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<blockquote data-quote="doghead" data-source="post: 4098501" data-attributes="member: 8243"><p>adventure - duvik - update 3</p><p></p><p>* re-worked the timetable. Got the first two weeks done, but then kind of ran out of steam. I have tried as much as possible to 'put myself in the shoes' of the various individuals. But I would really appreciate any input here. Does this seem like a realistic portrayal of how the villagers would act? The Bainlunders? The Shaman?</p><p></p><p>* I think when I have the events mapped out, I might look at outlining several alternate ways into the adventure. Originally the PC's were sent by an Orussus merchant.</p><p></p><p>* big question - if villagers reach the plains below, and some are likely to be contagious, then the plague will spread very quickly given the way it is set up at the moment. Too much? Perhaps just an initial period of contagion? </p><p></p><p>- TIMELINE -</p><p></p><p>*** (day -7) an orcish shaman/priest returns to the Duvik valley in order to get revenge on the village. He is one of the remaining members of the tribe that once raided the village and was eventually destroyed. The orc calls upon dark forces and in return for his service, is granted the power to corrupt the waters of the valley, poisoning the minds of those that drink it, slowing destroying their ability to think and reducing them to the state of animals [ie - Int loss]. His plans take about a week to set in motion. The first step is the creation of a number of small shrines, which he locates upstream of the village on several of the tributaries of the stream that runs through the village. To keep the magic active, he needs to place bloody offerings at each shrine each night.</p><p></p><p>During the first few days, the shaman keeps out of the way. He sends the bulk of his warriors to watch the path into the village. Their job is to keep any visitors away without being identified. They have thunder stones and smoke wands (?) as well as 'whistling arrows' to help with deception.</p><p></p><p>Once the bulk of the villagers are incapacitated, the shaman will gather his warriors and go into the village (mostly at night), hunting down those who appear to be resisting the disease. He will desecrate the temple/shrine at the first opportunity. The priest will be high on his list of those to kill.</p><p></p><p>[[other options: summon monsters, create undead to prowl the streets.]]</p><p></p><p>*** (day 1 - midnight) The shaman begins the ritual.</p><p></p><p>About half of the village population are infected through drinking the water. The only symptom at this stage is a slight fever.</p><p></p><p>*** (day 2) Most of those not infected will become so, either by contact or by drinking the water. A few of the infected experience some difficulties with day to day [[Int based]] tasked. Some cases of slight behaviour change, but nothing that couldn't be explained by a fever. The infection is carried to the mines by workers returning from town.</p><p></p><p>*** (day 3) Those hardest hit (possible 6-8 points of Int loss) by the disease are starting to display distinct behaviour changes. Priest discovers remove disease works, but only has a few spells/scrolls, and those cured are often re-infected by others who are contagious. He tries to keep the worst of effects quiet to avoid creating panic. </p><p></p><p>*** (day 3) Priest sends a messenger to the nearest temple of his faith, asking for help/advice. Expected to return in about 4 - 6 days. Messenger is killed by orcs. [[alt: uses sending spell (scroll probably)]] ???</p><p></p><p>*** (day 3) Many others are suffering little, a bit of a fever, a bit of difficulty concentrating on tasks. Many are still unaware that they are infected. People starting to get worried a bit worried about 'this fever everyone seems to have come down with'. Reassured that the priest has taken steps.</p><p></p><p>*** (day 4) A few of the worst affected reach the 'bestial' state (possible 10-12 Int loss). They are relatively harmless so long as fed and kept happy. One or two wonder around the village or into the forest.</p><p></p><p>*** (day 4) Messengers from the mines arrive in the village asking for the priest. He has too much on his hands, and can't really do anything, sends advice.</p><p></p><p>*** (day 5) (evening) Three Bainlunders bringing up a herd of goats/sheep whatever for sale are attacked a couple of miles out of the village. One is killed, two flee back down the mountain. The animals wonder off.</p><p></p><p>*** (day 6) The bulk of the villagers are by now obviously sick. Dozens have reached bestial state' - unless provided for, they simply raid houses and fields for food, taking whatever they find.</p><p></p><p>*** (day 6) Villagers start to panic. Many (say dozens?) flee into the woods or down the trail. Those taking the trail are attacked by orcs. Many killed. Some escape into the woods. </p><p></p><p>*** (day 6) The two herders get back to the Bainlunder hills and tell others about what happened. </p><p></p><p>*** (day 6) By now the infection has spread through the mines. A number of accidents have resulted as a result of the loss of Int (leading to skill check penalties). </p><p></p><p>*** (day 7) A small group of Bainlunders (3) sets off to the village to see what they can find out. They stay off the main (only path), travelling through the forest instead. Much slower, takes nearly two days travelling.