise City Court Room), they will find a clipping from an old
newspaper quoting some words from chief Sitting Bear, which are underlined: “…
white men have arrived here, sick and bleeding, and we have done for them what
we could, but they died here, sharing their last secrets with me…”. They also
find a map, with a red line connecting Promise City with the reservation, and a
name: Richard Flynn.
What’s going on:
In the summer of 1880 Richard Flynn, a known thief and outlaw, robbed the
Promise City branch of the First National Bank. At the moment the bank vault was
holding an important shipping of money coming from California, as well as a
number of valuables, the most important of which was a golden necklace speckled
with precious stones, the Isabel Piece. The Isabel Piece, an invaluable work of
art, originally part of queen Isabel of Spain’s personal jewellery, made
expressly on the fifteenth century, and supposedly stolen from the Royal Vault
in 1624, had been found by chance among the ruins of an old Mexican town in the
middle of California. Now, while the Spanish Crown, the Government of Mexico,
and the United States waged diplomatic wars to keep control of the newly found
necklace, the necklace itself was being transported to the East coast to be
displayed in a museum. During the Piece’s two-day stay at Promise City, the
outlaw Flynn and the two members of his band somehow slipped into the bank and
parted, taking almost all of the money and, of course, the Isabel Piece.
During their escape, Flynn and one of his henchmen were wounded. While under
subsequent pursuit by the regular Army division that was supposed to have kept
the money safe, Flynn divided his band, sending the henchman that hadn’t been
wounded in a different direction, to throw off the pursuit. This ploy worked to
a great extent; when the Army finally captured the diverting outlaw, Flynn and
his remaining man had a good four hours advantage. The Army threw itself again
on pursuit. Many hours later, when it was obvious for Flynn that he was going to
be captured, he and his underling hid the booty somewhere along the road. Having
ridden themselves of this bulky weight, they were able to escape and where never
seen again.
The captured outlaw, the one who had been sent as a diversion, was put on trial,
presided by Judge Parson. Parson was not an honest person, and he saw this as
the chance to get his hands on the booty and disappear. The problem was, he had
to find out where the money was hidden. To this end he interrogated the outlaw,
who didn’t know where the booty was, but said Flynn’s plan was to lay low in the
Indian reservation for a while. Parson conveniently kept this information a
secret. The outlaw was finally found guilty of robbery and hanged, although the
money was never found.
Ten years go by. In 1890, Judge Parson finds a newspaper article written by a
bold young reporter who managed to get inside the Indian reservation and
interview Chief Sitting Bear. One particular sentence in the article struck
Parson: “… white men have arrived here, sick and bleeding, and we have done
for them what we could, but they died here, sharing their last secrets with
me…”.
Convinced that those words meant that Chief Sitting Bear had a clue to Flynn’s
final destiny and to the location of the treasure, Parson went to the Indian
reservation pretending to be a friendly reporter, and interviewed the Chief
about the secrets whispered by those white men. Confronted by the Chief’s
refusal to disclose the dead’s secrets, and already without doubt that those
“white men” had been Flynn and his henchman, because of the similitude in the
dates, Parson dropped the pretence and kidnapped Chief Sitting Bear, taking him,
bound and gagged, back to Promise City.
What Parson didn’t know is that for the last ten years he had been closely
watched by Mr. G. Mr. G, being wealthy, and also being a jewellery admirer, had
secretly hired Flynn to sneak into the bank and steal the Isabel Piece for him.
The plan went wrong when Flynn, consumed by greed, decided to take not only the
Piece, but also the money, and to doublecross Mr. G. After Flynn’s escape and
disappearance, the location of the treasure was as much a mystery to Mr. G as it
was to Parson. However, Mr. G was convinced that Parson knew something
important, and kept a watch on him. That precaution finally paid off.
While returning from the Indian reservation with Chief Sitting Bear, Parson was
ambushed by Montgomery and murdered. Chief Sitting Bear was then taken to the G
Ranch, where he was going to be interrogated.
The Investigation:
Sooner or later the party will start investigating on its own (you should try to
push them a bit). They can ask Ben Cartwheel about who Richard Flynn is, or they
can go to the Promise City Times newspaper (the “newspaper” is published weekly
and is about two pages long). Anyway, they should easily find out about the
Isabel Piece robbery and the mystery of the Flynn treasure. The cigar stub
should point to Montgomery, who usually smokes expensive cigars (you can change
this clue for something more subtle). Of course, if Montgomery is involved, then
Mr. G also is. That would explain why the sheriff is so uninterested in the
case.
After one or two encounters with Mr. G’s men (who by now have figured that the
party is meddling around), the party should be ready to sneak into the G ranch
(a big complex surrounded by a wooden fence and guarded by G’s men) and save
chief Sitting Bear. (the rescue should be where lots of the action will go).
After being saved, the chief tells the party that Flynn was really with him ten
years ago, and he mentioned that “some important Promise City rancher” had hired
him to steal the Piece, and that he had doublecrossed this rancher. Flynn also
told the chief the location of the treasure, and he tells the players about it.
(you should make the location of the treasure a cryptic message which the
Indians would not be unable to understand because they don’t know the proper
names; for example “three gun-lengths north of the division of the river of the
Griffin”, where Griffin is the name of a small town; otherwise, you will have to
explain WHY the Indians haven’t dug the treasure by themselves!)
The party travels to the cave, possibly having one or two encounters on the way.
There are several possibilities here:
a) The party finds the money and the Piece. Meanwhile, Montgomery has been to
the Cartwheel Ranch, and he has taken Ben and Elizabeth as hostages, in exchange
for the Piece. This is when the final showdown with Montgomery should take
place. Note that Mr. G will probably be a long term campaign enemy.
b) The party finds the money, but not the Piece. As it turns out, the Chief had
had the Piece all along, planning to use it to fund an Indian rebellion. The
only reason he gave the party the location of the treasure was because it would
have been too suspicious to keep quiet after all that has happened. The party
does not know any of this and will be baffled when Montgomery tries to exchange
his hostages for an item the party does not have.
c) While camping on their way to the treasure, the chief makes a fire, to “keep
warm”. When the party finds the treasure, an Indian band appears, and surrounds
them. The chief then proceeds to explain that the money and the Piece will fund
the rebellion, and takes the money with him, leaving the party gagged or
whatever. This makes for an interesting situation; now the party must find the
escaping Indians, while evading Mr. G’s men, and trying to save Ben and
Elizabeth at the same time. Alternatively, the party may want to help the
Indians in their attempt at escaping their small reservation, and restoring
their rightful lands.
Bandit chase for a fistful of taxes… Mark A. Thomas thomas@capitol.com
Long Fantasy Quest Rural Urban City
This scenario is designed for lower level characters, however it could be
modified to suit higher level groups. The campaign setting is low magic, and
powerful magic in the hands of the group will make this more difficult to
run. This takes place in and around a small city in the center of a large
rural agricultural area. There are several small hamlets and villages within
a few days ride of the city.
The party is sitting in their favorite bar/temple feeling bored when the
pounding of hooves and the shouts of guards draws their attention outside.
Just as they make it out the door, they see a large group (15 or so) of
armed riders charge out the nearby city gate, pursued by a small number of
city guardsmen. The guardsmen return shortly, and if the players inquire,
they can discover that the local tax collector was just robbed and this
year’s revenue from the annual sheep tax was stolen.
Within an hour or so, a guard captain should start visiting various taverns,
announcing a generous reward for the return of the strongbox. The characters
should notice that there is little interest among the locals to pursue the
fleeing tax monies. Questioning locals will reveal that the thief is a well
known bandit that has plagued the town from time to time, He has a fairly
nasty reputation and has killed at least 8/10/14/22 men (depending on who
you talk to. 6 is the real number).
Once the group decides to actually go for the raiders, they should have
little trouble following the trail. It leads straight across country for
several days riding. If the characters are familiar with the area, they will
realize the trail is leading to a tiny village nearby. Sometime before
reaching the village, the party should lose the trail when crossing a river.
further efforts to pick it up should prove to be very difficult. Hopefully
the party will head into the village.
The party should arrive in the village near dusk and find it to be very
deserted looking. The only building that shows any light is the small
fortified tavern at the far end of the village. The tavern is a two story
affair, with rooms above a common area on the first floor. If they go in,
they will find only the tavern keeper standing behind the bar. He will
appear to be nervous and occasionally dart glances in the back room behind
the bar. He will claim to have seen no strangers in town and try to get rid
of the party with the “we close in 5 minutes” bit. Should the characters
check the back room, over the barman’s protests, they’ll discover 3 bandits
holding the barman’s wife at knifepoint.
The bandits will threaten the barman’s wife and one of them will whistle
loudly. In short order several more bandits will appear from upstairs and a
few more will enter through the back door. Finally a group of 8 or more will
enter through the front door, dragging the unconscious body of anyone that
was watching outside. The leader of the bandits is in this last group. He is
a rather twitchy looking fellow, armed with a rather large bastard sword and
chainmail. The rest of the bandits are in either leather, scale or chain.
Most are armed with broadswords and short bows. The bandit leader is
mid-level fighter (or high enough that the party will not succeed in taking
him out without help). Most of the bandits should be low level fighters or
thieves. There is at least one with some knowledge of magic. All told there
are 15 bandits plus a leader. Quite a group, but they don’t look like much.
Should the players decide to fight, they should be quickly and mercilessly
pummelled into unconsciousness. This is the ideal course 😉 Should they not
fight, the bandits will chose one or two characters to rough up with the
goal of starting a fight. The characters will be prevented from leaving, and
eventually, a fight will start.
The characters will wake several hours later with aching heads and bruised
bodies. The bandits will be long gone. As each wakes, they will discover
that any valuables they had have been stolen. They will also notice 2
strangers in the inn. The first stranger is a lean, hardbitten, cold eyed
human wearing dusty riding clothes and a suit of elvan chain. Slung over his
shoulder is a bastard sword with a rather unusual blade (dwarven steel, +2
damage due to hardness/sharpness, non-magical). The second is a tall, broad
shouldered elf, carrying a huge long bow (probably not anyone in the group
that could string it, much less fire it). He is dressed as a noble and looks
somewhat out of place. A glance outside will reveal that the characters
horses are still there, and there are two large well kept riding horses
there as well.
The strangers will be very reluctant to discuss themselves. The human in
fact will not give his name. They will ask about the bandits and try to
obtain all information they can from the party about their movements. They
will head out after the bandits once they have gotten all the info they can
from the group. Should the group suggest an alliance, the pair will resist,
but will eventually be convinced to let the party tag along. They will make
it clear that they are in charge and the bandit leader is theirs to
kill/capture. The bandits trail should be clear from the village, and the
party will quickly realize that the bandits are headed for an abandoned
orchard and farmhouse that lies a days ride away.
The party will arrive at the farmhouse and quickly discern that the bandits
are there. There are about 20 horses tied up in the barn and sounds of a
large group coming from the remains of the farm house. The elf will vanish
into the trees near the farm and the sword slinging human will start into
the farmhouse. The party should be forced to act quickly. In any case,
mayhem will soon start, as the sword swinger heads straight for the bandit
leader, who immediately attacks. The other bandits will spread out and a
general melee should ensue. The sword swinger will concentrate on the
leader, and the bowman hidden in the woods will do the same should the
chance arise, otherwise he will pick off bandits. The party should have
their hands full with the rest of the bandits. Should the party prove
successful, they will find the tax chest intact (magically sealed), and the
two strangers will show no interest in it. They will instead pack the now
dead bandit leader and several of his followers onto horses and leave
without a word. Should the party inquire, they will be informed that there
is a bounty offered for bandit in some nearby city. They will refuse a share
of the reward money. The adventure will hopefully end with the party
returning the tax chest, the strangers collecting the rewards on the
bandits, and everyone happy. Note that the players will find most of their
stolen belongings as well.
Behind the scenes:
The sword swinging stranger should be a mid-level fighter. He has the
advantage of being very dexterous and very practiced with his sword. In my
campaign, he fought as a fighter 2 levels above his current level with his
bastard sword. Also in the first round of combat he always gets the first
swing. He has the disadvantage of being non-proficient with any other weapon.
The elvan bowman is also mid-level fighter with the additional advantage
of having a good dexterity and maximum elvan strength. His bow is a custom
design which adds strength bonuses to damage. He gets an additional attack
per round with the bow, and is non-proficient with any other weapon.
The bandit leader is specialised in bastard sword. He has the benefit of a
good strength and constitution. He is also somewhat insane and enjoys
killing.
Motivation:
The strangers are both bounty hunters with personal grudges to settle as
well. The sword slinger’s wife was raped and killed by the bandit leader,
and the elf’s father was killed by him. Also the reward for the bandit and
several of his band adds up to 3 times the amount offered for the return of
the chest.
Side Plots:
The players get involved in bounty hunting via the two strangers. Someone
tries to stop the players from reaching the city with the chest. One or both
of the strangers are sorely wounded and the party decides to help them out.
References:
For more info on the strangers and the bandits, watch “For a Few Dollars
More” with Clint Eastwood 😉
An Air of Distrust Wayne J. Rasmussen. wjr@netcom.com
Long Fantasy Quest Exploration Building Djinn Efreeti
AN AIR OF DISTRUST
Scenario Requirements: The adventure is set for a group of thieves, who
might be part of a larger group of adventurers. The group should consist of
2-5 thieves of Low-mid levels. Multiclassed characters which having thief as
a class should be allowed. Non-thieves should not be allowed on this
adventure. The adventure is meant to be a short one which could be played
easily in one night.
Scenario Description:
Thieves hear of a magical or monetary prize to be gained from a well to do’s
house. While scouting around the house or when they start to burglarise the
place they meet a fellow thief. The thief will offer the group to join him
on the adventure, and will claim to have scouted the area out and have
information which will make the job easy. Unknown to the characters, the
thief is really a Djinni in disguise.
Places in the Scenario:
Well-to-do’ house: Called house in the text. A small manse with a wall
around it and a few guards outside. Inside there a creatures protecting the
owners wealth. The owner is a magic user who happens to be away at the time
of this adventure.
NPCs in the scenario:
Ah-Trah: A Djinni of the most powerful type. He is an ultra-genius,
and has the abilities of a high priest and wizard on his home plane. He is
noble and has a large number of servants. He likes to travel to the prime
material plane for fun every few years or so. If he gets killed there he
reappears on his home plane but can’t leave it for 1001 days. Many of the
items mentioned in this scenario were made by him. Including any rings of
wishing. The wishes can’t be used against him in any way (this includes his
servants and his possessions). He is on the current adventure to get his
ring of air elemental command back (he didn’t make it, it is a very powerful
item on his plane). He lost it when he died on his last trip to this plane.
If he is a friend for life of the group he will aid them when he can and
invite them to his castle or go on adventures with them every few years or
so. Some adventures could be on his own plane. Has the sword of the air
with him on this trip and a jar of Keoghtoms Ointment.
Birnleyas Corinthas: A thief which the PCs will meet during the ripoff
part of the scenario. He is around mid-level and is evil. He will think
nothing of stabbing the PCs in the back after the adventure, and won’t bear
his part of the combat burden. He has +2 leather armour, +3 dagger, Potion
of speed, and a potion of extra healing. He has an Superb strength, and
legendary dexterity. He fights with a dagger in each hand or with short bow.
New Items in the scenario:
Bag of the Winds: A magical pouch which when opened and a command word
is spoken will blow a very strong breeze in a specific direction. The
direction is fixed and can’t be changed. The breeze can be used to breakup
magical gases, such as a stinking cloud, or to power the sails of a ship.
The wind will last as long as the bag is open. There are a few rare
versions of this item which when used aboard a ship will lead a ship to a
specific preset location (a port or an island for example). This has been
used by navies to allow ships to return to port easily and magic user
pirates as a method of finding treasure they have buried on islands.
Dust of Dispelling Air Elementals: When this dust is thrown into the air a
blue field of shimmering energy will emanate from the dust. The dust will
cover a 20′ x 20′ x 15′ area. Each air elemental within the dust must face
a savings throw vs spells at -3. If failed the air elemental is forced to
return to the elemental plane of air. If saved, the creature is
unaffected. There is usually a pouch containing 1d4+5 uses of the dust.
This item doesn’t work on the elemental plane of air.
Potion of Protection from Dragons Breath: adds +4 to savings throw vs
any dragon breath for half or no damage! This is a very rare item made only
on the elemental plane of air. A flask will always contain just one dose.
The potion lasts for only 3-12 rounds.
Sword of Air: +2 weapon, +3 vs elementals, Powers: acts as a necklace
of adaptation if you have it on your person (even if in a scabbard), and
user can see through all fogs, mists, gases, even if they are magical, as if
they are not there. Although the sword must be drawn for the second power
concentration is not required.
Talisman of Proof Against Magic: an ornate necklace worn around the
neck which provides the wearer protection from one type of spell. Each
talisman is created to protect against only one type of magic. Examples of
type of magic are clerical spheres or any of the mages schools, but, only
one type. When a spell of the correct type is cast and the wearer is in the
area of effect, no effect of the spell will effect the wearer (even
beneficial spells). The talisman holds a gem of some high value in it which
is consumed when the user is protected. The talisman will not function
again until the gem is replace with the correct type of gem with a certain
minimum value. It takes at least a turn for a skilled jewellery maker to
replace the gem. The talisman in this adventure protects against Alteration
magic.
The Adventure
The PC thieves are at their local fencer of stolen goods selling their swag.
The fence can’t offer them as much as they want for their swag. To make up
for it he is willing to tell them some information which could make them
richer if they are willing to accept the offer. If they do, he will tell
the PCs about a shipment which came into town yesterday. One of his most
reliable agents spoke of a treasure which was taken to the house of a
wealthy man. Tell the PCs whatever amount of treasure it might take to get
them into the adventure, the treasure should not be reachable by the PCs!
The fence will also remark that the man left town via ship before sunrise
this morning. He suggests that the PCs could have an easy time ripping off
this mark.
Planning stage:
If the PCs investigate who owns the house they will find out the following.
The house is owned by Larthius, a young man who came into town three years
ago. He bought the manse with cash and has not had many problems. Rumours
state that one time a barbarian broke into the manse on a drunken rampage
but was killed by a lion guard. They can confirm that the man left town this
morning. If the PCs are guild members and investigating the owner they will
get the following as well. The owner does not pay the guild protection money
so it is okay to steal from him. About the barbarian, a thief overheard the
barbarian before he went into the manse claiming he once saw the man summon
a flaming demon. Also, a body was found later in the river which appeared
to be the barbarian. It had burns covering the body. The man has been seen
around a few magic component supply stores. A rumour at the guild is that
the guards at his gate in the wall are charmed. The guild will be able to
tell the PCs where the ship was going when it left with the man. It should
take at least 2 days for the man to reach the destination.
The ripoff:
While scouting around the house or when they start to burglarise the place
the PCs meet a fellow thief. The thief will offer the group to join him on
the adventure, and will claim to have scouted the area out and have
information which will make the job easy. The thief states that he has been
hired by an elementalist (a mage who has elemental based spells) to gain an
item from inside. If asked, he will tell them the item is a ring of
elemental command. His boss will pay with magic items if they will hire on
with him (he won’t say what the items are, but, promises the reward will be
worth the effort). He claims to have scouted out the area and needs the aid
of brave thieves. If they refuse the offer he will tell them to leave. If
they get hostile, he will fly away invisible and return to scare them away
with his abilities of illusion. If they accept, he knows all of the outside
layout and of some of the creatures inside. He will seek to avoid combat.
The thief will then tell the players his name “Ah-trah”. Ah-Trah is really a
Djinn. He will try and keep his identity away from the group. He is his
own master!
Ah-Trah will avoid combat and will take the PCs on a specific route. If the
PCs want to explore any other part of the manse the will find it extremely
difficult and VERY LETHAL. Use the following order of rooms, hallways, etc
to get the PCs to the final goal.
*****
Over the Wall: The thieves climb over the wall of the manse into a garden
of strange plants. Ah-trah will warn them that Lions roam the garden.
There is nothing of value here. For encounters in this area roll once on
table A below and twice on Table B. For every 3 turns the PCs hang around
the garden roll again on Table A and B (once each). At the end of the
garden is a large crystal doorway.
Table B: roll 1d6: Special effects, sounds, and sights
1: A large red flower is seen quickly snapping at a bat flying by. Upon
missing the bat, the flower appears to open up fully and turn in the PCs
direction.
2: The PCs discover the body of the largest lion they have ever seen. It
appears to have been crushed to death in a bloody fight.
3: Far off in the distance a very evil laughter can be heard. Perhaps the
sound of some summoned demon cheerfully torturing a summoner before taking him
back to the abyss.
4: You hear the sound of a nearby foots steps. If the PCs check they will
find one set of fresh footprints in the soft moist dirt of the garden heading on
the same path they are going. They will not find the person who made these
tracks.
5: The ground opens up below the group. Roll 1d20 + 3. If this is
greater than the PCs dexterity he falls into a hole 15′ deep with 5′ of foul
water in it.
If searched, the PCs will find a piece of leather with marks on it. A
successful read languages will determine: 1) That the marks are those made by
barbarian tribes north of the city. 2) the marks say “”
6: Suddenly, the entire garden goes totally silent. No insects, birds, or
other animals are making any sounds. This lasts for 5 minutes.
*****
The First Room or the Crystal room: Entering from the garden through a
large crystal doorway. This a 20′ x 20′ by 10′ room apparently made from
crystal. There are 2 other doors in the room, one on the west wall one on
the east wall. There are fresh muddy footprints leading to the west exit.
Ah-Trah goes to the west exit.
*****
The First Hallway: A shiny brass hallway,50′ long, can be seen here. The
mud tracks continue here. If the PCs walk in the hall way, the hallway
rings/chimes like dozens of bells or chimes are being hit. Ah-Trah will fly
down the hallway, the PCs must move silently to avoid this noise. If the
PCs check for traps before they enter the hallway, they will discover the
sound property of the hallway. They can’t remove the chiming effect. If
the PCs make noise, the person in the next room will be alerted. If not,
the PCs will by 90% likely to get surprise on him.
*****
The Second Room: This is 15′ x 15′ x 15′ room made of fine quality woods.
Various types of wood have been inlaid in the floor in a beautiful
patterns. On the floor is a pair of mud soaked soft shoes. There are two
other exits in the room. One north, the other West. PCs will go west.
If the PCs surprise the occupant: You see an average looking male elf
dress in fine leather armour sitting on the floor pulling on a pair of
shoes. He is surprised.
If the occupant is alerted: Above the door frame of the door the PCs
entered through is a male elf thief. He climbed up here when he heard the
noise they made. He will observe them to make sure they aren’t guards.
When he is sure they aren’t guards, he will reveal himself.
The thief is named Birnleyas Corinthas. He will ask to merge the two groups
(the PCs group and His group, which is himself) and to split any treasure
gained equally. If the PCs agree, he will join them.
If not, he will pretend to leave down the brass hallway. In a turn he will
come back down. He will follow the group, and when they ENTER the room of
Glass spiders he will drink his potion of speed and attack. He will get to
the PCs 3 rounds after they enter the combat with the glass spiders.
*****
The Second Hallway: Just a normal stone hallway which leads to the room of
Glass Spiders below.
*****
The Room of Glass Spiders: This is a 30′ x 30′ 15′ room made of granite
bricks. Inside the room the PCs see 3 dry corpses on the floor. Try to give
the impression that these are some form of undead, perhaps a strange type of
mummy. There is an exit on the north wall. The room contains glass spiders:
They are invisible spiders with invisible webs. The webs are very thin and
incredibly strong. Once stuck on a web, it can only be removed using wine
or other alcohol. Fire will just cause the webs to melt into a pool of very
stick mess. Magical blades will not stick to these webs. There is one glass
spider for each 2 creatures in the party. Poor amour, medium level, 1
attack per round, Damage 1+ special, Special defence invisibility makes them
much harder to hit in combat, and undetectable otherwise. Special damage is a S.T. VS
poison on the bite, failure causes poison damage of 1d3 per round for 4
rounds. Each bite causes this damage to be cumulative. Effect of the webs:
each round that a creature is fighting within the webs, he will get more
tangled in the webs. This has the effect of causing a cumulative -1 to hit
in combat and -1 to the creatures dexterity per round. When the dexterity
reaches zero, the creature cannot move. There is nothing of value on the
corpses or in the room. Ah-Trah will use his djinni powers in this room of:
Gaseous form to get out of the webs, and create wine to get the party out of
the webs.
*****
The screwy hallway: This hallway corkscrews around. There is nothing of
interest other than that. NOTE: Ah’trahs knowledge of the inside ends here.
*****
Puzzle Room One: The room appears to have only one doorway, which is the
doorway the PC entered through. The room is 30′ x 30′ by 15′ and is made of
large bricks of granite. A large iron balance scale(10′ tall, 10′ wide) can be
seen tilted to the right (unbalanced, there are more bricks in the right pan
than the left pan). In the center of the room is a pile of bricks. Each brick
seems to be exactly the same. Currently there are 11 bricks in the left pan and
24 bricks in the right pan.
Searching the room may find:
If the PC search the pile of bricks carefully (they must voice some strong
interest in it) the might note that most of the 100 bricks here are new and only
a few of them are scratched in anyway.
If the wall behind the scale is looked at it will seem a 12′ x 12′ section
of it is less perfect than the rest of the walls in the room.
TRICK: The scale is a puzzle lock. No PC skill roll (such as pick locks) will
open this lock. To open the lock the scale must be balanced AND have the
correct amount of weight on it. 10 bricks in each pan will open the lock and
open a passageway. The wall section behind the scale will appear to turn into
mud revealing a passage to the next room. Let the PCs have fun trying to get
through this one.
*****
The Hall of Earth: This Hallway appears to be made from a very black claylike
soil. Walking on the ground here feels like your walking on the back of some
large living creature. Nothing else is in the hallway.
*****
Puzzle Room Two: The hallway ends in a room 20′ square on each side. In the
room are two other exits, both exit are on the walls adjacent to the wall where
the PCs entered the room. So Three of the four walls have exits. If searched
for, there are normal chances to find the secret door on the forth wall. To open
the secret door, both locks on the other two doors must be unlocked in the same
round. A knock spell cast over both doors will open it, but, not if cast on the
secret door alone(the mechanisms are the two locks on the doors). By the way,
the locks reset each round, so one thief with picks can’t do it. Behind the two
doors are walls of solid granite. The secret door lead to the small hallway.
*****
The small hallway: This hallway is only 4 feet tall and 4 feet wide. After the
party enters the secret door closes. At the other end of the hallway, embedded
in the wall, is a wall safe with a combination lock. This is a false safe!
When the party gets near the safe or opens the safe, the floor of the hallway
rotates downward creating a chute to the next room.
*****
The final Room: The party lands in a smoke filled room. Small fires can be
dimly seen about. A loud evil laughter can be heard from above, and a voice
rings out “Another Group of fools to feed my hunger, I shall enjoy sucking
the marrow from your bones and making toothpicks from your souls” The room
goes quiet, and now the party sees before them a large demonic figure
dripping of oozes. This is an illusion, caused by the Efreeti. If the PCs
attack it, it will be dispelled revealing an enlarged(by 200%) Efreeti
standing in a mass of swirling fire and bright energy. Within the energy
field is a large golden ring. This is the ring Ah’Trah seeks. The ring is
also protected by the energy field which disappears when the efreeti is
killed. The field prevents the ring from moving by any means (wishes
included). It is impossible to get to the ring without killing the efritti!
The field covers the ring and flows to the efreeti. This prevents the
efreeti from going gaseous or invisible. Touching the energy field causes
heavy damage unless able to reduce the effect of a magical attack. The
flames around the Efreeti cause medium burning damage unless able to reduce
the effect of a magical attack.
If Birnleyas Corinthas is still with the group, he will avoid combat and try
to steal the ring by touching the energy field.
When the efreeti dies the energy field dies with him, leaving the ring free
to grab. The party will also discover a large diamond in the wall at this
point. Touching the diamond causes the toucher to Teleport to the Crystal
Room mentioned above. If Birnleyas Corinthas is still alive at this
point(in the crystal room), he will take his potion of extra healing (if not
used already) and attack the group. If he wins, the party is over. If not,
goto What Could Happen below.
What could happen after the adventure is over.
*****
* 1 *
*****
If Ah’Trah and the group find the ring of elemental command he will
offer to take the ring back to his master and will give them each a magic
ring of many wishes (2 wishes per ring) as payment. After they accept this
offer, Ah-Trah reveals his true form, laughs a lot and asks them to drop by
if they are ever on the plane of air (they are life friends).
*****
* 2 *
*****
If the group argues with him or asks to go to his masters place he will
place a bag of beans on the floor and fly away. If the group attacks him
manages to kill him after this they will find only his weapons, the
elemental ring of Elemental Command (AIR) will be gone! Killing him will
give the group enemy on the elemental plane of air, who will send an air
elemental after them once every 1d12 months. Re-roll a new 1d12 months after
each occurrence. The bag of beans will have 8 beans.
* FIRST BEAN PLANTED will cause the ground to rumble and a large mound of clay to
rise out of the ground. It hardens in a round then starts to crack and fall to
pieces. Suddenly, a clay golem attacks the nearest party member if in sight.
If none are visible it will rampage the area. NOTE: don’t forget the special
rules for healing wounds from a clay golem!
* SECOND BEAN PLANTED in a 30′ by 30′ area many bamboo plants shoots up out of the
ground each will 6 to 20 feet tall. Damage 6d8 S.T. vs dexterity -4 for half
damage. If the group cuts down the 6′ long bamboo tree in the center they will
have a staff of wonder(25 charges). The tree radiates magic and must be cut
down before 1 turn elapses after it grows or all its charges are depleted.
* THIRD BEAN PLANTED: When planted and watered this bean will cause a large cloud
of black gas to appear within a 20′ radius of the bean. If the cloud is entered
you will be blinded (until cure blindness is cast on the character) and then
attacked by an invisible stalker. If the stalker wins, it will leave. If it is
killed, a triple Hit die double damage Stalker will haunt the nearest town until
killed. Whoever kills the second Stalker (the actual killing blow, use
individual initiative.) permanently gains the ability to attack any creature
whose origin is from the elemental plane of air without needing a magic weapon
to hit. Only one character gains this ability! DO NOT TELL THE PLAYER ABOUT
THIS POWER!
* FOURTH BEAN PLANTED: a pedestal appears out of nowhere and has several buttons,
switches, and levers. It will last for 2 hours then vanishes as suddenly as it
came. The buttons, switches, and levers have various effects. Some good, most
bad!
* FIFTH BEAN PLANTED: Nothing appears to happen. But if the bean is dug up a
chest will be found. They won’t find the bean! In the chest is a magical censor
with a magic rune on it. If read magic is used, the rune appears to say “Summon
and Be Commanded”. It is a censor of summoning hostile air elementals of the
strongest type.
* SIXTH BEAN PLANTED: a tree grows out of the ground. The fruit it bears
resembles diamonds. Every round several of the diamonds fall to the ground a
shatter, any picked by hand are normal diamonds valued at 1000 GP. 1d4 diamonds
can be picked per round by a character and there 25 diamonds in all. The GM
will tell players getting the diamond that they feel that they own all the
diamonds and should not share them with others. 3 turns after the tree appears,
anyone who picked a diamond will be quested (no Savings Throw! They lost the
chance to save by voluntarily grasping the diamonds.) to go to the nearest
temple of air (or other good church) and donate several magic items for
forgiveness (sin of greed) or they must volunteer for a quest or they can avoid
this if they are not ever greedy again (I mean be non materialistic! They must
be generous and give to charities any extra money. etc… Let them know what
their punishment will be if they fail!). If they choose the last and they fail
to be non-greedy, they will be punished by losing all their possessions (where
ever they maybe).
* SEVENTH BEAN PLANTED: in a 50′ radius of the bean 50 bookworms appear out of the
ground (good luck! HOPE YOUR MAPS or spell books DON’T GET EATEN!).
* EIGHTH BEAN PLANTED: a large hole (25 radius 50′ deep) appears. A very old
large white dragon is in the hole. It will attack directly and without much
thinking (it has been trapped for 100+ years and is very pissed!). It’s
treasure hoard is at the bottom of the hole and has normal non-magical treasure
plus the following: a wand of secret door and trap locating, a potion of
animal control, a potion of human control, a potion of frost giant control, a
potion of frost giant strength, a map to a girdle of frost giant strength which
can only be read by the first fighter or thief who tries to read it.
*****
* 3 *
*****
If the group finds out Ah-Trah’s true form (and Ah-Trah knows they know
his true form) before the ring is discovered, he will deny it and when the
group finds the ring will reward them with the following items: a ring of
feather falling, a flying carpet, 2 potions of gaseous form, a bag of the
winds, and a ring of 2 limited wishes (to be used for healing he says
firmly). He will not invite them to visit him on his plane in this case!
*****
* 4 *
*****
If Ah-Trah dies during the adventure, he will go back to the elemental
plane of air. The players are on their own. If they manage to get the ring
they will be approached by an agent of Ah-Trah’s very soon. In exchange for
the selling the ring they will each get a choice of one of the following
items (a maximum of 4 items for the group and no more than 1 per character,
no duplicate items):
1) a ring of three wishes(limited).
2) a carpet of flying.
3) a scroll of one spell, player’s choice from any spell in the books.
4) Sword of Air: see description in the text.
5) Pouch filled with Dust of Dispelling Air Elementals(6 uses): See description.
6) Potion of protection from dragons breath: see description
7) ring of flying.
8) ring of feather falling.
9) Talisman of Proof from Magic (Alteration): See description.
*****
* 5 *
*****
If the PCs die in the fight with the Efreeti, but, Ah’Trah wins and gets the
ring. He will use his wishing powers to bring the PCs back to life. The
wishing will be done back on Ah’Trahs home plane. The PCs will not have any
possessions from before. The wishing will be their reward. Some GMs might
give the PCs some other rewards as well, but, giving them their lives seems
good. Also, there will be a party in the players honor with many air
elemental types in attendance.
From one place to another (fill in any appropriate places of your world)
goes a huge gold-transport (make up the reason yourself). The PC can act in
many ways: 1) As guards. (Prepare Transport, Guard Transport, Discover Plots
against Transport, etc) 2) As Robbers (!!?!, The transport is of a bad
guys?)
Well, there’s the standard “save the world” goal… I’ve run a few of these
kind of campaigns, and I’ve found, as I acquire experience at it, that the
focus of this kind of campaign has switched from “‘Da Bad Guy’ is
threatening to destroy the world – kill him” (I’m sure it’s everybody’s
first mega-plot) to a more complex and involved kind of plot, in which the
players don’t get handed things on a plate… Ask my PBeM party!
Another classic is the ‘recurring enemy’. The low level players
offend/thwart a petty villainess in her first tentative steps towards a
master plan (say, trying to take over a small merchant house in the city).
Villainess is mightily p**sed at this, and proceeds to be a thorn in the
party’s side for the next ten levels, gaining experience and power as they
do. Throw in a fatal fascination or two (she is mightily smitten with the
party’s paladin, say) or even a family link (one of the party’s a relative
of hers) just to add spice, stir well….
Similar to that is the “all-pervasive’ enemy, a mysterious shadowy
organisation (say a slave dealing ring) with minor political aspirations
that seems to be everywhere. In the early stages, about one in every two
adventures the party has is generated one way or another by this group, and
slowly the party begins to put two and two together, until at higher level
they are seeking to wipe out this organisation…
Or how about the vengeance quest – an NPC close to the PC’s is killed, and
the PC’s seek vengeance, following the trail of the NPC’s killer through
various places, organisations etc..
