Silly Campaign for a Silly Dragon [Archive] - Wizards Community

Post/Author/DateTimePost
sillydraco

03-28-08, 03:28 AM
hello! im Draco the Silly Dragon, me and three of my friends wanted to play dnd, me DMing. i thought i would try my hand at making my own campaign, but im not sure if im doing it right or if its even fair or anything. im new to DM, but not new to DnD tho ive only played a couple games. heres what i got so far:



________________________________________ ________________________________
Maps
________________________________________ ________________________________
Market
http://www.geocities.com/stoneydude5/Market.GIF

Alley
http://www.geocities.com/stoneydude5/Alley.GIF

Alley Room 1
http://www.geocities.com/stoneydude5/AlleyRoom1.GIF

Alley Room 2
http://www.geocities.com/stoneydude5/AlleyRoom2.GIF



________________________________________ ________________________________
Shops and articles of interest on map include:
________________________________________ ________________________________
1 Weaponry (pg 117 in players handbook)
2 Armor (pg 124 in players handbook)
3 Gear (pg 129 in players handbook)
4 Trinkets (below)
5 Potions (below under Trinkets)
6 Information
7 Storyteller
8 Item, Spot 11, roll 1d4 to see what it is. 1 = tin can 2 = 25gp 3 = 50gp 4 = 75gp
9 Item, Spot 11, roll 1d4 to see what it is. 1 = tin can 2 = 25gp 3 = 50gp 4 = 75gp
10 Item, Spot 11, roll 1d4 to see what it is. 1 = tin can 2 = 25gp 3 = 50gp 4 = 75gp
11 Item, Spot 11, roll 1d4 to see what it is. 1 = tin can 2 = 25gp 3 = 50gp 4 = 75gp
12 Old Man



________________________________________ ________________________________
Trinkets – 3 sp each
________________________________________ ________________________________
Trinket Description of Trinket Interested Buyers
o 1d4 coins, foreign or ancient culture These coins are made of unusual but non-precious metals such as steel, electrum or tin. They are of little monetary value, even within their original culture. Coin collectors, moneychangers

o Deck of playing cards A standard deck of playing cards. Includes two jokers. Gamblers, casino owners.
Novelty deck of cards Novelty cards. May be playing cards with unusual illustrations, or nonmagical recreations of a deck of illusions, deck of many things, or tarot cards. Gamblers, fortune tellers.

o Small bell A small bell, possibly silver but often a cheaper metal. May be small enough to hang on an animal's collar or large enough to use as a dinner bell. Produces a high sound that usually doesn't carry over 15 feet. Animal dealers, maids

o Tuning fork When struck, emanates a specific note, which varies by fork. Useful for tuning instruments. Musicians, singers, bards of all type

o 1d2 d6 Six-sided dice. A wide variety of materials are possible, including bone, wood, stone, flawed crystal, or even pearl or jade. Gamblers

o Commoner's ring A wedding band or other jewellery for those without much money; made of steel, iron, or other cheap metal. May be inscribed with a simple message or date, but does not include inset jewels (or even glass). Generally unremarkable craftsmanship. Jewellers that serve commoners \

o Inkpen An unusually well-made inkpen, made of metal instead of wood. May be grooved or even curved. Does not affect writing quality; offers little more than slightly superior ergonomics. Scribes, wizards

o Monocle A glass lens set in a metal rim. The lens is of quite cheap quality and the glass is often scuffed, but makes reading slightly easier for those with weak eyes. Scribes, sages, wizards

o Small book A leather-cover, bound book of 2d12+20 handwritten pages. Contains basic information in the field of any one of the knowledge skills. Some books may also delve into more specific topics. The book is unlikely to hold any significant information to anyone already familiar with the subject, and is unlikely to hold in-depth knowledge in any subject unless very specialized. Librarians, sages, students

o 1d3 Marbles Spheres of steel, clay, glass, rock crystal or even heavily flawed pearls. Are often chipped, scuffed, deformed or otherwise outside of perfect condition, but may have interesting designs. The number of marbles is insufficient to force balance checks, as in the Arms and Equipment Guide. Wealthy children

