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<blockquote data-quote="Wik" data-source="post: 4957525" data-attributes="member: 40177"><p><strong>In Grog We Trust</strong></p><p></p><p><strong>In Grog We Trust</strong></p><p><em>a Fourth Edition D&D adventure for 5 PCs of 9th level</em></p><p></p><p><strong>Background</strong></p><p></p><p>The triplets Isabella, Francesca, and Katriana had always been self-serving, though they were able to disguise their black hearts with their angelic good looks. Living in the arid Dovestown, the women sought power and joined the ranks of of the <em>Palomas Rojas</em>, a collection of arcane students dedicated to the protection of Dovestown.</p><p></p><p>The triplets soon grew tired of benign scholarly pursuits, and each married roguish sailors (some would say pirates in hushed tones) and grew wealthy from pirate gold. Soon, they desired even more power, and when they learned of a <em>Palomas</em> plan to cast a magical ritual that would cause the dried-up town well to draw water once more, the Triplets sprung into action. Modifying the ritual scroll at the last moment, the contents were read, causing the well to become a corrupting influence that destroyed the <em>Palomas</em> and caused brackish water to seep from the very earth. Dovestown was swallowed by a fast-growing swamp that forced the townsfolk to move to the rocky shores. </p><p></p><p>The new Dovestown soon turned into a haven for pirates and criminals, since the swamp (haunted by the spirits of the <em>Palomas</em>) deterred all access to the town except by sea a rough sea. The husbands of the triplets seized power, and ran the pirate haven for a decade before "disappearing" themselves.</p><p></p><p>The <em>Three Housewives of Dovestown</em> have ruled jointly for the last 15 years, quelling the revolutions of the townsfolk and manipulating the pirates against one another to maintain power. And then the PCs arrive.</p><p></p><p><strong>Adventure Start</strong></p><p></p><p>The PCs are hired by a governor of a coastal colony to lead the <em>Eva Maria</em> - a treasure ship laden with gold, silver, and gems - to the "mother kingdown" to the south. They must take the ship across serpent-infested, stormy waters that are home to numerous pirate kings. The <em>Eva Maria</em> is a "vault ship", with the cargo hold protected by numerous magical and mundane traps - some the PCs are aware of, and others they are not. </p><p></p><p>Run as many or as few encounters along the way as you wish, though at least one should be against pirates to foreshadow the events to come in Dovestown. (As a fun sidequest, you could introduce a plot element where the PCs have to avoid a pirate in the town who recognizes them from a previous encounter). At the bare minimum, use this time to introduce the ship's crew to the PCs (most crewmen are minions, though at least a few should be companion characters a few levels lower than the PCs themselves). </p><p></p><p>The adventure begins when the <em>Eva Maria</em> is hit by a massive storm. This is a skill challenge, with the degree of success or failure indicating how many crew members survive the wreck - complete failure indicates only the PCs survive. In any case, the ship is nearly ruined, and only through extreme luck are the PCs able to guide it towards the lights of Dovestown.</p><p></p><p><strong>Dovestown</strong></p><p></p><p>When the PCs arrive in Dovestown, they learn of its nature - a ramshackle collection of huts ruled over by The Housewives of Dovestown (corrupt arcane triplets), and various pirate lords. The town is filled with brothels, gambling halls and the like - as well as various shipwrights. The town is built on a raised series of rocks at the mouth of a bay - the lower land around the bay consists of a foetid swamp that echoes with the mournful cries of ghosts, and is blanketed in perpetual gloom and darkness. </p><p></p><p>The Pirates do not recognize the <em>Maria</em>, and if the PCs wish to keep things that way, they must hide its true nature. The best way of doing this is to masquerade as pirates, mingling with the pirates in two ongoing skill challenges - one to maintain their masquerade, and one to fix the ship without letting corrupt shipwrights view the cargo hold or the traps that guard it.</p><p></p><p>During this time, the various men-at-arms of the Housewives (see below) begin investigating the ship. There are a few small fights here, as the PCs battle pirates and the servants of the 'wives. In addition, the PCs should learn of the oppressed townsfolk that are bullied by the evils in the town, and learn of the magical nature of the swamp (and how it is a new addition - less than 30 years old). </p><p></p><p><strong>The Housewives</strong></p><p></p><p>The housewives are triplets in their early forties, and each is stunningly beautiful - if outright evil. All are sorcereresses of considerable power, and treat their arcane familiars in the manner that some celebrities treat accessory poodles. All have poor, squiggled hand-writing, and the PCs should get a chance to observe this writing at least once in the adventure. </p><p></p><p><em>Isabella</em>: red-headed with green eyes who favours green dresses. She carries a jewelled wand at her side, and is the only sister to refrain from expensive cosmetics. However, she has a love of perfumes. Her familiar is a small Caiman Crocodile. She is a master manipulator, and controls those around her with guided words and charming magic. Her men-at-arms are Green-cloaked thugs who use large weapons (8th level brutes).