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<blockquote data-quote="Deuce Traveler" data-source="post: 7321723" data-attributes="member: 34958"><p><strong>A Guilty Dance</strong></p><p></p><p>Ingredients:</p><p>Velvet Glove</p><p>Delusionist</p><p>Doppelgängers' Masquerade</p><p>Untrue Resurrection</p><p>Coastal Cliff</p><p>Charity</p><p>Un-coordinates</p><p>Mindless Drone</p><p></p><p>For any DnD campaign, character levels 5-8.</p><p></p><p>Background: Two generations ago, a seafaring race of marauding tribes were united under a single chieftain named Warlord Skallagrim. Through the sheer force of his iron will he changed the culture of his people to gradually settle into a new kingdom based loosely upon the laws and structure of hereditary monarchies. This kingdom, Annwn, is now onto its second generation, and although it is militant, its leaders also appreciate formal dancing and music. </p><p></p><p>Part 1:</p><p></p><p>Annwn attacks settlements near the PCs. Attacks against the cities are mere raids, attempting to quickly damage warships belonging to the PCs' home government while stealing away as much wealth as possible. The strikes against the towns and larger villages are made in an attempt to hold territory. The PCs earn a reputation fending off these attacks. Although it's obvious that the invaders have the upper hand, a representative of Annwn makes an official request. The marauding forces will negotiate peace if the PCs are sent to Annwn for talks as part of the delegation. The characters are pressured to accept.</p><p></p><p>Part 2:</p><p></p><p>The delegation is taken by the enemy fleet to Annwn, a cold and constantly overcast land with few resources beyond forests and cattle. At the end of the voyage they are forced to wait in their cabins or are blindfolded as they reach their final destination. No outsider is to know the coordinates or location of where Annwn is ruled from. They finally arrive at Gull's Keep, an easily defended fortress set atop a coastal cliff. Here rules Warlord Skallagrim, a still-muscular man pushing sixty years of age. Although he has lost a step or two in speed, Skallagrim is a foreboding figure with an agile mind and incredible memory for names and details. Before the party meets with Skallagrim they are disarmed.</p><p></p><p>Skallagrim stiffly greets the diplomats of the delegation, though his manners change when introduced to the player characters. He warmly greets the heroes, makes an extra effort to get their names correct, and asks about them. He then insists upon their dining with him that night. At this point the players may be expecting a trap, but Skallagrim is truly delighted to have them as dinner guests, even forgetting slights during their first meeting. He asks about their exploits, and whenever one of the heroes speaks about a fallen comrade or vanquished enemy that fought with courage, Skallagrim stands and offers a toast to the dead. </p><p></p><p>Skallagrim explains his leadership style by taking off and showing a velvet glove. As long as his people obey his laws and pay their taxes, he has a soft touch when it comes to how they conduct their lives. The moment that they rebel, they learn that inside the glove is a strong fist. He has often had to use his fist, especially against possible coups against his rule. That is why he really brought the famous heroes. </p><p></p><p>During his recent invasions of their lands, Skallagrim heard rumors of several plots against him involving some of the more powerful tribes he rules. This concern caused him to halt the invasion. He wants the party's help in ferreting out the trouble. Should they refuse or fail, the invasion continues and the party will be imprisoned. Should they succeed, Skallagrim will pull his forces away and shower the heroes with wealth. If the despot is questioned on why he hasn't chosen one of his own people for the task, he becomes agitated, mumbling about different officers and nobles, and why each of them might secretly seek his downfall. His jumbled thoughts are a mess of guilt and conflicting memories. It's quite obvious that Skallagrim is somewhat deluded, suspecting betrayal from the smallest of things.</p><p></p><p>In discussion with the Warlord and his staff, the party discovers a history that strengthens the man's isolation and paranoia.</p><p></p><p>- He was married early on to a bard he once met at a tribal masquerade. Her name was Elgwen and she died on the battlefield. He blames himself for failing to save her. He has several variations of her last words to him.</p><p></p><p>- Elgwen's brother, Egvar, was a constant comrade and fellow tribal chief. Their friendship was poisoned after Elgwen's death, with Egvar blaming Skallagrim for the loss of his sister. Eventually, Egvar went into a barbarian rage while raiding with Skallagrim, forcing the man to kill his former friend in self-defense. The Warlord sometimes accuses Egvar of being suicidal and forcing him into the act.