Beginning adventurers have a hard time to find the right employment… let us try and help them!
This is to be a Codex of adventures suitable for beginning and low-level adventurers, whether they are in groups or loners.
Please, remember how it was hard in those years of youth, when nobody knew your name, and few would trust your abilities (or your integrity). These are the years when legends are made… and some are forgotten completely, become lost or die. These are often the years, that turn ordinary people into heroes or villains. Consider this… and have fun.
Additional Ideas (0)
Please register to add an idea. It only takes a moment.Codex
Bedizens Traveling Dungeon By: Scrasamax ( Dungeons ) Plains - Rooms/ HallsA traveling dungeon of canvas and props…
Canvas Town
Canvas town is mostly known for its springtime festival. While the village is quite small most of the year, it swells to a huge tent city in the spring. There are three roads that meet the main road in the center of the village, with six inns clustered around the resultant intersection and common green.
During the spring, merchants clog the roads, meeting at Canvas Town, turning the normally sleepy village into one of the largest free markets outside of the great port cities. This economic boom only lasts at most a month as merchants come and go, but the business attracts more than just merchants. Entertainers come to show of their skill and fatten their purses, as do mercenary companies looking for work, and the locals come from leagues in all directions. Few overlook this seasonal explosion of commerce and mirth. The Carnival of Forgotten Souls is no different than any other troop that rolls up onto the edge of the market green.
Like any other traveling Carnival, the Forgotten Souls have acrobats, beast wranglers, and a side show of freaks. A more recent addition comes in the form of the Bedizen’s Traveling Dungeon.
Room One: Entrance and Guardian - There needs to be a reason why your dungeon hasn’t been plundered or why your adventurers are the ones for the job.
A female mercenary is rare, a ravishing beauty as a mercenary is even rarer. Piwowar stands at the front of Bedizen’s Traveling Dungeon, her blonde locks falling over brightly polished chainmail armor. Her voice is clear and strong as she challenges men and boys passing by to test their mettle in the depths of the traveling dungeon. Most of the younger boys are starry eyed at the notion of swinging a sword and clearing out a pit of evil like the heroes from the epics. The older boys and young men often take a notion to impress the steel clad warrior-woman who calls them to glory and battle.
The front room of the sprawling canvas tent is the armory, a place full of wooden racks stocked with stout wooden shields of all sizes, some small enough for a five year old, all the way to strapping tower shields large enough to stop a ballista bolt. Other racks hold wooden swords, some no larger than daggers, others as large as true greatswords. Braziers smoulder and fill the room with a heady aroma of burning herbs and charcoal. Those patrons old enough to do so are often encouraged to down a mug of liquid courage, as it might be the last thing to cross their tongues before death.
Room Two: Puzzle or Roleplaying Challenge - A trial that cannot be solved by steel alone.
The Knight and the Knave
Two suits of enchanted armor stand sentinel at the end of a canvas corridor, their visors are up and when they speak, their voices echo hollowly through their metal bodies.
Behold, couragous travelers
_____Before you stand two warriors
One Knight, one Knave
_____One speaks only Truth
One speaks only lies
_____One question you may ask
The Knight one the left hand side is the Knave, unable to speak the truth, the one to the right is the true Knight, only able to speak truth. Logic puzzle aside, both are suits of armor that were given the ability to speak by means of a common Speaking Stone charm. Each has a stone, marked with either Knight or Knave dropped into it’s foot. One stone lies, one tells the truth and if a visor is closed said stone is muffled.
If the left-hand Knight is chosen, proceed to Room 3, if the right hand Knight is chosen, proceed to Room 4.
Room Three: Trick or Setback - Build tension through tricks and setbacks and give them a double-dose of gameplay such as more combat or another roleplaying challenge.
The Shambling Beast
The next room of the canvas dungeon is dark, only a single small brazier by the entrance flap offering a glimmer of light. The smell of rotting meat is strong, though this is really an herb added to the brazier. A beast bellows, it strides forth into the weak light of the brazier…a giant troll with savage teeth and bulging muscles. His legs and abdomen clad in steel plating, the beast growls a challenge at the would be heroes.
Bedizen, the Half-Troll - The owner and proprietor of the the traveling dungeon, Bedizen joined the traveling carnival not too long ago and worked in the freak show until his act was ready to be put together. How a half human, half troll came into being is a question of some interest in the camp, one that Bedizen waves away with a calloused hand. When facing young children, he is not hardly as scary as he could be, and it is rare that a child under the age of 9 doesn’t ‘slay’ the mighty troll. Those who are older, or have a mind to actually hurt someone with their wooden swords are quick to find that there is truth to his trollish appearance and he doesn’t take kindly to folks interested in causing pain. He will break swords and send such braggarts running in fear, much to the delight of children and the girlfriends of said braggarts.
Bedizen would not be a proper monster if he didn’t have a proper treasure to be guarding. Older boys win a kiss from Piwowar when they leave, while the children generally snatch a piece of amber bright candy for their great deed.
Room Four: Climax, Big Battle or Conflict - The final combat or conflict of the dungeon.
The Gates of Hell
After passing down a canvas corridor, the travelers are assailed by the stink of brimstone, burning in a pair of braziers sitting in front of a heavy and macabre looking gate. The braziers sit a bit higher than the others and the smell of brimstone is much less noticable closer to the ground. No need in sending the little ones running with burning eyes and sick stomachs. The gate is painted black and looks like it is slick with blood, distant moans and wails can be heard as the would be heroes push the heavy doors open and enter the largest of the divided sections of the Traveling Dungeon.
There is a great bellow as the patrons pass between the doors, really slat board painted cunningly and weighted with bricks or sandbags to make them heavy. There is a frightening figure standing in the middle of the chamber, a demon from myth and legend. Surrounding him are six braziers filled with blazing charcoal, making the fourth chamber smokey and hot. There is a vent in the ceiling, but dark colored netting and baffles prevent outside light from penetrating the darkened room. The demon shouts in the ancient language of the damned, it’s actually just some gibberish borrowed from an old book, and beckons for the patrons to try their skill.
Fighting the demon only takes heart and courage as with Bedizen, it is a man in costume. Wearing a suit of painted leather armor with a demon helm, Sal Giantson earns his modest living with the carnival. Named Giantson for standing nearly seven feet tall, he enjoys wearing the costume and getting the frightened shrieks from the children, and just as often is ‘slain’ by the valiant heroes.
Room Five: Reward, Revelation, Plot Twist - The dungeon is complete but what is it about this dungeon that made it different or memorable. What kind of mystery have they discovered, what kind of reward have they won, and what kind of information have they recovered?
Into the Light
After slaying the demon, the patrons see a new passage, one that doesn’t reek of brimstone and sweat, it is the way out. The last area of the tent is half open where the patrons return their shields and wooden swords and claim their prizes for what victories they accomplished. Younger children get pieces of hard candy and especially brave children are given their wooden swords to keep, often being knighted by Piwowar for service to the Crown and King. Older boys who play the game get to keep their swords and win a kiss on the cheek from the beautiful dungeon mistress.
Opposite from the end of Bedizen’s Traveling Dungeon is generally a stand or a cart where a merchant associated with the carnival sells mugs of lukewarm ale. After the stifling heat of the canvas tent, even lukewarm is often good enough for a parched throat.
Plot Hooks
Half Troll Seeks Experienced Troop - Bedizen has unexpectedly been called back to see his ailing mother on her deathbed. Obviously upset, the half-troll is looking for several trustworthy PCs to operate his attraction while he is away. Instead of monsters, the PCs get to be the monsters, and get whacked by five year olds with swords and by testosterone overdosing 14 year olds looking to show off. The real fun comes when they get to decide what their routine will be since none of them can really pull of being an ogre.
Missing, 4 year old and pet - A child has gone missing and no one can find where the little rapscallion has gotten off to. Unbeknownst to the operators of the Traveling Dungeon or the Carnival of Forgotten Souls, one of their number is a Cultist of Arrkrash. The protrayal of his demonic master] as a thing to be bludgeoned by children has deeply offended the cultist. To avenge the ghost of Arrkrash, the cultist has enchanted one of the braziers in the canvas dungeon to teleport hapless victims at random, depositing them far from the carnival.
It’s Carnival Time!
