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The Bespoke Adventure (an experiment)
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<blockquote data-quote="BookTenTiger" data-source="post: 9032470" data-attributes="member: 6685541"><p><strong><span style="font-size: 26px">The Town</span></strong></p><p></p><p>For each part of this adventure, I created brief descriptions with blanks left in. I then randomly rolled for which character would fill in each blank, and when there were multiple options left over (such as multiple proficiencies to choose from), I rolled randomly for that too.</p><p></p><p>I'm starting with a brief description of the town and two rival organizations. In a later installment, I'll be generating specific NPC's. Again, everything is bespoke, so I'm pulling from the features and traits of the characters.</p><p></p><p>If you just want to see the starting town I generated (including a quick map I made on Inkarnate), scroll down now. I'll post in Spoiler boxes all the little steps I took along the way...</p><p></p><p><strong><span style="font-size: 22px">Step 1: The Template</span></strong></p><p>[spoiler]</p><p>I wrote up a template to use for the Town, the Main Organization, and the Rival Organization. I made note of which feature I was going to pull from a random character.</p><p></p><p><strong>Description & Theme</strong></p><p>We begin in a community of people (identity and identity) known for their skill (proficiency) but lacking in a certain capability (ability).</p><p></p><p><strong>Major Organization</strong></p><p>The community is run by an organization of people (identity) who share a belief (ideal) and have renown in a certain skill (proficiency). The organization wishes to overcome a challenge (flaw). This organization is being harmed by the denizens of a nearby dungeon.</p><p></p><p><strong>Rival Organization</strong></p><p>The major organization is rivaled by an organization of people (identity) who share a weakness (flaw), and who are experts at a skill (proficiency). This organization is secretly working with the denizens of a nearby dungeon in order to achieve a goal (bond).</p><p>[/spoiler]</p><p></p><p><strong><span style="font-size: 22px">Step 2: Rolling for Features</span></strong></p><p>[spoiler]</p><p>I rolled randomly to determine the order in which to pull features and traits from each character. Then I rolled randomly to determine which of the features or traits to plug in. Here's what I got:</p><p></p><p><strong>Description & Theme</strong></p><p>We begin in a community of people (Durv Dabbler: criminals and Corva Cloudsong: far travelers) known for their skill (Bella Gull: water vehicles) but lacking in a certain capability (Armond DeMontan: favored enemy: undead).</p><p></p><p><strong>Major Organization</strong></p><p>This community is run by an organization of people (Durv Dabbler: artificers) who share a belief (Bella Gull: People. I’m committed to my crew mates, not to ideals) and have renown in a certain skill (Armond DeMontant: perception). The organization wishes to overcome a challenge (Corva Cloudsong: I don’t take kindly to the actions and motivations of the people of this land, because these folks are different than me). This organization is being harmed by the denizens of a nearby dungeon.</p><p></p><p><strong>Rival Organization</strong></p><p>The major organization is rivaled by an organization of people (Bella Gull: rogues) who share a weakness (Armond DuMontan: I obey the law, even if the law causes misery), and who are experts at a skill (Durv Dabbler: cook’s utensils). This organization is secretly working with the denizens of a nearby dungeon in order to achieve a goal (Corva Cloudsong: I’m fascinated by the beauty and wonder of this new land).</p><p>[/spoiler]</p><p></p><p><strong><span style="font-size: 22px">Step 3: Interpreting the Results</span></strong></p><p>Finally, I wrote it all up as a description of the town. Here's the description, as well as a basic map!</p><p></p><p><strong><span style="font-size: 22px">Kraken's Folly</span></strong></p><p>[ATTACH=full]286293[/ATTACH]</p><p></p><p>We begin on an island, just off the coast of the mainland, renown for its beauty and magic. A dormant volcano rises from a lush green jungle; the shallow reefs surrounding the island are all shades of blue, turquoise, and jade. A shaggy little town works its way from the crater carved into the side of the volcano, down zig-zag ridges through the jungle and to the sea, where a crazy network of wooden walkways, piers, and docs greets ships from all over the ocean. The town is called different names in different languages, but most agree to call it Kraken’s Folly. It does look a bit like a crazed squid, with the volcano as its body and the dozens of piers as its tentacles.</p><p></p><p>Kraken’s Folly is a lawless town, home to sailors, pirates, smugglers, and travelers from lands spanning the globe. Most stop here on their way to the nearest mainland port, a large city-state called Brightstar. For all its known history, Brightstar has beheld Kraken’s Folly as both a nuisance and an object of great desire. The island harbors not just criminals, but also a source of powerful magic; a great phoenix said to be slumbering deep inside the dormant volcano the locals call Phoenix Spire.