Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Sunday, January 15, 2023

#Dungeon23 Dry Run Week 2

I just realized I never posted the second week of my dry run for #Dungeon23! 

Here's the link to Week 1 of the Poisonous Vaults

8. This statue filled hall hung with shields and banners taken from the Medusa's victims. Most statues are damaged. Every time the room is entered, the statues will have shifted position within the room. None are wearing shoes. 

8a. The Medusa store their collected loot in this chamber. 17,000sp, 5,000gp is all stashed in the various footwear taken from their victims. There are more shoes than victims. 

9. Empty plinth in west alcove. Small chamber to the north is a dusty guard room. Levers in guard room unlock the gates, but only one gate can be unlocked and opened at a time. 

10. White marble pillars veined in blood garnet with rings of brass spikes radiating out of them are set at every 3' the length of each pillar. Walls are covered in mosaics of chaos warriors marauding. Hidden behind the mosaic on the north wall is a chest with 4,000sp & 600gp.

11. The well from Room 2 continues through a collapsed corner of the floor. Anyone over 100lbs who steps within 10' of the collapsed section will cause the floor beneath them to fall on a roll of 1 or 2 on a d6. 

12. A large circular table dominates the room with 12 ornate chairs around it. The table is set with fine china and silverware (200gp total value, fragile). The door to the north is locked, the key is in the lock. 

13. Lounge. Large hookah (1,000gp, fragile) sits in the middle of the room. The floor is piled high with pillows with 3 Medusa relaxing on them. The air is thick with pungent and poisonous (to mammals) smoke (-4 to rolls if save vs poison is failed). 

14 Laboratory of Sthedo (Medusa, MU6). Among the various equipment, bottles, jars, cages, etc. is a small locked chest with The Heart Of Stone. A vial of poisonous gas (10' diameter cloud, save or incapacitated). Her spell book is covered in a contact poison (save or die). 


 

Heart of Stone - Magical anatomically correct heart shaped uncut garnet, can summon a 12HD earth elemental. 4 charges remain.

Tuesday, December 25, 2018

5e: Frosty's Harsh Winter

Frosty's Harsh Winter is a 5e adventure scaled for a party of 8th-9th level characters.

I was inspired by a Frosty the Snowman is a Lich article I saw, and then I rewatched the original cartoon movie, and things just spiraled out of control from there.

I ran it a few weeks ago for my local group, and they had a blast. Sadly I didn't take any pictures, but I hope this one will be a little inspiring, and helpful in running it.

Merry Christmas!

Friday, August 31, 2018

Mini-Map: The Eyes have it!

At lunch at work, since my “paint at work” project has been shelved, I’ve been occasionally doodling little post it maps. I’m thinking of doing a weekly round-up of them… or maybe posting them individually, with a little description? Maybe even lightly stocking them?



You know what? Let’s give that a try!

The walls of this dusty little dungeon are all highly carved with angular geometric designs, while the floor is mosaicked in similar patterns in small 1” tiles. Scattered irregularly throughout are eyes of various sizes, carved or tiled in subtle ways throughout the dungeon. The longer the players are in the dungeon, the more they notice that the patterns seems to subtly shift, though they’ll never see it shifting. In the still air, they will hear very faint whispering, but never be able to make out the direction it’s coming from, or what’s being said.
  1. Spectator’s Lounge - Goldfish aquarium, table with tea set, area rug, 3 chairs and 1 odd stool, old tapestries.
  2. Spectator’s Lair - Nest of spider silk. Jar of glass eyes. Magic Jar of real eyes that move to look at anyone in the room. Jar preserves the eyes, and as long as the original owner of the eye lives, you can take out an eye from the jar and spend up to 1 minute using it to look through the owners other eye.
  3. Words - Insane ramblings, prophecies, and dire warnings in dozens of languages all carved and painted on the walls. Mostly illegible. Save vs. Wands (or wisdom save DC 15) or become fearful. Effect lasts until a save is successfully made, one attempt per day.
  4. Nothic lair - must pass a Save vs Spells (or fail a DC10 perception check) to see phased hallway. Lair contains the torn remains of various arcane tomes. 1d3 arcane spell scrolls can be recovered after 2d4 hours of effort.
  5. Giant illusionary eye opens 1d3 rounds after anyone enters the room. Anyone in the room while the eye is open must make a Save vs Paralysis (Charisma Save, DC 13). Failing the save has no effect… (or does it?)
Room 1 is the bottom middle of the map, 2, above it, 3 bottom left, etc.