</p><p></p><p>*** (day 8) Almost a third of the villagers have reached the bestial state. Another third are severely incapacitated. Of the remainder, most show symptoms. About a dozen or so have recovered or seem to be immune. Lead by the priest, the healthy and not so bad pull back into one of the great halls [[the first buildings built when the village was settled were two great halls]], stock up on food, try and aide the sick. </p><p></p><p>*** (day 8) Several fights break out at mines as the sickest raid food. Several just wonder off, many back to town.</p><p></p><p>*** (day 8 - afternoon) The Bainlunder scouts reach the site of the attack. They keep their distance. Spot the attackers, watch a little. Hard to identify at distance, but one thinks 'monsters' are speaking 'orcish'. They are spotted and flee.</p><p></p><p>*** (day 8) Word reaches the Bainlunders tribal elders. Word is sent to the dwarves, who have long been allies of the Bainlunders.</p><p></p><p>*** (day 10) By now only a small number of functioning villagers remain holed up in one of the great halls. </p><p></p><p>*** (day 10 - night) the orc shaman launches an attack on the hall. Spells and effects used to create a demonic effect. They attempt to set the hall on fire. They succeed but those inside manage to put it out. Several villagers healthy are killed.</p><p></p><p>*** (day 11) A group of villagers attempt to break out and make it too the plains below. They split up into several smaller groups and take different route out of the village.</p><p></p><p>*** (day 12) driven by hunger, villagers who have reached the plains below raid Bainlunder settlements for food. Ragged, dirty and stripped of the ability to do anything more than howl, scream and grunt, they terrify the Bainlunders. To the layman, they would appear to be possessed or zombies. The Bainlunders do recognise the villagers as from Duvik. Several villagers are killed, the rest flee. </p><p></p><p>*** (day 13) One of the breakout groups from Duvik reaches the plains. They tell a tale of a terrible curse and demons.</p><p></p><p>*** (day 14) News of the problems in Duvik reach Fallon.</p><p></p><p>*** (day 14) News of the problems in Duvik reaches Orrusus. </p><p></p><p>*** (day 16) Seeing an opportunity to bring Duvik under into its area of influence, Fallon sends out troops to 'assist the people of Duvik'. </p><p></p><p>*** (day 17) The troops set up camp in a village at the base of the mountains. </p><p></p><p>*** (day 18) The troop commander sends a band of soldiers up into the mountains investigate. </p><p></p><p>doghead</p><p>aka thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 4098501, member: 8243"] adventure - duvik - update 3 * re-worked the timetable. Got the first two weeks done, but then kind of ran out of steam. I have tried as much as possible to 'put myself in the shoes' of the various individuals. But I would really appreciate any input here. Does this seem like a realistic portrayal of how the villagers would act? The Bainlunders? The Shaman? * I think when I have the events mapped out, I might look at outlining several alternate ways into the adventure. Originally the PC's were sent by an Orussus merchant. * big question - if villagers reach the plains below, and some are likely to be contagious, then the plague will spread very quickly given the way it is set up at the moment. Too much? Perhaps just an initial period of contagion? - TIMELINE - *** (day -7) an orcish shaman/priest returns to the Duvik valley in order to get revenge on the village. He is one of the remaining members of the tribe that once raided the village and was eventually destroyed. The orc calls upon dark forces and in return for his service, is granted the power to corrupt the waters of the valley, poisoning the minds of those that drink it, slowing destroying their ability to think and reducing them to the state of animals [ie - Int loss]. His plans take about a week to set in motion. The first step is the creation of a number of small shrines, which he locates upstream of the village on several of the tributaries of the stream that runs through the village. To keep the magic active, he needs to place bloody offerings at each shrine each night. During the first few days, the shaman keeps out of the way. He sends the bulk of his warriors to watch the path into the village. Their job is to keep any visitors away without being identified. They have thunder stones and smoke wands (?) as well as 'whistling arrows' to help with deception. Once the bulk of the villagers are incapacitated, the shaman will gather his warriors and go into the village (mostly at night), hunting down those who appear to be resisting the disease. He will desecrate the temple/shrine at the first opportunity. The priest will be high on his list of those to kill. [[other options: summon monsters, create undead to prowl the streets.]] *** (day 1 - midnight) The shaman begins the ritual. About half