Pages

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)

Monday, September 26, 2011

Please Stand By

I spent Sunday dealing with a cold, food poisoning, and a paper for my masters program. Today's adventure will be posted this evening.


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)

Wednesday, September 21, 2011

Wednesday Filler

I have today's post written, but I can't access it right now. It's on a thumb drive that I wont get to till tomorrow. So until tomorrow evening, I leave you with these.

So true...

How fashion has changed over the years... many many years.


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.

Tuesday, September 13, 2011

I see you shiver with anticip-

This is adventure 10 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?



I see you shiver with anticip-
A Get Ready, Get Set, Go! Classic D+D adventure set in the lands granted to the characters

Get Ready:
As the adventurers explore their new lands, a thunderstorm blows in and reveals an unknown castle inhabited by strange people.

Get Set:
The weather turns foul as the adventurers make their first foray into their granted lands. With a flash of lightning they spy a castle perched on a hilltop. The castle is home to Lord Frankonfuhrter and his various retainers, including Prolitarian the Hunchback, Fuchsine the maid, Brazil the lady lackey, and a large number of other strangely clad people.


Go!:
Everyone living in the castle is INSANE (they're also actually members of the Unseelie Court)! In addition to the (supposedly) human retainers, Lord Franonfuhrter has also created a Flesh Golem (oddly called "Stony") that breaks loose during the night. The castle is also full of strange machines and traps. For instance there is a device in the lords workshop that can turn anyone in the castle to stone. It also can teleport petrified people to the main hall. The main hall itself has a large water filled pit under the floor.

Important NPCs:
Lord Franonfuhrter (Unseelie Fay Lord)
Prolitarian the Hunchback (mate/brother of Fuchsine)
Fuchsine the Maid (mate/sister of Prolitarian)
Brazil the Lady Lackey (mate of Ed)
Ed the Lackey (mate of Brazil, unwilling donator to the Flesh Golem)

Monday, September 12, 2011

What’s in a Name?

This is adventure 9 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.

Also, there is a new poll off to the right - What is the Defining Element of Steampunk? Remember, Vote Early, Vote Often!



What’s in a Name?
A Get Ready, Get Set, Go! Classic D+D adventure set in The Generic Big City

Get Ready:
In recognition of their heroic(?) deeds, the King is due to grant the adventurers a tract of wilderness to tame. Their right to this honor is challenged before the court!

Get Set:
The adventurers have been called to the court for the formal ceremony. The challengers, a group of nobles, will dispute the adventurer’s right to be granted lands. The King will offer the adventurers the option of a quest to prove their worth, or the option to duel the nobles.

Go!:
The quest will involve clearing out a nest of chimeras that have closed a mountain pass. If the adventurers choose this option then the nobles will sneak out of town to prevent the adventurers from returning. If the adventurers choose the duel, it will involve a fight in a Colosseum that will be filled with a variety of terrain to battle in and around (think paintball arena). Injuring the crowd is bad form, and the arena will include traps and monsters, but no treasure...

Important NPCs:
Nobles (Level 9 Mirror of PC party)
Chimeras (AC 4, HD9, Attacks: 2 Claw (d3,d3) 3 Bite (2d4, d10, 3d4)
Lord Mayor

Sunday, September 11, 2011

Hex and the City

Hex and the City
A Get Ready, Get Set, Go! Classic D+D adventure set in The City a generic big city.

Get Ready:
A coven of 4 witches has moved into town, looking to complete a ritual designed to open a rift between this world and the land of the Fay.

Witches in the City?

Get Set:
A drunk witnessed the witches casting spells in a city park last night! He claims to have overheard them say that the next night they'll have the last site ready, and then they can complete their ritual! So far, no one believes him, so he’s come to you, hearing of their great deeds, hoping that you'll help the City once again. While the "witches" are new in town, they've thrown the best parties, and the upper-class either loves them, or are jealous of them (or both).