Bedizen’s Traveling Dungeon is much like a haunted house ride in a traveling carnival, it’s not really that scary and once a rider passes the age of 10 or 12 it just gets to be a bit silly since the wires on the skeletons are a bit obvious, as is the pressboard under the faux brick paint job. Young children can be frightened, while older boys can either go for the kiss, or to impress their teenage sweethearts with their mock courage. It’s all just a game to be played for a little while and then back to reality.Hazards
The biggest hazard associated with the Traveling Dungeon, and indeed with almost any part of the carnival is that of fire. Many of the canvas tents are illuminated with braziers of wood or charcoal and if a stray bit of fabric catches fire, it only takes seconds for the rest of the heat dried material to catch flame. Aware of this risk, the braziers are carefully watched, and the canvas is inspected daily for frays and tears and spots where it gets too hot.Another hazard comes in the form of people who don’t play by the rules. Most of the performers who work in the tent are tougher individuals, and have on a degree of armor and padding. With wooden swords and the carnival outside, some take it upon themselves to really beat the crap out of a performer with their wooden sword. Rarely this is a problem since the performers are well trained, and Piwowar is an actual mercenary and no stranger to drawing real steel. Such individuals are escorted from the carnival and told not to return.
The Final hazard is children getting scared and lost. It is easy for a child to slip under a canvas wall and get lost into another room, or into a backstage area where the performers rest between runs. No harm has yet fallen on anyone as the performers almost as a rule like children, no matter how small and grubby they may be.
Add/View Ideas (0)
Add/View Comments or Vote (17)
Demonic Hysteria By: Scrasamax ( Plots ) Crisis - Mini-Campaign
I’ll tell you something, there was a demon in Widow Suvar’s Wine cellar. How do I know, ‘cuz I seen it that’s how I know.
The Set-Up
There comes a time in the life of every PC when they come face to face with the worst evil that can be imagined. No, I don’t mean the tax collector or the mother in law, I mean the penultimate villian, the Demon. (The dragon being the ultimate villian) But there in lies the problem. Like the dragon, the Demon has been diluted, damaged, watered down and so thouroughly distributed that it has lost it’s vital essence. Demon Hysteria should do a nice bit of refueling that essence.
First Sightings
A week or so ago there was an event at Widow Suvari’s wine cellar. (Feel free to insert your own slightly out of the way and eccentric NPC) It was the subject of all the gossip in the region, reaching the lips of barkeeps and hostelers even in the next county. There might even be a small mention of the event in the circles of the lesser nobility. According to local witnesses, mainly the farm-hand James Barley and two local thugs turned mercenary, there was a demonic event in the wine cellar.
All three witnesses reported screaming and an invisible assailant that smashed most of the wine bottles, dousing them with the contents as they were working for the Widow to stock the cellar for the winter. To their honor, each of the men were badly scratched, bruised, and one of the mercenaries, Von Lout, had suffered a bruised brainpan and a broken arm. Each of the men had been so badly frightened that they quickly consumed as much of the partially fermented drink as they could to avoid their memories.
Burning Through the Grapevine
Gossip spread quickly through the community. Some, Von Lout and his fiance accused Widow Suvari of demonolatry, and keeping evil spirits in her basement. A few locals laugh off the account and claim that the only evil spirits in her basement are the bottles of wine that sour over the winter and end up being sold as vinegar.
James Barley accosts any new comers at the local tavern with a beer soaked account of his horrifying encounter with the demon that he was barely able to survive. If not for his Medallion of Saint Duncan/Amulet of Demon Repulsion he would have surely died. This goes on for a week or two before the seed finds fertile soil.
Hellfire and Brimstone
A traveling priest and entourage hear the story and decide to follow it up. The Priest speaks with the Widow and is allowed to explore her wine cellar. He ventures into the structure and is suddenly accosted by an unseen presence that defies his attempts to exorcise it. Panicked, the Priest flees. Later forays are planned into the Wine Cellar. Quite daunted by the prospect of a genuine demon, the Priest sends for clerical reinforcements.
All Hell Breaks Loose
It isnt long before con-men and hucksters flock to the community, some come for the chance to see the Suvari Demon, others come to pander demon charms and other false relics. It isnt long before ‘sure signs’ of demonic influence are passed around. Severe headache, strange noises, unexplained lights after dark, bizarre animal behaviour. Soon half the community is stricken by Demon Hysteria. Little imps are everywhere, scaring off livestock, tearing up clothing on drying lines and causing no end of mischief and suffering. Many of the grange-ladies are laid up with demon-spawned maladies. (Or they attribute demonic power to their normal maladies)
Soon heros and would-be heros start flocking to the area, after all there is a demon to take down (and we all know demons have PHAT XP!) Fights and brawls break out, and it is obvious to all that the elusive Suvari demon is to blame. Some folk begin to whisper that it was Widow Suvari’s minion all along…
Secrets
There is no demon, nor was there ever one. Barley and the Von Lout Brothers concocted the story to cover up the fact that the trio ended up drunk in Widow Suvari’s wine cellar and a drunken brawl broke out. Rather than have to apy for damages inflicted and stolen wine, they concocted the story to save their own hides. Besides, everyone knows that the locals are gullible.
When the Priest arrives, Barley lets the Von Lout brothers know he is about, and they decide they dont want to be exposed as liars and fakers by the Church. The brothers lay in wiat for the priest and stage a mock demonic attack. Since there is no demon at all, the Priest’s spells of Exorcism do absolutely nothing, convincing the priest that the demon is incredibly powerful.
Now that the cat is out of the bag, and the priest’s actions have validated the claim of the deomon, the locals suffer ‘sympathy pains’. Barley and Louts become local celebrities, each willing to recount how horrible the demon actually looked (previously it was invisible) talks with the priest are the same, he could ‘feel the grasping black claws of the demon about his neck as he fled the wine cellar.’ He wouldn’t want to reveal that he was run off by screaming and breaking bottles, now would he.
Fun time begins as the Von Louts and Barley discover that they can have alot of vandalistic fun that is going to be put off on the local demon. Their merry rampage gains speed and destructive power. Animals are let out, windows are broken, and all of the sort of juvenile deliquincy that can be expected of grown men half drunk with the promise of no consequences. They themselves are even ‘attacked’ to throw off suspicions of the locals.
The Breaking Point
The locals, now brimming with fear over the demon decide to nip it in the bud, and go forth and burn down Widow Suvari’s house with her inside. The death of a rather harmless old lady shakes the trio, and one of the Von Lout brothers confesses that the entire thing was a hoax…
Plot Hooks
Now that is a heck of a story, but how can I use it in a game, O Rogue Scholar?
Good question and I am glad you asked.
Eye Witnesses
The PCs encounter James Barley or one of the Von Lout brothers and they recount the tale of violence and destruction. They are having so much fun they dont want to stop, but some of the more canny locals, and that dang sherrif, have started noticing there is a limit to the range of the demon’s power. The trio (or a single member) decide to bring in some other people on the action. If the PCs are of a rogueish bent and might enjoy letting loose with some reckless mayhem this would be a good option. They cause some destruction and are later interviewed by the locals for descriptions of the demon. How much fun can they have before the inevitable death of the Widow?
Jeenkies, a Clue!
In true Scooby-Doo fashion, the PCs come to investigate the rumor of the Suvari Demon and end up hot on the tail of the rampaging trio. Can they uncover the truth before the locals decide to take matters into their own hands? Can they save the Widow (she’s wealthy yo!) before they burn her home and kill her in the process? What if they do the opposite and rouse the locals to burn her house, or even go after the Widow herself? They’re criminals now.
The Real Deal
Perhaps everything above is fake, and there really is a demon loose. Rather than appear as a blazing ball fo fangs, tentacles and obscene writhing organs, it has decided to play a shadow-game and uses the trio as it’s unwilling and unwitting puppets. They have actually seen the demon, and their descriptions are accurate. Opposite of the Scooby-Doo caper, can the PCs discover the real power behind the Suvari Demon?
Add/View Ideas (0)
Add/View Comments or Vote (14)
Escape from the Kitchens By: ephemeralstability ( Plots ) Crisis - Side-Quest
A huge castle whose foundations are crumbling…A murderer on the run in the caverns below.
The characters are servants working in the lightless kitchens of the Castle, lorded over by a tyrannical Chef called Filmor Mawthse. Sent into the cellars on various errands they discover a crevice in a pile of rubble by a collapsing wall. It seems to lead to a larger space behind. When Mawthse comes searching for them to find why they’ve been so long, he gets angry and beats one of them. Assuming the PCs don’t just stand there and let him do it there’ll be a little altercation. In this scuffle, Mawthse is killed: either purposefully with some cutlery or accidentally by slipping on the wet floor and cracking his head open. Fearing suspicion, the PCs will probably flee into the caverns through the crevice.
The caverns extend a long way beneath the foundations of the castle, undermining its structural strength (in a very real sense). In this underworld they find out a terrible secret of the castle: it’s collapsing. The stone pillars which hold it up are crumbling beneath its weight and the caverns are starting to buckle. Not only is it dangerous to be underneath, but a sense of conscience (or desire for reward) will probably make the characters want to warn the people inside the castle. This is difficult as they are murder suspects.