Friday, February 21, 2014

The Nest of Ferar Etmek

I drew this map a while ago, and it looks like I never shared it.


I also went and keyed it up. I call it the Nest of Ferar Etmek for the blue dragon that lives in the lowest level. If you click on the link, you can download the PDF. I figure it'd be good for characters level 4-6 but it might be a bit tougher than that.

When I started working on it I was thinking it'd be good for the 1 page dungeon contest, but 53 keyed locations is a bit much for just one page.

Anyway, take a look, and let me know what you think!

Tuesday, May 1, 2012

Pearly Spiral of the Endless Hunger

In spite of everything else I've had going on for the last month, I opted to join in on the whole One Page Dungeon Contest. Jim of Carjacked Seraphim suggested that a group of dungeon designers work together to make a whole series of entries that taken together would form a megadungeon. I foolishly signed up. The original plan was to use the dungeonmorph dice to create the level, but the more i worked on it, the less it fit.



You can download the adventure here, or on my download page.



In other news, I'm taking the rest of the week off of blogging. April was nuts, and I need a little recharge time. Between school, the A to Z challenge, the One Page Dungeon Contest, work, and everything else, I'm wiped out!

Saturday, October 1, 2011

The Beginning's End

This is the final adventure of 25 that is roughly designed to take characters from level 1 to 25 that I have shared over the month of September. These posts have been a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

I hope you've enjoyed the series, and have checked out the other blogs participating in the challenge. There's a lot of really inventive, innovative, and imaginative stuff that's come out of this challenge, and it's worth your time to read through it.

I'll be publishing a PDF of my posts, cleaned up and tweaked shortly. I will also be sharing my original notes, and comparing them to the finished product. It's interesting (to me at least) how things developed from those first 2 pages. And I'm going to do a review of all the participants sometime this month.

Finally, a big Thank You to the /Matt, the Asshat Paladin himself for organizing the challenge. It's been a lot of fun!



The Beginning's End

A Get Ready, Get Set, Go! Classic D+D adventure set in The Big Generic City

Get Ready:
With magic restored one of the New Lords of Hell, an Unseelie Fairy Lord decides to take advantage of the chaos in the mortal realm. With the Immortals still missing, who will stop him?

Get Set:
The barriers between the worlds are back to normal, and magic is flowing back into the mortal realm. However with the renewed magics come renewed threats. Shortly after returning to The City a Gate opens in the Main Square, and out steps Madoc Morfryn, King of the Unseelie Court, Lord of Hell, wearing red gothic plate armor with a black bat winged cloak, and bearing a thin long sword. Madoc promptly claims The City as part of his expanding empire, and the current seat of the Wild Hunt.

Various creatures, including a green dragon will come to the city to serve, and the city will be slowly transformed by the fay and demons of the Wild Hunt into a twisted version of the Fay realm.

Go!:
Madoc is not concerned about open conflict, as his Wild Hunt is vast and powerful. He isn’t interested in destroying The City or its inhabitants either. He will treat the PCs as worthy nobles, and invite them to his court.

While the demons don’t really care about working with the fay, the fay hate working with the demons, and only do so at Madoc’s bidding. Specifically the Wild Huntsman is barely kept in check about the situation, and if given the opportunity will lead the Wild Hunt against the demons.

The Seelie Court dislikes the situation as well, but due to Madoc’s demons they’re unwilling to get involved. The Caretaker currently has his hands full with demons.

Defeating Madoc will cause the Twilight Stone to glow brighter and brighter. The Caretaker will appear to welcome the PCs back into the Heavens as the first of the New Immortals!

Important NPCs:
Madoc Morfryn, King of the Unseelie Court, Lord of Hell (AC -5, HD 20, HP 160, Attacks: 2 Sword (2d8+8) or Wizard Spell (5, 5, 4, 3, 1) or Force Blast (2d6+6+push+trip), Morale 12, Causes Fear/Awe, Immune to +2 weapons (except cold iron)
Wild Huntsman (AC -2, HD 17, Attacks: 1 Spear (2d4+9+stun) or Bow (4d4+5) or Druid Spells (4, 3, 3, 2, 1), Morale 12, Causes Fear, Immune to +1 weapons (except cold iron)
Green Dragon, Huge
Fay of the Wild Hunt (varies)
Demons (varies)
Citizens of The City (mostly normal humans)



Friday, September 30, 2011

Putting It All Back Together Again

This is adventure 24 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.



