Adventure Idol: Dungeon's New Competition


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Ummm.... why aren't they using the stack of already completed adventures that Dungeon must have ready but haven't been published yet? Did they not get these submissions from Paizo when they took back the magazine?
 


Well, you won't be able to vote, but here are the summaries:

The Best Adventure I Never Wrote…
When we announced online Dungeon Magazine earlier this year, we met with many of our freelancers at Gen Con to inform them of our plans and to discuss the future. As part of this conversation, we also proposed a little contest we were interested in hosting, as Dungeon makes the transition from 3.5 to 4th Edition—involving the best adventures our freelancers have always wanted to write for 3rd Edition, but never had the chance.

And so here we’ve come to the best adventures our freelancers never actually wrote… until (potentially) now.

They propose the adventures. We develop the most popular proposal, as voted by the player community, into a complete Dungeon adventure.


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We want your opinion on which of these adventures you’d most like to see in Dungeon Magazine. Following are their brief synopsis and general level range. Each week, we’ll ask for your vote on a given set of adventures, with the winner from each set moving ahead in the competition.

This week, we look at a grouping of low-level adventures: Cross City Race, The Salvagers, and The Feast!

Summaries
Cross City Race
The city is alive with talk about a special race: to deliver a letter from one side of the city to the other as quickly as possible. While it started out as a simple competition between message carriers to settle a dispute, it is now open to anyone; a glorious free-for-all of sneakiness, athleticism and brute force, all to claim the prize: a sizeable money pot and a magical item donated by the city treasury to encourage the competition. Low-level.
Read the full synopsis.

The Feast
The valiant never taste of death but once. The characters are invited to the tower-like townhouse of the decedent merchant Lord Delius Thad… where an uninvited undead has begun preying on the guests. Low-level.
Read the full synopsis.

The Salvagers
The characters are hired to don primitive breathing respirators and descend into the toxic gas filled ruins of Old Gilflode, a lost dwarven city. There, they must track down and capture Gartok and his band of dwarven rebels, before the dwarf launches a revolution that would ultimately expose his small city to the more powerful kingdoms of the sunlit lands. Low-level.
Read the full synopsis.


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Which of these low-level adventures moves on?
Cross City Race
The Feast
The Salvagers




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Next time, we'll choose an adventure from our second set, of mid-level adventures. For reference, we've provided the synopsis of each adventure in the competition; full descriptions will be made available when the adventures in question are up for a vote.

Mid-Level
Bodyswap
An ambitious orcish shaman has uncovered a peculiar artifact; one whose crystal allows the exchange of minds from body to body, used by an ancient wizard to prolong his life by stealing bodies. The shaman has a more prosaic but equally greedy use for the staff and decides to set a trap in order to use it for maximum effect. A few choice raids have worked the local people up enough of a frenzy to be willing to hire the characters to protect them. Mid-level.

Dragon Turtle City
The adventure begins in a coastal village whose fish stocks have been mysteriously disappearing, and now boats as well, lost in a mysterious fog. Without their livelihood, the village is starving and impoverished. What they do have, they’re willing to offer to brave adventurers to discover and prevent whatever it is that is ruining them. Mid-level.

Hell Farm
Some weeks ago, a stranger came to the Cosdel farm, seeking a meal and a place to stay. He was hard up, or so he seemed, and willing to work to earn his keep, so Cosdel took him in. Now something dreadful indeed has happened to the Cosdel farm, and the locals need a few brave adventurers to find out what. Mid-level.

Moving Day
As long as any of them can remember, the inhabitants of Rhycan’s Field have dwelt in the shadow of Talthaeran’s Tower; the wizard Talthaeran is long dead, his tower little more than a monument to days long gone. Now, another wizard by the name of Lethara has come forward to claim the tower. She just needs someone to clear Talthaeran’s years of accumulated junk out of the tower… and that’s where the PCs come in. Mid-level.

Siege of the Heavens
As fate would have it, the characters are traveling to the Tower of Heavens (from UK4: When a Star Falls), seeking the wisdom of the sages. Fate, it seems, has conspired to place them in the tower on the night of sudden attack. Mid-level.

Treasure!
This time, it’s simple: cash and loot. There’s no princess to save or land to rid of evildoers. There’s a legendary treasure out there for the taking, and you’re just the group of adventuring freebooter treasure hunters to finally track it down. You even have a treasure map to the Vault of Aavros, famous for its splendor, size and danger. Mid-level.

