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Comments: 4
Ideas: 0
Rating: 1.8
Condition: Normal
ID: 33


November 7, 2005, 8:25 pm

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The Blue Books: Part II


The conclusion to “The Blue Books: Part I”, in which the characters are arrested, condemned to death, escape, find out the awful nature of the Blue Books and must face the arch-Necromancer Alcylar Ahem Zed in his Ziggurat Maze. And they might just be in for a surprise…

The characters must get back to the mainland. This will provide an interesting little sea-voyage. When they reach land they are in a completely foreign country, and have significant language difficulties. Then, in customs, the Blue Book turns up and they are arrested for possession of a stolen artefact. Whilst in prison they are made to understand that they will be tried fairly, but in reality when their case comes up the language difference means that they do not understand either the charges or the verdict. Until the judge puts on his little black cap and they are roughly taken away and locked up. They're going to have to escape or be executed.

When they finally find a guidebook that lets them speak the language, they can find out the history of the Blue Books (for details of this extraordinary history, look at the entry of Blue Books in the Items database of this same website).

A potted summary of the history is that the books used to belong to an evil wizard who would use them for his own naughty purposes, but one of his apprentices stole one of them from him and went into hiding on his island. Now Alcylar Ahem Zed, the evil sorceror will be given the book back by the authorities who confiscated it from the characters.

If the characters wish to, they can now go and confront Zed in his Ziggurat-Maze.

The maze is a truly weird place, with many tricky puzzles. I will post some ideas for these puzzles on the Ideas database of this website.

It might prove interesting if you introduced another group of characters to the adventure at this point, sent into the maze by a rival wizard who wants to get his hands on the books for his own ends. A dual-GM system could be set up where the two parties compete to reach the end of the maze first.

If and when they get to the central tower and confront Zed, he will turn out to be a blue dragon.

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Comments ( 4 )
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November 5, 2005, 15:24
Okay why is part II so lowly rated when part I was well received?
Voted Ancient Gamer
November 7, 2005, 20:24
I'd say because, while the first plot was mysterious and exciting; a puzzle to be solved on a hostile island where strange abominations roam, the second plot is basically a haphazard collection of random ideas. First they are arrested for possession of the Blue Books and are thrown in jail. Then they must escape, learn a language and MIGHT travel to a ziggurat to meet with an evil guy named Zed, who is in reality a blue dragon.

The plot is random with no red line and it is cliche ridden. I suspect that this might nave been an alright gaming session, but the focus seems to be on dungeoneering and problem solving of all kind. Such plots often end up being unrealistic even though the puzzles might be great (and having read quite a few ephe! posts, I suspect they are)
Voted valadaar
April 26, 2011, 21:51

I think this needs to be finished - it seems incomplete.

Voted PoisonAlchemist
August 15, 2011, 4:44
I think what it really needs is to be subsumed into part 1 or the Blue Book. It seems rather dangling and doesn't really merit an entire submission though there is nothing inherently wrong with the ideas.

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       By: Incarnadine

Stormbound, the ship rolls hard over to once side. All that is not strapped down is tossed violently overboard in a splash of freezing water.

There, on the horizon- a tower. Squat, it stands alone on a tiny island. However, it's the only land in sight, and any more of this ferocious storm will crush the boat to splinters.

Taking shelter within the ornate entryway of the squat tor, the party notes with interest that no signs of life break the silence of the stone tower. As they take another step forward, they realise why.


This is the fabled tower of Brenji, a rich merchant who wished none to share his enormous wealth. He constructed this tower to store his gold- trapped and ready for any potential thieves. But the ingenious pitfalls and scything walls are not the only dangers within the silent walls of the building. A guardian, left behind by Brenji, still stalks these very halls.

A rattling hiss echoes somewhere from below...

Encounter  ( Water ) | May 20, 2005 | View | UpVote 3xp

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