Suddenly, in the darkness, they hear voices. It’s two guards. The dungeons of the castle extend far below it and they intersect with the caverns in a number of places, though they are separated by heavy iron gates to prevent prisoners escaping into the caverns. The guards are discussing a murder. But by the sound of it, it’s a different one…
“She was found in ‘er bedroom, sheets covered in blood so I ‘eard.”
“Arh. I ‘eard that too. And word is ‘es still on the run.”
“Probably in these very caverns.”
“Don’t bear to think of do’m it?”
“Come orn, let’s get away from ‘ere. It give’m me the creepes.”
The iron gate is unyielding, impassable. But now the characters are in an interesting situation. There’s another, more likely candidate for the murder of the Chef who can take the blame away from them. Unfortunately they’re trapped in a cave system where he might be on the run…
Add/View Ideas (0)
Add/View Comments or Vote (9)
Escape From the Tower By: Dossta ( Dungeons ) Other - Rooms/ Halls
After waking up groggily in the middle of a floating wizard's tower, the players must find some way to escape before being slain by the beast that stalks them. Time is ticking and the cat is always watching . . .
Background
A wizard of moderate power and wealth built a tower for himself in the sky so that he could conduct his research in peace. While not “evil”, per se, the wizard wasn't above enslaving the poor fools who would occaisionally come to rob him, layering upon them enchantments so deep that they had no chance of escape. Those who had been particularly annoying might wind up in one of his “experiments”, while the others would serve as menial labor for as long as their bodies held out. Even the dead could serve as compost in his gardens – the wizard did not believe in waste.
Twice a month the wizard received a shipment of supplies a'gryphon-back to keep his operations running. He chatted with the merchants and received the occasional visitor, but otherwise his only companionship was his familiar, a cat named Grimalkin. Grimalkin had the run of the tower; the wizard had catwalks and tunnels built so that his friend had easy access to every room. He also installed bolt-holes and “safe cubbies” for his cat in case one of his experiments went wrong. In time, Grimalkin even learned how to set off all the traps and safety systems that the wizard had put in place. He was a very clever cat, you see.
It was fortunate that the wizard had taken such precautions, for one of his experiments eventually did go wrong. The wizard had been studying lycanthropy for several months, and had finally succeeded in procuring a werewolf for study. While attempting to remove the curse, however, he accidentally transferred it to himself. What's more, he seems to be stuck in beast form for some reason. After killing the hapless ex-werewolf, the wizard (now the Beast) roamed the tower, destroying anything that got in its way.
It is several days after the accident, and the enchantments holding the wizard's servants are expiring. Will the players be able to arm themselves and escape the floating tower before starving or being torn apart?
Introduction
You awaken in a small, sterile hallway. There are no decorations on the walls, no mark left by the occupants of this place. Just stone walls and a spotlessly clean wooden floor. Your hands are cramped around the handle of a mop, as though you have been holding it for hours on end, and your stomach snarls with hunger.
One by one, the players throw off the effects of a powerful enchantment, awakening in the middle of a wizard's tower. They have no memory of their time spent in the tower, but can remember their lives leading up to that point. They are, by and large, remnants of various adventuring companies who have tried to assault the wizard's keep in the past. The fate of their missing companions is unknown.
The party starts off in the Servant's Quarters, and all should bear signs of being stuck in “auto-pilot” for some time. One could wake in the kitchen, surrounded by clean dishes but with her hands still elbow-deep in cold, soapy water as if awaiting more dirty dishes. Another could be lying stiffly in his cot, after taking a days long “rest”. It is clear that something has happened to their captor, and that they have this single chance to escape before he can renew the enchantments holding them here.
But that may prove more complicated than they imagine.
Running the Dungeon
The Cat
The party will first encounter Grimalkin when they leave the Servant's Quarters. From then on, Grimalkin should always be lurking in the background, watching the party with unnatural intelligence. If confronted, he'll simply disappear through a bolt-hole for awhile, only to reappear somewhere else later. He has one goal: to return his master to normal. And for that, he'll need the party's help.
Grimalkin will do whatever he can to keep the players from leaving before obtaining their help. He will also try to keep them from poking around his master's quarters, and will set off the traps there. The only places that Grimalkin habitually avoids are the Bestiary and now the Observatory.
The Beast
The wizard is trapped in a werewolf's bestial form, unable to shift back to being a human. It is very intelligent, but not really aware of who it is. All it knows is rage and hunger; it will kill just about anything that moves. The only reason that the party was not killed while enchanted is that they were closed off on the only floor that has no windows and it didn't know about the trapdoor down. Others were not so fortunate.
During the adventure, the werewolf should mostly sleep during the daytime up in the Observatory (coincidentally blocking access to the portal there). At night, it should prowl all over the tower, mostly by scaling the walls up and down. There are plenty of windows that it can come through to get at the party, and they should never know when it will attack (except in the windowless Servants' Quarters).
Normal weapons are practically useless against the Beast, so it should be nearly impossible for the party to take down. When confronted with a holy symbol, it will only hesitate for about a second or so. There is some silverware in the kitchen that might be useful, but a fork or butterknife is a really dinky weapon to wield against a werewolf.
Possible Escape Routes
- The gryphons in the Beastiary. To use them, however, the party will have to obtain the magical harnesses stored in the Wizard's Quarters. The cat will try to prevent this from happening.
- The deactivated portal in the Observatory. Set in the middle of the Beast's den, it will be tricky to get to without getting mauled. And even then, the party will need the key that is hidden in the Wizard's Quarters to activate it.
- The wizard. The party will probably assume that the wizard is dead. However, if they can free him from his curse, they will have him at a disadvantage and he will be eager to get them out of his tower as soon as possible.
- One possibility is to cooperate with Grimalkin and get the cure for lycanthropy from the Gardens, then somehow administer it.
- The other is to smash the orb that is in the Observatory. This will let the wizard revert back to human form for awhile at least, though it won't permanently cure him.
The Tower
Below is a description of each floor of the wizard's tower, along with notes on what the players may find there and possible exits (marked with a →). They are listed from bottom to top, in order.
.png)
Bestiary & Holding Cells
Cages of all sizes line the walls here, filled with creatures both exotic and mundane. The din of panicked screeching, cawing and squeeling is deafening.
The rattle of chains draws their attention to the far side of the room.
There, three large & fearsome beasts prowl at the ends of their tethers, snapping at each other or pausing to rip at the corpse of some small animal. Behind them is a large, double-doored entrance with the doors thrown wide. The party can see blue skies and clouds beyond the doors, and a bunch of boxes, piled haphazardly on what appears to be a sizable landing pad, just outside the door.
As their eyes adjust to the dimness, the party can see that many of the cages around them have been broken open – blood, feathers and fur is all that's left of the occupants. Additionally, there is a trail of blood that leads to a side window, not far from where the party stands.
Both the gryphons and the Beast have been feeding off the small animals here for the past three days. There has been at least one territorial fight, as evidenced by a wounded gryphon (large gashes run down its hindquarters and it walks now on three legs), and the Beast has avoided their side of the Bestiary since then. It prefers to come in and out of the window near the portal.
There is an closed and barred gateway to the right of the gryphons. The party can just barely see the bars of the first holding cell beyond from where they stand. The holding cells and their contents have been protected from both the gryphons and the Beast by a strong gate. Though the gate itself is not locked, the individual cells may be. Place any NPCs you want here – they won't have survived in the rest of the tower. NPCs should be hungry and parched, having lived without food for three days and without water for one. This adventure does not require any NPCs, but this can be a convenient way to flesh out a smallish party or add some moral dilemma or outside intrigue.
The boxes on the landing pad seem to have been there for awhile – the delivery date on their sides indicates at least three days ago – and they lie unopened on the landing pad. They contain additional food, water and supplies. Some of the boxes may have been ruined by the weather.
Encounter:
While the gryphons cannot reach the boxes themselves, their tethers are long enough to allow them to guard the door to the landing pad effectively. The party will have to distract or disable them if they want to get to the extra food and supplies.
→ Portal to the Laboratory
Servants' Quarters & Kitchens
This place seems absolutely sterile, like a barracks whose occupants never stay long. There is no decoration, nothing bright or cheery on the walls. There aren't even any windows.
This whole floor was dedicated to housing the human automatons that the Wizard used for servants. For maximum effect, it should be night-time when the party ventures up the trapdoor into the Laboratory (for that is when the Beast is on the prowl).
Rooms:
- Kitchen with Larder: The kitchen cupboards are full of pots and pans, and the drawers contain several sets of fine silverware. There is also a very large oven. The larder contains enough food to feed the party for a few days.
