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Ideas for my new Gothic Horror Fantasy setting
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<blockquote data-quote="kitsune9" data-source="post: 5414810" data-attributes="member: 18507"><p>Hi Rel,</p><p></p><p>Here’s some of my adventure ideas.</p><p></p><p>Now, you’ll probably notice that I have a linear format that goes from Adventure A to B to C and such, but you can fill in the encounters to switch them around or fit it to your GMing style.</p><p></p><p>1. Murders in the City—the PC’s find themselves on the trail of a murder of a mutual good friend who helped each of them in some way. Their friend was brutally murdered and without any remorse. Clues lead to a crazy old man and a gang of thieves; however the Church gets involved when a lay priest is also murdered as well and suspicion falls on the PC’s. The PC’s eventually race against time to clear their names and find the real murderer.</p><p>Insight: The murderer is killing off certain people that belonged to a secret cult that penned a heretical book on gaining power through foul rituals and dark magic. As the PC’s investigate, they learn of this inner circle and can thwart the murderer before he gets to the final victim on the list. The heretical work in this adventure is nowhere to be found, but given that a member of the Church was one of the authors is a little secret that shouldn’t get out. The murderer’s goal is to get the book so he can please his dark masters who are unknown as well.</p><p></p><p>2. Blight in the Land—as the PC’s investigate a lead from the first adventure, it leads them to a logging village deep in the woods. They also realize that there is a ruin of a grand cathedral nearby too. The PC’s are immediately distrusted and looked upon with suspicion. The village folk have no use for newcomers so the PC’s stay in the village will be difficult to say the least. To accentuate the issue, the PC’s will find their inn bedroom door marked with some kind of “friend of evil” mark and such. However, given that the PC’s have weapons, they can intimidate their way around the village so long as they don’t overdo it and create a mob. The PC’s may visit the local parish for help and discover that the lay priest went missing a few days prior to their arrival. If the PC’s investigate, they will definitely see signs of a struggle and find notes from the priest that will help the PC’s investigation. The PC’s learn that the priest discovered that evil was afoot in the woods and that villagers turned up horribly mangled as if by some kind of large beast. The villagers don’t speak of such evil and don’t venture too far into the woods these days. </p><p>If the PC’s explore the wooded area, they find a Stonehenge where some of the villagers, guarded by diseased and feral animals are trying to summon some kind of demon to destroy the crops of the village and blight the wood that surrounds the village so it will starve to death.</p><p>Insight: The lead cultist was exposed to a tainted and corrupted object of power and gathered village outcasts as his personal minions. Through strange visions, he allowed himself to become possessed by a demon and now works to cause chaos and death. The true threat to him was the Church laypriest who his minions kidnapped and killed (or if you want to make it totally insane—they ate). The PC’s will not be able to destroy the object of power and possessing it over a length of time will eventually corrupt them.</p><p></p><p>3. Destroy the Relic—the PC’s have possession of a relic that they need to destroy. The lay priest was a scholar and collected a few works that discusses the relic in question and a ritual to destroy the item, but the ritual is penned in a book that is in the ruined cathedral. Unfortunately for the PC’s, the book was penned by a Church author who later was accused of vile witchcraft and all his works are considered heretical. Just to make things interesting, a bishop along with a contingent of soldiers visits the village to collect tithes for the Church. He won’t be too happy to discover that the lay priest is murdered and the villagers eager to blame the PC’s.</p><p>Insight: This is a short dungeon crawl through a ruined grand cathedral and the catacombs below to find the hidden library and destroy the work. The GM should play up the corrupting influence of the relic on whichever PC is stuck carrying it and when the PC’s begin exploring the catacombs, the relic can spontaneously animate skeletons and zombies to attack. Of course, the Church’s cathedral has many traps since they don’t want thieves in the catacombs and vaults.</p><p>When the PC’s are close to reaching the hidden library, they should find themselves on opposite sides with the soldiers and bishop who are after the PC’s.