Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Iron DM 2016 (The Complete Game Thread!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="LucasC" data-source="post: 6906644" data-attributes="member: 6762606"><p><span style="font-size: 18px"><strong>The Treasure of Char</strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><em> - Opaque Window</em></p><p><em><em> - Dancing Jack-o-lanterns</em></em></p><p><em><em> - Rude Necromancer</em></em></p><p><em><em> - Dread Pestilence</em></em></p><p><em><em> - Dangerous Score</em></em></p><p><em><em> - Silver Idol</em></em></p><p><em><em></em></em></p><p><em><em></em></em><strong>Background</strong></p><p> </p><p>Char was once a place of pastoral beauty: rolling hills, idyllic pastures, and lush forests. To celebrate the birth of their first child, the King and Queen threw a great ball and to that ball came Jack, a necromancer of some renown. Horrified by his presence, the royal couple had him thrown out and, in retaliation, Jack unleashed a plague so devastating that it killed the entire realm, to the last soul. Now, Char is a quiet, dark place, full of death.</p><p> </p><p>It is said that, at the heart of Char, there is a tower, its windows black as night, hiding a massive treasure. Just what hides behind those windows is unknown, but since the fall of Char the tower has drawn treasure hunters from across the world. Certainly anyone that can steal this score will be rich beyond imagining, if they can survive the taking!</p><p> </p><p><strong>The Hook: </strong>Recover the treasure of Char</p><p> </p><p><span style="font-size: 15px"><strong>1: The Drunk Necromancer </strong></span></p><p><span style="font-size: 15px"></span><em>Objective: Learn the necromancer’s secrets. </em></p><p> </p><p>The game begins in a tavern where a crude necromancer, with a tongue like a whip, is getting drunk. He brags of the treasure of Char, swearing, around mouthfuls of food, that he knows how to past the Guardian of Char.</p><p> </p><p>The necromancer knows two useful secrets: (1) the Guardian sees through all falsehood, and (2) it will stand aside for anyone that offers it exactly 30 pieces of silver. </p><p> </p><p><strong>Running the Scene</strong></p><p>PCs will quickly learn that they cannot threaten this man. He has lived alongside death too long. They must put up with him, charming him despite his rude tongue, which he lashes out with incessantly. Play the man as arrogant, crude, abrasive, and offensive.</p><p> </p><p>The challenge the PCs face is getting him to talk, despite his unending litany of abuse directed their way, and learning both secrets. He is quick to give up the first secret, but the PCs must offer him something of true value before he spills the second.</p><p> </p><p><span style="font-size: 15px"><strong>2: The Guardian</strong></span></p><p><span style="font-size: 15px"></span><em>Objective: Get past the guardian. </em></p><p>After a long journey, the PCs arrive at massive stone gates barring entry into Char. Before the gates stands a mighty silver statue. After killing them with his plague, Jack bound the souls of Char’s dead within the statue, and charged it with jealously guarding entry to Char. The Guardian can see through all illusion and knows truth when it hears it.</p><p> </p><p><strong>Running the Scene</strong></p><p>If the PCs know the secret of the Guardian, they can quickly bypass this behemoth. Failing that, combat is likely. The Guardian is a powerful juggernaut.</p><p> </p><p><span style="font-size: 15px"><strong>3: The Lands of Char</strong></span></p><p><span style="font-size: 15px"></span><em>Objective: Get to the tower. </em></p><p>The lands of Char are dangerous, filled with more tormented souls of Jack’s victims. The PCs can fight their way through hordes of undead, use stealth, or some other means to reach the tower.</p><p> </p><p><span style="font-size: 15px"><strong>4: At the Tower</strong></span></p><p><span style="font-size: 15px"></span><em>Objective: Get past the jack-o’-lanterns.</em></p><p>Before the black tower, more than two dozen jack-o’-lanterns dance eternally for the amusement of Jack. This is what befalls thieves killed by Jack, and is the fate of the PCs, if they fail. Jack beheads them, then animates their corpse, giving each a small glowing ember. The jack-o’-lanterns cannot see far, only within the light of their ember, but they can sense the presence of life, and they seek to destroy it.</p><p> </p><p><strong>Running the Scene</strong></p><p>The jack-o’-lanterns can be fooled by PCs that disguise themselves and mimic the creatures awkward, pained dance. If they fail to dupe them, the undead attack, hurling flame from their embers and clawing with their long fingernails.</p><p> </p><p><span style="font-size: 15px"><strong>5: Beyond the Windows</strong></span></p><p><span style="font-size: 15px"></span><em>Objective: Retrieve the treasure. </em></p><p>With the Guardian, the undead, and the jack-o’-lanterns overcome, the PCs can enter the tower where Jack waits, the only thing between them and the treasure of Char.</p><p> </p><p>Jack knows the secrets of life and death and is an opponent that only fools or the mighty fight. The “treasure” is the child born to the King and Queen of Char, held asleep, and unaging, all these years. If the PCs rescue the child, and defeat or drive off Jack, Char is freed of Jack’s curse and slowly returns to its prior state.</p><p> </p><p><strong>Running the Scene</strong></p><p>Jack fights if he must. He can call undead hordes to his side, and slay his enemies with a gaze. Diplomacy is the wiser course here. Jack was snubbed, and all this has all been about vengeance. If the PCs convince him Char has suffered enough, he will quit the lands without a fight.</p></blockquote><p></p>
