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<blockquote data-quote="KDLadage" data-source="post: 529498" data-attributes="member: 88"><p><strong>Round 1: KDLadage</strong></p><p></p><p><span style="color: white"><span style="font-family: 'courier new'"><strong>============================================================</strong></span></span></p><p><span style="font-size: 15px"><span style="font-family: 'arial'"><strong>KDladage</strong> vs. <strong>Mirthcard</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'arial'"><strong>Ingredients</strong>: <em>Dwarven Bandits, Women’s Clothing, Scroll of Miracle, Simulacrum, Naga, Ancient Monk</em></span></span></p><p><span style="color: white"><span style="font-family: 'courier new'"><strong>============================================================</strong></span></span></p><p><span style="color: orange"><span style="font-size: 26px"><span style="font-family: 'verdana'"><strong>Another day in the life...</strong></span></span></span></p><p><span style="color: silver"><em>This is an adventure that is designed to <em>not</em> happen all at once. In fact, it should be (ideally) handled as two brief interludes between other, non-related adventures (Acts I and II) followed a complete adventure in and of itself (Act III). Act I should take place early in the character's careers (levels 1-3). The events should happen in such a way that they almost forget about it by the time Act II comes along. Act II should take place when the characters have reached some respectable skill (levels 7-9). The connection between the events of Acts I and II may or may not be revealed in time for them to prepare for what awaits them in Act III. Act III is designed to be an adventure in and of itself and should take place when the party has reached the higher levels (levels 15-20). The adventure sequence will also run best if the PCs are either Elven or allied with a local group of elves (otherwise, the races will need to be shifted in the descriptions below).</em></span></p><p></p><p><span style="color: green"><span style="font-size: 18px"><span style="font-family: 'arial black'">ACT I: The Odd Bandit</span></span></span></p><p><span style="color: silver">The adventurers are tasked with escorting a Elven dignitary from the PC's home, back to the Elven Woods (if the PCs are themselves Elves, they could be escorting the dignitary back from a visit in foreign lands). The dignitary should be a low-ranking noble with one or two personal servants (Dignitary: Aristocrat-3/Expert-2, Servants: Expert-3/Warrior-2). Ideally, this should be a rather long trip -- through rough terrain and outside of normal patrol zones. As they pass into a rather remote area, tensions are high. In the last village they passed had reports of <strong>Dwarven Bandits</strong>. Sure enough, as they pass rather close to Dwarven Lands, they are assaulted by several groups of Dwarven Bandits. Each encounter should be rather plain -- simple combats. Each should be fairly easy to dispatch (1d6 Dwarves, each a Warrior of level 1-3 should do well). The Dwarves should be lightly armed and armored and have obvious signs of malnutrition and poverty -- these are not so much criminals as they are desperate. The Dignitary should find them all to be disgusting and dirty (play it up -- he should be a bit of a foppish sort). In one encounter, however, once the PCs have dispatched the bandits, the DM should have one of them drop a half-dozen skins from several unknown species of snake. Before he dies (yes: the DM should give this guy a dying speech if possible) he will speak with fear of the one with "<em>eyes of deadly yellow that beckon and call</em>" as his life fades away. The Dignitary should show no signs of interest in the skins at all. Although it is not required that the PCs keep the skins, the third act will work best if they have. See below for ideas on how to make sure that they keep them!</span></p><p></p><p><span style="color: green"><span style="font-size: 18px"><span style="font-family: 'arial black'">INTERMISSION 1: The Dignitary</span></span></span></p><p><span style="color: silver">Once delivered safely home, the dignitary should reward the party -- but tightly. The pay should be less than was originally agreed to, or perhaps just low based upon standard expectations. Still, it should be obvious that the Dignitary is arrogant and unkind. Over the next little while, should the PCs inquire as to the status of the dignitary, they will find that he is moving up the social ladder rather quickly. He is granted titles, lands and increased responsibility. By the time Act II comes along, the man has reached an advancement of (about) Aristocrat-5/Expert-5 or so. Also, within the land, things have been tough. It has been a rather harsh winter... and the city where the PCs have their homes has been victim to a rash of petty thefts. One of the PCs should even be a victim of these thefts... </span></p><p></p><p><span style="color: green"><span style="font-size: 18px"><span style="font-family: 'arial black'">ACT II: The Old Man</span></span></span></p><p><span style="color: silver">It has been some time since the PCs did such mundane things as escort a dignitary across an uncontrolled region, and