</p><p></p><p>4. Howl of the Night—the PC’s are on the run from the Church, but make it to another town safely. They plead their innocence with another bishop who decides to test their piety by giving them a task. They are to head to the north in the remote villages near the mountains and arrest a woman for witchcraft. She must then be brought back to the town to face Church justice (burning at the stake). The route the PC’s must take is through an old trail through a forest that is considered haunted and cursed unless. The PC’s know if they take the road around the woods, they will run into the other bishop who stop at nothing to kill the PC’s for their “crimes”.</p><p>While in the woods, the PC’s will realize that they are being hunted. First the mounts will be slaughtered and the weather plays against the PC’s (snow or rain) that it finishes off their rest of their mounts. Now they must get out of the woods alive on foot. Not only survival against whatever is hunting them important, but survival in the elements should be an important aspect as well. </p><p>Insight: There is a werewolf that considers the woods its lair. It will pick up the PC’s scent when they enter and play a cat-and-mouse game during their entire trip in the forest. The gothic aspect of this adventure is that the PC’s will run into parts of a ruined road, vine-covered statues of angels, and the occasional ruined building, and of course, a graveyard with freshly dug graves. Feel free to add creepy encounters. The other thing is that if you make the werewolf extremely difficult to kill (such as requiring a special ritual to be performed on a sacred weapon, etc.), that encounter will need to be worked in order to give the PC’s a chance.</p><p></p><p>5. The Witch and Her Dark Masters—the PC’s search around and find the witch that they are supposed to arrest. She doesn’t struggle and the PC’s put her in a prison cart and head their way back to the town (taking some other road to avoid being arrested). While along the way, she will try to turn the PC’s against one another and while working on that, the PC’s are attacked by terrible horrors such as ghouls and zombies (summoned by her, but unknown to the PCs).</p><p>Insight: The witch is a villain and will do her best to corrupt the PC’s to serve her while killing off the others. The PC’s will make their way back to town and turn over her over to the friendly bishop who grants his protection to the PC’s; however, at the conclusion of the adventure, one of the PC’s will realize that the bishop doesn’t cast a reflection. A way to be subtle by this is when the PC’s are served drinks in beautiful chalices that are shined to cast reflections and one of the PC’s will notice the oddity. At this point, the PC should be able to tell that one of the Dark Masters is the friendly bishop and he's eliminating his up and coming minion.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5414810, member: 18507"] Hi Rel, Here’s some of my adventure ideas. Now, you’ll probably notice that I have a linear format that goes from Adventure A to B to C and such, but you can fill in the encounters to switch them around or fit it to your GMing style. 1. Murders in the City—the PC’s find themselves on the trail of a murder of a mutual good friend who helped each of them in some way. Their friend was brutally murdered and without any remorse. Clues lead to a crazy old man and a gang of thieves; however the Church gets involved when a lay priest is also murdered as well and suspicion falls on the PC’s. The PC’s eventually race against time to clear their names and find the real murderer. Insight: The murderer is killing off certain people that belonged to a secret cult that penned a heretical book on gaining power through foul rituals and dark magic. As the PC’s investigate, they learn of this inner circle and can thwart the murderer before he gets to the final victim on the list. The heretical work in this adventure is nowhere to be found, but given that a member of the Church was one of the authors is a little secret that shouldn’t get out. The murderer’s goal is to get the book so he can please his dark masters who are unknown as well. 2. Blight in the Land—as the PC’s investigate a lead from the first adventure, it leads them to a logging village deep in the woods. They also realize that there is a ruin of a grand cathedral nearby too. The PC’s are immediately distrusted and looked upon with suspicion. The village folk have no use for newcomers so the PC’s stay in the village will be difficult to say the least. To accentuate the issue, the PC’s will find their inn bedroom door marked with some kind of “friend of evil” mark and such. However, given that the PC’s have weapons, they can intimidate their way around the village so long as they don’t overdo it and create a mob. The PC’s may visit the local parish for help and discover that the lay priest went missing a few days prior to their arrival. If the PC’s investigate, they will definitely see signs of a struggle and find notes from the priest that will help the PC’s investigation. The PC’s learn that the priest discovered that evil was afoot in the woods and that villagers turned up horribly mangled as if by some kind of large beast. The villagers don’t