o Smoking pipe Pipe for smoking tobacco. Is often of a nonflammable material. Smokers, tobacco dealers

o Stuffed animal A toy made of fabric in the shape of an animal and stuffed with some soft material. Normal shapes include bears and rabbits, though it is far from impossible for the toys to take the shape of other animals or even more exotic creatures in the D&D universe. Parents of small children

o 1d2 chess pieces A random chess piece made of some semi-valuable material, such as pearl, jade, metal, or wood covered with approx. 4 microns of beautiful gold plating. Chessplayers

o Noncombat knife A knife, sharp on one side. Useful for cutting rope or other material, but a tool, not a weapon. If forced into fighting, a knife made for a medium character deals 1d4 points of damage. Wielders suffer the standard -4 improvised weapon penalty but can apply bonuses from Weapon Focus: Dagger or similar effects. Tool merchants

o Thimble A piece of metal, shaped like a bucket but extremely small. Grooved to stay on a fingertip, used to protect it while sewing. Tailors

o Map A dog-eared map, often folded several times over. Usually the location the NPC is currently in, but possibly an area the NPC will travel to or from. It covers a small enough area to cover by foot. Newcomers to the relevant area

o Colored thread Fine thread, suitable for sewing. Often scarlet, but possibly of some other vibrant colour. Makes for good stitching on extravagant clothing. Tailors

o Cheap perfume Common perfume of a non-exotic scent. Is generic enough to be appropriate for both genders. Comes in a flask, or bottle of no more than a few ounces. Wealthy commoners

o Glass eye A moderately well crafted glass eye. Not that convincing, but a usable replacement if your real eye has been removed. People with eyepatches (not hard for an adventurer)



________________________________________ ________________________________
Potions – 50 gp each
________________________________________ ________________________________
o Heal Light Wounds 1d8 points of damage +1 point per caster level (maximum +5).

o Jump The subject gets a +10 enhancement bonus on Jump checks. 1 min/level.

o Hide from Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients. 10 min/level.

o Hide from Animals Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients. 10 min/level.

o Endure Elements A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. 24 hours.



________________________________________ ________________________________
Encounters:
________________________________________ ________________________________
Lesser Human Zombie x8, x8, x5, x1, x3
HP 1d4 +3
Initiative –1
AC 11
Touch 9
Flat Footed 11
Base Attack +1
Attack: Slam 1d4+1
Space/Reach 5/5
Speacial Traits: single actions only, damage reduction 2/slashing, Darkvision 60 ft.
Fort 0
Ref –1
Will 3
str 12
dex 8
con –
int –
wis 10
cha 1
feats: toughness
Treasure: none
Nuetral Evil
Experience per capita killed: 100




Start of Campaign
________________________________________ ________________________________
Marketplace (see map)
________________________________________ ________________________________
All players are in the marketplace, having spent the night in town and are either gathering supplies to leave town or just browsing all the stands. There are many leaves on the ground, the wind blowing them here and there. (everyone make a spot check to spot items) For some reason all the shopkeepers seem on edge and jumpy.



________________________________________ ________________________________
Talk to shop owners (not potion shop owner)
________________________________________ ________________________________
the storyteller today is better than the locals. the stories the storyteller is telling are very interesting, and seem to be gathering a crowd.



________________________________________ ________________________________
Information Desk
________________________________________ ________________________________
He tells about the storyteller, but he doesn’t seem to know much about him other than he is from a distant land and didn’t offer up too much information about himself. There is only one inn (poor) open at the time, but unfortunately it is in poor condition, though its only 2sp for the night. There are no actual rooms just an open space with mats and such.




________________________________________ ________________________________
Talk to potion shop owner
________________________________________ ________________________________
At first he is closed, a sign says come back in the morning. Seeing as it is near nighttime the gates close and the only alternative is a stay at the inn.