as to be expected, they have had their reputations grow. So, it is not surprising that one night, in a tavern (in the typical D&D style) they are approached by an old man who inquires as to their willingness to do him a favor. He is, of course, willing to pay handsomely. If the PCs are apt to look for such things, they might notice the snake-skin boots the man wears, and how they appear similar to several of the skins they found on the dwarf those long nights ago. However, if asked about such things, he will not say much. Anyway, the Old Man would like the party to retrieve something for him -- an article of <strong>Women's Clothing</strong> that was stolen from him. It is a rather expensive silken veil that is the old man's only remaining memento os his late wife. It was stolen about a month ago, and he recently discovered its whereabouts -- in the Keep of the local lord. It would appear it was sold on the black market. He has taken his case up with the local lord, but the local lord is an unkind and unsympathetic sort that refuses to listen to reason.</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">Once the PCs agree to recover the item (see below for how to deal with PCs that will not take the bait) they find the Keep a tough nut to crack. Once they reach the chamber where the veil is kept, they will find a veritable stockroom of personal effects that have been stolen from various people about the city. In other words, the recent rash of petty thefts is being organized from this very Keep. Within the room, however, are two things they were not expecting to find: a large metallic table with a human-sized (medium-creature) and shaped indentation, sort of like a mold; a chamber that is enchanted in such a way as to create snow and ice; and a very, very old man sitting lotus style in the center of the room as they enter. He is an <b>Ancient Monk</b> (Aged Human, Monk-12/Rogue-4 -- unarmed).</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">At this point, there are two possibilities: either the party defeats the monk, or they flee (the monk will not kill them outright, and no matter what the party attempts, they should fail in outright killing the monk -- he should escape with his life). Should the party defeat the monk, reinforcements will arrive shortly after to drive them from the Keep. Should the party flee, they should have a tough time of it, but get out safely. Regardless of how the party is driven from the room, three things should happen: first, they should get the veil somehow; second: they should have at least one item of theirs left behind (this can be dropped, knocked or stolen by the monk); last: they should get a distinct smell of carrion at some point.</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">Once they get back out into the city -- they should be unable to locate the old man... again, if the PCs are astute, and apt to notice such things, they might have noticed that the monk and the old man were wearing the same snake-skinned boots... Regardless, they are about to be arrested for breaking and entering (and theft) from the Keep. And the Veil is the piece of evidence that will get them locked up.</span></p><p></p><p><span style="color: green"><span style="font-size: 18px"><span style="font-family: 'arial black'">INTERMISSION 2: Trial and Tribulation</span></span></span></p><p><span style="color: silver">It is possible that one could run the trial. It should be a relatively short affair; lop sided, an obviously purchased judge -- that sort of thing. Have the party get a relatively stiff sentence (say -- a year of imprisonment at hard labor).</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">At some point in their imprisonment, one of the party members (the one that had an item stolen from them back in the keep) will get approached by one of the guards and told to watch out -- something is afoot. That is when the events of Act III will come into play... </span></p><p></p><p><span style="color: green"><span style="font-size: 18px"><span style="font-family: 'arial black'">Act III: A Change of Power</span></span></span></p><p><span style="color: silver">There will be a murder of a powerful Lord -- perhaps the King, perhaps another powerful official such as a Baron or Duke. But the murder will be blamed on the Party member that had an item stolen. Eye witnesses know that it was them -- describe them to a "T." And so, they are pulled from their normal duties as indentured laborers and called in for questioning... and who should be investigating this murder -- but their old friend the Elvish Dignitary from the old days... Oddly, he does not recall or recognize them in any way. In actuality, he is a <strong>Simulacrum</strong> of the Lord -- having been replaced long ago.</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">Anyway, the investigation shows that the party was never anywhere but in the camp (however, see below for notes on how to handle escaped parties...). Over the next few days, the entire party is sentenced to death. The party (at this point, if they have not done so already) will be almost forced to escape from captivity. Make it tough on them.