My, how the adventures have changed...

Remus Lupin said:
FIRST EDITION
The fighter's player calls his friend Joe who has a dwarf character and tells him "we're about to roust a big group of goblins, want in?" to which Joe replies "I'd love to but I've got a a shift at Burger King tonight, and I really need the money. Kick some ass for me and leave a copy of your map behind so if you all get wiped out Fred and I can at least follow in your tracks in this Saturday's game and finish 'em off."

SECOND EDITION
The fighter's player calls his friend Joe who has a dwarf character and tells him "we're about to roust a big group of goblins, want in?" to which Joe replies "I'd love to but I've got an early meeting at work tomorrow. Kick some ass for me and leave a copy of your map behind so if you all get wiped out Fred and I can at least follow in your tracks in this Saturday's game and finish 'em off."

THIRD EDITION
The fighter's player calls his friend Joe who has a dwarf character and tells him "we're about to roust a big group of goblins, want in?" to which Joe replies "I'd love to but my kids are down with the flu and my wife will kill me if I leave. Kick some ass for me and leave a copy of your map behind so if you all get wiped out Fred and I can at least follow in your tracks in this Saturday's game and finish 'em off."
I think I need to get a restraining order against Remus Lupin since he obviously has been stalking me for years.
 

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My own quick version for Elric!

The party have heard of the fabled Tower of Daerd'k'leren, a sorcerer of fell repute who was aligned with Chaos. To guide them to the site they have an ugly but jolly fellow called Joran Crysthan.

He will not enter the tower but with a merry wink, he says that he will see the adventurers in the future. When the characters turn to look for him, he has vanished without a trace.

They enter the tower and are confronted by horribly deformed monkey-people of Chaos. After a tense fight in which every character nearly dies, and the sorcerer's magic doesn't work due to the Chaotic nature of their opponents, the strange beings eventually die and fade into a foul-smelling green paste. The leader of these beings was a demon, bigger and more chaotic than the rest.

They search the rooms of the tower and find obscure books with in-joke references to the real world. They find a chest and through DM fiat the thieving character becomes possessed by the sword inside and proceeds to have his Chaos alignment score ratchet up to the hundreds. The other characters find a gem that Joran gave them. Placing it on th affected character exorcises the demona and places it in the gem.

Not much richer or more wiser, they make their way back to town.
 

Doug McCrae said:
Note that your own examples show that sleep was more powerful in earlier editions, so not all PC powers have increased.

Yep. It was the 'Magic Missle/Mage Armor' of it's day. It was demonstratably so much better than any other spell of it's level that you were an idiot if you didn't take it if you had the choice, or didn't do everything in your power to get it ASAP. The only drawback was that you'd occassionally get your own party members in the area of effect.
 

Wik said:
1E

Along the way to the abandoned monastery complex, the PCs encouter a hermit, who suggests that he accompany the PCs on their journey. They decide it is best that he do so, since he obviously knows the way there.

The monastery is mostly ruined, with only a few pillars of support on the surface, but their guide manages to find an entrance to the extensive monastery dungeons. The PCs prepare to enter, before the guide says "I will go no further; I will wait for you here."

Inside the dungeon, the PCs encounter a group of twelve goblins, lead either by "an especially large goblin" (a subchief) or an orc. The wizard still wipes out a few goblins with his sleep spell, while the dwarven fighter stands in the middle of the room, mostly dodging the goblins' attacks. The rogue pulls off a few shots with his short bow.

The fight takes almost ten minutes of game time, and significantly longer in real time. The group quickly decides to search the room, but wish to do so quickly, since wandering monsters could occur at any moment. Luckily, the elf in their party makes finding the concealed door that "pops" out of the wall easy. When they find the chest, the rogue searches it for traps, and doesn't find the poison arrow trap.

The rogue is poisoned, and dies. However, the group has managed to find a fair amount of wealth, including a red ruby. "No problem" says the dwarf. "We can raise our rogue when we return to the town".

Also in the chest is a +1 longsword, which the fighter takes proudly.

On the way out, the Guide waits for them. He backstabs the fighter, and then sneers "Hand over the red ruby, Or I will kill you all!"

A fight ensues, and the wizard is almost killed. The party returns to the town, broken and battered, but wiser for the experience.

Actually, you forgot one thing in your 1E description:

After the fight with the Guide, the Chaotic Evil PC backstabs the fighter again and kills him (he was actually playing an assassin, and not a fighter who just happened to favor leather armor), finishes off the wizard, and is about to make off with the red ruby and the +1 longsword when the remaining party members just barely manage to finish him off. After the brawl that breaks out among the players is over, half of them roll up new characters, and the Chaotic Evil PCs player is forced to play a Lawful Good character this time.
 

VirgilCaine said:
Not in my campaigns.