- Barracks-like bedroom with six simple cots (or as many as needed for the party, plus a few).
- There is a large storage room (locked) in the hallway between the kitchen and barracks, full of old adventuring gear thrown haphazardly against the walls. Swords, backpacks, armor – you name it. Any magical items have long since been confiscated, but there will many tools and oddments left over in the personal belongings of dozens of adventurers.
→ Stairs up to the Laboratory, closed off by a trapdoor which can be opened from either side.
Laboratory & Library
Here is a scene of utter destruction. Books, scrolls and implements of all kinds lay strewn across the floor amid puddles of viscous liquid and shattered glass. Tables and bookshelves lie overturned, and a line of large cages has been simply ripped from the wall.
Near the center of the wreckage lies the remnants of a broken circle and the remains of . . . something, lying in a puddle of blood. The stench of eviscerated guts assaults the nose, and a few flies buzz greedily around the corpse. Wrenching your eyes away from the carnage, you can see blood painting the walls and high bookshelves, flung almost to the ceiling by some violent force. And a trail of long, jagged gashes leads up to one of the four windows . . .
Picking through the wreckage, the players may find various useful odds and ends; a few unbroken potions, spell components -- perhaps even a blasting rod or other magical weapon, hidden in the desk for quick access.
The Wizard also kept notes about his current research. After the party has been poking about for awhile, Grimalkin will pointedly push a notebook off a shelf or desk to land at the feet of a PC. He will do whatever he needs to do to attract their attention to it. The notebook contains general notes on werewolves (including their weakness to silver, and nocturnal nature). It will also mention a possible herbal cure for lycanthropy that is growing in the Gardens right now. Once obtained, the herb must be dried and crushed into a powder that is to be thrown into the eyes or into the mouth of the Beast. Unfortunately, it can only be harvested under the light of the moon.
Encounter:
After the players have received the notebook, if they decide to thumb through it now they will get far enough into it to see that the Wizard was studying lycanthropy. At that, the hairs on the back of their necks will start to prick up. When they look around, one of the party should see the gleaming eyes of the Beast staring at them through a window. The Beast will charge once noticed.
If this is their first encounter with the Beast, they will quickly learn that their weapons are ineffective. This may lead to the party getting into some real trouble. If things get too bad, Grimalkin will step in to draw the Beast away from the PCs, allowing the party to escape.
→ Spiral stairs up to the Wizard's Quarters. These are trick stairs, bewitched to prevent anyone from climbing up without direct permission from the wizard. No matter how high you climb, the top never gets any closer. This enchantment deactivates when a large clock next to the staircase begins to chime (normally three times a day, at mealtimes). The clock has been smashed, however, and will now chime at random times during the day and night. When the party hears it, they will have 5 minutes to get up the stairs before the enchantment reactivates.
→ Stairs down to the Servant's Quarters, closed off by the trapdoor. There is a lock on this side that can be engaged, as well.
→ Portal to the Bestiary, currently set to permit passage both ways.
→ Door out to the Gardens
The Gardens
It is obvious that the wizard was an avid gardener. Rows of immaculately kept herbs and flowers extend around the first bend of the tower, to the left. A small shed with gardening tools, neatly organized, and a greenhouse are near at hand. To the right, the wizard has fashioned an extensive labyrinth from the topiary. Grown to about chest-height, the labyrinth is well-stocked with many species of ornamental plants; flowers and vines climb thickly over gated trellises. Various statues and fountains can be seen poking out from within.
The gardens were used to supply the wizard with magical components, so expect to find many varied and useful herbs here, including the cure for lycanthropy. For a challenge, feel free to stock the Gardens with various poisonous, carnivorous or otherwise dangerous magical plants.
Encounter:
If the party goes out into the Gardens to harvest the cure, the werewolf will get between them and the door back into the Laboratory (whether this happens before or after they've obtained the herb is up to the sadism-level of the GM). The Beast will chase them into the Labyrinth and a long game of cat-and-mouse will ensue. Partway through, the cat could appear to help guide them around the Beast and to the door of the hidden safe-room.
→ Door to the Laboratory
→ Hidden door to a small safe-room, concealed behind some bushes
Wizard's Quarters
Though the rest of the tower has a spotless, almost sterile quality to it, the wizard's own quarters are chronically untidy. A half-finished breakfast tray lies on the bedside table, along with various other oddments and nicknacks. A large wardrobe, stuffed to the gills, was evidently insufficient for the wizard's needs; hats, robes, capes and other oddments have been flung over other furniture, even the life-sized statues that rim the chamber. A massive bed with rumpled sheets, a wide assortment of tapestries, and a gilded portrait of the wizard holding a gray tabby-cat completes the décor.
There are a few points of interest on this floor:
- There is a large chest at the foot of the wizard's bed which holds much of his physical wealth. It is firmly locked.
- A small chest of drawers holds many useful magical items, some removed from the adventurers themselves when they were captured. The drawers are trapped with a loud alarm (and possibly a sleeping spell). Among the magic items are three magical harnesses for the gryphons in the Bestiary. Merely holding one of these harnesses is enough to make a gryphon tame enough to ride.
- There is a secret cache of research notes, journals, etc. in a cubby hole behind the portrait. The cubby also contains the key needed to activate the portal in the Observatory.
- Besides the bedroom chamber, there is a private bathing room and adjacent privy.
Encounter:
Six armed statues/constructs stand at even intervals around the edges of the room. If the party attempts to get into the magic items cache or get too close to the hidden compartment behind the portrait, the cat will set off one of one as a warning. If they try again, it will set off two. Then three at once. After that, the room's defenses are exhausted and Grimalkin will only be able to express his displeasure by glaring at them and yowling.
Encounter:
The chest with the gryphon harnesses is trapped with a loud alarm. Day or night, this will be loud enough to attract the attention of the Beast, who will come to investigate. The party will hear snarls coming through the trapdoor above, followed by several large thumps as the Beast tries to break through, then an ominous silence. It will burst through one of the stained glass windows 2d4 rounds later. If there are any statues left alive, one could engage the werewolf at this point, allowing the party to escape.
Encountes:
Six armed statues/constructs stand at even intervals around the edges of the room. If the party attempts to get into the magic items cache or get too close to the hidden compartment behind the portrait, the cat will set off one of one as a warning. If they try again, it will set off two. Then three at once. After that, the room's defenses are exhausted and Grimalkin will only be able to express his displeasure by glaring at them and yowling.
The chest with the gryphon harnesses is trapped with a loud alarm. Day or night, this will be loud enough to attract the attention of the Beast, who will come to investigate. The party will hear snarls coming through the trapdoor above, followed by several large thumps as the Beast tries to break through, then an ominous silence. It will come in through a window 2d4 rounds later. If there are any statues left alive, one could engage the werewolf at this point, allowing the party to escape.
→ Ladder up to the Observatory, sealed off by a trapdoor
→ Stairs down to the Laboratory
The Observatory
The scent of drying blood lingers in the air as you step into what was once an elegant chamber. The whole of the large, domed roof is covered in intricate paintings of stars, planets, deities and the primal elements, swirling overhead in a crazy cosmic dance. Lit by the soft, glowing light of a glass orb set high into the wall, the painting stands in sharp contrast to the disordered mess below. Desks lie in splintered piles around the room; shredded charts, models and notes have been scattered over the entire floor; and a large nest of sorts has been constructed in the cleared space from various bits of fabric, bone and paper. The Beast has obviously made a den of sorts up here . . .
The glowing orb is actually one of Lytharian's Luminescent Orbs. Upon closer inspection, it seems to be hooked up to some sort of contraption -- a mess of crystals, wires and copper. This is actually an early prototype "lux generator", a colaborative work between the wizard and his colleague, Lytharian. It took them the better part of a summer, but the two were eventually successful in replicating the exact properties of the full moon's light from a stored sample (they intended to adapt the work to replicate additional light sources, but then got hung up on magical patenting issues).
Here, then, is the source of all the trouble. The wizard-turned-werewolf is being forced to remain in Beast mode at all times, due to the constant exposure of the full moon's light up in the Observatory. The device is not very efficient (by wizarding standards), but it will easily be able to power the "lux generator" for at least a decade before failing. If the party can deactivate it, however, or at least smash the orb that is giving off the light, the wizard will revert to human form at the following dawn.
Encounter:
Unless the party has taken specific precautions against it, you should ensure that the Beast is present to attack the intruders to its lair. It's not specifically guarding the portal out, but it will attack anyone in this room with extra ferocity as it tries to defend its territory. There's no rule against it following them through the portal either . . .