</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">Have the party follow a trail of clues that leads them to the Lord of the Keep they raided. There they should find the old room where they found the veil -- eventually, they should be able to discern the following: the old man that hired them was the monk they fought; he has captured a pair of powerful <strong>Naga</strong> (Spirit Naga, huge, casts spells as a 16th level Sorcerer) that he has been using to create Simulacrum of various nobles. There are many ways (through magical items) that this could be done, but the DM is free to have the monk use other hirelings and henchmen to aid in the controlling of these beasts. He had originally intended upon capturing the party and creating Simulacrum of them to aid in his conquests back then but was unable to do so (Act II). He has a large contingent of Dwarven Bandits that he uses to steal objects from noblemen/noblewomen in his efforts to create these duplicates. In the Keep, this time, he is ready for them and so has the place well guarded -- primarily by snakes. In his last ditch efforts, should the party get too close, he does have a <strong>Scroll of Miracle</strong> he may use in his defense.</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">Oh... the snake-skins that have been seen about are the skins of the Naga offspring that the old man has been slaying for his own amusement... if the Naga are freed and see the skins on the party members in any way, they will attack that party member to the exclusion of all else. If they do not see the skins, they will concentrate their attentions on the old man and leave the party alone...</span></p><p></p><p><span style="color: green"><span style="font-size: 18px"><span style="font-family: 'arial black'">Notes</span></span></span></p><p><strong>Skins</strong>: When the party members first gain the skins, they may not want them -- make these seem valuable. Have them make boots, or belts or what have you -- you could even make these minor magical items of a sort (natural items of magic that provide something like +1 to a physical stat, or +5 ft. movement -- anything). They might even provide protection from snakes.</p><p></p><p><strong>Won't take the bait...</strong>: the party may not want to raid the Keep. If you feel that this party would be averse to this -- it might be easier if you have a party member lose something in the rash of thefts as well. Have their investigations turn up nothing -- then have the old man give them the clues they need to know (before they go in) that the thefts are originating from the Keep.</p><p></p><p><strong>Escaped Party</strong>: If the party escapes before they are accused of the crime of killing the major noble, this can make things easier for you! This way, while they are on the run, with the law a few steps behind them as they try to prove their innocence -- they then get word that the major noble was slain, and that they are to blame -- and they have no alibi! This way, the law catches up with them on the run and further adventure possibilities are opened for you!</p><p></p><p><span style="color: green"><span style="font-size: 18px"><span style="font-family: 'arial black'">Conclusions</span></span></span></p><p>The way this whole sequence concludes depends upon the party and the world you are playing in. This can be used as an over-arcing adventure to open and end a campaign with!</p></blockquote><p></p>
[QUOTE="KDLadage, post: 529498, member: 88"] [b]Round 1: KDLadage[/b] [color=white][font=courier new][b]============================================================[/b][/font][/color] [size=4][font=arial][b]KDladage[/b] vs. [b]Mirthcard[/b][/font][/size] [size=2][font=arial][b]Ingredients[/b]: [i]Dwarven Bandits, Women’s Clothing, Scroll of Miracle, Simulacrum, Naga, Ancient Monk[/i][/font][/size] [color=white][font=courier new][b]============================================================[/b][/font][/color] [color=orange][size=7][font=verdana][b]Another day in the life...[/b][/font][/size][/color] [color=silver][i]This is an adventure that is designed to [i]not[/i] happen all at once. In fact, it should be (ideally) handled as two brief interludes between other, non-related adventures (Acts I and II) followed a complete adventure in and of itself (Act III). Act I should take place early in the character's careers (levels 1-3). The events should happen in such a way that they almost forget about it by the time Act II comes along. Act II should take place when the characters have reached some respectable skill (levels 7-9). The connection between the events of Acts I and II may or may not be revealed in time for them to prepare for what awaits them in Act III. Act III is designed to be an adventure in and of itself and should take place when the party has reached the higher levels (levels 15-20). The adventure sequence will also run best if the PCs are either Elven or allied with a local group of elves (otherwise, the races will need to be shifted in the descriptions below).