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<blockquote data-quote="ichabod" data-source="post: 447420" data-attributes="member: 1257"><p><strong>Re: The Rat Bastard?s Club is now recruiting new members!</strong></p><p></p><p><strong></strong></p><p><strong>I am experimenting with a more free form game these days, where I've made teh world and the major potential storylines, and I let the players do what they want. Then I build the campaign "in front of them," based on their actions.</strong></p><p><strong>I have my own setting, which I've been thinking about for a long time. They way to make it really work hit me about a year ago, and we've be playing in it for about three months. It's called Dome of Heaven, and it's a very large, flat world, with a dome overhead that is heaven.</strong></p><p><strong>I like to run the same characters from low levels all the way up. My current players started at 3rd level, and just made 5th, but I hope to run with them all the way up to epic levels.</strong></p><p><strong></strong></p><p><strong>Well, at five unconnected points in my gaming career I have been described as an "evil bastard," so I figure I'm halfway there. I like little things as well as big ones, like the door with three locks. The first two locks had poison needle traps. The third lock's trap relocked the first two locks. </strong></p><p><strong></strong></p><p><strong>I don't know if this is the right form for Iron DM, but here is an outline of an adventure:</strong></p><p><strong>The party has come to this area of wilderness because in a previous adventure they learned of a necromancer's tower that used to be in this area, which might have treasure or arcane secrets hidden in it. However, after much searching around, and perhaps running into a random monster appropriate for the area, they find taht the twoer is just a ruined circle of stones, with some scattered glassware and other arcane remains. Evening is coming and a storm rolls in, forcing the characters to seek shelter. The ruined tower is on a hill top, and a flash of lightning reveals what looks like a windmill off in the distance.</strong></p><p><strong>When the players get to the windmill and search it, they find a well hidden trap door. It has a puzzle lock using archaic symbols for the three heavens and the three hells of the thirteen heresy, which must be juxtaposed correctly (this is something from my world, insert appropriate afterlife puzzle lock for your world here). It leads to the necromancer's actual lair, the tower being a decoy. The necromancer is dead, but there are various traps and remaining undead to be dealt with. One thing that will be found in the complex is the necromancer's last project. Using his netherworld contacts he learned how to create a new kind of Quall's feather token (not really new so much as lost knowledge). This is the wings feather token, which can give any creature or vehicle wings allowing it to fly (duration depending on weight of the object.</strong></p><p><strong>Now, remeber that storm? It was not a natural storm. what happened was that a half-orc pirate operating nearby accidentally tangled with a wizard who was out of his league. The wizard conjured a magical storm to cast the pirate inland. The half-orc survived, although his ship (which is magical) is now stuck in the trees in the middle of nowhere, and the members of his crew that survived have abandoned him. If that wasn't enough to make him sad, the whole storm incident was showy enough to attract the attention of a succubus who has been trying to get the half-orc. It seems his soul is overdue in hell, and he's been using magic to avoid this.</strong></p><p><strong>Anyway, when the characters get out of the necromancer's lair, they will come across the half-orc fighting with the succubus. He will call for help, and if the characters come to his aid the succubus will retreat. The half-orc (who will call himself Durruk) will claim to be a woodsman who looks over the area, who was attacked by the succubus when the "unnatural" storm came in. He will try to stay with the group, hoping to steal from them and disappear. If he learns about the feather token, he will try to take it to get his ship back to water. Meanwhile, the succubus will be out there stalking Durruk. If she can get Durruk's soul she will leave the characters alone, but she wants that soul badly. If the PCs can figure out what's up with Durruk, they can free the ship themselves. However, the enchantments on the boat protect it from strange users, unless they have Durruk's skeleton key (which he hid in a cache in the woods before getting attacked by the succubus). </strong></p><p><strong></strong></p><p><strong>I have some D&D resources up on my web page at <a href="http://www.xenomind.com," target="_blank">www.xenomind.com,</a> but nothing on my campaign. If you email me, I can send you some of the player's handout I wrote up for it, however. </strong></p><p><strong></strong></p><p><strong>My public email is <a href="mailto:junk@xenomind.com">junk@xenomind.com</a>. Contact me there if you want my personal email.</strong></p></blockquote><p></p>
