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Malvoisin's Slumbering Tsar Saga Discussion [PFRPG]
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<blockquote data-quote="Malvoisin" data-source="post: 5953386" data-attributes="member: 40128"><p>Some possible adventurer hooks to consider using or adapting:</p><p></p><p>[sblock=Hooks]</p><p>1. To Boldly Go: The Desolation is a largely ignored and unexplored</p><p>wasteland where two massive armies virtually smashed themselves</p><p>to pieces. Those who have braved its depths have hurriedly</p><p>passed through studiously ignoring the battleground around them</p><p>and the ruined city it surrounds. Surely something of value remains</p><p>to be gleaned from such a cataclysmic conflict of old. In</p><p>this instance, the party, having gained enough power to attempt</p><p>it, can be one of the few to have ever tried plumbing the great unknown</p><p>that is the Desolation. Most have deemed it too dangerous</p><p>or devoid of anything of value, but there are always legends of</p><p>some great knight who fell on the battlefield clutching his powerful</p><p>sword that was never recovered or some powerful wizard</p><p>whose mighty staff disappeared in the melee and must still be</p><p>lying out there somewhere. Perhaps the party just wants to be the</p><p>first to have successfully braved the farthest corners of the Desolation</p><p>and lived to tell of it. Parties of a less lawful bent might be</p><p>interested in the rumors of burial mounds that were erected for</p><p>noble warriors who fell in battle and were interred with portions</p><p>of their riches.</p><p></p><p>2. Trail Blazers: A party of this level has many connections</p><p>gained over their career. One of these, a merchant-lord and</p><p>sometimes patron of their expeditions, has his eye on the</p><p>lucrative trade of the distant north. There are fortunes to be</p><p>made but the risks and expense are too great to make caravans</p><p>through the Desolation worthwhile. However, if a party</p><p>of proven adventurers could tame the area and open a safe</p><p>trade route, a monopoly on the new route could be established</p><p>and a fortune made by all. Maybe he wants someone to clear</p><p>the monsters out of the Desolation altogether, or perhaps he</p><p>just wants a safe route to be found that can easily be controlled</p><p>and kept secret. Either way such an endeavor has never been</p><p>successfully accomplished, but if the right group could be persuaded</p><p>to undertake the task…</p><p></p><p>3. Land Grant: Rewards come in many forms to parties of successful</p><p>adventurers, not always just heaps of gold and magic items.</p><p>For the successful completion of a recent mission a king has bestowed</p><p>upon a member of the party noble title and grant to land</p><p>at the farthest flung reaches of his holdings. The land just so happens</p><p>to be in the Desolation. The party must come to the Desolation</p><p>to try and not only bring order to the Camp but tame the</p><p>wilds of the Desolation as well in order to establish their fiefdom.</p><p>A variation on this theme is that a newly ennobled baron has just</p><p>received such a grant and needs to hire a party of adventurers to</p><p>reclaim his lands for him. Perhaps minor titles and land grants</p><p>await them if they are successful.</p><p></p><p>4. Save the Forest: If the party is of a more naturalist demeanor (druids,</p><p>rangers, barbarians, etc.) they could come to the Desolation</p><p>in order to erase the centuries-old blight from the lands. Common</p><p>wisdom says that surely some source of evil taint remains to keep</p><p>the land corrupted, so if such a taint were discovered and removed</p><p>the forces of Nature could begin their process of rehabilitating the</p><p>accursed ground.</p><p></p><p>5. Sleepless Knights: A cleric of Muir has located in the temple</p><p>archives a set of orders issued by Zelkor during the Battle of Tsar</p><p>that somehow survived and were transported back to civilized</p><p>lands. These orders detail the assignment of the paladin lord Bishu</p><p>and his company, adherents to the faith of Muir, to hold the city</p><p>of Tsar and await relief from the Army of Light. Lord Bishu was</p><p>always thought lost in the Dungeon of Graves like the rest of the</p><p>Army of Light. The fact that he never returned and the possibility</p><p>that he or some of his command may have survived for some</p><p>time at Tsar holding to their duty has ignited the church hierarchy.</p><p>What did Bishu accomplish during his time in the city? Do</p><p>his bones, surely now sacred relics of the church, still rest there</p><p>awaiting repatriation? Could he or any of his knights somehow</p><p>by the grace of the gods have survived all the intervening span of</p><p>years and man their posts still awaiting relief? The church cannot</p><p>afford to send any of its own on a possibly foolhardy mission into</p><p>unknown danger with only a small hope of success, but adventuring</p><p>parties are often known to undertake such assignments.</p><p></p><p>6. Sinister Secrets: Zelkor was not the only one suspicious of the</p><p>disciples’ sudden withdrawal from the city after the Battle of Tsar.</p><p>The record of that event is well-known and has been pondered by</p><p>many since that day. Was it all just to trap to destroy the Army of</p><p>Light at Rappan Athuk? If so why not reoccupy Tsar, a vast and</p><p>defensible temple-city along a lucrative trade route, instead of settling</p><p>for a dingy hole in the ground in some far flung forest. Could</p><p>the entire withdrawal and debacle in the Forest of Hope have been a</p><p>ruse within ruse to draw attention away from seemingly abandoned</p><p>Tsar for some other, altogether unguessed reason? Questions such</p><p>as these and more have been on the minds of the patriarchs of the</p><p>temples of Thyr and Muir for some time. Now they wish to send in</p><p>a small group to infiltrate the unplumbed ruins and discover what</p><p>sinister secret may have been kept so well for so long. This hook</p><p>works well with parties of a noble or holy content.[/sblock]</p></blockquote><p></p>
