[Rant, Help!!] I have fallen, and I can't get up.

TheDood

First Post
You know what it's like, half the party died the last adventure, transforming them in the eyes of the other, living characters into treasure chests waiting to be plundered. Demands of "less monsters with special abilities, more monsters that just hack and slash (But they still want intrigue, story, etc..)" are circulated by the PCs during the week. Uninspired by this fellowship of greed and mistrust, you cannot come up with an adventure (even in a world that is about to become the battleground between heaven and hell.), and people are beginning to show up. So after a charisma based rogue and a half-made cleric ("I don't understand spells and cleric's just choose whatever they want each day, so I'll do that") show up on a night where the adventure is likely to have the plot of American Gladiators (Does this still exist?), You rip an "adventure" from someplace unpleasant.

So, basically I wasn't prepared for our last session and ended up digging a hole for myself that I'm having trouble inspiring myself out off. So I have come here for help, hoping that someone can give me a bit of a kick in regards to where the adventure will lead.

The party includes (All 5th level equivalent):
An arrogant Noble (A charisma based Rogue, doesn't wear armour.)
Drow warrior (A Defensive Two-weapon fighter.)
Elf Wizard (Standard wizard)
Priest of Nesirie (Cleric of Good and Protection.)

Last session
Hired by two dwarves, one of which had leperacy. For 200gp worth of silver ingots they agreed to free the dwarves friends from a two-headed giant (Half-Fiend Ettin). After talking to a nearby logging community and discovering that the odd person went missing, they then tracked down a pit surrounded by spilt blood and speared heads, this they believed to be the Ettin's home base. After descending into the pit using some rope, they were hailed with arrows from a unseen but much greater enemy. They retreated back up the rope but not before discovering a staircase leading deeper into the ground.

Currently the party is looking for another entrance into the pit.

The next session is two days away and I only have an encounter prepared and ideas would be appreciated (especially on how to include the rogue).

DM Notes:

The Ettin's favoured weapon are humans wrapped in chains (ala a certain Diablo II monster). This is merely flavour, use Greatclub stats.

Finding the sword.
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"Bones crack beneath your feet as you descend from the stairs into the room. It appears to be an old dining room completed with dust covered table and chairs. Skeletons of various beasts line the floor, covered with cobwebs. Other passages appear to have been connected to this room, but have long since caved-in. A more recently deceased body lies face down in the dirt, a broken arrow shaft sticking out of the elderly man's lower thigh. His husk of a body clutching an object wrapped in heshen."

Searching the body will reveal a Spellbook/Journal and The Wailing Blade.

The Wailing Blade
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A razor-sharp obsidian blade of Drow construction. It is said that when the wielder looks into the blade that he can see the trapped souls of the foes the blade has taken. Worse still, is the blade is never satisfied with the amount of blood it drinks and constantly emits a piercing scream, demanding more.
 
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the half-fiend ettin is actually a part of a cult within the area. the purpose of this cult is to create entrances to the lower planes, either to demons or devils, depending on what the ettin's parentage.

anyway, the half-fiend ettin has kidnapped the dwarves for sacrifice to some fiendish power. the half-fiend ettin is served by low-level around 1st or 2nd level evil clerics. the pit in the ground is actually a small temple dedicated to this evil deity.

not all the dwarves are being used for sacrifice. a select few are being used by the resident evil wizard, maybe 6th level, in evil experiments. the dwarves are now mindless slaves to the wizard and have some kind of weird template. the character's should not kill the dwarves, but instead try to capture them and bring them back to their dwarven friends, who can possibly cure them. if the party kills these dwarves, the dwarves who hired them will be very upset.

after the party succeeds in bringing down this cult, they can probably find clues that there are other cults similar to this spreading around the country side, seeking to open gates.

the leader of this cult, some high level archmage, has discovered a way to siphon power from these gates using an ancient artifact. the power from the evil plane is stored in the artifact and transferred to him. each gate that is opened has a special device that sends the power from the plane to the ancient artifact.
 

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