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<blockquote data-quote="LostSoul" data-source="post: 449142" data-attributes="member: 386"><p><strong>Re: The Rat Bastard’s Club is now recruiting new members!</strong></p><p></p><p>I'll have a go at this... although the adventure I've written doesn't seem to be too great. A little too much rail-roading going on. Oh well, hopefully somebody will get some use out of it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I like low-level, low magic, grim & gritty.</p><p></p><p></p><p></p><p>Honestly, I don't. But I thought this might be fun.</p><p></p><p></p><p></p><p>Adventure Summary:</p><p></p><p>The succubus Shi'ina is preying on a small, coastal town, where a powerful demon's eye lies entombed beneath a hallowed site. She plans to get the heart for her demon master. Destroying the town and destroying the descendant of an old rival is just a bonus.</p><p></p><p>This is a low-level adventure; too much Divination magic may ruin the surprise. If this is the case, drop some kind of Alignment shielding item on Shi'ina. If you want to scale it up, increase the number of orcs in the windmill or replace them with some more powerful monster.</p><p></p><p>Background: </p><p></p><p>The small town of Drake's Bluff was established three generations ago by a well-known pirate-turned-holy-man. He travelled with an orcish Paladin, who won his heart, and they became man and wife. Over time, she bore him a strong, noble son.</p><p></p><p>Drake's career as a champion of justice came to an end after confronting a powerful demon lord named Gizer the Impaled. Although they were able to force Gizer into hiding, taking his powerful Eye in the process, Drake did not emerge unscathed. The demon took his leg along with the chance to continue his family and his orcish wife.</p><p></p><p>After this fateful encounter, Drake opted for the quiet life of an innkeeper. He beached his great ship and converted it into an inn as well as consecrating it as a temple to Fharlanghn. He eventually remarried to a good woman, and together they raised their half-orc child. Drake would not have another son; the wound from the demon saw to that.</p><p></p><p>Settlements sprung up around Drake's new inn, the <a href="http://www.wizards.com/dnd/images/mapofweek/3DrunkDuckInn.jpg" target="_blank">Drunk Duck Tavern</a> . Drake was the informal political and spiritual leader of the town, protecting it from raids from a nearby orc tribe, the Broken Fist. Eventually Drake secured the lands, forming a truce with the orcs, even trading with them on occasion.</p><p></p><p>After many long years of fruitless study focusing on the destruction Gizer's Eye, and Drake's health fading, he created a vault within his inn to hold the evil artifact. Using a carving made from his own thigh bone as the key, he hoped to see the Eye fade from the world and Gizer's fortune with it.</p><p></p><p>The settlement still grew rapidly after Drake's death, a town of its own now: Drake's Bluff. His half-orc son, Utu, feeling the same wanderlust that drove his father to take up piracy, left the Drunk Duck Tavern to find a life of his own. His adventures were many, and he became respected as a strong and just warrior. He returned to his mother's tribe and became smitten with an orcish woman named Bhrin, a match for him in every way. When the thirst for adventure finally left the happy couple, they returned to Drake's Bluff, a thriving, self-sufficient community, and built a windmill on the bluffs overlooking the town.</p><p></p><p>They had a son of their own, a well-meaning and gentle soul named Drakkar. They took comfort in the simple, quiet life they led, preferring their own company. But this isolation and simmering racial tensions led to rumours about the half-orcish family. The townspeople began to fear the "fierce orc warrior and his barbarian wife". With the passing of that generation (for orcs live short lives), Drake's connection to the young Drakkar was lost to the townspeople.</p><p></p><p>Drakkar had few friends, but grew close to those he had. Especially a girl named Eliza, a beautiful young thing. They spent most of their childhood playing together, to the chagrin of Eliza's parents. When Drakkar came of age, he found that the fondness of youth had grown into something more. He loved the human girl. When his father took him to the woods to give him his scar of manhood and his orcish name Chagra, "Strength of the stone", he told the young half-orc to leave the flesh over his heart untouched. "For when you find your true love, then you may cut your flesh, the pain and blood a symbol of your sacrifice for her, for the other." Drakkar cut himself that very day.</p><p></p><p>Eliza did not return Drakkar's feelings. She cared for him, and loved him as a brother. He tried to woo her, at first in the human way, with song and dance and the written word, with paintings and carvings and valued treasures. When these did not change her heart, he tried the orcish way. With hunts in her honour, feats of strength and courage. He fought a bear by himself, taking away one of its claws and scars across his face. But still Eliza would not, could not change the feelings in her heart.