Go!:
16 sites have been chosen, squares, parks, and intersections around the city, 15 have already been prepared, (including the crystal palace).The witches hexed the drunk and sent him to you. They want the Dawnstone for the ritual, though they don’t need it. They’re renting one of the more posh mansions in the city, and claim to be visiting in order to decide if they want to 'acquire property' in the City.

Important NPCs:
4 Witches
4 Fay Familiars - shape changers who can appear as small animals or short and pudgy flamboyant human companions
Assorted friends, and admiring men
The Drunk



This is adventure 8 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.

Also, there is a new poll - What is the Defining Element of Steampunk?

Saturday, September 10, 2011

Happy Bloggerversary 2 Me!

Two years ago I'd been reading blogs for a while, and I didn't really think I had much to offer. Certainly nothing worth trying to share. Then Trollsmyth over at Taichara's Hamsterish Hoard posted a verification word - "wayedge". They both came up with magic items with that name, and I thought of one too. Since then I've posted 487 posts (counting this one) which have received 865 comments (some of them mine), had over 90,000 hits, gained 197 subscribers via Google Reader and 122 followers. I've participated in several community wide events including the A to Z challenge and the Month of Short Adventures, and hosted a RPG Blog Carnival. I've worked on a megadungeon, published an adventure for the fat frog challenge, and even had my Mobius Dungeon used by Bugbears for Breakfast who posted actual play reports about it! And after two years... I still seem to have things to say.

My entire gaming group
 So thank you all that have visited, read, commented, and inspired me. Here's to the next trip around the sun, and another year of gaming goodness!




A reminder that I'm hosting a contest, and all you need to do is help me get 160 followers!

Friday, September 9, 2011

Black Dawn

Black Dawn
A Get Ready, Get Set, Go! Classic D+D adventure set in The City a generic big city.

Get Ready:
The sun cresting over the horizon is blotted out by the skyships of the dread air-pirate Don Karnage!

Get Set:
The warning bells will ring all over the city when the ships are spotted. All able-bodied persons are expected to aid in the defense of The City - adventurers included!

Go!:
The pirates are aiming for the Royal Treasury. Turns out, it’s actually just a distraction. While everyone is focused on the pirates, someone tries to assassinate the Mayor. Don Karnage is the only one who knows this, but he’ll trade his life for this info. The Assassin flew in with the air-pirates, but dropped off at the Lord Mayors palace, mostly unseen.

If the adventurers don't dither too much, there should inevitably be an encounter with the noble and assassin facing off against each other, both appearing to be the Lord Mayor, and the guards frozen with indecision.

Important NPCs:
Don Karnage, Sky Pirate (F10, AC: 2, HP: 56, Attack: Rapier (1d6+3), Double Hand X-bow (2d3+2), Morale 11),
Sky Pirate (F4, AC 5, HP 20, Attack: Rapier (1d6+1), X-bow (1d6), Morale 10),
Assassin Doppelganger (AC 5, HD 7, HP 48, Attack: Bite (1d12+3), Morale 8)
Lord Mayor (6HD Noble)



This is adventure 7 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.

Thursday, September 8, 2011

RPG Blogger Carnival August Animal Roundup

August is well and truly over. September, with it's cooler temps, soggy weather, and worse traffic (as everyone is back from vacation and off to work or school) is here. This means 2 things here at Tower of the Archmage:

First, my month of hosting the RPG Blog Carnival is over. The creativity of everyone who participated is as always stunning. While I had originally wanted October and had planned on a Halloween/horror theme, I think that Animals ended up being an even better topic. It's one that isn't discussed nearly enough, yet can have a big impact on a game. The importance of the topic shows in the quality of the posts you wrote. You all rock, and I thank you for participating in your posts and comments.

Second, I am overdue getting the roundup written. It takes a while to compile everything, especially when you were all so prolific! I hope I didn't miss anyone. If I did, please let me know, and I'll add you to the list ASAP!

Now, without further ado - The List!!