Hey, I just thought (I’m typing this on the fly): Combine all four…. NPC
close to PCs is killed because she found out too much about the all
pervasive organisation (APO). PCs start on the vengeance trail, and
inadvertently thwart the recurring villainess (RV) on the way. APO recruits
RV (they share a common cause of wanting the PC’s out of the way) – better,
APO assist RV without revealing that they are the APO. Also da bad guy (DBG)
is using APO to further his plans for world domination, plans which RV
doesn’t necessarily agree with when she finds out (although it may take the
PCs time to discover this (they may think she works for the APO), and also
to find out what it will take to make her change sides – maybe the NPC is a
relative and the RV mistakenly blames the PCs for her death). Maybe factions
of the APO don’t agree with DBG’s plan either…
Player has to go on a quest to visit the high holy spot of their Good
deity. In the course of the trip during a sea voyage they are beset upon by
a ship of the undead. Given that the ship’s complement is unbeatable, they
disable it at the helm or rudder and leave it to crash on the reefs.
Continue on with visiting the nice deity and when they finally arrive after
whatever other challenges you choose to put in their path (I used lots of
spirit things, including ghosts of monsters they had recently defeated and
of dead friends) they are told by the deity/priests that tho their actions
were commendable they must finish their business with the undead ship. It
seems that since it has grounded on the reefs whatever eldritch energies
went into powering it are now slowly puncturing a hole to the plane of the
undead. In my version, the ship is half filled with water and as the waves
pass over/through it the battles got very messy. In the end it was a second
wheel below decks that was the focus of the power, manned by a gent cursed
for killing women and children on a particular ship he plundered.
Wierdness in Klingon Space Michael Sandy mehawk@reed.edu
Short Sci-Fi Quest Space
For weird, have them get a message from StarFleet to patrol into Klingon Space,
(maximum priority command etc…)
Once inside Klingon space, they are no longer able to communicate with Fed
Space, (but may not realize this for a while under comm silence), and discover
no Klingon signals either.
Have them meet another curious ship from another culture which doesn’t know
what’s going on either. For extra weird, have that ship vaguely resemble the
ship they are in, but with identifiable differences…
Other ways it could turn out:
Actually, it was all the result of a botched experiment in a SuperCloaking
device that temporarily shifted the Klingon Empire out of time for two weeks,
four days, and seventeen minutes from mark…
And now they’re back! With several curious Romulan, Fed, and other ships
hovering over their capital planet…
This 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 …
Long Fantasy Quest Guarding Wilderness Rural Castle
Involving players in a war is a pretty sure way to ensure a high combat session
or three. The problem is dealing with effect of a few players in a very large
battlefield. This can be done, but limiting players to attempting “key
objectives” is a good way to control the play. This approach is certainly helped
by a scenario that puts the player characters under the eye of a senior NPC.
Outlined below is an example of players involvement in a short war. In some
parts the players will be caught up in events; in others they have options not
to participate. The events assume both player participation and success right
through and is offered as a possible model that can obviously be modified and
improvised indefinitely. Note that in fact much the player involvement was from
their own ideas. I would always present the situation and see what they do with
it before offering “missions” in guise of a commander. While the events will
unroll whatever the player’s action really, it should help their enjoyment to
give tons of feedback on the effect of their actions (good and bad) so they feel
in the centre of activities.
1- First action: assumes the players are mounted. As they approach a road in a
border area, they will notice the odd refugee and ragged army groups on foot
moving away. A grim-looking senior army officer or noble is driving two carts
loaded with incendiaries (oil, naphtha, resin-soaked straw) against the flow.
Questioning anyone will tell of a massive invasion that has pushed in the border
garrisons. The cart commander will request the party assistance, since they are
mounted, in destroying a bridge over a nearby major river. The idea here is to
give the party exposure to a key NPC. The bridge is easily set ready to burn,
but the commander will delay the firing till last minute, allowing as many as
possible of the fleeing garrison troops across first. The border itself is a
mountain ridge and in one to two hours, companies of the invading army will be
seen in the distance on tops of the foothills. A largish company of defenders,
well armed and moving in good order is sighted but suddenly a company of the
cavalry from the enemy vanguard appears. A race to the bridge ensures with the
commander uneasily preparing to fire it. When only hundred metres away, it is
clear the race will be lost and the defenders turn at bay to face the cavalry.
Alone, they are outnumbered and lost, but they look capable … ? If the party
goes to assist, they may well swing the balance but the commander will
definitely fire the bridge rather than risk it being taken should the fight go
badly … After 4 rounds of combat, the enemy will suddenly be aware of the
risk of the bridge and try to disengage so as to rush it instead.
2- Under siege: The border defences have fallen back on a powerful fortress,
built in the rough terrain of a mountain range (other side of the valley),
protecting the road to the capital. The enemy army cannot forage through here so
must neutralise the fortress to protect the supply line. The commander of the
fortress however has discerned that the enemy has split with a force going down
valley and the long way round to take the capital by surprise or at least
prevent relief of the fortress. He decides to take a large force of mountain-
hardy locals through less-known routes to harry and hopefully stop this thrust
but this will leave the fortress very lightly manned. Players will not be locals
so will remain in the fortress. The man they helped at the bridge now commands
the fortress and will request them so they can help him with any ideas to make
it seem the fortress has more men than it really has. The enemy army has been
delayed crossing the river but all too soon they arrive. The fortress’ outer
wall has no moat but is too high for scaling ladders or grapples. The gate is
both powerful and a cunningly made death-trap. It opens into a gated courtyard
that would quickly be a killing ground if the main gate is forced.
Early stage ideas:
Players discover enemy magicians using some levitation or flying power in an
attempt to fix ropes on the wall.
A magically- or psionically- powerful party might like to battle enemy sorcerers
from spying, attempting to kill the commander etc.
Enemy might attempt parley with some bribe the GM knows might tempt the party.
Serious stuff: With no easy way in, the enemy gets constructing. Siege towers go
up which are well protected with fire-proofing to the front (ie water-soaked
wool, constantly dowsed). There are not enough forces inside to properly defend
the wall from these so this is serious. After anxiously watching a few days, the
commander decides a night-sally to fire them from behind is needed as they near
completion. A very powerful party might attack several, otherwise they will be
one of several parties sent out at midnight to attack. If one of several, they
will have to address coordination of the attacks.
3- Relief: The old commander’s gamble pays off and he successfully grinds the
flanking force to a halt and by message has warned the prince of it. He now
hurries back, while the prince sends most of his cavalry to engage this much-
delayed enemy and is able to gather a large relieving infantry force to aid the
fortress. The fortress gains hope from sudden movement in the enemy camps as a
defensive line is marshalled at right angle to the fortress to meet the threat.
Battle is joined but the fortress takes no part to begin with to avoid risk of
losing the gate. A sally force is prepared though and party is expected to be in
it. The arrival of the old commander with the remnants of his force at midday
forces the enemy flank so their line is slowly turned with its back to the
fortress. The enemy standard is right is front of the gate when the Prince
launches a furious attack on the centre. It is time for the sally. The players
are detailed to bring down the standard, others will chase the enemy general.
For a powerful party, the standard will be defended by enemies champions. The
standard will also be protected by anti-magic spells and possibly a duty
sorcerer.
If the players succeed, then the enemy army will collapse into a rout, though
the Prince doesn’t have cavalry to exploit this much. If they fail, the enemy
will withdraw in good order though this probably wont interest the player
characters much. 🙂
This scenario throws the players into a full-scale battle with a specific goal
and few gaming systems have rules for this so here are my ideas. The trick for
the GM is to create the battle about the players in an interesting way without
setting up a wargame table. I think the “fog of war” makes this possible – the
GM only has to describe the action in the immediate area about the players. You
can use the following table of results for a 6 sided dice to help lubricate the
imagination, thrown every few combat rounds.
1 Appearance of cavalry at charge range.
2 Troops on a flank of players collapse.
3 Troops appear to the rear.
4 Missile troops come to support
5 Infantry reinforcements come
6 A Champion arrives
Throw a D10 to determine whether the result is good is our bad (ie whether it is
friendly or enemy cavalry, friends or enemy that collapse at the flank etc.)
Since battle is going the way of the Prince then 1-4 means bad and 5-10 means
good. Adjust as required for any battle balance.
The second question about battles like this concerns battlefield morale
of NPC units both fighting the player characters and on the flanks. The GM might
just rule their morale in any way that makes the game interesting, but here are
some simple morale rules that can be used where gaming system doesn’t provide.
Rate NPC quality from 1 (fanatics) to 18 ( 14 year old conscripts).
NPC forces check morale when:
* When about to engage enemy or on arrival of new enemy
* At every round when they are losing a fight
* When neighbouring friends are routed, (this can cascade)
Throw 3 dice:
add 1 for
– secure flanks and rear (friends on three sides)
– champion or general in charge
– winning the fight
– charging
– every enemy unit seen routing in last and current round
– an enemy champion seen killed in last or current round
subtract 1 for
– insecure rear
– every friendly unit seen routing in last and current round
– general or standard lost in last or current round
– a champion killed in last or current round
– being charged
-facing magical attack (including melee contact with lycanthropes)
-facing undead, golems or similar mindless opponents
– every 25% of unit or hit points (as appropriate) lost
(ie 50% lost is -2)
The last modifier only really can apply to NPC units in actually fighting
players – not to imaginary neighbouring units though the GM can adjudicate some
loses if dicing for them. Personally, I never check morale for flank units and
guess something fun but think it adds to game to check morale for the NPC that
the players face.
If the resultant score is less than the morale value then the unit routs. Use
any other reality appropriate (ie ensorcelled NPCs are like undead they never
check for morale).
Back to plots …
4- Impasse: The enemy has recrossed the river further down and linked with
remnants of the abortive flanking attack. They are growing in strength as
reinforcements arrive and rafts are constructed. Neither side can easily attack
the other across the river. The enemy has set up in a patch of high ground on a
river bend and the ground both up and down river is mostly swamps and marshes,
providing secure flanks. However, the swamps also preclude any foraging so the
enemy is dependent on the supply lines through the mountain border. The Prince
needs to dislodge the enemy from this ground though he suspects the swamps will
bring disease into the enemy camp before long but he faces the same risk. It is
decided to send spare strength across the river in small units to attack the
supply line and reinforcements. The party is asked to be one such group and
attack the supply line for as long as they can do reasonable damage safely.
The first part of the trip once over the river higher up is to avoid enemy
screening cavalry though these will be thinly spread. Increase the chance of a
siting by day compared to night. The rough hill country leading back to the
border will provide many suitable bases in form of caves (which may house the
odd monster) or secluded bushy glens. (Describe the country to the party and
then dice for finding a suitable occurrence every watch). A good map of rough
hill country will help enormously if you prefer to play this more detail (better
still, use a real map of an area you know well as this makes the description
much more vivid and helpful)
The supply line will at first be very lightly guarded. The party might encounter
in a day: say on a D6 (adjust for strength of party).
* 1-2 – 2-6 supply wains with armed escort of 2-8 of low grade soldiers
* 3 – reinforcement group consisting of 3-6 men-at-arms with very low
morale levy of 16-24. (The best troops were with the original
force)
* 4 – cavalry patrol of 8-10 riders
* 5 – 1-2 wains going other way with wounded, guarded by walking wounded.
* 6 – messenger on good horse. (Boring messages though … )
There is only light traffic, so 1/6 chance of one of the above per watch.
A 1/10 chance could be rolled for two groups instead of one within on the road
within hailing distance. The reinforcement groups are modelled on feudal levy –
a few proper fighting men from a lord’s following with a troop of untrained and
uninterested peasants. These could be expected to break if the men-at-arms are
defeated.
After a week of raiding, the supply line will get better guarded. In second
week, the reinforcements will travel with the wains, so matrix could be:
* 1-3 supply and reinforcements as above
* 4-5 cavalry
* 6 messenger
In third week, the supply will move in convoy
* 1-3 4-12 supply wains with 30-50 of levy
* 4-6 cavalry patrols of 10-15 riders
At this point, the party can probably do little more and should return.
On return, they should find the enemy has succumbed to poor food and disease and
has pulled back with the Prince preparing to pursue. Another battle could be
fought in the hills, weighed heavily in the Prince’s favour, if the party hasn’t
done too well.
5 – Victory: This scenario is for a swashbuckling style with fast combat and
more concern for fun than realism at its deadliest. The enemy invasion is broken
and has fallen back inside its own border but the Prince has decided to press
the attack to annihilate the threat once and for all. The remaining enemy army
is now besieged in a fortress town, just inside the border while the Prince
demands handing over of the leaders and laying down of all arms. He judges he
probably has enough strength to carry the walls by assault though the cost will
be high. They learn (a prisoner, traitor, magical?) however of a drain leading
from inside the fortress into a moat that protects part of the wall. It is large
enough for a person to crawl through but involves swimming underwater to its
entrance and making the first part of the crawl underwater. (This is possible on
one breath but should require a difficult skill throw to avoid panic). An
initial scouting will reveal that the other end is blocked by an iron grille and
patrols move past the entrance very regularly. However, the Prince is planning a
pre-dawn assault on the walls anyway, and it seems that a party could slip out
of the drain unnoticed in the confusion of the attack and hopefully open the
gate. A certain element of trust is probably going to be necessary here for the
player to take this on 🙂 – perhaps they would prefer siege ladders and burning
oil? Best of all is let coax the players into thinking up the scheme themselves.
(ie. they can be the bearers of the information about the drain to the prince,
discuss it with “him,” etc).
Assuming they take it on, they will need a means of opening the grille which
should be provided by the Prince if the party has not the means. A means of
breaking iron will come handy later too.
The wall has a structure of buildings on the inner side providing rooms for
archers to use arrow slits, stores of defensive equipment, stairs, access
passages and barracks. A good map of these (making up three levels, mostly one
room wide, two at the base) is needed. The drain grille will open into a ‘room’,
three sided and open to the inner court where the sewer ditch comes in. No
access to any other rooms in the level. It will be a reasonable distance from
the gate. The gatehouse itself will be on the middle level and accessible only
from an internal passage past barracks on this level.
So how do the players find fun instead of sudden death for their characters? My
approach was to play this as a series of running fights, with the players
thinking up every means of deception they could and thoroughly inventive spell
use. It is dark and confusion reigns with people running everywhere. The players
will encounter various groups soldiers, newly waken, rushing to man the wall on
the most part, parties carrying supplies of torches to help light the wall,
slaves carrying barrels of oil for throwing on attackers, messengers, comrades
assisting wounded off the wall etc. On encountering enemy, they will
automatically assume that part of the wall has been taken. They probably will
fight but only briefly if the party is getting upper hand, whereupon they will
turn and flee, calling for reinforcements. The party should be forced into every
trick in the book to delay or ward off pursuers – give the party plenty of
feedback that these are working. If they adopt disguise, then they should
encounter a captain who tells them to follow him – away from the gatehouse :-).
Of course, unless you have decided the enemy in non human, then they probably
will be mistaken for friends anyway unless they announce themselves as enemy.
The gatehouse will only have at most two occupants – they weren’t anticipating
needing the machinery at the moment! The gate itself is a counterweighted
drawbridge, operated by a chain windlass. It will take some time (say six
rounds) to lower the gate by windlass and it is not much use till it is
completely down. The defenders will notice the moment it begins to lower and the
party will find things very hot at the gatehouse door very quickly. Of course,
if the chain holding the counterweights is broken, the drawbridge will open very
suddenly. A picture of apparatus might help your players. There is but one
entrance to the gatehouse which probably will be crowded by enemy with the gate
down, but players could squeeze through the gatekeeper’s watch window – a 20′
jump into the moat. If any of your players fancies a glorious character death
then now is probably a great moment.
Becoming A Tribal Warrior Phil Scadden P.Scadden@gns.cri.nz
Medium Fantasy Quest Wilderness Rural
A tribal group that the party wants something from (eg. horses, specialised
bows, arcana) will only deal “Fingers of the Fist”. Ie, at least one member of
the party must successfully prove themselves as a tribal warrior for which there
is a traditional initiation. The traditional fighting band is the five strong
“Fist”, consisting of “fingers” (initiated warriors) and led by a “thumb” – the
eldest finger.
Normally tribesmen would go through initiation at 14-16 years old, so the
procedure shouldn’t be too dangerous but they may embellish the procedure
somewhat for outsiders. This can be used as to make use of some less frequently
used stats, eg. a rough ride to test horsemanship. A test of pain endurance
should be part of it. Tattooing or branding are obvious and could use things
like max-hit-points, constitution, mental stamina, stats for the test. A test
concealed to the players could be made by an estimate of the no. of times the
character has been wounded. While having limited playing interest, the resulting
brand might led to interesting plot developments “back home”. A more interesting
component of the test could be a stealing mission: a central totem of some kind
in the tribal villages is generally surrounded by curious pottery votive bowls.
The design of these bowls being distinctive to each village. The task is sneak
into a neighbouring village and pinch a bowl. Since the tribes live pretty much
at peace, spilling of blood much more than a bloody nose would be severely
frowned on and likely to cause blood feud. (The party may or may not be told
this depending on how you might like to develop this). This is naturally a game
played by the younger tribes people and the night guard on the totems would only
be 13-14, on possibly a new “finger”. Their preferred “weapon” against would-be
raiders is a foul yellow dye that takes a week or so to wear off. A person
marked with such a dye, would be a general laughing stock. A daylight raid would
be considered very daring though no especial guard is placed on the totem at day
and entry to the village could be gained on some other pretext.
The test should conclude with combat. Suggested is tackling a suitable large
predator – but with no armour etc., and only a dagger for a weapon.
An enemy (may be a monster as well as human) killed in honourable combat (ie the
enemy had a chance), may qualify the “finger” for a silver ring awarded by a war
council of “thumbs”. An extension of the plot here might be an incident that
lets the players become Ringed Fingers.
“Wolves” On The Pass Phil Scadden P.Scadden@gns.cri.nz
Long Fantasy Guarding Road Wilderness Mountain
As a plot this is pretty sketchy, but is hopefully an antidote to the “wandering
monster” syndrome. Ie. “You meet monster x.” “We beat the stuffing out of it,
then proceed.” The idea is use weather and fatigue rules plus the wolves to
provide a night of high tension and brainstorming but perhaps surprisingly
little combat.
The idea is to get a trading mule-train over a broad mountain pass to the
plain’s people beyond as early in the season as possible. High profit is assured
by being the first trader of the season through, ahead of any big caravans. The
mountain pass is fast way through which a mule train of light, high-value goods
(ie spices, salt, liquors, specialised textiles) can exploit, returning later in
safety with first choice of furs and winter craft-goods in exchange. The players
may be doing it this on their own account if sufficient organised, or may be
paid as escorts. Either way, their return should be proportional to the number
of mules brought safely through the mountains. The hazards are cold and wolves,
though some rarer nasties might come into play. Instead of a single encounter,
the wolves will dog the party all the way, avoiding a fight but occasionally
making rushes in hope of panicking a horse or mule loose. They also will worry
the party at night, calling fatigue rules into play. Wind, rain and cold will
also take there toll, hampering defence efforts. I find turns of 3 hours from
6am to 6pm, and 4 hours from 6pm to 6am to be good for this type adventure.
Also, I wouldnt bother with the tedium of mule/horse v. wolves fights. Assume
that the wolves are opportunist and 4-8 will rush an opening. If it goes
well, then more will join in. Give the wolves a 1/6 say (better if mobility
reduced etc) per combat round of bringing down a mule if not interfered
with. Will retire immediately if resisted. If defenders say all go to protect
say the tail of train, then good chance that another group of wolves will
seize chance to attack elsewhere. The very first attack can be full-scale
(all the wolves) but wont last more than 4 rounds (probably less – as long
as it takes to realise that mules are defended). It will with luck 🙂 though
panic your magic users into wasting a lot of power that they will have trouble
regaining.
The wolves should perhaps be in inverted commas – because I don’t know or care
whether the behaviour I’m describing is “realistic” (not being part of the New
Zealand ecology!). Call them something else appropriate to your world if need
be. The party will pick up a wolf pack early in the piece. The pack is very
hungry though certainly not suicidally so, having unsuccessfully chased their
normal prey (deer or something else suitable) over the pass. They are NOT
interested in the humans, being too prickly for the amount of meat to warrant
the trouble unless conditions are very favourable. They are however very
attracted by the mules which they can easily outrun especially when laden with
about 200lb of goods. Any horses are also very good game in heavy snow, though
they will outrun wolves on hard ground. Attacking animals they will attempt to
hamstring or take out the jugular. Faced with humans, they will generally
withdraw, out of missile range if necessary. A human isolated even temporarily
from others will be game however provided odds of at least 4 to 1 can be brought
to bear. Wolves to the front will “face off” keeping out of weapon reach but
feinting lunges to help the attackers from behind. These will attempt
hamstringing, or a knock-down followed by worrying to the neck. At any concerted
attack on them, they will fade, especially if one their no. is hurt or killed.
They will eat their own dead quite happily when safe to do so. The pack animals
will be frightened and likely to bolt with each attack. Some kind of beast-
mastery/horsemanship should be tested on each occurrence unless the party have
devised foolproof tethering. If the wolves successfully get an animal, then the
party will have a respite of several hours. The attack will end when either the
wolves have eaten about one animal between two/three; they have lost a quarter
of their number; or easier game presents itself. (GM could be dicing for this or
just pretending – bring on the other animals when the party has had enough).
Weather can be manipulated gloriously in this scenario:
Wind should make all missile-fire difficult. Rain should affect bowstrings and
visibility.
Cold should affect all manual skills at very least.
Snow should affect mobility.
Here is an example crossing: A successful weather-forecasting will tell bad
weather on way, but they should clear the pass if hurried. Snow is encountered
in patches as the party climb through sparse timber – and suddenly they have a
wolf pack about them making good use of the cover to avoid missiles etc. while
making occasional lunges. (1 per turn at most). The sparse timber gives way to
thorn scrub as evening comes and party will take severe cold effects if they do
not camp here. Fire is possible but the timber disappears as thorn-scrub gives
way to snow-covered grasses and rock higher up. It gets very cold during the
night and the wolves make lunging attacks 1-2 per turns. The idea here is the
party becomes fatigued, spell-users cant replenish power etc. As each attack is
met, the wolves will melt back into the night, gathering in again an hour or so
later.
The next day bodes bad weather as the wind rises and the sky darkens. As the
party trudge through heavy snow they should take further cold and fatigue
minuses while the rising wind will play havoc with missile fire. If they turn
back, then a heavy snowstorm will block the pass for nearly two weeks, while a
forecasting will still indicate they can cross before the storm hits. The wolves
are unencumbered and will tread quickly over the icy surface on the snow. They
will only attack 2-3 times today, but will aim at the horses. The broad pass,
fortunately relatively safe from avalanches, will be crossed in the late
afternoon and the storm gathers fury. The snow is not so deep on the southern
side and large rock formations and boulders make numerous sheltering points not
far down the southern side. GM might like some other nasties living in these
cave-like shelters though. It will be 4 freezing hours in pelting snow though
down to firewood. At least the shelters and weather will mean little attention
from wolves this night.
Next morning is somewhat warmer and the snow-showers give way to rain. By the
time the party gets down to the tree line it is pouring, making fire (which
they are probably reliant on) impossible without magical means. Hopefully their
magic- users will have had a night’s sleep by now :-). The wolf attacks will
get very intense in the timber (they are now really hungry), before perhaps
other easier game takes them away.
Defending The Coast Phil Scadden P.Scadden@gns.cri.nz
Medium Fantasy Guarding Coastal
This plot is meant as a strategy exercise to give a change of pace for high-
status characters (ie the characters are recognised and respected).
The idea may be of use at a lower level. Characters with scrying and/or night
vision capacities will be especially useful.
Plot. A coastal region about a port town has become the target for foraging
pirates, based somewhere in a nearby archipelago. The lord in the town has asked
the characters to assist in setting up a defence against this menace. Mostly the
raids have been strictly foraging but a recent one overpowered a sleeping manor,
killing its owner and with all the young women carried off. For groups so
inclined this plot can easily include a simple board game based on the map, with
the turn being a week, and then dicing for if and where an attack will come. The
GM then looks at what the characters have put in place and adjudicates a result.
The GM can control events on a more abstract level if this doesn’t appeal – the
fun is in devising the strategy and counter-strategies. They should be thinking
up plans for watches, message passing, deployment of forces etc. A good place
for the characters to get directly involved is in attacking the boats themselves
while the bulk of the crew are raiding inland.
Here is a more detailed scenario as an example.
The Pirates. These are actually the losing navy from fratricidal wars on the
far continent preying mostly on their own countrymen’s merchant trade in
vengeance. They have 12 viking-style boats with crews of 20-40 each. The leader
is a cunning captain and will order appropriate measures against defences (ie,
they will understand a lit beacon and its implications as well as the intended
receivers). The coastal strip concerned is very convenient and it would be
difficult to go further afield. It is only due to a botched campaign against
them that they are forced to forage off the coast to this extent and the word
is forage as opposed to rape and pillage. The leader did not order the attack
on the manor and was not amused when he found out about it, guessing correctly
that it would result in stronger defences. The usual attack mode is to travel
well off-shore (though they have been slack so far) at day, then run ashore
pre- dawn. The raiding party goes inland while 5-9 remain to guard the ship,
usually lying slightly off-shore rather than beached. The raiding party will be
competent fighters though they will back off from significant resistance,
particularly if it endangers the ship. Animals are driven back to the ship on
the hoof, while anything else has to be carried on the raiders’ backs. If a
ship does not return or has encountered major opposition, then further raids
will remain well out of sight of land by day. If a second ship is lost, then
the raids will be carried out by two ships at a time to make a large combined
force with extra guards on the ship. The loss of four ships will force the
captain to move foraging elsewhere and raids will cease.
Resources. The town lord has a sizeable following of men-at-arms based in the
castle as well as three fighting ships, properly part of the navy. These ships
will outpace the pirates on short hauls, (less than 1 hour apart), due to
superior no.s of oarsmen but are no match for the longboat under sail as the
oarsmen tire. There are 20 villages/hamlets scattered about the coast that can
raise ill-trained militia at a push (ie with a backbone of real men-at-arms in
command) but mostly the villagers will be too concerned with protecting family
as they hightail out of it, probably driving herds if they have time. There will
be one or two manors of nobles near each village though and these usually retain
2-6 men-at-arms who can be commanded. The population will be generally
enthusiastic for measures to counter the pirates, particularly if they don’t
have to actually do the fighting. They will man look-outs and beacons reliably.
Any time a pirate is captured, there is a 50% probability of finding a chart
(providing the ship isn’t fired). This covers the coast and archipelago quite
well and while it wont locate the pirate base, it will be noticeable that part
of the archipelago is drawn in far more detail than the rest.
Travelling Companions Phil Scadden P.Scadden@gns.cri.nz
Long Fantasy Intrigue Quest Road
People met on the road, (random or otherwise), I have found to be great sources
of plot and fleshing-out material for the world. An encounter might begin with
hearing sounds of a fight round the next corner. On rushing up, the players find
a merchant’s caravan under attack. If they help, they will have a useful contact
who is probably well-disposed to try and reward them. If travel is dangerous in
your world, then locals on the move will be hoping to team up with a well-armed
party. This can get players away from the inevitable inns as plot starters. Eg.
” Well we are finally back in Jardor – these villages don’t change
much.”
” Same rotten-looking inn – lets see go chat up our good merchant Waller instead
and see if we can con a free meal and board”
GM – you go to Waller’s house.
” My friends! Newly arrived back in these parts? Come in, come in -I’ll get the
servants to send us some refreshments suitable for the travel weary. – Oh, I
would like you to meet the Lady Damier – we have just been discussing a certain
difficulty of her’s, haven’t we my dear. These good folk might be just the
people you need … ” etc etc.
When players get used to meeting fellow travellers on the road, then some not so
random ones can be throw in. Eg., a thief on the run; a mage burdened with some
powerful artefact that he/she cant properly control; a dying messenger etc. A
couple of good ones though are:
1 – THE SPY – so how do your good role players feel about king and country?
They meet with what appears to be a foreign merchant riding a single wagon,
along with his cook, apprentice and a mule skinner. In reality he is a spy,
sounding out local opinion on the rulers, gathering information on defences and
paying off his collection of local spooks. A false bottom in his wagon will be
full of money for the payoffs and bribes. The meeting will be on a wilder
stretch of road, and he will suggest the party travel with him – even offering
to pay. If the players are in their own country, he will be interested in their
opinions of the ruler (your players have some? 🙂 ) and will be telling various
scandalous and completely untrue stories about them. If they are also
foreigners, he will be asking after any military information they may have
gathered in their travels, in a roundabout way. A lovely role for the GM. You
need plenty of events to create the GM-player dialogue. Here are some suspicious
ones that will help the players.
Attack – the wagon IS attacked. All of the spies party, even the cook,
reveal themselves to be very competent fighters needing little protection. They
may use some fairly rare and difficult weapons too.
Visitors – by day another well-armed man of same nationality will ride
up (actually he is part of the same party). He will be taken aback a little by
the party’s presence as he has important news of a hidden defensive fort near a
ford to impart. The spy will pretend he doesn’t know him but hail him as a
fellow-countryman, bidding him drink a toast in the wagon and share news of
home. Players will need some special listening skill and the language to hear
what they say. On leaving, he will nearly ride into the cook and they will curse
each other by NAME, despite never having been introduced. At night, a watching
party member might notice one of the spy’s paid spooks, ( a scruffy local
peasant ) creep into the camp to collect his pay and warn the spy of an army
patrol. If the players confront the spy over this, he will say the man is a
blackmailer, knowing of an unfortunate deal with a local lord and demanding
money not to tell the lord he is back.
If the players start getting obviously suspicious, the “merchant” will suggest
the road is safe now and they ride on unencumbered by him. If they still stick
around, he will sabotage his own wheel and beg the players ride to the nearest
village and send back a wheelwright. “Continue on then, don’t worry about me.”
If the characters leave but then watch from hiding, they will see the armed
horseman return and the “merchant” will trade clothes and places with him,
allowing the spy to continue overland while the others see to the wheel.
The spy scenario could be a prelude to the invasion plot, described in “We Go
to War”
2- THE UNWILLING BRIDE – a flash outfit of two coach/wagons led by an austere
old noblewomen will beg the party help protect them. She will tell them they are
taking a bride to her wedding in a nearby (about 2 days away) town and their
escort has unexpectedly had to pursue a known rogue with his cronies, who tried
to waylay them. The woman is the bride’s guardian aunt (she is an orphan) and
the wedding is an arranged one to another powerful family for mutual control of
the bride’s estate, enriching both families at the bride’s expense. The “known
rogue” was her real love (perhaps a Romeo from a despised rival family?) trying
to deliver her. The party also consists of several grooms, maidservants, an aged
valet (on the brides side in any encounter – he is loyal to her parents memory)
and two dour men-at-arms. The bride is desperate and while she will be unable to
appeal directly to the party, the valet will be her messenger and tell them of
her plight. While finding a way to spring the bride and reunite her with her
Romeo shouldn’t prove too difficult for the party, this plot should deal a mass
of consequences to the party. They will have gained some very loyal friends but
contracted two influential families of enemies. The region should become very
hot for the party with wonderful potential for a vendetta.
On the Road you meet… The question Phil Scadden P.Scadden@gns.cri.nz
Chuck
Short Fantasy Any Road
Some time back on the net, Chuck asked the question:
” The party in a fantasy campaign is travelling on a major road between two
large cities. The distance between cities is 10 days on horseback. My question
is, what could they possibly meet on the road? The few ideas I’ve come up with.
1. Caravans. Small, medium, and large. I don’t know if they would stop for any
traveller or not.
2. A man galloping fast on horseback (he is a messenger).
3. A guard patrol, who would look at the adventurers, and perhaps ask them
questions.
Any other ideas? – Chuck”
Well the net did indeed have some ideas. Some longer responses have been
included in the main section of the book – but here is a collection of shorter
responses.
================================================================================
“On the road you meet…” HMD H.M. Dykstra hdykstra@titan.ucs.umass.edu
Medium Fantasy Any Road
(1)
A travelling party crests a hill and comes upon a ford across a shallow quiet
river. There is a group of some 25-30 people standing in the water, all naked
save for masks/hoods. The group includes a variety of people from young children
up through stooped grandmothers. They are performing some kind of ritualistic
cleansing. As the party approaches, a stout, grizzled man steps out and invites
them to take the blessings of .
This would, of course, require the characters to undress and don the ritual
masks as well. The nature of the god and the ceremony itself would have to be
tailored to the campaign.
(2)
It is after dark, and the party has been delayed. They are riding along the road
in hopes to come to an inn that they expect to find. They come to a building
which gives forth warm light and the sound of players can be heard from inside.
The sign over the inn has been effaced by time.
If the characters enter, they will find good beer and wine, and simple but
hearty meals at a decent price. The crowd is friendly and jovial, and warm beds
and good fellowship are readily available. In the morning, the inn is gone and
the characters will awaken, cold stiff and hungry, on the bare ground. If you
want to make it really nasty, one or more of the characters may be stricken with
an irresistible urge to return nightly to enjoy the hospitality of the phantom
inn. Eventually, he will starve or freeze, and become one of the permanent
guests there.
And some short ones…
A group of pilgrims, travelling to a shrine or religious site, possibly for a
holy festival…or a human sacrifice.
A small footpath into the hills/woods/whatever, leading to a hermit’s house. The
hermit may be a sage, a crazed ex-magic-user, an alchemist, a witch…
A roadside gravesite. Lots of possibilities.
The ruins of a castle, city, or something, destroyed in war some hundreds of
years ago.
A small, untended shrine dedicated to a local demigod. Failing to make
donations could lead to bad luck. The wrong kind of donation could be worse
than none at all. (A few of these and your players will start to take more care
to learn something about the lands they are travelling through.)
A small, mysterious monastery, that welcomes travellers.
A witch-burning.
A small hamlet, burning and deserted but for a few dead peasants.
================================================================================
“On the Road you meet…” JSN John S. Novak, III darknite@cegt201.bradley.edu
Short Fantasy Any Road
Restricting myself to ‘civilized’ encounters (meaning, not animals, monsters, or
empty land formations) here’s what I can come up with:
Toll gate, or toll bridge. May be a legitimate government fine, may
be a bunch of brawny idiots with an attitude.
Travelling entertainer (bard, gleeman, minstrel, etc.)
Travelling group of ‘players’ (like a small acting and entertainment
company) or a small travelling circus.
Small band of brigands, waiting to prey on the caravans you had
mentioned.
An escaped criminal, fleeing from a city justice system.
The bounty hunter hired to collect the aforementioned criminal.
A pair of young newlyweds, fleeing their powerful, but opposing
families (see ‘Romeo and Juliet syndrome’)
Also remember that a major route between two large cities will probably be well
travelled by caravans, as you mentioned, and there would probably be small
villages and farming communities scattered through out. If the ground is not
farmable, there will be inns in place of the farming villages. Probably one
every eight hours of travel for a caravan, which might translate to two or three
a day for a small, mobile, party on horseback.
(That last is just a swag. It does sound like a lot of inns. But then, not too
many are going to be great huge ones.)
================================================================================
“On the Road you meet…” CH C. Hartley CHARTLEY@ESOC.BITNET
Short Fantasy Any Road
Quite a few good ideas gone in already so I’ll just list one of my favourites..