Mid to High-Level
The Fane of Last Light
The characters search for the mysterious Fane of Last Light, a mysterious artifact slowly fracturing the fabric of reality in its immediate area, guarded by the Laoirin, custodians of an ancient and deadly secret… one that leaves the characters holding the fate of a world in their hands. High-level.

Forest of the Green God
There are some places man was not meant to go. Some places he should not even know about. The characters must brave a terrible haunted forest to rescue a girl who has gone missing into its depths. Mid to high-level.

Mechanus Unwound
Entropy’s scion has arrived. Nehbirkinezihr, a powerful dust mephit and self-styled scion of entropy seeks to undermine all reality. Recently, his monstrous cult, the Order of Chaos, have discovered what he believes to be the ‘weak point’ in all of creation, found in Mechanus. High-level.
 

mhensley said:
Ummm.... why aren't they using the stack of already completed adventures that Dungeon must have ready but haven't been published yet? Did they not get these submissions from Paizo when they took back the magazine?

On a related note, I'm curious why it's an either/or situation? Why not simply develop them all if they're good adventures?

(Presumably, it's all about generating hype for the digital Dungeon.)

I do particularly like this one, though:

WotC said:
The Feast
The valiant never taste of death but once. The characters are invited to the tower-like townhouse of the decedent merchant Lord Delius Thad… where an uninvited undead has begun preying on the guests. Low-level.

I had to check out the full synopsis to be sure that they meant decadent, not decedent. To be honest, I think it sounds cooler the way it is.
 

TerraDave said:
Well, you won't be able to vote, but here are the summaries:

Thank you very much for the post.

It's not a horrible idea, though the quality of an adventure doesn't always corrolate to the quality of the summary, specially if there are secrets involved.
 

Besides the beholder interview, this is the first "feature" that takes advantage of the web format. I'm not holding my breath about how it will work out, though, as it sounds somewhat slap-dash. I hope it works out, though, because the Salvagers one has kaorti! :p

Out of curiosity, why is this in the 4e forum, though? These are 3.5 adventures we're talking about here.
 


After reading the full summaries...I can't decide on the lower level adventures. For those who can't access the full summaries....

Cross City Race
The adventure begins upon the adventurer’s arrival within a sizeable city or metropolis. The city is alive with talk about a special race across the city; one held every year or two, to deliver a letter from one side of the city to the other as quickly as possible. While it started out as a simple competition between message carriers to settle a dispute, it is now open to anyone to enter; though no magical transportation or killing is allowed, the race is otherwise a glorious free-for-all of sneakiness, athleticism and brute force, all to claim the prize: a sizeable money pot and magical item donated by the city treasury to encourage the competition.

Adventure in a Nutshell: The adventure itself is the race, made up of an interlinked series of encounters along the route: including sabotage, traps, ambushes and other underhanded and sneaky obstacles, as well as the terrain and daily life of the city itself getting in the way. The intended theme would almost be that of a car chase in a modern cop show, complete with exploding melons, cardboard boxes and chicken cages getting devastated en route. The adventurers may spring their own traps and obstacles for the other racers, and the various Skill and Ability checks—as well as the conditions and the route taken—add or subtract to the time taken to try and claim the prize.

The various encounters interlock with each other in a similar fashion to the old Choose Your Own Adventure books and could, conceivably, be run through by a single player. Failing to jump a roof-gap in one encounter, for example, might drop you down into an encounter on a ground route.

The final goal of the competition is the guardhouse atop the gate on the opposite side of the city, but the door is locked and the climax is a death-defying climb to deliver the letter and claim the prize. A failure in this could lead to a nasty fall, especially with other competitors trying to push you off, pouring oil over the stones, or otherwise doing things to get in the way.

The city treasury may have put up the prize for a reason. A proven, capable and ruthless messenger may be just what they need to take a letter or item securely, safely and swiftly from their city to another. What the package is may not be clear, but it may well be important enough for other people to pursue. With that as a hook, this adventure may act as a springboard to other adventures and a way to get the adventurers in the good graces of the ruling powers in several cities.

The Feast
The Feast takes its inspiration from The Masque of the Red Death by Edgar Allen Poe, and contemporary zombie movies like Dawn of the Dead.

Adventure in a Nutshell: The characters are invited to the tower-like townhouse of the decedent merchant Lord Delius Thad (CE half-elf aristocrat/rogue). Thad is involved in all sorts of unsavory side ventures, including slavery and drug smuggling. The characters are invited because the bored noble likes to be seen with rich, powerful or popular people—a smattering of all have of which have been invited to the party.