of the village population are infected through drinking the water. The only symptom at this stage is a slight fever. *** (day 2) Most of those not infected will become so, either by contact or by drinking the water. A few of the infected experience some difficulties with day to day [[Int based]] tasked. Some cases of slight behaviour change, but nothing that couldn't be explained by a fever. The infection is carried to the mines by workers returning from town. *** (day 3) Those hardest hit (possible 6-8 points of Int loss) by the disease are starting to display distinct behaviour changes. Priest discovers remove disease works, but only has a few spells/scrolls, and those cured are often re-infected by others who are contagious. He tries to keep the worst of effects quiet to avoid creating panic. *** (day 3) Priest sends a messenger to the nearest temple of his faith, asking for help/advice. Expected to return in about 4 - 6 days. Messenger is killed by orcs. [[alt: uses sending spell (scroll probably)]] ??? *** (day 3) Many others are suffering little, a bit of a fever, a bit of difficulty concentrating on tasks. Many are still unaware that they are infected. People starting to get worried a bit worried about 'this fever everyone seems to have come down with'. Reassured that the priest has taken steps. *** (day 4) A few of the worst affected reach the 'bestial' state (possible 10-12 Int loss). They are relatively harmless so long as fed and kept happy. One or two wonder around the village or into the forest. *** (day 4) Messengers from the mines arrive in the village asking for the priest. He has too much on his hands, and can't really do anything, sends advice. *** (day 5) (evening) Three Bainlunders bringing up a herd of goats/sheep whatever for sale are attacked a couple of miles out of the village. One is killed, two flee back down the mountain. The animals wonder off. *** (day 6) The bulk of the villagers are by now obviously sick. Dozens have reached bestial state' - unless provided for, they simply raid houses and fields for food, taking whatever they find. *** (day 6) Villagers start to panic. Many (say dozens?) flee into the woods or down the trail. Those taking the trail are attacked by orcs. Many killed. Some escape into the woods. *** (day 6) The two herders get back to the Bainlunder hills and tell others about what happened. *** (day 6) By now the infection has spread through the mines. A number of accidents have resulted as a result of the loss of Int (leading to skill check penalties). *** (day 7) A small group of Bainlunders (3) sets off to the village to see what they can find out. They stay off the main (only path), travelling through the forest instead. Much slower, takes nearly two days travelling. *** (day 8) Almost a third of the villagers have reached the bestial state. Another third are severely incapacitated. Of the remainder, most show symptoms. About a dozen or so have recovered or seem to be immune. Lead by the priest, the healthy and not so bad pull back into one of the great halls [[the first buildings built when the village was settled were two great halls]], stock up on food, try and aide the sick. *** (day 8) Several fights break out at mines as the sickest raid food. Several just wonder off, many back to town. *** (day 8 - afternoon) The Bainlunder scouts reach the site of the attack. They keep their distance. Spot the attackers, watch a little. Hard to identify at distance, but one thinks 'monsters' are speaking 'orcish'. They are spotted and flee. *** (day 8) Word reaches the Bainlunders tribal elders. Word is sent to the dwarves, who have long been allies of the Bainlunders. *** (day 10) By now only a small number of functioning villagers remain holed up in one of the great halls. *** (day 10 - night) the orc shaman launches an attack on the hall. Spells and effects used to create a demonic effect. They attempt to set the hall on fire. They succeed but those inside manage to put it out. Several villagers healthy are killed. *** (day 11) A group of villagers attempt to break out and make it too the plains below. They split up into several smaller groups and take different route out of the village. *** (day 12) driven by hunger, villagers who have reached the plains below raid Bainlunder settlements for food. Ragged, dirty and stripped of the ability to do anything more than howl, scream and grunt, they terrify the Bainlunders. To the layman, they would appear to be possessed or zombies. The Bainlunders do recognise the villagers as from Duvik. Several villagers are killed, the rest flee. *** (day 13) One of the breakout groups from Duvik reaches the plains. They tell a tale of a terrible curse and demons. *** (day 14) News of the problems in Duvik reach Fallon. *** (day 14) News of the problems in Duvik reaches Orrusus. *** (day 16) Seeing an opportunity to bring Duvik under into its area of influence, Fallon sends out troops to 'assist the people of Duvik'. *** (day 17) The troops set up camp in a village at the base of the mountains. *** (day 18) The troop commander sends a band of soldiers up into the mountains investigate. doghead aka thotd [/QUOTE]
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