Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Iron DM 2012 -- R2 complete, Finals in Progress
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 5925345" data-attributes="member: 92511"><p><strong>"Staff of Storms"</strong></p><p><strong></strong></p><p><strong>Ingredients:</strong></p><p>crippled minotaur</p><p>Rock city </p><p>unfortunate smuggler </p><p>misplaced desire </p><p>tower shield </p><p>staff of storms </p><p></p><p>The following is a short adventure for a party of 4-6 characters of low to middling level (4-7). </p><p></p><p>The party is in the port-city of Flotsam in the borderlands at the edge of the Duchy. Not far to the north, about a day from the mainland is the island kingdom of Trete. The longest side of the triangular isle faces the mainland creating a rather narrow expanse of sea that is prone to harsh weather forced by the high crags and mountains at either side. </p><p></p><p>This narrow, but long, expanse is known by sailors as <em><strong>the Staff of Storms</strong></em> and is generally avoided at all costs for the perils rumored to accost its waters.</p><p></p><p>At the northern tip of Trete is the capitol, Rock, sometimes called "<strong><em>Rock City</em>."</strong> It is rumored to be a place of great entertainment, a bustling music scene and decadence. "The King" himself is said to send noblewomen into frenzies with odd gyrating dances. Adding to this gambling of all kinds, a gladiatorial arena and other sundry recreational pursuits gives Rock a notorious reputation as a den of debauchery.</p><p></p><p>The party will hear d6 of the following rumors in Flotsam before answering a post for "Mercenaries wanted" to protect a trading ship called the "Floatin' Beard."</p><ol> <li data-xf-list-type="ol"> The Staff of Storms cannot be crossed. The weather is too unpredictable.</li> <li data-xf-list-type="ol"> There is a titan that lives at the bottom of a great whirlpool in the middle of the Staff.</li> <li data-xf-list-type="ol"> Rock is no place for respectable persons. It is a den of pirates and thieves.</li> <li data-xf-list-type="ol"> There is rumored to be a quartet of musical coleoptera, unlike anything you've ever heard, that are all the rage in Rock City.</li> <li data-xf-list-type="ol"> The Arena in Rock is a place to gain fame and fortune.</li> <li data-xf-list-type="ol"> The Duke's navy is stopping all ships, leaving and arriving, on suspicion of arms running.</li> <li data-xf-list-type="ol"> Last month, an Ogre was slain in town. How it got into the city without notice remains a mystery.</li> <li data-xf-list-type="ol"> More humanoids are seen at the wharf, of late. They arrive on cargo ships from Trete.</li> </ol><p></p><p><span style="font-size: 12px"><strong>The Floatin' Beard</strong></span></p><p>The Captain, a peg-legged dwarf named <em>Magnus Ironsides</em>, happily takes along the party as added muscle. He readily tells them they're going to Rock City to deliver a shipment of <em><strong>tower shields</strong></em> and armor. He will not divulge, until they are already at sea, that their route is the Staff of Storms. Magnus brushes off any rumors about the Staff, "Bah. Sailor talk. I've done it a hundred times."</p><p></p><ul> <li data-xf-list-type="ul"> Payment is proposed as "part now, the rest when we reach Rock City." (the DM is free to generate the payment necessary to entice the party. Magnus has no plans on paying them anyway.)</li> <li data-xf-list-type="ul"> The party is given their quarters (shared with 2 crewman).</li> <li data-xf-list-type="ul">They are strictly forbidden from entering the cargo hold...and advised it best to leave the Magist alone.</li> <li data-xf-list-type="ul"> The journey will take 4 days to reach Rock City. 1 day to reach the entry point of the Staff of Storms, and 3 days through it.</li> </ul><p> <u><span style="font-size: 10px">The Crew</span></u></p><p></p><ul> <li data-xf-list-type="ul"><strong>Captain Magnus Ironsides:</strong> A Fighter/Thief (combined levels should be 2 levels higher than the highest level PC). He fights with a short cutlass (treat as short sword) coated with a sleeping poison (save or sleep for 1 hour). He wears leather armor (but has a shirt of chainmail in his quarters to don if needed).</li> <li data-xf-list-type="ul"><strong>"First Mate"</strong>: A lizardman simply referred to as "Mister Hiss." He fights with spear and net if forced into combat. He follows Magnus' orders at all times, seemingly understanding Common but does not speak (only hissing or growling replies). Magnus speaks Lizardman.