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ceramic d.m. final judgement posted
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<blockquote data-quote="astralpwka" data-source="post: 550555" data-attributes="member: 7469"><p>Doggy Style</p><p>An adventure synopsis that would probably be suitable for development for a 1st through 3rd level party. This adventure focuses on more role-playing than combat, providing an overview for the DM. Development is needed to fully get the most out of this “mystery.”</p><p></p><p>Order of Pictures: They are set up in order of presentation, one through four, and correlate with the encounter.</p><p></p><p>Encounter 1 (with pic 1)</p><p></p><p>Introduction: </p><p>It’s been a cold, miserable evening, and the adventurers have begun looking for a place to make camp before the storm arrives. As they come to an ample clearing with a canopy of growth giving them a rudimentary shelter, a shadow flits through the dark foliage. She approaches the edge of the camp and smiles demurely at the party, with an obtrusive glance at their weapons, as she is unarmed. </p><p></p><p>“A cold night to be out in the woods,” She says. “Come with me. You will be welcome at my hearth. There are evil things that roam at night. It is best to be away.”</p><p></p><p>As she says this, thunder rumbles over the mountains as the storm approaches. The wind rises, threatening to pull her cloak back, and she wraps it about herself to chase off the chill. Somewhere off in the night, the howl of a lone wolf is heard. The ululation holds for five seconds and dies, returning to the sole sound of the moaning of the wind. </p><p></p><p>“Quickly, if you wish for shelter tonight.” With that she turns and leaves.</p><p></p><p>Encounter 1 overview: The adventurers are met by a strange-cloaked woman, who finds them before the onslaught of a storm. She leads them through the verdant forest, but her steps always keep her just ahead of the party, regardless of the speed of their fastest member. If any try to overtake her, she disappears behind a tree and is gone. However, as the party reaches the spot where they last saw her, the forest opens up, revealing a modest castle across a small meadow. The glow of a warm fire can be seen through the windows, and is very inviting as the storm blows in, fast and furious. The strange woman can no longer be seen.</p><p></p><p>The party is greeted by a man in waiting, who ushers the party in, out of the cold. He tells them that the lady Milanni is the woman who guided them here, but she is now a ghost, forever cursed to wander her estates until someone can learn the cause of her death.</p><p></p><p>The castle is decorated heavily with wolf imagery. Tapestries hung throughout the castle depict wolves. There are tapestries of packs, of hunting and stalking, etc. Vases, mirror sketching, statuary, all bear the images of wolves.</p><p></p><p>The Baron Supul is the owner of the land, and Milanni’s widower. After hearing that his wife led the party here, he is most gracious and extends his hospitality to the party. He does not know the cause of her death, only that one day she disappeared. He is most forward in extending to the party full privileges on his estates to discover the death of his wife, who disappeared over four years ago.</p><p></p><p>The castle holds no threats, and the DM may fill with whatever NPC’s he feels necessary.</p><p></p><p>Encounter 2 (with pic 2)</p><p>Encounter 2 Overview: The following morning the storm has lifted, and the party hears the sound of an arrow striking a target. Glancing outside, there is another individual not present from the night before. Inquiries reveal him to be the Baron’s son from his first marriage. </p><p></p><p>The party may either approach him, or he will eventually seek them out. His name is Supul II. “The baron murders his wives,” the son explains. “There are secret dungeons, no one has access, but all of his wives have one by one discovered them and never returned.” The son explains that he is a coward, and will not enter them. Someone else will have to, collect the evidence so that the Baron may face justice. He tells them how to find the secret entrance. There is a decorative knocker hung by the back stairwell of the castle, leading to the main sleeping chamber of the Baron. Pulling on the knocker opens a secret door to the dungeons.</p><p></p><p>If the Baron is approached about the multiple disappearing wives, he admits he has lost two wives, both mysteriously. He does not know anything about their disappearances, but does not consider them tied together. He denies knowing anything about a secret door. He plans on going hunting, and leaves the party with the castle, to continue the investigation. He does not want to be present for any of their searching.