</p><p></p><p>A cabal of artificers, the Scarlet Seers, has long laid claim to this island. They use the magical heat generated by the slumbering phoenix to power their experimentations with alchemies and constructs. To protect Kraken’s Folly from Brightstar, the Scarlet Seers built a series of magical lighthouses shaped like proud phoenixes. They cast a red beam over the uneasy waters of the ocean, searching out for enemies. It is said these lighthouses can even see onto the mainland, into the most secret chambers of the Brightstar Council, and spy upon their politics and plans!</p><p></p><p>Unfortunately, there is a downside to living above a sleeping phoenix. The dormant magic has infused the jungle, and anything that dies there rises as an ash zombie. Some wonder if this infestation of undead is a curse spawned by the experimentations of the Scarlet Seers. Others think they are manifestations of the great phoenix’s nightmares. Whatever the cause, the ash zombies are a constant scourge to the people of Kraken’s Folly.</p><p></p><p>There is another threat to the island. A group of partisan saboteurs has infiltrated the community. Working for Brightstar, the gang known as the Phantoms is attempting to dismantle the lighthouses and prepare Kraken’s Folly for invasion. They have taken over the Guild of Oils and Salts, an organization of merchants who run stalls selling food from all over the world. But when the night’s revelers finally retreat, the stalls close, and the Phantoms meets to share what information they have learned and to revise their plans. Any day now they will strike. Brightstar’s most powerful warships await their signal.</p><p></p><p><strong><span style="font-size: 22px">Reflection</span></strong></p><p></p><p>Man, this was fun. It reminds me of running the game Ironlands. I loved how it all came together: an outlaw island town, the undead, the alchemist's keeping an eye on things... I think this would be a really fun starting location for these characters! Already they'd have a lot to do. I could see Armond DeMontan being upset at all these outlaws, but still wanting to protect them from the undead. Bella Gull would feel right at home amongst all these sailors. Corva Cloudsong would be very interested in such a unique location. And Durv Dabbler would be intrigued by both the Scarlet Seers as alchemists, and the Guild of Oils and Salts (he might even stumble upon their secret... or be recruited into their gang!).</p><p></p><p>I can't wait to find out more about Kraken's Folly. After I generate more information on the Wilderness and Dungeon, I'll be returning here to come up with NPC's and important locations.</p><p></p><p><strong><span style="font-size: 22px">Next Steps</span></strong></p><p></p><p>Next we are going to generate another overview, this time of the Wilderness surrounding Kraken's Folly!</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9032470, member: 6685541"] [B][SIZE=7]The Town[/SIZE][/B] For each part of this adventure, I created brief descriptions with blanks left in. I then randomly rolled for which character would fill in each blank, and when there were multiple options left over (such as multiple proficiencies to choose from), I rolled randomly for that too. I'm starting with a brief description of the town and two rival organizations. In a later installment, I'll be generating specific NPC's. Again, everything is bespoke, so I'm pulling from the features and traits of the characters. If you just want to see the starting town I generated (including a quick map I made on Inkarnate), scroll down now. I'll post in Spoiler boxes all the little steps I took along the way... [B][SIZE=6]Step 1: The Template[/SIZE][/B] [spoiler] I wrote up a template to use for the Town, the Main Organization, and the Rival Organization. I made note of which feature I was going to pull from a random character. [B]Description & Theme[/B] We begin in a community of people (identity and identity) known for their skill (proficiency) but lacking in a certain capability (ability). [B]Major Organization[/B] The community is run by an organization of people (identity) who share a belief (ideal) and have renown in a certain skill (proficiency). The organization wishes to overcome a challenge (flaw). This organization is being harmed by the denizens of a nearby dungeon. [B]Rival Organization[/B] The major organization is rivaled by an organization of people (identity) who share a weakness (flaw), and who are experts at a skill (proficiency). This organization is secretly working with the denizens of a nearby dungeon in order to achieve a goal (bond). [/spoiler] [B][SIZE=6]Step 2: Rolling for Features[/SIZE][/B] [spoiler] I rolled randomly to determine the order in which to pull features and traits from each character. Then I rolled randomly to determine which of the features or traits to plug in. Here's what I got: [B]Description & Theme[/B] We begin in a community of people (Durv Dabbler: criminals and Corva Cloudsong: far travelers) known for their skill (Bella Gull: water vehicles) but lacking in a