Heroes/Villains might be gladly put up for the night in someone's home or more untrustworthy types might get someone's barn, but there won't be an inn in a place surrounded by wilderness (if there is, it'll be an empty wreck) or with 20 people (they'll wonder why you don't move on a ways up yonder and go to the inn in Mud Creek).
That's cool, just as long as you realize you're not actually playing D&D if there's no inn.

:p
 

GURPS

The group, a human healer who served in the recent wars, a cocky elven wizard who has escaped from his cruel master and is eager to see the world, a shifty-eyed goblin who claims to be a mining expert, and a noblewoman who has returned from her tour of fencing schools with a thirst for low company and high adventure gather in an inn. Sela the noblewoman has brought them together to discuss retrieving a family heirloom that an ancestor had buried with him. It will help her restore her family to their rightful place, and she will make sure the rest are richly rewarded.

Journeying to the monestary, they encounter a crippled priest of that faith outside the gates who says he served in the temple for many years. Sela questions him and finds that her ancestor is buried in the deepest part of the catacombs. Inside the ruins, the party encounters a group of 8 feral goblins armed with knives. Initially hostile, they become neutral when they see a kinsman with the group and because Thandrus the healer can speak their tongue. A round or two of negotiations and they might even help the party! When Whisperwing the elf says that they plan to raid the catacombs, though, the goblins turn hostlie again because they view the catacombs as a holy place and attack!

The battle takes about 30 minutes; eight goblins, well armed, are more than a match for the party since they have a numeric advantage. Thandrus the healer didn't put much at all into any combat skills, so Sela leaps to his defense and blocks three of the goblins from getting to him. Thandrus, however, is an excellent healer and keeps Sela's wounds from becoming too bad. She criticals and kills a goblin, then executes a special defense maneuver and gets an advantageous strike on the next goblin, also killing it. One goblin gets really lucky with his knife but her ability to parry turns aside the knife; the leader steps up to deal with her and they trade blows back and forth, each seeking the advantage. Whisperwing is an idiot but he's a very, very skilled idiot with a couple of spells - so skilled that they cost him no mana whatsoever. He zaps the leader a couple of times; he goes unconscious and Sela finishes him off. The party is heavily damaged, and Thandrus spends much of his fatigue healing the group. He almost kills the goblin when he critically fails a healing spell skill roll. Once he's done, he can barely stand. Sela still has a wound to the leg, where she didn't have much armor at all.

The goblin and Thandrus cooperate to search the catacombs; Sela also helps with this since all of them have good perception skills. Once they find the locked door, they're stymied. None of them ever had to learn to pick locks, but Sela and Thandus manage to use their default skill to jimmy the doorway open and they're inside. The stone sarcophagus is a trap! Shoving the lid open, the goblin sets off a poisoned arrow trap! It rolls a critical hit to the head and kills him instantly, the poison on it just adding insult to injury. They find Sela's heirloom: an enormous ruby. It is also a powerful source of magic, and with it's extra strength to draw upon, Thandus finishes healing the group to full strength. He's not quite learned enough to ressurect Thandus; they take his body along in hopes they can later, but it's unlikely. There's no-one in the area skilled enough to risk such a complex spell and it will be many months of adventuring before Thandus has enough XP to purchase that skill, assuming he improves nothing else at all. He'll learn it way before Sela improves her DEX stat, though...

Good thing they're healed, too! As they come out of the catacombs, the 'priest' reveals himself as a rival to Sela's family and demands the ruby for their lives. He has six chainmail-and-spear soldiers behind him. There's no way they could win such a fight. Sela reluctantly hands over the prize and beckons the party to run. She smiles, though: the illusion spell she learned from her grandmother won't last long and they had best be long departed when the 'priest' discovers the trick!
 
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RIFTS

GreatMaw the Horned Dragon Pup, Dances-With-Faeries the Ley Line Walker, Spork the renegade Juicer, and X98012z10v2.89 the full conversion Borg set out to find a new location to battle the Coalition from.

While the GM planned to play out the discovery of a hidden network of tunnels underneath an abandoned orphanage within the slums of Chi-Town, creating characters took 7 hours of game time. To compensate, the GM ad-libs the discovery of the tunnels in a few minutes and calls the evening to a close.

Next session, the group attempts to find a guide for the tunnels...but the presence of a huge dragonling scares everyone away. The dragon polymorphs itno a human, and the group finally manages to convince a former resident of the orphanage to guide them into the tunnels.

On their way to the orphanage, the Juicer gets bored and heads to the nearest slummy bar, the Borg decides he wants to visit a nearby chop shop for an upgrade, and the Ley Line Walker wanders towards a Nexus point several miles away. The dragon stays with the guide.

Meanwhile, the Juicer has a serious case of rhoid rage while watching some exotic dancers and descends into a blood-crazed killing frenzy. The Ley Line Walker wanders into a Coalition patrol and is promptly on the run from Psi-Stalkers and Dogboys while the Borg's body rejects the upgrade, leaving him with only one functioning arm. The dragon still waits with the guide.