→ Deactivated portal to the left of the trapdoor. The portal leads off the tower (to wherever the GM wishes), but must be activated by the key found in the Wizard's Quarters.
→ Stairs down to the Wizard's Quarters, closed off by the trapdoor
→ Door out to the observation deck, to the right of the stairs
Afterward
Because the tower is such an isolated location, it should be pretty easy to find a way to drop your party into their next adventure. Here are a few segways I thought of:
1. The deactivated portal in the observatory was somehow damaged (either during the fight, or by the Beast previously). When the party steps through to escape the tower, they are teleported to a random location. Could be in the middle of your next dungeon, onto a battlefield, deep in the wilderness, etc. Obviously not where the portal was originally meant to go.
2. The harnesses may allow the party to ride the gryphons out of the tower, but perhaps they don't give the players absolute control over the beasts. The gryphons will fly to wherever they damn well please, and the party members have no choice but to hang on or fall to their deaths.
3. The wizard has been cured, and he wants them OFF the tower. Perhaps he teleports them to a dangerous (or very remote) location to get them out of his hair. This could be unintentional -- teleportation may just not be one of his strong points.
Add/View Ideas (1)
Add/View Comments or Vote (8)
Gathering of Gypsies By: Strolen ( Plots ) Duty - Encounter
Every five years the wandering nomads of the land have a large gathering bringing them together from all over. Unfortunately a town has sprung up on top of their gathering place. Live in peace and deal with each other or will the overlapping of two entirely different cultures clash in a bad way?
Every five years the wandering nomads of the land have a large gathering bringing them together from all over. The gathering lasts about a month. The amounts of nomads that congregate are of such a large amount that they take over a small town that is fairly near a major city. They have been gathering there for centuries and, while the city has been there for much of the time, the small town is relatively new so the have no reasonable argument against the gypsies gathering except that they picked a bad place to put their town.
They are not a violent group, but they don’t like the idea of a town encroaching onto their traditional gathering spot. While critical harm has never come to those in the town, there is an aura of mistrust and anger that makes it very scary for the townspeople. Petty theft and property damage is not unheard of and if a villager finds himself alone he may be confronted.
The gypsies are a loose bunch with no real organization, just tents and wagons put up wherever they decide to stop. Most sell or trade most any type of goods and are wealthy in items they have if not hard currency. Others are there to swap tales and stories of sights seen and adventures experienced. Many find themselves a significant other there as well.
After about three weeks they start disappearing little by little dispersing wherever they feel beckoned. By the end of the fourth week there is nothing left of them except a big mess that the town is forced to clean up.
Natives of the small town move away for a month taking all their belongings with them and hoping that the dispatched guards protect their homes. The wealthier can hire somebody to stay at the house and protect it. Others stock up and barricade themselves in their homes only going out when absolutely necessary. Some enterprising individuals spend the five years gathering arts and crafts they hope to sell to the visiting gypsies. It works very well. These may/will have to hire guards to help protect their interests. Many guards are dispatched to do roving patrols to try and protect the interests of the native townspeople.
-Perhaps a new opportunity to gain information and products from far off lands.
-String of thefts/murders correspond with the arrival of the gypsies. Somebody trying to pin it on them or has one of them turned dangerous.
-While browsing the stands the corner of an old map catches the players eye. They recognize the writing or land that leads them�
-Some of the town don’t care that it is the gypsy’s traditional gathering place. They chose to try and get rid of them in their own way. Murder, fires, random destruction, whatever it takes to make the gypsies realize they are not wanted. But they gypsies won’t take it lying down.
Add/View Ideas (0)
Add/View Comments or Vote (8)
Looking for Bethany By: Dragon Lord ( Plots ) Event - Side-Quest
Savage orcs, intelligent apes, desperate ghosts, and one very lucky little girl.
A curious little side-trek for starting level PCs.
Background
Adrian Newman, a young farmer from the Heartlands, having purchased a land grant in the newly opened Colonies, was travelling there with his wife and 6-year old daughter to start a new life. Unfortunately, before reaching their destination, their camp was attacked by orc (troll / ogre / goblin / beast-man / whatever) raiders. The raiders killed both adults and stole everything of value they could find, then feasted on the bodies and burned what remained.
But the story did not end there. Bethany, the little girl, survived the attack, thanks mainly to blind luck. When the orcs attacked she simply ran away and by the time they had finished with her parents she was hidden in the rocks some way off. The orcs never even realised she was there or they would certainly have killed her too.
Shortly after the attack, a troop of intelligent baboons passed by and found the orphaned girl. As luck would have it (and Bethany is a very lucky little girl) one of the females, whose own baby had recently died (life can be short and brutal in the wilderness lands), picked up and sort of "adopted" the child.
Meanwhile her parents’ spirits found that they could not leave the area of their deaths, bound there by their love for their child. Unable to reach Bethany’s location, they found themselves powerless to prevent the baboons from taking her.
Confused and afraid they beseeched all the gods to deliver their child to safety. However, apart from a strong feeling that they where bound to this site until Bethany was returned to civilisation, they received no answer.
The Burnt-out Campsite (or Where the PCs come in)
Around mid morning the PCs come upon a pleasant roadside clearing transformed into a scene of total destruction. The partially eaten bodies of two humans and a mule lie upon the ground, a flatbed cart and a large tent still smoulder from the fires that have consumed them, and the contents of bags and packs are strewn about the site.
A search of the area (appropriate perception and/or tracking rolls required) will reveal that this is the remains of a campsite, obliterated by orc raiders some time around first light (about two or three hours ago).
The orcs of course took any valuables they could find (money, jewellery, etc) as well as the Newman’s weapons, although a detailed search will reveal a small cache of gold (not much - say enough to pay for a nights’ lodging) that the orcs missed.
Other than this all that remains are personnel and household goods (cloths, furniture, a few farming tools, etc), none of which are salvageable (assuming of course that the PCs would want such things).
The Ghosts
Some time while the PCs are searching the area two spirits will form over the human bodies. These are the ghosts of the Newmans, responding to the presence of the first human they have seen since the orc raid. The spirits do not attack, contenting themselves with waiting for the PCs reaction. If the PCs take no threatening action they will try to speak with them.
Adrian and Karla Newman - human ghosts
If they can establish communication the ghosts will tell the story of the raid (refer to Background) and Bethany’s later abduction by the baboons (they are not aware that the baboons mean her no harm). They will also explain that they are now bound to this place until such time as Bethany is returned to civilisation.
They then ask the PCs to find the child and return her to civilisation. In return they promise to help the PCs once in the future and arrange some method (whatever makes sense in your preferred magic system) they can used to summon them from the spirit world. They regret that they cannot provide such aid until after their daughter is safe as they are bound to the place of their death until that time.
Finally, they will ask the PCs to arrange for decent burial of their remains.
Should the PCs agree to all this the ghosts have no objection to them salvaging any valuables or material goods that remain. After all, they have no further use for such things.
Tracking Bethany
Tracking Bethany herself is almost impossible since her tracks are quite small and largely obscured by those of orcs, baboons and the local animal life. It may however be possible to track the baboons since their trail, although partially obscured by animal tracks, is much clearer (an entire troop of baboons, however intelligent, inevitably leaves some kind of trail).
The Baboons
When the PCs catch up with the baboons they discover that these are no mere animals, but highly advanced creatures with near human intelligence levels, a stone-age technology level, and a complex clan organisation.
Baboons - intelligence good, combat skills fair, perception and survival skills excellent - basic stone-age tools (wooden clubs, stone knives, etc)
Despite her parents fears the baboons have no intention of harming the human child, and indeed most of them have no particular feelings towards her one way or the other. In general they take the attitude that she’s there and that’s OK but if she wasn’t that would be OK too, so convincing them to give her up shouldn’t be too difficult.
The only problem is Magra, the female who lost her own baby and has now transferred her maternal instincts onto Bethany. Magra will not willingly surrender the child, in fact she will make a big show of gathering the girl up in her arms and threatening anybody who comes too near.
Magra - female baboon - combat skills fair with bare hands, poor with club
Recovering the Child
The PCs have two main options here.
They could attempt to kidnap Bethany. Although it is unlikely they can get close enough without being seen, as long as they do not threaten the troop in any way the baboons will not interfere. Except of course Magra, who will fight like a cornered polecat to protect "her child". And that is quite likely to pull the rest of the troop in to protect Magra.
Alternately they could attempt to negotiate, which will almost certainly work since the baboons have no emotional attachment to Bethany. Despite this Korva, the troop leader, is quite smart enough to extract something in trade.
Korva - alpha male baboon - as above + fair negotiating skills
Korva will not take money (baboons have little need of this), nor can the PCs get away with worthless trinkets (he’s far from stupid). He is most likely to accept something intrinsically useful, like a couple metal knives (baboons may not have mastered metallurgy but they still know the value of a good metal blade) or perhaps a free lunch.