</p><p></p><p>Drakkar resigned himself to unrequited love, to love her from afar. But his heart bled each time he saw her with another man. It broke when she announced her engagement to the innkeeper's son, a proud and strong young man named Rurick.</p><p></p><p>The engagement came as a shock to no one. The beauty of Eliza was well known, and Rurick was a handsome man of good station. What would have shocked about their bond was the hand that Shi'ina, the Whore of the Black Heart, had to play in the affair.</p><p></p><p>Shi'ina, a servant of Gizer the Impaled, had come to Drake's Bluff to gather Gizer's Eye. She moved into town in the guise of an old crone, a refugee from a far-off land, looking for a place to spend her few remaining years. She passed herself off as a midwife, a woman with vast knowledge of nature and its secrets. (Shi'ina's Knowledge skill is Nature.) She Suggested to Eliza that she consummate her relationship with Rurick, under the guise that it would bring them closer together. She whispered in Rurick's ear, as well, turning the good man into a jealous mate, violently so.</p><p></p><p>Soon, Eliza was with child, and marriage was necessary.</p><p></p><p>She sowed the seeds of distrust for Drakkar among the community, taking his shape and stealing what small things she could, always making her presence known. The people of Drake's Bluff challenged Drakkar, but there was no evidence to prove he was guilty. Even so, the townspeople - especially Rurick - made it known that Drakkar should stay out of Drake's Bluff for his own safety.</p><p></p><p>Shi'ina also made contact with the orcs of the Broken Fist tribe, bringing them into the worship of Gizer the Impaled. She seduced the noble orcs and fanned the flames of their old hatred. Drake's Bluff was their land by right and by destiny. With the marriage date ensured, she promised them a virgin sacrifice and "pleasures unknown to the mortal world" if they take the windmill on that night.</p><p></p><p>The day of the wedding comes. Shi'ina slips into the bride's chambers in the guise of Rurick and seduces the maid of honour. She ensures their embrace is seen by Eliza. This sight is too much for the young bride to bear, and she runs off, leaving the wedding day behind her.</p><p></p><p>Hooks:</p><p></p><p>1. One of the PCs (or more) knows Rurick or Eliza. They have heard about the wedding and are excited to see their old friends (or relatives) take that next step. Plus, the free food and drink they serve at weddings is never a bad thing.</p><p></p><p>2. On the road, the PCs stop off at Drunk Duck Tavern and find a wedding taking place. Everybody knows weddings are full of free food, drink, and much merrymaking. A great chance to relax, kick back, and enjoy those hard-earned gold coins.</p><p></p><p>3. Reports that the tribe of the Broken Fist has been raiding along this road has brought our heroes to Drake's Bluff. The fact that there is a wedding going on doesn't make much difference. Well, except for the free food and drink.</p><p></p><p>The Adventure:</p><p></p><p>The Wedding: Everyone is restless. The bride seems late. The doors to the Drunk Duck Tavern open and the maid of honour walks in and whispers to the groom. (Sense Motive DC 15 gives the PCs a hint that the maid of honour has some feelings for the groom; DC 20 makes it obvious that she is enamoured with him, but he is oblivious. DC 30 and there is sexual tension coming from the maid of honour, obvious that she has known him, while he does not react in the same way at all.) "Eliza's gone..." (Listen DC 17) Rurick storms off. "That damned half-orc has taken her!" The wedding seems to have been cancelled. </p><p></p><p>Mob Rule: Outside the inn, Rurick seems to have taken charge. The old crone, Shi'ina in disguise, is standing nearby. The mob is ready to storm to Drakkar's windmill and take Eliza back by force. They've had enough of the half-orc in their midst. The mob is out for blood. With the night coming on, they light torches and head up the bluff.</p><p></p><p>The Windmill: When the mob approaches the windmill, the orcs that Shi'ina had seduced have already set up a defence. They loose some arrows (or javelins) into the mob. There is a fight; the PCs should win. They find Drakkar unarmed within the windmill, but this doesn't deter Rurick. He beats the half-orc (who doesn't fight back), and the mob ties him up. Rurick searches the windmill for Eliza, but cannot find her. He does, however, find an embroidered scarf of hers. The mob takes Drakkar back to town to force him to talk.</p><p></p><p>Busy Bee: Shi'ina caught up with Eliza in her crone form and took her back to her out of the way hut. Shi'ina tells Eliza that she will take care of things, and that Eliza is safe in her care. Shi'ina then Teleports back to the mob to watch the PCs "taking care of business"; she has a plan for them, as well. She mentions to the PCs that Eliza is at her place, but will not speak to anyone. These strong, noble strangers she might just open up to.