All the side adventuring takes the entire session, so the GM calls the session to a close again.

Next session, the Juicer stands on top of a pile of bodies while the tavern blazes uncontrollably. The Ley Line Walker exhausts all of his magic trying to evade the Coalition, then complains for several hours about how he's the only one without a front loaded class. The Borg attempts to fix his inoperable arm, but fails the check miserably, thereby disabling his other arm. The dragon's polymorph runs out, causing the former orphan/guide to panic and run.

The dragon tries to catch the orphan/guide, but accidentally inflicts 1 MD...causing the orphan's body to split into two neat, symmetrical pieces.

Seeing his plot falling apart, the GM directs the running Ley Line Walker into the path of the Borg...who happens to be next door to the blazing bar the Juicer's at...which also happens to be the same spot the dragon accidentally exploded their guide.

The heroes are united against a Coalition patrol decked out in MDC armor and MD weaponry.

After a furious 1 round battle (that takes 45 minutes real time), the Ley Line Walker and the Juicer are dead after one MD frag, the Coalition has fled, and the Borg and dragon are left with full HP to find another orphan guide.

And so ends the third session.
 

d6 Session:

Everyone shows up at the game, puts away their jackets, and orders pizza. "hey, it's 30 minutes or less!"

The group - a swordmaster trying to find his missing master, a mysterious student of the arcane, a fanatical worshipper of the sun god, and a young woman with talents leaning in the way of the shadow - make their way towards a lone monastery that stands on the hill.

They come across a man who offers to be a guide, which they gratefully accept - especially after the guide mentions something about a missing master of the martial arts.

When they get to the Monastery, they break in through a side door, and get into a massive fight against over a dozen goblins, as well as a goblin adept that fights viciously. The adept raises his horn to his lips, and bellows out a call.

"Uh oh, better get out of here fast", the Roguish woman (who isn't actually a rogue - there are no classes in d6! DUH!) says.

After the goblins are dead, the group scrambles through the room, looking for that secret door that they know has to be here. Somewhere.

Eventually the arcane student discovers it, with some careful manipulation of the rules on spellcraft ("Hey, it doesn't say here that I CAN'T use my perception spell to find secret doors!"). They find a chest, and the roguish woman searches for traps. And everyone else does, as well, since it's based off an attribute, and everyone can attempt the skill. Strangely, the priest discovers the trap. The rogue opens the chest, and is easily able to dodge the needle trap.

Inside, they find the red ruby, and a longsword. "It's, um, magical" the GM says, and ad-hoc decides that those using it get a +1 on all melee combat skill results when using the blade. "Sweet!" the Mage says. "My melee combat could use the boost!" And so he takes it.

They make a hasty retreat, knowing the goblins will swarm the monastery any second.

As they make their way out of the monastery, the pizza guy arrives.

"Wow, you're early!" one player says.

Everyone eats pizza, and now that the RP is out of the way, they all play Gamecube.
 

Shdaowrun

A troll street samurai, a dwarf bear shaman, an elven hermetic street wizard, and a human decker meet Mr. Johnson in a soycaf bar in the Redlands. They say "Hoi chummer." to each other then negotiate over how much Nguyen in credsticks for them to do the run into the goblinized (ork) squatter compound found tunneled into an old landfill site.

The party heads off and sneaks there way into the compound when they find a huge Communal living area with lots of orks. The street wizard and street samurai are hopped up on magical and cyber speed enhancers and get off several actions, hurling mana blasts and stun grenades before the squatters can react. The squatters prove extremely resilient and the shaman goes astral for a second returning quickly he screams "they're possessed by bugs spirits!" The kid gloves come off and the wetwork begins with the party desperately spending karma to end it quickly. The decker has a gun but is not that good with it and gets pretty torn up. The samurai fights with a submachine gun and a huge vibroblade axe in his other hand. After the orks are dispatched the shaman heals their wounds, leaving both him and the elf with non-lethal injuries from casting over their thresholds too much and rolling poorly on their dice rolls.

Spotting a keypass vault the decker jacks in and the rest of the party goes out for pizza while he is in cyberspace. Blue ice arises to protect the lock which he sleazes his way past to open the lock, however sophisticated black ice that looks like Mr. Johnson and is very scary now arises. The decker again tries to sleaze his way past but fails and takes real damage bleeding out of his eyes and grasping at his cyber jack plug in. He screams for somebody to disconnect him but they are still getting the pizza and he takes more lethal damage before he can unplug himself.

When the other players return the decker tells them what happens and that he thinks Mr. Johnson is doublecrossing them so they better get out quick or up their docwagon insurance.

Inside the vault they find an orichalcum monofilament sword with a spell fetish attached to it. The troll tries out the feel of the oversized handle in his hand. They take it and run before Mr. Johnson's corporate hit squad arrives to take them out.
 


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