Putting It All Back Together Again
A Get Ready, Get Set, Go! Classic D+D adventure set in Heaven and Hell

Get Ready:
In order to fix the mortal realm the PCs need to hatch the Egg of the Dragon… in the fires of Hell!

Get Set:
The Final Chamber of the Temple Basement contains the spirits of The Dragon and her Mate. They tell the PCs that their offspring needs to be hatched, and returned to the mortal realm. In order to allow the egg to develop it must be warmed in the fires of Hell. Conveniently there is a direct Gate between the two. Souls get mixed up sometimes. It happens. The Gate is however highly militarized, and with the loss of the immortals on both sides, the troops are disinclined to let some mortals just walk on through.

The PCs might also have access to Gate Magic, however incursions into Hell (be the living) are generally met with resistance. Of course, Hell is a big place, and most of the Demons and Devils are rather upset by their missing Lords. They express this upset by trying to become the New Lords of Hell. Because of this Hell is a much more chaotic place than it usually is.

Once in Hell the PCs will need to find a nice quiet spot to warm the Egg.

Go!:
Negotiating with Devils is always a chancy prospect. They will drive a very hard bargain, especially as they don’t see much point in letting the PCs in. On the other hand, if the PCs offer something of remarkable value, they just might be willing.

Keeping the Egg in Hellfire for an hour will be enough to get it to hatch. And when it does, it's an orb of blazing blueish white light that says "Thank you" before whiting out everything. When the PCs' eyes clear, they're back in the main square of The City.

Important NPCs:
New Lords of Hell (Various)
Devils
Demons

Thursday, September 29, 2011

Fallen Idols

This is adventure 23 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.



Fallen Idols
A Get Ready, Get Set, Go! Classic D+D adventure set in anywhere

Get Ready:
Around the Ruby magic works, but the immortals remain silent.

Get Set:
The effects of the shattering of the Orb of Magic continue to reverberate. Despair, fear, and panic seem to pervade wherever the PCs go. They will be begged to investigate the silence of the immortals. They will even be offered Gate scrolls to travel to the heavens and find out.

Presuming the PCs are just as anxious to get access to divine magic back, when they use the gate they arrive in a land that appears to be endless fields, forests, blue skys, etc. with sparks of light floating lazily about (souls). Great palace-temples litter the landscape. Everything seems deserted, and an odd stillness oppresses the otherwise heavenly environment.

After some time exploring they will encounter an Archeron who calls himself the Caretaker. He will explain that the immortals have all vanished, and with them most of their servants. He says that hell is in much the same condition, though there seem to be more demons remaining as compared to heavenly servants. The only thing that’s new is a temple foundation where there wasn’t one before.

Go!:
The temple foundation has a doorway leading down. Within the PCs will find a strange dungeon with various beings they’ve encountered before.

Important NPCs:
Whichever NPCs were most memorable for the PCs are the ones that should be chosen, also any dead x-PCs.

Wednesday, September 28, 2011

Fractured

This is adventure 22 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.



Fractured
A Get Ready, Get Set, Go! Classic D+D adventure set anywhere

Get Ready:
The Orb of Magic has been destroyed, and the wall dividing the mortal realm has been sealed… completely!

Get Set:
In the aftermath of the destruction of the Orb of Magic all magic seems to have left the world. By the time the PC’s make it back to civilization everyone is in an uproar. Undead fall silent, constructs become unresponsive, and magic items no longer function. In addition spells fade from memory, and prayers go unanswered. The only thing that retains any touch of magic is the Twilight Stone which still pulses with an amber light.

The Twilight Stone will pulse differently, depending on which direction it is pointed when held. If the PCs follow the pulsing it takes them out over the mountains where the Dragon and her Mate were killed and into a secluded valley. Along the way the PCs will encounter various people and monsters, including:

  • A band of hobgoblins convinced that this is the end of times, and will see it at the end of a sword
  • A monastery, the monks all dead by suicide but one who didn’t have the conviction of his brothers
  • A dryad who can’t return to her tree
  • 3 ogre statues standing around an iron pot full of stones and water.