________________________________________ ________________________________
Storyteller
________________________________________ ________________________________
As soon as it gets darker the storyteller appears, dressed in a spectacular red robe and a long white beard. He tells of a story about a necromancer/pyromancer who had grown so powerful he practically became a god. In an attempt to weed out all his weaknesses he accidentally duplicated himself, but only his chaotic evil necromancer self and thus became a lawful good pyromancer. Eventually the two helped each other become stronger, but they argued on what they thought was right/wrong and ended up fighting. For five days and nights their battle raged on before the evil half finally caught the good side off balance and seals all his powers in a large emerald. The good side flees with what little power he had and lays low, waiting for the day he could get the gem and finally defeat the evil side. Using this extra power, the evil side amasses an army and takes control of the whole land. But the gem defies him every time he tries to do anything evil, so in his rage he casts it into the sea. Returning later to retrieve it, he finds it gone. a fishing crew finds it first, eventually losing it in a bar fight in town. Moving from owner to owner, showcase to showcase, each holder dying in plagues and darkness as the necromancer hunts it down.

The storyteller finishes, stepping down from the stage and walks away. By the time he is done, it is night time.




________________________________________ ________________________________
Inn
________________________________________ ________________________________
If the party decides not to go to the inn, the guards tell you to move along and obey the curfew. At the inn, the group meets and stays in the only available mats in the corner.




________________________________________ ________________________________
Old Man, Morning
________________________________________ ________________________________
The storyteller is gone and all shops are closed except for the Potion Shop owner. He mentions an old man and notes that he acted strangely, probably wealthy and worried about being robbed. Also he senses something foul in the air, and suggests you leave the town immediately.




________________________________________ ________________________________
To leave or stay
________________________________________ ________________________________
Leave Town
The group heads towards the gates, where 8 zombies block the exit. Two more zombies up in the watchtowers attack the guards, who die and accidentally lower the gates sealing the exit. Once the zombies are defeated (the two in the tower are gone and not part of the battle), the only other exit is into town.

Enter Town
The group heads back towards town, stopping by the old man. If the group decides not to speak to the old man, he instead runs up to them and begs them to protect him and his precious cargo. He says he will pay richly and jingles a bag full of coins. He refuses to tell what his precious cargo is, no matter what the party does. As soon as the party accepts his offer, a zombie appears! It attacks the old man, killing him easily. 7 more zombies appear and attack! Once they are defeated, should the party search the old man they find a scroll and the bag of coins with 50 sp in it (he was lying about the rich pay). The scroll, appraise 5, is a map showing the way to some kind of gem but of course the map is incomplete. The other half shows the rest of the way there, and any details about the magical item. it seems to be in some kind of catacombs beneath the city, but the path they need to take goes through the other part of the map. As soon as the party is done searching the man, who does not rise as undead, the group hears banging at the closed gates...most likely more zombies. The only way to go is back into town.




________________________________________ ________________________________
Town
________________________________________ ________________________________
The town seems eerily quiet where it had been bustling and bright just moments before. Around the corners of every building the party hears moans and dragging of feet, the sounds of zombies. They’re only heard, not seen. Soon the sounds fade into the distance, and turning the corner the party finds themselves in a dead end alleyway.




________________________________________ ________________________________
Alley (see map)
________________________________________ ________________________________
There are two simple wooden doors, one is closer to the corner than the other but it is locked. The other is unlocked. Moans and scrapings come from the other side. On the floor (spot 10) is manhole, leading down into the sewers. (Bash open door DC 13, Pick locked door DC 20)

Locked Room (see map)
Should the party decide to pick the lock, upon opening the party finds a zombie! Or if they bash it open the zombie dies as it was up against the door. Once it is defeated, the party can look into the room. There are three bodies on the floor and at the back of the room there is a chest with 200gp. As the party enters the room the bodies rise as zombies! once defeated the party can check the chest (unlocked). The party goes back into the alley.

Unlocked Room (see map)
The group finds 5 bodies on the floor, and upon entering the room they rise and attack as zombies! once the zombies are killed, the party is free to look around. There is a desk in the room, on it is a scroll (spot 12). It is a map of the sewer system (appraise 5). The party goes back into the alley.