</p><p></p><p>Encounter 3 (with pic 3)</p><p>Encounter 3 Overview: The party finds the knocker. It is a decorative wolf head, keeping with the theme of the castle. When one of the party pulls the knocker, the stone grates, but moves. It is not sealed too tightly. A dark passageway stretches out before them, leading down beneath the castle, down a twisting stairway, to the dungeons proper. </p><p></p><p>There are no prisoners within the dungeon. Each cell is empty; that is until the party reaches the final door. From beyond the door, they hear a gravelly voice say, “Who pays a visit to old Briar? Come closer, I do not smell as well as I used to…”</p><p></p><p>DM Notes: Traps may be incorporated into this scene, particularly the knocker and the cell to Briar’s cell door.</p><p></p><p>Encounter 4</p><p>Encounter 4 Overview: Behind the cell door is a worg who speaks common. She has been trapped here to long by the Baron’s son, who has led people here over the years, including the two wives of the baron. However, the worg is old and not as powerful as she once was. </p><p></p><p>If the party opens the door, she attacks. If they don’t the door is triggered open by the Baron’s son, Supul II.He appears behind the party with his longbow. “Kill them, Briar,” he shouts, as he unleashes his attack, “Kill them and I’ll reunite you with your mate.”</p><p></p><p>Here’s the party’s choice. Worgs are notoriously evil, but this one has been tricked, tortured and kept as a prisoner. Odds are, the worg is going to die. She attacks the party, long ago surrendering to the abuse of the baron’s son.</p><p></p><p>After the combat is over, a spectral image steps through the wall. It appears as a ghost of a large male worg. He lopes over and stands over the corpse of Briar. Briar rises from the corpse, and the two greet each other. (Pic 4) Then the two depart for parts unknown.</p><p></p><p>Behind the Story: Supul II has seen to it that there are no other siblings to del with, and eventually has plotted the demise of his father. Supul, in fact, is about to have an encounter with one of Supul’s henchmen. That is why the ghost sought the party out, to save her beloved husband. Baron Supul survives the encounter on his own, dispatching the would-be assassin. He will be deeply grieved learning of his only son’s treachery. </p><p></p><p>Fini!!!!</p></blockquote><p></p>
[QUOTE="astralpwka, post: 550555, member: 7469"] Doggy Style An adventure synopsis that would probably be suitable for development for a 1st through 3rd level party. This adventure focuses on more role-playing than combat, providing an overview for the DM. Development is needed to fully get the most out of this “mystery.” Order of Pictures: They are set up in order of presentation, one through four, and correlate with the encounter. Encounter 1 (with pic 1) Introduction: It’s been a cold, miserable evening, and the adventurers have begun looking for a place to make camp before the storm arrives. As they come to an ample clearing with a canopy of growth giving them a rudimentary shelter, a shadow flits through the dark foliage. She approaches the edge of the camp and smiles demurely at the party, with an obtrusive glance at their weapons, as she is unarmed. “A cold night to be out in the woods,” She says. “Come with me. You will be welcome at my hearth. There are evil things that roam at night. It is best to be away.” As she says this, thunder rumbles over the mountains as the storm approaches. The wind rises, threatening to pull her cloak back, and she wraps it about herself to chase off the chill. Somewhere off in the night, the howl of a lone wolf is heard. The ululation holds for five seconds and dies, returning to the sole sound of the moaning of the wind. “Quickly, if you wish for shelter tonight.” With that she turns and leaves. Encounter 1 overview: The adventurers are met by a strange-cloaked woman, who finds them before the onslaught of a storm. She leads them through the verdant forest, but her steps always keep her just ahead of the party, regardless of the speed of their fastest member. If any try to overtake her, she disappears behind a tree and is gone. However, as the party reaches the spot where they last saw her, the forest opens up, revealing a modest castle across a small meadow. The glow of a warm fire can be seen through the windows, and is very inviting as the storm blows in, fast and furious. The strange woman can no