</p><p></p><p><em>Francesca</em>: A brunette with blue eyes who favours blue dresses. She carries a staff, and always wears gaudy makeup. She is incredibly vain, and the most sexual of the three, using her body to manipulate the men around her. Her familiar is a spitting cobra. Her attractive men-at-arms are all former (or current) lovers, and wear blue tunics and carry crossbows and short swords (8th level skirmishers).</p><p></p><p><em>Katriana</em>: A blonde with grey eyes who favours yellow dresses. She carries a dagger, and always wears her hair in intricate patterns. She is the most petulant of the triplets, pouting to get what she wants. Her familiar is a boa constrictor. Her men-at-arms are all opportunistic pirates that have varying costumes (Katriana likes to dress them up like dolls, using her "expert" fashion sense). They are 8th level artillery. </p><p></p><p><strong>Invitations</strong></p><p></p><p>The PCs are invited by the housewives (seperately) to dinner parties by hand-written letters (giving the PCs a chance to see the housewives' horrid handwriting). Each housewife invites different PCs - whomever excites their sensibilities. Each makes the same offer - the treasures of the <em>Eva Maria</em> in exchange for a position as "king" of Dovestown. The PCs soon learn that each Wife wishes to become sole queen of Dovestown. If they wish, the PCs can even play the wives against one another, in a skill challenge. The better they do on the skill challenge, the fewer men-at-arms they must face in subsequent encounters.</p><p></p><p><strong>Exile</strong></p><p></p><p>Eventually, the wives seize the <em>Eva Maria</em>. The PCs cannot rescue the ship, and are encouraged by their crew to hide in the swamp and plan a rescue later. The PCs are not followed into the swamp.</p><p></p><p>While there, they meet several townsfolk who are members of a resistance movement. Most consist of the wives of men press-ganged into service on pirate ships or the housewives' conscripted militia. These townsfolk beg the PCs to investigate the heart of the swamp - hopefully finding something to indict the corrupt rulers. They believe the oppressed townsfolk will stand up to the housewives if only given a cause or opening. </p><p></p><p>They also inform the PCs of the nature of the swamp, how it sprang up one night when the <em>Palomas Rojas</em> sought to fix the dried-up well with a magic spell, and of the <em>Palomas</em> ghosts that now haunt the place.</p><p></p><p>They give the PCs ten bottles of "magical grog", that will help the PCs breach the unnatural darkness that cloaks the swamp. </p><p></p><p><strong>The Magic Grog</strong></p><p></p><p>Each bottle of "magic grog" has enough doses for two drinks. A PC who drinks the grog gains the power to breathe fire in a close burst 5 as a minor action. This fire is able to breach the magical darkness of the swamp. However, the grog is alcoholic in nature, and PCs must make escalating Endurance checks as they drink the grog to prevent becoming drunk (-2 on all skill checks and attack rolls). </p><p></p><p><strong>The Swamp</strong></p><p></p><p>The swamp is magical in nature, with a darkness that cannot be breached by natural lights or sunrods. This darkness is such that even darkvision is muted - PCs with low-light vision can only see for 10 feet, while darkvision allows sight to a range of 20 feet. The magically-created vegetation in the swamp, though, is unnaturally dry (the land is naturally arid, after all), and if it catches fire, will provide light for several rounds (and could be used as a torch). Any vegetation caught in the fire provided by magical grog will instantly light.</p><p></p><p>The PCs move through the swamp, encountering many abandoned town buildings and fighting off swamp creatures (like snakes and alligators) as well as the arcane shades of the <em>Palomas<em>.</em></em></p><p><em><em></em></em></p><p><em><em><strong>The Well</strong></em></em></p><p><em><em></em></em></p><p><em><em>The PCs find a dry patch in the swamp, home to a dried-up well that has a dull red glow. The whole place hums with arcane energy. The PCs find numerous creatures that seem to consist of multiple beings fused together (a snake and an alligator combined; a half-drake, half-bird; or whatever else your cruel GM imagination comes up with). The ghosts here frantically try to reveal to the PCs the wives' betrayal, and if the PCs search the area, they find an old ritual scroll.