Alley (see map)
Before they have a chance to go back, they hear the sounds of zombies headed down around the corner. It sounds like a lot, more than they can fight. Shadows on the wall show slow moving creatures coming in their direction, the wall is too high to climb and the two rooms have nowhere else to go nor do they have windows (except back into the alley). Of course, the only escape is into the sewers.




________________________________________ ________________________________
Manhole
________________________________________ ________________________________
Upon lifting the cover out of the way (strength 10) they discover a ladder leading into the darkness. Climbing down (climb 5) is easy enough, but the last party member must pull the manhole cover on before the zombies arrive! (strength 15)

End of session 1.
themocaw

03-28-08, 02:07 PM
Your plot is fine, but it has a problem: the players WILL fail to follow it because that's how games work. If, for instance, they decide to camp in an alley instead of going to the inn where the innkeeper will tell them to get out of town, you need a way to get them to the next part of the game: maybe the zombies just attack them there. I'd plan a little deeper for contingencies instead of, "there is no other exit but ___."

It looks decent, I'd spend some time fleshing out the NPCs and give them some schticks that'll make them memorable, but it's a good session.
Dire_Rhino

03-28-08, 03:09 PM
Hey Draco, welcome to the forums.

To start with, a bit of a note. Your post is a massive wall-o-text, so please consider sblocking it (like this: {sblock}text to be spoilered{/sblock}, only with [ instead of {. It'll make your post a good deal more legible.

It seems like you have a decent start to your campaign. If I were you, I'd spend a bit of time fleshing out the main arc of the story, which I don't see here. Having a general (not specific, that leads to railroading) idea of where things are headed generally helps me plant plot seeds a few sessions in advance, thus adding verisimilitude to the game world.
sillydraco

03-29-08, 02:09 AM
ooh yay ^.=.^ thanks for the welcome! nice place *nods* hmm...well basically the only thing set in stone so far is the party will have to first find the stone in the storytellers story, find the lawful good pyromancer, restore him and then fight the evil side. i might even add a possible twist where they have the option to seal him in stone and reunite the two wizards as one, who then becomes even more evil and they have to fight him again XD
sillydraco

03-28-08, 03:28 AM
hello! im Draco the Silly Dragon, me and three of my friends wanted to play dnd, me DMing. i thought i would try my hand at making my own campaign, but im not sure if im doing it right or if its even fair or anything. im new to DM, but not new to DnD tho ive only played a couple games. heres what i got so far:



________________________________________ ________________________________
Maps
________________________________________ ________________________________
Market
http://www.geocities.com/stoneydude5/Market.GIF

Alley
http://www.geocities.com/stoneydude5/Alley.GIF

Alley Room 1
http://www.geocities.com/stoneydude5/AlleyRoom1.GIF

Alley Room 2
http://www.geocities.com/stoneydude5/AlleyRoom2.GIF



________________________________________ ________________________________
Shops and articles of interest on map include:
________________________________________ ________________________________
1 Weaponry (pg 117 in players handbook)
2 Armor (pg 124 in players handbook)
3 Gear (pg 129 in players handbook)
4 Trinkets (below)
5 Potions (below under Trinkets)
6 Information
7 Storyteller
8 Item, Spot 11, roll 1d4 to see what it is. 1 = tin can 2 = 25gp 3 = 50gp 4 = 75gp
9 Item, Spot 11, roll 1d4 to see what it is. 1 = tin can 2 = 25gp 3 = 50gp 4 = 75gp
10 Item, Spot 11, roll 1d4 to see what it is. 1 = tin can 2 = 25gp 3 = 50gp 4 = 75gp
11 Item, Spot 11, roll 1d4 to see what it is. 1 = tin can 2 = 25gp 3 = 50gp 4 = 75gp
12 Old Man



________________________________________ ________________________________
Trinkets – 3 sp each
________________________________________ ________________________________
Trinket Description of Trinket Interested Buyers
o 1d4 coins, foreign or ancient culture These coins are made of unusual but non-precious metals such as steel, electrum or tin. They are of little monetary value, even within their original culture. Coin collectors, moneychangers

o Deck of playing cards A standard deck of playing cards. Includes two jokers. Gamblers, casino owners.
Novelty deck of cards Novelty cards. May be playing cards with unusual illustrations, or nonmagical recreations of a deck of illusions, deck of many things, or tarot cards. Gamblers, fortune tellers.