Monsters and Manuals wrote an entire dog series!
Dog Personalities!
Orc Hunting Mastiffs
Basilisk Hound
Ghost Hound
Azumchefe Climbing Dog
The Paladin's Dog
He also wrote about magical octopuses

Zac at DnD with Pornstars came up with a Random chart: What dogs are available?

Sky Full of Dust stated up some Giant Bugs!

JD Jarvis of aeonsnaugauries explored PHB Animals examined in the context of the dungeon.

The Dump Stat wrote about Pet houses and Beastfolk Races

Anthony of Roleplay geek looked at the different roles of Animals in RPGs

Marshall of Division Nihil explored the benefits of Bonding with Animals. You really don't want to run into his goblins...

Nevermet Press wrote up some 4e Intelligent Ravens that can add some interesting spice to urban campaigns.

Trey of the Sorcerer's Skull shared some WWII Anthropomorphic animals.

Sporkchop shareed the Giraffelich - An evil herbivore. Just because it eats grass and leaves doesn't mean it can't kick your ass!

Fitz aka The Gassy Gnoll over at Game Knight Review did a 4 part series:
1. Familiars
2. Omens
3. Hunters
4. Heroes and Monsters

E.G.Palmer of Old Guard Gaming Accoutrements came up with some Killer Blink Frogs.

Talysman examines (and rants about) animal stats and also discusses the Purchase Costs of Animals

Kobold Quarterly shared a humorous Lemming Swarm that at first I thought was written by Bat!

bySwarm shared Beastfolk of the Dark Golden Age.

Geoffrey of the Stuffed Crocodile gave us some Ratmen and RatOgres.

"Ka-Blog!" of the Armchair General discussed Animal Themed Superheroes and Dog Superstitions.

Runeslinger wrote about the pros and cons of Animal Companions.

The Sea of Stars shared the Domesticated Animals in the Sea of Stars.

Matt from Surprise Round wrote about a boy born of a peach and his animal companions, as well as the Chinese Zodiac.

My own contributions include:
Guinea Drakes
Strange Rodents
An Exotic Pet Store
A look at PHB animals
and all my posts about dogs

Again, a big thank you to everyone who contributed!

Remember to head on over to this month's host, Roleplaying Tips. Watch yourself though! Assassins are lurking around every blog post....

Wednesday, September 7, 2011

Reflections

Reflections
A Get Ready, Get Set, Go! Classic D+D adventure set in a Crystal Palace in The City

Get Ready:
A vacant lot is suddenly filled with a strange crystal palace, and the adventurers have the key… But someone gets in before them! Will the adventurers sit back while someone else gets the glory (and the treasure?)

Get Set:
The party that entered the palace before the adventurers is a rival adventuring party. However, they have succumbed to traps and tricks of the palace, and are trapped.

Go!:
With the Dawnstone the party may enter the palace where they will encounter living statues, magical effects, mirror reflections of themselves and the rival party! The palace itself belongs to a queen of the fay, and has been brought to The City without her knowledge or consent.

Important NPCs:
Rival NPC party (One of the NPCs will have a Twilight Stone)
Fay Queen



This is adventure 6 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of AprilSeptember. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Tuesday, September 6, 2011

Country Bumpkins

Country Bumpkins
A Get Ready, Get Set, Go! Classic D+D adventure set in The City

Get Ready:
The party has finally arrived in the big city, and are promptly drugged and robbed their first night! Magic items (like the Dawnstone) are high priority targets!

Get Set:
The city’s thieves guild does this to just about everyone, and everyone involved gets their cut. The thieves rarely kill or maim anyone, and only take from those who seem like they actually have something to take. Oh, and they control all the travelers inns.

Go!:
Ranking members of the thieves build are all wererats! Their HQ is in the sewers. Good luck finding silver weapons…

Important NPCs:
Fagan, Wererat Guild Leader (T9, AC: 4, 9 HD, HP: 40, Attack: Bite (1d4) or Rapier (1d6), Morale 8)
Wererat Thief (AC: 6, HD 4, Attack: Bite (1d4) or Club (1d6), Morale 8)
Human Thief (AC: 7, HD 1, Attack: Club 1d6 Morale 8)



This is adventure 5 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of April. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Monday, September 5, 2011

Dark and Stormy Night

Dark and Stormy Night
A Get Ready, Get Set, Go! Classic D+D adventure set in a ruined keep

Get Ready:
A large ruined keep is the new home of a band of highwaymen, but it’s also home to some restless dead!