Finding Bethany a home
Having recovered Bethany the PCs now have the problem of what to do with her. There is a village about a day’s travel from here (this is in fact where the Newmans were heading), and the obvious course is to take Bethany there. This counts as "civilisation" (if only just) and thus fulfils the PCs deal with the ghosts.
Unfortunately nobody at the village was expecting the Newmans so there is nobody to take the child off of their hands. It’s not that the people here are unsympathetic, it’s just that life is hard enough in the Colonies and nobody can really afford another mouth to feed.
The only other option is a small market town about a week’s travel back towards the Heartlands, maybe one of the temples there will take the child in. Looks like the PCs have journey ahead of them.
Further Adventures
Baboon Raiders: Troops of the local baboons regularly raid the colonists’ farms for anything edible, but seem completely unable to grasp the idea that the crops belong to somebody else. Although intelligent the concept of personal ownership, particularly of land or food supplies, is totally alien to their culture and they really don’t understand why the humans get so upset about it.
Stopping them is by no means easy since there are several hundred troops each consisting of anything around thirty or so individuals. There simply aren’t enough colonists to fight them all so the only solution is to negotiate. Unfortunately it isn’t clear whom the colonists can talk to, since the baboons seem to have no organisation higher than the family group.
Looks like somebody (guess who) must work out if there are any baboons with enough authority speak for all of the troops and convince them to stop the raids.
Savage Orcs: Orcs raiders are terrorising the area, attacking travellers on the road or small outlying farms more or less at will. The gang is obviously quite small since they attack only lone travellers or isolated farms, but they are a serious problem nonetheless.
Perhaps a band of hardy adventurers (like the PCs) can track the orcs down and destroy them, or at the very least drive them out of the area.
Add/View Ideas (0)
Add/View Comments or Vote (8)
The Beast of Cragley Forest By: Dragon Lord ( Plots ) Crisis - Single-Storyline
A dangerous beast is loose in the forest.
Does the circus have anything to do with it, and if so can they help catch it?
More to the point, will they admit it?
Plot Description
GMs’ Overview
A circus visits the area offering all the usual attractions (troubadours, acrobats, wild animal shows, freak shows, etc) and a good time is had by all.
Meanwhile a strange creature, a large cat-like beast with a thick shaggy mane and long trailing tentacles, is seen skulking through the woods. This is actually an old and slightly arthritic lion that escaped from the circus (the "tentacles" are the ropes used to tie him up, still attached to a leather collar around his neck).
Where the PCs come in
The presence of such a beast falls clearly under the purview of Sgt Goodwin of the village militia who, amongst other things, is responsible for assessing any potential threat and taking any action that might seem appropriate. However, his entire militia force (such as it is) is currently fully occupied policing the circus so he simply does not have the men to spare. Consequently he will offer a reward for anybody who can track the creature down and take whatever steps are needed to remove the threat.
Johan’s Big Cat Circus
Johan the Lion King owns and manages a travelling circus, which passes through most of the villages in the Duchy of Salona. Johan himself runs fairly standard lion-taming act.
Johan, the Lion King - human male - lion taming: excellent, showmanship: very good, business acumen: very good
Johan adopted the title Lion King because he thinks it sounds "right" but has no idea just how appropriate it really is. He has an innate understanding of felines (a leftover genetic trait from a long forgotten were-cat ancestry), which he uses to direct and control a group of big cats (lions, tigers, leopards, etc) for the entertainment of the crowd.
The Side Shows
The other attractions are all semi-independent acts hired on to fill out the programme. Each have their tent, caravan, or other enclosure, which they entice people to enter (for a small fee) to view their show or play their game. Some of the games are even fair.
A few suggestions are given here - feel free to add anything else you think might be amusing:
Wrestling Arena - run by "Killer" Clyde, a giant of a man who challenges all comers to wrestle him - surprisingly this is actually honest (Clyde is a very good wrestler)
The Beast-man - a minotaur from Beast Valley - chained up "for the safety of population", but the chains have no locks - continually growls and roars at the customers
Archery Range - this contest is fixed (the arrows are slightly bent, just enough that their trajectory is unpredictable) - must use his crossbows (light strings) and arrows (clay tips and ever-so-slightly crocked shafts) "for safety reasons"
Gypsy Fortune Teller - run by Madam Zsa-zsa (human female, excellent acting skill, quite young but uses stage makeup to appear old and venerable) - gazes into a "crystal ball" (large glass paperweight) to discern the future - has no real power but puts on a good show
Freak Show - half a dozen actors dressed up as fantastical creatures (mermaids, snake men, bearded ladies, etc)
Dancing Dogs - four poodles with pink-dyed fur shaved in the traditional manner - trained to perform a number of acrobatic tricks
Ring the Bell - strike a lever with a mallet to knock a metal ball up a 20’ column to hit the bell - this is fixed (has a foot-operated damper that slows the ball)
Fire Eater - gulps and spits an alcohol mixture and ignites it with an ordinary torch
Hawk the Mad Story-teller - regales people with tales of the terrible monsters that roam the Twilight Forest - these may or may not be true at the GMs discretion
The Beast of Cragley Forest
Some strange, and truly disturbing tracks, have been found near the forest edge around the hamlet of Cragley. They show great cat-like paw prints as big as a dinner plate and thin snake-like drag marks as long as a spear. The local trackers have never seen their like and do not know what to make of them.
Some of the villagers ventured into the forest to track the creature down. They never found its’ lair but they did get a glimpse of a large cat-like beast with thick shaggy hair on its head and long trailing tentacles growing out of its neck. None of them have the slightest idea what the strange beast could be but Cpl Rudegar of the village militia (who hunted Chaos horrors in the Twilight Forest in his youth) speculates freely on the subject, and his theories are doing little to calm the villagers’ already somewhat frayed nerves. {{Roleplaying Note: Let your imagination run wild - Rudegar certainly is.}}
In reality the beast is actually an old and slightly arthritic lion, named Clarence, who escaped from the circus when one of his keepers left him untied for a few moments (the "tentacles" are actually the ropes used to tie him up, still attached to a thick leather collar). Clarence has spent most of his life in captivity (and pretty pampered captivity at that) so, although he looks quite fearsome, he doesn’t know how to hunt (somebody always brings dinner to him) and his combat skills are simply abysmal (he has never had to fight for anything).
Clarence - escaped lion - old, tame, and slightly arthritic - poor combat & hunting skills
Johan will not readily admit that he has lost a lion, partially because he thinks (correctly as it happens) that this might be bad for business, but mostly because he is somewhat embarrassed by the whole affair. If the PCs make this obvious connection he will be extremely evasive on the subject, although he will not outright lie about it (well probably not).
Strangers in the Woods
Despite appearances to the contrary, Johan has not been negligent of his responsibility in this matter and has taken steps to recapture the escaped lion before it does any real harm. To this end he has sent a small group of suitably equipped lion keepers into the forest (discreetly of course) with very strict orders: "bring Clarence back, and don’t make any fuss about it".
Unfortunately the keepers are just that - keepers. They are not trackers and, while they know quite a lot about how to look after big cats in captivity, they know absolutely nothing about how to capture them in the wild.
Leader - combat: poor, tracking: poor - pole lasso, mini crossbow (no damage, shoots darts tipped with sleep drug)
Keepers - combat: poor, tracking: poor - pole lasso or net
They will bumble around the forest scaring the wildlife, setting traps that wouldn’t fool a retarded rock, and generally getting in everybody’s way. If spotted they will attempt to hide (very ineffectually) because they have been told to keep their activities secret. If captured (a definite possibility) they will be extremely tight-lipped about their activities, unless of course they are threatened with violence (they’re not being paid anywhere near enough to take that kind of abuse).
Note that whatever else happens the keepers will NOT recapture Clarence (yes, they are that inept.)
Catching the Beast
If the PCs make a determined effect to find the beast they should eventually track poor Clarence to his lair, a nice shady little clearing in the middle of a large hawthorn bush where he has made himself quite comfortable. At this point even the most cursory examination will identify Clarence for what he actually is - an overgrown pussycat, really only dangerous to the local rabbit population (and then only on a good day).
If attacked Clarence will either try to escape or, if cornered, defend himself. Note that despite being almost completely tame he is still potentially quite deadly. A rake from one of his claws could easily disembowel a man and his bite could certainly tear a man’s throat out. He just isn’t very good at this. In a real fight (as opposed to the play fighting he is trained to do in the ring) he simply doesn’t know what to do.
