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creating a homebrew 4e adventure path
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<blockquote data-quote="Quickleaf" data-source="post: 4147053" data-attributes="member: 20323"><p><strong>Character Hooks</strong></p><p></p><p><span style="font-size: 15px"><strong>Character Hooks</strong></span></p><p>Each player must choose a hook for their PC, providing an incentive for them to adventure. A PC can earn experience by fulfilling the personal quest associated with their hook - each hook provides 3 levels of XP award; a PC can only benefit from each of these levels once. So the maximum a PC can earn from a heroic-tier hook is 600 XP. Hooks also provide suggestions for customizing your PC to suit the adventure.</p><p></p><p><strong>Chosen of the Firebird</strong></p><p>Born under the sign of the Phoenix, you were raised in seclusion to study the prophecies of its resurrection. According to sacred texts, six dragons will awaken before the coming of the Phoenix. You fear the premature awakening of Nehurix will trigger other less benign dragons into awakening and have come to help those suffering in the wake of Nehurix’s return and prevent further awakenings. You know Nehurix could have killed the crown prince in a fair fight – something is fishy about the story that the crown prince’s huntsmen defeated a dragon.</p><p>Notes: You receive visions of the Phoenix, and may spend an action point at certain points during the adventure to gain extraordinary insight or power.</p><p>Personal Quest: Learn what has become of Nehurix (100). Ensure that the summoner can’t awaken further dragons (200). Aid anyone harmed by the dragon’s awakening despite great sacrifice (300).</p><p></p><p><strong>Guardian Messenger</strong></p><p>Sibling to the serving-maid Wyetha who bore the crown prince Eydanus’ illegitimate son Arslein, you did not just come to the Vale to warn of the inquisitors, but also to ensure that Arslein remains safe and his blood ties to the throne of Galeay undiscovered until the time comes when he is ready to claim his birthright. Recent intelligence reports that rebels have learned Arslein’s identity and are planning an assassination or abduction. Arslein’s caretaker is the witch Sedemay who lives near the Hag Marsh. While you are a fierce opponent of the crown prince and have loyalties with the rebels, you have sworn to help your sister.</p><p>Notes: As Wyetha and Arslein are half-elven, you must be human, half-elf, eladrin, or elf. You were given a horse from the prince’s stables to accomplish your mission.</p><p>Personal Quest: Keep Arslein from harm’s way (100). Prevent discovery of Arslein’s royal heritage (200). Prevent assassination of Arslein despite great sacrifice (300).</p><p></p><p><strong>Hag-Ridden</strong></p><p>Your dreams are plagued by nightmares of a hag whispering in your ear and riding you like a horse through moonlit forests. A sense of impending doom fills you, as if the hag holds the reins of your destiny and guides you toward an unspeakable fate. At the same time, you understand hags’ motives and know that they suffer from an ancient curse, and use you to help them end their imprisonment.</p><p>Notes: Sleep provides you no rest; until your curse is broken you are dazed. Moreover, any time a hag speaks a trigger word, you suffer a -6 to Will saves against her powers. However, you may take 20 on all Insight, Diplomacy, and Bluff checks against hags.</p><p>Personal Quest: Learn the secret of the hag’s curse (100). Escape being hag-ridden (200). Aid others tormented by the hags despite great sacrifice (300). </p><p></p><p><strong>Haunted Wanderer</strong></p><p>The child of a witch, you were stricken with wanderlust and have never been able to settle in one place. Your mother was burned at the stake for witchcraft, and you show signs of having “the gift.” Arriving in the Vale, you hope to unearth clues about your mother’s past…and break the family curse. You weaseled your way onto the team chosen by the village elders in order to get closer to the witches.</p><p>Notes: You must take the Witch-Blooded feat, and your family is cursed – work out the details with the Narrator.</p><p>Personal Quest: Learn who your mother was and how she met her demise (100). Visit the site of your mother’s burial and honor her (200). Break the family curse despite great sacrifice (300).</p><p></p><p><strong>Order of Saint Tabitha</strong></p><p>Watchdogs of the Imperial Inquisitors, the Order of Saint Tabitha was founded by iconoclastic man and women of faith devoted to defending those accused of “heresy”. The order provides safehouses for victims of the inquisition, catalogues gross offenses, and fights for the fair trial of “heretics”. As a faithful member, you have been sent to keep an eye on Inquisitor Alhuron and protect the innocent Vale folk.</p><p>Notes: You must be trained in Religion. The order gave you a Celestial Icon of Justice to aid your quest. However, because of the animosity between your order and the inquisition, all inquisitors have a base reaction of unfriendly toward you.</p><p>Personal Quest: Record any misdeeds of the inquisitors (100). Ensure that no innocents are harmed by the inquisitors (200). Aid innocent targets of the inquisition despite great sacrifice (300).</p><p></p><p><strong>Sacrificial Lamb</strong></p><p>Always outspoken against the empire, your family dances dangerously close to sedition. On a dark and stormy night you were abducted from your home by three cloaked men, each with one eye tattooed. Blind-folded, you were taken to the lake where you could hear others crying for mercy as torches were lit and arcane words uttered. You were to be fed to a summoned dragon by the occultists! Miraculously you escaped in the middle of the ritual, fleeing to the woods. Collapsing on the cold earth exhausted, your mind reeled. You had to stop these men who had violated the sanctity of your home!