[QUOTE="LucasC, post: 6906644, member: 6762606"] [SIZE=5][B]The Treasure of Char [/B][/SIZE] [I] - Opaque Window [I] - Dancing Jack-o-lanterns - Rude Necromancer - Dread Pestilence - Dangerous Score - Silver Idol [/I][/I][B]Background[/B] Char was once a place of pastoral beauty: rolling hills, idyllic pastures, and lush forests. To celebrate the birth of their first child, the King and Queen threw a great ball and to that ball came Jack, a necromancer of some renown. Horrified by his presence, the royal couple had him thrown out and, in retaliation, Jack unleashed a plague so devastating that it killed the entire realm, to the last soul. Now, Char is a quiet, dark place, full of death. It is said that, at the heart of Char, there is a tower, its windows black as night, hiding a massive treasure. Just what hides behind those windows is unknown, but since the fall of Char the tower has drawn treasure hunters from across the world. Certainly anyone that can steal this score will be rich beyond imagining, if they can survive the taking! [B]The Hook: [/B]Recover the treasure of Char [SIZE=4][B]1: The Drunk Necromancer [/B] [/SIZE][I]Objective: Learn the necromancer’s secrets. [/I] The game begins in a tavern where a crude necromancer, with a tongue like a whip, is getting drunk. He brags of the treasure of Char, swearing, around mouthfuls of food, that he knows how to past the Guardian of Char. The necromancer knows two useful secrets: (1) the Guardian sees through all falsehood, and (2) it will stand aside for anyone that offers it exactly 30 pieces of silver. [B]Running the Scene[/B] PCs will quickly learn that they cannot threaten this man. He has lived alongside death too long. They must put up with him, charming him despite his rude tongue, which he lashes out with incessantly. Play the man as arrogant, crude, abrasive, and offensive. The challenge the PCs face is getting him to talk, despite his unending litany of abuse directed their way, and learning both secrets. He is quick to give up the first secret, but the PCs must offer him something of true value before he spills the second. [SIZE=4][B]2: The Guardian[/B] [/SIZE][I]Objective: Get past the guardian. [/I] After a long journey, the PCs arrive at massive stone gates barring entry into Char. Before the gates stands a mighty silver statue. After killing them with his plague, Jack bound the souls of Char’s dead within the statue, and charged it with jealously guarding entry to Char. The Guardian can see through all illusion and knows truth when it hears it. [B]Running the Scene[/B] If the PCs know the secret of the Guardian, they can quickly bypass this behemoth. Failing that, combat is likely. The Guardian is a powerful juggernaut. [SIZE=4][B]3: The Lands of Char[/B] [/SIZE][I]Objective: Get to the tower. [/I] The lands of Char are dangerous, filled with more tormented souls of Jack’s victims. The PCs can fight their way through hordes of undead, use stealth, or some other means to reach the tower. [SIZE=4][B]4: At the Tower[/B] [/SIZE][I]Objective: Get past the jack-o’-lanterns.[/I] Before the black tower, more than two dozen jack-o’-lanterns dance eternally for the amusement of Jack. This is what befalls thieves killed by Jack, and is the fate of the PCs, if they fail. Jack beheads them, then animates their corpse, giving each a small glowing ember. The jack-o’-lanterns cannot see far, only within the light of their ember, but they can sense the presence of life, and they seek to destroy it. [B]Running the Scene[/B] The jack-o’-lanterns can be fooled by PCs that disguise themselves and mimic the creatures awkward, pained dance. If they fail to dupe them, the undead attack, hurling flame from their embers and clawing with their long fingernails. [SIZE=4][B]5: Beyond the Windows[/B] [/SIZE][I]Objective: Retrieve the treasure. [/I] With the Guardian, the undead, and the jack-o’-lanterns overcome, the PCs can enter the tower where Jack waits, the only thing between them and the treasure of Char. Jack knows the secrets of life and death and is an opponent that only fools or the mighty fight. The “treasure” is the child born to the King and Queen of Char, held asleep, and unaging, all these years. If the PCs rescue the child, and defeat or drive off Jack, Char is freed of Jack’s curse and slowly returns to its prior state. [B]Running the Scene[/B] Jack fights if he must. He can call undead hordes to his side, and slay his enemies with a gaze. Diplomacy is the wiser course here. Jack was snubbed, and all this has all been about vengeance. If the PCs convince him Char has suffered enough, he will quit the lands without a fight. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Iron DM 2016 (The Complete Game Thread!)
Top