[/i][/color] [color=green][size=5][font=arial black]ACT I: The Odd Bandit[/font][/size][/color] [color=silver]The adventurers are tasked with escorting a Elven dignitary from the PC's home, back to the Elven Woods (if the PCs are themselves Elves, they could be escorting the dignitary back from a visit in foreign lands). The dignitary should be a low-ranking noble with one or two personal servants (Dignitary: Aristocrat-3/Expert-2, Servants: Expert-3/Warrior-2). Ideally, this should be a rather long trip -- through rough terrain and outside of normal patrol zones. As they pass into a rather remote area, tensions are high. In the last village they passed had reports of [b]Dwarven Bandits[/b]. Sure enough, as they pass rather close to Dwarven Lands, they are assaulted by several groups of Dwarven Bandits. Each encounter should be rather plain -- simple combats. Each should be fairly easy to dispatch (1d6 Dwarves, each a Warrior of level 1-3 should do well). The Dwarves should be lightly armed and armored and have obvious signs of malnutrition and poverty -- these are not so much criminals as they are desperate. The Dignitary should find them all to be disgusting and dirty (play it up -- he should be a bit of a foppish sort). In one encounter, however, once the PCs have dispatched the bandits, the DM should have one of them drop a half-dozen skins from several unknown species of snake. Before he dies (yes: the DM should give this guy a dying speech if possible) he will speak with fear of the one with "[i]eyes of deadly yellow that beckon and call[/i]" as his life fades away. The Dignitary should show no signs of interest in the skins at all. Although it is not required that the PCs keep the skins, the third act will work best if they have. See below for ideas on how to make sure that they keep them![/color] [color=green][size=5][font=arial black]INTERMISSION 1: The Dignitary[/font][/size][/color] [color=silver]Once delivered safely home, the dignitary should reward the party -- but tightly. The pay should be less than was originally agreed to, or perhaps just low based upon standard expectations. Still, it should be obvious that the Dignitary is arrogant and unkind. Over the next little while, should the PCs inquire as to the status of the dignitary, they will find that he is moving up the social ladder rather quickly. He is granted titles, lands and increased responsibility. By the time Act II comes along, the man has reached an advancement of (about) Aristocrat-5/Expert-5 or so. Also, within the land, things have been tough. It has been a rather harsh winter... and the city where the PCs have their homes has been victim to a rash of petty thefts. One of the PCs should even be a victim of these thefts... [/color] [color=green][size=5][font=arial black]ACT II: The Old Man[/font][/size][/color] [color=silver]It has been some time since the PCs did such mundane things as escort a dignitary across an uncontrolled region, and as to be expected, they have had their reputations grow. So, it is not surprising that one night, in a tavern (in the typical D&D style) they are approached by an old man who inquires as to their willingness to do him a favor. He is, of course, willing to pay handsomely. If the PCs are apt to look for such things, they might notice the snake-skin boots the man wears, and how they appear similar to several of the skins they found on the dwarf those long nights ago. However, if asked about such things, he will not say much. Anyway, the Old Man would like the party to retrieve something for him -- an article of [b]Women's Clothing[/b] that was stolen from him. It is a rather expensive silken veil that is the old man's only remaining memento os his late wife. It was stolen about a month ago, and he recently discovered its whereabouts -- in the Keep of the local lord. It would appear it was sold on the black market. He has taken his case up with the local lord, but the local lord is an unkind and unsympathetic sort that refuses to listen to reason. Once the PCs agree to recover the item (see below for how to deal with PCs that will not take the bait) they find the Keep a tough nut to crack. Once they reach the chamber where the veil is kept, they will find a veritable stockroom of personal effects that have been stolen from various people about the city. In other words, the recent rash of petty thefts is being organized from this very Keep. Within the room, however, are two things they were not expecting to find: a large metallic table with a human-sized (medium-creature) and shaped indentation, sort of like a mold; a chamber that is enchanted in such a way as to create snow and ice; and a very, very old man sitting lotus style in the center of the room as they enter. He is an <b>Ancient Monk</b> (Aged Human, Monk-12/Rogue-4 -- unarmed). At this point, there are two possibilities: either the party defeats the monk, or they flee (the monk will not kill them outright, and no matter what the party attempts, they should fail in outright killing the monk -- he should escape with his life). Should the party defeat the monk, reinforcements will arrive shortly after to drive them from the Keep. Should the party flee, they should have a tough time of it, but get out safely. Regardless of how the party is driven from the room, three things should happen: first, they should get the veil somehow; second: they should have at least one item of theirs left behind (this can be dropped, knocked or stolen by the monk); last: they should get a distinct smell of carrion at some point. Once they get back out into the city -- they should be unable to locate the old man... again, if the PCs are astute, and apt to notice such things, they might have noticed that the monk and the old man were wearing the same snake-skinned boots... Regardless, they are about to be arrested for breaking and entering (and theft) from the Keep. And the Veil is the piece of evidence that will get them locked up.