</li> <li data-xf-list-type="ul"><strong>"Ship's Magist":</strong> is a mage of middling level, Arklebin Snide. He is curt to the point of rudeness. He retires to his cabin shortly after departure and remains there for the duration of the trip unless the ship is attacked, trouble breaks out on board, or summoned by the captain. He will not accept visitors. Arklebin has the following spells (others tbd by the DM, if necessary): <em>Sleep (x2), Charm Person, Web and Invisibility</em>. He also possesses a <em>Wand of Paralysis</em> (15 charges) on his person at all times.</li> <li data-xf-list-type="ul"><strong>General crew:</strong> 15 sailors. Assume Fighters levels 1-3 with assorted simple weapons. The DM is encouraged to make the crew as diverse and "piratey" as they like or need. All the crew are loyal to Magnus. They are superstitious and give PC magic-users a wide girth.</li> </ul><p> <em>NOTE: None of the crew are "evil", just greedy neutrals (and/or chaotic neutrals).</em></p><p></p><p>For every 12 hours in "the Staff" to DM should roll (d10) for a possible encounter:</p><p></p><ol> <li data-xf-list-type="ol"> A Storm giant (80HP) rises out of the sea to inquire if they have seen a sea serpent anywhere? His dear "Mister Finny" has gone missing. If the party hasn't seen it and/or convince the giant they haven't, the giant will thank them and be on his way. If they mention harming the serpent, the giant attacks in a rage. He destroys the ship in 10 rounds if he isn't damaged to (at least) half HP within that time. The giant will retreat when brought below half his hit points.</li> <li data-xf-list-type="ol"> Squall. The ship runs into a short (3 hours) but fierce storm. Anyone on deck (not tied down) must make Dexterity checks to keep from being flung overboard. All must make Constitution checks or be sea-sickened for the next 12 hours (-1 to all rolls).</li> <li data-xf-list-type="ol"> Nothing.</li> <li data-xf-list-type="ol"> Sea Serpent. A giant sea serpent (HP 60) attacks the ship, coiling around it several times. It will attempt to bite anyone fighting it (target swallowed whole on a natural 20) but will retreat if it receives 30 or more points of damage.</li> <li data-xf-list-type="ol"> A band of 15 sahuagin (HP 20 each) board and attack. They will retreat if 5 of their number is slain.</li> <li data-xf-list-type="ol"> Nothing.</li> <li data-xf-list-type="ol"> Sea Serpent (as #4). If returning, it will again retreat after losing half of its remaining hit points. If the serpent is already slain, nothing occurs.</li> <li data-xf-list-type="ol"> Squall (as #2).</li> <li data-xf-list-type="ol"> Harpies. d6 harpies attack the ship from the craggy coast of Trete. They will attempt to charm and carry off as many males (party or crewmen) as they can to devour back on the island.</li> <li data-xf-list-type="ol"> Nothing.</li> </ol><p></p><p><u>On Board</u></p><p>1: The Magist's Cabin: If the party forces entry, Arklebin will raise an alarm and use his spells and wand on as many party members as he can. If he takes damage, he makes himself Invisible and attempts to escape.</p><p></p><p>If the mage is not present, the party finds a neatly appointed cabin with desk, shelves of maps and books about weather patterns, marine life and theoretical works on divination. The magist also keeps, in a heavy bolted-down stand, a crystal ball (which he uses to scan ahead of the vessel to avoid hazards).</p><p></p><p>3: The Captain's Quarters: Stretching around the back of the ship are the large "U" shaped quarters of Captain Magnus. Furnishings include a large desk, long table (6 chairs), bookcase, bed, and all the fine dressings one would expect of a successful sea captain. Magnus will be found there 25% of the time during the day, 90% at night.</p><p></p><p>The desk contains a locked drawer (the captain holds the key) with a poisoned needle trap (failed save causes sleep for 1 hour.) Inside are several letters from someone named "Dervis." They are all written in dwarven listing dates, orders for "tower shields", records of payments, and one that reads:</p><p style="margin-left: 20px"><em>"5 hobgoblins, 3 lizardmen, as many orcs as you can find... you still owe me an ogre."</em></p> <p style="margin-left: 20px"><em></em></p><p>A thorough examination will also reveal the following treasures:<em> 4 potions (2 water breathing, 1 healing, 1 neutralize poison)</em>, a locked chest under his bed containing a suit of <em>dwarven chain mail +2</em>, a ceramic pot containing a thick purple liquid (Magnus' sleeping poison, 10 applications). In a hidden compartment behind his bookcase are sacks holding a total of 2,000 sp, 400 gp and 5 gems (worth 100gp each) .</p><p> </p><p>4-6: Crew Quarters: Each of these tightly packed rooms hold 6 hammocks and 6 locked chests, each. In one of the chests there are<em> 2 potions (water breathing and healing)</em>. A total of 350cp and 130 sp will be found between them all.