The Mountain Mirage – a creature that appears to each PC as whoever, including
animals, they would like to see at that time. If carefully used you can have it
lead away a PC thinking that he is following another PC they were looking for,
or whatever else springs to mind. This creature should make its entry at the
right moment, when tension is already building.
As the name implies I had it living high in a snow-filled mountain pass, but I
see no reason why it can’t have cousins that live in swamps, graveyards, old
ruins, etc…
================================================================================ “On the Road you meet…” JW James Wallis james@wonder.demon.co.uk
Short Fantasy Any Road
1. Bandits. Obviously.
2. A group of travellers who have been attacked by bandits
3. A rag-tag rebel army led by a displeased noble or a dispossessed bastard
offspring of the local monarch, on their way to usurp the throne
4. A monk on a pilgrimage
5. Lots of monks on a pilgrimage
6. Ordinary folk on a pilgrimage
7. Lots of monks on a crusade
8. Gypsies, travellers, tinkers etc.
9. Other adventurers
10. Rich people fleeing an outbreak of plague in one of the cities 11. A runaway
child
12. An eloping couple
13. Irate family members pursuing the runaway child/eloping couple 14. The other
family pursuing the other half of the eloping couple
15. A hobbit inside a locked wardrobe. Well, we left him out there on the road
sometime in 1987, and someone’s going to have to let him out eventually
16. Snake-oil sellers
17. Religious revivalists
18. Tollgates, official or otherwise
19. Low-flying dog fighting magic carpets. Or a magic carpet dog fighting a
dragon
20. Packs of wild animals
21. Spirits of the departed, doomed to walk the road for eternity until someone
breaks the curse that holds them there.
“On the Road you meet…” TM Theo Mora cocoa@msiadmin.cit.cornell.edu
Short Fantasy Any Road
Somebody in distress; bandits are going to do nasty things to him/her. Once
saved (if ever): he is going to introduce the party to the next adventure or to
an interesting subplot of whatever the current plot is, or just possesses the
clues to maybe successfully complete the present plot.
Alternative: he/she is very evil. Once saved, he/she invites the party to his
castle and makes disappear the party members one by one… a la Agatha
Christie… because he wants make a human sacrifice with them… Be sure to have
a NPC disappear early and reappear in due time to save the group, if they are
unable to get out of this by themselves. I used this plot, the group liked it
but I needed a Deus ex Machina In this plot the guy in distress must look nice
and not dangerous at all.
“On the Road you meet…” SZ Stephan Zielinski szielins@prodhp.us.oracle.com
Short Fantasy Any Road
Actually, you can have a lot of fun with harmless loonies. The PCs are already
expecting to walk around a corner and find three witches hissing at them about
doom and goats and whatnot; an occasional red herring is amusing.
For example:
A pale little girl in a raggedly dress, sitting gravely by the side of the road,
who watches the PCs approach in silence, and says, “Tey’res marnsther’s down ‘at
way.” The PCs may question her, but eventually they’ll turn their backs on her–
which is when she vanishes. Guaranteed to slow down their march…
A large hunting dog, obviously the property of a noble, that runs up to a PC,
whining, and refuses to leave his side, casting fearful glances all about. When
the party stops to rest, the dog vanishes.
At a crossroads: a foot-high cross with a crucified rat.
A man in a chef’s uniform running down the road gibbering “The knuckles… the
horrible knuckles…”
================================================================================ “On the Road you meet…” SP Samuel Penn samuelp@aifh.ed.ac.uk
Short Fantasy Any Road
A lone pilgrim building a shrine to his god at the side of the road.
A burnt and gutted village/inn which has been recently attacked by
bandits/dragons/an army/undead whatever. Maybe it’s a regular occurrence in the
area?
Inn run by thieves who rob likely looking travellers in the night (after
suitable doses of drugs in their sleep of course). Need some reason why they
don’t just kill the players of course.
Inn run by faeries just out to have a good time. When the characters wake up in
the morning, they find the inns moved/vanished, the residents have changed, or
any other worrying but non-fateful events. Faeries could make good use of
glamour et al to make anything appear as anything they want it to.
An army marching somewhere off to fight some war (or coming back from one).
Maybe first come across routing soldiers, then finally an enemy army in
pursuit/camped down whatever.
Massacred caravan.
An obviously marked trail just off the road leading somewhere. Someone in need
of help? A trap? A red herring?
No road. ie its vanished, gone, disappeared into oblivion. It just ends in the
middle of open plains. Maybe continues a few kilometres further on.
A herd of cattle crossing the road. They seem to appear some kilometres to one
side of the road, cross the road, and disappear several kilometres in the other
direction. Some form of rift in space/time leading to other worlds. (okay, so
I’ve stolen that from Mostly Harmless).
A lone horse, riderless. Still has saddle/saddle bags. Contents might give clue
to who the rider was, but not why he’s disappeared.
God. He wants them to find this cup…[Ed. See “Monty Python and
the Holy Grail if you cant figure this out]
A new lake/chasm blocks the road…
Demons/Dragons have set up shop on the road. Steady supply of food.
Of course, more sensibly:
Many small towns, villages and homesteads, with associated townsfolk. Village
rumors and scandals can be a great add to a campaign. Gives and sense of the
real world existing. Not just BIG magic, monsters, cities. Normal people are
around too. They shouldn’t just be Background (or god forbid, cannon fodder).
And if you really want to confuse your players
Another city. Unmapped. Perhaps illusory, perhaps it only overlaps the world
once every hundred years or so. Or the players just get mislaid by bandits who
altered the road to lead to a previously abandoned city, lost to time (great for
BG). Imagine their surprise as they come to what they assume is the proper city
and find it completely abandoned (save for traps from the bandits).
================================================================================
“On the Road you meet…” TWW Terrence W Wright tww133@cs.usask.ca
Short Fantasy Any Road
The remains of a small skirmish. Be sure to have several dead still steaming in
the morning mist (ie still warm). It works best if the PC’s are at war with
both sides (so they are not sympathetic to either side), then have a survivor
found from each side. Be sure to have both warriors promise whatever if the
PC’s will save them and eliminate the other. Also be sure to imply that someone
will be coming back here. Give experience if the Clerics administer last rites,
and if the PC’s are sufficiently solemn. There should be NO battle here. Just
role playing.
I pulled this one in one of my fantasy campaigns, and the PC’s saved both
survivors, only to find that the allies of one of the survivors had gone on to
the next town and looted it for supplies. (The nearest town happened to be a
PC’s hometown.)
“On the Road you meet…” BJD Ben Davis bjd12@cus.cam.ac.uk
Short Fantasy Any Road
Inns with irritating/eccentric landlords (lights out at 10, temperance village,
demanding the PCs take baths, only food available is what you pick yourself,
that sort of thing)
Goats that go bleat in the night (in a threatening manner…)
(watch that blood pressure _rocket_ 🙂 )
Shoe catastrophes (how many PCs have the gear to mend their boots ?)
or even worse, horse maintenance
Local Govt. representative charging them road tax (my lot thought it was a
bandit scam, and killed them…bad move). If they pay up, you can even give them
a road tax disc…
Helpful NPCs who just want to make their life easier (offering cups of tea,
somewhere to stay, in a quiet cottage in the woods, “if only you’ll chop some
wood sir, for I am frail” kind of thing – eccentric old ladies with too many
cats who really are just being nice)
Bridges down, flooded rivers, natural catastrophes in all shapes and forms
(especially irritating ones that are time consuming, or involve a change of
plan, without being life threatening)
“On the Road you meet…” CGP Colin G. Peters colinp@nano.engr.mun.ca
Short Fantasy Any Road
Travelling minstrels, as in bards, actors, etc… It’s used in oh so many plays
and movies (anybody see Rosencrantz & Guildenstern Are Dead? (bad spelling I
know) ).
Bandits. Used a lot I know, but you could make them original (or at least
interesting). How about a Robin Hood type band… Steal from the rich, give to
the poor, PCs are often rich 🙂 :). This is especially good if the PCs are all
(supposedly) good and claim to support this kind of rampant do-goodery. Just
wait till they realize *they* are now the targets 🙂
Monks or Pilgrims. These people can be nicely annoying to PCs. They may be
overfriendly, or attempt to convert characters, or ask for donations (travelling
Hare Krishnas anyone? 🙂 ). Monks can also be really useful… they know all
kinds of stuff, or, if you’re into that kind of thing, they could be carrying a
holy relic around with them.
Tax collectors. At certain times of the year the Lord/Sheriff of a barony would
send people around to all the villages to collect the king’s taxes. These people
would be heavily armed and would carry a whole pile of money. The PC’s might be
tempted to turn bandit- even if they had good intentions. However, stealing
taxes is one of the best ways to incur the wrath of the local lord, because then
he must pay the king out of his own pocket!
The single, unassuming stranger. Who is he? He could be a wizard in disguise…
he could be a dishonoured knight… he could be a young man looking for
adventure and escaping a nasty past. Why not just have someone ask to accompany
the characters. Make the person act mysterious and listen to the players
speculate. Players have really good ideas sometimes 🙂 (If they decide to kill
him for being mysterious then (a) your players are bloodthirsty and (b) this guy
could be a totally innocent traveller, perhaps with powerful friends).
—————————————————————————-
Phil Scadden, Scadden Research
55 Buick St, Petone, Lower Hutt
New Zealand
ph (04) 568-7190, fax (04) 569 5016
The Dungeons and Dragons Random Encounters Netbook is from the old Usenet/Fidonet archives. It created in the 90s for AD&D (Second Edition,) specifically. But was meant to be backwards compatible. Even better, this particular netbook was very generic – making it useful for just about any Dungeons and Dragons game including 5th Edition. It can also easily be used to kick off a plot in any other game system.
Like all the Netbooks I’m posting here, this is merely a backup meant to share these with other people. No copyright claims are made. Please visit the original archive!
Net.RandomEncounters.Book
ADMIN: This book is designed to hold random encoutners. Once enough
encoutners are added, you will be able to select an area, and then
roll for random encounters. It is more detailed than just plain
monsters, and gives leads into more adventures if the party wants
to pursue the possibilities. Use as you like! Distribute as you like!
All I ask is that you keep the authors and contributors with any
version you post. Thanks and enjoy! JMD
Author: Joseph DuBois (Scooby) Lost Net Access
Contributors:
Jared Thaler (ez040915@natasha.ucdavis.edu)
Jeff Hildebrand (jrah@ssec.honeywell.com)
Matt Carlson (matthew@rainbow.uchicago.edu) (mcarlson@nmsu.edu)
ShadowMaster (jcarl@pizza.ess.harris.com)
{ ADMIN: To Spur a little Creativity (rather than arguing about rules) }
{ I am posting (1/day) a new encounter that can be added to any }
{ campaign. The encounters are designed to be short quick }
{ events you can add without much thought. The encoutners are }
{ such that you can modify them to fit any level campaign. }
{ ADMIN: Some of the posts might look familiar, this is in case any }
{ players read this post they wont recognize the encounter and }
{ should not be able to respond to a set encounter. Similar }
{ encounters will be denoted by the NEW code extension (y). If }
{ an encounter has future or similar encounters it will be }
{ denoted by the extension xxxxxx1, xxxxxx2… }
{ ADMIN: I do not have the manuals with me most of the time so if I go }
{ against them, your options are (KEEP/CHANGE/DELETE)! }
{ }
{ The format is as follows: }
{ TITLE: Title of Encounter }
{ OVERVIEW: Quick overview of the encounter }
{ TRIGGER: How the encounter starts (What starts it) }
{ DESCRIPTION: Description of what the PC’s see/here }
{ DM NOTES: Notes to the DM }
{ KEY: Leads into future encounters/adventures }
{ }
{========================NOTES ON CODES================================}
{ 1xxx###y (Planet) }
{ 2xxx###y (Spelljammer) }
{ 3xxx###y (Any) }
{ }
{ x0xx###y (Any) }
{ x1xx###y (City) }
{ x2xx###y (Dungeon) }
{ x3xx###y (Forest) }
{ x4xx###y (Mountain) }
{ x5xx###y (Plains) }
{ x6xx###y (Bad Lands) }
{ x7xx###y (Swamp) }
{ x8xx###y (Wild Space/Sky) }
{ x9xx###y (Phlogiston/Sky) }
{ }
{ xx0x###y (Any) }
{ xx1x###y (Water/Port/Lake/Sea/River) }
{ xx2x###y (Artic) }
{ xx3x###y (Desert) }
{ xx4x###y (Tropical) }
{ xx5x###y (Road/Path/Bridge) }
{ xx6x###y (Temperate) }
{ xx7x###y () }
{ xx8x###y () }
{ xx9x###y () }
{ }
{ xxx0###y (Any) }
{ xxx1###y (Sargasso/Magic Dead) }
{ xxx2###y (Asteroids/Collapsed) }
{ xxx3###y () }
{ xxx4###y () }
{ xxx5###y () }
{ xxx6###y () }
{ xxx7###y () }
{ xxx8###y () }
{ xxx8###y () }
{ }
{ ——-y (Sub encounters[similar]) }
TITLE: 11000010-The Book of Demons (Planet/City/Any/Any, Cursed Object)
OVERVIEW: A thief will try to pawn off a book on the party that
has an entrapped demon bound in its pages.
TRIGGER: The women will try to sell the book to who ever wants to buy it.
She will start by asking 10,000 for the book, but will go as low as 100. She
wants to get some cash so she can leave the city. She will tell them that she
found it in a vault in the sewer.
DESCRIPTION: While walking down the street you see what appears to be a women
dressed in robes waving you over to the alley. Strung over her back is a bound
leather sack.
DM NOTES: The book does radiates a strong magic. Inside the book is a demon
that has been trapped by a powerful wizard. When freed the demon can do one
of two things. Perform an action for the PC’s for freeing it, or it could be
very pissed off and attack the PC’s (This is left upto the DM) The demon will
be freed by opening the book. The book is a heavy book with metal bindings,
and a gold lock keeping it closed(12 gp). She will tell the party that it
teaches you how to summon demons and control them.
KEY: The wizard who is owner of the book is tracking the book. He sees
the PC’s with the books and will hunt them down. Or if the PC’s let the demon
go he will request that they capture it back.
TITLE: 11000011-The Demons Book (Planet/City/Any/Any, Cursed Object)
OVERVIEW: A Demon will try to pawn off a book on the party that will
ensnare and teleport the party to the demons lair.
TRIGGER: The women (demon in disguise) will try to sell the book to who
ever wants to buy it. She will start by asking 1,000 for the book, but will go
as low as 100. The demon wants to sell the book so he can ensnare the party
and use their souls.
DESCRIPTION: While walking down the street you see what appears to be a women
dressed in robes waving you over to the alley. Strung over her back is a bound
leather sack. She is wearing an amulet (that radiates magic) and a small black
dagger stuck in her belt.
DM NOTES: The book does radiates a strong magic. The women will open the
book briefly to show that there is magical writing inside it, but then close
it before they get the chance to read it. After the book is sold the women
leaves (goes back to its lair). When the party starts to read the book it
teleports all within 10′ radius down to the demons lair. The lair is deep
below the city (under the sewers). It is hot and steamy and water(sewer)
seeps down the walls. A red fire light comes from a pit in the center of the
room, next to which the demon is standing. He smiles at the party and then
says “Welcome”. After which he attacks. [Note: this should be for a higher
level party. If not you can have a group of adventures save the party from
the demon. (they were hunting it)]. There is a small chest with treasure in
it from previous people teleported in.
KEY: If the party escapes out through the sewers the demon might
try to hunt them down, or send minons after them.
TITLE: 11000012-The Farmers Book (Planet/City/Any/Any, Cursed Object)
OVERVIEW: A Demon has pawned off a book on a local farmer that will
ensnare and teleport everyone within a set of wards to thy demons lair.
TRIGGER: The party hears a crier (or sees a sign) proclaiming that
the long lost blessed book of ______ has been found! Any who hear its
words will be blessed by fortune and be purged of all evil, etc etc etc,
this is really a clever ploy by the demon to get as many people to come
to the square and hear the farmer read the book, the deamon has placed
magic wards around the square.
DESCRIPTION: While walking down the street you see a young man walking down
the street reading from a scroll in a loug voice, as he approaches you
can here him speak,
“…Eternal Fortune, Wealth, Prosperity, Long life. Those wishing
to hear the words of the eternal, come to the city square at noon
tommorow where the sun shall bless all and all sin will be stripped
from your soals. Those who hear the words from the Blessed Book are
forever blessed. The book may be read but once, then it will return
to it’s creator. Come all and be blessed with Eternal Fortune…”
The criers voice fades as he moves out of sight.
DM’s Notes The “Blessed Book is actually a powerful magic item that
teleports all within a set of magical signs down to the demons lair.
The lair is deep below the city (under the sewers). It is hot and steamy
and water(sewer) seeps down the walls. A red fire light comes from a pit
in the center of the room, next to which the demon is standing. He smiles
at the party and then says “Welcome”. After which he attacks. [Note: this
should be for a higher level party. If not you can have a group of
adventures save the party from the demon. (they were hunting it)]. There
is a small chest with treasure in it from previous people teleported in.
KEY: If the party escapes out through the sewers the demon might
try to hunt them down, or send minons after them. Remember, not only will
the party be fighting to survive, they must rescue all these people and
take them from the abyss after the deamon is defeated, the demon
should retire to avoid total defeat, and the party may have to chase it
and subdue it to get it to send them ALL back (if the just say send us
back, the speaker and two people close to him may get sent back, but no
one else! Remember it is going to twist anything it can. (It should offer
them payment to leave and forget. Meaning it literaly strips the memory
of the entire incident from them.)
POSTED BY: Jared Thaler (ez040915@natasha.ucdavis.edu)
TITLE: 11000013-The Magic Book (Planet/City/Any/Any, Book of Infinite Spells)
OVERVIEW: A thief will try to pawn off a book on the party that is
actually a book of infinite spells
TRIGGER: The women will try to sell the book to who ever wants to buy it.
She will start by asking 10,000 for the book, but will go as low as 100. She
wants to get some cash so she can leave the city. She will tell them that she
found it in a vault in the sewer.
DESCRIPTION: While walking down the street you see what appears to be a women
dressed in robes waving you over to the alley. Strung over her back is a bound
leather sack.
DM NOTES: The book is a Book of Infinite Spells. It was stolen from a local
mage (who will be very pissed off). To limit the balance in getting the book
for such a small value, have many of the pages be blank.
KEY: The wizard who is owner of the book is tracking the book. He sees
the PC’s with the books and will hunt them down. One of the pages could have
a curse on the page, Thus when the PC uses that page (looks like a fly spell)
s/he is cursed. Thus an adventure to remove curse or find out what it is.
TITLE: 11000014-The Magic Absorbing Book (Planet/City/Any/Any, Cursed Book)
OVERVIEW: A thief will try to pawn off a book on the party that is
actually a book of infinite spells, but it sucks the spells out of any
mage who uses it.
TRIGGER: The women will try to sell the book to who ever wants to buy it.
She will start by asking 10,000 for the book, but will go as low as 100. She
wants to get some cash so she can leave the city. She bought it from a man
that was about to die. He said is was valuable, but does not know its true
powers.
DESCRIPTION: While walking down the street you see what appears to be a women
dressed in robes waving you over to the alley. Strung over her back is a bound
leather sack.
DM NOTES: The book is a Book of Infinite Spells that instead of allow a
mage to cast spells from it, actually absorbes spells currently memorized by
the mage. If a mage that has no spells currently memorized, then it will allow
the mage to cast the spell on the current page, just as a book of infinite
spells would.
KEY: None
TITLE: 11000020-Mistaken Identity (Planet/City/Any/Any, Accussed)
OVERVIEW: A local nodel was robbed in his coach about an hour ago, and
sees the party. He thinks that one of the members looks like the assailents
and calls for the local guard.
TRIGGER: A merchant walking down the street see the party and stops to
look at them when they walk by. A few steps past he turns and yells Thief!
DESCRIPTION: (Roll 1d6 [1/2 needed] to notice man looking at you) You notice
a man dressed infine clothes stop along side of the road and look your way.
As you pass by him he stares closely at your party. A few steps pass he yells
“Thief!” and points a finger at you! He then starts yelling for the local
guard. (Which are within hearing range)
DM NOTES: The noble is a local respected man. He actually thinks that
the group is part of the robbery team(or at least one member). If the PC’s
try to confront him before the guards get there he moves away. After the
gurads come in the ask the noble to tell them whats wrong. If the PC’s
attack the guards more guards will come and they will be thrown in jail,
or have to escape town! When the Nobel tells the guard of what he thinks
he mentions that the one he thinks is the guy/girl he says that he saw
a tatoo on his left hand. That will clear the PC’s if they dont have a
tatoo. If they do they have a tatoo THEY have to prove their innocence.
KEY: PC’s are hunted by the noble (if they flee). PC’s are bought
dinner as an appolgy and asked if they would help find the robbers (If they
are proved innocent)
TITLE: 12000010-Faster,Stronger,Better! A Kobold??? (Planet/Dungeon/Any/Any, Super Kobold)
OVERVIEW: A kobold looking for trouble accosts the party. He’s
tougher than he looks!
TRIGGER: The party is walking along a dungeon when they come across
a kobold decked out in plate mail (a little to big, was for a dwarf) and
long sword (used two handed).
DESCRIPTION: The party is walking along a dungeon and a lone Kobold decked
out in plate mail and wielding a long sword like a two handed sword comes
around the corner. He looks surprised and runs back out of view. The party
members should scoff at this. But then the Kobold comes screaming around the corner in a charge at the party. The party will notice that the Kobold is a
strange color of blue now and no longer struggles carrying the armor.
DM NOTES: The Kobold is a particulaly large specimen. So much so that he
can wear A Dwarfs Plate mail but barely. This guy had the fortune to come
across a Dwarf that and fallen victem to a deadly trap. The Dwarf had lot’s
of loot on him. Specifically a ring and lots of potions. The Kobold sipped
a few of the potions luckly surviving the miscablility table results. But
he did figure out what most of them did. The potions he found were: A Potion
of Storm Giant strength, A Potion of Super Heroism, A Potion of Speed. The
Ring he now wears is a vampiric ring of The Kobold has swollowed all of the
potions at once! He now has 34 HP, He now moves 12 instead of 6, Attacks 2
times around with a THAC0 of 15, Doing d8+12 points of damage with each attack
He can lift 1235 pounds so can easily pick up characters and through them.
The Super Heroism will wear off in 14 round so his THAC0 will drop to 20 but
the damage stays the same. The only side effect due to the miscibility is a
strange color of blue to the skin. This is permanent though other effects
will wear off. The DM may choose to make the miscibility a lethal combination
and the Kobold will die if the party can’t handle this.
KEY: When the party is feeling particularly cocky and will scoff at
attacking a lone kobold.
POSTED BY: ShadowMaster (jcarl@pizza.ess.harris.com)
TITLE: 13000010-Road Side Encounter (Planet/Forest/Any/Any, Treants)
OVERVIEW: While camping by the road one night not far from a town the PCs are
attacked by 3 Evil Treants.
TRIGGER: The treants wait till the PCs are asleep. Middle of night and any
fires are put out.
DESCRIPTION: (Durnig a watch) You feel a light breeze. The sound of tree
branches swaying in the wind. You think you see somthing move in the dim
moon light, you strain your eyes, but it turns out to be only a tree.
You turn your head back to check on the resting group, when you are
struck from behind…
DM NOTES: The treants will attack from all sides trying to seperate the party
into the dark woods. There are also 3 wolves close by hunting in the night if
the PC’s gain too much of an advantage too quickly.
KEY: Stuck within the hollow of one of the treants is a scroll case.
Inside is a map (DM supply map) to a treasure site.
TITLE: 14200010-Just in Time (Planet/Mountain/Artic/Any, Frozen Treasure)
OVERVIEW: While the party is travelling the come across another group
of adventures, that have met with a different fate!
TRIGGER: Travelling in some artic mountains the party comes across a
group of frozen adventures.
DESCRIPTION: As you make your way across the white baren snow you notice
a dark colored mound about 30′ ahead of you. [After Investigating] After
digging at the snow you come across a charred wood shelter. Most of the
wood has obviously burned away, but yet the snow covering the shelter
formed a bubble. Thus you devise that the fire happened after the snow
covered it. Inside the burnt out shelter you see the corpse of two dead
humanoids. The one body is wearing platemail and the second body is
lying ontop of a wooden box. Inside the box you find the diary of the
wizard “Zarule”.
DM NOTES: It was a fight between two wizards and a fighter. They had
recently found (while exploring) a powerful magic item. The item was
cursed, which turned one mage against the other two. One night while
they were camping, he put up a Wall of Force in a dome just as the other
mage was casting a Fire Ball. The snow fell on the Wall of Force and
created the snow dome. Also hidden within the shelter the party will
find a few provisions. These can be anything that will aid the party
if they are stranded.
KEY: The Party might want to go after the other wizard to try
to get the item. Or take revenge for the dead wizard and fighter.
DIARY NOTES: The cold is killing us. If we had not found the “Tooth of
Varlen” the other day I think I would of killed Jofa myself….Jofa is
changing. He wont let the tooth out of his hand and his eyes are falling
into their sockets…
TITLE: 14000020-Crash Landing (Planet/Mountain/Any/Any, Wyvern Down)
OVERVIEW: An injured wyvern is found that has stolen a chest from
a passing caravan.
TRIGGER: While travelling in the mountains(preferably not on a popular
road or path)
DESCRIPTION: While travelling in the mountains you hear some noises off
to your side. [A few seconds later] You hear the noises again. It seems
to be coming from over behind some rocks. [If they investigate] You climb
over a few large boulders and before you, you see in somewhat of a crumpled
mess a small dragon. And its staring right at you! It apparently is a bit
injured, because there is blood scattered about the rocks around it, and
its far wing is bent over in a way that it should not be! Also several bolts
and arrows are pertruding from its scales!
DM NOTES: The wyvern(not dragon) had attacked a caravan that was passing
a few miles away. It was for the most part successful, in that it grabbed
a large chest off on of the wagons, but it was severely injured. It was
able to fly away from the caravan, but crashed here in the moutains. The
chest is beneeth it. It can only use its mouth attack if the party stays
in front, otherwise it can use its tail from behind. (because its injured
only give it 1/3 of its hit points) If the party kills it and search under
it they will find the chest. It has broken open and there are 250gp, 120pp,
and 2 gems worth 100gp each. Also in a another smaller chest is a crown
worth 2500gp. The crown has a sigel on it of a local nobel. It was being
given as a gift to another nobel as a wedding dowry. If returned the local
nobel will be a good friend (future favors) and pay them 500gp total. If
they try to sell it there is a 25% chance that it is reckonize it and be
reported to the authorities as thieves! If for some chance they save the
wyvern (It is a true neutral being) then it will gladly give the party the
chest, and all, plus it will return back to its lair, and give them each
a small magic item (wand [few charges], ring +1, sword +1, etc…).
KEY: They could be arrested as theives. The wyverns mate will
definitly want revenge against those who killed it.
TITLE: 14000021-Crashed, but not out! (Planet/Mountain/Any/Any, Dragon Down)
OVERVIEW: An injured dragon is found that has stolen a chest from
a passing caravan.
TRIGGER: While travelling in the mountains(preferably not on a popular
road or path)
DESCRIPTION: While travelling in the mountains you hear some noises off
to your side. [A few seconds later] You hear the noises again. It seems
to be coming from over behind some rocks. [If they investigate] You climb
over a few large boulders and before you, you see in somewhat of a crumpled
mess a small dragon. And its staring right at you! It apparently is a bit
injured, because there is blood scattered about the rocks around it, and
its far wing is bent over in a way that it should not be! Also several bolts
and arrows are pertruding from its scales!
DM NOTES: The dragon was recovering a chest that was stolen from its
lair by an evil adventuring party. It was for the most part successful,
in that it was able to recover the chest, but it was severely injured. It was
able to fly away from the caravan, but crashed here in the moutains. The
chest is beneeth it. It can only use its mouth attack if the party stays
in front, otherwise it can use its tail from behind. (because its injured
only give it 1/3 of its hit points) If the party kills it and search under
it they will find the chest. It has broken open and there are 250gp, 120pp,
and 2 gems worth 100gp each. Also in a another smaller chest is a crown
worth 2500gp. A wand of magic missles (5 charges) is hidden in the bottom of
the chest! If for some chance they save the dragon, then it will gladly give
the party the chest.
KEY: The party might be in need of a friendly dragon in the future.
(eg: an evil dragon attacks the party and the gold dragon comes to the save
the party)
POSTED BY: This idea was actually from another poster, forgot his name.
If he sends it to me I will make sure to include it in the net book! Sorry!
TITLE: 14000022-Fake Injury (Planet/Mountain/Any/Any, Dragon Trap)
OVERVIEW: An red dragon is polymorphed as a gold dragon that is hurt. It
is trying to lure the party close so it can attack by suprise!
TRIGGER: While travelling in the mountains(preferably not on a popular
road or path)
DESCRIPTION: While travelling in the mountains you hear some noises off
to your side. [A few seconds later] You hear the noises again. It seems
to be coming from over behind some rocks. [If they investigate] You climb
over a few large boulders and before you, you see in somewhat of a crumpled
mess a small dragon. And its staring right at you! It apparently is a bit
injured, because there is blood scattered about the rocks around it, and
its far wing is bent over in a way that it should not be! Also several bolts
and arrows are pertruding from its scales!
DM NOTES: The dragon is actually polymorphed into a gold dragon that looks
hurt, but is not. It wants to lure the party in to try to get a suprise attack
on it.
KEY: There is no treasure local, but its lair is on the other side
of the mountain (10% chance of finding if not a ranger). Its mate is very,
very pissed off!
TITLE: 15000010-Stampede! (Planet/Plains/Any/Any, Animal Stampede)
OVERVIEW: Stampeding Buffalo’s through party
TRIGGER: Party can either be travelling or camping, and the Buffalo
stampede path runs into party!
DESCRIPTION: Off in the distance you hear a low thunder! You look in the
direction of the sound and you see a set of low clouds moving your way.
[A few minutes later] As the thunder grows louder and the clouds move
closer you see a small black object moving along the ground towards you!
[Let party take action] As it moves even closer you notice that its not
just one object, but rather a mass of objects (animals) running! Stampede!
DM NOTES: The stampede was started by a vilian who is charging the
buffalo towards a local town. The party should have a few rounds to either
try to get out of the way (not likly because they are running in a long line)
or prepare for the charge. If the party is unprotected when the buffalos
arrive they will be trampled. (15d6 damage). They party can try to divert
the buffalos away by scaring (casting spells in front of them. (reduce the
charging damage by 1d6 for each spell level cast (eg: Fireball will reduce
damage by 3d6 if cast before they reach party) (for lower level party just
reduce the damage) (also illusions will work) The stampeding buffalos will
run past party in the direction of a town. Above the stampede (in the air)
is a wizard that is hearding the buffalos towards the town. He is behind the
dust cloud so is hard to see (Even if they are looking up!). [If want to
change buffalos to a more exotic creatures – go ahead]
KEY: This is a good feeder, in that if the party is heading towards
the town that is in the path; then the town will be in ruins when the party
finally reaches it. The towns folk will try to hire the party to find out
what caused the stampede. A few locals might have seen the wizard floating
in the sky and then head off the way he came.
TITLE: 17000010-Hand of Silver (Planet/Swamp/Any/Any, Magic Found)
OVERVIEW: The party comes across a group of dead adventures, where
they find a magical hand.
TRIGGER: While travelling through a swamp the party stumbles across
an old battle site.
DESCRIPTION: Wading through the swamp you see dry land up ahead. A few
fallen logs and a large dead stump pertrude from the dry mound. As you get
closer you notice a fallen body lying behind one of the logs. Looking
around you then notice several arrows stuck in trees. Walking towards the
earth mound you stumble over a submerged body of a warrior. Trecking up
onto the mound you notice two other bodies lying face down in the mud.
DM NOTES: This was an adventuring party that was attacked by a local
group of lizardmen. They have stripped the bodies of anything valuable. If
the party searches the bodies, they find a fighter that has a left hand
covered with a long glove. If they remove the glove the see a silver hand
attached just above the wrist. The hand is made of pure silver. If it is
removed from the body it immediatly attaches itself to the holder replacing
the left arm(75%) or right arm(25%). If either hand is already missing it
will replace that one first. Once attached(old limb is severed off and falls
to the ground) it cannot be taken off until death. It functions as a normal
hand with no penalties at all. It has a normal strength of weilder, but
is conductive of electricity giving the wearer a minus two (-2) to saves
vs electrical attacks. In return it is immune to fire of any type. This is
the hand only and does not confer it to the wearer. In a hand attack it
acts as a silver weapon +1 and does 1d4+1 damage.
KEY: The lizardmen that attacked the first party might attack the
party. There is a local lizardman tribe close by.
TITLE: 21100010-Last Survivor (Spelljammer/City/Port/Any, Setup)
OVERVIEW: Illithids set a trap for an adventuring group
TRIGGERS: PC’s approach the sailor
DESCRIPTION: At the bar you see a drunken sailor stooped on a stool leaning
over the end of the bar. His mug is half full and most of what he is drinking
he spills over himself. Every once in a while he raises his head and yells
“Illithids boarding us captain!” or “The helms out captain, Were going down”
DM NOTES: If the PC’s approach the sailor and start talking to him. He will
tell them how he was aboard the “Fast Approach” passing by a nearby asteroid
field with a cargo of fine silks, and paintings when a illithid ship attacked
them from behind a asteroid. The battle was going OK until the illithids used
there probability travel to board the “Fast Approach”. The ship went down on
a asteroid. Barth. The sailor was soon rescued by a passing elven man-a-war.
None of the cargo was recovered. (In fact the illithids reprogrammed Barths
mind to think of that story. There is no ship. The illithids are just waiting
for a group of adventures to try to find the cargo. where they can attack.)
KEY: Barth (if healed of brin wash) actually knows of a lost ship
TITLE: 30000010-The Traveller (Any/Any/Any/Any, Time Traveller)
OVERVIEW: The traveller meets the party the first time.
TRIGGER: The party can be doing anything, from resting to fighting,
and it can occur any where from an alley to a forest to a mountain top.
DESCRIPTION: All of a sudden you see a bright light appear about 10′
in front of you. When the light dims you see a spherical bubble with a
man sitting in a metal chair that has all types of contraptions mounted
on the sides… He looks and you for a moment then says greetings..
DM NOTES: This is a time/space traveller, that can be used in an
on-going campaign. (This should be the first meeting though) The traveller
created a time/space warp machine that allows him to travel around to
different universes/spheres/worlds/times. The only problem is that he can
never leave the bubble except in his own time. He does have a built in
transporter that allows him to transfer non-living objects (no larger than
a basket ball) in and out of the bubble. He will greet the party and ask
the usual questions as where he is/ who they are/ what is happening/ what
has happened/ etc… He is a historian that wants to see all time. He
does not age while in the bubble.
KEY: If they are friendly he will give them a communicator
that will allow the party to talk one way to him through time/space. This
will allow him to know what is happening, and if need be(or wants) he
can come back and view the time-line. This can be a help for the party/DM
in that sometimes he can tell what the future is like because of a certain
action the party might be taking. Thus killing off the Kobolds will eventually
destroy mankind… Or he might be able to tell what happened in the past as
to give the party reference to some point. He will not(because he cant) go
to a specific time/place (thus the party can’t ask him to check out something
in the future and then tell them what happens) He can only do general time/
space shifts. Thus you (DM) can have him appear when you want, and have him
check up on the party. Or he can come back and tell them what has happened
or what would of happened if they did a certain action. (eg: The party asks
him to check out an action they are about to perform. He leaves, then 20 days
later he might appear and tell them what actually happened, or what might of
happened if they did it in the opposite action, He went to a different reality
to find out what happened)
TITLE: 30500010-You met a what? (Any/Any/Road/Any, Dragon Encounter)
OVERVIEW: The party is travelling along a road/path when they meet up
with a polymorphed dragon.
