You are suddenly awakened but something is very wrong. You are underwater. Breaking the surface and gasping for breath you see your sailing vessel is merely splinters in the sea and a great Kraken thrashes overhead. You see land in the distance, but, can you make the swim?
You've been pressed into community service for breaking interplanar law. You're going to have to be clever to finish their impossible tasks efficiently and get your sentence commuted, all while playing by the rules (at least while the Inevitables are watching).
This is a lighthearted series of adventures intended for characters level 8-12 in the Planescape setting. It's what happens when a game of Paranoia is set in Dungeons and Dragons.
The holovids are full of stories about mecha garrisons bravely battling dastardly pirate raiders. It's a pretty picture for the propaganda films, but its a long way from the truth of the pirate raids.
One can only defeat so many villains that want to "cover the world in darkness" before one starts to look for a different flavor of horrible.
EVIL JUST GOT EMO!
Come! Enter into the safe haven beneath the seas! Where humanity fled from the deadly Kalleum bombs! Take Refuge Beneath the Waves.
An explorer gone missing. A king in panic. A treasure to find.
Welcome to the Craggy Peaks. We hope you don't freeze to death.
That would mean we couldn't... play.
An old and respected fortune teller is dying of disease and seeks out the help of andventurers to secure the heir to the fortune teller's power.
A (fairly sketchy) outline of a one-off adventure I ran based around the (time-honoured/hackneyed) Tunguska Event of 1908. As such it is quite specific (hopefully not hackneyed) and will probably best serve as a specimen for dissection to get those parts you can use in your own adventures. But then this is an Ideas Guild after all...
At the foot of the World can be found both great treasure and danger! Adventure Awaits!
That’s no moon ...
So, off again we go to slay the evil dragon… but what happens when said evil dragon is asking for a big favour with its dying breath… well, you decide…
An alliance between bitterest foes in a desperate bid for their survival, thus was the beginning of the Shrew-Wars
A town is besieged by a changing culture and is desperate to hold on to its oldways. But that gets harder as the next generation starts to leave the traditions behind. The drive of some people to resist change and hold on to what they have is so great that they will not only fightthe undead but eventually embrace them.
Only a year before, King Stymian’s future was firmly in his grasp. Today, he struggles for his own kingdom. But of all things, he is not a man that yields to opposition.
An elder cleric asks the PCs to transport a relic to a nearby city. A simple quest with endless possibilities.
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.
This is the conclusion to the Prophecies of Redemption Campaign. The characters have sojourned through mountains and lowlands to reach the forest in which the entrance to the demon lord’s citadel can be found.
But the Citadel is not what one could expect. Can the PCs find their way in and survive to tell the tale?
Near the summit of mount Arak’nui, the remnants of the elven race still lingers. Their hearts darkened, their spirits broken, they have turned to evil and embraced demon-worship.
Darkness and bitterness has consumed them, and they have turned away from their gods and summoned demons to inhabit the flesh and souls of the willing. Shadow dancers these elves are called, and they are an instrument of revenge, wreaking havoc wherever they dance into the midst of the enemy. It was an alliance hastily made in those desperate days three centuries ago, but as the elves witnessed the agony and change visited upon the shadowdancers they regret the decision more and more.
Imperial debacles, heroic last stands, the valiant defence of an island, arduous desert crossings and a deadly hunt with the PCs as prey, not predator can all be found in The Variscan War, a mini-campaign (25-40hrs) for medium-high level characters.
When does a boon become a bane? The wise often falter and make foolish mistakes under the guidance of those who are treacherous in design.
Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!
You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.
Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.
So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.
A few of 'em as follows.
No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.
n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.
Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.
so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -
** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".
Dr. Clarke T. Mulligan - Professional researcher of Time & Space.
Hooper McFin's Ale & Steakhouse