</em></em></p><p><em><em></em></em></p><p><em><em>The scroll is obviously written in the wives' handwriting they recognize from earlier, and a reader trained in Arcana realizes it is a water-summoning ritual modified to slay the readers of the scroll upon completion. Obviously, the <em>Palomas</em> did not know this when casting the spell, and were killed - but also failed in the original water summoning ritual, causing the creation of the swamp but not the filling of the well (which remains dry, though corrupted by magic). </em></em></p><p><em><em></em></em></p><p><em><em>With the evidence they need to indict the housewives, the PCs return to Dovestown, no longer harrassed by the ghosts.</em></em></p><p><em><em></em></em></p><p><em><em><strong>The Eva Maria</strong></em></em></p><p><em><em></em></em></p><p><em><em>The PCs meet up with the women of the resistance and reveal the modified ritual. The resistance begins to move and convince the townsfolk to rise up, and informs the PCs that the <em>Maria</em> is occupied by the housewives.</em></em></p><p><em><em></em></em></p><p><em><em>The PCs make their way to the <em>Eva Maria</em>, currently being forced into by conscripted soldiers in a manner similar to the final scene of <em>Indiana Jones and the Last Crusade</em> (a nervous man enters the ship, and gets torn to pieces by various traps). The PCs force or sneak their way onto the ship, and try to repel the numerous boarding men-at-arms. In this battle, the PCs should know the location of most of the ship's traps and effects, giving them a distinct edge in the fight (which can be made up for with larger numbers of foes - the more to get chopped up by traps!). </em></em></p><p><em><em></em></em></p><p><em><em>Eventually, the pirate ships are set ablaze, and enraged townsfolk (alerted of the Housewives' betrayal by the resistance) storm the wives' manors. The Housewives, realizing their plight, desperately flee into the swamp.</em></em></p><p><em><em></em></em></p><p><em><em>The town is swarmed by townsfolk, with the conscripted militia turning on fleeing pirates and setting fire to brothels and gambling dens. The resistance asks the PCs to kill the housewives, once and for all.</em></em></p><p><em><em></em></em></p><p><em><em><strong>Final Confrontation</strong></em></em></p><p><em><em></em></em></p><p><em><em>The PCs chase the wives through the swamp, realizing the ghosts are channeling the wives towards the dried-up well. Once there, the PCs arrive just in time to see the wives forced against the back of the well by dozens of howling ghosts. Upon touching the well, the women grab one another... and stick together. In terror, they realize their familiars have stuck to them as well.. and their bodies begin to slowly gel. They morph together, eventually turning into a three-headed form similar to a hydra.</em></em></p><p><em><em></em></em></p><p><em><em>This beast has a crocodilian body (from Isabella's caiman), long serpentine necks (from the Katriana's boa), and can spit globs of poison (from Francesca's cobra). The beast has three heads, with each head a reptilian version of one of the wives.</em></em></p><p><em><em></em></em></p><p><em><em>This maddened beast screams destruction to Dovestown, and breaks free from the influence of the well, heading towards the town. The PCs must stop it.</em></em></p><p><em><em></em></em></p><p><em><em>The fight should be against an 11th level solo monster similar to a hydra. The aquatic terrain should favour the beast, and many minor amalgam creatures created by the well ( 10th level minions) battle the PCs as well. If the PCs still have magic grog, they can use it to harm the hydra, which is vulnerable to fire. </em></em></p><p><em><em></em></em></p><p><em><em><strong>Denoument</strong></em></em></p><p><em><em></em></em></p><p><em><em>With the death of the Hydra, the ghosts' of the <em>Palomas Rojas</em> are appeased, and they fade from the swamp (as does the magical darkness). However, the swamp remains, as does the curse of the dried well at its heart. The pirates are chased from Dovestown, and the women of the resistance are reunited with their husbands. The <em>Eva Maria</em> is given the attention of the townsfolk, and promptly fixed, allowing the PCs to carry on their way to the mother kingdom and gaining their reward from the king. </em></em></p><p><em><em></em></em></p><p><em><em><strong>Ingredient Listing:</strong></em></em></p><p><em><em><em>Desperate Housewives:</em> The Housewives of Dovestown are the obvious ingredient; they become increasingly desperate for sole power over the town (and control of the treasure in the Eva Maria). They also become desperate to escape Dovestown, at the end of the adventure. In addition, the women of the resistance, who seek to rescue their conscripted husbands, could also be classified as "desperate housewives".