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| #1Muddman72Apr 07, 2009 21:46:16 | Hi again! I was wanted to start a thread of adventure ideas. Here is what I'm thinking for my adventure sequence for my upcoming campaign: 1. They begin in a small town and come together to hunt down a pesky cult that worships a dead god. During the course of the adventure, they firgure out that the cult is after 4 vases that supposedly contain the sacred ashes of their dead god. They follow the trail to a far off temple in a remote mountain range and fight the cult leaders whom have assembled all four vases. During the fight the priest leader unleashes the ashes trying to raise their god. What no one knows is that these vases contain vapor from the Mists. They beat the cultists, but not before they (and the temple) are drawn into Ravenloft. 2. The mist lingers until dark and likely will spend the night having spent everything they had to beat back the cult. When they emerge the next morning, the wind is bitterly cold and snow blankets the ground. It being very early spring, such a freeze is possible, but unlikely. They leave the temple and find the landscape very different. After a day a two of getting lost in the near blizzard, they find a passed out hunter lost in the snow. He has a large wolf bite on his neck and a dangerous fevor. They apply wolf's bane (luckily the party priest always packs a very full med kit) and the wound begins to heal, indicating that he will likely recover and not contract lycanthope. The party takes him with them and finds a small town wedged in a narrow valley, a town in the Frozen Wastes called Strolin (I'm making it up). Turns out a pack of werewolves has a delicate peace with the town and instead of attackig, they simply have a pact with them that any hunters that step outside their bounds is free to be bitten, eventually causing havoc in town and rejoin the pack. As a result, the town's standing law is that anyone bitten must be killed for his own good. The PCs (all being good) will argue that hes going to recover and convince the town headman to spare him since the wolf'sbane seems to be holding the curse at bay. Once they arrive, however, a series of bloody murders strike the town. The townsfolk blame the PCs for bringng the hurt (and unconcious) hunter back, the headman's worried that the town wil turn on his daughter since they are all former suitors, the town priest begins preaching that the PCs have brought this evil to their town. Several other suspects arise, casing blame and doubt everywhere. Finally they find out that the town priest's son was bitten over a year ago, but the priest spared him and has been hiding him in the temple basement ever since. Lately, though, the werewolf has learned a way out and has been sating his thirst by killing his former rivals for the headman's daughter. They eventually hunt down the killer and fight him and his father. 3. As a reward, the prince of the region asks the PCs, the headman (assuming he survives) and his family to come to his castle and celebrate the killing of a corrupt priest. While there they slowly discover the prince is an undead, having died during a plague and now obsessed with "curing" himself, he slowly takes apart the headman and his daughter. They get vengence by fighting and killing the prince, but are left with little true reward and a sad end to the story. While in his castle however, they find a small vase identical to one of the one's used to summon the mists. So maybe if they find the other three... (Ok, now what? By this point they'll likely be about 3rd or 4th level, likely 3rd. Any ideas what to do next that would fit well with this level and/or theme? Not sure where I want to take them, but I'm open for suggestions) |
| #2fiery_overlordApr 14, 2009 10:02:00 | I look at this an see several skill challenges built in in as natural encounters which could dictate how everything goes, instead of running on scripting of NPC reaction despite skill use. For example The Hunter, Recognizing and treating the wounds Set up: The party find a passed out hunter lost in the snow. He has a large wolf bite on his neck and a dangerous fever. Level: Party level Primary Skills: Healing (Moderate DCs) You know how to treat wounds in general Nature (Moderate DCs) You are familiar with these types of bites and the creatures that can inflict them These contribute to success or failure of the skill challenge. Secondary Skills: Insight (Moderate DCs), Through his fevered speech you pick up clues to help him Success grants +2 on other checks, don’t count as a success for completing the Skill challenge, Failure does not count as a Failure for the skill challenge but instead give -2 on next primary roll Special: Each roll represents a minute of attention Success: They properly treated the injury to suppress the Ravenloft strain of lycanthropy, they also realize unlike standard lycanthropy it isn't curable without the death of the inflicter. He needs weekly treatments to keep it suppressed. Failure: They properly treated the injury to suppress the Ravenloft strain of lycanthropy, but think it is cured. Complexity 2, 6 Successes before 3 Failures This could greatly affect the RP later. I have a Skill challenge I have set up for my campaign in an isolated superstitious village. Gathering information around the closed lip town Setup: To find info they need in a hostile town where no one will talk with them they must remain unobtrusive enough, polite enough to be ignored and insightful enough to overhear the town folk Level: Party level +2 Primary Skills: Insight (Hard DCs) Religion (Hard DCs) Stealth (Hard DCs) These contribute to success or failure of the skill challenge. Secondary Skills: Diplomacy (Hard DCs) Perception (Easy DCs) Streetwise (Hard DCs) Success grants +2 on other checks, don’t count as a success for completing the Skill challenge, Failure does not count as a Failure for the skill challenge but instead give -2 on next primary roll Special: Intimidation attempts earn an automatic failure; also attacks against citizens end the skill challenge in failure. Complexity 5, 12 Successes before 6 Failures XP reward: Varies by level Success: Every two successes give one [Insert 6 rumors or local facts you wish to have the PC to hear here, give one out every two successes] Failure: An angry mob (12 Human Rabble page 162 MM, 2 Human Bandit page 162 MM with the Demagogue Template) attempts to run the PCs from the town (Add to rabble add throwing stones as at-will, +4 vs AC range 5, 2 damage) (Size to your group) Declaring Killing Blow on a mob member used the number to double the next round, the mob stops chasing PCs if the PCs don't fight back and leave town. |
| #3Muddman72Apr 26, 2009 21:57:03 | Cool ideas, thank you! |