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<blockquote data-quote="Tuerny" data-source="post: 452036" data-attributes="member: 674"><p>1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?</p><p></p><p>I prefer to run a game that is dark but somewhat high on the magic scale. I am currently running the Scarred Lands, and it fits that particular criterion perfectly but most of my past campaigns have been in homebrew settings of this type. There are always twisted demonic cults or cthulhuesque entities around the corner, drifting in and out of human consciousness and awareness. </p><p></p><p>2. Why do you think you are a Rat-Bastard? </p><p></p><p>Because I have had players break out in the past with cries about how evil I am because of the various plot hooks that I have thrown in their way. I have had a lawful good cleric impregnate the witch Iggwiliv (“I thought she was just a fan of black clothes, really”), I have driven a PC priestess, who was on trial for heresy from her own church, so crazy that she beat an elderly member of her church to death with his own cane and then proceed to lead a mob to burn down the temple in her town, and I have led almost every group I have GMed into a level of uncertainty about who exactly they can trust and who the bad guy really is. </p><p></p><p></p><p>3. Post an Iron DM submission using these ingredients: (Note* we are watching the official Iron DM competition and so will also base our selection on that competition). </p><p></p><p>There is no limit on length; however, you don’t want to bore us so keep it reasonable. </p><p></p><p>Pirate Ship</p><p>Quaal's Feather Token</p><p>Saddened Half-Orc </p><p>Windmill</p><p>Succubus</p><p>Skeleton Key</p><p></p><p></p><p>The Windmill of Lo Cherek</p><p>An adventure for four characters of eighth level.</p><p>This adventure requires the presence of some sort of desert near a coastal nation.</p><p></p><p><strong> Background </strong></p><p>Orgok the Unyielding [fighter 7], a half-orc adventurer renown for his use of Quaal’s Feather Tokens, traveled with his band of adventurers to a large, ancient mystical windmill known as the Windmill of Lo Cherek in the middle of desert. While battling the windmill’s minotaur guardians, Orgok and his band discovered an ancient-looking, obviously magical ship which they were soon able to determine was the infamous Pirate Ship of Na’ul, said to be able to sail beneath the waves and through the earth itself. Unfortunately, all Orgok and his companions were able to do is see the ship, as the minotaurs wipes out everyone except for Orgok and the rogue Lily who were forced to flee home.</p><p>Orgok was originally a sailor in <insert good nation here>’s navy many years ago until his beloved captain was killed in a pirate’s attack. He sees this ship as an opportunity to honor the memory of his now-dead captain and serve his nation in a way that noone else is really able to. Though he was saddened greatly by the death of his companions he has now become obsessed with the ship. He believes he needs to recover it not only for his captain, but also so that his friend’s deaths were not in vain.</p><p>Unfortunately, Orgok is blinded to a major threat to both his plans and his life. Lily, in fact, has been replaced by a succubus who is intent on recovering an entirely different relic from the depths of the Windmill of Lo Cherek. The Skeleton Key of Irimith is said to be the sole way to access the Five Tombes of the Ur-Liches, and “Lily” has been sent by her masters to get it. “Lily” plans on using Orgok’s expedition as a vehicle for mission, serving as a way to get past the numerous minotaur and gargoyle guardians with a minimum of trouble. On the way there she can use her manipulation skills and magical abilities to drive a wedge in the group, eventually leading them to violent chaos, resulting in the groups deaths or weakening to the point where the remaining minotaurs and gargoyles of the Windmill will make short work of them. </p><p></p><p><strong> Hooks </strong></p><p>There are a number of different ways to get the PCs involved in Orgok’s Expedition.</p><p></p><p>a) Greed: Orgok can just flat-out hire the PCs, offering them any treasure they happen to discover in the Windmill beyond the Pirate Ship in exchange for aiding him in reaching and securing the ship.</p><p>b) Patriotism: Orgok could decide to work through the government. If the PCs are allied to a particular noble they could request that he work with Orgok for the good of the country.