</em></em></p><p><em><em><em>Bank Vault</em>: the heavily-trapped Eva Maria, housing a large cache of silver and gold, is the bank vault in this adventure.</em></em></p><p><em><em><em>The Haunted Swamp</em>: Obviously, the swamp that surrounds Dovestown. It is haunted by the ghosts of the <em>Palomas Rojas</em>.</em></em></p><p><em><em><em>Dry Well:</em> The well in the centre of the swamp, which was created by the Wives and which in turn created the swamp.</em></em></p><p><em><em><em>Rogue Hydra</em>: The beast the housewives become in the end, from their interaction with the dry well. It becomes "rogue" on it's course back to Dovestown, as it breaks free from the influence of the Dry Well. </em></em></p><p><em><em><em>Potion of Fiery Breath:</em> The magical grog.</em></em></p></blockquote><p></p>
[QUOTE="Wik, post: 4957525, member: 40177"] [b]In Grog We Trust[/b] [b]In Grog We Trust[/b] [i]a Fourth Edition D&D adventure for 5 PCs of 9th level[/i] [b]Background[/b] The triplets Isabella, Francesca, and Katriana had always been self-serving, though they were able to disguise their black hearts with their angelic good looks. Living in the arid Dovestown, the women sought power and joined the ranks of of the [i]Palomas Rojas[/i], a collection of arcane students dedicated to the protection of Dovestown. The triplets soon grew tired of benign scholarly pursuits, and each married roguish sailors (some would say pirates in hushed tones) and grew wealthy from pirate gold. Soon, they desired even more power, and when they learned of a [i]Palomas[/i] plan to cast a magical ritual that would cause the dried-up town well to draw water once more, the Triplets sprung into action. Modifying the ritual scroll at the last moment, the contents were read, causing the well to become a corrupting influence that destroyed the [i]Palomas[/i] and caused brackish water to seep from the very earth. Dovestown was swallowed by a fast-growing swamp that forced the townsfolk to move to the rocky shores. The new Dovestown soon turned into a haven for pirates and criminals, since the swamp (haunted by the spirits of the [i]Palomas[/i]) deterred all access to the town except by sea a rough sea. The husbands of the triplets seized power, and ran the pirate haven for a decade before "disappearing" themselves. The [i]Three Housewives of Dovestown[/i] have ruled jointly for the last 15 years, quelling the revolutions of the townsfolk and manipulating the pirates against one another to maintain power. And then the PCs arrive. [b]Adventure Start[/b] The PCs are hired by a governor of a coastal colony to lead the [i]Eva Maria[/i] - a treasure ship laden with gold, silver, and gems - to the "mother kingdown" to the south. They must take the ship across serpent-infested, stormy waters that are home to numerous pirate kings. The [i]Eva Maria[/i] is a "vault ship", with the cargo hold protected by numerous magical and mundane traps - some the PCs are aware of, and others they are not. Run as many or as few encounters along the way as you wish, though at least one should be against pirates to foreshadow the events to come in Dovestown. (As a fun sidequest, you could introduce a plot element where the PCs have to avoid a pirate in the town who recognizes them from a previous encounter). At the bare minimum, use this time to introduce the ship's crew to the PCs (most crewmen are minions, though at least a few should be companion characters a few levels lower than the PCs themselves). The adventure begins when the [i]Eva Maria[/i] is hit by a massive storm. This is a skill challenge, with the degree of success or failure indicating how many crew members survive the wreck - complete failure indicates only the PCs survive. In any case, the ship is nearly ruined, and only through extreme luck are the PCs able to guide it towards the lights of Dovestown. [b]Dovestown[/b] When the PCs arrive in Dovestown, they learn of its nature - a ramshackle collection of huts ruled over by The Housewives of Dovestown (corrupt arcane triplets), and various pirate lords. The town is filled with brothels, gambling halls and the like - as well as various shipwrights. The town is built on a raised series of rocks at the mouth of a bay - the lower land around the bay consists of a foetid swamp that echoes with the mournful cries of ghosts, and is blanketed in perpetual gloom and darkness. The Pirates do not recognize the [i]Maria[/i], and if the PCs wish to keep things that way, they must hide its true nature. The best way of doing this is to masquerade as pirates, mingling with the pirates in two ongoing skill challenges - one to maintain their masquerade, and one to fix the ship without letting corrupt shipwrights view the cargo hold or the traps that guard it. During this time, the various men-at-arms of the Housewives (see below) begin investigating the ship. There are a few small fights here, as the PCs battle pirates and the