</p><p></p><p>7: The Cargo Hold: The hold is constantly under guard. If the party gains access, on first glance it is exactly as Magnus said. There are crates filled with tower shields, helmets, assorted breastplates. If emptied (or torn apart), the party has the same chance as finding a secret door to notice that the contents do not seem to fill the full depth. There are hidden compartments at the bottom of two crates filled with axes and short swords.</p><p></p><p>There is also an actual secret door behind the largest crate (combined strength of 50 to move it). It opens to a hidden hold (see area 8).</p><p></p><p>8: The Prisoner's Hold: In this dank area the floor is covered in straw and filth. The walls are lined with iron shackles. There is also a giant box with large air holes in the top. There are six sets of shackles unoccupied. The whole place reeks like a stable.</p><p></p><p> Within this area are: 2 lizardmen, 3 hobgoblins (who can speak Common), a bugbear female, and near-emaciated human with a very curly beard.</p><p></p><p>If the party finds this hold by the 3rd day, the human will be very weak but alive and introduce himself as Captain Screwbeard. He will claim the ship is his and Magnus led a mutiny when they'd arrived in Flotsam last week. He will implore the party to free him and help him retake his ship.</p><p></p><p>If this hold is not discovered by the end of the 3rd day of travel, the <em><strong>unfortunate smuggler </strong></em>will fall prey to the (by then) ravenous humanoids. The party will only find his remains.</p><p></p><p>The party are told by the hobgoblins (or Captain Screwbeard) that they have been taken against their will and believe they are to be sold to slavery. They will promise to aid the party in any ways necessary if they are freed. They don't know what's in the giant crate, only that it stinks and moans quite a bit.</p><p></p><p>Within the huge wooden crate, if it is opened, the party will find a great iron cage within which is crammed a <strong><em>crippled minotaur.</em></strong> The bull-man's legs have been hobbled and placed in wooden and iron stocks so the beast cannot stand. If the party heals the minotaur (15hp to regain the use of his legs) and frees him, he will fight with the party until his captors are slain. He will then turn on the party (as will the other creatures).</p><p></p><p>If Magnus is confronted about the monsters below deck, he says they are criminals being brought to justice in the Arena of Rock. He will, under no circumstances, release them and tries to capture the party if they attempt to do so.</p><p></p><p>Arrival:</p><p>Assuming they are still on good terms with Magnus as the port of Rock City comes into view on the evening of the 4th day of travel, Magnus and all of the crew will be on deck. After a jovial speech from the dwarf, they all attack the party. All damage by the crew is considered "non-lethal" as Magnus is simply trying to acquire a few more worthy souls for the gladiator's arena.</p><p></p><p>Win or lose, the party arrives in Rock City. Does the party arrive at port with a ship full of contraband? Seek out this "Dervis" to make some coin? Do they wake up in chains in the bowels of the Arena?</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5925345, member: 92511"] [B]"Staff of Storms" Ingredients:[/B] crippled minotaur Rock city unfortunate smuggler misplaced desire tower shield staff of storms The following is a short adventure for a party of 4-6 characters of low to middling level (4-7). The party is in the port-city of Flotsam in the borderlands at the edge of the Duchy. Not far to the north, about a day from the mainland is the island kingdom of Trete. The longest side of the triangular isle faces the mainland creating a rather narrow expanse of sea that is prone to harsh weather forced by the high crags and mountains at either side. This narrow, but long, expanse is known by sailors as [I][B]the Staff of Storms[/B][/I] and is generally avoided at all costs for the perils rumored to accost its waters. At the northern tip of Trete is the capitol, Rock, sometimes called "[B][I]Rock City[/I]."[/B] It is rumored to be a place of great entertainment, a bustling music scene and decadence. "The King" himself is said to send noblewomen into frenzies with odd gyrating dances. Adding to this gambling of all kinds, a gladiatorial arena and other sundry recreational pursuits gives Rock a notorious reputation as a den of debauchery. The party will hear d6 of the following rumors in Flotsam before answering a post for "Mercenaries wanted" to protect a trading ship called the "Floatin' Beard." [LIST=1] [*] The Staff of Storms cannot be crossed. The weather is too unpredictable. [*] There is a titan that lives at the bottom of a great whirlpool in the middle of the Staff. [*] Rock is no place for respectable persons. It is a den of pirates and thieves. [*] There is