İA Copper For Your Thoughtsİ [Archive] - Wizards Community

Post/Author/DateTimePost
Chrono Nexus

01-18-06, 10:41 PM
The purpose of this thread is for DM's and PC's alike to post their own ideas for adventures. Hopefully, this thread will float on the boards long enough to become a viable source of adventure starters for a game on the fly. These ideas will (I hope) be good, since they come from the people that enjoy them the most.
This forum exists for dreamers, not skeptics. Please do not post negative comments on another persons' ideas, as bad as they might sound. Also- use clear speech when you write. Lastly- post adventures, not entire campaign settings. Don't post adventures that are too inclusive and unadaptable.

Dried Burningham
The once-bustling town of Burningham has experienced a drought for the last month and a half. The river that ran out of the base of Hermits Head, the Tail, is now a dry clay bed, baking in the sun. It ran out of a cave from under the mountain, but a landslide has covered the entrance and stifled its flow. Miners were sent into the mine to attempt to divert the water, but they have not returned. Most of the townsfolk are afraid for their lives, but the mayor is very optimistic that "this will all turn around soon enough". The mayor is in fact being dominated by a vampiric Ogre Mage that is dwelling in the mines of Hermits Head. The ogre intends to force the entire town to become vampire spawn by giving them a gruesome choice- death or undeath, dehydration or eternal thirst.

History:
Burningham-This town has been completely burned to the ground six times in the last eighty years. Through strength of will, strong leadership, and fellowship the hamlet steadily grew and thrived. Eventually, it attained the status it has today. As of two months ago it was a mining town that supplied the larger towns and cities south of the Tail with raw metals and minerals. The drought and subsequent drying of the river has left the town stranded and helpless. Food and supplies were imported mainly from the river, and raw materials wer shipped out. Dozens of people have dissapeared, and a large section of the town has taken to working at night, claiming that the sun is too hot.
Caemin Pah

01-19-06, 09:24 AM
ok, here goes my shot at it....

Baltruus' Revenge
The small port town of Ragell was under the Tyrant Baltruus only 15 years ago. The despot Baron accepted a small party of elves who wished to open trade with Ragell. Only Baltruus saw the elven contingient as spies and had them executed. When news of this atrocity reached the Elven city several miles away, the elves mobilized a strike force and attacked the keep overlooking the town. Baltruus managed to escape, but left a badly burnt servant in his place, so that the elves had thought they had succeeded in avenging thier comrades deaths.

Now, 15 years after the attack, Regall is under control of a Mayor, who has recently become worried that Baltruus isnt really dead. The Mayor is a Diviner, and some scrying of the town and local areas for trouble has shown him a growing force of Hobgoblins in and around the keep, and the small fortified home that Baltruus once used as a retreat. The mayor asked the PCs to investigate the keep and retreat to ensure that his fears are unfounded.

The Truth Behind it all
Baltruus is indeed alive and planning to exact his revenge against Regall, whom he sees as helping the elves bring about his downfall. However, during his exile, Baltruus has also found clues to a powerful magical item that would grant him more power. The Staff of Istauris was once to be the phalactery of the would-be Lich Istauris. The Staff, when assembled would now grant the wielder half of the levels of wizard that Istauris was when he had tried to become a Lich. If Baltruus (a current 4th level fighter) can assemble the staff, he could gain 5 levels of Wizard whose focus is necromancy.

This adventure would take the PCs to the keep, the fortified house (where they find clues to Baltruus' plan and clues to the location of the staff parts.).
There is also 2 dungeon crawls through tombs, then a dwarven ruins where some outcast Duegar have taken residence and have begun a lucritive smithing business with some of the local merchant houses.

The PCs must stop Baltruus before he can assemble the staff, or convince the Duegar to not rework and thereby forge the staff once more.

postscript
When I ran this adventure with my group, they were able to reach 3rd level by the end of it. It also remains one of the more memorable adventures for myself. The ability to grant everyone a little bit of play styles is awesome. The Roleplaying with the Duegar went great, they managed to convince them to not help Baltruus, and the Tombs (with traps and undead guards) as well as the Hobgoblin lackeys that Baltruus had assembled granted the hack & slashers enough killing to keep them happy as well.

Well, thats my first adventure....hope ya like it.