servants of the 'wives. In addition, the PCs should learn of the oppressed townsfolk that are bullied by the evils in the town, and learn of the magical nature of the swamp (and how it is a new addition - less than 30 years old). [b]The Housewives[/b] The housewives are triplets in their early forties, and each is stunningly beautiful - if outright evil. All are sorcereresses of considerable power, and treat their arcane familiars in the manner that some celebrities treat accessory poodles. All have poor, squiggled hand-writing, and the PCs should get a chance to observe this writing at least once in the adventure. [i]Isabella[/i]: red-headed with green eyes who favours green dresses. She carries a jewelled wand at her side, and is the only sister to refrain from expensive cosmetics. However, she has a love of perfumes. Her familiar is a small Caiman Crocodile. She is a master manipulator, and controls those around her with guided words and charming magic. Her men-at-arms are Green-cloaked thugs who use large weapons (8th level brutes). [i]Francesca[/i]: A brunette with blue eyes who favours blue dresses. She carries a staff, and always wears gaudy makeup. She is incredibly vain, and the most sexual of the three, using her body to manipulate the men around her. Her familiar is a spitting cobra. Her attractive men-at-arms are all former (or current) lovers, and wear blue tunics and carry crossbows and short swords (8th level skirmishers). [i]Katriana[/i]: A blonde with grey eyes who favours yellow dresses. She carries a dagger, and always wears her hair in intricate patterns. She is the most petulant of the triplets, pouting to get what she wants. Her familiar is a boa constrictor. Her men-at-arms are all opportunistic pirates that have varying costumes (Katriana likes to dress them up like dolls, using her "expert" fashion sense). They are 8th level artillery. [b]Invitations[/b] The PCs are invited by the housewives (seperately) to dinner parties by hand-written letters (giving the PCs a chance to see the housewives' horrid handwriting). Each housewife invites different PCs - whomever excites their sensibilities. Each makes the same offer - the treasures of the [i]Eva Maria[/i] in exchange for a position as "king" of Dovestown. The PCs soon learn that each Wife wishes to become sole queen of Dovestown. If they wish, the PCs can even play the wives against one another, in a skill challenge. The better they do on the skill challenge, the fewer men-at-arms they must face in subsequent encounters. [b]Exile[/b] Eventually, the wives seize the [i]Eva Maria[/i]. The PCs cannot rescue the ship, and are encouraged by their crew to hide in the swamp and plan a rescue later. The PCs are not followed into the swamp. While there, they meet several townsfolk who are members of a resistance movement. Most consist of the wives of men press-ganged into service on pirate ships or the housewives' conscripted militia. These townsfolk beg the PCs to investigate the heart of the swamp - hopefully finding something to indict the corrupt rulers. They believe the oppressed townsfolk will stand up to the housewives if only given a cause or opening. They also inform the PCs of the nature of the swamp, how it sprang up one night when the [i]Palomas Rojas[/i] sought to fix the dried-up well with a magic spell, and of the [i]Palomas[/i] ghosts that now haunt the place. They give the PCs ten bottles of "magical grog", that will help the PCs breach the unnatural darkness that cloaks the swamp. [b]The Magic Grog[/b] Each bottle of "magic grog" has enough doses for two drinks. A PC who drinks the grog gains the power to breathe fire in a close burst 5 as a minor action. This fire is able to breach the magical darkness of the swamp. However, the grog is alcoholic in nature, and PCs must make escalating Endurance checks as they drink the grog to prevent becoming drunk (-2 on all skill checks and attack rolls). [b]The Swamp[/b] The swamp is magical in nature, with a darkness that cannot be breached by natural lights or sunrods. This darkness is such that even darkvision is muted - PCs with low-light vision can only see for 10 feet, while darkvision allows sight to a range of 20 feet. The magically-created vegetation in the swamp, though, is unnaturally dry (the land is naturally arid, after all), and if it catches fire, will provide light for several rounds (and could be used as a torch). Any vegetation caught in the fire provided by magical grog will instantly light. The PCs move through the swamp, encountering many abandoned town buildings and fighting off swamp creatures (like snakes and alligators) as well as the arcane shades of the [i]Palomas[i]. [b]The Well[/b] The PCs find a dry patch in the swamp, home to a dried-up well that has a dull red glow. The whole place hums with arcane energy. The PCs find numerous creatures that seem to consist of multiple beings fused together (a snake and an alligator combined; a half-drake, half-bird; or