[QUOTE="ichabod, post: 447420, member: 1257"] [b]Re: The Rat Bastard?s Club is now recruiting new members![/b] [B] I am experimenting with a more free form game these days, where I've made teh world and the major potential storylines, and I let the players do what they want. Then I build the campaign "in front of them," based on their actions. I have my own setting, which I've been thinking about for a long time. They way to make it really work hit me about a year ago, and we've be playing in it for about three months. It's called Dome of Heaven, and it's a very large, flat world, with a dome overhead that is heaven. I like to run the same characters from low levels all the way up. My current players started at 3rd level, and just made 5th, but I hope to run with them all the way up to epic levels. Well, at five unconnected points in my gaming career I have been described as an "evil bastard," so I figure I'm halfway there. I like little things as well as big ones, like the door with three locks. The first two locks had poison needle traps. The third lock's trap relocked the first two locks. I don't know if this is the right form for Iron DM, but here is an outline of an adventure: The party has come to this area of wilderness because in a previous adventure they learned of a necromancer's tower that used to be in this area, which might have treasure or arcane secrets hidden in it. However, after much searching around, and perhaps running into a random monster appropriate for the area, they find taht the twoer is just a ruined circle of stones, with some scattered glassware and other arcane remains. Evening is coming and a storm rolls in, forcing the characters to seek shelter. The ruined tower is on a hill top, and a flash of lightning reveals what looks like a windmill off in the distance. When the players get to the windmill and search it, they find a well hidden trap door. It has a puzzle lock using archaic symbols for the three heavens and the three hells of the thirteen heresy, which must be juxtaposed correctly (this is something from my world, insert appropriate afterlife puzzle lock for your world here). It leads to the necromancer's actual lair, the tower being a decoy. The necromancer is dead, but there are various traps and remaining undead to be dealt with. One thing that will be found in the complex is the necromancer's last project. Using his netherworld contacts he learned how to create a new kind of Quall's feather token (not really new so much as lost knowledge). This is the wings feather token, which can give any creature or vehicle wings allowing it to fly (duration depending on weight of the object. Now, remeber that storm? It was not a natural storm. what happened was that a half-orc pirate operating nearby accidentally tangled with a wizard who was out of his league. The wizard conjured a magical storm to cast the pirate inland. The half-orc survived, although his ship (which is magical) is now stuck in the trees in the middle of nowhere, and the members of his crew that survived have abandoned him. If that wasn't enough to make him sad, the whole storm incident was showy enough to attract the attention of a succubus who has been trying to get the half-orc. It seems his soul is overdue in hell, and he's been using magic to avoid this. Anyway, when the characters get out of the necromancer's lair, they will come across the half-orc fighting with the succubus. He will call for help, and if the characters come to his aid the succubus will retreat. The half-orc (who will call himself Durruk) will claim to be a woodsman who looks over the area, who was attacked by the succubus when the "unnatural" storm came in. He will try to stay with the group, hoping to steal from them and disappear. If he learns about the feather token, he will try to take it to get his ship back to water. Meanwhile, the succubus will be out there stalking Durruk. If she can get Durruk's soul she will leave the characters alone, but she wants that soul badly. If the PCs can figure out what's up with Durruk, they can free the ship themselves. However, the enchantments on the boat protect it from strange users, unless they have Durruk's skeleton key (which he hid in a cache in the woods before getting attacked by the succubus). I have some D&D resources up on my web page at [url]www.xenomind.com,[/url] but nothing on my campaign. If you email me, I can send you some of the player's handout I wrote up for it, however. My public email is [email]junk@xenomind.com[/email]. Contact me there if you want my personal email.[/b] [/QUOTE]
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