TRIGGER: The dragon approaches the party. He is sitting along side the
road that the party is travelling on.
DESCRIPTION: While travelling along the road you see an lone figure sitting
on a rock along side the road. As you approach you notice that its an old
man. As you get even nearing he raises his head and looks your way. Beside
him you notice a small sack and a quarter staff lying on the ground.
DM NOTES: The old man is actually a polymorphed dragon. He has a lair
not far from hear and from time to time checks out his land. He does this
by chagining into a travelling man/women or animal and travels along the
roads. If people are nice to him then he lets them go on their way, otherwise
if they seem rude or hostile then he leaves the party and watches them from
a distance. If they harm anyone then he will try to interfer. First he will
try to do it without getting directly involved, but if that doesn’t work then
he may make an appearence. (only if he knows he cant get killed). If they are
nice to him then he will travel along the road with them for a day or two and
then depart heading into the woods.
KEY: If the party is nice (or maybe just one or two of them) he could
become an ally. He will not reveal himself to be a dragon, but as a old wizard.
He may tell the party of a local area of trouble (orcs/raiders) or something
where they could collect the treasure.
TITLE: 31000010-Illegal Ore Cargo. (Any/City/Any/Any, Smugglers)
OVERVIEW: Smuggling of illegal cargo into a city
TRIGGER: The group of smugglers see the PC’s as they pass the alley and
are afraid that they are the local police. Thus they drop the Box. If the
PC’s ignore it they come back in ten minutes and finish the move.
DESCRIPTION: The PC’s are walking past an alley when the see several figures
down the alley moving a heavy box. The figures notice the PC’s and drop the
box and run!
DM NOTES: If the PCs explore the alley they wil find that the box has broken
open. The figures that were carrying the box are all gone. (Though they will
soon return with a total of 8 men [appropriate level for a good fight] – They
thought the PC’s were town guards) Inside the box is a large quantity of rare
ore from a local (planet/island) that is protected from trade agreements. If
try to sell the ore the will be arrested. The ore if processed will make a
+1 steel for making weapons, but has a green tint to it. and is easy to
enchant (thus it is valuable).
KEY: If the PC’s report the metal to the local authorities they will
ask the PC’s to explore the local (planet/island) to find the base that has
exporting the metal illegally.
TITLE: 31000020-Food for Naught (Any/City/Any/Any, Food Poisoning)
OVERVIEW: PC’s are eating at a local establishment where nobles and
dignitaries frequent. The food is poisoned!
TRIGGER: The PC’s are eating at the establishment, there are also several
local nobles currently at the establishment.
DESCRIPTION: Your meal arrives and you start eating when you notice a man fall
from his chair seated at the table to your side. The man sitting next to him
grabs his throat and starts to choke. You look down at your food and wonder?
DM NOTES: The food is intended to poison the local nobles and kill them. If
the PC’s make their save they are not effected by the poison (if they are high
level then make the save with a minus). If they fail the save then they start
to choke and in 10+1d10 rounds they will die. It will be easy if the party
has a cleric in the group, otherwise you might want to put a church down the
street that has the ability to save them. But make it cost them! Either a
favor to the church or a large amount of money. (NOTE: This is not intended
to kill the PC’s just a fun encounter, but stupid thinking never stops death!)
If they also save the Nobels that have eaten the poison they will reward the
party with a 100gp (total) and ask them to find the would-be killers.
KEY: If the PC’s save the nobles they will ask/hire them to search
out who poisoned the food. Or the PC’s may think that it was an arch villian
that tried to poison them.
TITLE: 31000030-Lions, Hamsters and Gnomes, Oh-my! (Any/City/Any/Any, Escape)
OVERVIEW: A Gnome circus is in town and the Giant Space Hamsters have
broken out of their cages.
TRIGGER: Three giant space hamsters have broken out of their cages, and
have started destroying everything around them.
DESCRIPTION: From down the street you hear faint yells! A few seconds later
the yells get louder and several scared mothers grab their children and head
for the small allyways. You then see two large fury creatures bounding towards
you! Further down the street you see another large fury creature knocking over
a caged wagon! A few seconds later two lions jump oout of the broken wagon
and attack the fury creature(sort of looks like a large 10′ tall mouse!). An
unfortunate mother and child get knocked to the ground in the scramble!
DM NOTES: The local Gnome circus is in town along with their famous giant
space hamsters. Someone has unlocked the cage they were in and they have
started causing alot of trouble! Two are bounding down the street trying to
get away, while the third is attacking the lion cage wagon that was next to
them. If left alone the hamster will be able to kill one of the lions, but
the other lions will finish of the hamster in 2d4 rounds. The child will
most likely die if not saved! (Good instigator for a paladin) The other two
hamsters will charge down the streets knocking over wagons, carts, booths
until either cornered or sedated (prefered by the gnomes) or killed! Gnomes
are running all about trying to get ropes on both the lions and lone hamster
while a crew of 4 head of after the two escaping!
KEY: Circus Owners want the party to try to find out who let the
hamsters escape! They will pay 100gp per head who help!
TITLE: 31000040-Lots of Land (Any/City/Any/Any, Land)
OVERVIEW: Local merchant selling land, that may not be available!
TRIGGER: Party is in the merchant district/bazar and a man from a
booth calls them over.
DESCRIPTION: Walking down the busy street you hear the usual sellers
screams and shouts! Then above all you hear a booming voice “Hey Fine
Sir!” “Hey Fine Sir!”, as you look to see where the voice is coming you
notice a fat gentlemen standing behind a stand! Layed across the top of
the stand you see various maps and drawing. Catching his eye he waves
you over towards his stand.
DM NOTES: The merchants name is Valorous. He is selling land deeds!
Valorous actually has proper deeds to MOST (not all) of his land. He
sells the deeds as squaters rights (the buyers have to establish a fixed
building on the land). The problem is that he is selling multiple deeds
to the same lot. Thus you can have several owners trying to setup on
the same land. Also musch of the land is very hostile in that there are
raiders, monsters, etc out there. There is a 20% chance that the lot of
land is false (either does not exist or does not leagally have the rights
to sell the land). (There is a 30% chance that the land is legal, but is
worth less. Swamp!)
KEY: If the land is false then the party may try to hunt down
Valorous (he has moved onto the next town/city). Or they might try to
establish a land holding. (I would make the land very hostile) This would
lead to the party trying to clear the land.
TITLE: 31000050-Dancing Thieves (Any/City/Any/Any, Thieves)
OVERVIEW: While in town the party sees a beautiful girl dancing in the
streets, while 2 invisible thieves pick pocket the party.
TRIGGER: The party passes the girl dancing in the street.
DESCRIPTION: While walking down the street you see a circle of people
standing around a girld dancing. You can barley see her, but from all the
screams and yells, you know she must be putting on some show! [If the
try to get a better look at her] You see the most beautiful girl you have
ever seen. You stare at her with wonder.
DM NOTES: If the party trys to get a better look at her they must save
versus paralyzation (Elves use their resistance to charm (-20%)) with a -4.
Working the crowd are two invisible thieves. If a memeber of the party does
save then there is a 20% chance s/he might be targeted (use a normal PP
roll to see if it succeeds). If the save is failed then there is a 85% chance
that they are targeted (no PP roll needed). The thieves take only small items
from the party (Keys/gold/gems/wands/rings/etc) [This is a good way to remove
a few small items from a party or to start another adventure because something
important was stolen]. After about an hour of this the group leaves.
KEY: The party might try to go after the group to get back their items.
The local authorities will ask the party to hunt them down. 50gp / head.
TITLE: 31000060-All in the beholders eye (Any/City/Temperate/Any, Beholder)
OVERVIEW: The party runs across a beholder eating a evil humanoid.
TRIGGER: The party is passing by (or through) a dark alley.
DESCRIPTION: About 20′ in front of you you notice a large spherical orb
floating over the remains of a man. Sticking out of the orb you see what
appears to be a arm, attached to the top of the orb are several tenticals
pointing about in different directions. To the right of the half eaten body
you see another body (possibly female) lying face down. As you stop to look
and the grewsome picture it stops chewing and turns a large pick eye towards
you…
DM NOTES: The beholder is actually a friendly beholder that has been
exiled from its clan. It is normally polymorphed into a half-elf and
lives above a local tavern. The only problem is that to fully eat it needs
to convert back to its natural form. It also is picky about who it eats!
The current victim was a thief attacking the down women (who is still alive,
just unconsious) (She will tell the story of the attacker if given the chance)
The beholder will not attack, and even try to escape if attacked. It will
explain to the party what has happened if given the chance.
KEY: If the party does not kill the beholder, it will try to make
friends with them. It knows many secrets about the town, and may be able to
help the party in the future. It will ask the party to keep its identity a
secret for fear for its life, and will offer the party a map that it found
on one of its victims as a bribe! Beholder is LN in alignment.
TITLE: 31000061-All in the beholders mouth (Any/City/Temperate/Any, Beholder)
OVERVIEW: The party runs across a beholder eating a humanoid.
TRIGGER: The party is passing by (or through) a dark alley.
DESCRIPTION: About 20′ in front of you you notice a large spherical orb
floating over the remains of a man. Sticking out of the orb you see what
appears to be a arm, attached to the top of the orb are several tenticals
pointing about in different directions. To the right of the half eaten body
you see another body (possibly female) lying face down. As you stop to look
and the grewsome picture it stops chewing and turns a large pick eye towards
you…
DM NOTES: The beholder is actually a scout beholder that has been scouting
the local city, to prepare for a takeover. The beholder will attack on sight,
and will try to eliminate any witnesses. If has to escape it will float off,
and when out of sight will polymoprh into a small human child. It will then
follow the party and attack them when they are uprepared.
KEY: If the party does not kill the beholder, and it is too much for
the beholder to handle, then it will send for others. Who will stalk the
party and city!
TITLE: 31000062-In the eye of the beholder (Any/City/Temperate/Any, Dragon)
OVERVIEW: The party runs across a beholder(dragon) eating a humanoid.
TRIGGER: The party is passing by (or through) a dark alley.
DESCRIPTION: About 20′ in front of you you notice a large spherical orb
floating over the remains of a man. Sticking out of the orb you see what
appears to be a arm, attached to the top of the orb are several tenticals
pointing about in different directions. To the right of the half eaten body
you see another body (possibly female) lying face down. As you stop to look
and the grewsome picture it stops chewing and turns a large pick eye towards
you…
DM NOTES: The beholder is actually a polymorphed red dragon that lives in
the city. It will use spells first, then use its breath weapon. At this point
the party should assume that it may not be a beholder. If it turns back into
its normal form it will fill the alley. But it will only do this in a last
ditch effort. It can only levitate up and down (2nd level spell).
KEY: If the party does not kill the dragon it will try to escape,
letting the party think that it was actually a beholder attacking!
TITLE: 31100010-Merchant Muging (Any/City/Port/Any, Muggers)
OVERVIEW: Muggers attacking a local merchant in alley
TRIGGERS: The thugs will attack the party if they interfere.
DESCRIPTION: As you walk by an alley you hear a scream from the darkness of
the alley. As they approach you see two people bent over a third.
DM NOTES: If the PC’s investigate they will find two thugs armed with
daggers robbing a local merchant. The merchant has been stabbed and is about
to die. (Bleed at 2hps for 3 rounds will put him at 0HP -Dead unconscious).
If the PC’s save the merchants life he will offer to give them transport to any
known (Spelljammer) port. Free of charge. or 5000gp. He has on him 35gp, 4pp,
18sp 6cp. A ring 250gp. A charter to pick up a cargo at a local port and
deliver it to an asteroid belt for 20,000gp.
KEY: If the PC’s pick up the cargo and deliver it. they will find out
that the reciepients of the cargo are Scro! The cargo is full of 5 med
ballista bolts +1.
TITLE: 33000010-Free Scrap Metal (Any/Forest/Any/Any, Meteor)
OVERVIEW: During the night a meteor crashes down near the party.
This hunk of space steel could be very valuable to the right buyer.
TRIGGER: The PC’s are camped out for the night in a forest not
too far from a small city.
DESCRIPTION: The watchman set up for the night sees a bright
streak, like a falling star, but much, much brighter. The ensuing
roar and crash wakes the rest of the party. It must have landed
nearby. Is this a gift from the gods?
DM NOTES: As the PC’s approach the area where they think the
meteor fell, they notice that there is a clearing up ahead. The
impact of the meteor has destroyed a small chunk of the surrounding
forest. When they reach the site, a deep voice says, “Hello there.”
It is only then that they notice a huge gold dragon surveying the
impact as well. If the PC’s attack, they may be in for some trouble –
the dragon is huge and ancient. If the PC’s talk, the dragon is
polite. The dragon knows no more about the meteor than the PC’s.
The meteor is cool to the touch by the time the PC’s arrive, despite
its fiery journey. The meteor would bring a nice sum of money in
the nearby city for its fine metal.
KEY: The PC’s should have no real way of carrying the
meteor and no way of cutting it either. If they befriend the dragon
and offer it a substantial reward, it could carry the meteor to
the city. The meteor offers fine steel and may be used to make
magical weapons and armor. The dragon will want at least half of
the meteorite’s value to carry it to the city.
POSTED BY: Matt Carlson (matthew@rainbow.uchicago.edu) (mcarlson@nmsu.edu)
TITLE: 33000011-Scrap Metal is Free (Any/Forest/Any/Any, Golem)
OVERVIEW: During the night a meteor crashes down near the party.
Its actually a iron golem that is from a spelljamming ship that crashed.
DESCRIPTION: The watchman set up for the night sees a bright
streak, like a falling star, but much, much brighter. The ensuing
roar and crash wakes the rest of the party. It must have landed
nearby. Is this a gift from the gods?
DM NOTES: The meteor is actually a iron golem that was on a spelljamming
ship. The ship entered the atmosphere out of control and burned up all
that was aboard, The only thing that did not burn up was the golem. As the
PC’s approach the area where they think the meteor fell, they notice that
there is a clearing up ahead. The impact of the golem has destroyed a small
chunk of the surrounding forest. The golem was under the control of a wizard
that was on the ship. It was controled by an circlet(crown), which did not
burn up if the crash, but is several hundred feet away, under a tree.
The golem, no longer under the control of the master will attack all living
creatures on sight. If the PC’s flee it will roam around the woods until
it finds more to kill. Inside the golem is a gem worth 30,000gp that
contains the summoned soul.
KEY: If the circlet is found then it should be damaged, thus
requiring the party to get it fixed (It should take a vast amount of money).
If they just leave it alone then it will eventually attack a nearby village
or city (Remind paladins of this possibility).
TITLE: 33000020 Oh, How they Danced (Any/Forest/Any/Any, Dance)
OVERVIEW: The PC’s set up camp not far from a clearing. A wild
dance begins in the clearing around midnight.
TRIGGER: The PC’s are camped out in a wood not far from a small
meadow. Around midnight strange sounds are heard and a fire is lit
in the clearing.
DESCRIPTION: The party is awakened by an eerie music played not
far away. As the PC’s rouse themselves, the notice a bonfire has
been lit in the nearby clearing. If the party listens carefully,
they can just make out bits of a song – in goblin.
DM NOTES: As the PC’s approach the area where the bonfire is
they see about twenty goblins dancing around a fire pit heaped
high with deadwood. The flames are reaching high into the air, and
a loud crackling can be heard as the wood burns. All of the goblins
are colorfully painted and ornamented but otherwise naked, and
bearing wineskins only. The goblins are actually not goblins, but
followers of Dionysis (or some similar god) wished into goblin
form (even to the extent of speech).
KEY: If the party parleys, there will be no response
until the dance is over, an hour before dawn. If the party attacks
all will flee. If the party waits, the goblins will leave once
the dance is finished, unless approached. Those who speak goblin
may learn what the goblins are and that an LN wizard wished the
dancers into this form as punishment for their chaotic tendencies.
Little save another wish can aid their plight.
POSTED BY: Matt Carlson (matthew@rainbow.uchicago.edu) (mcarlson@nmsu.edu)
TITLE: 33000021 Oh, How they Danced (Any/Forest/Any/Any, Fairy Dance)
OVERVIEW: The PC’s set up camp not far from a clearing. A wild
dance begins in the clearing around midnight.
TRIGGER: The PC’s are camped out in a wood not far from a small
meadow. Around midnight strange sounds are heard and strange lights
are seen coming from within the clearing.
DESCRIPTION: The party is awakened by an eerie music played not
far away. As the PC’s rouse themselves, the notice twinkling lights
in the nearby clearing. If an elven party member listens carefully,
they can just make out bits of a song – in Fairy, Sprite, or other
such type.
DM NOTES: The clearing is a Fairy Ring. The periodic dances
start here, but can travel anywhere and last for days/months/years.
The players will have access to Fairy Food, but if they consume any,
they lose their save versus the dance. If they don’t consume any
fairy food, they can choose to join in, or make a save to stop from
being “charmed” into the dance. Those who fail to save or chose to
join will be in the dance until it ends. A DM can use this tool to
easily shift the players in time (forward only) or place (so long as
there is a path that does not cross running water between where the
PC’s get caught in the dance and where it ends). There are many
different kinds of Fairy Folk usually involved and they are usually
inclined to talk to anyone who has joined the dance. After the
dance has completed, the players should have a growth of hair/beard
to match the length of time the dance lasted.
KEY: If the party joins willingly, they can learn a lot of
interesting stuff from the Fairies (examples: Location of monsters,
details about terrain, myths or legends, how to ferment “Fairy Fire”)
If a person is “charmed” into the dance unwillingly, the Fairies will
delight in teasing/tormenting them (depending on how nasty the DM
likes to run Fairies). The Fairies who enjoy the PC’s may give them
some token: a dram of Leprechaun Brandy, which could be sold for
comparitively large sums to other alcoholic drinks; a fancy carved
piece of jewelry; or other worthwhile gift for being good sports.
Those who saved and didn’t get caught in the dance will see it “fade”
in the morning light, taking with it their comrades, possibly
leaving them alone in the wilderness. If they want, the PC’s can
bring their animals (Fairies love additional dancers and aren’t
biased against animals…;-).
POSTED BY: Jeff Hildebrand (jrah@ssec.honeywell.com)
TITLE: 33000030-The Running Unicorn (Any/Forest/Any/Any, Ambush)
OVERVIEW: Kobold Witchdoctor uses illusion of a unicorn to lead party
into ambush!
TRIGGER: Party is either travelling through forest or resting.
DESCRIPTION: About 40 feet from you you notice a pure white horse eating
from a grass patch. It looks towards you, and you notice the long silver
horn ontop of its forehead. It takes off at a gallop into the woods.
DM NOTES: The unicorn is actually an illusion made by a Witchdoctor
Kobold. The unicorn will run off through the woods past where the kobolds
have set up several traps! In the nearby trees are several archers waiting
for the party to enter the trap area. The witch doctor has a wand of magic
missles (5 charges left), and a ring of protection (any +)
KEY: If the kobolds start to lose they will run aways leading the
party back to the kobold camp, where there should be a bunch more kobolds.
There will also be many traps and other archers waiting back at camp.
TITLE: 33080010-The Ambush (Any/Forest/Any/Magic Dead, Kobold Ambush)
OVERVIEW: The Kobolds know about this section of forest that is a anti
magic area. Thus they have set up traps to ambush the party.
TRIGGER: The party is going through the woods when they enter the area
that is anit magic, they get ambushed!
DESCRIPTION: You are walking through the woods when infront of you up
pops a branch fence. Quickly turning your just in time to see another branch
fence popup behind you!
DM NOTES: The kobolds have found a magic dead area, and have set up a
trap of branch fences to corral the party. The fences are 6′ and will take
2+1d4 rounds to cut through or 1+1d4 rounds to climb over/through. The
kobolds have perches setup in the trees where they will fire arrows down
into the corral. Note: no spells will work for the party as will no magic
items, like protection rings/armor, and stoneskins, etc… Thus the kobolds
should have easy targets against the party. The kobolds also have several wild
dogs they let lose to attack any one who may try to climb over/through the
fences.
KEY: The party hunts down the kobolds. The magic dead area is created
by a rare rock that is hidden beneath the ground.
TITLE: 33100010-The Fishing Bear (Any/Forest/River/Any, Beholder)
OVERVIEW: The drinking bear is a decoy for a beholder, that is
waiting in hiding to ambush the party.
TRIGGER: The party either tries to cross the river, or is camping
near the river.
DESCRIPTION: Upon coming to the river you hear some splashing up stream.
Turning you notice a bear rummaging in the water. Its a large bear, but
its currently between two a few fallen logs, and a dirt mound on the far
bank. [If they move closer] It still hasn’t noticed the party yet, and
as you move closer you notice the smell of dead flesh! Looking about
you see a pile of fish decaying away on the beach.
DM NOTES: The bear is actually dead, and is being animated by a
beholder behi9nd the fallen logs. It is waiting for the party to get a
little closer and then attack them from the side. Its using its TK to
move the bear around in the water. The smell is actually the bear rotting
away.
KEY: The beholder has a stash of treasure from other partys that
have fallen to the trap hidden on the far side of the dirt mound. Inside
a scroll tube is a map to the beholders clan.
TITLE: 37400010-Rat Infested Derelict(Any/Swamp/Tropical/Any, WereRats)
OVERVIEW: The party is travelling through a swamp when the come across
an old ship stuck in the middle of the swamp. A group of Wererats have
taken up home to the ship and want to keep it.
TRIGGER: The party is walking through the swamp and hear noises from
in the distance.
DESCRIPTION: Wading through the swamp you suddenly stop. Listening closer
you hear shouts, and cheers from deeper in the swamp. [As they get closer]
As you approach the noises get louder and louder. You also notice that the
water is getting deeper and deeper as you approach the noise. [In sight of
the ship] As you pear through the mist you see what appears to be an old
sailing ship. Yet you wonder how it ever got here inthe middle of the swamp.
The noises you can now hear clearly are the shouts of humanoids cheering
on some type of competition. You also notice may small rats swimming around
the water, and climbing trees, trying to get out of your way.
DM NOTES: The ship is actually an old spelljamming ship that landed here
in the swamp. On the far side on the ship is a big hole that is somewhat
boarded up (from a big fight in space) The ship landed here trying to
repair itself when it was attacked by a wererat. Soon the whole ship was
infested by the creature. The noises are coming from the interior of the
ship where a restling match is going on between a wererat and a were
Crocodile(it was infested years ago in a match). All the inhabitants of
the ship are currently at the match (set the number to appropriate size
to put up a good fight against party – min 5 + croc) The main leader will
flee if it gets too bad for his group. He mainly sits on a large stone
throne in the ship(which can be a working helm if you want) A stash of
treasure is hidden deep in the bowels of the ship.
KEY: Spelljamming helm to reach the stars(a nice way to get party
into spelljamming). Also one of the players could get infected with
lyncanthropy(must find a cure).
TITLE: 37400020-The Hunt (Any/Swamp/Tropical/Any, Lizardman Hunt)
OVERVIEW: The party comes across a semi-civilized lizardman tribe in
the middle of the swamp. The lizarmen setup a hunt to track down the party.
TRIGGER: The party can either stumble across a lizardman scout party who
will flee back to camp, the party can come across the lizardman camp (this
is better if it is a stronger party)
DESCRIPTION: [Lizardman scout party] Walking through the swamp you hear some
noises off in the distance. Stoping to concentrate on the noises you hear
shouting a couple hundred feet from you. Looking you see a few torches
(5 or 6) about chest level coming your way. Looking harder you notice large
humanoids carrying the torches, they appear to have a reflective skin as you
notice the torch light reflect off of them. Lizardman! They quickly notice
your group, turn and run in the opposite direction! [Lizardman Camp]Finally
coming to high ground you hear, shouts a few hundred feet in front of you.
Looking down you notice many clawed foot prints in the mud leading to and
from the water. Then suddenly infront of you you see a large group of
lizardmen, some have clubs, others spears, and a few even have swords. They
all start chanting, when a section of them part an out walks a large one
with many necklaces, and a staff. They all stop the chant, and the leader
holds up his staff. He says a few words in lizardish. The crowd starts up
a different chant, each time they finish a verse the leader lowers the staff
a little…
DM NOTES: If the party comes across the scouts use the second part as they
chase the lizardmen to the camp. Have the number of lizardmen be more than
the party could handle (thus hopefully they wont attack), so hopefully they
will have the sense to run. The leader (A shaman) is counting down to the
hunt. When his staff reaches the ground it starts. Have the lizardmen get
more and more excited each time a verse is finished. The idea is for the
party to run and be hunted. They should escape if they are not too thick
headed, and stay and fight. Once the hunt starts they lizardmen break off
into groups,so if the party does come across one or two groups they could
fight a little to slow them down, but this would attract more groups! If
the party is too stupid (thick headed) have the group get caught. Then they
are tied up and a great feast is prepared. If they party cant escape on
its own, have a group of lizardmen free the party. This special group is
a faction that is against the current leaders, which they want to see them
lose face, thus if the prisoners escape they may have a chance to take
control of the tribe. (This is more important than a feast to them)
KEY: The group may want to remove the lizardmen from the area. The
special group may seek the party to help them assinate the tribe leader.
The Net Rogues’ Gallery is one of the dozens of “Netbooks” that were created in the 80s/90s on Usenet and Fidonet messages boards to provide NPCs (Non-Player characters) for the First (DnD) and Second (ADnD) editions of Dungeons and Dragons. Despite that, most of these should take very little work to make into a useful character for the 3.0 and 3.5 (D20 Versions,) for Dungeons and Dragons 5th Edition, or use as templates for other Fantasy role playing games.
Compiled by Steven R. Hamby 1st August 1993
(S.HAMBY@MMU.AC.UK)
Have you ever been running a game of AD&D and suddenly find you need an
NPC to help your players out of a sticky situation when you haven’t prepared
any? Or turned up for a gaming session and found you’ve left your character
sheets at home? Or needed an arch-villain to give the game your running an
unexpected twist?
If the answer to any (or all) of these questions is yes then this work might
be of some use to you.
A “Rogues’ Gallery” is a collection of NPCs available for a DM to use in
his/her game to help or hinder the players. Many companies produce them for
use in theirs and other peoples game systems. This one was put together by
me using the contributions of some of the members of the AD&D discussion
list (AD&D-L@UTARLVM1.UTA.EDU) and my own “old” PCs and NPCs.
The major differences between the Net Rogues’ Gallery and other similar
publications are that:
A, this one is made up of material provided bt players and DMs of AD&D, not
games designers.
B, this one will be up-dated upon on a regular basis (provided people keep
contributing to it), which the others don’t.
C, its completely free and copies can be passed out to your friends free of
charge, ever heard of a gaming company allowing you to do that!
Of course there is still one thing to remember. If you wish to change any of
the entries within this work then it is recommended that you contact the
owner of that entry for his/her permission (the ones with no name or e-mail
address associated with them belong to me) before doing so.
If you wish to contribute to the NRG, complain about it, or point out any
“errors”, then please e-mail me at the following address.
S.HAMBY@MMU.AC.UK or
S.HAMBY@MANCHESTER-METROPOLITAN-UNIVERSITY.AC.UK
Contributors to the Net Rogues’ Gallery
=======================================
Alexande Shternshain – S1105272@TECHST02.TECHNION.AC.IL
“Brother Tyrus Hellbane” – C9108613@CC.NEWCASTLE.EDU.AU
Richard Farrell – IGACORK@IRTCORK.BITNET
Anthony Ross – ROSS@LCLARK.EDU
Ronald Jones – JONESRD@SJSUVM1.SJSU.EDU
“Wonderboy” – GUNNARH@DHHALDEN.NO
Robert Andrew – ROBAND@MONU6.CC.MONASH.EDU.AU
“Vampire Kiss” – HERR1516@SNYPLAVA.BITNET
Quick reference table
=====================
Name : Race : Class(es) : Level : Alignment : Sex : Edition
—————————————————————————
Alzandra : Human : Fighter : 4 : LN : F : 1st
Arrinoth : Human : Cleric : 5 : CN : M : 2nd
Azaghal : Dwarf : F/C (m) : 11/11 : LG : M : 2nd
Bansca : Half-elf : B/D/R (m) : 9/8/8 : NG : M : 2nd
Caleaxia : Half-elf : Cleric : 4 : CG : F : 1st
Callumas : Elf : M/T (m) : 6/7 : CN : M : 1st
Casxio : Human : r/m/T (t) : 10/11/12 : NG : M : 2nd
Dante : Human : Ranger : 2 : CG : M : 2nd
Do : Dwarf : Fighter * : 1 : NG : M : 2nd
Eli : Human : Cleric : 1 : NG : M : 2nd
Finovar : Human : Druid : 14 : N : M : 2nd
Galain : Dwarf : F/C (m) : 6/5 : LG : M : 1st
Gaston : Human : t/P (d) : 5/9 : LG : M : 2nd
Gayrlana : Human : Paladin : 2 : LG : F : 2nd
Gedric : Dwarf : F/C (m) : 10/10 : NG : M : 2nd
Gilim : Dwarf : Fighter * : 2 : NG : M : 2nd
Godfire : Human : Fighter : 1 : CG : M : 2nd
Greymoon : Human : Fighter : 12 : CN : M : 1st
Grimm : Human : Necromancer*: 14 : LN : M : 2nd
Hnaef : Human : Ranger : 2 : CG : M : 2nd
Keldin : Human : c/T (d) : 4/7 : CG : M : 2nd
Kyle : Halfling : Thief : 16 : NE : M : 2nd
Logastor : Kender : T/Psi (m) : 13/10 : LN : M : 2nd
Loraginos : Human : Invoker : 1 : LN : M : 2nd
Pellaeus : Human : Paladin : 7 : LG : M : 1st
Quentin : Human : Bard : 2 : N : M : 2nd
Rumpy : Human : Conjurer : 3 : CN : M : 2nd
S’questr’n: Drow : F/C/M : 9/9/10 : CE : F : 2nd
Sanas : Half-elf : Fighter : 4 : NG : M : 1st
Sethi : Half-elf : thief : 16 : N : M : 2nd
Tandeska : Human : Mage : 13 : LN : M : 2nd
Telieq : Human : Necromancer : 1 : N : M : 2nd
Tweck : Human : R/T (m) : 10/14 : NG : M : 2nd
Tyrus : Human : F/T (m) : 5/6 : ?? : M : ???
Uriah : Half-elf : F/C/M (m) : 1/1/1 : NG : M : 2nd
Valentine : Half-elf : Thief : 12 : N : F : 2nd
key
===
* = NPC is a kit of that class
m = multi-classed character
d = dual-classed character
t = triple-classed character
===============================================================================
The Net Rogues’ Gallery
=======================
Class: Fighter Level: 4 Age: 20 Eyes: Green
Race: Human Alignment: LN Height: 5′ 7″ Hair: Sandy
Deity: none Pantheon: Agnostic Weight: 146 lbs
Place of origin: Candanus Sex: Female
STR 17 +1 to hit, +1 to damage, open doors 1-3, bend bars 13%
INT 15 add lang 4
WIS 14
DEX 16 react adj +1, miss adj +1, defence adj -2
CON 18 hit pont adj +4, sys shock 99%, res surv 100%
CHA 9 max henchmen 4,
Weapon Profs Armour
============ ======
Broad sword Armour worn = Plate mail Actual AC = -1
Battle axe AC base = 2 Rear AC = 2
Dagger Magic adj = +1 Surprised AC = 1
Long bow Dex adj = -2 Shieldless AC = 0
Morning star Shield = medium
Hit points
==========
Hit die type = d10 Con bonus = +4 Hit points = 41
Hit points per level = 6/3/10/6
Combat
======
Thac0 = 18 Weapon in hand: Broad sword
Saving throws
============= base save bonuses modified save
Poison/paralyzation 13 — 13
Petrif/polymorph 14 — 14
Rod/staff/wand 15 — 15
Breath weapon 16 — 16
Spells 16 — 16
Magical items Money
============= =====
Plate mail +1 Copper pieces = 56
Broad sword +2 Silver pieces = 31
Potion of extra healing Gold pieces = 67
Potion of gaseous form Electrum pieces = 7
Platinum pieces = 2
Gems = none
Jewelry = 120gp necklace under armour
Other = none
Equipment
=========
High hard boots 5 torches Iron rations (3 weeks)
Woolen cloak Tinderbox Waterskin (1 pint) (2 off)
Backpack Bullseye lantern Sharpening stone
Belt and pouches Flasks of oil (3)
Silver handmirror Quiver
Rope (20 ft) 20 arrows
10 ft pole Spare bowstring
Background
==========
Alzandra is the daughter of a rich merchant from the city of Candanus.
As a child she was somewhat spoilt by her parents, indulging her every whim;
including training in the use of weapons and combat.
Alzandra grew up into a attractive looking woman of statuesque appearance.
However, she was also arrogant, aloof, and refused to behave in the manner in
which a woman of her station should. Her father berated her constantly and in
the end threatened to send her to a convent of the church of Jesunkhil.
That day she sold most of her jewelry, bought a suit of chain mail, a broad
sword, provisions, and a horse and left the city for the capital city.
Once there she joined a mercenary company, with which, until recently, she
was still adventuring with.
However, she is still arrogant and aloof.
MAGIC ITEMS: HALBERD +1
NONE-MAGIC ITEMS: BANDED MAIL, WEAPONS OF PROFICIENCY, HOLY SYMBOL OF RUSLAN
APPEARENCE: JUST YOUR AVERAGE MIDDLE+ AGED GENTLEMAN. (MEDIUM HEIGHT, MEDIUM
BUILT, GRAY HAIR, BLACK EYES, A LOT OF WRINKLES)
BACKGROUND: He was born in the capital-city of his country, to a family of
wealthy merchants. Wealthy, that is, until he decided he just HAD to study
the arcane art of magic. He wasn’t very good, so he had to go through magic
school 3 times. This nearly impoverished his parents, who just couldn’t say
no to their only son. At last, at age of 25, he became a wizard. After
several years of working in the local guild, he decided that casting
IDENTIFY spells for passing adventurers is just fu#$%king unintersting.
So, our hero decided to go out and see the world. He joined a party of
adventurers, and for some time, all was going well: they fought monsters,
won a fair amount of treasure and excitement (he got to level 4 in the
process). UNTIL, one cursed day, they had the misery to find GERIZAG, the
fabled city of undead. In the city’s largest palace, the party was attacked
by a spectre. The creature was in a frenzy of destruction, after they
mistaskingly released him from his grave. Almost all party members lost
life levels in that fight. Arrinoth was the unlickiest. He was struck
twice, and reduced to level ZERO. His surviving companions carried his
almost lifeless body home , beyond Blue Moon Mountains. But Arrinoth
didn’t die. His exceptional health (well, it WAS exception before his
little ‘accident’) helped him to recover, 6 month later. In a shock ,
he discovered, that he lost ALL his magical talent, for wich he worked
for years. Others would break down, but not him. As soon as he could
walk , he went to the nearest temple of RUSLAN THE MIGHTY (deity of war),
and simply said to the high priest :’I want to learn how to defeat undead.
Teach me, please.’. The high priest decided to put him through a test.