speak of such evil and don’t venture too far into the woods these days. If the PC’s explore the wooded area, they find a Stonehenge where some of the villagers, guarded by diseased and feral animals are trying to summon some kind of demon to destroy the crops of the village and blight the wood that surrounds the village so it will starve to death. Insight: The lead cultist was exposed to a tainted and corrupted object of power and gathered village outcasts as his personal minions. Through strange visions, he allowed himself to become possessed by a demon and now works to cause chaos and death. The true threat to him was the Church laypriest who his minions kidnapped and killed (or if you want to make it totally insane—they ate). The PC’s will not be able to destroy the object of power and possessing it over a length of time will eventually corrupt them. 3. Destroy the Relic—the PC’s have possession of a relic that they need to destroy. The lay priest was a scholar and collected a few works that discusses the relic in question and a ritual to destroy the item, but the ritual is penned in a book that is in the ruined cathedral. Unfortunately for the PC’s, the book was penned by a Church author who later was accused of vile witchcraft and all his works are considered heretical. Just to make things interesting, a bishop along with a contingent of soldiers visits the village to collect tithes for the Church. He won’t be too happy to discover that the lay priest is murdered and the villagers eager to blame the PC’s. Insight: This is a short dungeon crawl through a ruined grand cathedral and the catacombs below to find the hidden library and destroy the work. The GM should play up the corrupting influence of the relic on whichever PC is stuck carrying it and when the PC’s begin exploring the catacombs, the relic can spontaneously animate skeletons and zombies to attack. Of course, the Church’s cathedral has many traps since they don’t want thieves in the catacombs and vaults. When the PC’s are close to reaching the hidden library, they should find themselves on opposite sides with the soldiers and bishop who are after the PC’s. 4. Howl of the Night—the PC’s are on the run from the Church, but make it to another town safely. They plead their innocence with another bishop who decides to test their piety by giving them a task. They are to head to the north in the remote villages near the mountains and arrest a woman for witchcraft. She must then be brought back to the town to face Church justice (burning at the stake). The route the PC’s must take is through an old trail through a forest that is considered haunted and cursed unless. The PC’s know if they take the road around the woods, they will run into the other bishop who stop at nothing to kill the PC’s for their “crimes”. While in the woods, the PC’s will realize that they are being hunted. First the mounts will be slaughtered and the weather plays against the PC’s (snow or rain) that it finishes off their rest of their mounts. Now they must get out of the woods alive on foot. Not only survival against whatever is hunting them important, but survival in the elements should be an important aspect as well. Insight: There is a werewolf that considers the woods its lair. It will pick up the PC’s scent when they enter and play a cat-and-mouse game during their entire trip in the forest. The gothic aspect of this adventure is that the PC’s will run into parts of a ruined road, vine-covered statues of angels, and the occasional ruined building, and of course, a graveyard with freshly dug graves. Feel free to add creepy encounters. The other thing is that if you make the werewolf extremely difficult to kill (such as requiring a special ritual to be performed on a sacred weapon, etc.), that encounter will need to be worked in order to give the PC’s a chance. 5. The Witch and Her Dark Masters—the PC’s search around and find the witch that they are supposed to arrest. She doesn’t struggle and the PC’s put her in a prison cart and head their way back to the town (taking some other road to avoid being arrested). While along the way, she will try to turn the PC’s against one another and while working on that, the PC’s are attacked by terrible horrors such as ghouls and zombies (summoned by her, but unknown to the PCs). Insight: The witch is a villain and will do her best to corrupt the PC’s to serve her while killing off the others. The PC’s will make their way back to town and turn over her over to the friendly bishop who grants his protection to the PC’s; however, at the conclusion of the adventure, one of the PC’s will realize that the bishop doesn’t cast a reflection. A way to be subtle by this is when the PC’s are served drinks in beautiful chalices that are shined to cast reflections and one of the PC’s will notice the oddity. At this point, the PC should be able to tell that one of the Dark Masters is the friendly bishop and he's eliminating his up and coming minion. [/QUOTE]
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