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Comments: 4
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Rating: 2.875
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ID: 142


January 15, 2006, 1:21 pm

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Splendor in the Jungle of Angkor


If a strange dream guided you to a lost valley of wonder, guarding the path to a place of glory, would you be brave enough to go?

This is a typical adventure, in which I have used some things poset on this site already. I have tried to make it as interesting as possible for me and the people I play with. It provides some valuable lessons for players, and good rewards and action too.

Bait: While staying in a town, the group of heroes all share a strange drwam, showing visions of a lost valley of wonder, and beautiful scenery, waterfalls and nymphs.

Hook: The following morning the heroes meet a girl called Echo, who also experienced the dream. Later on she finds in a book a chapter that tells of such a place, and where it may be. Echo encourages the heroes to undergo a quest to find it, in the jungle of Angkor, along the Indus river. 

Line: After setting out on this journey, the heroes must deal with a group of rouges who also want the treasure. They all must withstand the conditions of trekking through the jungle, fight off hostile natives, and all kinds of other problems, until they come to a rocky cliff face on the side of the river. Behind it(there is a secret panel that “opens” the cliff) lies the lost valley. The heroes find the nice place, fill up on the water from the stream, fruit from the trees. They can talk to the nymphs, who will tell of a passage to a world of challenge and glory to the heroes. The nymphs ask of one thing only - when the explorers came, they discovered the valley. They stayed a while, but their greed was too much, and stole the treasures of the valley. Guarding the last of it until they returned, they left a spirit in a cave with the treasure. The spirit grew, and now must be defeated, then the heroes will be rewarded.

Fight: Shortly after entering the valley, the heroes must fight the group of rouges who have been following them. Also, when the heroes fight the guardian spirit, he fight back with a scythe or a sicle, and uses it with exeptional skill. He is a tough challenge. Don’t forget the hostile natives in the jungle.

Reward: The rouges will have a bit of loot, and when the guardian spirit is dead the heroes recieve a large sum of money from the nymphs, as well as 1 magic item, a jewelled mace, and 2 mundane weapons. Each player is gifter with armour and weapons better than what they had before. This is to prepare them for tasks ahead.

Conclusion: The nymphs now tell of a hidden tunnel under the waterfall, if the heroes can find it, it will lead to a portal…

Interesting facts: The water from the stream can heal any wound, and if drunk at night-time, will reveal the hidden tunnel. It also will grant insight to a noble, just an worthy good player. but any players who are evil of heart or have comitted a great sin, will be turned to trees.

I hope you find this interesting. I would like to hear some feedback because this is one of the first things I have poster on this site.

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Comments ( 4 )
Commenters gain extra XP from Author votes.

February 1, 2004, 13:19
If you wanted to add a twist, you could have the nymphs want the spirit dead for different reasons. Perhaps the nymphs are actually some kind of succubi or shapeshifter and the spirit guards against their being released into the rest of the world. That way, the portal might lead to a prison plane or plane of evil (e.g. Carceri or Baator for you D&D folks out there) and is just a handy way of getting rid of the heros so the "nymphs" can escape into the world unhindered. Also, that makes the girl Echo a plant for the "nymphs". Maybe she's some kind of sorceress who cast that dream on the heros. She "happens" to overhear them talking about it and "happens" to find a chapter about the place they saw in a book somewhere.
I think the adventure is fine as is, but it's not so much my style. So for those of us who prefer a few more twists, there's one idea. Otherwise, it's better than some of the stuff I've seen here, so keep it up, Skyblue.
February 4, 2004, 0:16
Pretty good idea, just a little too straight forward for my taste. I agree that it could use some more twists and turns.
February 4, 2004, 1:24
Thanks for the tips, i will definatley add some twists next time. I have only started roleplaying so i am proud of getting 3 stars rating on my plot. Thanks for the advice!
Voted axlerowes
May 14, 2018, 19:51
Pretty straight forward, like the others said-14 years ago

Random Idea Seed View All Idea Seeds

       By: Ancient Gamer

The air had grown chill the minute they descended into the strange valley, which was unmarked on any of their maps. It was so strange here, devoid of animal life and completely silent. The horses were nervous the entire journey through the vale. As they set about to collect firewood for the campfire they could hear their own voices as dim echoes through the eerie silence.

The food didn't taste anything that evening and their sleep was cold and troubled by nightmares. While they are clearing camp the next morning, one of them stumbles over a piece of stone jutting out of the ground nearby the horses. On closer inspection there seems to be runes engraved into the polished surface. The symbols true meaning is no more known among mere mortals and if they decide to dig deeper, they will discover that it is an ancient altar buried within the soil.

Any historically oriented party member will recognize the largest symbol to be the insignia of the powerful warlock who ruled this realm several centuries ago. At their departure from the area, something will seem amiss with one of the party members and all will remember the stories of the warlock's thousand curses.

Encounter  ( Other ) | December 8, 2004 | View | UpVote 0xp

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