</p><p>Notes: At certain points, you recall familiar sounds or places which you experienced during your abduction. However, overpowering memories require you to make a Will save or leave you dazed, confused, or staggered.</p><p>Personal Quest: Learn why the abductions occurred and who was responsible (100). Go to the site of the summoning ritual to regain your memory of the event (200). Prevent further abductions by the occultists (300). </p><p></p><p><strong>Star-Crossed Lover</strong></p><p>Your heart has been captured by the haughty witch Gretchith, who may be responsible for summoning the lake dragon. You know she despises the crown prince and wishes a return to the halcyon days of the Witch-Queens, but you don’t think she’s the murderous type. She remains cool to your affections, claiming she can only love the one who retrieves her heart locket. If it looks like she is guilty, you may use your cunning to steer the team in the wrong direction or you may attempt to redeem her wicked ways.</p><p>Notes: Gretchith has given you a talisman of witches’ fortune.</p><p>Personal Quest: Protect Gretchith from harm (100). Retrieve Gretchith’s heart locket (200). Protect Gretchith from the inquisition despite great sacrifice (300).</p><p></p><p><strong>Vale Witchguard</strong></p><p>Native to the Vale, you were chosen by village elders to find the witch responsible for summoning the lake dragon. Your family has long been friends to witches, hiding them during witch-hunts past and helping them vanquish supernatural threats; witches have given you the honorary title “witchguard”. You are loathe to cause the witches harm, and would like to see the inquisitors driven out of the Vale forever. However, you also faithfully observe the traditions and decisions of the elder Vale witches.</p><p>Notes: You must be trained in Arcana. The base reaction of all witches in the Vale toward you is friendly. </p><p>Personal Quest: Prevent harm from befalling the witches (100). Aid the witches in hunting down or preventing threats to the Vale (200). Prevent persecution or death of the witches despite great sacrifice (300).</p><p></p><p><strong>Verdant Knight</strong></p><p>Having sworn fealty to the Everautumn Queen, you have joined the bewitched ranks of her “Verdant Knights”; you may have been enchanted or have your own reasons. You are sent to discover who summoned the lake dragon and bring them before the Queen. In return you will receive a boon from the queen, such as pardon for an offense, removal of a curse, information on an abducted human child, permission to court one of her fey entourage, or even freedom from service.</p><p>Notes: You know of the Avel Wold portal to the Feywild. If you wish you may take the Fey-Touched template.</p><p>Personal Quest: Reveal the dragon summoner’s identity (dead or alive) to the Queen (100). Determine the intentions of the Everautumn Queen (200). Bring the dragon summoner for judgment before the Queen (300).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4147053, member: 20323"] [b]Character Hooks[/b] [SIZE=4][b]Character Hooks[/b][/SIZE] Each player must choose a hook for their PC, providing an incentive for them to adventure. A PC can earn experience by fulfilling the personal quest associated with their hook - each hook provides 3 levels of XP award; a PC can only benefit from each of these levels once. So the maximum a PC can earn from a heroic-tier hook is 600 XP. Hooks also provide suggestions for customizing your PC to suit the adventure. [B]Chosen of the Firebird[/B] Born under the sign of the Phoenix, you were raised in seclusion to study the prophecies of its resurrection. According to sacred texts, six dragons will awaken before the coming of the Phoenix. You fear the premature awakening of Nehurix will trigger other less benign dragons into awakening and have come to help those suffering in the wake of Nehurix’s return and prevent further awakenings. You know Nehurix could have killed the crown prince in a fair fight – something is fishy about the story that the crown prince’s huntsmen defeated a dragon. Notes: You receive visions of the Phoenix, and may spend an action point at certain points during the adventure to gain extraordinary insight or power. Personal Quest: Learn what has become of Nehurix (100). Ensure that the summoner can’t awaken further dragons (200). Aid anyone harmed by the dragon’s awakening despite great sacrifice (300). [B]Guardian Messenger[/B] Sibling to the serving-maid Wyetha who bore the crown prince Eydanus’ illegitimate son Arslein, you did not just come to the Vale to warn of the inquisitors, but also to ensure that Arslein remains safe and his blood ties to the throne of Galeay undiscovered until the time comes when he is ready to claim his birthright. Recent intelligence reports that rebels have learned Arslein’s identity and are planning an assassination or abduction. Arslein’s caretaker is the witch Sedemay who lives near the Hag Marsh. While you are a fierce opponent of the crown prince and have loyalties with the rebels, you have sworn to help your sister. Notes: As Wyetha and Arslein are half-elven, you must be human, half-elf, eladrin, or elf. You were given a horse from the prince’s stables to accomplish your mission. Personal Quest: Keep Arslein from harm’s way (100). Prevent discovery of Arslein’s royal heritage (200). Prevent assassination of Arslein despite great sacrifice (300). [B]Hag-Ridden[/B] Your dreams are plagued by nightmares of a hag whispering in your ear and riding you like a horse through moonlit forests. A sense of