Go!:
The Twilight Stone will eventually bring the PCs to a large cave. Within the cave is a flow of lava, and on a small island in the middle of the flow, connected by a fallen column of rock is a ruby the size of a soccer ball, hot (but not scalding) to the touch and glowing with an inner light. The Ruby is protected by a Lavaserpent. Around the Ruby, (non-clerical) magic works!

The light of the Twilight Stone shifts from pulsing amber to a steady soft pink.

Important NPCs:
Brother Jacobi (Mystic 4)
Karyai (Nymph)
Lavaserpent (AC 5, HD 9, Attacks 1 Bite (3d4+4) or 1 Lava Spit every 5 rounds (30’x10’ - 4d6+ongoing 1d6 damage x 1d4 rounds), Morale 12)

Tuesday, September 27, 2011

Breaking the World

This is adventure 21 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.



Breaking the World
A Get Ready, Get Set, Go! Classic D+D adventure set in the Mountainous Wilderness

Get Ready:
The Mate of the Dragon is out for revenge against the whole world. He has stolen the Orb of Magic from the immortals and is using it to shred the wall between the worlds.

Get Set:
Various divinations will reveal that the Mate can now be found above the mountains near the Dragon’s lair. Upon returning to the mountains a great swirling storm rages. Flying through the hurricane force winds and around bolts of lightning is a flock of vicious gryphons. High above, on top of the clouds is a huge castle. Standing on the top of the highest tower, hundreds of feet above the top of the clouds, is a Giant, bigger than any the PCs ever seen before. With him is a swirling crystal orb that he manipulates, causing waves of distortion to flow outward.

Go!:
The Mate isn’t actually evil, he’s just grieving. He will recognize the PCs as the Dragon’s killers, and will rage against them. He knows that she was corrupted, but he loved her anyway. It may be possible to calm him, but difficult. Whether the PCs can resolve the encounter peacefully or by violence, the Orb is out of the Mate’s control.

Magic has become wildly unpredictable. For spells: 1-2 Random Spell, 3-4 normal, 5-8 more powerful, 9 powerful+ backlash, 10 random spell effect + backlash, roll every time a spell is cast. Potions all become poison, charged items use 1d3-1 charges per use – yes, sometimes they’ll use no charge! Items with a flat bonus all become one step more powerful; +3 becomes +4.

If the Mate is killed the Orb will pulse with a greater and greater frequency until the waves flowing off it are almost constant. The barrier between worlds will collapse, and the fay realm will merge with the mortal world, and doorways between this realm and others (including hell) will open wide.

If the Mate is subdued or talked down (aka not killed), the Orb will still begin to pulse more rapidly (after a short while as he will exert some control upon the Orb). When it becomes too much to control he will grab the Orb, and leap from the castle down into the volcano below. The resulting explosion will send the castle careening down towards the mountain.

The Gryphons are unaffected by the winds!

Important NPCs:
Gryphons (AC 3, HD 7, Fly: 360’ (120’), Attacks: 2 Claw (1d8) 1 Bite (2d8), Morale 10)
Mate (AC 0, HD 20, Attacks: 1 Ax (5d10) or Magical Blast (3d10+Level Drain), Morale 11)

Sunday, September 25, 2011

Spoils of Victory?

This is adventure 20 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.



Spoils of Victory?
A Get Ready, Get Set, Go! Classic D+D adventure set in The Big Generic City

Get Ready:
With the death of the Dragon things should be back to normal, but the Fay realm is colliding with the mortal world...

Get Set:
Upon returning to The Big Generic City things are better... shockingly better. Most of the damage seems to have been repaired, and in fact things are even better than they were. Everything seems bigger, brighter, more colorful. Fay creatures seem to be bustling around but can only be spotted out of the corner of the PCs eyes. Strange monsters seem to be appearing all over as well.

Go!:
The Fay Court is taking advantage of the weakened barrier between the mortal realm and the land of the fay. The people of The Big Generic City haven't noticed, as they are being turned into fay beings themselves!

Magic continues to be wonky. For spells: 1-2 less powerful, 3-5 normal, 6-9 more powerful+ backlash, 10 random spell effect, roll every time a spell is cast. Potions all become poison, charged items use 1d3-1 charges per use – yes, sometimes they’ll use no charge! Items with a flat bonus all become one step less powerful, +3 becomes +2, +1 items become non-magical!

