· Lord Westershroud and his mistress have suddenly been found poisoned. The players must first cover up the circumstances of his death, and then discover who poisoned them and why.
· Nothing lasts forever, the Forget Me Not has become broken during a gremlin infestation and widow Westershroud insists she wear “the last anniversary gift her husband would ever give her.” The players must find a craftsman skilled enough to repair the Forget Me Not before the funeral of Lord Westershroud. Being such an old and delicate item of such rare quality the smith might need additional help procuring tools and materials.
· A young dwarf wishes to obtain the Forget Me Not for study that he can use some of its design for his own Masterwork.
· Having heard the tale of redemption, Devorak’s clan wishes to have him interred in the clan mausoleum with proper honors. However, before he can be declared a Master Craftsman and buried as such his Masterwork must be found, examined, and approved by a council of elder dwarven craftsmen. It cannot be presented broken.
· The last vial of a rare poison has been stored within the Forget Me Not. It is the only way to defeat the rampaging Woargarble. The players must find and obtain the Forget Me Not, and perhaps even learn how to use it against the fearsome foe.
Very clever weapon. I love how unique it is. The writing really does bring a cool flair to the item, but (like mentioned before) it's a little difficult to follow. How did such a wondrous item end up in a common marketplace? What became of Devorak and what did he do with the Forget-Me-Not once it was finished? It's a really intriguing item, and I can't help but want more info.
This is the first part of Silverfox Mill, the portion regarding plots and events is Part II and can be found under the Plots section of the citadel.
Silverfox Mill is part of the Etzem Campaign and as such is unfinished, lacking links and context for a number of things. Statistics are given with the pathfinder system in mind.
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Some ideas have been taken from Tales of Terror and others have been taken from Strolen submissions. If you wish to link or receive credit simply comment below and I will create a link compilation at the end of this submission.
Interesting. I enjoyed this tale of a Garbage Hell and its disgusting hoarders. There are a few parts that beg for more detail, like the insidious, trap-laying Trash Golems. Overall, it was a good little tale and moral lesson. It seems like it would be easily placed into many settings, which is nice, and is a perfect way to get your players to relinquish their precious treasures if they happen to get too many. Seems like a lot of sacrifice for little reward, but that is Hell for you.
It's rather interesting, this one!
Perhaps slightly altered, you could leave with something of *true* worth, but not with stuff collected out of greed.
Also, if PCs bother to research a little, they may leave their equipment behind, stored, sail to the Avaricious, and reclaim their stuff upon return! If they don't inquire... well, they should have!
The trash golems and the pale keepers need to be elaborated, though.
Well done. You created something unique here, and I applaud that.
Only drawback that I can think of is that my players would murder me if I sent them to a hell in which they had to give up all their earthly possessions. Yes, there would be an uproar, perhaps even riots in the streets.
This is definitely something special. The last paragraph, in particular, stood out for its excellent writing. Don't have much to add, other than you could be a little clearer with the visuals on the crew for the Justification -- the Labyrinth comment really helped clarify that concept for me, because I didn't understand that the crew was carrying the trash piles around on their back the first time through. Also, I agree that the trash golems and pale keepers could be further elaborated on.