o Small bell A small bell, possibly silver but often a cheaper metal. May be small enough to hang on an animal's collar or large enough to use as a dinner bell. Produces a high sound that usually doesn't carry over 15 feet. Animal dealers, maids

o Tuning fork When struck, emanates a specific note, which varies by fork. Useful for tuning instruments. Musicians, singers, bards of all type

o 1d2 d6 Six-sided dice. A wide variety of materials are possible, including bone, wood, stone, flawed crystal, or even pearl or jade. Gamblers

o Commoner's ring A wedding band or other jewellery for those without much money; made of steel, iron, or other cheap metal. May be inscribed with a simple message or date, but does not include inset jewels (or even glass). Generally unremarkable craftsmanship. Jewellers that serve commoners \

o Inkpen An unusually well-made inkpen, made of metal instead of wood. May be grooved or even curved. Does not affect writing quality; offers little more than slightly superior ergonomics. Scribes, wizards

o Monocle A glass lens set in a metal rim. The lens is of quite cheap quality and the glass is often scuffed, but makes reading slightly easier for those with weak eyes. Scribes, sages, wizards

o Small book A leather-cover, bound book of 2d12+20 handwritten pages. Contains basic information in the field of any one of the knowledge skills. Some books may also delve into more specific topics. The book is unlikely to hold any significant information to anyone already familiar with the subject, and is unlikely to hold in-depth knowledge in any subject unless very specialized. Librarians, sages, students

o 1d3 Marbles Spheres of steel, clay, glass, rock crystal or even heavily flawed pearls. Are often chipped, scuffed, deformed or otherwise outside of perfect condition, but may have interesting designs. The number of marbles is insufficient to force balance checks, as in the Arms and Equipment Guide. Wealthy children

o Smoking pipe Pipe for smoking tobacco. Is often of a nonflammable material. Smokers, tobacco dealers

o Stuffed animal A toy made of fabric in the shape of an animal and stuffed with some soft material. Normal shapes include bears and rabbits, though it is far from impossible for the toys to take the shape of other animals or even more exotic creatures in the D&D universe. Parents of small children

o 1d2 chess pieces A random chess piece made of some semi-valuable material, such as pearl, jade, metal, or wood covered with approx. 4 microns of beautiful gold plating. Chessplayers

o Noncombat knife A knife, sharp on one side. Useful for cutting rope or other material, but a tool, not a weapon. If forced into fighting, a knife made for a medium character deals 1d4 points of damage. Wielders suffer the standard -4 improvised weapon penalty but can apply bonuses from Weapon Focus: Dagger or similar effects. Tool merchants

o Thimble A piece of metal, shaped like a bucket but extremely small. Grooved to stay on a fingertip, used to protect it while sewing. Tailors

o Map A dog-eared map, often folded several times over. Usually the location the NPC is currently in, but possibly an area the NPC will travel to or from. It covers a small enough area to cover by foot. Newcomers to the relevant area

o Colored thread Fine thread, suitable for sewing. Often scarlet, but possibly of some other vibrant colour. Makes for good stitching on extravagant clothing. Tailors

o Cheap perfume Common perfume of a non-exotic scent. Is generic enough to be appropriate for both genders. Comes in a flask, or bottle of no more than a few ounces. Wealthy commoners

o Glass eye A moderately well crafted glass eye. Not that convincing, but a usable replacement if your real eye has been removed. People with eyepatches (not hard for an adventurer)



________________________________________ ________________________________
Potions – 50 gp each
________________________________________ ________________________________
o Heal Light Wounds 1d8 points of damage +1 point per caster level (maximum +5).

o Jump The subject gets a +10 enhancement bonus on Jump checks. 1 min/level.

o Hide from Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients. 10 min/level.

o Hide from Animals Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients. 10 min/level.

o Endure Elements A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. 24 hours.