He said :’ If you are willing to sacrifice what used to be most precios to
you, RUSLAN will receive you. Hearing this, Arrinoth went home, brought
his spellbook, and before the eyes of the priest, burned it. The temple
was filled with unnaturally bright light. “THE MIGHTY ONE agreed to
receive you” – said the high priest. And so in was. Arrinoth studied
hard to make his way through the church hierarchy, waiting for a day
when he could use his skills to turn or destroy that spectre.
(He is , in fact +1 on all turning attempts, +2 vs. spectres, and +4 vs.
THAT PARTICULAR spectre – because of his immence hatred to undead). He
soon will begin gathering a party of adventurers to cross the Blue Moon
Mountains again, and face his old enemy. He will not reveal the nature
of Gerizag to his fellow-party-members, nor will he warn them of the
monster awaiting them in the palace (He doesn’t want them to be scared
and run away). He just wants to beat the sh%t out of the spectre, and
he doesnt really care if he or anyone else gets hurt.
BTW: In my world, the god of war allows his clerics to use any large
cutting weapons. if your campain is differnt, adjust his weapons
accordingly.
Character : Azaghal ‘The Pure’
Players Name : Jason Mulligan Race : Mountain Dwarf
Class : Fighter/Cleric Level : 11/11
Kit : Champion
Alignment : Lawful Good Family :
Race/Clan : Homeland : Crystalmist Mts
Liege/Patron : Religion :
Sex : Male Age : 90 Social Class :
Height : 4’8″ Wt. : 165 Birth Rank : 1st # Siblings : 2
Hair : Brown Eyes : Blue Appearance : See Below
ABILITIES
20 STR Hit: +3 Dmg: +8 Wgt: 535 Max Press: 700 O/D: 17 BB/LG: 60%
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
18 CON HP Adj : +4 System Shock : 99% Res.Sr : 100%
13 INT # Languages : 13 Spell Lvl : — Chance : — Max/Lvl : —
19 WIS Mag Def Adj : +4 Bonus Spells : 3,2,1,2
15 CHR Max Hench : 7 Loyalty Base : +3 Reaction Adj : +3
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
&Op Modify. Paralyze/ Save.
Base Rate: 6 * _______ Poison __ 6___
Light ( ) _______ Rod,Staff,
Mod ( ) _______ __+5___ or Wand __ 9___
Hvy ( ) _______ Petrify/
Svr ( ) _______ _______ Polymorph __ 8___
Jog ( x2 ) _______ Breath
Run ( x3 ) _______ _______ Weapon __ 8___
Run ( x4 ) _______
Run ( x5 ) _______ __+5___ Spells __10___
ARMOR HIT POINTS Hits Taken
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ Plate Mail +3________ _76__
\-2 / Shieldless_-2_ Dex Bonus____________
\_/ Rear _0__ _____________________
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+1 to damage vs orcs, goblins, etc Skill Slots Ab Check
Specialization with 2-H Battle Axe ———————————
Infravision 60′ Dwarf Runes 1 Int/+2
Clerical Spells Direction Sense 1 Wis/+2
Armorer 1 Int/+0
Surv, Underground 1 Int/+0
Blindfighting 1 NA/NA
Alertness 1 Wis/+1
Singing 1 Chr/+2
Endurance – Con/+0
Intimidation – Str/Chr/+0
Religion – Wis/+0
Weapons Languages –
2H Battle Axe (spec) Common (R/W) – NA
Battle Axe Alignment – NA
Hand Axe Orcish 1 NA
War Hammer Elvish 1 NA
Hvy Crossbow
Mace
Flail
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Girdle of Stone Giant Strength
Plate Mail +3
2-Handed Battle Axe +3
Pearl of Wisdom
Rod of Ressurection (21 Charges)
Neclace of Prayer Beads
Bead of Atonement (1)
Bead of Summons (1)
Bead of Blessing (1)
Bead of Karma (1)
Talisman of Pure Good
Appearance:
~~~~~~~~~~~
Azaghal is about four feet and eight inches in height and weighs about
170 pounds. He is stocky as is usual for a dwarf. He has deep blue eyes,
and dark brown hair, and a long dark brown beard which he keeps immaculately
tidy and clean, and is of noble bearing.
Over his sparkling plate mail, he wears a bright Royal Blue surcoat, and
wears a bright red cloak/cape.
All he carries in the way of weapons are his Great 2 handed Battle Axe, and
a smaller hand axe by his side.
—————————————————————————
Personality/History
~~~~~~~~~~~~~~~~~~~
Outwardly he appears as a normal dwarf, but in reality, he has taken on
qualities of other races. Like a sense of humour (albeit warped), a like for
magic, and lost the dwarven dislike of the forest. He keeps these feelings to
himself mostly, and to his closest friends.
He has a great love of music and singing. He even has developed a liking for
elven verse and song. But he doesnt tell any-one.
At times, Azaghal has taken on a manner closest to that of a Human Paladin.
And thus, in some lands Azaghal is known as the Dwarven Paladin.
Azaghal has travelled widely, been on many adventures. One adventure of note
was the rescueing of Queen Yolande’s daughter, and bringing her back safely to
Celene. For which Azaghal was allowed to build a church for Moradin within the
capital, Enstad. Azaghal also was given a title for within Celene.
+4 to hit (insert Druids greatest enemy, on my world priests of famine)
Animal Empathy (save vs Rods at -3)
Priest Spells as Ranger.
2d6 Ranger Followers.
+2 to save vs Fire and Electricity.
Druid Spells.
Identify Plants etc.
Pass without trace at 12″
Immune to Woodland Charm.
Shapechange.
Bard Spells.
Inspire Allies.
Alter Mood (Save vs PPDM at -3)
Counter Muisical Attacks
Identify Magic 45%
Attract 10d6 followers.
Use Books and Scrolls.
NWP WP Slots
Tracking 2 Hander Style 1
Harp, Lute, Flute. Scimitar 1
Read Write. Spear 1
Local History. Staff 1
Singing. Longbow 1
Tumbling Dart 1
Hunting Sickle 1
Healing
Herbalism
Info Gathering.
Fast Talking.
Languages:
Celtic, Common, Halfling, Dwarf, Elven, Gnome, Dryad, Treant, Faun,
Bronze Dragon, + a human toungue. (Kathenarr on my world.)
Shapechange Forms.
Giant Wolverine.
AC 4 Move 15 3 attacks Claw/claw/bite 1d4+1/1d4+1/2d4
Special Attack = Musk.
Giant Scorpion
AC 3 Move 15 3 attacks Claw/claw/sting 1d10/1d10/1d4+poison type F
Falcon
AC 5 Move 36(b) Fl 3 attacks Claw/claw/peck 1/1/1+Blind
SA = +2 to hit and double dmg on a dive.
***********************************************************************
Bansca’s mother was a wood-elf and a ranger, his father was a druid.
Bansca is an incredibly handsome, witty and charming lad who is
currently a special envoy (and occaisional spy) for the Grand Druid. He
travels the world (teleport ring) keeping an eye on things and reporting
back regularly to his master. He is resigned to the fact that he will
never achieve greatness in the druidic hierarchy, and he has a wonderful
singing career to console him.
Bansca often pretends to be just a Bard, especially
when on a mission where being a druid is unhealthy. He is allways
cheerful, and will start singing at the slightest provocation. Among the
allies on which he can call at need is Khementh, an Old Bronze Dragon
who lives under an island off the coast of (Gwal on my world) and is
an ally of the sea-elves. ( Your normal bronze dragon with 115 hp.)
Use Bansca to involve the PC’s in druidic plots, or simply as the
unintentional starter of a barroom brawl. (Picking up the wrong girl
again. 🙂 )
STR 9
INT 16 add lang 5
WIS 18 Magic att adj +4, bonus spells 2x1st 2x2nd 1x3rd 1x4th
DEX 12
CON 15 hit point adj +1, sys shock 91%, res surv 94%
CHA 12 max henchmen 5
Weapon Profs Armour
============ ======
Mace Armour worn = Chain mail Actual AC = 1
Flail AC base = 4 Rear AC = 4
Magic adj = +1 / +2 (s) Surprised AC = 1
Dex adj = none Shieldless AC = 4
Shield = Small (+2)
Hit points
==========
Hit die type = d8 Con bonus = +1 Hit points = 27
Hit points per level = 8/2/7/6
Combat
======
Thac0 = 18 Weapon in hand: Mace
Saving throws
============= base save bonuses modified save
Poison/paralyzation 9 — 9
Petrif/polymorph 12 — 12
Rod/staff/wand 13 * 13*
Breath weapon 15 — 15
Spells 14 * 14*
* +4 versus mind effecting magical effects and spells
Spells learnt
1st= cure light wounds (x3), detect magic, remove fear
2nd= hold person (x2), silence 15′ rad, slow poison
Magical items Money
============= =====
Chain mail +1 Copper pieces = 13
Shield +2 Silver pieces = 9
Mace +1 Gold pieces = 37
Potion of healing (2 off) Electrum pieces = none
potion of extra healing Platinum pieces = none
scroll of raise dead Gems = none
Jewelry = none
Other = none
Equipment
=========
Hooded cloak Bandages Iron rations (2 weeks)
Soft high boots Medicinal herbs Waterskin (1 pint)
Gloves Bone scroll case Wineskin (1/2 pint)
Surcoat Hooded lantern Silver holy symbol
Backpack Flasks of oil (3) Flasks of holy water (3 off)
Belt and pouches Tinderbox Holy wafers (10 off)
Background
==========
Caleaxia is a half-drow outcast. Her mother was raped by a member of a drow
raiding party and was then beaten until her attacker thought her dead.
However, Caleaxia’s mother was not dead and recovered, but found herself to
be pregnant by her attacker. Caleaxia was born many months later and was lucky
enough not to have only inherited the white hair of her attacker and a swarthy
cast to her skin; similar to that of Cabritsian traders. However Caleaxia, in
accordance with the laws regarding children of rape, was taken several miles
outside the city to the Temple of the Needy; a group of priests of various
deities who devoted their lives to the help of those less fortunate.
Here Caleaxia was raised and tutored by the priests, learning to read and
write and learning of all the deities of the various pantheons.
Caleaxia grew to love all the priests as surrogate fathers, but was
especially fond of an ancient elven priest called Ev’reban. It was Ev’reban
who taught Caleaxia of the elven gods and especially of his god Rillithane
Rallathil. At 18 Caleaxia asked Ev’reban to make her an initiate of the temple
of Rallathil.
When Caleaxia was 23 Ev’reban died of old age and Caleaxia left the Temple of
the Needy and journeyed to Tulamein in search of her mother. Unfortunately,
Caleaxia’s mother had left Tulamein many years previously; driven away by the
other people of the town for allowing herself to be raped by a drow and live.
Caleaxia went in search of her mother but never found her. Instead she took
up a life of adventure, but one day plans to journey into the depths of the
world in order to make the drow pay for the rape of her mother. Caleaxia hates
the drow with all her heart.
Class: Mu/Thief Level: 6/7 Age: 166 Eyes: grey
Race: Elf (h) Alignment: CN Height: 5′ Hair: black
Deity: none Pantheon: atheist Weight: 98 lbs
Place of origin: Salbrij Sex: male
STR 15 open doors 1-2, bend bars 7%
INT 16 add. lang 5, % know spell 65%, min spells 7, max spells 11
WIS 13
DEX 17 react adj +2, missile adj +2, defence adj -3
CON 12 system shock 80%, ress survive 85%
CHA 13 max henchmen 5, react adj +5
Weapon Profs Armour
============ ======
short sword Armour worn = brac. AC4 Actual AC = -1
short bow AC base = 4 Rear AC = 2
dagger Magic adj = -2 (ring) Surprised AC = 2
blow pipe Dex adj = -3 Shieldless AC = -1
Shield = none
Hit points
==========
Hit die type = d4/d6 Con bonus = n/a Hit points = 21
Hit points per level = 4/3/2/2/1/3/3/5/4/6/2/4/3
m/t/m/t/m/t/m/t/m/t/m/t/t
Combat
======
Thac0 = 19 Weapon in hand = long sword
Saving throws
============= base save bonuses modified save
Poison/paralyzation 12 +2 10
Petrif/polymorph 11 +2 9
Rod/staff/wand 9 +2 7
Breath weapon 13 +2 11
Spells 10 +2 8
Magical items Money
============= =====
Bracers AC4 Copper pieces = 30
Ring of prot +2 Silver pieces = 13
short sword +2 Gold pieces = 22
dagger +4 Electrum pieces = 12
dagger +2 Platinum pieces = 2
potion of levitation Gems = 5 x 50gp base gems
5 +2 arrows 2 x 100gp base gems
Jewelry = none
Other = none
Equipment
=========
soft boots backpack 2 weeks rations 3 flasks of oil
gloves belt pouch wineskin (1/2 pint) bone scrollcase
breeches dart case waterskin (1 pint) large sack
wool shirt 20 darts 50′ rope leather ties
cloak (for blowpipe) 5 torches 2 flasks of quicklime
domino mask qviver tinderbox thieves tools
belt 20 arrows hooded lantern
Background
==========
Callumas was born in the sleepy homlet of Salbrij, where his itinerant
parents were spending the winter. Callumas is the son of a travelling elven
healer and his wife, an elven mage. As a child he was bright and happy if a
little lazy and workshy, doing what pleased him not others. He learnt his
basics in magic from his mother during his childhood.
When his mother thought he was ready she sent Callumas to Gulmarsh to learn
the proper craft from his mother’s own teacher, Tavarint. Tavarint took
Callumas in as his apprentice and began instructing him in the principles and
discipline of magic. Callumas soon began to tire of this, wanting to start
using magic rather than reading and writing about it. He also started to
frequent the inns and public houses of Gulmarsh, drinking and gambling away
what money he had. Soon Callumas was heavily in debt and was forced to trying
to steal money to pay his debts.
His activities came to the attention on the local thieves guild, but rather
than killing or maiming Callumas they offered to let him join them. The guild
had just lost one of their two mages to the gibbet and needed a replacement.
Callumas spent the next few months learning magic from Tavarint during the
day and working with the thieves guild, and picking up their skills too, at
night.
Eventually, Callumas’s apprenticeship to Tavarint ended and he began to
work full time for the guild. However, he soon bored of this and set out
looking for adventure, fame, and more to the point, wealth.
He is still looking for the latter two.
Callumas is called Ice-eyes because of his very pale grey eyes.
Character : Casxio Jeanvelle
Players Name : Peter McNamee Race : Human
Class : (Ranger|Mage) Thief Level : 10/11/12
Alignment : Neutral Good Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 38 Social Class : Status :
Height : 6’5″ Wt. : 172# Birth Rank : # Siblings :
Hair : Eyes : Appearance :
ABILITIES
18/78 STR Hit: +2 Dmg: +4 Wgt: 185 Max Press: 330 O/D: 14 BB/LG:30%
18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4
15 CON HP Adj : +1 System Shock :90% Res.Sr :94%
17 INT # Languages : 6 Spell Lvl : 8th Chance :75 % Max/Lvl : 14
15 WIS Mag Def Adj : +1
15 CHR Max Hench : 7 Loyalty Base : +3 Reaction Adj : +3
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __8 ___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _______ or Wand __7 ___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __9 ___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __9 ___
Run ( x2 ) _______
Run ( x2 ) _______ __+1___ Spells __8 ___
(ma)
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _0__ Bracers ac2__________ __77__ 77
\-4 / Shieldless_-4_ Cloak of displacement
\_/ Rear _0__ _____________________
Special Attacks
~~~~~~~~~~~~~~~
Fight two handed no penalty
Surprise
Backstab (x4 damage)
+4 to hit ranger enemy
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Priest spells Tracking Wis/+3 0
Animal empathy Navigation Int/-2 1
Use mage and cleric scrolls Blind Fighting NA 2
Theif Skills :- Hunting Wis/-1 1
Pick Pockets……..95% Appraising Int/0 1
Open Locks……….95% Set Snares Dex/-1 1
Find/Remove Traps…95% Singing Cha/0 1
Move Silently…….95% Seamanship Dex/0 1
Hide in Shadows…..95% Tumbling Dex/0 2
Detect Noise……..60%
Climb Walls………95% Languages – Common (R/W) 1
Read Languages……31% – Thieves Cant
1 slot left
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Clothing worn
Backpack back
Large sack slung
Rope 50′ (silk) slung
Torch pack
Flint and steel pouch
Tinderbox pouch
Scroll case pack
Parchment 20 sheets scroll case
Small wooden box pack
Quill and writing ink wooden box
Thief tools boot pocket
1 Large Belt Pouch belt
2 small belt pouches belt
Money
Total (pounds)________________________________
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
625000 Coins
PP 213
+10% GP 145
EP 55
SP 73
CP 21
Gems/Jewels
~~~~~~~~~~~
1 topaz@200gp
1 ruby@2000gp (in boot)
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ring of Wizardry (doubles 1st-3rd)
Ring of Invisibility
Bracers of Defense AC 2
Axe of Hurling +3
Sun Blade +2 (+4 vs evil, x2 damage vs neg plane creatures)
Long Sword +3
Cloak of Displacement (missile attacks miss 1st attack, +2 to save vs
attacks directed at wearer, Bonus of 2 to AC)
Rope of Entanglement
Clerical Spells (2 x 1st, 1 x 2nd)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st : 2 to be chosen
2nd : 1 to be chosen
Mage Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st Level (8) : pick 12 spells
2nd Level (8) : pick 10 spells
3rd Level (8) : pick 8 spells
4th Level (3) : pick 4 spells
5th Level (3) : pick 3 spells
History :
~~~~~~~~~
Casxio was born in the region of Miyarn, a small fishing village on the west
coast. His grandfather was a Ranger, and would take the young Casxio out into
the woods and show him the skills needed to carry on a family tradition.
The task fell to him as his father had been killed when he was 10, fighting
to protect the village against the giants which occasionally attacked. Upon
taking up his adventuring life when 15, he travelled the realm, but favoured
the sea, and longed to travel across it. This he did, when hired by a mage
for protection during his quest to find components for a new spell he was
working on. During the voyage, Casxio came to appreciate the work involved in
being a mage, and was interested in the working of the spells. Upon the end of
his hire, he asked the mage to take him on as his apprentice. This he did.
From that point, he stayed with the mage, and they worked on many spells
together, selling those they could and using them to help impoverished
villages. However, it was when travelling that he uncovered a plot to kill
the mage. A death warrant had been issued by a colletion of evil thieves so
the mage would stop his good work. Casxio implored one of the most powerful
thieves guilds in the area to intervene. The master thief asked a high price
for the service. The indenture of Casxio to the guild, and his agreement to
train in the arts of the thief. This he agreed to to save the life of the
mage. He initially begrudged the training, but then came to find a natural
flair, and liking for the life of a thief, which he has decided is his life
quest…to be master of his own guild.
From: “BROTHER TYRUS HELLBANE, ORDER OF THE BLACK MONKS”
Character : Dante
Players Name : Craig Barnett Race : Human
Class : Ranger Level : 2
Alignment : Chaotic Good Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 24 Social Class : Status :
Height : 5’6″ Wt. : 164# Birth Rank : # Siblings :
Hair : Eyes : Appearance :
ABILITIES
18/20 STR Hit: +1 Dmg: +3 Wgt: 135 Max Press: 280 O/D: 12 BB/LG:20%
18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4
17 CON HP Adj : +3 System Shock :97% Res.Sr : 98%
15 INT # Languages : 4
15 WIS Mag Def Adj : +1
10 CHR Max Hench : 4 Loyalty Base : 0 Reaction Adj : 0
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * _______ Poison __14___
Light (136-174) _______ Rod,Staff,
Mod (175-213) _______ _______ or Wand __16___
Hvy (214-252) _______ Petrify/
Svr (253-280) _______ _______ Polymorph __15___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __17___
Run ( x2 ) _______
Run ( x2 ) _______ _______ Spells __17___
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _8__ Leather______________ __21__ 19
\ 4 / Shieldless_4__ _____________________
\_/ Rear _8__ _____________________
WEAPON COMBAT
mod mod
WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Short Bow 2 +2 0 17 1-6/1-6 5/10/18 4
(composite)
Short Sword 1 +1 +3 18 1-6/1-8 — 1
Dagger 1 +1 +3 18 1-4/1-3 — 0
Long Sword+1 +2 1 +2 +4 17 1-8/1-12 — 2
(+2 vs magic using/enchanted creatures)
Special Attacks
~~~~~~~~~~~~~~~
When wearing studded leather armour or lighter ranger may fight two-handed
with no attack roll penalty
+4 to attack special enemy – OGRES!!
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Move Silently……25% *
Hide in Shadows….20% * Gem Cutting 2
* – Halved in non-woodland areas Appraisal 2
Animal Empathy Tracking 3
Priest Spells (8th lvl) Blind Fighting 2
Attract Followers (10th lvl) Speak – Alignment
Can have no more treasure than you Common
can carry
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Longsword +1 +2 belt 4
2 Daggers belt 2
Short Sword belt 3
Composite Short Bow Slung 6
Quiver Shoulder 1
20 Arrows Quiver 2
Dagger (hollow handle) boot 1
Leather Armour worn 15
Woodland Cloak }______ worn 5
Clothing }
Boots (hollow heels) worn –
Shovel backpack 10
5 Iron Spikes backpack 2.5
50′ Rope backpack 20
tripwire backpack –
Bell belt pouch –
Backpack back 2
5 Torches backpack 5
Grappling Hook backpack 4
3 Belt Pouches belt –
Golden wristband wrist –
Light Riding Horse — —
humble village clothes backpack 5
Money pouch 13
Total (pounds)________________________________ 100.5
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
3034 Coins
PP 14
+10% GP 237
EP 121
SP 186
CP 20
Gems/Jewels
~~~~~~~~~~~
2*500gp gems
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Long Sword +1, +2 versus Magic Using and Enchanted Creatures
History :
~~~~~~~~~
Dante’s mother was a prostitute in a small town on the Wild Coast. He never
knew who his father was, and earned his keep begging in the streets of the
town (town was Elredd). Dante had to live off the streets with his cunning
and wits. This was made easier due to his surprising strength, intelligence,
and ruthlessness. Some would even accuse him of cold blooded cruelty.
Eventually, he came to the notice of a person who had contacts with the
assassin’s guild (he was an assassin). Dante was 16 by now and had
established himself as somebody to be feared and avoided by most people who
knew of him. This person, who’s name was Gart, convinced Dante to try the
life of an assassin. Dante finally agreed, as it seemed a way to make a
living, and killing didn’t worry him at all.
Dante was brought into the local guild, and given training in the arts of
murder and deceipt. His natural ability shone through and he was recognised
as a potentially great assassin. He killed quite a few people, too, finally
reaching 3rd level.
It was at this stage that Dante was given the job of killing a priest. This
priest was a worshipper of the God of forests, but had made enough enemies to
warrant an assassin’s poisoned blade.
Dante went to the priest and made the attempt, but was set upon by ogres
before he could attack the Priest (whose name was Peyel). He was almost
killed by the ogres, and tortured horribly. He woke to find himself with the
priest he was sent to kill, who had healed him and saved his life.
For the first time in his life, Dante faced a moral dillemma. He was still
too weak to move much, so he and Peyel talked much, about life, beliefs and the
way of things. Dante, through these conversations and guilt, began to see his
past life in a different way – he realised he was truly not happy with his evil
ways, and repented his many murders. Evntually, he told Peyel the truth; what
he was, and what he had come to do. Peyel forgave him and blessed him. This
was the final straw for Dante. He decided to give up his evil ways, and leave
the assassin’s guild. Peyel offerred to help, and introduced him to the ways
and beliefs of good.
He also introduced him to a friend called Mark, a ranger, offerring Dante an
alternative life. Dante accepted, and began his life anew as a ranger.
Through all of this, he never forgot or forgave the fact that ogres had
tortured him and left him for dead.
Finally, Dante returned to his old guild to take his leave of Gart. When Gart
discovered what had happened, he went into a rage and attacked Dante. Dante
fought back and ended up killing Gart, but not before being discovered by the
rest of the guild. Dante fled and escaped the guild, and wandered until he
was picked up by Lirdium for the quest of the talisman at the Rock.
Do, Son of Noror – Sharpshooter
===============================
From: Anthony Ross
Name: Do, son of Noror Race: Hill Dwarf
Class: Fighter (Sharpshooter) Alignment: NG
Clan: Torkrest Level: 1
AC: Stud. L & Dex = 4 THACO: 20 (+3 kit & dex)
HP: 13 Age: 58
==============================================================================
Strenth 09 Open Doors 25%, Bend Bars 1%
Intelligence 15
Wisdom 07 -1 save vs. magic
Dexterity 17 +2 reaction adjustment, +2 with missiles, -3 to AC
Constitution 16 95% system shock survival, 96% ressurection survival
Charisma 11
==============================================================================
Description & Notes:
^^^^^^^^^^^^^^^^^^^
Do is a perfectionalist and a grumbler, who is incredibly bright to boot.
He is usually mumbling and complaining about something, and occaisionally
that mumbling contains brilliant thought in it. Unfortunately his brother
Gilim, isn’t really bright enough to catch the brilliance, so a lot gets
missed. He is far too individualistic too fit in with his clan’s legacy of
military service, therefore he has gone out with his brother to see how the
rest of the world lies. He doesn’t believe in any religion. He is a fanatic
about keeping his equipment clean, and gets really upset at himself when he
doesn’t preform well. He hates melee combat and his concept of tactics is to
simply retreat to cover and then fire his crossbow if at all possible. He
is perfectly happy to fire into a crowd, having utter confidence in his
ability to hit what he aims for. In game terms, he has to make a wisdom
check to keep from firing anytime there is a 50% or greater chance
of hitting an ally. This roll is modified by -1 for every time he hits an
ally in that melee. In addition, if he makes three sucesfull shots in a
row, he will start making called shots until he either passes a wisdom check or
misses three straight times.
Non-Weapon Proficiencies
^^^^^^^^^^^^^^^^^^^^^^^^
% Bowyer/Fletcher (Dex-1) 17
% Endurance (Con) 16
% Mapping (Int) 15 Can acurately map while moving
1/2 speed
% Sign Language (Int +2) 17 Silent communication
Speaking (Int)
% Hill Dwarf (+5) 20 Your native tongue
% Orc 15
% Thyatian (+5) 20 You are fluent
% Traladaran 15
Weapons Skill Wt. Size Type Spd. Dam S-M Dam L
Do’s Lt. Crossbow* (Spec.) 7 M – 7 — —
Battleaxe (Not -2)7 M S 7 1d8 1d8
Do’s Light Quarrels** 2.5 S P – 1d6 1d6
Do’s KO Quarrels*** 0.5 S B – 1d6 1d4
Regular Light Quarrel 0 S P – 1d4 1d4
* Do’s personal crossbow fires thrice per two rounds, Short Range 180ft,
Medium 360ft at -2 to hit, Long 540ft at -5 to hit
** These must be personally built and maintained
*** These are blunt tipped and cause only temporary damage as per the hand
to hand combat rules.
Equipment (Figures in parentheses are lbs.)
===========================================
Large Belt pouch (1)
% 3pp, 9gp, 6sp, 13cp (3.1)
Backpack (1)
% Flint & Steel
% 7 whetstones
% 3 oily rags
% 3 candles
% Bar of soap
% Gourd with potion of healing (1)
% Wooden case (2) carrying 40 wooden shafts (2)
% Wooden case (2) carrying 45 bolt-heads (4.5)
% Spare steel wire
% Small toolset (10)
% 2 weeks iron rations (2)
Tied to pack
% Waterskin filled with water (3)
% Bedroll (5)
Slung across body
% Handmade Light Crossbow carved from maple and ash, inlaid with obsidian
runes with a steel wire pull
% Special rollup bandolier/quiver (2) carrying 25 standard bolts, 5
non-standard bolts.
Worn
% Brown tunic emblazoned with Torkrest clan emblem in black over leather
armor (15), hard Dwarven military boots (2), coarse brown cotton breeches,
longjohns.
Character : Eli Jiran
Players Name : Peter Shaw Race : Human
Class : Cleric Level : 1
Alignment : Neutral Good Family : foundling
Race/Clan : unknown Homeland : unknown
Liege/Patron : God of Peace Religion : God of Peace
Sex : M Age : 18 Social Class : prob. upper Status: prob. high
Height : 74 Wt. : 172lb Birth Rank : unknown # Siblings : ?
Hair :red long curly Eyes : flawless vivid green Appearance : Charming,
elegant, happy, deep voiced. Tall, clear complexion
ABILITIES
13 STR Hit: 0 Dmg: 0 Wgt: 45 Max Press: 140 O/D: 7 BB/LG:4 %
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
13 CON HP Adj : 0 System Shock :85% Res.Sr :90%
16 INT # Languages : 5 Spell Lvl : 8th Chance : 70% Max/Lvl : 11
18 WIS Mag Def Adj :+4
15 CHR Max Hench : 7 Loyalty Base : +3 Reaction Adj : +3
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __10___
Light (46-69 ) _______ Rod,Staff,
Mod (70-93 ) ___7_*_ _______ or Wand __14___
Hvy (94-117 ) _______ Petrify/
Svr (118-140) _______ _______ Polymorph __13___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __16___
Run ( x2 ) _______
Run ( x2 ) _______ __+4___ Spells __15___
(ma)
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ __Padded armor ______ __8___ 8
\ 7 / Shieldless____ _____________________
\_/ Rear ____ _____________________
WEAPON COMBAT
mod mod
WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quarterstaff 1 0 0 20 1d6/1d6 — 4
thac0 : 20
Special Attacks
~~~~~~~~~~~~~~~
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bonus on certain spell types Healing 16/20
Can only use quarterstaff Herbalism 14/20
Can only attack if attacked read/write (common) 17/20
Other stuff as per DM
Can only wear leather at most. 5 nwp slots to spend
bonus xp for solving encounter
peacefully
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Riding Horse
On horsey: bit and bridle 2
harness 10
saddle 35
saddle blanket 4
SUBTOTAL 51
On self lb GP
Padded Armour 10 4.000
Clothes:
belt — .0000
boots, low soft — .0000
cloak, cloth 1 .0000
leather gloves — .0000
cloth hat — .0000
shirt — .0000
Jerkin 2 .0000
Trousers 1 .0000
purse containing gold (see below) .2 .0010
SUBTOTAL
Pouch (large) containing 1 1.000
small silver mirror x1 — 10.000
silver holy symbol 3 .0000
tinder box with flint — 0.050
silver bowl 1.5 8.000
SUBTOTAL
backpack (leather) containing 2 2.000
silver bowl 1.5 8.000
silver cup .5 2.000
cutlery silver knife and fork 1 2.000
3 bottles 3 .090
small silver mirror x2 2.0 20.000
whistle — .010
Pulley .5 1.000
stick of chalk x3 — .0003
bullseye lantern 3 12.000
lamp oil x 3 3 .0018
razor — .0100
silk rope 50′ 8.0 10.000
skin of water full 4.0 2.400
Iron rations 7.5 .300
holy water x2 vials 1.0 .000
2 oz pot of ink — 8.000
leather scroll case containing 1.5 .150
parchment x 10 1 10.000
2 quills — .008
SUBTOTAL
Attached to the backpack
Bedroll 5 2.000
In a small sack: — .005
selection of herbs (medicinal) — 1.000
a silver kettle (for sterilising) 5 15.000
In hand
quatterstaff 5 .0000
Around neck:
golden pendant with likenesses on it 1 N/A
TOTAL COST 125.184
Money
Total (pounds)______________________ 81.7 (254lb incl. self)
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
Coins
+10% PP 0
GP 4
EP 8
SP 1
CP 6
Gems/Jewels
~~~~~~~~~~~
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A silver holy symbol
Cleric spells
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cure light wounds lvl 1 1d8 + (DM)
Sanctuary lvl 1 holy symbol + small silver mirror
locate animals or plants lvl 1 holy symbol
History :
~~~~~~~~~
I was found by monks outside the Temple of Blessed Tranquility when I was
about three. Father Dameon was always kind and good hearted and honest.
When I was found, there was a pouch hanging around my neck, with a note,
elegantly written, requesting that the monks raise me in the ways of peace.
The writer described how my father had been murdered in a battle far away
from the temple, and that the warring tribes about my homeland (which was
also left unnamed) would seek my harm. I was dressed in silk robes and had
a golden meddalion around my neck. It was inscribed with the likeness of a
woman on one side and a man on the other. Also in the pouch was 30 platinum
pieces.
The letter had explained that the monks should use the money in my education.
This is exactly what my mentor, Father Dameon, did. He instructed me in all
manner of law, and all the responsiblities of the order. He was a peaceful
man, who demonstratively lead us in the ways of our God. I was taught self
defense, using the quaterstaff. He even taught me how to read and write the
common tongue. I was also instructed in the ways of healing and herbalism.
Father Dameon treated me as if I was his own son, and injected with me
with respect for all creatures. I eat no meat, and thank animals for any
produce I have from them. Yet, the greatest thing Father Dameon taught me
was respect for myself. He held for me all these 15 years the pouch and
medalion and on the anniversary of my discovery, he handed me the pouch, with
the 13 pp that it still contained, and the note and medalion.
“Eli, my son,” his sun spotted hands clasping mine,”you are now a man
I am sure.” With that he looked up and down my form. “You have been nurtured
here in the bossom of our sweet God these 15yrs. I have loved and cosseted
you as if you were my own. But now you must decide. Will you take the final
vows of our temple, or will you search out your heritage?”
“My father,” I cried,”please advise me! My heart is heavy with the burden
of the years and who I am is entrenched in this shrine. Please do not send me
off without your blessing or advice.”
“My son, I think you should seek out your mother, if she still lives. You
should find who you are, so that you may feel secure in your future. If, when
you know who you are, you wish to return, then my aging heart will love to
confirm your commitment to our God in hearing your vows of celebacy. But, if
you are a noble born, and the gratuity left you suggests this may be so, then
your destiny may lie in producing a future generation to rule wisely over some
kingdom. However, once you take these, the last commitments of this temple,
you will be bound by your word to remain here.
“It could be possible that it was the God himself that brought you here. He
may be calling you to bring peace to the troubled realm that the note tells
of. So my son, I bid you go. Take all that we have taught you and live in
peace. If our God permits, I hope to hear from you before the time that he
calls me home.”
I took some bread, and a robe, and then walked to the nearest town where I
bought supplies and asked about the woman on the medalion. I felt that she
was my mother, for when I looked at her I could see the same face staring
down on me, bending to kiss my forehead. I could feel that she was my mother
in the odd way one can sometimes feel ones memories. But where to look?