The PC's investigations will reveal that the Dragon had mate, and that his death should restore the divide between the mortal realm and the Fay realm.

Important NPCs:
Nobles of the Fay Court

Saturday, September 24, 2011

To Hear the Lamentations of the Flame Princess

This is adventure 19 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.



To Hear the Lamentations of the Flame Princess (with apologies to Mr. Raggi)
A Get Ready, Get Set, Go! Classic D+D adventure set in The Mountainous Wilderness

Get Ready:
The Dragon has been driven from the town, and flown off to the mountains. The storms continue however, and continue spreading. Her influence must be stopped!

Get Set:
For as long as anyone can remember, the mountains have never even rumbled, but the Dragon's presence has warped the world and lava now flows from one of the peaks. Getting to her lair will be difficult.

Go!:
The ground constantly rumbles on the mountain, and a snow storm rages.

Magical energies are fluctuating (Spells, roll 1d10 - 1 less powerful, 2-4 normal, 5-8 more powerful, 9-10 more powerful + backlash, roll once per round), potions all become poison, charged items use 1d3-1 charges per use – yes, sometimes they’ll use no charge! Items with a flat bonus are more stable.

The death of the Dragon will cause the storms to blow themselves quickly out, but the lava will continue to flow. Her lair will contain significant quantities of uncut gems

Important NPCs:
Frenzied Demonic Dragon (AC -6, HD22, Attacks Ground: 2 claw/1bite (4d4, 4d4/6d6+6) Flying: Swoop, Crush, or Hover, Spells (5, 5, 5, 4, 3), Demonfire Breath - 180’x30’(current hp damage), Morale 12)





For those keeping track, this is post #500!

Friday, September 23, 2011

How Do You Lay Siege To A Dragon?

This is adventure 18 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.



How Do You Lay Siege To A Dragon?
A Get Ready, Get Set, Go! Classic D+D adventure set in and around The Big Generic City

Get Ready:
Having chased the dragon across the wilderness, it has arrived in The Big Generic City, and has taken up residence in the castle in the center of town.

Get Set:
In addition to the new draconic overlord, the town is also dealing with constant violent storms since the dragon’s arrival, and they’re getting worse. The king is marching his army to the town to attempt to deal with the creature.

Go!:
The King is perfectly willing to sacrifice The City and the army he sent if it’ll save the rest of his domain. The army includes Exeter, a lieutenant of the King who has been instructed to negotiate with the dragon.

Magical energies are fluctuating (1-2 less powerful, 3-5 normal, 6-9 more powerful, 10 more powerful + backlash, roll once per round).

If the PC's didn't go to war with the hobgoblin army, they may be available to assist.  However the PCs decide to deal with the dragon, remind them that there are still lots of terrified civilians in the city and that the city may not be the best location to deal with the dragon once and for all.

Important NPCs:
Exeter (F14, King’s signet ring, broach of protection from dragon’s breath, sword+5/+8 vs Dragons)
Frenzied Demonic Dragon (AC -6, HD22, Attacks Ground: 2 claw/1bite (4d4, 4d4/6d6+6) Flying: Swoop, Crush, or Hover, Spells (5, 5, 5, 4, 3), Demonfire Breath - 180’x30’(current hp damage), Morale 10) – The Dragon will flee the city if reduced to half her hit points.

Thursday, September 22, 2011

Red Sky at Morning

This is adventure 17 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.



Red Sky at Morning
A Get Ready, Get Set, Go! Classic D+D adventure set in the PC’s lands

Get Ready:
The Lords of Hell left the PC’s a parting gift as they sealed the Hellmouth – A Dragon!

Get Set:
Trapped for eons by the Lords of Hell the dragon is more corrupt than any other of its kind that currently walks the world. Corrupt, and angry beyond reason! The dragon will begin its rampage near the PC’s domain, and then turn to more civilized lands. It’s up to the PC’s to stop it.

Go!:
The dragon will aim for soft targets, causing as much pain and destruction along the way as possible. While beyond reason, it will do its best to keep ahead of the PCs, realizing the danger they pose. The dragon is heading toward The Big Generic City, and will not remain engaged the PCs. There will be near constant storms in the wake of the Dragon.