________________________________________ ________________________________
Encounters:
________________________________________ ________________________________
Lesser Human Zombie x8, x8, x5, x1, x3
HP 1d4 +3
Initiative –1
AC 11
Touch 9
Flat Footed 11
Base Attack +1
Attack: Slam 1d4+1
Space/Reach 5/5
Speacial Traits: single actions only, damage reduction 2/slashing, Darkvision 60 ft.
Fort 0
Ref –1
Will 3
str 12
dex 8
con –
int –
wis 10
cha 1
feats: toughness
Treasure: none
Nuetral Evil
Experience per capita killed: 100




Start of Campaign
________________________________________ ________________________________
Marketplace (see map)
________________________________________ ________________________________
All players are in the marketplace, having spent the night in town and are either gathering supplies to leave town or just browsing all the stands. There are many leaves on the ground, the wind blowing them here and there. (everyone make a spot check to spot items) For some reason all the shopkeepers seem on edge and jumpy.



________________________________________ ________________________________
Talk to shop owners (not potion shop owner)
________________________________________ ________________________________
the storyteller today is better than the locals. the stories the storyteller is telling are very interesting, and seem to be gathering a crowd.



________________________________________ ________________________________
Information Desk
________________________________________ ________________________________
He tells about the storyteller, but he doesn’t seem to know much about him other than he is from a distant land and didn’t offer up too much information about himself. There is only one inn (poor) open at the time, but unfortunately it is in poor condition, though its only 2sp for the night. There are no actual rooms just an open space with mats and such.




________________________________________ ________________________________
Talk to potion shop owner
________________________________________ ________________________________
At first he is closed, a sign says come back in the morning. Seeing as it is near nighttime the gates close and the only alternative is a stay at the inn.




________________________________________ ________________________________
Storyteller
________________________________________ ________________________________
As soon as it gets darker the storyteller appears, dressed in a spectacular red robe and a long white beard. He tells of a story about a necromancer/pyromancer who had grown so powerful he practically became a god. In an attempt to weed out all his weaknesses he accidentally duplicated himself, but only his chaotic evil necromancer self and thus became a lawful good pyromancer. Eventually the two helped each other become stronger, but they argued on what they thought was right/wrong and ended up fighting. For five days and nights their battle raged on before the evil half finally caught the good side off balance and seals all his powers in a large emerald. The good side flees with what little power he had and lays low, waiting for the day he could get the gem and finally defeat the evil side. Using this extra power, the evil side amasses an army and takes control of the whole land. But the gem defies him every time he tries to do anything evil, so in his rage he casts it into the sea. Returning later to retrieve it, he finds it gone. a fishing crew finds it first, eventually losing it in a bar fight in town. Moving from owner to owner, showcase to showcase, each holder dying in plagues and darkness as the necromancer hunts it down.

The storyteller finishes, stepping down from the stage and walks away. By the time he is done, it is night time.




________________________________________ ________________________________
Inn
________________________________________ ________________________________
If the party decides not to go to the inn, the guards tell you to move along and obey the curfew. At the inn, the group meets and stays in the only available mats in the corner.




________________________________________ ________________________________
Old Man, Morning
________________________________________ ________________________________
The storyteller is gone and all shops are closed except for the Potion Shop owner. He mentions an old man and notes that he acted strangely, probably wealthy and worried about being robbed. Also he senses something foul in the air, and suggests you leave the town immediately.




________________________________________ ________________________________
To leave or stay
________________________________________ ________________________________
Leave Town
The group heads towards the gates, where 8 zombies block the exit. Two more zombies up in the watchtowers attack the guards, who die and accidentally lower the gates sealing the exit. Once the zombies are defeated (the two in the tower are gone and not part of the battle), the only other exit is into town.