[/color] [color=green][size=5][font=arial black]INTERMISSION 2: Trial and Tribulation[/font][/size][/color] [color=silver]It is possible that one could run the trial. It should be a relatively short affair; lop sided, an obviously purchased judge -- that sort of thing. Have the party get a relatively stiff sentence (say -- a year of imprisonment at hard labor). At some point in their imprisonment, one of the party members (the one that had an item stolen from them back in the keep) will get approached by one of the guards and told to watch out -- something is afoot. That is when the events of Act III will come into play... [/color] [color=green][size=5][font=arial black]Act III: A Change of Power[/font][/size][/color] [color=silver]There will be a murder of a powerful Lord -- perhaps the King, perhaps another powerful official such as a Baron or Duke. But the murder will be blamed on the Party member that had an item stolen. Eye witnesses know that it was them -- describe them to a "T." And so, they are pulled from their normal duties as indentured laborers and called in for questioning... and who should be investigating this murder -- but their old friend the Elvish Dignitary from the old days... Oddly, he does not recall or recognize them in any way. In actuality, he is a [b]Simulacrum[/b] of the Lord -- having been replaced long ago. Anyway, the investigation shows that the party was never anywhere but in the camp (however, see below for notes on how to handle escaped parties...). Over the next few days, the entire party is sentenced to death. The party (at this point, if they have not done so already) will be almost forced to escape from captivity. Make it tough on them. Have the party follow a trail of clues that leads them to the Lord of the Keep they raided. There they should find the old room where they found the veil -- eventually, they should be able to discern the following: the old man that hired them was the monk they fought; he has captured a pair of powerful [b]Naga[/b] (Spirit Naga, huge, casts spells as a 16th level Sorcerer) that he has been using to create Simulacrum of various nobles. There are many ways (through magical items) that this could be done, but the DM is free to have the monk use other hirelings and henchmen to aid in the controlling of these beasts. He had originally intended upon capturing the party and creating Simulacrum of them to aid in his conquests back then but was unable to do so (Act II). He has a large contingent of Dwarven Bandits that he uses to steal objects from noblemen/noblewomen in his efforts to create these duplicates. In the Keep, this time, he is ready for them and so has the place well guarded -- primarily by snakes. In his last ditch efforts, should the party get too close, he does have a [b]Scroll of Miracle[/b] he may use in his defense. Oh... the snake-skins that have been seen about are the skins of the Naga offspring that the old man has been slaying for his own amusement... if the Naga are freed and see the skins on the party members in any way, they will attack that party member to the exclusion of all else. If they do not see the skins, they will concentrate their attentions on the old man and leave the party alone...[/color] [color=green][size=5][font=arial black]Notes[/font][/size][/color] [b]Skins[/b]: When the party members first gain the skins, they may not want them -- make these seem valuable. Have them make boots, or belts or what have you -- you could even make these minor magical items of a sort (natural items of magic that provide something like +1 to a physical stat, or +5 ft. movement -- anything). They might even provide protection from snakes. [b]Won't take the bait...[/b]: the party may not want to raid the Keep. If you feel that this party would be averse to this -- it might be easier if you have a party member lose something in the rash of thefts as well. Have their investigations turn up nothing -- then have the old man give them the clues they need to know (before they go in) that the thefts are originating from the Keep. [b]Escaped Party[/b]: If the party escapes before they are accused of the crime of killing the major noble, this can make things easier for you! This way, while they are on the run, with the law a few steps behind them as they try to prove their innocence -- they then get word that the major noble was slain, and that they are to blame -- and they have no alibi! This way, the law catches up with them on the run and further adventure possibilities are opened for you! [color=green][size=5][font=arial black]Conclusions[/font][/size][/color] The way this whole sequence concludes depends upon the party and the world you are playing in. This can be used as an over-arcing adventure to open and end a campaign with! [/QUOTE]
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