rumored to be a quartet of musical coleoptera, unlike anything you've ever heard, that are all the rage in Rock City. [*] The Arena in Rock is a place to gain fame and fortune. [*] The Duke's navy is stopping all ships, leaving and arriving, on suspicion of arms running. [*] Last month, an Ogre was slain in town. How it got into the city without notice remains a mystery. [*] More humanoids are seen at the wharf, of late. They arrive on cargo ships from Trete. [/LIST] [SIZE=3][B]The Floatin' Beard[/B][/SIZE] The Captain, a peg-legged dwarf named [I]Magnus Ironsides[/I], happily takes along the party as added muscle. He readily tells them they're going to Rock City to deliver a shipment of [I][B]tower shields[/B][/I] and armor. He will not divulge, until they are already at sea, that their route is the Staff of Storms. Magnus brushes off any rumors about the Staff, "Bah. Sailor talk. I've done it a hundred times." [LIST] [*] Payment is proposed as "part now, the rest when we reach Rock City." (the DM is free to generate the payment necessary to entice the party. Magnus has no plans on paying them anyway.) [*] The party is given their quarters (shared with 2 crewman). [*]They are strictly forbidden from entering the cargo hold...and advised it best to leave the Magist alone. [*] The journey will take 4 days to reach Rock City. 1 day to reach the entry point of the Staff of Storms, and 3 days through it. [/LIST] [U][SIZE=2]The Crew[/SIZE][/U] [LIST] [*][B]Captain Magnus Ironsides:[/B] A Fighter/Thief (combined levels should be 2 levels higher than the highest level PC). He fights with a short cutlass (treat as short sword) coated with a sleeping poison (save or sleep for 1 hour). He wears leather armor (but has a shirt of chainmail in his quarters to don if needed). [*][B]"First Mate"[/B]: A lizardman simply referred to as "Mister Hiss." He fights with spear and net if forced into combat. He follows Magnus' orders at all times, seemingly understanding Common but does not speak (only hissing or growling replies). Magnus speaks Lizardman. [*][B]"Ship's Magist":[/B] is a mage of middling level, Arklebin Snide. He is curt to the point of rudeness. He retires to his cabin shortly after departure and remains there for the duration of the trip unless the ship is attacked, trouble breaks out on board, or summoned by the captain. He will not accept visitors. Arklebin has the following spells (others tbd by the DM, if necessary): [I]Sleep (x2), Charm Person, Web and Invisibility[/I]. He also possesses a [I]Wand of Paralysis[/I] (15 charges) on his person at all times. [*][B]General crew:[/B] 15 sailors. Assume Fighters levels 1-3 with assorted simple weapons. The DM is encouraged to make the crew as diverse and "piratey" as they like or need. All the crew are loyal to Magnus. They are superstitious and give PC magic-users a wide girth. [/LIST] [I]NOTE: None of the crew are "evil", just greedy neutrals (and/or chaotic neutrals).[/I] For every 12 hours in "the Staff" to DM should roll (d10) for a possible encounter: [LIST=1] [*] A Storm giant (80HP) rises out of the sea to inquire if they have seen a sea serpent anywhere? His dear "Mister Finny" has gone missing. If the party hasn't seen it and/or convince the giant they haven't, the giant will thank them and be on his way. If they mention harming the serpent, the giant attacks in a rage. He destroys the ship in 10 rounds if he isn't damaged to (at least) half HP within that time. The giant will retreat when brought below half his hit points. [*] Squall. The ship runs into a short (3 hours) but fierce storm. Anyone on deck (not tied down) must make Dexterity checks to keep from being flung overboard. All must make Constitution checks or be sea-sickened for the next 12 hours (-1 to all rolls). [*] Nothing. [*] Sea Serpent. A giant sea serpent (HP 60) attacks the ship, coiling around it several times. It will attempt to bite anyone fighting it (target swallowed whole on a natural 20) but will retreat if it receives 30 or more points of damage. [*] A band of 15 sahuagin (HP 20 each) board and attack. They will retreat if 5 of their number is slain. [*] Nothing. [*] Sea Serpent (as #4). If returning, it will again retreat after losing half of its remaining hit points. If the serpent is already slain, nothing occurs. [*] Squall (as #2). [*] Harpies. d6 harpies attack the ship from the craggy coast of Trete. They will attempt to charm and carry off as many males (party or crewmen) as they can to devour back on the island. [*] Nothing. [/LIST] [U]On Board[/U] 1: The Magist's Cabin: If the party forces entry, Arklebin will raise an alarm and use his spells and wand on as many party members as he can. If he takes damage, he makes himself Invisible and attempts to escape. If the mage is not present, the party finds a neatly appointed cabin with desk, shelves of maps and books about weather patterns, marine life and theoretical works on divination. The magist also keeps, in a heavy bolted-down stand, a crystal ball (which he uses to scan ahead of the vessel to avoid hazards). 