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<blockquote data-quote="SHARK" data-source="post: 337338" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>Hmmm...well, off the top of my head, I can think of several that I don't think have been mentioned so far!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (Many excellent ideas by everyone by the way!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p>(1) The High Command has learned of a reclusive Wizard that lives in an isolated fortress in a foreign land. It is believed that this wizard is researching some new spells and artifacts that could very well add great advantage to whatever side that can acquire them. The players mission is to find the strange wizard, and recover the artifacts and spell research. Preferably with the cooperation of the strange wizard, but if necessary, he may be killed. The party must also expect that the forces of darkness currently fighting their homeland are also sending several assault teams to get to this valuable research before they do!</p><p></p><p>(2) The party is tasked with escaping through a wilderness carrying secret documents that must reach headquarters. In this case, the enemy has overrun the various army positions, and all is in chaos. The army commander is putting his faith in you!</p><p></p><p>(3) The enemy is working on opening a huge, thousand-mile wide gate to the Abyss, which will allow armies of demons to sweep in and contribute to their forces on the battlefield in a decisive manner. This must be stopped, and the Necromancers working on it are doing so from an isolated, fortified citadel deep in enemy territory...</p><p></p><p>(4) The players have a mission of dropping into an isolated mountaintop citadel that is under siege by the enemy forces. They are to orchestrate and coordinate the fortress defense in this desperate hour!</p><p></p><p>(5) The enemy has developed a new kind of enchanted warship. The players are going to be dropped into enemy territory at night, and they are to infiltrate the secret naval base and make their way to the secret dock where the enchanted warship is at anchor. The players are to sieze the ship, and escape with it, back to their own lines. Failing that, they are to die in every attempt to scuttle the enemy warship.</p><p></p><p>(6) The party fight through enemy lines to reach a mysterious citadel, where a wizard lives. This wizard desires to defect to the forces of Good, and must be captured, and brought out alive.</p><p></p><p>(7) The party is sent on a dangerous mission deep into enemy lands. The operation is accompanied by a team of six other individual specialists. The mission really, is secondary. Through a complex series of meetings and operations, the party is to ferret out the traitor in their midst--a double agent--and kill him, and any accomplices. Some of the specialists, however, are not under suspicion. Then again, who exactly is the spy may be a mystery. On the journey, the party must determine who that is--because the double agent is already planning on the party's entrapment and demise! Time is running, and the party must be very careful!</p><p></p><p>How's that?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 337338, member: 1131"] Greetings! Hmmm...well, off the top of my head, I can think of several that I don't think have been mentioned so far!:) (Many excellent ideas by everyone by the way!:)) (1) The High Command has learned of a reclusive Wizard that lives in an isolated fortress in a foreign land. It is believed that this wizard is researching some new spells and artifacts that could very well add great advantage to whatever side that can acquire them. The players mission is to find the strange wizard, and recover the artifacts and spell research. Preferably with the cooperation of the strange wizard, but if necessary, he may be killed. The party must also expect that the forces of darkness currently fighting their homeland are also sending several assault teams to get to this valuable research before they do! (2) The party is tasked with escaping through a wilderness carrying secret documents that must reach headquarters. In this case, the enemy has overrun the various army positions, and all is in chaos. The army commander is putting his faith in you! (3) The enemy is working on opening a huge, thousand-mile wide gate to the Abyss, which will allow armies of demons to sweep in and contribute to their forces on the battlefield in a decisive manner. This must be stopped, and the Necromancers working on it are doing so from an isolated, fortified citadel deep in enemy territory... (4) The players have a mission of dropping into an isolated mountaintop citadel that is under siege by the enemy forces. They are to orchestrate and coordinate the fortress defense in this desperate hour! (5) The enemy has developed a new kind of enchanted warship. The players are going to be dropped into enemy territory at night, and they are to infiltrate the secret naval base and make their way to the secret dock where the enchanted warship is at anchor. The players are to sieze the ship, and escape with it, back to their own lines. Failing that, they are to die in every attempt to scuttle the enemy warship. (6) The party fight through enemy lines to reach a mysterious citadel, where a wizard lives. This wizard desires to defect to the forces of Good, and must be captured, and brought out alive. (7) The party is sent on a dangerous mission deep into enemy lands. The operation is accompanied by a team of six other individual specialists. The mission really, is secondary. Through a complex series of meetings and operations, the party is to ferret out the traitor in their midst--a double agent--and kill him, and any accomplices. Some of the specialists, however, are not under suspicion. Then again, who exactly is the spy may be a mystery. On the journey, the party must determine who that is--because the double agent is already planning on the party's entrapment and demise! Time is running, and the party must be very careful! How's that?:) Semper Fidelis, SHARK [/QUOTE]
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