Enter Town
The group heads back towards town, stopping by the old man. If the group decides not to speak to the old man, he instead runs up to them and begs them to protect him and his precious cargo. He says he will pay richly and jingles a bag full of coins. He refuses to tell what his precious cargo is, no matter what the party does. As soon as the party accepts his offer, a zombie appears! It attacks the old man, killing him easily. 7 more zombies appear and attack! Once they are defeated, should the party search the old man they find a scroll and the bag of coins with 50 sp in it (he was lying about the rich pay). The scroll, appraise 5, is a map showing the way to some kind of gem but of course the map is incomplete. The other half shows the rest of the way there, and any details about the magical item. it seems to be in some kind of catacombs beneath the city, but the path they need to take goes through the other part of the map. As soon as the party is done searching the man, who does not rise as undead, the group hears banging at the closed gates...most likely more zombies. The only way to go is back into town.




________________________________________ ________________________________
Town
________________________________________ ________________________________
The town seems eerily quiet where it had been bustling and bright just moments before. Around the corners of every building the party hears moans and dragging of feet, the sounds of zombies. They’re only heard, not seen. Soon the sounds fade into the distance, and turning the corner the party finds themselves in a dead end alleyway.




________________________________________ ________________________________
Alley (see map)
________________________________________ ________________________________
There are two simple wooden doors, one is closer to the corner than the other but it is locked. The other is unlocked. Moans and scrapings come from the other side. On the floor (spot 10) is manhole, leading down into the sewers. (Bash open door DC 13, Pick locked door DC 20)

Locked Room (see map)
Should the party decide to pick the lock, upon opening the party finds a zombie! Or if they bash it open the zombie dies as it was up against the door. Once it is defeated, the party can look into the room. There are three bodies on the floor and at the back of the room there is a chest with 200gp. As the party enters the room the bodies rise as zombies! once defeated the party can check the chest (unlocked). The party goes back into the alley.

Unlocked Room (see map)
The group finds 5 bodies on the floor, and upon entering the room they rise and attack as zombies! once the zombies are killed, the party is free to look around. There is a desk in the room, on it is a scroll (spot 12). It is a map of the sewer system (appraise 5). The party goes back into the alley.

Alley (see map)
Before they have a chance to go back, they hear the sounds of zombies headed down around the corner. It sounds like a lot, more than they can fight. Shadows on the wall show slow moving creatures coming in their direction, the wall is too high to climb and the two rooms have nowhere else to go nor do they have windows (except back into the alley). Of course, the only escape is into the sewers.




________________________________________ ________________________________
Manhole
________________________________________ ________________________________
Upon lifting the cover out of the way (strength 10) they discover a ladder leading into the darkness. Climbing down (climb 5) is easy enough, but the last party member must pull the manhole cover on before the zombies arrive! (strength 15)

End of session 1.
themocaw

03-28-08, 02:07 PM
Your plot is fine, but it has a problem: the players WILL fail to follow it because that's how games work. If, for instance, they decide to camp in an alley instead of going to the inn where the innkeeper will tell them to get out of town, you need a way to get them to the next part of the game: maybe the zombies just attack them there. I'd plan a little deeper for contingencies instead of, "there is no other exit but ___."

It looks decent, I'd spend some time fleshing out the NPCs and give them some schticks that'll make them memorable, but it's a good session.
Dire_Rhino

03-28-08, 03:09 PM
Hey Draco, welcome to the forums.

To start with, a bit of a note. Your post is a massive wall-o-text, so please consider sblocking it (like this: {sblock}text to be spoilered{/sblock}, only with [ instead of {. It'll make your post a good deal more legible.

It seems like you have a decent start to your campaign. If I were you, I'd spend a bit of time fleshing out the main arc of the story, which I don't see here. Having a general (not specific, that leads to railroading) idea of where things are headed generally helps me plant plot seeds a few sessions in advance, thus adding verisimilitude to the game world.
sillydraco

03-29-08, 02:09 AM
ooh yay ^.=.^ thanks for the welcome! nice place *nods* hmm...well basically the only thing set in stone so far is the party will have to first find the stone in the storytellers story, find the lawful good pyromancer, restore him and then fight the evil side. i might even add a possible twist where they have the option to seal him in stone and reunite the two wizards as one, who then becomes even more evil and they have to fight him again XD