</p><p>c) Goals: The PCs might have their own goal within the confines of the Windmill. They could be seeking the Key of Irimith for themselves or may have a grudge against the minotaurs. Either way Orgok’s knowledge of the Windmill will turn a potentially deadly situation into something a little more survivable. </p><p></p><p><strong> Beginning </strong></p><p>Regardless of the method used to get the PCs and Orgok together, Orgok warns them of the danger of what they are about to do. He is still grief-stricken by the death of his friends, and wishes to prevent any more unneeded deaths. He will give them the full story of his companion’s demise and share with them the horrors brought about by the Windmill’s abundant minotaurs and gargoyles. </p><p></p><p>During this time Lily will always be present, watching and listening, pretending to be shy yet interested in the conversation. In reality she is using her magical abilities on the group, attempting to charm her way into their good graces. If she is successful she won’t use her influence overtly for anything. She wants the PCs to believe that the feelings of friendliness and fascination with her are real, rather than something supernatural. This will not stop her from using them on the group whenever she gets the chance, however. </p><p></p><p>The PCs will have a few days to prepare for their trip across the desert. In order to help survive the rigors of the desert, Orgok will provide each with a collection of Quaal’s Feather Tokens. His old group frequently used them as a cheap method to help insure their survival in unusual situations and the tree, fan, and messenger bird tokens were especially useful during their first trip across the desert.</p><p></p><p><strong> The Desert </strong></p><p></p><p> Traveling through the desert should be an ordeal but not an insurmountable one. Sandstorms, humanoid raids, and lack of water are all threats that the PCs can deal with to add flavor to the adventure, but none of these things should become the focus of the adventure to the point that they exceed the true highlight of the adventure: The Windmill. </p><p>Both Lily and Orgok will use the trip through the desert as an opportunity to interact with the PCs. Orgok as part of the healing process of accepting the death of his friends, and Lily as a means to further wrap the PCs around her finger and prepare for her eventual betrayal. </p><p>Orgok’s knowledge of the desert should be made apparent. He has traveled this way before and knows where all of the oasises are as well as many of the dangers they can encounter. At some point a sandstorm should strike the PCs, and, through Orgok’s direction, they should be able to use both the fan tokens and the tree token to be able to create an area of calm for long enough to build a temporary shelter. The messenger bird token may be useful in case one of the PCs gets lost. </p><p></p><p><strong> The Windmill of Lo Cherek </strong></p><p></p><p>Jutting out of the sands of the desert, the obsidian exterior of the Windmill of Lo Cherek is visible for miles around. This allows most creatures to easily avoid the place as the minotaurs and gargoyles who dominate the place make short work of most desert travelers. The only apparent way to access the Windmill is a series of holes about 15 feet off the ground. There are a number of ways for the PCs to get in, but Orgok will suggest that the PCs use one of his tree tokens.</p><p>Once inside the PCs will have to deal with the bizarre interior of the Windmill. Mysterious machinery, broken automatons, and bizarre mechanical traps should abound. The PCs should constantly hear strange sounds that highlight the strange nature of the place. Grinding machinery, the sounds of metal or stone collapsing, and the growling and fighting of the minotaurs. </p><p>The windmill is divided up into five major areas. </p><p>1. The Minotaur Dens: The minotaurs have taken control of approximately on fourth of the Windmill, including the Windmill’s sole water source and access point to underground hunting areas. There are approximately thirty minotaurs including a shaman (cleric 3) and their chieftain (barbarian 2). The PCs would be wise to avoid any sort of direct confrontation of this place, and would probably be best served avoiding it entirely.</p><p>2. The Apex: At the extreme top of the Windmill are the now broken magical controls that allowed one to activate the Windmill. It is now a largely dark and hollow place with a few wraiths haunting the place of their ultimate tragedy. The PCs need to go here in order to open up the Windmill enough to let the Pirate Ship of Na’ul out.</p><p>3. The Ruined Chambers: This majority of the windmill is abandoned save for by the odd gargoyle or undead abomination. The minotaurs largely avoid this part of the structure due to fear of the gargoyles and undead, making it slightly safer than traveling through the region they control.