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<blockquote data-quote="Nonlethal Force" data-source="post: 3509550" data-attributes="member: 35788"><p>Cool. I totally forgot about this thread, too. I'm back and I've got a doozy. We'll see if it is likeable or not. Here's the premise. Each stanza is a different adventure. Thus, this song would be the equivalent of a 3 part Adventure Path. Of course, other combats can be added in to make sure the party is of an appropriate level for each adventure.</p><p></p><p></p><p></p><p>Part One: Dance of the Fey</p><p></p><p>The party awakens beside a lake. They've just had the most odd night of sleep, although they wake completely and totally with all gear and resources in tact. Each member of the party had 6 dreams (which they remember). The first dream was about the fulfillment of their greatest desire, and the second dream was about succombing to their greatest fear. The third, fourth, fifth, and six dreams follow in this pattern. Of course, there is no game effect to this, just setting the scene.</p><p></p><p>As they wake - their heads slow and groggy from the realism of the dreams, they can hear a slight singing coming from the area of the lake. A move silently DC 15 allows any characters attempting to sneak up on the singer to do so. A successful check reveals a nixie, who is obviously aware of their approach. An unsuccessful check results in the Nixie being alerted and the Nixie gets a full round to try and charm whoever appears to big the biggest and dumbest of the party. Should the party act aggressively, the nixie attempts to charm as many as possible using her innate ability. As the party is charmed, they are asked to stop being violent and simply listen to her. If threatened and endangered, the nixie swims to a safe distance and continues to try and charm.</p><p></p><p>The nixie wants nothing to do with combat, and thus will parlay as much as the party desires. If a member of the party is charmed, the nixie prefers to speak directly to the charmed member(s). Assuming the party cooperates, the nixie eventually tells them about a dangerous threat about to come against the nixie and her family who live in the lake. She promises that the "glowing ladies" have treasure, and the nixie will not say anything if they keep the treasure.</p><p></p><p>Assuming the party are agreeable (or charmed) the nixie gives directions to the "glowing ladies." Only too late (after hearing the song and thus making the requisite checks) do they realize that the "glowing ladies" are actually a flight of harpies. The party meets and needs to fight of the first of the harpies (CR 4). As they approach the den of the harpies, one of the harpies releases their pet snake, a constrictor (CR 5). The party then faces a pair of harpies working in tandom and striking from above. (CR 6, I imagine). Upon entering the lair, they are met by the lead harpy, a harpy archer (2nd level fighter, CR 5). Upon defeating the harpy archer they find several magic weapons and potions (the "breakfast")</p><p></p><p></p><p></p><p>Part Two: Dwarven Iron</p><p></p><p>Several weeks later, as the party comes upon a small village, they are greeted by a dwarven weaponsmith. He tries to talk to the party in Terran, but unless the party can speak it he reverts to dwarven (or common, if necessary). He says that he tried to speak in Terran because there is an evil monastic cult who rules this small section of land with an iron fist. He offers to give the party a weapon of great value and make (magically enhanced sword with a scabbard of keen edges, the "vegemite sandwich"). If the party is able to defeat the local monastic cult and free his people from the terror, he'd gladly give the party the sword and scabbard.</p><p></p><p>When the party enters the local village tavern, they are greeted by monk with a scorpion tatoo. They look eager to fight, and a few of them appear drunk. Being lawful, the monks try to goad the party into 'manageable fights." The party is challenged by a trio of third level monks (CR 6, but probably CR 5 in honesty). They are then challenged by a pair of fourth level monks (CR 6, but possibly CR 5).</p><p></p><p>Assuming the party survives, they are invited by the trio of remaining monks to a series of duels the following day outside the bar. If the party refuses, they are immediately attacked by a pair of monk 5/Druken Master 1 as well as their leader, a monk 5 Drunken Master 2. (Ballpark CR 9) If they accept, on the following day they meet the trio of monks in succession. (Cr 6, CR 6, and concluding battle CR 7)</p><p></p><p></p><p></p><p>Part Three: The Noble Djinn</p><p></p><p>A full year after meeting up with the dwarf, the same dwarf seeks out the party and offers to show them a rare possessiont hat he has found. The dwarf reveals a small golden lamp to the party. Upon rubbing the lamp, the party is confronted with a Noble Djinn (Druid 13, CR 21 - way out of the party's league), who promises that if they can defeat his "thunder" he will grant them three wishes. He reminds them that he is from the plane of air and thus he is quite familiar with thunder. He tells of the story of how he was imprisoned in the lamp by an evil wizard and desires to be set free.</p><p></p><p>Assuming the party accepts, the Djinn informs the party that there will be three challenges, one challenge for each wish they have a chance to earn. Once they start, they cannot stop the trial. The Djinn summons five medium air elementals as the first test. (CR 8) The Djinn summons three large air elementals as the second test. (CR 8) The Djinn summons a greater air elemental as the third and final test (CR 9).