</p><p></p><p>Shi'ina's Hut: Shi'ina leads the PCs back into the hut. She gives Eliza a draught of warm tea, to "calm her nerves". She makes sure that Eliza is speaking with the most noble PC; this is because the draught of tea is a Potion of Love. Eliza becomes enamoured and opens up to the PCs.</p><p></p><p>Eliza's Story: Eliza tells the PCs what happened to her, that Drakkar would never side with orcs, and that something must be done. She urges the PCs to stop Rurick from hanging Drakkar. She follows the PCs there, and will not take no for an answer. She must be near her new love. The PCs should leave, but Shi'ina (as the old crone) stays behind. From here, she Teleports back to town, finding Drakkar locked up. She gives him a Quall's Feather Token: Tree, telling him that if he casts it on the altar of Fharlanghn, He will whisk Drakkar to safety.</p><p></p><p>Confronting the mob: The PCs talk to the mob. Eliza confesses her love for the PC; this drives Rurick mad, and he strikes out at the PCs. Shi'ina, Teleporting to the scene, Suggests that the strangers should die. Drakkar, whenever the opportunity arises, casts the Feather Token onto the altar, destroying it and the Hallow effect. Shi'ina rushes in as the crone, searching for Gizer's Eye. PCs will be able to Spot her (DC 10), moving much faster than her old frame should allow. When she finds the vault, she screams: "A key? Damn that Drake! The half-orc must have it hidden in his windmill!" She then teleports away.</p><p></p><p>Back at the Windmill: The PCs should have a good reason to go to the windmill, hopefully... There they find the old crone digging around the place. Hopefully Drakkar will be with the PCs; if not, he slips away in the confusion on his own and makes his way back there. In that case, the PCs see Shi'ina interrogating Drakkar: "Where is the key? Where is your grandfather's key? Tell me!" (Unknown to everyone, Drakkar wears it around his neck as an amulet, as a family heirloom.) Shi'ina reveals herself here, letting the beans spill. This is the PC's chance to confront the evil in the town. She spills the beans here, gloating at the mayhem she has wrought. She offers the PCs treasure if they will help her. She will Teleport if the PCs can hurt her.</p><p></p><p>Epilogue: If Shi'ina is able to get the key, she takes off and gives it to Gizer the Impaled. If not, she dogs the PCs steps until she is able to get it.</p><p></p><p>Notes: This adventure hinges on certain things. 1. The PCs taking an interest in the well-being of a strange half-orc. 2. That they can confront Shi'ina back at the windmill. Kind of railroaded... oh well. Also, there isn't too much interaction with the half-orc. Too bad.</p><p></p><p>I don't have a story hour, but I did post something one of my characters wrote up: <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=28866" target="_blank">A Paladin's Heart</a></p></blockquote><p></p>
[QUOTE="LostSoul, post: 449142, member: 386"] [b]Re: The Rat Bastard’s Club is now recruiting new members![/b] I'll have a go at this... although the adventure I've written doesn't seem to be too great. A little too much rail-roading going on. Oh well, hopefully somebody will get some use out of it. ;) I like low-level, low magic, grim & gritty. Honestly, I don't. But I thought this might be fun. Adventure Summary: The succubus Shi'ina is preying on a small, coastal town, where a powerful demon's eye lies entombed beneath a hallowed site. She plans to get the heart for her demon master. Destroying the town and destroying the descendant of an old rival is just a bonus. This is a low-level adventure; too much Divination magic may ruin the surprise. If this is the case, drop some kind of Alignment shielding item on Shi'ina. If you want to scale it up, increase the number of orcs in the windmill or replace them with some more powerful monster. Background: The small town of Drake's Bluff was established three generations ago by a well-known pirate-turned-holy-man. He travelled with an orcish Paladin, who won his heart, and they became man and wife. Over time, she bore him a strong, noble son. Drake's career as a champion of justice came to an end after confronting a powerful demon lord named Gizer the Impaled. Although they were able to force Gizer into hiding, taking his powerful Eye in the process, Drake did not emerge unscathed. The demon took his leg along with the chance to continue his family and his orcish wife. After this fateful encounter, Drake opted for the quiet life of an innkeeper. He beached his great ship and converted it into an inn as well as consecrating it as a temple to Fharlanghn. He eventually remarried to a good woman, and together they raised their half-orc child. Drake would not have another son; the wound from the demon saw to that. Settlements sprung up around Drake's new inn, the [URL=http://www.wizards.com/dnd/images/mapofweek/3DrunkDuckInn.jpg]Drunk Duck Tavern[/URL] . Drake was the informal political and spiritual leader of the town, protecting it from raids from a nearby orc tribe, the Broken Fist. Eventually Drake secured the lands, forming a truce with the orcs, even trading