</p><p></p><p>- Skallagrim's heir and oldest son, Skall, became ill and died despite his vigorous health once his father established the loose kingdom. Many suspect he was poisoned. The Warlord rails about never finding tribe that sent the murderer. Skall's room is still kept as it was the day he passed.</p><p></p><p>- The second and only other known child, Skallar, disappeared three years after Skall's death. Skallagrim declared him a deserter and had all his possessions burned, and room emptied.</p><p></p><p>Part 3:</p><p></p><p>If the party agrees, each is given respectable clothes to wear and a suite. A tailor also is assigned to design a mask for each of them to wear at the coming masquerade. The masks are meant to hide identity, but show attributes the wearer wants portrayed, such as a smiling fox mask for cleverness and whimsy, or a toothy bear mask for someone ready for a fight. The wearers are expected to take up the aspects of the mask. </p><p></p><p>Other nobles of Annwn also arrive with their retinues. Each is here for the upcoming Elgwen Masquerade, a charity event held at the keep annually. Taxes are heavy on the poor, but during the masquerade, the richer families are expected to come and make hefty donations that will go to public works and fall festivals. It is to be a day of indulgence, and Skallagrim encourages competitions in wealthy donations from the powerful. Lavish donations result in purchased positions of influence and heightened political stature. Several notables quickly realize that the party has Skallagrim's ear and seek their influence during the days leading up to the masquerade, such as:</p><p></p><p>-Lady Jannaga, a recent widow and middle-aged beauty who cares nothing for Skallagrim, but seeks to marry herself or her daughter to him in order to bring her family into power. She hopes to leverage the marriage so that her son or a future grandson, can rule after Skallagrim's death. Ultimately, she would like to be the true power, but she would be content with a powerful political position for her son without spending too lavishly. She is willing to offer land in her territory or even herself if it gets her closer to ger goals.</p><p></p><p>-Lord Krag, head of one of the larger tribes and warrior of renown. He wants the heroes to spike the peace, since his forces have captured several important villages. He offers wealth and titles under his banner, and is willing to support the heroes as the new faces of government of those captured villages. Of course, he would give them their orders and expects obedience.</p><p></p><p>-Lord Hyggral, of an influential tribe set in their belief in the old ways. He would like to see Skallagrim's power reduced to more of a figure-head. He would be willing to work with the party to that end, so the tribes could recover their autonomy. He possesses ancient knowledge and items that may be valuable to the party.</p><p></p><p>Part 4:</p><p></p><p>Lord Skeen, a late-comer from a far-away tribe arrives two evenings before the masquerade. Lord Skeen's tribe were once the to Skallagrim, and are rumored to practice dark magic. The tribe has lost much since Skallagrim's ascension, but still hold much influence.. Lord Skeen has brought back Skallar, Skallagrim's lost surviving son and heir. Skallar is dressed very much in the style of his father, down to the velvet gloves. This brings much cheer and conversation into the grim keep, but Skallagrim looks pale upon the meeting. He removes a glove to shake hands and Skallar does the same. The next morning, the troubled Warlord summons the heroes to a private meeting.</p><p></p><p>That man isn't his son, Skallagrim explains. The reason why the Warlord and his sons started wearing the velvet glove as a symbol of governance was to hide the fact that Skallar was ruined his hands in an accident. This fake Skallar's hands were perfect. Besides, the Warlord knows Skallar should be dead, and his body hid in the crypts below the keep. He refuses to talk about how this came to be, but gives the party a crypt key and teaches them a tune that will keep a bone golem guardian at bay.