Important NPCs:
Frenzied Demonic Dragon (AC -6, HD22, Attacks Ground: 2 claw/1bite (4d4, 4d4/6d6+6) Flying: Swoop, Crush, or Hover, Spells (5, 5, 5, 4, 3), Demonfire Breath - 180’x30’(current hp damage), Morale 10)

Tuesday, September 20, 2011

Crack of Dawn

This is adventure 16 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.



Crack of Dawn
A Get Ready, Get Set, Go! Classic D+D adventure set in the PC’s Castle

Get Ready:
The Hellmouth remains cracked open, and it’s getting bigger.

Get Set:
The remaining small crack of the Hellmouth continues to expand. As it’s necessary to have the Dawnstone to open the portal, it’s necessary to use the Dawnstone to permanently close it. There are a variety of ways that the PC’s can discover this. A Commune, Contact Outer Planes, or Lore Spell may reveal the info. Sages are another source. The end result of their investigation is an hour long ritual that will result in sealing the Hellmouth permanently!

Go!:
While the ritual will indeed seal the Hellmouth, the final portion of the ritual opens the Hellmouth for at least 10 rounds before it is finished. During this time the Lords of Hell will attempt to disrupt the ritual with Goat Horned Demonic Beings. If they succeed, the Hellmouth will remain open. If they fail, they will send a fiery missile through the portal just before it closes that will arc out beyond the castle walls, and well off into the wilderness.

Important NPCs:
Large Goat Horned Demonic Beings (AC 4, HD 12, Attack: 1 Claw (4d6)/ 1 Bite (1d10+1 random ability point)

Monday, September 19, 2011

Hen's Teeth

This is adventure 15 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Lastly, don't forget to vote on my new poll - What is the Defining Element of Steampunk?



Hen’s Teeth
A Get Ready, Get Set, Go! Classic D+D adventure set in the PC’s Castle

Get Ready:
A demonic mutant chicken goes on the rampage!

Get Set:
One of the castle’s chickens gets too close to the Hellmouth, and becomes possessed by a demonic entity. It will quickly begin to grow, and in its hunger it will eat its fellow chickens before moving on to a nearby guard. In mere minutes it will have mutated into a giant reptilian beast 12 feet tall, 26 feet long, and weighing in at over 2 tons!

Go!:
The PC’s just can’t catch a break. The Lords of Hell want out, and they’re going to make the PC’s lives a living hell until they do. Then the PC’s won’t have lives…

http://images.elfwood.com/art/p/e/petrie/demonchicken.jpg

Important NPCs:
Demon Chicken (HD 20, AC4, Bite (4d8+4) and 2 Claw (2d4+2) + Demonic Aura (1d6 damage to anyone within 15 feet)

Sunday, September 18, 2011

Say Aaaaahhhh…

This is adventure 14 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Lastly, don't forget to vote on my new poll - What is the Defining Element of Steampunk?



Say Aaaaahhhh…
A Get Ready, Get Set, Go! Classic D+D adventure set in the PC’s Castle

Get Ready:
A mysterious stranger arrives with a key, an offering to trade it for his master who desires the magical pendant. Players being players, someone will eventually put the key into the lock, opening the gate, letting all hell breaks loose - literally!

Get Set:
The key, once inserted into the lock, will glow white hot, and the arch will begin to glow with a red light. The portal will flash open, knocking back anyone within 15 feet. Anyone looking into the portal will find themselves looking straight into hell. Hot sulfurous winds will blow from the gate, and demons will begin to emerge.

Go!:
The mysterious stranger is actually a chaotic cleric, and will attack the PC’s for the pendant if they are unwilling to trade for it. However his goal is not to gain the pendant, but to get the key into the PC’s hands without raising their suspicion, as he needs the holder of the Dawnstone to open the Hellmouth. The key will be drawn toward anyone holding the Dawnstone, and the lock will resist the key if the Dawnstone is not also present.

Removing the key will stem the flow of demons and close the portal… mostly. A tiny crack will constantly emit a foul red light.

Important NPCs:
The Mysterious Stranger (Chaotic Cleric15, AC 0, HP 46, Attack 1 (1d6+4) or by spell, Morale 11, Plate +3, Mace +3, Unholy Symbol of Protection from ESP & Scrying)
Basic Demons (As Ogre)
Flying Demon (As Gargoyle)

Saturday, September 17, 2011

Meeting the Neighbors

This is adventure 13 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Lastly, don't forget to vote on my new poll - What is the Defining Element of Steampunk?



