101 One-session Sub plots [Archive] - Wizards Community

Post/Author/DateTimePost
ArchonJohn

07-20-06, 03:37 AM
Ever have a fantastic plotline worked out where the characters will encounter event after event that all leads to one grand conclusion? Of course you have, all DM's (well... I can think of a few... nevermind them) have a plot worked out, if not in the beginnning, usually by a few sessions. My thought is this.


A decent game needs subplots to keep the characters interested in it.


No subplots mean no real decisions can be made by the party. So I present this challange to you. To help yourself through other's posts, and to help others through yours. Post a small subplot for characters of levels 1 - 15 (epic characters are most likely deeply entrenched in a plot to care about side quests) that can be completed in one session. Non-random loot should be included, and the suggested party level should be included as well.

Bonus: Post an adventure that will raise a party from the beginning of one level to the beginning of another... that once again, takes place in one day.
ArchonJohn

07-20-06, 04:04 AM
1. Suitable for four level 3 characters.

A local merchants daughter has gone missing. He has posted flyers on building walls about her dissapearance. When the party goes to his house, he explains that she was taken during the night while she slept, and that her window was broken.

If the players wish to search upstairs, a DC 15 search check finds tufts of animal fur and dried blood on the broken window. A DC 15 Knowlege (nature) check reveals that it is Satyr fur, and that a cold iron weapon damages Satyrs more effectively than normal.

If the players attempt to gather information from townspeople, a DC 18 check will reveal that a group of Satyrs lives to the south in the forest. If the party did not search the room and find Satyr fur, then they must succeed on a DC 22 check to find someone who saw a group of Satyrs leaving town that night, to the south.

If the party asks the neighbors, one will inform them that they saw a group of men (in reality, satyrs) leaving walking from the merchant's house to the southern part of town, past the butcher's house. the butcher will then inform them of the Satyrs leaving to the south.

If the party does not have a hero with the track feat, they will need to hire a guide for the forest. If they cannot think of this, a commoner with track offers to guide them for 10 gold pieces.

Once reaching the forest, (3 hours) the group is attacked (at random ;)) by a dire ape. Afterwards, they continue on to a small cave (2 hours) with a Satyr and a dire wolf playing in front of it. Inside the cave is a Satyr, a dire wolf, and a Satyr with 2 Levels of Druid. (assume that the dire wolf is a normal wolf who happens to be an animal companion) The satyrs all have daggers, shortbows, and leather armor. Inside the cave is (charmed and chained) girl without clothing on, and a journal kept by the druid satyr.

The journal detais how they liberated the beautiful daughter from her oppressive father. (As it turns out, he wanted her to do chores she didn't want to, so they kidnapped her) It also details how she tried to escape when she learned of the satyrs intent (why do you think she is naked?) and then how they charmed her with their music. Also in the cave is 3,000 gold pieces, lots of wine bottles (40, worth 5 sp each), 3 bronze mugs worth 150 gp each, and a ring of sustenance. The druid has two scrolls of magic fang... if he hasn't used one of them. There are bedclothes and a table in the cave. There is no other treasure here.

On the way back the party gets attacked by a hungry giant eagle. Once more, no treasure.

This adventure will raise a party's level from 3 to 4.
SeptimusMagistos

07-20-06, 10:02 AM
2.) An old woman comes up to the characters and asks them for help. If they agree she leads them to her house. As they enter they find themselves dropped into catacombs filled with undead. As they fight their way through they find an altar covered with blood and radiating evil. Upon smashing the altar the catacombs will empty from undead, the house will turn into a giant castle bustling with life, and an old woman will turn out to be a fairy so grateful for their help she's willing to grant them 1 wish each(Or some other reward).

3.) A little girl is getting chased by a wolf. Of course, the little girl is really a dark sorceress inhabiting a little girl's body and the wolf is a grim, a guardian of the night. But do players know that?