longer be seen. The party is greeted by a man in waiting, who ushers the party in, out of the cold. He tells them that the lady Milanni is the woman who guided them here, but she is now a ghost, forever cursed to wander her estates until someone can learn the cause of her death. The castle is decorated heavily with wolf imagery. Tapestries hung throughout the castle depict wolves. There are tapestries of packs, of hunting and stalking, etc. Vases, mirror sketching, statuary, all bear the images of wolves. The Baron Supul is the owner of the land, and Milanni’s widower. After hearing that his wife led the party here, he is most gracious and extends his hospitality to the party. He does not know the cause of her death, only that one day she disappeared. He is most forward in extending to the party full privileges on his estates to discover the death of his wife, who disappeared over four years ago. The castle holds no threats, and the DM may fill with whatever NPC’s he feels necessary. Encounter 2 (with pic 2) Encounter 2 Overview: The following morning the storm has lifted, and the party hears the sound of an arrow striking a target. Glancing outside, there is another individual not present from the night before. Inquiries reveal him to be the Baron’s son from his first marriage. The party may either approach him, or he will eventually seek them out. His name is Supul II. “The baron murders his wives,” the son explains. “There are secret dungeons, no one has access, but all of his wives have one by one discovered them and never returned.” The son explains that he is a coward, and will not enter them. Someone else will have to, collect the evidence so that the Baron may face justice. He tells them how to find the secret entrance. There is a decorative knocker hung by the back stairwell of the castle, leading to the main sleeping chamber of the Baron. Pulling on the knocker opens a secret door to the dungeons. If the Baron is approached about the multiple disappearing wives, he admits he has lost two wives, both mysteriously. He does not know anything about their disappearances, but does not consider them tied together. He denies knowing anything about a secret door. He plans on going hunting, and leaves the party with the castle, to continue the investigation. He does not want to be present for any of their searching. Encounter 3 (with pic 3) Encounter 3 Overview: The party finds the knocker. It is a decorative wolf head, keeping with the theme of the castle. When one of the party pulls the knocker, the stone grates, but moves. It is not sealed too tightly. A dark passageway stretches out before them, leading down beneath the castle, down a twisting stairway, to the dungeons proper. There are no prisoners within the dungeon. Each cell is empty; that is until the party reaches the final door. From beyond the door, they hear a gravelly voice say, “Who pays a visit to old Briar? Come closer, I do not smell as well as I used to…” DM Notes: Traps may be incorporated into this scene, particularly the knocker and the cell to Briar’s cell door. Encounter 4 Encounter 4 Overview: Behind the cell door is a worg who speaks common. She has been trapped here to long by the Baron’s son, who has led people here over the years, including the two wives of the baron. However, the worg is old and not as powerful as she once was. If the party opens the door, she attacks. If they don’t the door is triggered open by the Baron’s son, Supul II.He appears behind the party with his longbow. “Kill them, Briar,” he shouts, as he unleashes his attack, “Kill them and I’ll reunite you with your mate.” Here’s the party’s choice. Worgs are notoriously evil, but this one has been tricked, tortured and kept as a prisoner. Odds are, the worg is going to die. She attacks the party, long ago surrendering to the abuse of the baron’s son. After the combat is over, a spectral image steps through the wall. It appears as a ghost of a large male worg. He lopes over and stands over the corpse of Briar. Briar rises from the corpse, and the two greet each other. (Pic 4) Then the two depart for parts unknown. Behind the Story: Supul II has seen to it that there are no other siblings to del with, and eventually has plotted the demise of his father. Supul, in fact, is about to have an encounter with one of Supul’s henchmen. That is why the ghost sought the party out, to save her beloved husband. Baron Supul survives the encounter on his own, dispatching the would-be assassin. He will be deeply grieved learning of his only son’s treachery. Fini!!!! [/QUOTE]
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