</p><p></p><p>The party feels unsettled when they enter the crypt. Inside are stone tombs and carved busts dedicated to those loved by Skallagrim, such as Elgwen, Egvar, and Skall. A bone golem mindlessly patrols the tomb, but stops when within hearing distance of anyone playing the tune Skallagrim taught the heroes. The tomb is haunted by those wronged by Skallagrim, however, and spirits taunt and plead with the characters as they explore, attempting to disrupt any music being played, thus causing the bone golem to continue its patrol. If it encounters the party it will attack. Skallar's body can be found in a pickled barrel, in an unremarkable part of the crypt, his velvet gloves still on. A ghost of Skallar claims he was murdered by his own father and asks the party to build him a cairn or tomb for his remains, so that he may rest. When they return to Skallagrim to report, he breaks down and admits that he strangled his son in a fit of rage after Skallar talked of deposing him, and it was he that hid the body in shame of the act. </p><p></p><p>Part 5:</p><p></p><p>On the final day, the sleepless Warlord is even more haggard and paranoid. He mutters about seeing the dead in hallways and how they haunt him. The odd behavior of others in the keep are not helping the situation. During the final hours before the masquerade, the party witnesses several oddities:</p><p></p><p>-Skallagrim hints that he knows some of the nobles have approached the parties with offers in exchange for their aid. He is both curious and threatening.</p><p></p><p>-Some of the keep staff and visiting retinues have developed new and uncharacteristic habits, such as odd aloofness, giggling at unfunny subjects, or forgetting past conversations with the heroes.</p><p></p><p>-The bodies of several keep guard dogs are found dead, their throats torn out by something strong and clawed.</p><p></p><p>-Right before the masquerade, the party is approached by several staff members that wish to discuss rumors of a regicide plot in private. Once they isolate the party they turn into attacking dopplegangers. If the party is victorious, they go to the hall to warn others, but arrive as the dance is starting and the masked participants lost in the crowd.</p><p></p><p>Lord Skeen's retinue was made completely of dopplegangers that he has paid to assassinate Skallagrim and key leaders. If the party has decided to side with Skallagrim, or one of the tribal leaders, they need to intervene before the blood bath starts. This is made difficult as celebrators have masks similar to one another and the hall is packed with dancers. After a few rounds, the dopplegangers make their move, attempting to strike at select targets before swapping masks and forms and going back into the crowd to strike again. They take the forms of those Skallagrim feels he failed or feels guilty about, causing the powerful warlord to psychologically break instead of properly defend himself. If Skallagrim survives, so does his kingdom. Should he die, but another leader is helped and saved, the tribal leader keeps his or her promise. Should the PCs decide to aid Lord Skeen or stay out of the fight, a power vacuum occurs as most of the important masquerade participants are slain.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 7321723, member: 34958"] [b]A Guilty Dance[/b] Ingredients: Velvet Glove Delusionist Doppelgängers' Masquerade Untrue Resurrection Coastal Cliff Charity Un-coordinates Mindless Drone For any DnD campaign, character levels 5-8. Background: Two generations ago, a seafaring race of marauding tribes were united under a single chieftain named Warlord Skallagrim. Through the sheer force of his iron will he changed the culture of his people to gradually settle into a new kingdom based loosely upon the laws and structure of hereditary monarchies. This kingdom, Annwn, is now onto its second generation, and although it is militant, its leaders also appreciate formal dancing and music. Part 1: Annwn attacks settlements near the PCs. Attacks against the cities are mere raids, attempting to quickly damage warships belonging to the PCs' home government while stealing away as much wealth as possible. The strikes against the towns and larger villages are made in an attempt to hold territory. The PCs earn a reputation fending off these attacks. Although it's obvious that the invaders have the upper hand, a representative of Annwn makes an official request. The marauding forces will negotiate peace if the PCs are sent to Annwn for talks as part of the delegation. The characters are pressured to accept. Part 2: The delegation is taken by the enemy fleet to Annwn, a cold and constantly overcast land with few resources beyond forests and cattle. At the end of the voyage they are forced to wait in their cabins or are blindfolded as they reach their final destination. No outsider is to know the coordinates or location of where Annwn is ruled from. They finally arrive at Gull's Keep, an easily defended fortress set atop a coastal cliff. Here rules Warlord Skallagrim, a still-muscular man pushing sixty years of age. Although he has lost a step or two in speed, Skallagrim is a foreboding figure with an agile mind and incredible memory for names and details. Before the party meets with Skallagrim they are disarmed. Skallagrim stiffly greets the diplomats of the delegation, though his manners change when introduced to the