</p><p>4. The Chamber of the Skeleton Key of Irmith: Deep in the Ruined Chambers section is a chamber with a single key made out of a fine skeleton. It rests on a magically cold stone block and is guarded by a pair of chain golems. The walls of the chamber are inscribed with numerous images suggesting the location and appearance of the Five Tombs of the Ur-Liches. </p><p></p><p>After the PCs successfully recover it, Lily will use a suggestion to get the PCs to bring it to her and will then proceed to use a suggestion on the most pliable (low will save) PC in order to begin combat. She will continue to do so with different PCs as long as she can avoid any true threats to herself. If they appear to be defeating her easily, she will flee, teleporting away with her prize. If they appear to be resisting her effects but haven’t wounded her heavily she will merely ethereal jaunt away, and follow them to cause trouble later. </p><p>5. The Ship Chamber: On the northern edge of the Windmill is a large open chamber that holds the Pirate Ship of Na’ul. Surrounding it is a balcony overlooking the chamber and some tunnels that provide ready access into the Minotaur Dens. The ship is attached to the floor of the chamber by several long, iron cords and there are no apparent exits. Examining the northern wall of the chamber will reveal a large seam and an inscription in some bizarre language. If deciphered it provides directions for opening the Windmill from the Apex. </p><p></p><p>The PCs need to be quiet in this chamber, as if they are too noisy they will attract the minotaurs from their Dens. If Lily is still around and largely unwounded (whether she has betrayed them or not), she will create a large clamor in an attempt to have the PCs wiped out by the minotaurs. </p><p></p><p></p><p></p><p></p><p><strong> Aftermath: </strong></p><p></p><p>Assuming that the PCs are able to escape the Windmill with the ship, they should be able to easily sail it back across the desert and to home. Orgok will be extremely grateful to the PCs and will be more than willing to aid them if they need to use his boat sometime in the future. He will also invite them to join him in some privateer voyages as he seeks to wipe out some of the pirate menace of the seas. </p><p>If “Lily” survived and was able to escape with the key then she will be able to alert her master (preferably a known foe of the PCs) about what the PCs are up to. She may return later to vex the PCs and would welcome the opportunity to help bring about their demise. </p><p></p><p>4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better. </p><p></p><p>Yes, I have a story hour.</p><p>It is at: <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=28040" target="_blank">http://enworld.cyberstreet.com/showthread.php?s=&threadid=28040</a></p><p></p><p></p><p>5. Your email address, if you don’t want this part public then email me, but still post your responses to the other questions here as all the members of the RBC will be judging your answers.</p><p></p><p><a href="mailto:jessedn@yahoo.com">jessedn@yahoo.com</a></p></blockquote><p></p>
[QUOTE="Tuerny, post: 452036, member: 674"] 1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'? I prefer to run a game that is dark but somewhat high on the magic scale. I am currently running the Scarred Lands, and it fits that particular criterion perfectly but most of my past campaigns have been in homebrew settings of this type. There are always twisted demonic cults or cthulhuesque entities around the corner, drifting in and out of human consciousness and awareness. 2. Why do you think you are a Rat-Bastard? Because I have had players break out in the past with cries about how evil I am because of the various plot hooks that I have thrown in their way. I have had a lawful good cleric impregnate the witch Iggwiliv (“I thought she was just a fan of black clothes, really”), I have driven a PC priestess, who was on trial for heresy from her own church, so crazy that she beat an elderly member of her church to death with his own cane and then proceed to lead a mob to burn down the temple in her town, and I have led almost every group I have GMed into a level of uncertainty about who exactly they can trust and who the bad guy really is. 3. Post an Iron DM submission using these ingredients: (Note* we are watching the official Iron DM competition and so will also base our selection on that competition). There is no limit on length; however, you don’t want to bore us so keep it reasonable. Pirate Ship Quaal's Feather Token Saddened Half-Orc Windmill Succubus Skeleton Key The Windmill of Lo Cherek An adventure for four characters of eighth level. This adventure requires the presence of some sort of desert near a coastal nation. [b] Background [/b] Orgok the Unyielding [fighter 7], a half-orc adventurer renown for his use of Quaal’s Feather Tokens, traveled with his band of adventurers to a large, ancient mystical windmill known as the Windmill of Lo Cherek in the middle of desert. While battling the windmill’s minotaur guardians, Orgok and his band discovered an ancient-looking, obviously magical ship which they were soon able to