[QUOTE="Malvoisin, post: 5953386, member: 40128"] Some possible adventurer hooks to consider using or adapting: [sblock=Hooks] 1. To Boldly Go: The Desolation is a largely ignored and unexplored wasteland where two massive armies virtually smashed themselves to pieces. Those who have braved its depths have hurriedly passed through studiously ignoring the battleground around them and the ruined city it surrounds. Surely something of value remains to be gleaned from such a cataclysmic conflict of old. In this instance, the party, having gained enough power to attempt it, can be one of the few to have ever tried plumbing the great unknown that is the Desolation. Most have deemed it too dangerous or devoid of anything of value, but there are always legends of some great knight who fell on the battlefield clutching his powerful sword that was never recovered or some powerful wizard whose mighty staff disappeared in the melee and must still be lying out there somewhere. Perhaps the party just wants to be the first to have successfully braved the farthest corners of the Desolation and lived to tell of it. Parties of a less lawful bent might be interested in the rumors of burial mounds that were erected for noble warriors who fell in battle and were interred with portions of their riches. 2. Trail Blazers: A party of this level has many connections gained over their career. One of these, a merchant-lord and sometimes patron of their expeditions, has his eye on the lucrative trade of the distant north. There are fortunes to be made but the risks and expense are too great to make caravans through the Desolation worthwhile. However, if a party of proven adventurers could tame the area and open a safe trade route, a monopoly on the new route could be established and a fortune made by all. Maybe he wants someone to clear the monsters out of the Desolation altogether, or perhaps he just wants a safe route to be found that can easily be controlled and kept secret. Either way such an endeavor has never been successfully accomplished, but if the right group could be persuaded to undertake the task… 3. Land Grant: Rewards come in many forms to parties of successful adventurers, not always just heaps of gold and magic items. For the successful completion of a recent mission a king has bestowed upon a member of the party noble title and grant to land at the farthest flung reaches of his holdings. The land just so happens to be in the Desolation. The party must come to the Desolation to try and not only bring order to the Camp but tame the wilds of the Desolation as well in order to establish their fiefdom. A variation on this theme is that a newly ennobled baron has just received such a grant and needs to hire a party of adventurers to reclaim his lands for him. Perhaps minor titles and land grants await them if they are successful. 4. Save the Forest: If the party is of a more naturalist demeanor (druids, rangers, barbarians, etc.) they could come to the Desolation in order to erase the centuries-old blight from the lands. Common wisdom says that surely some source of evil taint remains to keep the land corrupted, so if such a taint were discovered and removed the forces of Nature could begin their process of rehabilitating the accursed ground. 5. Sleepless Knights: A cleric of Muir has located in the temple archives a set of orders issued by Zelkor during the Battle of Tsar that somehow survived and were transported back to civilized lands. These orders detail the assignment of the paladin lord Bishu and his company, adherents to the faith of Muir, to hold the city of Tsar and await relief from the Army of Light. Lord Bishu was always thought lost in the Dungeon of Graves like the rest of the Army of Light. The fact that he never returned and the possibility that he or some of his command may have survived for some time at Tsar holding to their duty has ignited the church hierarchy. What did Bishu accomplish during his time in the city? Do his bones, surely now sacred relics of the church, still rest there awaiting repatriation? Could he or any of his knights somehow by the grace of the gods have survived all the intervening span of years and man their posts still awaiting relief? The church cannot afford to send any of its own on a possibly foolhardy mission into unknown danger with only a small hope of success, but adventuring parties are often known to undertake such assignments. 6. Sinister Secrets: Zelkor was not the only one suspicious of the disciples’ sudden withdrawal from the city after the Battle of Tsar. The record of that event is well-known and has been pondered by many since that day. Was it all just to trap to destroy the Army of Light at Rappan Athuk? If so why not reoccupy Tsar, a vast and defensible temple-city along a lucrative trade route, instead of settling for a dingy hole in the ground in some far flung forest. Could the entire withdrawal and debacle in the Forest of Hope have been a ruse within ruse to draw attention away from seemingly abandoned Tsar for some other, altogether unguessed reason? Questions such as these and more have been on the minds of the patriarchs of the temples of Thyr and Muir for some time. Now they wish to send in a small group to infiltrate the unplumbed ruins and discover what sinister secret may have been kept so well for so long. This hook works well with parties of a noble or holy content.[/sblock] [/QUOTE]
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