Meeting the Neighbors
A Get Ready, Get Set, Go! Classic D+D adventure set in the PC’s Domain

Get Ready:
A hobgoblin army is marching through the area, and the general thinks the PC’s castle might just make a nice conquest.

Get Set:
The first sign of trouble will be a column of smoke rising up in the distance as a farm is razed. The large army will quickly be revealed. In addition to hobgoblin infantry there is also elephant-mounted cavalry, a troop of ogres, and a trio of hill giants! All bare a banner displaying a golden chevron over a red starburst, and the letters “DDLJ”. The army is lead by a charismatic warlord named Shah-Rukh Khan.

Go!:
Khan is a shrewd commander, and understands well when to fight, and when to negotiate, though he does have a propensity to quote long dead playwrights, and give long meaningful looks. If given the option he would rather collect some tribute and move on. If the PC’s can convince him that they’re tougher than they look (via contests) he’ll press on.

Important NPCs:
Shah-Rukh Khan, Hobgoblin Warlord (AC -1, HP 9, AT 2 (2d8+6) or Disarm, Morale 11, Plate +2, Shield +2, Sword +3/+6 vs Dragons)
Larry, Darryl, and Darryl (Hill Giants) Larry is the only giant that will communicate. The brothers Darryl will only make faces.

Friday, September 16, 2011

Keystone

This is adventure 12 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Lastly, don't forget to vote on my new poll - What is the Defining Element of Steampunk?



Keystone
A Get Ready, Get Set, Go! Classic D+D adventure set in the PC’s Castle

Get Ready:
A large stone arch appears along a wall in the PC’s castle. The arch’s keystone contains a key hole. Where’s the key?

Get Set:
The arch will appear on an exterior wall in the castle’s courtyard instantly - Blank wall one moment, wall with an arch the next. The arch is not an archway, it’s a fixture built into the wall, and solid. However the keystone of the arch will be highly decorative with a stylized laughing face surrounded by scrollwork that winds its way down the sides of the arch. In the open mouth is a key hole, but no key. The wall within the arch will feel warm to the touch. On the ground in front of the arch is a golden pendant in the shape of the keysone, with a red ruby in place of the key hole.

The arch is guarded by a pair of bound demons (lesser efreet). Any attempt to do much beyond examine the arch will cause the demons to manifest and attach.

Go!:
The pendant is magical, and was used to create the archway. It retains a trace of enchantment. Anyone wearing it will take only half damage from any flame/heat based attack.

The arch is a magical gateway. A Shadow was sent to install the arch, and once done, it fled unseen. The demons will not bargain or reveal any information, but can only attack those who mess with the arch (without the key) or those that attack them.

Important NPCs:
Bound Demons (As Efreet - AC 1, HD 10 (L), MV 240' (80'), AT 1 (2d8) or special (Wall of Fire/Pillar of Fire 3d8), Morale 12)

Thursday, September 15, 2011

The Most Eligible Bachelors (Bachelorettes)

This is adventure 11 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of September. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format. It's also this week's Tim Curry Tuesday post... probably the only one this month, unless I get really creative...

Lastly, don't forget to vote on my new poll - What is the Defining Element of Steampunk?



The Most Eligible Bachelors (Bachelorettes)
A Get Ready, Get Set, Go! Classic D+D adventure set in The PCs new lands.

Get Ready:
Now that the PCs have secured their lands and the castle of there is an influx of new settlers. Among them are a variety of families interested in tying their bloodlines with those of the PCs.

Get Set:
Numerous families, many of them fairly prosperous from the Big Generic City are sending lesser sons and daughters out to set up new branches of the family businesses and family trees. The PCs, being so successful, are highly sought after. Some of the competition between the families is intense!

Go!:
One of the amorous suitors is an illusionist/enchanter and will slowly use magic to get their hooks into one of the PCs. Other suitors are more than willing to use a wide variety of means to bump off the competition. Yet another should be a magically disguised/polymorphed monster!

Important NPCs:
Enchanter/Enchantress
Various suitors, respective families, and their hired muscle.
Magically Disguised/Polymorphed Monster - Black Hag, Mujina, Revener, and Troll are all good options.