Character : Finovar
Players Name : Edward Chegwidden Race : Human
Class : Druid Level : 14
Alignment : Neutral Family : –
Race/Clan : Homeland : Vesve Forest
Liege/Patron : – Religion : Druidic
Sex : M Age : 28 Social Class : –
Height : 5’9″ Wt. : 140 Birth Rank : unknown # Siblings : nil
Hair : Black Eyes : Blue Appearance : see history
ABILITIES
11 STR Hit: – Dmg: – Wgt: 40 Max Press: 115 O/D: 6 BB/LG: 2%
14 DEX React Adj : – Miss Att Adj : – Def Adj : –
14 CON HP Adj : – System Shock : 88% Res.Sr : 92%
10 INT # Languages : 2
18 WIS Mag Def Adj : +4 Bonus Spells : 4th, 3rd, 2 2nd, 2 1st
17 CHR Max Hench : 10 Loyalty Base : +6 Reaction Adj : +6
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * _______ Poison ___5___
Light ( ) _______ Rod,Staff,
Mod ( ) _______ _______ or Wand ___9___
Hvy ( ) _______ Petrify/
Svr ( ) _______ _______ Polymorph ___8___
Jog ( x2 ) _______ Breath
Run ( x3 ) _______ _______ Weapon __11___
Run ( x4 ) _______
Run ( x5 ) _______ _______ Spells __10___
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _4_ _Robes (protection)__ __66__
\ 4 / Shieldless_4_ _____________________
\_/ Rear _4_ _____________________
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shapechange 3/day Skill Slots Ab Check
Identify plants, animals and ———————————
pure water Lng(common) – –
Pass without trace (overgrowth) Lng(Druidic) – –
Immune to woodland charms Lng(dryad) – –
+2 to Saves VS Fire & Lightning Lng(elf) – –
Is served by 3 druids of Lv 11 Lng(treant) – –
Priest Spells Lng(nixie) – –
Lng(pixie) – –
Lng(gnome) – –
Lng(centaur) – –
Lng(manticor) – –
Lng(sprite) – –
Lng(faun) – –
Lng(lizard man) – –
Herbalism 2 8
Vesve Forest History 1 17
Tracking 2 18
Blindfighting 2 –
Writing 1 11
Spells (8,8,7,6,3,2,1)
~~~~~~
1st Level 2nd Level
~~~~~~~~~ ~~~~~~~~~
Create Water Charm Person or Mammal
Cure Light Wounds (x3) Fire Trap
Detect Snares & Pits Flame Blade
Detect Poison Heat Metal (x2)
Faerie Fire (x2) Obscurement
Speak with Animals
Trip
3rd Level 4th Level
~~~~~~~~~ ~~~~~~~~~
Flame Walk Control Temperature 10’R
Hold Animal Cure Serious Wounds (x2)
Meld into Stone Giant Insect
Plant Growth Neutralize Poison
Protection from Fire Sticks to Snakes
Stone Shape
Water Breathing
5th Level 6th Level
~~~~~~~~~ ~~~~~~~~~
Animal Growth Conjure Fire Elemental
Cure Critical Wounds Fire Seeds
Rainbow
7th Level
~~~~~~~~~
GEAR (Supplies included) Location Weight
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Backpack
Boots
Cloak, good cloth
Robes (Magical)
Belt pouch, small (8)
Belt pouch, large (2)
Flint and Steel
Grappling Hook
Scroll Case
Oil (2 vials)
Paper (5 sheets)
Quill and writing inks, etc
Rope, Silk (50′)
Sack, small (2)
Signal Whistle
Torch (3)
Wineskin
Winter Blanket
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hornblade, Scimitar +2
Pouch of Accessability
Necklace of Adaption
Robes: act as bracers AC4
Beads of Force (4)
12 Goodberries
6 potions of Extra healing (in steel vials)
Ring of Elemental Control (Earth)
Druid Staff (20 charges)
The druid staff is a shaft of oak with a head carved in the shape
of a wild animal, usually a boar, wolf, deer, or eagle. The staff allows
the user to perform several special functions.
It can be used to summon animals of the type carved onto the staff.
At a cost of two charges, the user can send out a call. All animals of the
appropriate type within 12 miles hasten to the druid as quickly as
possible. Once they reach the druid, they act as if under an animal control
spell.
The staff can also be used to cast animal control on any animal
within sight of the staff, at a cost of 1 charge.
The staff functions as a magical weapon, with a +2 bonus to attack,
inflicting 1d6+2 points of damage on a successful hit.
The staff also functions as a python staff, with the
characteristics of the staff of the serpent as detailed in the DMG. This
includes the destruction of the staff if the snake is killed. Using the
staff as a snake costs one charge.
At a cost of two charges, the staff can be used to cast one of the
following spells:
Once per month, with no cost in charges, the staff can perform one
of the following greater abilities:
Wall of Fire Insect Plague
Transmute Rock to Wall of Thorns
Mud
Conjure Fire Conjure Earth
Elemental Elemental
The Staff can be recharged.
History :
~~~~~~~~~
Finovar, was born son of a Ranger helping with the war against the
Humaniods in Vesve forest. Shortly after his birth, his parent were killed
during a major battle defending their home from humanoids in the service of
Iuz.
Miraculously surviving the attack, Finovar wandered off, and was found in
the woods by Lharave, a Dryad living in the forest. She brought him up,
showing him the ways of the forest, and protecting him from the wars
within the great forest.
Taking the forest as his own, he has helped in the wars against Iuz for
many years, and has continued climbing the Druidical hierarcy. Until now
he is the Great Druid of this area. Upon hearing about the treasures of
Iggwilv, Finovar realised that he must make sure that the treasure is found
and that Iuz or his followers didnt get it.
Finovar is about five feet and nine inches tall, and weighs about one
hundred and forty pounds. Finovar is slim, attractive and looks very much
accustomed to wilderness travel. Finvar appears young, with black hair,
blue eyes and a short, black beard. He carries very little, having just
some brown robes, a hornlike sword, and a grand wooden staff. Also, he has
many pouchs that carry many herbs, and spell components.
Alongside Finovar is his companion Ben, a large Grizzly bear. He has
other animal friends, but only brought Ben. He has been trained as
a guard, and as a protector.
Stats for Ben
AC: 6
Move: 12″
HD: 5+5
HP: 40
Thac0: 15
No of Attacks: 3
Damage: 1-6/1-6/1-8
Class: F/C Level: 6/5 Age: 153 Eyes: Green
Race: Dwarf Alignment: LG Height: 4′ 2″ Hair: Grey
Deity: Dumathion Pantheon: Dwarven Weight: 163 lbs
Place of origin: Unknown Sex: Male
STR 18/53 +2 to hit, +3 to dam, open doors 1-4, bend bars 25%
INT 10 add lang 2
WIS 17 mag att adj +3, bonus spells 2x1st 2x2nd 1x3rd
DEX 15 defense adj -1
CON 15 hit point adj +1, sys shock 91%, res surv 94%
CHA 11 max henchmen 4
Weapon Profs Armour
============ ======
Battle axe Armour worn = Plate mail Actual AC = -2
Crossbow AC base = 2 Rear AC = 1
Dagger Magic adj = +2 / +1 Surprised AC = -1
Morning star Dex adj = -1 Shieldless AC = 0
Mace Shield = Medium (+1)
Hit points
==========
Hit die type = d10/d8 Con bonus = +1 Hit points = 37
Hit points per level = 8/4/4/9/6/4/6/3/5/8/6
f/f/f/f/f/f/c/c/c/c/c
Combat
======
Thac0 = 16 Weapon in hand: Battle axe
Saving throws
============= base save bonuses modified save
Poison/paralyzation 9 –# 9#
Petrif/polymorph 12 — 12
Rod/staff/wand 13 +4* 7*
Breath weapon 13 — 13
Spells 14 +4* 10*
* +3 versus mind effecting spells
# +4 versus poison
Turning Undead
==============
Turning level = 5
Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC
—-+—-+—-+—-+—-+—-+—-+—-+—-+—-+—-+—-+—-
T | T | T | 4 | 7 | 10 | 13 | 16 | 20 | | | |
Magical items Money
============= =====
Plate mail +2 Copper pieces = 19
Shield +1 Silver pieces = 11
Battle axe +1 Gold pieces = 127
Crossbow +1 Electrum pieces = none
Scroll of resurrection Platinum pieces = none
Potion of healing (3 off) Gems = 2 x 50gp base
Potion of red dragon control Jewelry = none
Other = none
Equipment
=========
Hard boots Bandages Iron rations (3 weeks)
Gloves Whet stone Iron scrollcase
Belt Sack Waterskin (2 pints)
Backpack Lantern Flasks of holy water (4 off)
Floppy hat Flasks of oil (3) Rope (50′)
Background
==========
Not much is known about Galain. He refuses to tell anything of his
background; where he comes from, his family, or even his religion. It is
obvious, however, that he is on a mission of some sort; though he will not
admit to it.
The only thing known about Galain is his recent background. Five years ago
he arrived in Canandas looking for a place in an adventuring company. Since
then he has travelled with several groups, though never staying with one for
more then two or three “outings”. Every now and then he will disappear for
several weeks and then turn up again as if nothing untoward had occurred.
His nickname of Iron-heart is partly due to the fact that he never flees from
an enemy, and from the fact that he never makes friends with any of his fellow
adventurers.
(DM’s can fit any background they wish to this character to provide whatever
subplot they want to their campaigns, etc.)
Race = Human.
Class = Loads. Sorry, Thief/Paladin. (Ex thief, now Paladin.)
Kit = Swashbuckler.
Level = Thief 5/Paladin 9.
Alignment = Lawful Good. ( Was Lawful Neutral. )
Sex = Male.
Age = 22
Height. = 5′ 10″
Weight. = 155 lb’s
Hair. = Dark.
Eyes. = Gray/Green.
Social Class.= Middle Upper Class.
Birth Rank. = First.
Status. = Count.
#Siblings. = None.
Appearance. = Slim yet muscular, handsome features with neat hair
and a mustache. Always wears a domino mask. 8->
STR 17 +1 to hit and damage. Wgt All.=85. Max Press.=220. OD=10 BB=13%
DEX 17 +2 Rxn Adj. +2 Missile Att. Adj. -3 Def. Adj.
CON 15 +1 HP Adj.
INT 14 4 Languages
WIS 13
CHR 17 Max Hench 10 Loy Base +6 Rxn Adj +6
COM 16
Stilletto in Secret Spring Sheath.
Rapier of Speed +3
Crossbow of Angling.
Scroll [Potection from Cold]
Potion of Extra Healing
Main Gauche +4 Defender.
************************************************************************
I’ve really posted enough as and about Bladehawk, he’s a witty bloke in
a mask who’ll challenge evil-doers that the authorities are ignoring.
On my world that’s because the authorites are corrupt.
***********************************************************************
Character : Gayrlana
Players Name : Jason Mulligan Race : Human
Class : Paladin Level : 2
Alignment : Lawful Good Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : F Age : 19 Social Class : Status :
Height : 5’10” Wt. : 137# Birth Rank : # Siblings :
Hair : Eyes : Appearance :
Honor : (Base Honor___) Reaction Adjustment :
ABILITIES
18/52 STR Hit: +2 Dmg: +3 Wgt: 160 Max Press: 305 O/D: 13 BB/LG: 25%
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
15 CON HP Adj : +1 System Shock : 94% Res.Sr : 90%
11 INT # Languages : 2
13 WIS Mag Def Adj : 0
17 CHR Max Hench : 10 Loyalty Base : +6 Reaction Adj : +6
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * ___+2__ Poison __14___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ ___+2__ or Wand __16___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ ___+2__ Polymorph __15___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ ___+2__ Weapon __17___
Run ( x2 ) _______
Run ( x2 ) _______ ___+2__ Spells __17___
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ Plate mail_+1________ __23__ 23
\ -2/ Shieldless__0_ Helm_________________
\_/ Rear ____ Shield_____+1________
* – lance does double damage when charging or when set for a charge
Special Attacks
~~~~~~~~~~~~~~~
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Detect evil 60′ Riding, Land Based, Horse
+2 to all saves Dancing
Immune to disease Heraldry
Heal by ‘laying on hands’ Etiquette
Cure diseases Languages – Alignment
Protection from Evil 10′ radius Common (R/W)
With holy sword paladin projects
circle of power
Turn undead at 3rd level
Call for warhorse at 4th level
Cast priest spells at 9th level
May not possess more than 10 magical
items
Never retains wealth
Must pay 10% tithe of income
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Golden Platemail worn 50
villagers robes bavkpack 5
Dagger belt 1
Long Sword belt 4
Golden Great Helm head 10
Lance horse —
War Dog (Huan) — —
Medium Warhorse — —
Hooded Mink Cloak worn 15
Medium Shield arm 10
Money 7
Total (pounds)________________________________ 103
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
2989 Coins
+10% GP 29
EP 120
SP 62
CP
Gems/Jewels
~~~~~~~~~~~
1*500gp gems
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Plate Mail +1
Shield +1
History :
~~~~~~~~~
Born into royal family of the Great Kingdom. From a early age she was
repulsed by the corruption of her family. So when she was about 15 years
old she ran away from her homeland, but vowed to return one day to heal the
Kingdom of its sickness.
She has become a mercenary with honor, and she is known as ‘Lady
Bloodsword’. She usually helps people with causes dedicated to good. Her
only companions are her horse(white medium war-horse) ‘Crysania’ and her
pet war-dog ‘Huan’.
She is 6’0 tall, 150lbs. She has waist-length honey blode hair. She
has bright blue eyes. She has a golden set of plate-mail, with golden helm,
which covers half of her face. The helm also has wings on both sides and a
plume that goes down her back. She also wears a hooded cloak made of mink.
Class: F/C Level: 10/10 Age: 287 Eyes: black
Race: Dwarf Alignment: NG Height: 4′ 1″ Hair: brown
Deity: Moradin Pantheon: Dwarven Weight: 158
Place of origin: Earthfast Mtns, Faerun Sex: Male
STR 14 open doors 8, bend bars 7%
INT 10 add lang 2
WIS 18 magic def adj +4, bonus spells 2x1st 2x2nd 1x3rd 1x4th
DEX 13
CON 18 hit point adj +4, sys shock 99%, res surv 100%
CHA 11 max henchmen 4
Weapon Profs Armour
============ ======
Morning star (sp) Armour worn = Field plate Actual AC = -2
Flail AC base = 1 Rear AC = 1
Mace Magic adj = +1 / +2 Surprised AC = -2
Staff-sling Dex adj = none Shieldless AC = 1
Warhammer Shield = medium (+2)
Non-weapon profs Languages
================ =========
Riding, land Gnome
Healing Hobgoblin
Blind fighting
Tracking
Hit points
==========
Hit die type = d10/d8 Con bonus = +4 Hit points = 87
Hit points per level (f)= 8/3/5/2/5/9/5/7/4/3
” ” ” ” (c)= 5/7/8/2/5/4/6/5/7/2
Combat
======
Thac0 = 11 Weapon in hand: Morning star
Saving throws
============= base save bonuses modified save
Poison/paralyzation 6# +2# 4(1)#
Petrif/polymorph 9 +2 7
Rod/staff/wand 10* +7* 3(1)*
Breath weapon 9 +2 7
Spells 11* +7* 4(1)*
* +4 versus mind effecting spells
# +5 versus poison
Turning Undead
==============
Turning level = 10th
Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC
—-+—-+—-+—-+—-+—-+—-+—-+—-+—-+—-+—-+—-
D* | D* | D* | D | D | T | T | 4 | 7 | 10 | 13 | 16 | 19
Gilim, Son of Noror, Axe for Hire
=================================
From: Anthony Ross
Name: Gilim, son of Noror Race: Hill Dwarf Height: 3′ 11″
Class: Fighter (Axe for Hire) Alignment: NG Weight: 155lbs
Clan: Torkrest Level: 2 Age: 77
AC: Chain = 5 THACO: 19 (+2 to hit) HP: 14
==============================================================================
Strength 17 +1 to hit, +1 to damage, Open Doors 50%, Bend Bars 13%
Intelligence 07
Wisdom 09
Dexterity 10
Constitution 13 85% system shock survival, 90% ressurection survival
Charisma 12
==============================================================================
Description & Notes
===================
Gilim is a pragmatist, always acting in the most rational if not the most
ethical manner. As Do’s big brother he sees himself as Do’s protector,
and doesn’t give Do credit enough to be able to protect himself. This can
lead to some interesting brotherly combat. Gilim’s pragmatism is
undermined by his lack of intelligence, so what he percieves to be perfectly
rational may be flat out stupid due to some obvious oversight on his part.
However, he will not charge into combat without weighing the odds first.
When he does go, he is a master with his battleaxe. He primarily worships
Kador the Dwarven god of war although lesser gods of strength and others are
worshipped. Often says hearty things like “Dwarves always buy the first
round!” His normal morale is 14, he has infravision to 60ft, and his
birthday is Numont the 16th. His kit is the fighter’s Axe For Hire kit as
decribed in the Complete Book of Dwarves.
Non-Weapon Proficiencies
========================
% Endurance (Con) 13 Can preform strenuous activity twice
as long
% Sign Language (Int +2) 12 Simple silent communication using hand
gestures
% Speak, Thyatian (Int +5) 14 Know enough to get by
% Speak, Hill Dwarf (+13) 20 Native tongue
% Survival, Foothills (Int) 09
Weapons Skill Wt. Size Type Spd. Dam S-M Dam L
Battleaxe* (Spec.) 7 M S 4 1d8+4 1d8+4
Lt. Crossbow** (Prof.) 7 M – 7 — —
Light Quarrel 1.3 S P – 1d4 1d4
* Gilim is specialized in the battleaxe which grants him +1 to hit and +2
to damge, which is reflected above. Additionally, he is specialized in
the 2-Handed style which grants him a +1 to damage and reduced weapon
speed, both reflected above. See pages 62-63 of the Complete Fighter’s
Handbook.
** The crossbow fires once per round, Short Range 180ft, Medium 360ft at
-2 to hit, Long 540ft at -5 to hit
Equipment carried on Body
=========================
Large Belt pouch (1)
% 3pp, 11gp, 16sp, 13cp (.8)
Backpack (1)
% Flint & Steel
% 2 whetstones
% 1 oily rag
% 3 candles
% Bar of soap
% Gourd with 1/3 potion of Extra Healing (1)
% Silver flask with a Potion of Longevity (1)
% 5 leather straps
% 2 weeks iron rations (2)
Slung across body
% Light Crossbow
% Quiver (2) carrying 13 standard bolts
Worn
% Chain mail (40), hard Dwarven military boots (2), coarse brown cotton
breeches, longjohns.
Tied to pack
% Waterskin filled with water (3)
% Bedroll (5)
% 50ft Rope (10)
Game History
============
For many years Gilim followed his clans legacy of military training and a
career in the Dwarven army. When he learned his brother Do was going to
go explore the world, Gilim ended his gainful employment in the armed forces
and went with him, to keep him out of trouble. Do and his brother Gilim were
approached by Kae in a quiet pub in the town of Penhaligon. Kae offered
them employment as support personnel for the main party and they accepted.
After several months of adventuring with the group, Gilim had clearly
established himself as the deadliest of the lot in melee. Often defeating
the strongest of the party’s foes singlehandedly Gilim was ready to advance a
level. Before this could occur, the party embarked on a seemingly easy
mission, wherein his brother Do was slain by a poisoned bolt. As the Dwarven
priests cannot raise dead, Do was lost forever, and Gilim is in a deep
period of depression and mourning as he has failed in protecting his brother.
He knows he must return to Rockhome to tell his parents of Do’s death and
ask their mercy for his failings. He is becoming quite spiritual and
contemplative in these recent days, and could possibly become a priest
upon returning home.
Godfire of Barovio – Fighter
============================
From: Brother Tyrus
Character : Godfire of Barovio
Players Name : Raul Pollicino Race : Human
Class : Fighter Level : 1
Alignment : Chaotic Good Family : Nil
Race/Clan : — Homeland : Barovia
Liege/Patron : — Religion : —
Sex : M Age : 23 Social Class : LMC
Height : 6’1″ Wt. : 164# Birth Rank : 1st # Siblings : 0
Hair : brown Eyes : brown Appearance : He-Man!
ABILITIES
18/84 STR Hit: +2 Dmg: +4 Wgt: 185 Max Press: 330 O/D: 14 BB/LG: 30%
15 DEX React Adj : 0 Miss Att Adj : 0 Def Adj : -1
18 CON HP Adj : +4 System Shock : 99 Res.Sr : 100
14 INT # Languages : 4
12 WIS Mag Def Adj : 0
6 CHR Max Hench : 2 Loyalty Base : -3 Reaction Adj : -2
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * _______ Poison __14___
Light ( ) _______ Rod,Staff,
Mod ( ) _______ _______ or Wand __16___
Hvy ( ) _______ Petrify/
Svr ( ) _______ _______ Polymorph __15___
Jog ( ) _______ Breath
Run ( ) _______ _______ Weapon __17___
Run ( ) _______
Run ( ) _______ _______ Spells __17___
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _8__ _Leather_____________ __12__ 12
\ 7 / Shieldless_7__ _____________________
\_/ Rear _8__ _____________________
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
History :
~~~~~~~~~
Only son of Fred and Martha Nile of Barovio he was disowned by his parents
when he refused to become a high priest in the church. He drifted around the
countryside doing farm work and other forms of hard labour before he met
Hasloth who became his mentor and began to train him in the fighting arts.
Godfire is now on a quest to win his way back into his family and the church
through ‘good deeds’.
Godfire of course is a huge hulking man whose need for acceptance clouds his
mind somewhat. He has the subtlety of a flouresent musical rock and the
gentleness of a sharp spike inserted up ones anus.
Age: 30
Height: 6ft Weight: 200lbs
Hair: Brown Eyes: Brown
Stats:
Str: 16 (Girdle of Storm Giant Strength and Guantlets of Oger
Power = Str: 25)
Int: 13
Wis: 17
Dex: 17
Con: 13
Chr: 16
Hit Points: 109
AC: Bracers of Defense AC 2: Ring of Protection +6, +6 to saves.
With dex bonus AC: -6, Without dex bonus AC: -4. Without
Protection AC: 10 or 8 with dex bonus.
Languages Known: Common, Chaotic Neutral, Red Dragon, Halfling,
Lizard man
Psionics: At/Df Str: 87-87, Attack modes: E Def modes: J-H
Major Disciplines: Molecular rearrangement
Minor Disciplines: Detection of Magic, Reduction, ESP
NWP’s: I did not know about NWP’s back then and I did not need
them either.
Equipment: (Please note he is only carrying a small traveling
kit of equipment if met in a stronghold Greymoon would
have access to much more treasure and magical items.)
Bastard Sword +4 in scabbard left side.
Girdle of Storm Giant Strength
Gauntlets of Oger Power
2 Daggers +2 – one in left boot, one in belt on left.
Ring of regeneration – left hand ring finger.
Ring of protection +6, +6 to saves – right hand ring finger.
Bucknards Everfull Purse: Makes Gold and Silver (20 of each\day)
coins, all have a large M stamped on one side. Right side on
belt.
Periapt of Proof Against Poison (around neck)
The Cloak of Eleven Kind is a special order. Not only does it act
as an improved Cloak of the Eleven Kind. It can change its
colors to match Greymoons whims, usually dark Brown or Khaki.
Greymoon NEVER lets this cloak out of his sight or reach.
The cloak also has magical compartments that hold the
following:
Two handed Sword +5
100gp, 100sp (In secret pocket)
Scroll: protection from Magic
Dagger +4
5 Sleep Grenades (In individual secret pockets)
5 Explosive Grenades (In individual secret pockets)
Blaster Pistol – full charge (In a Special pocket with
2 batteries) These High Tech weapons are from the
adventure Expedition to the Barrier Peaks.
The cloak has an emergency teleport spell that will let
Greymoon teleport without error once (Then it must be
recharged) If Greymoon is not conscious or seriously
wounded (near 10 hp) the Cloak will teleport him
without error back to Massmorphius’s castle (Then it
must be recharged).
Large Bag of holding:
3 potions of Extra-healing
3 days iron rations
1 wine skin full
2 water skins full
1 white shirt
1 brown shirt
2 pairs black pants
2 changes underwear, socks.
2 reading books: one of epic poems and one history text
1 Small bag: 2 1000gp Gems (ruby, diamond)
1 Small bad: 20ep, 200gp, 100sp
1 pair Gauntlets of Ogre Power
Description: Greymoon has brown hair, cut short with an efficient
look. He has eyes are plain brown, but can call upon a piercing
gaze that will look right through a person. He has a mid sized
nose and a strong Jaw. He looks strong but not overly muscled. He
always stands straight and tall, when possible. Greymoon does not
wear armor anymore relying on magic instead. He wears lose fitting
clothes. Greymoon usually wears a light brown shirt with a lose
collar, dark khaki or black pants, high dark boots of Elevenkind.
He often wears a special cloak of Elevenkind, which when not
keeping him invisible can either be colored black or khaki.
Greymoon does not often look imposing to other, until called to do
some heroics and then look out. He can radiate power with the best
of them, with magic items and nasty looking weapons at his command.
History: As a young child Greymoon was orphaned. His parents were
killed by Orcs and he was found by a group of Half-lings and raised
there until he was 10, when he was to big for the tunnels. He was
passed off to a group of Elves, who began his training as a
fighter. They never taught him their language, but he did learn a
bit of Lizard Man (from a nearby civilized tribe) and Red Dragon,
while studying with the other children. He was forced out of the
tribe at eighteen to make a mark for himself in the world.
Unfortunately Greymoon met up with a bad crowd, a group that
included a very evil halfling fighter-thief Massmorphius. Greymoon
was not very stable after losing his parents and then being
shuffled from one group to the next. He spent the next few years
taking his frustration out on the world. With Massmorph, he
traveled widely and first helped in clearing out of a dungeon near
the borderlands of an empire. He then was part of a group that
destroyed a plot by the Giants of the east to invade the empire.
His group did well in dispatching the giants only to find the signs
of a larger plot to disrupt the surface world. By this time
Massmorph had all but taken control of this group of adventurers
with his leadership skills, height charisma and experience.
Everyone in this group was now very powerful with many magic items.
After a long journey in the underworld, the group detected and
defeated a Drow plot to the surface world. The group did not care
much that they were doing good, only that they would not be
punished for their deeds, once they returned to the surface world.
Their adventure took them to other realms where they defeated
Lolith Demon Queen of Spiders. They captured her ship and treasure
for use in paying for further adventures.
Once they returned to the real world this group that included
Greymoon heard of a fallen star that held great power. The trip to
the great Barrier Peaks was quite an adventure. They found not an
ancient fallen star but some strange building. This strange
building had light without flame or magic. Strange monsters,
unusual weapons, and armor of great power. Full of power from
their adventures this group successfully challenged the mage of the
valley near the crash site and forced him out. They took control
of the Valley of the Mage and constructing a large wall across the
entrance to the valley.
Having become little more than a fancy bodyguard, Greymoon
became disillusioned with his life and began to wander the world on
his own. He has had enough of intrigue between nations and
controlling small armies. He was no longer the angry youth of the
past. He became more stable, but with many enemies stalking him he
has never had a chance to rest. He may at any time be called back
to the service of Massmorphius who is now very close to being a
demi-power. Which can be good since Massmorphius will lend
Greymoon his most powerful weapon on request. This magical
footman’s mace has been enchanted with mighty magics.
Greymoon was most recently seen in the Sojourners Inn, but
most of the time he will be found wandering the world looking for
a little adventure and hopefully some inner peace.
Special Attacks
~~~~~~~~~~~~~~~
Opponents must save at -1 vs necromancy spell cast by a necromancer, or
undead created/controlled by necromancer
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Save at +1 vs necromancy spells B Herbalism int/-2
and undead attacks B Spellcraft int/-2
Can memorise additional spell 2 Ancient History int/-1
each spell level – Death ceremonies
Barred from illusion and – Burial grounds
enchantment/charm schools 1 Religion wis/0
not allowed weapon proficiencies 1 Artistic Ability wis/0
may choose 1500xp worth of magic – sculpture
gets detect/read magic free 1 Brewing int/0
Secure Familiar 1 Cooking int/0
Brew calmative 1 Weathersense wis/-1
Brew poison 2 Astrology int/0
Beguile
Brew flying ointment 1 Languages – Common (R/W)
Witches curse 1 – Elvish
reaction roll penalty & general 1 – Dwarven
community hostility 1 – ancient #1
25% chance per day of struggle 1 – ancient #2
-2 to attack & save overnight
+15% to learn necromancy spells
-15% to learn others
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dagger
Belt
Sling
Belt
Sling bag (Large Sack)
Belt
Robe
Soft Boots
Gloves
Large belt pouch (for sling stones)
5 sling stones
5 small belt pouches
3 candles
Wineskin
Winter blanket
1 Calmative potion
1 Flying ointment
Money
Total (pounds)________________________________
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
1,500,000 Coins
GP 87
EP 45
SP 22
CP 9
Gems/Jewels
~~~~~~~~~~~
?
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Necklace of adaption \
Ioun Stone – +1 Protection |– Witch kit items
Figurine of Power – Obsidian Steed /
ring of ram
ring of sustenance
cloak of protection +4 and allows wearer to become a bat 2 times/day
Witch staff of Power (functions same as staff of power but allows witches to
use spells from it which aren ormally barred to them)
Spells in Book (* signifies spell memorised) 6/6/6/5/5/3/2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st Level 2nd Level 3rd Level
~~~~~~~~~ ~~~~~~~~~ ~~~~~~~~~
read magic choke (n) * bone club (n)
detect magic * death recall (n) delay death (n)
cantrip detect life invisible mail
chill touch (n) ghoul touch (n) * hovering skull (n) *
detect undead (n) * vocalise iron mind
corpse visage (n) * spectral hand (n) spirit armour (n) *
copy summon swarm dispel magic
chromatic orb insatiable thirst feign death (n)
feather fall ESP * hold undead (n) *
wall of fog * alter self * wraithform
identify web tongues *
spider climb knock vampiric touch (n)
unseen servant * pyrotechnics phantom steed
colour spray * stinking cloud * fireball
grease wizard lock melf’s minute meteors *
fist of stone rope trick Alamir’s fundamental
hold portal protection from cantrips breakdown
enlarge darkness 15′ radius * Max’s stony grasp *
Protection from missiles
4th Level 5th Level
~~~~~~~~~ ~~~~~~~~~
dimension door * Animate dead (n)
fire aura teleport *
fire shield * conjure elemental
contagion (n) wall of bones (n) *
wall of fire mummy rot (n)
enervation (n) * summon shadow (n) *
turn pebble to boulder * rary’s telepathic bond
otilukes resilient sphere mordenkainen’s private sanctum *
minor spell turning * force shapechange (n)
otilukes dispelling screen throbbing bones (n)
invulnerability to normal weapons *
6th Level 7th Level
~~~~~~~~~ ~~~~~~~~~
death spell (n) * finger of death (n) *
black mantle (n) phase door *
Bloodstone’s spectral steed (n) zombie double (n)
Forest’s fiery constrictor * suffocate (n)
invulnerability to magical weapons
transmute water to dust *R
Before adventuring Career…
Bernard Hallonan, or Grimm as he now calls himself, is the son of a
moderately wealthy merchant who traded in wines, the second of four brothers.
His aptitude for magical study was recognised early and an entry exam (plus a
suitable bribe) assured him a place in the academy of magic. During his first
few months, however, an accident during an attempted summoning caused a large
explosion and a momentary extraplanar rift which only he is known to have
survived. This was due to the influence of a demon alerted when the rift
opened, and who saw the potential for mischief in the apprentice. Dazed and
unnoticed in the confusion, Bernard wandered right out of the city and into
the forest, and was presumed dead (or worse) by the academy authorities.
Wandering in the wilderness, his mind somewhat unhinged by the incident,
Bernard was contacted by the demon for the first time. Awed by the presence
of the being and the promises of great power it offered, he accepted the
tutelage and proceeded to become a warlock skilled in the art of necromancy.
It didn’t take long, though, before he began to rebell against the demands
placed upon him, and the constant intrusion into his thoughts and actions
made by the fiend. Eventually he broke free of its direct influence, but is
still harrassed by the demon’s attempts to regain control of its “investment”.
He took with him magical knowledge, a figurine of wonderous
power and a ring of the ram, all bribes by the demon to retain his confidence
and devotion.
Lost in the forest with no skills to protect himself, Bernard would
probably starved to death if he had not stumble across a log cabin, the final
resting place of a retired adventuring thief (one of the few who die
peacefully). Although the place had already been emptied by enterprising
vandals, he managed to find a ring on the corpse which proved to be a ring of
sustenance and a silver necklace which he later sold for what little money he
has now and his few possesions. It was obvious to him that he had nowhere
near as many qualms about dealing with the dead than the earlier thieves had,
but then again, that’s what being a necromancer is all about…
The present day…
Grimm’s streak of luck continues to preserve him from his own belief in
immortality, although he has become a little bit more world wary. He tries
now to keep a good stock of defensive spells (just in case) and sometimes has
mood swings into the paranoid that can mean disaster for his travelling
companions. His speciality combined with his uncooperative attitude has
earned some attention from various authorities, though most are prepared to
dismiss him as a minimal threat to society. Indeed, his hunts for undead have
earned him occasional praise, as he restores the balance against those who
would cheat death – and any who stand in his way.
Grimm is more than a little stressed by the life he has led so far, in
fact he’s bordering on crazy. Surviving the accident, the demon and wandering
lost in the wilderness has led him to think that he may be destined never o
die. Combined with his learnings in necromancy and general society’s
rejection of him, he is fast heading toward the belief that he is death
incarnate, an elemental force not to be denied, which is reflected by the
name he now choses to be known by. His monthly visits by the demon tend to
contradict this, which gives him all the more reason to hate it. It is ironic
that he would give anything to be rid of the true source of his power, and
just about the only thing at the moment that prevents him from become a
raving nutcase. He has little memory of his family, and has no desire to
associate with them again.
Name: Hnaef Scylding Class: Ranger Ht: 6’1”
Race: Human Alignment: Chaotic Good Wt: 178
Clan: Ozerfold Level: 2 Age: 20
Armour Class: Chain&S = 4 THACO: 19 HP: 18
==============================================================================
Strength 18 (38) +1 to hit, +3 damage, open doors 12, bendbars 20%
Intelligence 10
Wisdom 14
Dexterity 14
Constitution 16 +2 hit points
Charisma 07
==============================================================================
Description
Lithe and muscular of build, Hnaef has the archtypical Northern
look, blond, ruddy, and dangerous. While his friends know him as a quiet
joker, most strangers are more than a bit put off by his less than civilized
appearance. With his dog Holgar and a halting command of the common tounge,
Hnaef is generally assumed to be much more dangerous than he actually is.
Although he posseses all the skills and talents nessecarry to sucess in
combat, Hanef’s companions learn quickly that he is smitten with ill luck
in combat and should not be counted upon.
Non-Weapon Proficiencies
========================
% Animal Tr. (Wis) 14 Train animal(s) to preform general & specific
tasks
% Endurance (Con) 16 Can perform strenous activity twice as long
% Hunting (Wis -1) 13 Check to get near prey and sneak up
% Speak Thyatian (Int +2) 12 Mediocre in this newly learnt tounge
% Speak Northern (Int +9) 19 Almost fluent in his native tounge
% Survial, Cold (Int) 10 Knowledge of hazards, can check to find
food/water
% Tracking (Wis) 14 Check with various modifiers to track
Weapons Skill Wt. Size Type Spd. Dam S-M Dam L
Longsword (Prof.) 4 M S 5 1-8 1-12
Longbow* (Prof.) 3 L – 8 — —
Arrows, Flight 3.9 S P – 1-6 1-6
Dagger (Prof.) 1 S P 2 1-4 1-3
Battle Axe (Prof.) – – – – — —
* The longbow fires twice per round, Short Range 210ft, Medium 420ft at -2
to hit, Long 630ft at -5 to hit
Thieving Skills
===============
Move Silently 15%
Hide In Shadows 10%
Equipment
=========
% Wearing:
Chain mail (40)
Heavy woolen under and outergarments (3)
Fur-lined coat (5)
Great helm (10)
Medium shield (10)
Magical ring of unknown properties (Ring of Protection +1)
Longsword with rune
Scabbards at left side: two daggers
% In large sack:
50ft of half inch dimater hemp rope (15)
Loose linen pants & Sandals
White linen outfit with green/yellow/blue trim
Waterskin (2)
Dog leash & studded collar (1)
Flint & steel, 3 whetstones and an oily rag
3 torches (1.5)
1 flask of oil (1)
Set of hunting knives (3)
Leather gourd holding a potion of Halfling Control (1)
% In large sack:
8 partiallly corroded magical masks (4)
Grappling hook (3)
Wine bottle labled RShireton BubbyS (Actually is Type M poison)
% Horse – Wengar
% War Dog – Holgar
Background
==========
Born to Bercilak and Margan Scylding (who died giving birth) of
the Ozerfold clan on their steading, in the Soderfjord Jarldoms in the
Northern Reaches. There is minimal agriculture and food sources are
mostly derived from hunting and trade, in your region. Berilak was greatly
affected by the loss of his wife and spent much time away from the stead on
long hunting trips in the surrounding mountains and hills. While his
father was away, Hnaef was under the care of his Uncle Ofeig, and elder brother
Sven. They taught you to wield the longsword, as well as train the
wolf-dogs that are used as guards on the steading. Eventually his father
began to take him on the hunting trips, where Hnaef’s ranger skills were
acquired. At the age of 19 he obtained the permission of Vandrad Horiks
on, his clan head, and set forth by ship from Whiteheart, to explore the
world.