determine was the infamous Pirate Ship of Na’ul, said to be able to sail beneath the waves and through the earth itself. Unfortunately, all Orgok and his companions were able to do is see the ship, as the minotaurs wipes out everyone except for Orgok and the rogue Lily who were forced to flee home. Orgok was originally a sailor in <insert good nation here>’s navy many years ago until his beloved captain was killed in a pirate’s attack. He sees this ship as an opportunity to honor the memory of his now-dead captain and serve his nation in a way that noone else is really able to. Though he was saddened greatly by the death of his companions he has now become obsessed with the ship. He believes he needs to recover it not only for his captain, but also so that his friend’s deaths were not in vain. Unfortunately, Orgok is blinded to a major threat to both his plans and his life. Lily, in fact, has been replaced by a succubus who is intent on recovering an entirely different relic from the depths of the Windmill of Lo Cherek. The Skeleton Key of Irimith is said to be the sole way to access the Five Tombes of the Ur-Liches, and “Lily” has been sent by her masters to get it. “Lily” plans on using Orgok’s expedition as a vehicle for mission, serving as a way to get past the numerous minotaur and gargoyle guardians with a minimum of trouble. On the way there she can use her manipulation skills and magical abilities to drive a wedge in the group, eventually leading them to violent chaos, resulting in the groups deaths or weakening to the point where the remaining minotaurs and gargoyles of the Windmill will make short work of them. [b] Hooks [/b] There are a number of different ways to get the PCs involved in Orgok’s Expedition. a) Greed: Orgok can just flat-out hire the PCs, offering them any treasure they happen to discover in the Windmill beyond the Pirate Ship in exchange for aiding him in reaching and securing the ship. b) Patriotism: Orgok could decide to work through the government. If the PCs are allied to a particular noble they could request that he work with Orgok for the good of the country. c) Goals: The PCs might have their own goal within the confines of the Windmill. They could be seeking the Key of Irimith for themselves or may have a grudge against the minotaurs. Either way Orgok’s knowledge of the Windmill will turn a potentially deadly situation into something a little more survivable. [b] Beginning [/b] Regardless of the method used to get the PCs and Orgok together, Orgok warns them of the danger of what they are about to do. He is still grief-stricken by the death of his friends, and wishes to prevent any more unneeded deaths. He will give them the full story of his companion’s demise and share with them the horrors brought about by the Windmill’s abundant minotaurs and gargoyles. During this time Lily will always be present, watching and listening, pretending to be shy yet interested in the conversation. In reality she is using her magical abilities on the group, attempting to charm her way into their good graces. If she is successful she won’t use her influence overtly for anything. She wants the PCs to believe that the feelings of friendliness and fascination with her are real, rather than something supernatural. This will not stop her from using them on the group whenever she gets the chance, however. The PCs will have a few days to prepare for their trip across the desert. In order to help survive the rigors of the desert, Orgok will provide each with a collection of Quaal’s Feather Tokens. His old group frequently used them as a cheap method to help insure their survival in unusual situations and the tree, fan, and messenger bird tokens were especially useful during their first trip across the desert. [b] The Desert [/b] Traveling through the desert should be an ordeal but not an insurmountable one. Sandstorms, humanoid raids, and lack of water are all threats that the PCs can deal with to add flavor to the adventure, but none of these things should become the focus of the adventure to the point that they exceed the true highlight of the adventure: The Windmill. Both Lily and Orgok will use the trip through the desert as an opportunity to interact with the PCs. Orgok as part of the healing process of accepting the death of his friends, and Lily as a means to further wrap the PCs around her finger and prepare for her eventual betrayal. Orgok’s knowledge of the desert should be made apparent. He has traveled this way before and knows where all of the oasises are as well as many of the dangers they can encounter. At some point a sandstorm should strike the PCs, and, through Orgok’s direction, they should be able to use both the fan tokens and the tree token to be able to create an area of calm for long enough to build a temporary shelter. The messenger bird token may be useful in case one of