with them on occasion. After many long years of fruitless study focusing on the destruction Gizer's Eye, and Drake's health fading, he created a vault within his inn to hold the evil artifact. Using a carving made from his own thigh bone as the key, he hoped to see the Eye fade from the world and Gizer's fortune with it. The settlement still grew rapidly after Drake's death, a town of its own now: Drake's Bluff. His half-orc son, Utu, feeling the same wanderlust that drove his father to take up piracy, left the Drunk Duck Tavern to find a life of his own. His adventures were many, and he became respected as a strong and just warrior. He returned to his mother's tribe and became smitten with an orcish woman named Bhrin, a match for him in every way. When the thirst for adventure finally left the happy couple, they returned to Drake's Bluff, a thriving, self-sufficient community, and built a windmill on the bluffs overlooking the town. They had a son of their own, a well-meaning and gentle soul named Drakkar. They took comfort in the simple, quiet life they led, preferring their own company. But this isolation and simmering racial tensions led to rumours about the half-orcish family. The townspeople began to fear the "fierce orc warrior and his barbarian wife". With the passing of that generation (for orcs live short lives), Drake's connection to the young Drakkar was lost to the townspeople. Drakkar had few friends, but grew close to those he had. Especially a girl named Eliza, a beautiful young thing. They spent most of their childhood playing together, to the chagrin of Eliza's parents. When Drakkar came of age, he found that the fondness of youth had grown into something more. He loved the human girl. When his father took him to the woods to give him his scar of manhood and his orcish name Chagra, "Strength of the stone", he told the young half-orc to leave the flesh over his heart untouched. "For when you find your true love, then you may cut your flesh, the pain and blood a symbol of your sacrifice for her, for the other." Drakkar cut himself that very day. Eliza did not return Drakkar's feelings. She cared for him, and loved him as a brother. He tried to woo her, at first in the human way, with song and dance and the written word, with paintings and carvings and valued treasures. When these did not change her heart, he tried the orcish way. With hunts in her honour, feats of strength and courage. He fought a bear by himself, taking away one of its claws and scars across his face. But still Eliza would not, could not change the feelings in her heart. Drakkar resigned himself to unrequited love, to love her from afar. But his heart bled each time he saw her with another man. It broke when she announced her engagement to the innkeeper's son, a proud and strong young man named Rurick. The engagement came as a shock to no one. The beauty of Eliza was well known, and Rurick was a handsome man of good station. What would have shocked about their bond was the hand that Shi'ina, the Whore of the Black Heart, had to play in the affair. Shi'ina, a servant of Gizer the Impaled, had come to Drake's Bluff to gather Gizer's Eye. She moved into town in the guise of an old crone, a refugee from a far-off land, looking for a place to spend her few remaining years. She passed herself off as a midwife, a woman with vast knowledge of nature and its secrets. (Shi'ina's Knowledge skill is Nature.) She Suggested to Eliza that she consummate her relationship with Rurick, under the guise that it would bring them closer together. She whispered in Rurick's ear, as well, turning the good man into a jealous mate, violently so. Soon, Eliza was with child, and marriage was necessary. She sowed the seeds of distrust for Drakkar among the community, taking his shape and stealing what small things she could, always making her presence known. The people of Drake's Bluff challenged Drakkar, but there was no evidence to prove he was guilty. Even so, the townspeople - especially Rurick - made it known that Drakkar should stay out of Drake's Bluff for his own safety. Shi'ina also made contact with the orcs of the Broken Fist tribe, bringing them into the worship of Gizer the Impaled. She seduced the noble orcs and fanned the flames of their old hatred. Drake's Bluff was their land by right and by destiny. With the marriage date ensured, she promised them a virgin sacrifice and "pleasures unknown to the mortal world" if they take the windmill on that night. The day of the wedding comes. Shi'ina slips into the bride's chambers in the guise of Rurick and seduces the maid of honour. She ensures their embrace is seen by Eliza. This sight is too much for the young bride to bear, and she runs off, leaving the wedding day behind her. Hooks: 1. One of the PCs (or more) knows Rurick or Eliza. They have heard about the wedding and are excited to see their old friends (or relatives) take that next step. Plus, the free food and drink they serve at weddings is never a bad thing. 2. On the road, the PCs stop off at Drunk Duck Tavern and find a wedding taking place. Everybody knows weddings are full of free food, drink, and much merrymaking. A great chance to relax, kick back, and enjoy those hard-earned gold coins. 