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Thoughts on Divorcing D&D From [EDIT: Medievalishness], Mechanically Speaking.
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<blockquote data-quote="Reynard" data-source="post: 9361261" data-attributes="member: 467"><p>Sure.</p><p></p><p>The PCs are a group of freelance explorers, often hired by upper crust types that like to show off their esoteric collections to their peers. They consist of : a war weary veteran grenadier, a charming fop of a burglar and pickpocket, a faerie-kin magician more curious than greedy, and an orangutan former pugilist turned adventurer.</p><p></p><p>Their patron -- the thrice widowed Matron DeVille -- has acquired the bloody notebook of another explorer who claims to have located the remote tomb of an infamous warlock who DeVille believes to have been buried with rare arcane baubles she can add to her collection. She hires the PCs, giving them expenses up front and guaranteeing to buy what they find for a good price.</p><p></p><p>The notebook gets the PCs started and they have to red-line travel to some remote land. Once there, they have to use clues from the notebook to make contact with some locals and get a guide, or otherwise find the tomb themselves. Once they find it, it is a dungeon crawl leading to a confrontation with the wraith of the dead warlock. Sprinkle in some potential bandit encounters and/or rival treasure hunters, as well as some intrigue involving DeVille's own rivals, and you have a pretty standard D&D style adventure with a late 19th century pulpy flair.</p><p></p><p>Does that help?</p><p></p><p>(NOTE: This is exactly an Eberron adventure I have run before.)</p></blockquote><p></p>
[QUOTE="Reynard, post: 9361261, member: 467"] Sure. The PCs are a group of freelance explorers, often hired by upper crust types that like to show off their esoteric collections to their peers. They consist of : a war weary veteran grenadier, a charming fop of a burglar and pickpocket, a faerie-kin magician more curious than greedy, and an orangutan former pugilist turned adventurer. Their patron -- the thrice widowed Matron DeVille -- has acquired the bloody notebook of another explorer who claims to have located the remote tomb of an infamous warlock who DeVille believes to have been buried with rare arcane baubles she can add to her collection. She hires the PCs, giving them expenses up front and guaranteeing to buy what they find for a good price. The notebook gets the PCs started and they have to red-line travel to some remote land. Once there, they have to use clues from the notebook to make contact with some locals and get a guide, or otherwise find the tomb themselves. Once they find it, it is a dungeon crawl leading to a confrontation with the wraith of the dead warlock. Sprinkle in some potential bandit encounters and/or rival treasure hunters, as well as some intrigue involving DeVille's own rivals, and you have a pretty standard D&D style adventure with a late 19th century pulpy flair. Does that help? (NOTE: This is exactly an Eberron adventure I have run before.) [/QUOTE]
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