whatever else your cruel GM imagination comes up with). The ghosts here frantically try to reveal to the PCs the wives' betrayal, and if the PCs search the area, they find an old ritual scroll. The scroll is obviously written in the wives' handwriting they recognize from earlier, and a reader trained in Arcana realizes it is a water-summoning ritual modified to slay the readers of the scroll upon completion. Obviously, the [i]Palomas[/i] did not know this when casting the spell, and were killed - but also failed in the original water summoning ritual, causing the creation of the swamp but not the filling of the well (which remains dry, though corrupted by magic). With the evidence they need to indict the housewives, the PCs return to Dovestown, no longer harrassed by the ghosts. [b]The Eva Maria[/b] The PCs meet up with the women of the resistance and reveal the modified ritual. The resistance begins to move and convince the townsfolk to rise up, and informs the PCs that the [i]Maria[/i] is occupied by the housewives. The PCs make their way to the [i]Eva Maria[/i], currently being forced into by conscripted soldiers in a manner similar to the final scene of [i]Indiana Jones and the Last Crusade[/i] (a nervous man enters the ship, and gets torn to pieces by various traps). The PCs force or sneak their way onto the ship, and try to repel the numerous boarding men-at-arms. In this battle, the PCs should know the location of most of the ship's traps and effects, giving them a distinct edge in the fight (which can be made up for with larger numbers of foes - the more to get chopped up by traps!). Eventually, the pirate ships are set ablaze, and enraged townsfolk (alerted of the Housewives' betrayal by the resistance) storm the wives' manors. The Housewives, realizing their plight, desperately flee into the swamp. The town is swarmed by townsfolk, with the conscripted militia turning on fleeing pirates and setting fire to brothels and gambling dens. The resistance asks the PCs to kill the housewives, once and for all. [b]Final Confrontation[/b] The PCs chase the wives through the swamp, realizing the ghosts are channeling the wives towards the dried-up well. Once there, the PCs arrive just in time to see the wives forced against the back of the well by dozens of howling ghosts. Upon touching the well, the women grab one another... and stick together. In terror, they realize their familiars have stuck to them as well.. and their bodies begin to slowly gel. They morph together, eventually turning into a three-headed form similar to a hydra. This beast has a crocodilian body (from Isabella's caiman), long serpentine necks (from the Katriana's boa), and can spit globs of poison (from Francesca's cobra). The beast has three heads, with each head a reptilian version of one of the wives. This maddened beast screams destruction to Dovestown, and breaks free from the influence of the well, heading towards the town. The PCs must stop it. The fight should be against an 11th level solo monster similar to a hydra. The aquatic terrain should favour the beast, and many minor amalgam creatures created by the well ( 10th level minions) battle the PCs as well. If the PCs still have magic grog, they can use it to harm the hydra, which is vulnerable to fire. [b]Denoument[/b] With the death of the Hydra, the ghosts' of the [i]Palomas Rojas[/i] are appeased, and they fade from the swamp (as does the magical darkness). However, the swamp remains, as does the curse of the dried well at its heart. The pirates are chased from Dovestown, and the women of the resistance are reunited with their husbands. The [i]Eva Maria[/i] is given the attention of the townsfolk, and promptly fixed, allowing the PCs to carry on their way to the mother kingdom and gaining their reward from the king. [b]Ingredient Listing:[/b] [i]Desperate Housewives:[/i] The Housewives of Dovestown are the obvious ingredient; they become increasingly desperate for sole power over the town (and control of the treasure in the Eva Maria). They also become desperate to escape Dovestown, at the end of the adventure. In addition, the women of the resistance, who seek to rescue their conscripted husbands, could also be classified as "desperate housewives". [i]Bank Vault[/i]: the heavily-trapped Eva Maria, housing a large cache of silver and gold, is the bank vault in this adventure. [i]The Haunted Swamp[/i]: Obviously, the swamp that surrounds Dovestown. It is haunted by the ghosts of the [i]Palomas Rojas[/i]. [i]Dry Well:[/i] The well in the centre of the swamp, which was created by the Wives and which in turn created the swamp. [i]Rogue Hydra[/i]: The beast the housewives become in the end, from their interaction with the dry well. It becomes "rogue" on it's course back to Dovestown, as it breaks free from the influence of the Dry Well. [i]Potion of Fiery Breath:[/i] The magical grog.[/i][/i] [/QUOTE]
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