If the PCs think of it (and they should if they’ve worked out what he is) the easiest, and by far the safest, way to capture Clarence is to feed him. Since nobody as fed him for some time (probably two or three days by now) he is quite hungry - and he is used to people feeding him. If offered food he will happily take it. All the PCs need do then is pick up one of the ropes still attached to his collar and he will meekly follow them back to the circus (or anywhere else the choose to take him for that matter).
Wrapping Up
If the PCs have either killed Clarence or removed him from the forest, and can prove that they have done this, Sgt Goodwin will pay them the offered reward. Also the local lord, Baron Morgan, has by now heard of the beast. Suitably impressed with the PCs’ effects to resolve the situation he will proclaim them minor heroes and add his own thanks. He offers no monetary reward (after all the PCs have already been paid) but the PCs now have a favourable reputation with the local nobility, which is never a bad thing.
If the PCs killed Clarence, Johan will be furious with them. However, since he did not report the lion’s escape in the first place, he has no legal grounds for pursuing them. He won’t like it, but he will just have to take the loss.
On the other hand, if the PCs capture Clarence and returned him to the circus Johan will reward them, at least to the level offered by Sgt Goodwin and probably higher, on condition that they "refrain from mentioning this little incident". {{Note that clever PCs might well be able to claim two rewards for the same job here - this is perfectly OK if they are smart enough to pull it off}}
If the PCs captured Clarence and brought him back to Sgt Goodwin the situation gets a little more complicated. In this case the baron takes a liking to the unfortunate beast and, since nobody seems to own him (well nobody has claimed to have lost a lion), promptly claims him. Clarence is now destined for a life of pampered luxury at the baron’s castle.
The legal footing for this action is dubious at best, but the baron (being somewhat brighter than he looks) is trying to make a fairly subtle point here. He has of course made the obvious connection with the circus and wants to make it perfectly clear that he will not tolerate the release, even accidentally, of dangerous wild beasts into the countryside.
Johan will of course be outraged and what he sees, with some justification, as a totally arbitrary ruling. Unfortunately for him, his failure to report the lion’s escape places him in an equally dubious legal position. Furthermore, the baron is the legal authority in the area and any higher court would most like just rubber-stamp his decision.
One last thing: if the PCs harmed, or worse yet killed, any of the keepers trying to recapture Clarence (refer to "Strangers in the Woods" above) they will find themselves in big trouble. They might well have been acting somewhat suspiciously but they were not actually doing anything illegal. They did not start a fight with the PCs, or anybody else for that matter, and in fact tried to avoid a conflict of any kind. Furthermore they weren’t even armed. However you look at it, the PCs had absolutely no right beating them up. As GM you should feel free to impose whatever penalties you think appropriate - they deserve it.
Add/View Ideas (0)
Add/View Comments or Vote (9)
The Charter By: Scrasamax ( Plots ) Discovery - Single-Storyline
Arriving in a small village the adventurering party is drawn into a meeting of the Parish Guild…
The Village is a small, and unimportant one located midways between two larger cities or towns, both complete with established stone churches, or one might even have a lofty cathedral. The villagers have tired of not having a church of their own, and having to walk or ride a full day to hear services, be wed, or have last rites said over the bodies of the dead or dying.
The Church Guild was formed as a way to finance the building of a real stone church, rather than the wattle and daub, earthen floored building that serves as a church when a traveling monk, exorcist, or priest deigns to stop and preach the good word. Otherwise, the communal building serves as a resting place for travelers who are willing to give the Guild a few copper pieces. A silver piece will get them a meal.
After enough time, the Guild would hoard enough gold to finance the building of the stone church, but suddenly time is not on their side. The Prior of the closest Cathedral is unhappy about the prospects of another church being opened in the vicinity of the cathedral. Running such a large establishment is a costly venture and the church would bleed some of that money away. The Prior has been sending acolytes, and other servants to the guild to gather alms for the poor. This has been depleting the coffers of the guild.
The Prior of the church in the town on the opposite side has had the same thought, as he wants to build a cathedral to rival that of the opposite town. The new church would cut into his profits as well, but it hits him worse since his cathedral is still in the planning phase. He has responded by also sending priests and acolytes to gather alms for the poor from the guild.
The party has arrived in time for a meeting the Church Guils which has become distressed by the depredation of its neighbors who seem much more concerned with secular things than in the spiritual providence of god(s) and they beseach the adventurers for help.
A. One of the Priors has decided to undermine the guild by playing dirty. It could be that laybrothers disguised as lepers block the road, or zealots of a church were induced the tear up the road, or collapse a valuable bridge. Or a Prior has hired a band of brigands covertly to harass travelers on the road unless they are expressly going to his church of cathedral.
B. The guild beseeches the party to help finance the church, or even help in its construction if they are big strapping types, in its design if they are intelligent mage types. If there are clerics not aligned with either church, they will plead for their aid. Once the church is built, it will need a prior and staff as well.
C. The guild trys to pump the PCs for money.
D. Upon reaching one of the other parishes, the PCs are drawn in to meet the Prior of a church. They are questioned, and either sent to harry the church guild or are dismissed in an unpleasant, rude manner.
Well, that is my plot. Scrap hammers at the ready!
Add/View Ideas (0)
Add/View Comments or Vote (10)
The Tribe of Talna By: Ria Hawk ( Plots ) Mystical - Single-Storyline
The Great Bell has been rung, and the Tribe of Talna has been summoned. Now someone must discover why random people are suddenly traveling towards an isolated range of mountains.
Plot Description
Night had fallen, and the inn was a busy place. A reasonably well known bard was busily recounting epics of great heroes, and the ale and wine was flowing freely. As another traveller entered, a low rumble of thunder was heard. "Gonna rain," someone said. The bard was in the middle of a stanza concerning the warrior, Menthias the Great, when he heard the thunder. A most peculiar look crossed his face, and he stopped in mid-sentence. Then, he suddenly stood up, thrusting his gear into his bag. "I must go." Then he left without another word, despite the protests and requests of the patrons.
Something peculiar is going on. People, seemingly at random, are suddenly dropping whatever they’re doing and departing for parts unknown. If pressed, they merely say there is something they have to do or that something suddenly came up. If prevented from leaving, they become upset or violent, depending on their temperment, and insist that they must go.
This is a widespread phenomena, and not restricted to age, gender, social standing, or profession. The eleven year old son of a lord might be seen departing a city with a forty year old thief, and apparently peaceably. There has been at least one case of the city guard jumping to prevent an apparent kidnapping, only to have the presumed victim attack in defense of the presumed criminal.
The only discernable links that can be found are that often blood relatives will all suddenly leave without explanation, if they are all capable of travel. If some are not capable of travel, the blood relatives express a desire to go, and maybe angry or depressed that they cannot. But *everyone* who is following this behavior can’t be related, it’s spread too far out.
Perhaps the PCs are merely curious, and want to discover the cause of this unexplained behavior. Perhaps a reward has been offered by the distraught family of a wealthy individual who suddenly left. Perhaps one of the PCs have felt the Call themselves. In any case, they are investigating.
Either by questioning, or simply following some of these travellers, it becomes evident that they are all heading for the same place, an isolated mountain range. Individuals meet up, forming groups, and groups merge into larger groups. All groups are travelling as fast and as far as they can; there is a definite sense of urgency. If questioned, these people say something to the effect of they have to hurry to protect something or someone.
Secrets
All of the people who heard the Call and then suddenly left for the mountains are descendents of the Tribe of Talna, a very small people that originally made their home in the mountains that is now their destination. The tribe eventually fragmented and scattered, and all memory of them was lost.
But they left something up in those mountains, at the entrance to a valley between two of the highest peaks: the Forgotten Shrine, the last temple dedicated to their goddess, Talna. The Shrine protects Talna’s Valley, a sacred place where there is no illness or injury or death. They left a single guardian, the eternal priest Miklos to guard it.
They also left him a means of calling for aid, should he require it. That was the Great Bell, which had the power to call to the Tribe. Once struck, it produces a low, almost subsonic tone that resonates outward. The tone it produces spreads out, travelling across the land. It does not fade away, but just keeps going. Eventually, it assumes a quality not unlike a low rumble of thunder.
Most would not even notice it. But for some people, it is something more. If it is heard by a descendant of the original tribe, that person knows instinctively what it is and what it means. And all who understand it will make their way to the Forgotten Shrine if they are able, as fast as they are able. It was Miklos’s last resort, one he would not use unless he had no other choice.
That time has come; outsiders have discovered Talna’s Valley and what can be done there. Eager for eternal life, they are trying to take it by force. Miklos was overwhelmed and taken prisoner, but not before he sounded the Bell to summon the Tribe.
