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<blockquote data-quote="Eccles" data-source="post: 449653" data-attributes="member: 5675"><p>I'm supposed to be at work, so this seems like the perfect distraction!</p><p></p><p></p><p>Gee. I've just finished running a Warhammer campaign, and have jumped to the Forgotten Realms. That takes in most fantasy settings. Also ran DC Heroes for a successful 2 year run. (At which point my players actually wrote themselves out of the timeline, and we had to stop!)</p><p></p><p> </p><p>I prefer taking my player's reactions and fears and hanging them onto a skeleton of my own divising. Also, I have no problem throwing major consequences at them. </p><p></p><p>Recently my players told a *major* NPC to get lost. (When asked why, they later admitted it was because he had more style than they did...) As a result of this (and half a dozen other missed, ignored or non-investigated plothooks), the city we had been based in burned down and was infested with the undead. The players (a) hate me for it, and (b) are still trying to work out how to recapture the place...</p><p></p><p></p><p></p><p>OK. I'll come back to that one at the end...</p><p></p><p> </p><p><a href="http://www.geocities.com/nik_hoyle/" target="_blank">http://www.geocities.com/nik_hoyle/</a> - contains access to my DC game, and a few others I played in, as well as the D&D game I'm presently running. The journal in there is written by one of my players, without prompting, which is kind of cool.</p><p></p><p> </p><p><a href="mailto:nik_hoyle@hotmail.com">nik_hoyle@hotmail.com</a></p><p></p><p>Right. That submission.</p><p></p><p>Now I'm starting in a large city, preferably by the coast. I like giving PCs familiar things and then twisting them, so the first thing into my head containing any of those components is <em>Moulin Rouge</em> - a <strong>windmill</strong> on top of a hill in the city, with a colossal dance hall beneath it. As in the film, the dancers all have, shall we say, other employment. Working (ahem) under some of the richest and most influential nobles in our city, they have the potential to learn all sorts of interesting things. </p><p></p><p>Of course all is not what is seems. The proprietoress of this fine establishment is a <strong>Succubus</strong> who takes the place of her girls whenever there's a tempting target, and proceeds to drain away some of his experience and knowledge. She's been getting away with this because a lot of her victims are married, and don't want to suffer the stigma of being found out. If any trouble comes back on the Moulin, the succubus can just throw out (or kill, etc) the girl in question, and remain in the clear herself.</p><p></p><p>Anyway, there's a rich noble in the city who wants to go treasure hunting. He has the details of a wealthy <strong>Pirate Ship</strong> which was wrecked on a certain island, etc, etc. He hired a burly (half orc) Guardsman to help him with his recovery of the treasure. However, the noble attended the Moulin one evening, and was drained severely by the succubus. He can barely tie his own shoelaces, let alone remember the precise details of the treasure. In order to further cover her tracks, the succubus has infected the noble with a disease.</p><p></p><p>This leaves us with a consumptive noble, a succubus, and a <strong>Saddened Half-Orc</strong>, all of whom with some of the knowledge of the treasure's whereabouts, but nobody knows precisely where it is.</p><p></p><p>And so the players can either have been called in by the Noble, by the 1/2 Orc, or by the succubus, who's now trying to raise her own recovery team. Any two of the 3 parties have the knowledge to find it, but the noble's got the <strong>Skeleton Key</strong> to open the treasure chest. The players could even just be part of high society, or investigating other goings on at the Moulin and bribed with knowledge of a 'treasure', rumoured to include a long lost forgotten brand of <strong>Quaal's Feather Token</strong>...</p><p></p><p>Cut to a long story of betrayal and double-crossing, as the various parties run around the city trying to find out what each other know. Ambush the parties, con the half orc, betray the noble, even the succubus will tell them what she knows if they can give her an entirely new deviant experience. (Succubi are there to make the PCs sweat, after all!!)</p><p></p><p>It's very probable that the party would eventually work out all the knowledge they need and strike off on their own. Which is cool. I'll leave the details of the island and the treasure up to your own fertile imaginations. </p><p></p><p>Anyway, that's all you're getting. 10 minutes' work, and a scenario you can slot into any city or town adventure which includes Baz Luhrmann, dirty smut and ambushing a half orc. How wrong can you go?</p></blockquote><p></p>