3: The Captain's Quarters: Stretching around the back of the ship are the large "U" shaped quarters of Captain Magnus. Furnishings include a large desk, long table (6 chairs), bookcase, bed, and all the fine dressings one would expect of a successful sea captain. Magnus will be found there 25% of the time during the day, 90% at night. The desk contains a locked drawer (the captain holds the key) with a poisoned needle trap (failed save causes sleep for 1 hour.) Inside are several letters from someone named "Dervis." They are all written in dwarven listing dates, orders for "tower shields", records of payments, and one that reads: [INDENT][I]"5 hobgoblins, 3 lizardmen, as many orcs as you can find... you still owe me an ogre." [/I][/INDENT] A thorough examination will also reveal the following treasures:[I] 4 potions (2 water breathing, 1 healing, 1 neutralize poison)[/I], a locked chest under his bed containing a suit of [I]dwarven chain mail +2[/I], a ceramic pot containing a thick purple liquid (Magnus' sleeping poison, 10 applications). In a hidden compartment behind his bookcase are sacks holding a total of 2,000 sp, 400 gp and 5 gems (worth 100gp each) . 4-6: Crew Quarters: Each of these tightly packed rooms hold 6 hammocks and 6 locked chests, each. In one of the chests there are[I] 2 potions (water breathing and healing)[/I]. A total of 350cp and 130 sp will be found between them all. 7: The Cargo Hold: The hold is constantly under guard. If the party gains access, on first glance it is exactly as Magnus said. There are crates filled with tower shields, helmets, assorted breastplates. If emptied (or torn apart), the party has the same chance as finding a secret door to notice that the contents do not seem to fill the full depth. There are hidden compartments at the bottom of two crates filled with axes and short swords. There is also an actual secret door behind the largest crate (combined strength of 50 to move it). It opens to a hidden hold (see area 8). 8: The Prisoner's Hold: In this dank area the floor is covered in straw and filth. The walls are lined with iron shackles. There is also a giant box with large air holes in the top. There are six sets of shackles unoccupied. The whole place reeks like a stable. Within this area are: 2 lizardmen, 3 hobgoblins (who can speak Common), a bugbear female, and near-emaciated human with a very curly beard. If the party finds this hold by the 3rd day, the human will be very weak but alive and introduce himself as Captain Screwbeard. He will claim the ship is his and Magnus led a mutiny when they'd arrived in Flotsam last week. He will implore the party to free him and help him retake his ship. If this hold is not discovered by the end of the 3rd day of travel, the [I][B]unfortunate smuggler [/B][/I]will fall prey to the (by then) ravenous humanoids. The party will only find his remains. The party are told by the hobgoblins (or Captain Screwbeard) that they have been taken against their will and believe they are to be sold to slavery. They will promise to aid the party in any ways necessary if they are freed. They don't know what's in the giant crate, only that it stinks and moans quite a bit. Within the huge wooden crate, if it is opened, the party will find a great iron cage within which is crammed a [B][I]crippled minotaur.[/I][/B] The bull-man's legs have been hobbled and placed in wooden and iron stocks so the beast cannot stand. If the party heals the minotaur (15hp to regain the use of his legs) and frees him, he will fight with the party until his captors are slain. He will then turn on the party (as will the other creatures). If Magnus is confronted about the monsters below deck, he says they are criminals being brought to justice in the Arena of Rock. He will, under no circumstances, release them and tries to capture the party if they attempt to do so. Arrival: Assuming they are still on good terms with Magnus as the port of Rock City comes into view on the evening of the 4th day of travel, Magnus and all of the crew will be on deck. After a jovial speech from the dwarf, they all attack the party. All damage by the crew is considered "non-lethal" as Magnus is simply trying to acquire a few more worthy souls for the gladiator's arena. Win or lose, the party arrives in Rock City. Does the party arrive at port with a ship full of contraband? Seek out this "Dervis" to make some coin? Do they wake up in chains in the bowels of the Arena? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Iron DM 2012 -- R2 complete, Finals in Progress
Top