Beliefs instilled in upbringing
===============================
% Loyalty lies with family, clan and friends, and anyone who does not
defend their honor is a coward.
% Hospitality and generosity are to be valued and respected.
% Wealth in itself is not a virtue.
% Courage is honorable, it is dishonorable to whine or complain.
% The gods determine fate, and wit and humor in bad times is to be valued.
% Forgiveness is a sign of weakness.
% Long discussions are pointless and should be avoided at all costs.
% One’s word is binding, but to mislead by clever speech or omission (not
lies) is neither dishonest or immoral.
% Exaggeration of ones deeds is acceptable to a point.
% Merchants, thieves and especially wizards are to be accorded little
respect as they are sneaky, evil and dangerous, yet timid in combat.
% Priestly magics are acceptable and virtous.
% Nature is to be respected, revered and protected, and must be allowed to
coexist with other life.
Game History
Hnaef is most famous for his utter failure as a combat machine, to
the frequent disappointment and frustration of his player. He never did
anything truly heroic (partially because his player was often absent) and
never really lived up to his ancestry and training.
Character : Keldin Linsiber
Players Name : NPC (Sethi’s Follower) Race : Human
Class : Thief (cleric) Level : 7(4)
Alignment : CG (CN tendencies) Family :
Sex : M Age : 35 Social Class : LMC Status :
Height : 5’10” Wt. : 160# Birth Rank : unknown # Siblings : unknown
Hair : black Eyes : dark brown Appearance : serious, wrinkled
ABILITIES
15 STR Hit: 0 Dmg: 0 Wgt: 55 Max Press: 170 O/D: 8 BB/LG: 7%
18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4
16 CON HP Adj : +2 System Shock : 95% Res.Sr : 96%
14 INT # Languages : 4
16 WIS Mag Def Adj : +2 Bonus Spells : 2*1st, 2*2nd
13 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : +1
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __10___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _______ or Wand __12___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __11___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __15___
Run ( x2 ) _______
Run ( x2 ) _______ __+2___ Spells __13___
(ma)
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ Leather +1___________ ___57_ 57
\ 1 / Shieldless____ _____________________
\_/ Rear ____ _____________________
WEAPON COMBAT
WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Knife
(thrown)
Short Sword
Quarterstaff
Special Attacks
~~~~~~~~~~~~~~~
backstab damage x??
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
Coins
+10% GP
EP
SP
CP
Gems/Jewels
~~~~~~~~~~~
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ring of Feather Falling
Ring of Regeneration
Leather +1
Hilt of the Weapons Master
Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Character : Kyle QuickFinger
Players Name : Jeremy Paddison Race : Halfling
Class : Thief Level : 16
Alignment : Neutral Evil Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 27 Social Class : Status :
Height : 36″ Wt. : 64 Birth Rank : # Siblings :0
Hair :Blonde Eyes : Brown Appearance :Quite Handsome. Mischevious eyes
ABILITIES
15 STR Hit: norm Dmg: none Wgt: 55 Max Press: 170 O/D: 8 BB/LG: 7%
19 DEX React Adj : +3 Miss Att Adj : +3 Def Adj : -4
15 CON HP Adj : +1 System Shock :90% Res.Sr 94%
16 INT # Languages : 5 Spell Lvl :8th Chance : 70% Max/Lvl : 11
11 WIS Mag Def Adj : 0
13 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : +1
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _+4____ Poison __10___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _+4____ or Wand __8 ___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __9 ___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __13___
Run ( x2 ) _______
Run ( x2 ) _______ _+4____ Spells __9 ___
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _2__ elven chain +3_______ _78___ 78
\-2 / Shieldless_-2_ _____________________
\_/ Rear _-2_ _____________________
Special Attacks
~~~~~~~~~~~~~~~
BackStab: +4 chance to hit. Negate enemy’s shield and dexterity bonus.
Damage multiplier: x5
+1 bonus when using thrown weapons or slings
-4 penalty to opponent’s attacks when you surprise them
-2 penalty to opponent’s attacks when a door/screen must be opened first
Bonus to saves vs rods/staff/wands,
spells, poison
Use Scrolls: 25% Failure. If fails then the effect can be reversed.
Infravision 60′
Determine Grade of slope or passage
Determine Direction
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
1,500,000 Coins
+10% GP
EP
SP
CP
Gems/Jewels
~~~~~~~~~~~
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bolt of Tracking
Wooden Knife
Sword +2, Idrenal
elven chain +3
-=-=-=
Sword +1, Idrenal
Idrenal is a specially made +1 shortsword. In the hands of a thief, it
becomes +2. Furthermore, when Idrenal is used for a backstab attack, it
advances the thief an additional step of multiplier (i.e., x3 instead of
x2, etc.) normal to their level.
-=-=-=
Wooden Knife
It is magical knife of elven design made of magically hardened wood.
It will disregard all inorganic armor when it is
used to hit. It will pass through plate mail, chain, any metallic armor
(but without causing the armor any damage either).
Upon the thiefs command, once per day the knife can also cause an
additional 1d6+4 magical damage to the target, whether thrown or used
in melee.
-=-=-=-=
Bolt of Tracking
An enchanted Bolt. No bonuses to hit or damage but if fired at a target
& missess, instead of falling to the ground, it stays aloft & turns around
to try again (NOTE: it could be a back attack this time). This continues
until either a successful hit is made or d4 tries have been attempted (not
counting the initial to hit roll for firing the bolt).The bolt locks on
one target (whether dead or alive). If a 1 is rolled on a to hit roll, a
mis-lock occurs & the person who fired the bolt is now the acquired
target. Other than turning around, this bolt does not avoid obstacles.
As such, hitting a solid object will stop the bolt.
-=-=-=-=
Ok this one is really bizarre, a kender thief psionicist. I am not quite sure
what i think of it yet, I’ll see once he is play tested….
Character :Logastor Lockpicker
Players Name :Liam Burns Race :Kender
Class :Thief/Psionicist Level :13/10
Alignment :Lawful Neutral Family :Live
Race/Clan :Kender Homeland :Kendermore
Liege/Patron : Religion :Athiast
Sex :Male Age :20 Social Class :Middle Status :
Height :3’9 Wt. :99p Birth Rank :2nd of 4 # Siblings
Hair :Brown Eyes :Blue Appearance :tidy and neat
ABILITIES
STR 11 Hit: Dmg: Wgt:40 Max Press:115 O/D:6 BB/LG:2%
DEX 19 React Adj :+3 Miss Att Adj :+3 Def Adj :-4
CON 12 HP Adj : 0 System Shock :80% Res.Sr :85%
INT 14 # Languages :4
WIS 15 Mag Def Adj :+1
CHR 8 Max Hench :3 Loyalty Base :-1 Reaction Adj:0
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: * __+4___ Poison __10__
Light ( ) _______ Rod,Staff,
Mod ( ) _______ __+1___ or Wand __8___
Hvy ( ) _______ Petrify/
Svr ( ) _______ __+1___ Polymorph __8___
Jog ( ) _______ Breath
Run ( ) _______ __+1___ Weapon __13__
Run ( ) _______
Run ( ) _______ __+4(5) Spells __9___
(ma)
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ Leather Armor +4_____ 53 53
\ 4 / Shieldless____ _____________________
\_/ Rear ____ _____________________
{note that only wear armor when in
battle or otherwise told}
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
750000/750000 1000 gp
(all treasure in bag of holding)
Gems/Jewels
~~~~~~~~~~~
2x500gp gems
10x100gp gems
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Luckstone (placed in a pouch)
Healing Potion (heal spell)(placed in a pouch)
Amulet of life Protection (worn but covered up by clothing)
Medalion of ESP 90′ range (worn but covered up by clothing)
Bag of Holding (worn)
Ring of mind shielding (worn but covered up)
Hoopak +4
Dagger +2
Short Sword +1
History:
~~~~~~~~
One day was adventuring with a party, got the party into strife.
The party had had it with him. The party found a portal and threw
him through it. The portal lead to greyhawk. The portal closed
after Logastor went through it.
Pouches:
~~~~~~~~
1-Flint and steel
2-Picklocks
3-3 rocks
5-Vial of perfume
6-Herbs
7-Cinnamon, Spice
8-2 gold pieces
9-Raisans
10-1 gem (50gp)
11-Vial of writing ink
12-Soap
13-Map
14-Hourglass
15-2 cups of rice
16-3 shetts of paper
17-Picklocks
18-3 fishhooks
19-2 sticks of chalk
20-Lock, Good condition
21-1 key (Don’t know what for)
22-Little mirror
23-2 pounds of nuts
24-Feather of a Pelican
25-Spyglass
26-2 pounds of candlewax
27-2 orc teeth
28-1 big earing
29-1 spear head
30-5 gold peices
31-3 pounds of sugar
32-Piece of paper with a picture of a red dragon on it
33-Belt Bukle
34-1 Mitten
35-Cats fur
36-3 Marbles
37-1 pen
38-Picklocks
39-Broken pair of Glasses
40-A little pot of honey
41-A dead mouse
42-Half of a broken flute
43-Someones Diary
44-Luckstones
45-Greek Fire Oil
46-Football Scorecard (Parramatta 100 – Canterbury 0)
47-Brooch
48-Pin
49-Dog Bone
50-Peg from a clothes Line
51-Computer Disk
52-Scissors
53-Tooth Brush set
54-Time table for Caravan departure from Kendermore
55-Thick black Texta
56-Comb
57-Needle
58-String
59-Picture of his mother
60-Paper Clip
61-Pieces of glass (not sharp)
63-30 gold coins
64-Juggling ball
65-Safety Pin
66-Thimble
67-Little statue of a horse
68-Juggling ball
69-Tweasers
70-Juggling ball
71-sewing needle thread
72-Thumtacks
73-File
74-Potion Of healing
75-Little bottle
76-Paint Brush
77-Shcrewdriver
78-Shell
79-Pencil Sharpener
80-1 sock
81-Deck of Cards
82-Dried ear
83-10 gold pieces
84-Brass ring
85-Old toenail from somewhere
86-Fine silk (only a little bit)
87-Horse shoe
88-Dried apple pieces
89-Pencil
90-Fossil with an imprint of a jaw
91-Rock
92-Lockpicks
93-1 pound of herbs
94-1 Finger bone
95-Pen
96-Picture of Family
97-1 gem (50gp)
98-1 string of guitar wire
99-30 gold coins
100-5 pieces of paper
Character : Loraginos Eldrekkena
Players Name : Liam Burns Race : Human
Class : Invoker Level : 1
Alignment : Lawful Neutral Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 22 Social Class : Status :
Height : 5’7 Wt. : 58kg Birth Rank : # Siblings :
Hair : brown Eyes : blue Appearance :
ABILITIES
10 STR Hit: 0 Dmg: 0 Wgt: 40 Max Press: 115 O/D: 6 BB/LG: 2%
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
15 CON HP Adj : +1 System Shock : 90% Res.Sr : 94%
18 INT # Languages : 7 Spell Lvl : 9th Chance : 85% Max/Lvl : 18
9 WIS Mag Def Adj : 0
10 CHR Max Hench : 4 Loyalty Base : 0 Reaction Adj : 0
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __14___
Light (41-58 ) _______ Rod,Staff,
Mod (59-76 ) __6__*_ _______ or Wand __11___
Hvy (77-96 ) _______ Petrify/
Svr (97-110 ) _______ _______ Polymorph __13___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __15___
Run ( x2 ) _______
Run ( x2 ) _______ _______ Spells __12___
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _8__ none_________________ __5___ 5
\ 8 / Shieldless_8__ _____________________
\_/ Rear _8__ _____________________
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Opposition schools : charm/ 1 Spell Craft
enchantment, Conjuration/ 1 Ancient history
summoning, illusion. 1 Modern Languages (Perrenlandish)
Unable to use magic items which 1 Etiquette
come from opposition realms 1 Religion
Opponents save at -1 against 1 Riding, Horse
invocation/evocation spells 1 Ancient Languages (Thracian)
+1 to save vs invocation/ 1 Swimming
evocation spells 3 Languages – Common
+2 at 17th – Elvish (R/W)
+3 at 20th – Dwarvish
Bonus spell each spell level
(invocation/evocation only)
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
humble village clothing backpack 5
3 daggers belt 3
Clothing worn 5
Belt waist –
Riding Boots feet –
Fine fur Coat worn –
gloves worn –
knife sheath belt –
vest worn –
Backpack back 2
Large belt pouch belt 1
small chest back 10
candle chest –
flint and steel pouch –
hemp rope (60′) on pack 20
3 weeks iron rations backpack 25
Spell Book backpack 7
Money .5
Total (pounds)________________________________ 73.5
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
Coins
+10% GP 13
EP 1
SP 4
CP
Gems/Jewels
~~~~~~~~~~~
none
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st Level : Read magic, Detect magic, Magic Missile*, Alarm, Shield,
Wall of Fog, Tenser’s floating disk, Fire Burst, chromatic
orb*
History :
~~~~~~~~~
As a student at school, he persevered the fine art of magic
especially those in the way of invoker spells, but also learning the
best form of defense is offense. An only child, he was brought up as
little spoilt as he comes from a fairly rich family.
He is furthering his career and powers to one day return and
confront his one time best friend but now enemy ands show he was not
brought up like a coward.
Your background is this : Leaving the school of magic when you had
graduated from a novice to a first level mage, you decided to set out on your
own and make your fortune, and leave your mark on the world. You lived in the
Free City of Greyhawk, with wealthy parents, who were quite angry and
disapointed that you had left the security and prestige ofthe school of magic.
You won’t be able to expect much help from them…
Before anybody new of your immanent departure from the school, you
experienced your first betrayal. Jealous of your rise to power and eager for
your position in the school, your best friend, a novice named Jehovic, tried
to have you killed. He bungled the attempt, and fled into the slums. You
would have pursued him and avenged yourself, but you had made arrangements to
travel with a caravan heading south east, which was leaving the following
morning. Saying goodbye to those you knew, you joined the van and left the
safety and comfort of Greyhawk.
You soon became bored with the caravan, nothing exciting occured at
all, so when the van stopped at a mansion in the midle of the woods, you put
the word around the mansion servants that you were looking for adventure. As
luck would have it, an adventuring party was staying in the Manor at this very
moment, and were planning to set off to the Hold of the Sea Princes in the
morning. To quickly gained an audience wit hthe master of the manor, a chap
named Lirdrium Arkayz, and asked him if he could pass on the message to the
adventurers that you wished to join them. It appears they have agreed, and a
servant has just informed you that you are being waited on at the front gates.
Class: Paladin Level: 7 Age: 27 Eyes: Blue
Race: Human Alignment: Lawful Good Height: 6′ 2″ Hair: Blonde
Deity: Guldur Pantheon: Kolgurnian Weight: 187 lbs
Place of origin: Jalensin City Sex: Male
STR 17 +1 to hit/+1 to damage/open door 1-3/bend bars 13%
INT 14 add lang 4
WIS 13
DEX 12
CON 18 hit point adj +4/sys shock 99%/resur surv 100%
CHA 17 max # henchmen 10/loyalty base +30/ reaction adj +30
Weapon Profs Armour
============ ======
Broad sword Armour worn = plate mail Actual AC = 2
Battle axe AC base = 3 Rear AC = 3
Short bow Magic adj = none Surprised AC = 2
Spear Dex adj = none Shieldless AC = 3
Two-handed sword Shield = large
Hit points
==========
Hit die type = d10 Con bonus = +4 Hit points = 70
Hit points per level = 3/10/6/2/5/9/7
Saving throws
============= base save bonuses modified save
Poison/paralyzation 10 +2 8
Petrif/polymorph 11 +2 9
Rod/staff/wand 12 +2 10
Breath weapon 12 +2 10
Spells 13 +2 11
Turning Undead
==============
Turning level = 5th
Skeleton Zombie Ghoul Shadow Wight Ghast Wraith Mummy Spectre
T T T 4 7 10 13 16 20
Equipment
=========
High,hard boots Iron rations (3 weeks) 20 normal arrows
Cloak (wool) Water skin (2 pints) Quiver and bowcase
Gloves Whet stone and oil Bowstring (3 off)
White tabard Bullseye lantern Large belt pouch
Belt Lantern oil Holy symbol
Sword belt Tinder box Holy water (3 flasks)
Baldric Flint and steel Holy wafers (20 off)
Backpack 2 sets of clothing Consecrated wine (1 pint)
Background
==========
Sir Pellaeus was born the son of a well off merchant in a city called
Jalensin in the heartlands of Cytharin. At the age of 14 he left his family
and joined the temple of Guldur as an initiate. At age 16 he joined the
militant arm of the temple, initially to train as a temple guard. However,
it was noticed by his tutors that Pellaeus had both honesty and virtue as
well as a natural flair for the sword.
He was thus apprenticed to Sir Tinandis, a Knight of Guldur, who was to
instruct Pellaeus in the codes of honour, law, combat, and ettiquette, as
well as holy scripture. Sir Tinandis and Pellaeus rode upon many missions for
the church, and never once did Pellaeus disgrace himself or his church.
At the age of 21, Pellaeus was formally knighted and entered into the ranks
of the Knights of Guldur.
Since that time he has travelled in several adventuring companies, always
fighting for the poor and unjustly treated and spreading the word of Guldur
where it would be heard by those who would listen.
name : QUENTIN DORVARD S: 10
race : HUMAN I: 14
class: BARD W: 5
level: 2 D: 16
HP : 10 CO:8
AC : 3 CH:18
AL : N CM:don’t use this attribute, but probably 18
THACO: 20(19 with bow)
AGE : 20
NON-MAGICAL ITEMS: CHAIN MAIL, WEAPONS OF PROFICIENCY, SET OF FINE
TRAVELLING CLOTHES, PAPER,PEN,INK, DECK OF CARDS, LUTE, SPELLBOOK (holds
color spray, feather fall, floating disc and wall of fog)
APPEARANCE: Standing 6’11″(1.81), at weight of 74 kg(dunno how much it’s
in lbs.), you may say Quentin has a light body frame. His brown hair
(he keeps it long – up to his shoulders ) nicely underlines the tanned
color of his skin, and suits his blue eyes well. He is just FILTHY HANDSOME.
Every teen-aged-girl wet dream. Everywhere he goes, they just swarm around
him. There’s nothing he can do about it. His true and only love, however
(besides women, other people’s pockets, and music) is STORIES. He can sit
in a tavern for hours, telling old travel and war tales (in a very charming
and interesting way). Although he presents all of them as personal
experiences, this is (as you may have guessed) false most of the time.
The audiences don’t mind, as long as the tales are entertaining. He also
likes to listen to other people stories (so he can tell them later). He’s
what you might call a social chameleon. His greatest weakness, however, is
his almost childish naiveness (just check his low WIS). He is utterly and
completely gullible, and is likely to be used by the simplest con-men.
He is also notorious for participating in a theft or other illegal act,
and then just going around telling his friends (and others) about it.
He just likes socializing, no matter the cost. Until now, he managed to
stay out of jail and other troubles, partly because he’s so charming,
and partly just by shear luck.
Name: Rumpeltstiltskin, or “Rumpy” among friends.
Alignment: Chaotic Neutral
Race: Human
Class: Mage – Conjurer specialist.
Level: 3
Family: Married – Father was stamped on by a rabid horse and killed
just after my birth.
Social class: Upper Middle Class
Religion: None
Status: Adventurer
Number of siblings: 3
Birthrank: 3/4
Homeland: Vlac 2 hours walk from the village of Homlet.
Sex: Male (No, I’m still a virgin)
Age: 16
Heigth: 162 cm.
Weight: 77 kg.
Hair: Dark brown.
Eyes: Blue
Stats——-
Str: 15
Dex: 13
Con: 15
Int: 17
Wis: 14
Chr: 8
Com: 7
Hitpoints: 14
Armor Class: 6 <-From the Armor spell. 10 whithout it.
Weapon proficiencies: Dagger.
Nonweapon proficiencies: Reading/Writing
Engineering
Ancient Languages
Spellcraft (x2)
Riding
Animal Handling
Artistic Ability - Acting
Swimming
Weather sense
Religion
Spells:
1st lvl: Affect Normal Fires
Armor
Chill Touch
Light
Magic Missile
Phantasmal Force
Read Magic
Shocking Grasp
Sleep
Spider Climb
Tenser's Floating Disc
Wizard Mark
2nd lvl: Glitterdust
Ray Of Enfeeblement
Spells he has failed to learn:
Mirror Image - failed by 18
Charm Person - " 20
Feather Fall - " 23
Detect Undead - " 22
Exp: 6067
Bonus: 10%
To Next Level: 10,000
Treasure: 3 gp
Magic Items:
Dagger - Unknown
One Hand Staff - Unknown, at least +3 to hit.
Sceptre - Used to open/activate a machine that turns
people into ghasts. Glows when in light and
humms loudly when close to said machine.
Spellbook - Of course.
Non magical items:
Backpack
Wineskin
Large Beltpouch
Winter Blanket
Dagger Footbelt
Dagger Chestbelt
Sack containing 4 live chickens
13 pairs of artificial eyes (Rumpy's very fond of these)
Alabaster Box containing spell components
100 Spikes
Hammer
8 Wooden Stakes
6 Torches
Mirror
Lots of daggers - one silver
2 Greek Fire
Bag of 100 caltrops
2 iron plates 4x6 feet
6 ballons
Flint & Steel TM
Current Adventure:
Temple Of Elemental Evil/Village Of Homlet ++
A lot of this adventure remains. We still haven't proceded to enter
the temple itself.
Background:
Rumpeltstiltskin was born on the 30th of November 16 years ago.
Shortly after his birth, his father died a tragic death, leaving him
in the care of his big sister, Virga, who later turned out a priest of
Torm. Not very typical for a Torm follower, Virga was a real bitch of a
half-breed (charisma of 6). We do share the same mother, who is
also a bitch - literally, although her father is the mayor of Vlac -
an elf. Nothing really interresting happened to Rumpeltstiltskin
during his childhood, apart from being one of the great wizard,
Kalkaryn's, students. Kalkaryn is not really all that smart, but
Rumpy thinks he is. Rumpeltstiltskin was of course very tired of the
way his mother behaved, so he along with his sister and some friends
headed off to Homlet to meet Rumpy's good childhood friend (yes, he
has some friends) Roger, a bard, to seek out fame and fortune.......
==============================================================================
S'questr'n Yll'vajin - Fighter/Cleric/Mage
==========================================
Name: S'questr'n Yll'vajin Edition: 2nd
Class: F/C/M Level: 9/9/10 Age: 464 Eyes: Red
Race: Drow elf Alignment: CE Height: 4' 9" Hair: White
Deity: Lolth Pantheon: Elven (?) Weight: 121 lbs
Place of origin: Aluth-kyorl Sex: Female
STR 17 +1 to hit, +1 to dam, open doors 10, bend bars 13
INT 17 add lang 6, spell level 8th, learn spell 75%, max # spell/lvl 14
WIS 16 mag att adj +2, bonus spell 2x1st 2x2nd
DEX 15 defence adj -1
CON 16 hit point adj +2, sys shock 95%, res surv 96%
CHA 13 max henchmen 5, react adj +1
Weapon Profs Armour
============ ======
Long Sword (s) Armour worn = Bracers AC3 Actual AC = -4
Dagger AC base = 3 Rear AC = -3
Morning star Magic adj = +6 (ring/cloak) Surprised AC = -3
Hand crossbow Dex adj = -1 Shieldless AC = -4
Javelin Shield = none
Non-weapon profs Languages Special abilities
================ ========= =================
Healing Common Dancing lights Dispel magic
Running Deep gnome Faerie fire Detect magic
Spellcraft Dwarven Darkness Clairvoyance
Survival Kua-Toa Levitate Detect lie
Ettercap Know alignment Suggestion
Duergar
Hit points
==========
Hit die type = d10/d4/d8 Con bonus = +2 Hit points = 61
Hit points per level (f)= 8/6/6/3/2/7/10/4/7
" " " " (m)= 2/1/4/2/2/3/4/3/4/3
" " " " (c)= 8/6/8/2/4/7/5/3/4
Combat
======
Thac0 = 12 Weapon in hand: Long sword
Magic resitance = 70%
Saving throws
============= base save bonuses modified save
Poison/paralyzation 7 +6 1
Petrif/polymorph 9 +6 3
Rod/staff/wand 9 +8* 1 (1*)
Breath weapon 9 +6 3
Spells 10 +8* 2 (1*)
* +2 versus mind effecting magic
Turning Undead
==============
Turning level = 9
Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC
----+----+----+----+----+----+----+----+----+----+----+----+----
D* | D* | D | D | T | T | 4 | 7 | 10 | 13 | 16 | 19 | 20
Spells (mage)
======
Spells/level
1st=4 2nd=4 3rd=3 4th=2 5th=2
Spells learnt
1st= magic missile (x3), feather fall
2nd= invisibility, web, ray of enfeeblement, blindness
3rd= lightning bolt, fireball, slow
4th= fire shield, stoneskin
5th= domination, feeblemind
Spells in spell book
1st= alarm, charm person, enlarge, feather fall, gaze reflection, identify
magic missile, shield, sleep
2nd= blindness, detect invisibility, forget, invisibility, mirror image,
ray of enfeeblement, web
3rd= fireball, haste, lightning bolt, non-detection, slow
4th= fire shield, ice storm, stoneskin, wall of ice
5th= cone of cold, domination, feeblemind
Spells (cleric)
======
Spells/level
1st=6 2nd=6 3rd=3 4th=2 5th=1
Spells learnt
1st= cure light wounds (x4), protection from good, cause light wounds
2nd= hold person (x2), heat metal (x2), slow poison (x2)
3rd= dispel magic, feign death, meld into stone
4th= cure serious wounds (x2)
5th= cure critical wounds
Magical items Money
============= =====
Bracers AC 3 Copper pieces = ?
Ring +3 Silver pieces = ?
Cloak +3 Gold pieces = ?
Long sword +2 Electrum pieces = ?
Hand crossbow +1 Platinum pieces = ?
Wand of fireballs Gems = ?
Wand of illusions Jewelry = ?
Master tentacle rod Other = ?
Equipment
=========
Unspecified, but includes flash grenades, smoke grenades, unholy water,
spider silk rope, 20 bolts for hand crossbow, sleeping poison for bolts,
and 3 javelins (similarly poisoned).
Background
==========
S'questr'n was born to one of the minor noble houses of Menzoberranzan, but
was forced to leave or be killed at an early age.
Similar to many of her kind born to a noble family she was trained in the
arts of combat, magic, and religion.
Unlike many of her kind she did not choose a single profession once she'd
completed her basic training; instead S'questr'n decided to continue to
practice all three arts. This incited the wrath of the high council and she
was ordered to either choose or die. S'questr'n instead decided to flee. She
travelled from drow city to drow city, learning from masters of each art along
the way.
Eventually, S'questr'n wondered into the new outpost city of Aluth-Kyorl.
She was tired of wandering and decided to settle there and continue her
studies.
The council of the city was fairly inexperienced and its leader completely
out of her depth. After many botched raids and failed "crops" the city began
to run short of food. S'questr'n saw this as a chance to seize power and
using her arts to the full gain entrance to the council chamber.
The victory was surprisingly easy as many of the council decided to settle
old scores whilst S'questr'n fought their leader and her leftenants.
S'questr'n then went on to kill those that remained of the council.
Once the battle was over S'questr'n declared herself leader of the council
and appointed a new council of nobles.
S'questr'n has survived many attempted coups and has put each down with such
easy ruthlessness that none have been attempted for many years.
==============================================================================
Sanas Dengrill - Fighter
========================
Name: Sanas Dengrill Edition: 1st
Class: Fighter Level: 4 Age: 18 Eyes: Brown
Race: half-elf Alignment: Neutral Good Height: 5' 6" Hair: Black
Deity: Corellan Pantheon: Elven Weight: 135 lbs
Place of origin: Kinsholm Sex: Male
STR 18/54 hit adj +2, dam adj +3, open doors 1-4, bend bars 25%
INT 11 add lang 2
WIS 13
DEX 15 defence adj -1
CON 17 hit point adj +3, sys shock 97%, res surv 98%
CHA 15 max henchman 7, loyalty base +15%, react adj +15%
Weapon Profs Armour
============ ======
Long sword Armour worn = Plate mail Actual AC = 0
Dagger AC base = 2 Rear AC = 3
Long bow Magic adj = +1 (shield) Surprised AC = 1
Short sword Dex adj = -1 Shieldless AC = 2
Shield = medium (+1)
Hit points
==========
Hit die type = d10 Con bonus = +3 Hit points = 36
Hit points per level = 7/4/6/7/
Combat
======
Thac0 = 18 Weapon in hand: Long sword
Saving throws
============= base save bonuses modified save
Poison/paralyzation 13 -- 13
Petrif/polymorph 14 -- 14
Rod/staff/wand 15 -- 15
Breath weapon 16 -- 16
Spells 16 -- 16
Magical items Money
============= =====
Long sword +1 Copper pieces = 14
Shield +1 Silver pieces = 11
ring of feather fall Gold pieces = 45
7 +1 arrows Electrum pieces = none
potion of heroism Platinum pieces = none
Gems = none
Jewelry = none
Other = none
Equipment
=========
High boots Parchment (4 sheets) 20 days iron rations
Grey cloak Bottle of ink Water flask (1 pint)
Grey tabard Quill pen (4 off) Sharpening stone
Backpack Rope (50 ft) Flasks of oil (2 off)
Quiver Grapnel Tinder box
Bowcase Iron spikes (15 off)
20 arrows Hammer
Background
==========
Sanas was born in Kinsholm, a small village near one of the forests of the
wood elves and one of the few places of man that they visit.
Sanas was born of an elven father and a human mother. His father left his
mother once he found she was pregnant. His mother died after his birth. Sanas
was raised by his uncle, who ran the inn in Kinsholm.
His childhood years were not that happy. His uncle blamed him for the death
of his mother and treated more as a servant than as his nephew. The people of
the village hated him for being a half-breed and a bastard, and the children
of the village bullied him and ridiculed him because of his elven looks.
At the age of 15 Sanas fled Kinsholm in search of his father, whether for
vengeance or recognition no-one knew. With him Sanas took his maternal
grandfather's sword and shield; which he still carries today.
Sanas journeyed into the forest and was promptly captured by the elves ,who
believed him to be either thief or spy, and were about to kill him when he
told them of his quest for his father. Sanas was taken to one of the elven
tree-villages, where he was put into the custody of his father's family.
They told him of how his father had gone on a trading mission to one of the
border cities and had not come back; that had been two years ago. His
father's family believed his father to be dead and urged Sanas to give up his
search. Sanas would not and left the forest two weeks later heading for the
city of Candanus.
That was three years ago and Sanas's search for his father has lead him all
over the Kingdoms, but he knows his father is at least alive.
==============================================================================
Sethi – Thief
=============
From: Brother Tyrus
Ok here is Sethi. This one is my favourite in the party I am running.
At the end are his followers who are currently running his small gang
operation in his home city while he is out adventuring with only Keldin for
company. Enjoy!
Character : Sethi
Players Name : Craig Barnett Race : Half Elf
Class : Thief Level : 16
Alignment : Neutral Family : None
Race/Clan : None Homeland : Duchy Ulek
Liege/Patron : None Religion : To be decided
Sex : Male Age : 96 Social Class : Status :
Height : 5’11’ Wt. : 175pd Birth Rank : # Siblings :
Hair : Brown Eyes : Blue Appearance :
Honor : (Base Honor___) Reaction Adjustment :
ABILITIES
17 STR Hit: +1 Dmg: +1 Wgt: 85 Max Press: 220 O/D: 10 BB/LG: 13%
18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4
15 CON HP Adj : +1 System Shock : 90% Res.Sr : 94%
13 INT # Languages : 3 Spell Lvl : 6th Chance : 55% Max/Lvl : 9
11 WIS Mag Def Adj : 0
13 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : +1
Languages : Common, Neutral, Thieve’s Cant
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __ _10
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _______ or Wand __ _8_
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __ _9_
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __ _13
Run ( x2 ) _______
Run ( x2 ) _______ _______ Spells __ _9_
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _-1_ Bracers ac2__________ __69__ 69
\-5 / Shieldless_-5_ ring prot +3_________
\_/ Rear _-1_ _____________________
^^^^ These are weapons Sethi has proficiency with. Adjustments
show magicical effects (eg +3 for the longsword)
Special Attacks
~~~~~~~~~~~~~~~
Backstab +4 to hit and x5 damage
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NWP’s – 10 slots
Blind Fighting 2 slots NA
Appraising 1 slot Int 0
Tumbling 1 slot Dex 0
Riding, Land Based 1 slot Wis +3
Swimming 1 slot Str 0
Direction Sense 1 slot Wis +1
Animal Handling 1 slot Wis -1
Jumping 1 slot Str 0
Rope Use 1 slot Dex 0
Infravision to 60′
30% resistance to Sleep and Charm
Secret Doors found on 1-2 on d6 when searching
Concealed Doors – find auto on 1 on d6 within 10′
found on 1-3 on d6 when searching
Can use mage scrolls (25% failure)
Thieving abilities –
Pick Pockets 95% +5 for no armour = %100 (95%)
Open Locks 95%
Find/Remove Traps 95%
Move Silently 95% +10 for no armour = %105 (95%)
Hide in Shadows 95%
Detect Noise 90%
Climb Walls 90% +10 for no armour = %100 (95%)
Read Languages 25%
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bracers AC2 Arms
Ring Invisibility Hand/Pocket
Ring Protection +3 Hand
Ring Spell Storing Hand
(Feather Fall, Fireball)
LongSword +3 Belt
Dagger +4 Belt
Knife Boot (inner) Sheath
2 Bags of Holding Belt
Thieves Tools Belt Pouch
Belt Pouch Belt
Spare lock pick Boot Heel
Boots, soft leather Feet
Tinderbox and Flint Belt Pouch
Belt Waist
Cloak, Hooded On
Well made Clothing (black) On
Spare set clothing Bag of Holding
Black face mask/hood Bag of Holding
2 Candles Belt Pouch
Magnifying Glass Bag of Holding
Spyglass Bag of Holding
Winter Blanket Bag of Holding
2 Wineskins Bag of Holding
2 Weeks Iron rations Bag of Holding
Small Metal Mirror Belt Pouch
5 Flasks Greek fire oil Bag of Holding
2 Large sacks (black cloth) Bag of Holding
Grappling Hook and Rope Bag of Holding
5 Torches Bag of Holding
Money
500 gp Bag of Holding
+ some gems (whatever, about 2000 gp worth)
Total (pounds)________________________________
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
Coins
+10% GP 500
EP
1500000 XP’s SP
CP
Gems/Jewels
~~~~~~~~~~~
See above. Not much, but Sethi intends to change that…
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Command word for wand is “Foozle”
Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
None.