impending doom fills you, as if the hag holds the reins of your destiny and guides you toward an unspeakable fate. At the same time, you understand hags’ motives and know that they suffer from an ancient curse, and use you to help them end their imprisonment. Notes: Sleep provides you no rest; until your curse is broken you are dazed. Moreover, any time a hag speaks a trigger word, you suffer a -6 to Will saves against her powers. However, you may take 20 on all Insight, Diplomacy, and Bluff checks against hags. Personal Quest: Learn the secret of the hag’s curse (100). Escape being hag-ridden (200). Aid others tormented by the hags despite great sacrifice (300). [B]Haunted Wanderer[/B] The child of a witch, you were stricken with wanderlust and have never been able to settle in one place. Your mother was burned at the stake for witchcraft, and you show signs of having “the gift.” Arriving in the Vale, you hope to unearth clues about your mother’s past…and break the family curse. You weaseled your way onto the team chosen by the village elders in order to get closer to the witches. Notes: You must take the Witch-Blooded feat, and your family is cursed – work out the details with the Narrator. Personal Quest: Learn who your mother was and how she met her demise (100). Visit the site of your mother’s burial and honor her (200). Break the family curse despite great sacrifice (300). [B]Order of Saint Tabitha[/B] Watchdogs of the Imperial Inquisitors, the Order of Saint Tabitha was founded by iconoclastic man and women of faith devoted to defending those accused of “heresy”. The order provides safehouses for victims of the inquisition, catalogues gross offenses, and fights for the fair trial of “heretics”. As a faithful member, you have been sent to keep an eye on Inquisitor Alhuron and protect the innocent Vale folk. Notes: You must be trained in Religion. The order gave you a Celestial Icon of Justice to aid your quest. However, because of the animosity between your order and the inquisition, all inquisitors have a base reaction of unfriendly toward you. Personal Quest: Record any misdeeds of the inquisitors (100). Ensure that no innocents are harmed by the inquisitors (200). Aid innocent targets of the inquisition despite great sacrifice (300). [B]Sacrificial Lamb[/B] Always outspoken against the empire, your family dances dangerously close to sedition. On a dark and stormy night you were abducted from your home by three cloaked men, each with one eye tattooed. Blind-folded, you were taken to the lake where you could hear others crying for mercy as torches were lit and arcane words uttered. You were to be fed to a summoned dragon by the occultists! Miraculously you escaped in the middle of the ritual, fleeing to the woods. Collapsing on the cold earth exhausted, your mind reeled. You had to stop these men who had violated the sanctity of your home! Notes: At certain points, you recall familiar sounds or places which you experienced during your abduction. However, overpowering memories require you to make a Will save or leave you dazed, confused, or staggered. Personal Quest: Learn why the abductions occurred and who was responsible (100). Go to the site of the summoning ritual to regain your memory of the event (200). Prevent further abductions by the occultists (300). [B]Star-Crossed Lover[/B] Your heart has been captured by the haughty witch Gretchith, who may be responsible for summoning the lake dragon. You know she despises the crown prince and wishes a return to the halcyon days of the Witch-Queens, but you don’t think she’s the murderous type. She remains cool to your affections, claiming she can only love the one who retrieves her heart locket. If it looks like she is guilty, you may use your cunning to steer the team in the wrong direction or you may attempt to redeem her wicked ways. Notes: Gretchith has given you a talisman of witches’ fortune. Personal Quest: Protect Gretchith from harm (100). Retrieve Gretchith’s heart locket (200). Protect Gretchith from the inquisition despite great sacrifice (300). [B]Vale Witchguard[/B] Native to the Vale, you were chosen by village elders to find the witch responsible for summoning the lake dragon. Your family has long been friends to witches, hiding them during witch-hunts past and helping them vanquish supernatural threats; witches have given you the honorary title “witchguard”. You are loathe to cause the witches harm, and would like to see the inquisitors driven out of the Vale forever. However, you also faithfully observe the traditions and decisions of the elder Vale witches. Notes: You must be trained in Arcana. The base reaction of all witches in the Vale toward you is friendly. Personal Quest: Prevent harm from befalling the witches (100). Aid the witches in hunting down or preventing threats to the Vale (200). Prevent persecution or death of the witches despite great sacrifice (300). [B]Verdant Knight[/B] Having sworn fealty to the Everautumn Queen, you have joined the bewitched ranks of her “Verdant Knights”; you may have been enchanted or have your own reasons. You are sent to discover who summoned the lake dragon and bring them before the Queen. In return you will receive a boon from the queen, such as pardon for an offense, removal of a curse, information on an abducted human child, permission to court one of her fey entourage, or even freedom from service. Notes: You know of the Avel Wold portal to the Feywild. If you wish you may take the Fey-Touched template. Personal Quest: Reveal the dragon summoner’s identity (dead or alive) to the Queen (100). Determine the intentions of the Everautumn Queen (200). Bring the dragon summoner for judgment before the Queen (300). [/QUOTE]
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