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<blockquote data-quote="Angelsboi" data-source="post: 216591" data-attributes="member: 1219"><p>“Amnesia’s Gift”</p><p></p><p><em>Amnesia </em></p><p><em>Island Fortress</em></p><p><em>Evil Monks</em></p><p><em>Eggs </em></p><p><em>Hangman Tree</em></p><p><em>Cursed Spear, Back-biter</em></p><p></p><p><strong>Setup</strong></p><p>Take the PCs character sheets away and let them use nothing. Allow them to make rolls but DO NOT allow them to see the the character sheets. They may remember some things, but they wont remember everything.</p><p></p><p><strong>Background:</strong></p><p>A druid once lived in the lone fortress on this island guarding some mystical eggs of a Gem Dragon. A group of monks came and ersuaded the druid to join their force and their philosophy. They brainwashed the young druid and before long, the sect of evil monks of Nogard had taken over. Before completely brainwashed, the druid crafted a weapon and cursed it so all monks would die at its hand.</p><p></p><p><strong>Adventure:</strong></p><p>The PCs are washed ashore a small tropical island not remembering how they got there, who they are and very little of what they know. One of them (Perferably a monk, if not, a druid) is carrying a spear that occasionally whispers things to them about doing bad things (but the spear says it in a way that it sounds perfectly fine). </p><p></p><p>They are approached by a group of monks who seem to take pitty on them and notice that they have a spear and other various weapons. They take them into the fortress, feed them and allow them to rest up.</p><p></p><p>In the night, a listen check is made. If passed, the PCs over hear them talking about getting rid of the intruders at dinner that night, because they have come for the Masters Prize. Upon awakening up the next morning, one of the sect of monks is dead, the PCs spear in his back. The monks start coming after the PCs. During the escape, they wander into the fortress garden. There they will run into a brainwashed druid and his hangmans tree. If the PC brandishes the spear, he will remember and call off the tree. </p><p></p><p>If the PCs explain what happens, he will tell them they are half draconic monks working for a evil blue dragon who wants the sapphire dragons eggs. Upon receiving instructions on where they are, the PCs will make their way down below to face the egg guardian. A ½ fiend, ½ blue dragon monk/sorcerer.</p><p></p><p>If the PCs succeed, they will have made a terrible enemy out of the blue dragon, and an ally of the druid who will help them escape the island and return their memory (which so happens they lost it on a boat wreck).</p><p></p><p>((Feel free to add various encounters through out the island and fortress))</p></blockquote><p></p>
[QUOTE="Angelsboi, post: 216591, member: 1219"] “Amnesia’s Gift” [i]Amnesia Island Fortress Evil Monks Eggs Hangman Tree Cursed Spear, Back-biter[/i] [b]Setup[/b] Take the PCs character sheets away and let them use nothing. Allow them to make rolls but DO NOT allow them to see the the character sheets. They may remember some things, but they wont remember everything. [b]Background:[/b] A druid once lived in the lone fortress on this island guarding some mystical eggs of a Gem Dragon. A group of monks came and ersuaded the druid to join their force and their philosophy. They brainwashed the young druid and before long, the sect of evil monks of Nogard had taken over. Before completely brainwashed, the druid crafted a weapon and cursed it so all monks would die at its hand. [b]Adventure:[/b] The PCs are washed ashore a small tropical island not remembering how they got there, who they are and very little of what they know. One of them (Perferably a monk, if not, a druid) is carrying a spear that occasionally whispers things to them about doing bad things (but the spear says it in a way that it sounds perfectly fine). They are approached by a group of monks who seem to take pitty on them and notice that they have a spear and other various weapons. They take them into the fortress, feed them and allow them to rest up. In the night, a listen check is made. If passed, the PCs over hear them talking about getting rid of the intruders at dinner that night, because they have come for the Masters Prize. Upon awakening up the next morning, one of the sect of monks is dead, the PCs spear in his back. The monks start coming after the PCs. During the escape, they wander into the fortress garden. There they will run into a brainwashed druid and his hangmans tree. If the PC brandishes the spear, he will remember and call off the tree. If the PCs explain what happens, he will tell them they are half draconic monks working for a evil blue dragon who wants the sapphire dragons eggs. Upon receiving instructions on where they are, the PCs will make their way down below to face the egg guardian. A ½ fiend, ½ blue dragon monk/sorcerer. If the PCs succeed, they will have made a terrible enemy out of the blue dragon, and an ally of the druid who will help them escape the island and return their memory (which so happens they lost it on a boat wreck). ((Feel free to add various encounters through out the island and fortress)) [/QUOTE]
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