certain capability (Armond DeMontan: favored enemy: undead). [B]Major Organization[/B] This community is run by an organization of people (Durv Dabbler: artificers) who share a belief (Bella Gull: People. I’m committed to my crew mates, not to ideals) and have renown in a certain skill (Armond DeMontant: perception). The organization wishes to overcome a challenge (Corva Cloudsong: I don’t take kindly to the actions and motivations of the people of this land, because these folks are different than me). This organization is being harmed by the denizens of a nearby dungeon. [B]Rival Organization[/B] The major organization is rivaled by an organization of people (Bella Gull: rogues) who share a weakness (Armond DuMontan: I obey the law, even if the law causes misery), and who are experts at a skill (Durv Dabbler: cook’s utensils). This organization is secretly working with the denizens of a nearby dungeon in order to achieve a goal (Corva Cloudsong: I’m fascinated by the beauty and wonder of this new land). [/spoiler] [B][SIZE=6]Step 3: Interpreting the Results[/SIZE][/B] Finally, I wrote it all up as a description of the town. Here's the description, as well as a basic map! [B][SIZE=6]Kraken's Folly[/SIZE][/B] [ATTACH type="full" width="494px"]286293[/ATTACH] We begin on an island, just off the coast of the mainland, renown for its beauty and magic. A dormant volcano rises from a lush green jungle; the shallow reefs surrounding the island are all shades of blue, turquoise, and jade. A shaggy little town works its way from the crater carved into the side of the volcano, down zig-zag ridges through the jungle and to the sea, where a crazy network of wooden walkways, piers, and docs greets ships from all over the ocean. The town is called different names in different languages, but most agree to call it Kraken’s Folly. It does look a bit like a crazed squid, with the volcano as its body and the dozens of piers as its tentacles. Kraken’s Folly is a lawless town, home to sailors, pirates, smugglers, and travelers from lands spanning the globe. Most stop here on their way to the nearest mainland port, a large city-state called Brightstar. For all its known history, Brightstar has beheld Kraken’s Folly as both a nuisance and an object of great desire. The island harbors not just criminals, but also a source of powerful magic; a great phoenix said to be slumbering deep inside the dormant volcano the locals call Phoenix Spire. A cabal of artificers, the Scarlet Seers, has long laid claim to this island. They use the magical heat generated by the slumbering phoenix to power their experimentations with alchemies and constructs. To protect Kraken’s Folly from Brightstar, the Scarlet Seers built a series of magical lighthouses shaped like proud phoenixes. They cast a red beam over the uneasy waters of the ocean, searching out for enemies. It is said these lighthouses can even see onto the mainland, into the most secret chambers of the Brightstar Council, and spy upon their politics and plans! Unfortunately, there is a downside to living above a sleeping phoenix. The dormant magic has infused the jungle, and anything that dies there rises as an ash zombie. Some wonder if this infestation of undead is a curse spawned by the experimentations of the Scarlet Seers. Others think they are manifestations of the great phoenix’s nightmares. Whatever the cause, the ash zombies are a constant scourge to the people of Kraken’s Folly. There is another threat to the island. A group of partisan saboteurs has infiltrated the community. Working for Brightstar, the gang known as the Phantoms is attempting to dismantle the lighthouses and prepare Kraken’s Folly for invasion. They have taken over the Guild of Oils and Salts, an organization of merchants who run stalls selling food from all over the world. But when the night’s revelers finally retreat, the stalls close, and the Phantoms meets to share what information they have learned and to revise their plans. Any day now they will strike. Brightstar’s most powerful warships await their signal. [B][SIZE=6]Reflection[/SIZE][/B] Man, this was fun. It reminds me of running the game Ironlands. I loved how it all came together: an outlaw island town, the undead, the alchemist's keeping an eye on things... I think this would be a really fun starting location for these characters! Already they'd have a lot to do. I could see Armond DeMontan being upset at all these outlaws, but still wanting to protect them from the undead. Bella Gull would feel right at home amongst all these sailors. Corva Cloudsong would be very interested in such a unique location. And Durv Dabbler would be intrigued by both the Scarlet Seers as alchemists, and the Guild of Oils and Salts (he might even stumble upon their secret... or be recruited into their gang!). I can't wait to find out more about Kraken's Folly. After I generate more information on the Wilderness and Dungeon, I'll be returning here to come up with NPC's and important locations. [B][SIZE=6]Next Steps[/SIZE][/B] Next we are going to generate another overview, this time of the Wilderness surrounding Kraken's Folly! [/QUOTE]
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