What are some good ideas for this adventure?

Abstraction

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My group is currently on their way to an adventuer locale that they will reach by next week's game. Here is what they know: A servant went with his employers, an adventuring group, as they were tracking down an item for a wizard. They stopped at a tavern. The employers told the servant not to come in, but wait with the horses until they came out. Three days later, and nobody has gone in or out. The servant has convinced the group to go with him to the tavern and "rescue the bodies of my masters". Separately, the group also found out that the adventurers were going after an item that supposedly granted eternal youth.

Here is what I have worked out so far. (Note, you may recognize this as being loosely based on an adventure that Piratecat ran once, which he probably got from somewhere else). First, I am going to do something new. Set up half of my house to be the "tavern". The players come in and act as their characters. Wherever player A is standing, that's where his character is. Then, either after some set period of time or after something or other happens, they all get zapped with magic. All the characters (and familiars and whatnot) are shrunk to the size of, well, a mini. At that point, the "tavern" part of the house becomes the battle mat, with the characters now possibly separated by enormous distances.

So, the setup is pretty cool. What should the adventure/monsters be? My wife suggested that rats and vermin would natural and of course the huge comparative size would make tough encounters for five level five pcs. However, I was thinking of adding to the mix a change in relative time. After the characters get zapped, one day in outside time is twenty years in shrunken time. This is to help explain why they didn't see any little figures moving around, the mini people are simply moving too fast to register. It also removes any hope of help from the outside. I was thinking of having good guys and bad guys. The good guys are decendants of the original adventurers and maybe others who had also gotten trapped in the (relative) ancient past.

Any good ideas? Core + complete class books + homebrewed.
 

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Abstraction said:
After the characters get zapped, one day in outside time is twenty years in shrunken time. This is to help explain why they didn't see any little figures moving around, the mini people are simply moving too fast to register. It also removes any hope of help from the outside. I was thinking of having good guys and bad guys. The good guys are decendants of the original adventurers and maybe others who had also gotten trapped in the (relative) ancient past.

I would have it be 1 week of real time = one day of shrunken time

Otherwise you'll have your party leaving the tavern decades relative to when they went in.

Also, it gives you an item to destory: the Youth-o-Matic. The gizmo doesn't actually give youth, it slows down aging. You get to live seven times longer, just as a teeny-tiny guy.
 

You misunderstand the relative time. If they spend weeks in the tavern, only about a minute will have passed.

Maybe the magic item is broken into pieces? Recover all the pieces to put thing right?
 

Abstraction said:
You misunderstand the relative time. If they spend weeks in the tavern, only about a minute will have passed.

Crumbs. I always get that confused. If we ever get caught in a rift in the space-time contium just write me off as cannon fodder for the alien parasites. I swear, I'll spend the whole time just looking at my watch and I won't be of any use to you.


Maybe the magic item is broken into pieces? Recover all the pieces to put thing right?

I like that idea because it means you can spread out the pieces and force the PCs to explore. Over the years, various factions could have formed between the tiny people and they each hold on to a piece, unwilling to let it go and fearing the other side(s) might "win".
 

Not to mention, they might not have a very good idea as to just what these ancient artifacts are. What kinda bad guys. I have been using a lot of goblins/dark elves/orcs lately. Is there a good bad guy that is more, I don't know, "monster-y"?
 

Abstraction said:
Not to mention, they might not have a very good idea as to just what these ancient artifacts are. What kinda bad guys. I have been using a lot of goblins/dark elves/orcs lately. Is there a good bad guy that is more, I don't know, "monster-y"?

I'm a big fan of Krenshar. I love those guys. Maybe the old innkeeper had a couple as guard dogs and now they've multiplied.

Or you could just slap a template on a goblin and make up a new description for the critter. The PCs will never know.
 

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