[QUOTE="Eccles, post: 449653, member: 5675"] I'm supposed to be at work, so this seems like the perfect distraction! Gee. I've just finished running a Warhammer campaign, and have jumped to the Forgotten Realms. That takes in most fantasy settings. Also ran DC Heroes for a successful 2 year run. (At which point my players actually wrote themselves out of the timeline, and we had to stop!) I prefer taking my player's reactions and fears and hanging them onto a skeleton of my own divising. Also, I have no problem throwing major consequences at them. Recently my players told a *major* NPC to get lost. (When asked why, they later admitted it was because he had more style than they did...) As a result of this (and half a dozen other missed, ignored or non-investigated plothooks), the city we had been based in burned down and was infested with the undead. The players (a) hate me for it, and (b) are still trying to work out how to recapture the place... OK. I'll come back to that one at the end... [URL=http://www.geocities.com/nik_hoyle/]http://www.geocities.com/nik_hoyle/[/URL] - contains access to my DC game, and a few others I played in, as well as the D&D game I'm presently running. The journal in there is written by one of my players, without prompting, which is kind of cool. [email]nik_hoyle@hotmail.com[/email] Right. That submission. Now I'm starting in a large city, preferably by the coast. I like giving PCs familiar things and then twisting them, so the first thing into my head containing any of those components is [I]Moulin Rouge[/I] - a [B]windmill[/B] on top of a hill in the city, with a colossal dance hall beneath it. As in the film, the dancers all have, shall we say, other employment. Working (ahem) under some of the richest and most influential nobles in our city, they have the potential to learn all sorts of interesting things. Of course all is not what is seems. The proprietoress of this fine establishment is a [B]Succubus[/B] who takes the place of her girls whenever there's a tempting target, and proceeds to drain away some of his experience and knowledge. She's been getting away with this because a lot of her victims are married, and don't want to suffer the stigma of being found out. If any trouble comes back on the Moulin, the succubus can just throw out (or kill, etc) the girl in question, and remain in the clear herself. Anyway, there's a rich noble in the city who wants to go treasure hunting. He has the details of a wealthy [B]Pirate Ship[/B] which was wrecked on a certain island, etc, etc. He hired a burly (half orc) Guardsman to help him with his recovery of the treasure. However, the noble attended the Moulin one evening, and was drained severely by the succubus. He can barely tie his own shoelaces, let alone remember the precise details of the treasure. In order to further cover her tracks, the succubus has infected the noble with a disease. This leaves us with a consumptive noble, a succubus, and a [B]Saddened Half-Orc[/B], all of whom with some of the knowledge of the treasure's whereabouts, but nobody knows precisely where it is. And so the players can either have been called in by the Noble, by the 1/2 Orc, or by the succubus, who's now trying to raise her own recovery team. Any two of the 3 parties have the knowledge to find it, but the noble's got the [B]Skeleton Key[/B] to open the treasure chest. The players could even just be part of high society, or investigating other goings on at the Moulin and bribed with knowledge of a 'treasure', rumoured to include a long lost forgotten brand of [B]Quaal's Feather Token[/B]... Cut to a long story of betrayal and double-crossing, as the various parties run around the city trying to find out what each other know. Ambush the parties, con the half orc, betray the noble, even the succubus will tell them what she knows if they can give her an entirely new deviant experience. (Succubi are there to make the PCs sweat, after all!!) It's very probable that the party would eventually work out all the knowledge they need and strike off on their own. Which is cool. I'll leave the details of the island and the treasure up to your own fertile imaginations. Anyway, that's all you're getting. 10 minutes' work, and a scenario you can slot into any city or town adventure which includes Baz Luhrmann, dirty smut and ambushing a half orc. How wrong can you go? [/QUOTE]
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