Now those descendants of the Tribe of Talna are making their way to the Valley to defend it. Some are poorly prepared for a fight and the Tribe is still small, but there is great diversity of abilities amongst them. They will not try to prevent the PCs from joining them as long as the group doesn’t try to prevent them from reaching their goal.
Will the PCs help defend the Valley, or will they try to take it for their own?
Expanding the Scenario
Once the Valley has been secured or destroyed, the Great Bell destroyed, or Miklos killed, depending on how the scenario plays out, the Tribe of Talna will start to disperse, most heading back home. Some will undoubtably want to stay and investigate their lost heritage, and maybe one or two will stay on at the Shrine in a more permanent capacity.
The PCs could be escorting travellers back home (particularly if there is a reward for it), possibly keeping the peace in a group that no longer has anything tangible to tie it together (an adventure in and of itself). Or maybe they want to see what other treasures the mountains hold. If the PCs have taken the Valley for themselves, they will surely want to find a way to exploit it.
Add/View Ideas (0)
Add/View Comments or Vote (6)
When the Raven calls… By: the Wanderer ( Plots ) Discovery - Side-Quest
I have fled in the shape of the raven of prophetic speech
~ Taliesin
While traveling, the PCs happen upon a small town just off the main road. There seems to be quite a bit of activity going on, people boarding up windows, securing field equipment, putting all of the animals inside, etc. This seems odd, being that the weather has been calm and mild for several days.
Stopping to inquire as to the activity, a middle aged woman with long dark hair will offer a small bit of information.
“It’s the seer,” she says “he says there’s a big storm coming soon.”
The woman hurries off to secure her chicken coop.
When the PCs enter the town square the scene is even more bizarre. There is a procession of people from the center of town around the square. They seem to be waiting in line.
Investigation into the matter will reveal that there is a young man, the innkeeper’s youngest son, who has for the past season been uncommonly accurate in telling of future events like weather, births, deaths, and even revealing many people’s secrets.
People have come from near and far with gifts so they might hear what the future holds for them.
Asking anyone waiting in line will get the PCs an answer.
- He is a reincarnated wizard of amazing power.
- He is in possession of a mirror that shows him the future.
- He is favored by ancient Gods. They give him visions.
- He has always had this power but his father, the innkeeper, kept it to himself so that only he might become rich from it.
- He gained his power by taking a necklace from a dying wizard he found by the river.
Further questions will give the same or similar reasons for his power.
There is no way to see him without waiting in line, as the noble lord of the land has sent six heavily armed guards to protect the young man. Waiting in line is the only way to talk to him directly. This will take several hours at the least.
Upon seeing the young man it’s hard not to laugh.
He is slight and fair, with short disheveled hair and a large crooked grin. His robes look as if they’ve been taken off of a scarecrow, sun bleached and threadbare. He holds them together with a long piece of rope doubled around his waist and knotted at the ends. To top off this ridiculous costume he wears an old crumpled wide brimmed pointed hat. It looks as if he found it on the side of the road. It tilts to the side and looks as if it will either fall off or swallow his head entirely.
All around him are various “gifts” the people have brought him. They are piled high and covering the ground around small stage he had built to sit on. All the items seem new and some are quite exquisite. Beside him on the table is a cheap wooden birdcage with a raven in it. It hops about the cage cawing every so often, obviously agitated.
When questioned the Young man, whose name is Aeldren, he will do his best to avoid giving a straight forward answer.
If asked questions like “How did you get your powers?” he will smile and answer “What powers do you mean?”
He will, in fact, answer most questions with a question unless the players give him and easy out like “Is it true that (insert rumor here)?” To whatever rumor first presents itself he will admit it is true and stand by it. He will do his best not to let the players on to what really happened.
At this point an investigation would normally begin. There are several leads.
The father can be found at the inn working. He seems agitated and tries to avoid conversation about his son. He will not respond to bribery, oratory, or threats. If he is pressed without the use of physical threats he will talk openly, abruptly and offer little info.
“My son is a good boy. Not the brightest, but he’s still a good boy. He started this whole thing a few months ago. I honestly have no idea how he does it.” The innkeeper turns to place a glass behind the bar.
He turns back, looking even more agitated than before. “His mother is afraid to talk to him, but does he care? No!” He slams his beefy fist on the counter, rattling the glasses. “He only cares about the attention!”
He settles onto a stool. “Now please leave, I have things to do.” He waves the PCs off and continues his work.
At his home the PCs will find his mother and two younger sisters. The mother will interrupt every time the PCs bring up her son’s name. If they continue to do so she will shoo the girls from the house and speak only in hushed tones.
“He was off to (insert closest city here) to trade some herbs and furs last season. He was gone for 2 days. He returned earlier than we expected, and dressed in what he’s wearing now. I started to ask him why he returned so soon, but he answered before I could ask! I started to ask how he knew what I was going to ask, but he said he already knew before I could get out two words! He kept on answering me before I could ask a single question!” She becomes very distraught and whispers “Can you help him? I think something evil has happened to him.”
She will tell the players whatever she can, but she knows nothing of relevance to his current “condition”. She does mention that he recently received a gift of a raven, but she doesn’t know who gave it to him.
The rest of the townsfolk will answer with a rumor and some outlandish “proof” of its validity. While questioning the populace, the players will meet a youngish girl, obviously distraught and lost. Her name is Aelwin. If asked she will respond that she is looking for her father.
“My father was traveling near here last season, but he should have been home by now. I’m worried for him, he gets distracted quite easily and he always seems to end up in trouble somehow.” She cries softly, trying to continue. “He’s the only family I know. I need to find him! He is never gone this long!” She will petition the players for help, though she has nothing to offer as payment. She assures the players her father will reward them as soon as he is found. She will decline searching with the players, reasoning that they should search separately to cover more ground. She is staying at the inn and the innkeeper will pass any messages they leave for her. She has no idea of her father’s profession except that he makes herbal remedies sometimes for trade.
If the players pass Aeldren while he is outside he will always be flanked by the two guards and carrying the raven in the cage on the end of a crooked staff. When the players pass, the raven will caw and flutter wildly in the cage (will be noticed if the players pay close attention). On close inspection, the raven is not completely black. He has a few dark grey feathers on the sides of his head. He also has very unsettling eyes, almost human. Any player who knows about ravens or indigenous birds will note the strange behavior and odd look and size of this bird. When confronted, Aeldren will say it was a gift from one of his “patrons”.
The players can proceed with whatever course of action they feel is best to uncover Aeldren’s secret and find Aelwin’s father. They are both the same task however. Aeldren’s powers come from the raven, and the raven is Aelwin’s father. Unknown to both of them Aelwin’s father is a rather clumsy wizard who is suffering from a rather unfortunate accident.
The wizard, a diviner by the name of Jeril Corbyn was attempting one morning to turn himself into a salmon. Thought to be the wisest of all the animals, he wanted to share that wisdom by becoming one for a time. After having slipped on the river’s edge several times he decided to set his robes and hat in the sun to dry placing the rest of his belongings in an alcove by the river (he assumed he wouldn’t be in need of them as a fish).
Once fully in the river he found a rock to brace himself and began reciting the incantation. The rock proved to be more slippery than he assumed and he fell in mid-incantation. A slight slip of the tongue turned him into a raven instead (Bradan is the word for salmon, Bran means raven). Being a diviner and not well versed in transmutation he found himself stuck in this form.
This is the state Aeldren found him in, soaking wet on the bank of the river. He captured the raven easily, as flying was a new thing to this one. Finding he could speak, the boy promised to help him, if he returned the favor. Greed however is sometimes more powerful a force than a promise. Aeldren keeps the transformed wizard in check by threats of being cooked and burning his spell book, which he has hidden under some rocks near the river.
I left the details fairly open so every GM has plenty of room to customize it to their own campaigns.
Add/View Ideas (0)
Add/View Comments or Vote (8)
New Submissions



November 29, 2005, 4:13
Also see Adventurer Guilds.
December 5, 2005, 4:00
January 25, 2006, 10:56
March 23, 2006, 6:33
Anyhows, I think these can be used beyond beginning adventures as well.
Lets say that we have been slightly evil GMs and stripped the PCs of their wealth and weapons etc. One of these plots would prove a nice way of "beginning all over".
Mike.
January 26, 2007, 13:13
Anyone knows of good plots that would fit into this Codex?
July 19, 2007, 16:33
GM: You're sipping an ale in your local tavern, when--
PCs: *palpable group sigh*
July 22, 2007, 9:05
/goes back into hiding.
July 22, 2007, 15:17
Anyway, it needs more! HELP!
July 22, 2007, 11:03
October 6, 2007, 14:52
October 6, 2007, 15:04
November 27, 2012, 8:10