player characters. He warmly greets the heroes, makes an extra effort to get their names correct, and asks about them. He then insists upon their dining with him that night. At this point the players may be expecting a trap, but Skallagrim is truly delighted to have them as dinner guests, even forgetting slights during their first meeting. He asks about their exploits, and whenever one of the heroes speaks about a fallen comrade or vanquished enemy that fought with courage, Skallagrim stands and offers a toast to the dead. Skallagrim explains his leadership style by taking off and showing a velvet glove. As long as his people obey his laws and pay their taxes, he has a soft touch when it comes to how they conduct their lives. The moment that they rebel, they learn that inside the glove is a strong fist. He has often had to use his fist, especially against possible coups against his rule. That is why he really brought the famous heroes. During his recent invasions of their lands, Skallagrim heard rumors of several plots against him involving some of the more powerful tribes he rules. This concern caused him to halt the invasion. He wants the party's help in ferreting out the trouble. Should they refuse or fail, the invasion continues and the party will be imprisoned. Should they succeed, Skallagrim will pull his forces away and shower the heroes with wealth. If the despot is questioned on why he hasn't chosen one of his own people for the task, he becomes agitated, mumbling about different officers and nobles, and why each of them might secretly seek his downfall. His jumbled thoughts are a mess of guilt and conflicting memories. It's quite obvious that Skallagrim is somewhat deluded, suspecting betrayal from the smallest of things. In discussion with the Warlord and his staff, the party discovers a history that strengthens the man's isolation and paranoia. - He was married early on to a bard he once met at a tribal masquerade. Her name was Elgwen and she died on the battlefield. He blames himself for failing to save her. He has several variations of her last words to him. - Elgwen's brother, Egvar, was a constant comrade and fellow tribal chief. Their friendship was poisoned after Elgwen's death, with Egvar blaming Skallagrim for the loss of his sister. Eventually, Egvar went into a barbarian rage while raiding with Skallagrim, forcing the man to kill his former friend in self-defense. The Warlord sometimes accuses Egvar of being suicidal and forcing him into the act. - Skallagrim's heir and oldest son, Skall, became ill and died despite his vigorous health once his father established the loose kingdom. Many suspect he was poisoned. The Warlord rails about never finding tribe that sent the murderer. Skall's room is still kept as it was the day he passed. - The second and only other known child, Skallar, disappeared three years after Skall's death. Skallagrim declared him a deserter and had all his possessions burned, and room emptied. Part 3: If the party agrees, each is given respectable clothes to wear and a suite. A tailor also is assigned to design a mask for each of them to wear at the coming masquerade. The masks are meant to hide identity, but show attributes the wearer wants portrayed, such as a smiling fox mask for cleverness and whimsy, or a toothy bear mask for someone ready for a fight. The wearers are expected to take up the aspects of the mask. Other nobles of Annwn also arrive with their retinues. Each is here for the upcoming Elgwen Masquerade, a charity event held at the keep annually. Taxes are heavy on the poor, but during the masquerade, the richer families are expected to come and make hefty donations that will go to public works and fall festivals. It is to be a day of indulgence, and Skallagrim encourages competitions in wealthy donations from the powerful. Lavish donations result in purchased positions of influence and heightened political stature. Several notables quickly realize that the party has Skallagrim's ear and seek their influence during the days leading up to the masquerade, such as: -Lady Jannaga, a recent widow and middle-aged beauty who cares nothing for Skallagrim, but seeks to marry herself or her daughter to him in order to bring her family into power. She hopes to leverage the marriage so that her son or a future grandson, can rule after Skallagrim's death. Ultimately, she would like to be the true power, but she would be content with a powerful political position for her son without spending too lavishly. She is willing to offer land in her territory or even herself if it gets her closer to ger goals. -Lord Krag, head of one of the larger tribes and warrior of renown. He wants the heroes to spike the peace, since his forces have captured several important villages. He offers wealth and titles under his banner, and is willing to