3. Reports that the tribe of the Broken Fist has been raiding along this road has brought our heroes to Drake's Bluff. The fact that there is a wedding going on doesn't make much difference. Well, except for the free food and drink. The Adventure: The Wedding: Everyone is restless. The bride seems late. The doors to the Drunk Duck Tavern open and the maid of honour walks in and whispers to the groom. (Sense Motive DC 15 gives the PCs a hint that the maid of honour has some feelings for the groom; DC 20 makes it obvious that she is enamoured with him, but he is oblivious. DC 30 and there is sexual tension coming from the maid of honour, obvious that she has known him, while he does not react in the same way at all.) "Eliza's gone..." (Listen DC 17) Rurick storms off. "That damned half-orc has taken her!" The wedding seems to have been cancelled. Mob Rule: Outside the inn, Rurick seems to have taken charge. The old crone, Shi'ina in disguise, is standing nearby. The mob is ready to storm to Drakkar's windmill and take Eliza back by force. They've had enough of the half-orc in their midst. The mob is out for blood. With the night coming on, they light torches and head up the bluff. The Windmill: When the mob approaches the windmill, the orcs that Shi'ina had seduced have already set up a defence. They loose some arrows (or javelins) into the mob. There is a fight; the PCs should win. They find Drakkar unarmed within the windmill, but this doesn't deter Rurick. He beats the half-orc (who doesn't fight back), and the mob ties him up. Rurick searches the windmill for Eliza, but cannot find her. He does, however, find an embroidered scarf of hers. The mob takes Drakkar back to town to force him to talk. Busy Bee: Shi'ina caught up with Eliza in her crone form and took her back to her out of the way hut. Shi'ina tells Eliza that she will take care of things, and that Eliza is safe in her care. Shi'ina then Teleports back to the mob to watch the PCs "taking care of business"; she has a plan for them, as well. She mentions to the PCs that Eliza is at her place, but will not speak to anyone. These strong, noble strangers she might just open up to. Shi'ina's Hut: Shi'ina leads the PCs back into the hut. She gives Eliza a draught of warm tea, to "calm her nerves". She makes sure that Eliza is speaking with the most noble PC; this is because the draught of tea is a Potion of Love. Eliza becomes enamoured and opens up to the PCs. Eliza's Story: Eliza tells the PCs what happened to her, that Drakkar would never side with orcs, and that something must be done. She urges the PCs to stop Rurick from hanging Drakkar. She follows the PCs there, and will not take no for an answer. She must be near her new love. The PCs should leave, but Shi'ina (as the old crone) stays behind. From here, she Teleports back to town, finding Drakkar locked up. She gives him a Quall's Feather Token: Tree, telling him that if he casts it on the altar of Fharlanghn, He will whisk Drakkar to safety. Confronting the mob: The PCs talk to the mob. Eliza confesses her love for the PC; this drives Rurick mad, and he strikes out at the PCs. Shi'ina, Teleporting to the scene, Suggests that the strangers should die. Drakkar, whenever the opportunity arises, casts the Feather Token onto the altar, destroying it and the Hallow effect. Shi'ina rushes in as the crone, searching for Gizer's Eye. PCs will be able to Spot her (DC 10), moving much faster than her old frame should allow. When she finds the vault, she screams: "A key? Damn that Drake! The half-orc must have it hidden in his windmill!" She then teleports away. Back at the Windmill: The PCs should have a good reason to go to the windmill, hopefully... There they find the old crone digging around the place. Hopefully Drakkar will be with the PCs; if not, he slips away in the confusion on his own and makes his way back there. In that case, the PCs see Shi'ina interrogating Drakkar: "Where is the key? Where is your grandfather's key? Tell me!" (Unknown to everyone, Drakkar wears it around his neck as an amulet, as a family heirloom.) Shi'ina reveals herself here, letting the beans spill. This is the PC's chance to confront the evil in the town. She spills the beans here, gloating at the mayhem she has wrought. She offers the PCs treasure if they will help her. She will Teleport if the PCs can hurt her. Epilogue: If Shi'ina is able to get the key, she takes off and gives it to Gizer the Impaled. If not, she dogs the PCs steps until she is able to get it. Notes: This adventure hinges on certain things. 1. The PCs taking an interest in the well-being of a strange half-orc. 2. That they can confront Shi'ina back at the windmill. Kind of railroaded... oh well. Also, there isn't too much interaction with the half-orc. Too bad. I don't have a story hour, but I did post something one of my characters wrote up: [URL=http://enworld.cyberstreet.com/showthread.php?s=&threadid=28866]A Paladin's Heart[/URL] [/QUOTE]
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