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<blockquote data-quote="Jack7" data-source="post: 4564749" data-attributes="member: 54707"><p><em><strong>The Memory Palace</strong></em> – (<em>I am writing this scenario as an adventure placed in my own D&D Campaign World. However, with a little adaptation it could serve as an adventure, or set of adventures, for practically any gaming world or for nearly any type of gaming genre</em>.) The characters awake in a deserted, huge, and labyrinthine library. They wear nothing but simple robes - all gear, weapons, armor, and personal possessions are missing. They have no memory of how they arrived at the library, and do not know where they are. Inside the library are books and magical devices, some of which speak, and some of which display complicated and illuminated images, which describe one of the real and <em>“past adventures of the party.”</em> As the story of that past adventure unfolds, told in a sort of miniature shorthand, moving from clue to clue, the players are led to various rooms throughout the library that contain their missing equipment. But various puzzles always disguise or camouflage or protect the equipment. As their equipment is recovered other clues seem to lead to books and magical devices which describe an adventure the party will undertake, <em>“an adventure apparently in the future”,</em> one that has yet to be undertaken. As the clues progress they lead to underground and secreted areas of the library, apparently long deserted and hidden that are inhabited by magical and supernatural monsters and creatures, some of whom oppose and seek to kill the party, others who are apparently allies and guides. Some of the apparent allies become enemies as the party proceeds through the underground areas, some of the enemies seem to become transformed into allies as the “future adventure” continues. As the party moves through the underground area they begin to spring numerous traps and obstructions to their way, and they find yet more clues, devices, books, and artifacts which now seem to be detailing the present situation and that seem to be providing a sort of shadow-record of the <em>“present adventure of the party.”</em> As the adventure proceeds the players are led through a series of chambers that lead them above ground once again, this time into a huge and seemingly ancient palace. Inside the palace they encounter yet even more bizarre and ever stranger artifacts and devices than they have yet encountered, as well even more and more dangerous magical and supernatural creatures, apparently guardians of the palace. Included among the wonders of the palace and the interior decorations and furnishings seem to be copies of Elturgical spells never before encountered by the party, as well as Elturgic devices of a kind the party has never before heard mention or even rumor of. As they move through the palace the characters begin to uncover clues about what had happened to them prior to their appearance in the library. And what they discover is that one of them has locked within their mind the distant memory of a prior event that can potentially lead them all out of the palace and into a much, much more dangerous set of circumstances, and into a far larger mystery.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4564749, member: 54707"] [I][B]The Memory Palace[/B][/I] – ([I]I am writing this scenario as an adventure placed in my own D&D Campaign World. However, with a little adaptation it could serve as an adventure, or set of adventures, for practically any gaming world or for nearly any type of gaming genre[/I].) The characters awake in a deserted, huge, and labyrinthine library. They wear nothing but simple robes - all gear, weapons, armor, and personal possessions are missing. They have no memory of how they arrived at the library, and do not know where they are. Inside the library are books and magical devices, some of which speak, and some of which display complicated and illuminated images, which describe one of the real and [I]“past adventures of the party.”[/I] As the story of that past adventure unfolds, told in a sort of miniature shorthand, moving from clue to clue, the players are led to various rooms throughout the library that contain their missing equipment. But various puzzles always disguise or camouflage or protect the equipment. As their equipment is recovered other clues seem to lead to books and magical devices which describe an adventure the party will undertake, [I]“an adventure apparently in the future”,[/I] one that has yet to be undertaken. As the clues progress they lead to underground and secreted areas of the library, apparently long deserted and hidden that are inhabited by magical and supernatural monsters and creatures, some of whom oppose and seek to kill the party, others who are apparently allies and guides. Some of the apparent allies become enemies as the party proceeds through the underground areas, some of the enemies seem to become transformed into allies as the “future adventure” continues. As the party moves through the underground area they begin to spring numerous traps and obstructions to their way, and they find yet more clues, devices, books, and artifacts which now seem to be detailing the present situation and that seem to be providing a sort of shadow-record of the [I]“present adventure of the party.”[/I] As the adventure proceeds the players are led through a series of chambers that lead them above ground once again, this time into a huge and seemingly ancient palace. Inside the palace they encounter yet even more bizarre and ever stranger artifacts and devices than they have yet encountered, as well even more and more dangerous magical and supernatural creatures, apparently guardians of the palace. Included among the wonders of the palace and the interior decorations and furnishings seem to be copies of Elturgical spells never before encountered by the party, as well as Elturgic devices of a kind the party has never before heard mention or even rumor of. As they move through the palace the characters begin to uncover clues about what had happened to them prior to their appearance in the library. And what they discover is that one of them has locked within their mind the distant memory of a prior event that can potentially lead them all out of the palace and into a much, much more dangerous set of circumstances, and into a far larger mystery. [/QUOTE]
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