</p><p></p><p></p><p></p><p></p><p>Okay, there you go. Not really an Adventure Path - or at least not a full one. But how's that for the song? <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></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3509550, member: 35788"] Cool. I totally forgot about this thread, too. I'm back and I've got a doozy. We'll see if it is likeable or not. Here's the premise. Each stanza is a different adventure. Thus, this song would be the equivalent of a 3 part Adventure Path. Of course, other combats can be added in to make sure the party is of an appropriate level for each adventure. Part One: Dance of the Fey The party awakens beside a lake. They've just had the most odd night of sleep, although they wake completely and totally with all gear and resources in tact. Each member of the party had 6 dreams (which they remember). The first dream was about the fulfillment of their greatest desire, and the second dream was about succombing to their greatest fear. The third, fourth, fifth, and six dreams follow in this pattern. Of course, there is no game effect to this, just setting the scene. As they wake - their heads slow and groggy from the realism of the dreams, they can hear a slight singing coming from the area of the lake. A move silently DC 15 allows any characters attempting to sneak up on the singer to do so. A successful check reveals a nixie, who is obviously aware of their approach. An unsuccessful check results in the Nixie being alerted and the Nixie gets a full round to try and charm whoever appears to big the biggest and dumbest of the party. Should the party act aggressively, the nixie attempts to charm as many as possible using her innate ability. As the party is charmed, they are asked to stop being violent and simply listen to her. If threatened and endangered, the nixie swims to a safe distance and continues to try and charm. The nixie wants nothing to do with combat, and thus will parlay as much as the party desires. If a member of the party is charmed, the nixie prefers to speak directly to the charmed member(s). Assuming the party cooperates, the nixie eventually tells them about a dangerous threat about to come against the nixie and her family who live in the lake. She promises that the "glowing ladies" have treasure, and the nixie will not say anything if they keep the treasure. Assuming the party are agreeable (or charmed) the nixie gives directions to the "glowing ladies." Only too late (after hearing the song and thus making the requisite checks) do they realize that the "glowing ladies" are actually a flight of harpies. The party meets and needs to fight of the first of the harpies (CR 4). As they approach the den of the harpies, one of the harpies releases their pet snake, a constrictor (CR 5). The party then faces a pair of harpies working in tandom and striking from above. (CR 6, I imagine). Upon entering the lair, they are met by the lead harpy, a harpy archer (2nd level fighter, CR 5). Upon defeating the harpy archer they find several magic weapons and potions (the "breakfast") Part Two: Dwarven Iron Several weeks later, as the party comes upon a small village, they are greeted by a dwarven weaponsmith. He tries to talk to the party in Terran, but unless the party can speak it he reverts to dwarven (or common, if necessary). He says that he tried to speak in Terran because there is an evil monastic cult who rules this small section of land with an iron fist. He offers to give the party a weapon of great value and make (magically enhanced sword with a scabbard of keen edges, the "vegemite sandwich"). If the party is able to defeat the local monastic cult and free his people from the terror, he'd gladly give the party the sword and scabbard. When the party enters the local village tavern, they are greeted by monk with a scorpion tatoo. They look eager to fight, and a few of them appear drunk. Being lawful, the monks try to goad the party into 'manageable fights." The party is challenged by a trio of third level monks (CR 6, but probably CR 5 in honesty). They are then challenged by a pair of fourth level monks (CR 6, but possibly CR 5). Assuming the party survives, they are invited by the trio of remaining monks to a series of duels the following day outside the bar. If the party refuses, they are immediately attacked by a pair of monk 5/Druken Master 1 as well as their leader, a monk 5 Drunken Master 2. (Ballpark CR 9) If they accept, on the following day they meet the trio of monks in succession. (Cr 6, CR 6, and concluding battle CR 7) Part Three: The Noble Djinn A full year after meeting up with the dwarf, the same dwarf seeks out the party and offers to show them a rare possessiont hat he has found. The dwarf reveals a small golden lamp to the party. Upon rubbing the lamp, the party is confronted with a Noble Djinn (Druid 13, CR 21 - way out of the party's league), who promises that if they can defeat his "thunder" he will grant them three wishes. He reminds them that he is from the plane of air and thus he is quite familiar with thunder. He tells of the story of how he was imprisoned in the lamp by an evil wizard and desires to be set free. Assuming the party accepts, the Djinn informs the party that there will be three challenges, one challenge for each wish they have a chance to earn. Once they start, they cannot stop the trial. The Djinn summons five medium air elementals as the first test. (CR 8) The Djinn summons three large air elementals as the second test. (CR 8) The Djinn summons a greater air elemental as the third and final test (CR 9). Okay, there you go. Not really an Adventure Path - or at least not a full one. But how's that for the song? :) [/QUOTE]
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