While the town’s rich and famous enjoy themselves, the rest of the poor harbor town is being menaced by a zombie infestation… the cause of which can be indirectly attributed to the character’s host. Thad has found an untapped source of the herbs used to make mordayn vapor (dreammist, Book of Vile Darkness). The island is also home to a small population of rot reavers (Monster Manual III), one of which stowed away on board one of his ships and arrived in town within the last month. If the news were to get out, it could lead to some awkward questions by those few township authorities this decadent noble hasn’t paid off.

Thad has one other problem, however—the creature is in his townhouse when the party begins. It stalks though the galleries and climbs along the outside preying on party guests and converting them in to his undead minions. The zombies created by this rot reaver are slightly more powerful than normal. Perhaps it is a reaction between the mordayn herb and the monster’s necromantic powers but, the zombies are bloodthirsty, fast and almost unkillable (Libris Mortis)!

The Salvagers

In an ancient era, there once lay a great subterranean kingdom of deep dwarves called Gilflode, that grew fat upon immense wealth garnered from mining the regions rich ore deposits and weapon manufacturing. During the orc wars, demand for their high quality weapons forced a drastic increase in production. Pit bosses threw caution aside in favor of speed, and in their haste unlucky miners struck a pocket of dense toxic gas. Thick gouts plumed into the city, engulfing everything and poisoning those inhabitants unable to flee. The gas settled, covering all but the city's highest rooftops, trapping refugees against the high ceilings and stalactites of the massive cavern.

Adventure in a Nutshell: Over two centuries have passed since the demise of the fabled dwarven city of Gilflode, its relevance faded and forgotten by the short-lived races of the region. During this time, the city's refugees built a new and peaceful life in relative seclusion. Living above the gas in the upper cave crags and upon the roofs of their former kingdom, the deep dwarves guarded their ancestral home. Soon, they developed strange “diving” apparatus, permitting them to descend into the gases and salvage ancestral artifacts.

But all has changed since the recent passing of their headman, Nalvor the Stern. The contested rule fell to his paternal twins, brother Gartok Nalvorson and sister Haetig Nalvorsdottir. Gartok's extreme ambition is bent on resurrecting New Gilflode to its former glory, while his sister wishes to maintain the peaceful and independent status quo. Unable to come to an acceptable conclusion, Gartok threatened to take the city by force and lead it against the inhabitants of the surrounding lands (an impossible task equivalent to a death wish for his city). When last seen, he and his supporters stole 'diving' equipment and plunged deep into the lower gas-filled chambers of Old Gilflode in hopes of finding ancient weapons to launch his revolution.

Unable to war directly on her brother and his supporters, Haetig's growing desperations have prompted her to break the city's longtime isolation and seek help from the outside world. She desperately needs outsiders who can solve her dilemma discreetly without exposing the existence of her city. But neither Haetig nor Gartok realize Old Gilflode is no longer a lifeless ruin. Deep within the gas-filled depths grows a kaorti cyst whose twisted alien physiologies find the environment perfectly suited to their needs.

The PCs don primitive breathing respirators (air tubes, masks, and goggles) and descend into the toxic gas filled ruins of Old Gilflode. They must try to track down and capture Gartok and his band of rebels before the dwarf launches a revolution that would ultimately expose his small city to the more powerful kingdoms of the sunlit lands. To accomplish this, they also deal with kaorti, currently salvaging Old Gilflode for arcane treasures and hunting any creatures they come across. In the gas-filled ruins, the PCs encounter hostile dwarves, kaotri (a violent and evil race of outsiders from the far realm) and their aberrant creations including dwarves hideously transformed into kaorti thralls. Also lurking in the depths stalk a few undead and constructs, remnants of the city's previous inhabitants.

leaning towards the salavagers....but the race sounds cool too.

edit: I voted for the race...it seemed the most unique
 
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delericho said:
I had to check out the full synopsis to be sure that they meant decadent, not decedent. To be honest, I think it sounds cooler the way it is.

That's a pretty bad typo. I'm wondering whether it was the author's or on the part of whoever put the article together on the website. I agree that having it be a decedent mansion owner would be more interesting (and put a different spin on the adventure).

Of the three, I went with the Salvage one. None of them seemed particularly groundbreaking, but I liked the twist it put on the standard dungeon crawl the most (and the race across the city just seemed silly as an actual municipally sponsored event to me; if it were envisioned as more of an underground Parkour kind of thing, with some special mechanics, possibly, it might hold more interest for me.)
 

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