History :
~~~~~~~~~
FOLLOWERS :
~~~~~~~~~~~
This first chap is your constant companion, the other dozen are your
gang who are on call and run things while you are away.
Name : Keldin Linsiber
Race : Human
Class : dual thief/cleric
Level : 7/4
Personality : Dry, laconic wit, holds no-one and nothing in awe, is
rarely impressed by anything anybody does. Very cynical, and has a
tendency to overdrink, when he becomes very bitter. Otherwise he is
usually quite joking.
Equipment : magic shortsword
ring feather falling
Appearance : Wear’s dull clothing basically, mostly greys, and leather
armour. Very, very quick, and seems to be extremely wise with some of
his observations. He has a face which is not ugly, but has permanent
wrinkles from his cynical frowning, and his eyes are quite dark.
Misc : Keldin is a cleric of Trithereon, God of Liberty, Justice and
Retribution. Sometimes to your amazement, Keldin has taken damage
that would kill any normal man, yet gets back on his feet within
minutes…you are beginning to suspect something is going on.
NAME RACE CLASS LEVEL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Relkinthrin ‘The Hand’ dwarf thief 1
Threndin Cleaver dwarf thief 6
Yoon Ruben halfling thief/fighter 2/2
gnome thief/illusionist 1/1
Isan Jargo gnome thief/illusionist 1/1
Zim Rustion human thief 3
Hummil Gulgonen human thief 6
Finn Gale human thief 6
Jang Irland human thief 7
Kal Ziv human thief 1
Runnick Qadir human thief 4
Gaarn Fuker human thief 4
Jusan Yespe human thief 4
When you are out of town, business is overseen by Jang Irland, a thief
with a very good reputation as an honest merchant in the town. He has
been with you for a long time, and you trust him with your life.
Class: Mage Level: 13 Age: 47 Eyes: Green
Race: Human Alignment: LN Height: 5′ 11″ Hair: Grey
Deity: Mystra Pantheon: F. Realms Weight: 173 lbs
Place of origin: Suzail, Faerun Sex: Male
STR 9 open doors 5, bend bars 1%
INT 18 add lang 7, spell level 9th, learn spell 85%, spell/level 18
WIS 9
DEX 15 defence adj -1,
CON 16 hit point adj +2, sys shock 95%, res surv 96%
CHA 10 max henchmen 4
Weapon Profs Armour
============ ======
Staff Armour worn = Bracers AC4 Actual AC = -3
Dagger AC base = 4 Rear AC = -2
Sling Magic adj = +6 Surprised AC = -2
Dex adj = -1 Shieldless AC = -3
Shield = none
Non-weapon profs Languages
================ =========
Riding, land Goblin
Rope use Elven
Swimming Dwarven
Ancient history Red dragon
Herbalism Kobold
Languages, ancient Giantish
Orc
Hit points
==========
Hit die type = d4 Con bonus = +2 Hit points = 52
Hit points per level = 4/3/3/2/4/3/1/3/2/4/1/1/1
Combat
======
Thac0 = 16 Weapon in hand: Staff
Saving throws
============= base save bonuses modified save
Poison/paralyzation 11 +4 7
Petrif/polymorph 9 +4 5
Rod/staff/wand 7 +4 3
Breath weapon 11 +4 7
Spells 8 +4 4
Spells in spell book
1st= colour spray, spook, friends, spider climb, magic missile, shield,
wizard mark, detect magic, burning hands, enlarge, shocking grasp,
armour
2nd= web, knock, detect invisibility, scare, strength, invisibility,
misdirection, mirror image, alter self, ESP
3rd= haste, hold person, suggestion, non-detection, explosive runes, fireball,
dispel magic, wraithform, infravision
4th= stoneskin, dig, fumble, enchanted weapon, charm monster, ice storm,
improved invisibility, Evard’s black tentacles
5th= hold monster, wall of force, plant growth, cone of cold, teleport,
contact other plane
6th= death fog, true seeing, invisible stalker, disintegrate
Magical items Money
============= =====
Bracers AC4 Copper pieces = 97
Ring +4 (+2 on saves) Silver pieces = 58
Cloak of the bat Gold pieces = 47
Ring of wizardry Electrum pieces = 21
(doubles 3rd level spells) Platinum pieces = 13
Staff of striking Gems = 5x50gp base gems, 2x100gp base gems,
Dagger +4 1x250gp base gem
4 x daggers +1 Jewelry = none
Sling +2
potion of diminuition Other = mone
potion of gaseous form
Character : Telieq
Players Name : Matthew Skerritt Race : Human
Class : Necromancer Level : 1
Alignment : Neutral Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : Male Age : 19 Social Class : Status :
Height : 5’7″ Wt. : 167# Birth Rank : # Siblings :
Hair : brwn Eyes : Grn Appearance :
Honor : (Base Honor___) Reaction Adjustment :
ABILITIES
12 STR Hit: 0 Dmg: 0 Wgt: 45 Max Press: 140 O/D: 7 BB/LG: 4%
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
13 CON HP Adj : 0 System Shock : 85% Res.Sr : 90%
18 INT # Languages : 7 Spell Lvl : 9 Chance : 85% Max/Lvl : 18
16 WIS Mag Def Adj : +2
11 CHR Max Hench : 4 Loyalty Base : 0 Reaction Adj : 0
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * _______ Poison __14___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _______ or Wand __11___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __13___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __15___
Run ( x2 ) _______
Run ( x2 ) _______ _______ Spells __12___
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ robes________________ __4___
\ 8 / Shieldless____ _____________________
\_/ Rear ____ _____________________
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
opponents save at -1 vs nec Herbalism 2
spell cast by necromancer Spellcraft 1
or against undead controlled R/W Common 1
by necromancer Etiquette 1
saves at +1 vs Necromancy spells Cooking 1
and attacks by undead creatures Swimming 1
can memorise 1 extra spell per Fire Building 1
spell level (necromancy only) Astrology 2
Riding (horse) 1
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spell Book backpack 7
Backpack back 2
Backpack slung 2
Embroidered Robes }_ worn 5
Soft boots }
Travelling cloak backpack –
Quarterstaff right hand 4
Knife and Sheath belt .5
Belt worn –
Belt pouch (small) belt .5
1 week dry rations backpack 7.5
Torches (4) backpack 4
Flint and Steel backpack –
Money pouch –
Total (pounds)________________________________ 32.5
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
0 Coins
+10% GP 9
EP
SP
CP 3
Gems/Jewels
~~~~~~~~~~~
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st Level : Read Magic , Detect Undead, Chill Touch*, Corpse Visage,
Detect magic, Cantrip, Magic Missile*, Wizard Mark
History :
~~~~~~~~~
I was born in Veluna, to moderately wealthy parents. (bottom of the upper
class), and grew up there. I had no other siblings. I was a solitary child,
never having any friends or ever associating with the other kids at all, I
always got on better with older people, but preferred solitude. I was always
fascinated by magic, and when I was old enough, attended a magic school in
Grayhawk City. It was there that I discovered Necromancy, and at the first
possible chance, left the school to become the apprentice of a Necromancer
living outside of Greyhawk. (ie .. in the wilderness outside Greyhawk, far
enough away to be a typical Necromancer’s solitary dwelling.) My mentor wasn’t
overly kind, but still wasn’t overly cruel. He made me earn my keep, but
didn’t overwork me. Eventually, when I became skilled enough in my Necromancy,
I left my mentor, and started adventuring.
PERSONALITY.
Telieq is a VERY controlled person. He exhibits NO show of emotion at all,
though this doesn’t mean that he doesn’t have emotions. As with most
Necromancers, he is withdrawn, but not humourless, however rarely shows his
sense of humour because of his high value of self control. Because of his
great control, Telieq doesn’t suffer from the bouts of depression that so
many Necromancers are prone to. As with most Necromancers, Telieq prefers to
be alone, and speaks very little. Telieq dislikes having to trust and/or rely
on other people, he likes to be as self sufficient as possible.
Character : Tweck (Ranger of Fellfurn County/The Shadow of Fellfurn)
Players Name : Raul Pollicino Race : Human
Class : Ranger – Thief Level : 10 – 14
Alignment : Neutral Good Family :
Race/Clan : Homeland : Fellfurn County
Liege/Patron : Religion :
Sex : M Age : 36 Social Class : Upper Status :
Height : 5’9″ Wt. : 150# Birth Rank : 3rd # Siblings : 0
Hair : brown Eyes : blue Appearance :
ABILITIES
15 STR Hit: 0 Dmg: 0 Wgt: +200 Max Press: O/D: 1-2 BB/LG: 7%
17 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -3
15 CON HP Adj : +1 System Shock : 91% Res.Sr : 94%
15 INT # Languages : 4 Spell Lvl : 7 Chance : 65% Max/Lvl : 11
15 WIS Mag Def Adj : +1
09 CHR Max Hench : 4 Loyalty Base : 0 Reaction Adj : 0
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 ___1___ Poison __8 ___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ ___1___ or Wand __8 ___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ ___1___ Polymorph __9 ___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ ___1___ Weapon __9 ___
Run ( x2 ) _______
Run ( x2 ) _______ ___2 (1) Spells __9 ___
(ma)
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised __5_ Leather_+3___________ __91__ 91
\-1 / Shieldless__2_ Ring Protection +3___
\_/ Rear __2_ _____________________
Special Attacks
~~~~~~~~~~~~~~~
when using long sword of quickness 2 handed you recieve a bonus of 2 to
your AC as well as the +2 to hit and damage
+4 to hit Giants (true giants only)
may wield two weapons with no penalty
Backstab (Theif ability)
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Animal Empathy Tracking Wis/+3 0
Priest spells Blind fighting NA 2
Use magical and clerical scrolls Animal Handling wis/-1 1
Animal training wis/0 1
Theif Skills – Tumbling dex/0 1
Pick Pockets : 95% Animal lore int/0 1
Open Locks : 95% Running con/-6 1
Find/Remove Traps : 95% Set snares dex/-1 1
Move Silently : 95% Survival int/0 2
Hide in Shadows : 95% Riding, Horse wis/+3 1
Detect Noise : 70%
Climb Walls : 95% Languages – Common
Read Languages : 32% – Thieves Cant
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Long Sword of Quickness scabbard
Short sword scabbard
5 daggers belt/knife/back
Short bow slung
quiver + 30 arrows slung
Clothing Worn
Leather Armour +3 Worn
Backpack Back
Tinder Box Pack
Thieves’ tools Pack/Pouch
Belt Pouch, small Belt
Small sack Pack
Vial of Holy Water Pack
Flask of Oil Pack
Acid Flask Pack
1wk Standard Rations Pack
Money Pack/Pouch
Total (pounds)________________________________
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
+10% GP : 121
EP : 1
R – 500,000 SP : 20
T – 1,000,000 CP : 10
Gems/Jewels
~~~~~~~~~~~
5@100gp pearls
1@1500gp diamond (sewn in hem of shirt)
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Long Sword of Quickness – is a specially dweomered blade that enables the
wielder to strike first in every combat round. It is also a +2 magic weapon,
with the bonus applicable to both hitting and damage.
Leather +3
Ring protection +3
Short sword +1, Luck Blade (contains an unknown number of wishes!!! & gives
+1 to saves)
Cleric Spells Memorised (2 x first level, 1 x second level)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st:
2nd:
History :
~~~~~~~~~
Tweck began life as being the 3rd son of the village leader. Not being the
eldest Tweck was not expected to become leader of the village but earned a
high standing by become the local ranger. But such a perfect tale had its
tarnished areas because Tweck was also a cleptamaniac! This may have been
seen as him trying to gain acceptance with the poorer folk, but it turned
into an even worse situation! Tweck started to enter the city at night and
commit even more daring robberies… soon he became to be know as the shadow
of Fellfurn! Greatest burgerler of the whole of Fellfurn county, robs froms
the rich and returns it if he feels like it, a very cunning theif who even
deliudes Tweck, the county ranger who is constantly on his trail…
Name : Tyrus Wolfenbane
Occupation : Assasains Guild Contact Man. Tyrus is one of those responsible
for organising meetings and “hits” for the Assasain’s guild in freehold. As
such he commands a large salary and several personal guards.
Description : Tyrus is a well built man in his late 30’s, standing around 6′
tall he wears a dark beard and long black, braided hair. Often when meeting
with “contacts”, he wears a dark brown leather cloak, large balck boots and
a dark blue or green brigga. His weapon of choice is a hand crossbow with
poison tipped bolts. Tyrus is a strong willed man, used to giving orders
(from several years in the Ducal Guard). He has an abrasive personality that
irritates many people, many of whom are forced to put up with it to continue
hiring the Guild. Tyrus is one of the few contact men who prefer meeting
contacts in the street, often meeting in a crowded market with his guardsmen
all around him (but unseen to the contact).
Level : 5/6 Fighter/Thief
AC 7 hp 55 MV 12″ Att 1 Dam 1-8 + poison (RNG:5/10/15) Thac0: 12
Tyrus’ Bodyguards.
Grug – A minotaur — the ultimate in shows of strength. Well over 8′ tall
and a wall of muscle.
Level 4 Fighter
AC 3 hp 45 MV 12″ Att 2 Dam 1-8 + 3/1-8 + 3 Thac0: 12
Grug carries two hand-axes and wears chain mail over his normal hide. He is
powerful and to all appearances stupid, but he actually is quite intelligent
and cunning.
Mythor – A dwarf — seemingly a merchant.
Level 3 fighter
AC 4 hp 32 MV 6″ Att 1 Dam 1-10 + 1 Thac0:17
Mythor often hangs around Tyrus attempting to sell him goods, this ruse is
used to keep him close to Tyrus but above suspicion. He carries a battle axe,
normally kept in a stall nearby.
Character : Uriah Heape
Players Name : Peter McNamee Race : Half-Elven
Class : Fighter/Magic User/Cleric Level : 1/1/1
Alignment : Neutral Good Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 22 Social Class : Status :
Height : 5’9″ Wt. : 138# Birth Rank : # Siblings :
Hair : Eyes : Appearance :
Honor : (Base Honor___) Reaction Adjustment :
ABILITIES
18/70* STR Hit: +2 Dmg: +3 Wgt: 160 Max Press: 305 O/D: 13 BB/LG:25%
14 DEX React Adj : 0 Miss Att Adj : 0 Def Adj : 0
17 CON HP Adj : +3 System Shock :97% Res.Sr :98%
16 INT # Languages : 5 Spell Lvl : 8th Chance :70 % Max/Lvl : 11
17 WIS Mag Def Adj : +3 Bonus Spells : 2/2/1
12 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : 0
* – with guantlets +3 +6
MOVEMENT SAVING THROWS
~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * ___0___ Poison __10___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ ___0___ or Wand __11___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ ___0___ Polymorph __13___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ ___0___ Weapon __15___
Run ( x2 ) _______
Run ( x2 ) _______ ___0___ Spells __12___
ARMOR HIT POINTS Hits Left
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised __10 none_________________ ___8__ 8
\10 / Shieldless__10 _____________________
\_/ Rear __10 _____________________
WEAPON COMBAT
WEAPON #AT ATTACK ADJ/DMG ADJ THAC0 DAMAGE (SM/L) RANGE SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Two Handed Sword 1 +4(+5) +5(+8) 16(15) 1-10/3-18 – 8
(+2 Sword of The Rock)
Long Sword 1 +2 ” +3 ” 18 1-8/1-12 – 5
Short Sword 1 +2 “* +3 ” 18 1-6/1-8 – 3
* Adjustment is 1 when used with long sword
Special Attacks
~~~~~~~~~~~~~~~
none
Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
30% Resistance to Sleep and all Two Weapon Style Specialisation
charm related spells Blind Fighting
Infravision 60′ Swimming
Detect Secret/Concealed doors Running
Religion
Hunting
Languages – Alignment
Common (R/W)
Elvish (R/W)
Endurance
GEAR (Supplies included) Location Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Clothing worn 5
Two-Handed Sword +2 back 15
(Golden Sword of the Rock)
Holy Symbol neck 1
(Neckchain : burning fist
clenching medicinal herbs
enclosed by disk)
Spell Book backpack 15
Backpack back 2
Large Sack horse .5
Torch sack 1
50′ rope sack 20
Belt pouch (small) belt .5
Riding horse — —
Gauntlets of Ogre power hands 1
Money pouch 4.5
Total (pounds)________________________________ 65.5
Experience Treasure
~~~~~~~~~~ ~~~~~~~~
1390/1390/1391 Coins
PP 12
+10% GP 1151
EP
SP 12
CP
Gems/Jewels
~~~~~~~~~~~
2*500gp gems
Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gauntlets of Ogre Power
Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic User Spells…(1)
History :
~~~~~~~~~
Uriah was born on the island of Markesh. His parents Elahb and Amaryiah were
merchants of high standing. An old drifter came through the town and took a
room at the local inn. At night, around the communal fire he took to telling
stories of far away lands, and adventures he had had in his youth. These
stories stirred Uriah into asking the drifter, by the name of Heape, if he
could accompany him when he left the village. The old man replied that he
could. Two weeks later Uriah and Heape left the village. Heape died one year
later, after passing on his starting knowledge of the fighting, healing and
arcane arts which he had picked up during his journeys. Uriah, whose last
name was originally Tahr, took the old mans name in honour of his teachings.
He also took the two handed sword which the old man always carried with him,
and that he had bequithed to Uriah. Uriah now carries on the old mans dream
of seeing as much as the world has to offer.
Appearance: Small tattoo of dragon on left upper chest, scar from friends
mistress on right side of groin, long dark hair and olive skin.
Quirks: Prefers the two handed sword in battle, but, if the need arises, will
fight with two handed with long and short sword .
Uriah is an outgoing chap. He enjoys the company of friends. In his village
he had many good friends. However, due to the closeness of family and friends,
he also had those that envied him, and hated him because of this. One such
man was Chiross. Chiross and his clan were part of the heirarchy of the
village. However, they felt that the people were giving the leadership, and
their alliances to the Tahr clan. Trying to disrupt this state of affairs,
Chiross sent his daughter Uma to first seduce Uriahs best friend, and then
Uriah himself, in an attempt to split them up, and discredit Uriah’s family.
However, Chiross’s son Jiren was not as evil as the rest of his family, and
truly wanted the village to be at peace, no matter who was in power. So he
warned both Uriah and his friend Erale. The lads decided to have a bit of fun
with Uma. When she did come to seduce Uriah, he said nothing to her. After
they had had sex, she told Uriah that she would leave Erale for him, but Erale
would have to be “gotten rid of”. Uriah told her in no uncertain terms that
he knew of her plan, and that she was as exciting to him as a dry corpse. In
her rage, she bit him on the side of the groin, leaving him with a permanent
scar. Uriah made the plan known to the village, and Chiross and his family
were publicly disgraced.
The Tahr clan was asked to take power in the village. This they accepted.
Uriah, not wishing this for himself (but happy for his family), took the
option of leaving with Heape when the opportunity presented itself. Jiren
stayed with the Tahr clan, and last Uriah heard, he had been adopted by them.
As for Chiross and his clan (including wife, daughter and other sons), Uriah
has not heard of them since the incident.
The tattoo he earned while travelling with Heape. “The Dragons” are a misfit
clan of fighter/clerics who wander the world in search of adventure. Uriah
saved the leaders son Maxx, and was given honarary status within the band,
which is signified by the tattoo.
Name: Valentine Str. 15 Description:
Race: Half-Elf Int. 14 5’6″ 118lbs
Class: Thief Wis. 16 White Blonde Hair, Eyebrows, and Eyelashes
Level: 12 Dex. 18 Light Green Eyes; Golden Skin
Exp: 451,931 Con. 11 Tatto of a Red Dragon on Left Shoulder
Ali: N Cha. 16 Tatto of Orange and Black Tiger on
HP: 71 Com. 18 right thigh.
Ac: 1
Thaco: 16
Weapon Proficiencies: Weapons: Non-Weapon Proficiencies:
Bastard Sword Bastard Sword +2 Tracking (6)
Sling Sling w/ 30 bullets Disguise
Long Bow Long bow w/ sheaf Arrows Gathering Information
Dagger Daggers: Right wrist +1 Riding, Land
Dart Left Thigh (outer) Rope Use
Right arm (upper) Tight rope Walking
Right Boot Setting Snares(2)
Left Boot (hidden)
Lasso
Dart 30, kept in Bandolier
Caltrops 30, kept in box
Items and Supplies: Treasure and Magic:
Midnight Blue Cloak Thieves Tool (hidden in cloak) 20 Beads of Force
Black Boots Gloves, Kid Ring Of Invisibility
Black Pants Torch Leather Armor +3
White Shirt(silk) Candle (2) 12 Light spheres
Black shirt(silk) Whetstone 2400gp in gems
Back Pack Wineskin
Grappel Oil 5v
50′ Rope, silk Saddle Bags
3 Belt Pouches Horse*
Tack and Saddle Bandolier
Sewing kit Spare Darts 10
Maps Sleeping Posion **
Salt Box of Caltrops
Tent, small Bed Roll
* Shadow, Light War Horse 12 hp
** 10 v, 3 doses per vial, save -2
Saving Throws: Thieves Skills: Languages:
Para, Posion, Death 11 OL 77 Elvish
Petri, Polly 10 PP 99 Common
Rod, Staff, Wand 10 F/RT 75 Halfling
Breath 14 MS 94 Dwarvish
Spell 11 HiS 77 Gnome
HN 35
CW 99
RL 60
Character Notes:
Valentine is a citizen of the Forgotten Realms, specifically Ten Towns.
She travels frequently, some times in the company of her brother, Sabastian.
Both are thieves, Sabastian’s speciality involving the seduction of weathly
widows, while Valentine’s is high stake thieft, specifically jewels and
magical items. To accomplish the latter she often enlists the aide of a
10th level mage called Hazard, whose specialities include small glass
globes which shatter, each globe has a different effect. Valentine also
dabbles in the field of bounty hunting, her favorite targets are known slave
traders. In person Valentine is very gregarious, she loves to gamble
and play darts (the latter of which she rarly loses at).
From Dragon Magazine, issue 184 is this awesome table giving costs to add a variety of hirelings to your Dungeon and Dragon Games. This was made for Advanced Dungeons and Dragons, or Second Edition by today’s numbering. But it should still be fairly accurate for newer editions, or even other fantasy game systems.
NWPs, or “Non-Weapon Proficiencies,” were a way to add non-combat skill checks to AD&D. Just use a relevant skill from your preferred system.
And for explanation of the professions in the table they included this blurb below:
Many of these expert NPCs must possess nonweapon proficiencies to perform their duties. Suggested proficiencies are listed with each entry. Also, the Reading/Writing skill is common at many courts; assume that these hirelings have that skill if their duties require any sort of record keeping or any of the business of running a court.
Also, for any of the occupations here that involve apprentices, lackeys, etc., the masters relevant ability should be higher than those of his assistants to reflect his expertise (although prodigies are always possible).
Expert Hireling NPC Types
Accountant: An accountant is a specialist scribe who does calculations for business and bookkeeping purposes. Any business enterprise requires an accountant. Very large holdings or departments require a team of accountants under a chief accountant, who receives double pay. All accountants possess the Reading/Writing nonweapon proficiency (NWP) and also have some skill at mathematics (what we consider basic math no algebra, geometry, etc.).
Almoner: An almoner supervises the disbursement of gifts to charities and the poor. Almoners handle all the clerics, charity-collectors, beggars, mendicants, cranks, and reformers seeking money and favors who often approach wealthy characters. Almoners, like accountants, have skill at mathematics.
Artist: Artists are skilled in the production of fine statues, busts, murals, or paintings. A work of art takes from a few days to many weeks to create. A huge sculpture or decoration of a palace can take years to complete. A few artists are masters who can produce a masterpiece that will bring acclaim to the artist and his patron. Artists will possess the Artistic Ability NWP.
Astrologer/Soothsayer: Astrologers, soothsayers, diviners, and fortune tellers are common in many rulerscourts. In a magical universe, it is possible to make useful predictions on occasion. The accuracy of a prediction depends on the expertise of the astrologer; some may be charlatans. Fortunes are often given in cryptic forms, and are liable to be misinterpreted. These NPCs possess the Astrology NWP.
Attorney/lawyer: In urban areas, citizens may need legal advice about taxes, debts, rights, property, or inheritance. Rulers will need expert information on the cases brought before them. Lawyers can be kept on retainer and are also paid a daily fee while preparing or arguing a case in court. If a PC gains a sum of money from legal action, the lawyer will take 30-50%. Some lawyers are famous (5%), charging 5 to 10 times the normal fee, but can increase the chance of a favorable verdict at the DMs option. Attorneys all have knowledge of local laws and customs (treat as the Religion NWP, except the relevant ability is intelligence and it grants legal, rather than religious, information).
Bard/Storyteller/Minstrel: Every court needs a talented bard who can tell stories or sing and play music. History, legends, and poetry are passed down through the verses of bards, who are also the court composers. An NPC of this type may (if not a member of the bard adventuring class) exhibit the Artistic Ability, Musical Instrument, or Singing NWPs. Bards may also have some knowledge of history or languages.
Chamberlain: A chamberlain is the official in charge of a nobles household. The chief butler and master of the wardrobe report to him. Very large households require several chamberlains. Chamberlains will certainly make use of the Etiquette NWP and perhaps have the Heraldry skill as well.
Champion: A champion is a fighter who accepts challenges on behalf of kings or rulers who cannot fight themselves, or for mages and other characters who cannot engage in personal combat with fighters. Champions expect to be well rewarded after each victory. Create and equip an appropriate warrior NPC for this role.
Chaplain: Every estate or castle should have a chapel and chaplain for the religious needs of its inhabitants. Adventuring clerics usually dont have the time for such work, so an NPC cleric can be hired, as long as he gets the usual salary, upkeep, fees, tithes, assistants, and so on. Chaplains will possess the Religion NWP, and some may also have knowledge of history, languages, or areas of special interest to their deity.
Cook: A lords refinement is often judged by the excellence of his dinner table. A cook requires at least one lackey (apprentice) to assist him. Cooks have the Cooking NWP.
Court Announcer: The court announcer regulates daily business at a nobles court. He announces visitors, observes protocol, schedules appointments, supervises audiences, and keeps his eye on guests. Announcers will have both the Etiquette and Heraldry NWPs.
Dance Master: Dancing is a skill that is expected of every well-bred aristocrat. The dance master instructs the pages and damsels of the household in the rudiments of dancing and also teaches new dances to the court. Such instructors possess the Dancing NWP.
Doctor/Physician: Doctors are skilled in the treatment of wounds and disease. Although clerics in the AD&D game perform the functions of doctors, DMs could have healers who cure wounds and diseases with the Healing, and possibly the Herbalism, NWPs.
Entertainers: Entertainers include actors, mimes, jugglers, acrobats, wrestlers, puppeteers, dancers, knife-throwers, animal acts, etc. Entertainment is expected at important social gatherings. Performers can be hired individually or in teams of 2-16. When a company has six or more members, there is a 25% surcharge to pay for the impresario, drivers, and lackeys. Famous troupes of entertainers fetch 2-4 times normal prices. Most troupes should have members who exhibit many of the following skills: Dancing, Singing, Musical Instrument, Juggling, Jumping, Tightrope Walking, and Ventriloquism.
Equerry/Stable Master: An equerry is an official in charge of a stable. He oversees the horse trainers and grooms, buys and sells horses, buys fodder, and maintains the stable. An equerry is needed if a stable has 30 or more horses. Such an NPC will possess the Animal Training and Animal Handling NWPs for horses (or whatever mount is most common in the campaign).
Falconer: A falconer specializes in the care of falcons and hawks. One falconer can care for four birds. For every two additional birds, he requires a lackey. Falconers will have the Animal Handling and Animal Training NWPs appropriate to the type of birds used.
Gatekeeper/porter/doorwarden: The gatekeeper greets visitors, makes arrangements for their stay, and maintains the gates and drawbridges in good operating conditions. Such an NPC will have the Heraldry NWP and may possess some knowledge of drawbridges, gears, etc. (Engineering NWP).
Gentlemen- or lady-in-waiting: Gentlemen- and ladies-in-waiting are persons of noble birth who serve as assistants, companions, and bodyguards to a ruler. A minor noble might have 1-3 gentlemen-in-waiting; a king, up to 50. Such NPCs will possess a wide variety of NWPs, but Etiquette is mandatory.
Herald: Heralds are skilled in the usages of heraldry, diplomacy, and chivalry, and hence possess the Heraldry NWP. There is often a hierarchy of apprentices (pursuivants), heralds, and chief heralds at larger courts. Chief heralds receive five times normal pay and pursuivants earn one-half that of a herald.
Horse or Animal trainer: Animal trainers are skilled in the care, training, and breeding of animals. Normal training takes three months, with the trainer able to handle up to six animals. War training requires an additional three months, with three animals being the limit that can be trained at once. One horse trainer is needed to care for every 40 horses in a stable.
Hunting Master/Huntsmen/Houndsmen: A hunting master is necessary to make arrangements for and to lead a hunt. The hunting master supervises the huntsmen, all of whom have the Hunting NWP. Houndsmen exhibit Animal Training and Animal Handling skills for hunting dogs. Other common NWPs these NPCs could possess are Direction Sense, Fire-Building, Fishing, Riding Land-Based, Set Snares, Animal Lore, Survival, Tracking, or Weather Sense.
Jester: Jesters provide entertainment and keep themselves well informed of court gossip. They can give advice and defuse possibly hostile situations through humor. Jesters may also be skilled in magic-use and thieving. Jesters should have NWPs similar to those listed under Entertainers.
Librarian: A librarian is needed to organize and care for any large collection of books and scrolls. Librarians can maintain written records; read languages; identify authors, handwriting, dates and places of publication; and repair and restore damaged books. In addition to the Reading/ Writing NWP, librarians are often sagelike storehouses of information about history and languages.
Maid/Butler/Servants/Lackeys: Maids and butlers clean and care for buildings. A maid is needed for every eight apartments, and a butler for each large hall. The chief butler (major-domo) works with the chamberlain, head chef, steward, and master of the wardrobe to assure the smooth functioning of the household. These servants should have the Etiquette NWP.
Every castle requires a barber, who often doubles as a surgeon. Such an NPC may possess the Healing or Herbalism NWPs. Noblewomen may need a hair-dresser and seamstress, the latter of whom should possess the Seamstress/ Tailor NWP. Each carriage must have four coachmen, and a sedan chair requires four to eight footmen. Grooms are necessary to care for each one to four horses, and formal gardens require a gardener who may possess the Agriculture or Herbalism NWPs. The servant/lackey category also includes cupbearers, servers, chamber-valets, ushers, messengers, laundry women, etc. These types generally display few talents, though exceptions to the rule are always possible.
Master/Mistress of the Wardrobe: The master or mistress of the wardrobe is responsible for the care of a nobles clothing and private chambers. He or she also disburse the lords private funds for personal and miscellaneous expenses. Etiquette is an important skill for these NPCs, as is some skill at math.
Musicians: Musicians include flute players, lutists, drummers, horn-players, singers, bagpipers, harpers, fiddlers, etc. They are needed for balls, dances, masques, and the like. Musicians usually perform in groups of four to 12 members. If there are more than six musicians, they will be led by a music master who receives double pay. Five percent of musicians are virtuosos who perform alone and receive 10 times the normal pay. All musicians have the Musical Instrument NWP, possibly with multiple instruments (which would require multiple proficiency slots).
Nurse: Children of noble families are cared for by a nurse. Each nurse may look after up to four children.
Oratar/Rhetorician: Orators are professional speech makers. They may be hired to make speeches on a characters behalf, or may be hired on a monthly basis to teach oratorical skill. Each month a character takes oratory lessons (with several lessons a week), he receives a cumulative chance equal to his intelligence to receive Oratory skill, if he has a nonweapon proficiency slot available. Oratory skill gives a +20% reaction adjustment when making speeches in noncombat situations to those who can understand what the orator is saying.
Page/Squire: Leading noblemen or rulers often have dozens of pages and squires, as their vassals are eager to send their sons to be educated and learn chivalric skills. They serve as messengers, aides, and servants to lords and ladies, and they form a guard of honor. Pages are usually adolescents with little combat skill; squires are older and may be 1st-level warriors. Both pages and squires may also have some Riding, Heraldry, or Tailoring skill (for sewing torn tabards, etc.).
Poet Laureate/Court Chronicler/Writer: A poet composes verses for any subject or occasion, and a court chronicler records events and supervises the archives. They may be sent as envoys because of their knowledge of etiquette and diplomacy. All writers must possess the Modern Languages and the Reading/Writing NWPs; some may be members of the bard class.
Scholar/Professor/Philosopher: Scholars are specialized men or women of learning. They may answer questions as sages in one field with a -2 penalty that is cumulative with any other penalties, but they require only half the upkeep and pay of sages. Select appropriate fields of study for such NPCs, according to your campaigns background.
Scribe/Clerk: Scribes maintain records, copy documents, and take dictation. For every 100 soldiers in a fortress, one scribe will be required to assist the officers in making muster lists, payrolls, inventories, and in writing orders. Scribes might be needed to assist the seneschal, chamberlain, equerry, librarian, almoner, secretary, attorney, scholar, master of the wardrobe, etc. All scribes exhibit the Reading/Writing NWP.
Secretary: A secretary is a type of scribe who personally assists a ruler or noble in the day-to-day operations of his domain. The secretary is knowledgeable in administration, screens visitors, makes appointments, handles documents, channels communications, and supervises other clerks. The Reading/Writing NWP is important for this NPC, as is the Etiquette NWP and familiarity (knowledge) of the rulers interests, hobbies, etc.
Steward/Seneschal: A steward or seneschal is needed for every castle, business, estate, fief, or office belonging to a character that he does not personally supervise. Very large estates or fiefs will require several stewards, headed by a grand seneschal or chief steward. Stewards need a variety of skills, although a highly skilled staff is a great boon as well.
Teacher/Tutor: A teacher instructs children between the ages of six and 16. A teacher may have up to 12 students in a class. Teachers should have at least some of the following NWPs (though others are possible): Reading/Writing, Local History, Ancient History, Modern Languages, Ancient Languages, and Math.
Trumpeters/Drummers/Standard Bearers: Trumpeters and drummers are needed to play marches and fanfares at parades, tournaments, speeches, coronations, executions, and funerals. They also make signals in battles. Musical Instrument skill is essential.
A standard bearer is a soldier, usually a sergeant, who carries a lords insignia into battle to rally soldiers. Carrying a standard into battle requires no special skills, but an unusually large amount of bravery is helpful.
Bibliography
Bishop, Morris. The Middle Ages. American Heritage Press: New York; 1970.
Bloch, Marc. Feudal Society. University of Chicago Press: Chicago; 1961.
Dickens, A. G., ed. The Courts of Europe. McGraw-Hill: New York; 1977.
Tuchman, Barbara W. A Distant Mirror. Ballantine Books: New York; 1978.