the PCs gets lost. [b] The Windmill of Lo Cherek [/b] Jutting out of the sands of the desert, the obsidian exterior of the Windmill of Lo Cherek is visible for miles around. This allows most creatures to easily avoid the place as the minotaurs and gargoyles who dominate the place make short work of most desert travelers. The only apparent way to access the Windmill is a series of holes about 15 feet off the ground. There are a number of ways for the PCs to get in, but Orgok will suggest that the PCs use one of his tree tokens. Once inside the PCs will have to deal with the bizarre interior of the Windmill. Mysterious machinery, broken automatons, and bizarre mechanical traps should abound. The PCs should constantly hear strange sounds that highlight the strange nature of the place. Grinding machinery, the sounds of metal or stone collapsing, and the growling and fighting of the minotaurs. The windmill is divided up into five major areas. 1. The Minotaur Dens: The minotaurs have taken control of approximately on fourth of the Windmill, including the Windmill’s sole water source and access point to underground hunting areas. There are approximately thirty minotaurs including a shaman (cleric 3) and their chieftain (barbarian 2). The PCs would be wise to avoid any sort of direct confrontation of this place, and would probably be best served avoiding it entirely. 2. The Apex: At the extreme top of the Windmill are the now broken magical controls that allowed one to activate the Windmill. It is now a largely dark and hollow place with a few wraiths haunting the place of their ultimate tragedy. The PCs need to go here in order to open up the Windmill enough to let the Pirate Ship of Na’ul out. 3. The Ruined Chambers: This majority of the windmill is abandoned save for by the odd gargoyle or undead abomination. The minotaurs largely avoid this part of the structure due to fear of the gargoyles and undead, making it slightly safer than traveling through the region they control. 4. The Chamber of the Skeleton Key of Irmith: Deep in the Ruined Chambers section is a chamber with a single key made out of a fine skeleton. It rests on a magically cold stone block and is guarded by a pair of chain golems. The walls of the chamber are inscribed with numerous images suggesting the location and appearance of the Five Tombs of the Ur-Liches. After the PCs successfully recover it, Lily will use a suggestion to get the PCs to bring it to her and will then proceed to use a suggestion on the most pliable (low will save) PC in order to begin combat. She will continue to do so with different PCs as long as she can avoid any true threats to herself. If they appear to be defeating her easily, she will flee, teleporting away with her prize. If they appear to be resisting her effects but haven’t wounded her heavily she will merely ethereal jaunt away, and follow them to cause trouble later. 5. The Ship Chamber: On the northern edge of the Windmill is a large open chamber that holds the Pirate Ship of Na’ul. Surrounding it is a balcony overlooking the chamber and some tunnels that provide ready access into the Minotaur Dens. The ship is attached to the floor of the chamber by several long, iron cords and there are no apparent exits. Examining the northern wall of the chamber will reveal a large seam and an inscription in some bizarre language. If deciphered it provides directions for opening the Windmill from the Apex. The PCs need to be quiet in this chamber, as if they are too noisy they will attract the minotaurs from their Dens. If Lily is still around and largely unwounded (whether she has betrayed them or not), she will create a large clamor in an attempt to have the PCs wiped out by the minotaurs. [b] Aftermath: [/b] Assuming that the PCs are able to escape the Windmill with the ship, they should be able to easily sail it back across the desert and to home. Orgok will be extremely grateful to the PCs and will be more than willing to aid them if they need to use his boat sometime in the future. He will also invite them to join him in some privateer voyages as he seeks to wipe out some of the pirate menace of the seas. If “Lily” survived and was able to escape with the key then she will be able to alert her master (preferably a known foe of the PCs) about what the PCs are up to. She may return later to vex the PCs and would welcome the opportunity to help bring about their demise. 4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better. Yes, I have a story hour. It is at: [url]http://enworld.cyberstreet.com/showthread.php?s=&threadid=28040[/url] 5. Your email address, if you don’t want this part public then email me, but still post your responses to the other questions here as all the members of the RBC will be judging your answers. [email]jessedn@yahoo.com[/email] [/QUOTE]
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