support the heroes as the new faces of government of those captured villages. Of course, he would give them their orders and expects obedience. -Lord Hyggral, of an influential tribe set in their belief in the old ways. He would like to see Skallagrim's power reduced to more of a figure-head. He would be willing to work with the party to that end, so the tribes could recover their autonomy. He possesses ancient knowledge and items that may be valuable to the party. Part 4: Lord Skeen, a late-comer from a far-away tribe arrives two evenings before the masquerade. Lord Skeen's tribe were once the to Skallagrim, and are rumored to practice dark magic. The tribe has lost much since Skallagrim's ascension, but still hold much influence.. Lord Skeen has brought back Skallar, Skallagrim's lost surviving son and heir. Skallar is dressed very much in the style of his father, down to the velvet gloves. This brings much cheer and conversation into the grim keep, but Skallagrim looks pale upon the meeting. He removes a glove to shake hands and Skallar does the same. The next morning, the troubled Warlord summons the heroes to a private meeting. That man isn't his son, Skallagrim explains. The reason why the Warlord and his sons started wearing the velvet glove as a symbol of governance was to hide the fact that Skallar was ruined his hands in an accident. This fake Skallar's hands were perfect. Besides, the Warlord knows Skallar should be dead, and his body hid in the crypts below the keep. He refuses to talk about how this came to be, but gives the party a crypt key and teaches them a tune that will keep a bone golem guardian at bay. The party feels unsettled when they enter the crypt. Inside are stone tombs and carved busts dedicated to those loved by Skallagrim, such as Elgwen, Egvar, and Skall. A bone golem mindlessly patrols the tomb, but stops when within hearing distance of anyone playing the tune Skallagrim taught the heroes. The tomb is haunted by those wronged by Skallagrim, however, and spirits taunt and plead with the characters as they explore, attempting to disrupt any music being played, thus causing the bone golem to continue its patrol. If it encounters the party it will attack. Skallar's body can be found in a pickled barrel, in an unremarkable part of the crypt, his velvet gloves still on. A ghost of Skallar claims he was murdered by his own father and asks the party to build him a cairn or tomb for his remains, so that he may rest. When they return to Skallagrim to report, he breaks down and admits that he strangled his son in a fit of rage after Skallar talked of deposing him, and it was he that hid the body in shame of the act. Part 5: On the final day, the sleepless Warlord is even more haggard and paranoid. He mutters about seeing the dead in hallways and how they haunt him. The odd behavior of others in the keep are not helping the situation. During the final hours before the masquerade, the party witnesses several oddities: -Skallagrim hints that he knows some of the nobles have approached the parties with offers in exchange for their aid. He is both curious and threatening. -Some of the keep staff and visiting retinues have developed new and uncharacteristic habits, such as odd aloofness, giggling at unfunny subjects, or forgetting past conversations with the heroes. -The bodies of several keep guard dogs are found dead, their throats torn out by something strong and clawed. -Right before the masquerade, the party is approached by several staff members that wish to discuss rumors of a regicide plot in private. Once they isolate the party they turn into attacking dopplegangers. If the party is victorious, they go to the hall to warn others, but arrive as the dance is starting and the masked participants lost in the crowd. Lord Skeen's retinue was made completely of dopplegangers that he has paid to assassinate Skallagrim and key leaders. If the party has decided to side with Skallagrim, or one of the tribal leaders, they need to intervene before the blood bath starts. This is made difficult as celebrators have masks similar to one another and the hall is packed with dancers. After a few rounds, the dopplegangers make their move, attempting to strike at select targets before swapping masks and forms and going back into the crowd to strike again. They take the forms of those Skallagrim feels he failed or feels guilty about, causing the powerful warlord to psychologically break instead of properly defend himself. If Skallagrim survives, so does his kingdom. Should he die, but another leader is helped and saved, the tribal leader keeps his or her promise. Should the PCs decide to aid Lord Skeen or stay out of the fight, a power vacuum occurs as most of the important masquerade participants are slain. [/QUOTE]
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