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| fuzzycrusader12-30-07, 10:04 PM | I just wrote the first adventure for a new campaign I've had the idea to throw together. It's kinda like if Earth was in the D&D universe with the same pantheon etc. but modern day. Magic is kinda like oil, its a non-renewable natural resource. In the old days magic was abundant and high level wizards used it recklessly. It the past few hundred years however, magic has been wanning. Technology is now where it was in the early 20th century, and there are frequent covert wars over "magic zones" the largest of which are in the Middle East. The premise is that the PCs work for a United States governement agency that I'm currently calling the Bureau for Paranormal Research and Defense. The PCs will start at level 7 and their first adventure is as follows. A powerful djinni is wreaking havoc near Jerusalem and the B.P.R.D’s newest field agents are sent to investigate. Their mission: send the genie back to whatever god forsaken hell it came from and find out who brought him here in the first place. The agents arrive in Jerusalem on the Sabbath, and such find very few people outside their homes. Should they find anyone to interview they will receive a variation of the following story: “It was as if a great tornado came into the city and destroyed everything it came in contact with. It came from nowhere and was gone as soon as it came, leaving nothing but rubble and death.” If the agents decide to investigate the ruins a DC 18 search check will show that the destruction originated from the east. 40 or so kilometers due east of Jerusalem the agents find themselves in a small fishing village on the shores of the dead sea. A DC 15 gather info check reveals that there is a cave nearby that local fisherman avoid. It is rumored to be cursed. Many men have ventured into the cave, none have ever returned. A DC 15 diplomacy check will convince on of the fisherman to guide you to the cave. A DC 30 will convince him to accompany you. If the fisherman fails to return to the village however, the villagers will immediately become hostile to you should you re-enter the village. 70 XP for finding the cave Once in the cave the agents find themselves descending deep into the bowels of the earth. 60 feet in, the agents find a deep pool. A DC 17 swim check followed by a DC 12 fortitude save sees the agents safely through the submerged passage ways and into a dimly lit hallway. The light is coming from a room up a head. A DC 12 listen check reveals Arcane chanting from the chamber up ahead. DC 13 move silently to avoid being heard by the chanters, a DC 18 to avoid being heard by the ogre guarding the door way. Combat with ogre will alert the covey to intruders, at which point they will retreat to the rear of the chamber to assault the agents with their hag magic. The djinni will come out and do battle with the agent once the hags are in a safe position.The Annis has the Hag’s eye, and will drop it after taking 20 points of damage. The hags will flee after their eye is destroyed. . It the hags are defeated before the djinni is taken down (a very likely outcome given the relative power of the two opponents) the djinni will surrender. 630 XP for the battle comments on the adventure and/or concept are welcome. As well as suggestions, questions, etc. |