Get Set:
As the party continues onto the big city, they’re stopped by a terrible storm that drives them to a ruined keep for shelter. They’ll first encounter a dead highwayman with no trauma but his face
frozen in terror.

Go!:
The highwaymen are likely to attack the adventurers out of fear, but once they realize the party isn’t the real threat, they’ll want to work together till the storm blows over. The ruined keep isn’t particularly stable, and the storm is likely to cause damage. The spirits will avoid anyone carrying the Dawnstone.

Important NPCs:
Bandit leader (T6, AC 7, 6HD, HP: 29, Attack: Poison Dagger (1d4+1+Poison), Morale 9),
Bandit (AC 7, 1HD, Attack: X-bow (1d8) or Club (1d6), Morale 8),
Restless Spirits (AC 2, HD: 1+2, Attack: Touch (1d4+Wisdom Drain 1), Save: C2, Morale 12)



This is adventure 4 of 25 that is roughly designed to take characters from level 1 to 25 that I will be sharing over the month of April. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Sunday, September 4, 2011

Contest!

I'm rapidly approaching the 2 year anniversary of being a blogger (9/10) and my 500th post (on or about 9/23). I'm also 36 followers short of reaching Blogger Level 7 - Pundit. I don't think that'll happen before the end of the month. If it does, one of those 36 people will get their choice of one of the following:

The Dying Earth - Jack Vance
The Eyes of the Overworld - Jack Vance
The Forgotten Realms The Avatar Trilogy (all 3)
The Forgotten Realms The Summoning - Troy Denning
The Hand of Zei - L. Sprague de Camp
A set of neon d10s (I think there are 10 of them)
A blog post about anything you want!

And one of the 114 who have already followed my blog will also get a pick!

It's a stretch goal, I know, but it's doable...


Saturday, September 3, 2011

Hog Wild

Hog Wild
A Get Ready, Get Set, Go! Classic D+D adventure set around a walled town

Get Ready:
A giant wild boar has moved into the area, and a cult has developed around it.

Get Set:
The adventurers are moving on toward the big city. On the way they stop at a small walled town. The local farmers are being harassed by a giant boar that is destroying the crops, and will cause severe shortages come harvest time.

Go!:
There are actually 2 boars, and the cult is headed by the town magistrate. He has a Nilbog Idol that has summoned the boars, and wants to sacrifice the adventurers to the boars in order to gain more power from the idol. If the cult is dealt with, the boars will leave the area without any prompting. If the boars are killed or driven away, but the cult remains, more will be summoned!

Important NPCs:
Magistrate Jenkins (C4, AC4, HD3, HP16, Attack: Mace (1d8+1) Spells: Heat Metal, Protection from Arrows, Morale 10)
Cultists (AC 7, 1HD, Attack: Spiked Clubs (1d6+1), Morale 11)
Giant Wild Boar; No. Encountered: 2, Alignment: Neutral, Armor Class: 5, Hit Dice: 5d8, Hit Points: 30, Attacks: tusk (2d4+2), Save: F4, morale: 9.



This is the third of 25 adventures roughly designed for levels 1-25 that I will be sharing over the month of April. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Friday, September 2, 2011

Gone to the Dogs

Gone to the Dogs
A Get Ready, Get Set, Go! Classic D+D adventure set in Regnad Village

Get Ready:
At the autumnal fair the dog show goes wrong as all the dogs go crazy and start attacking their owners

Get Set:
Regnad’s fair draws people from miles around. The PCs may be competing in various events, or serving as local celeb guest judges. Farmer Tamara, one of the dog show contestants has an magical whistle that can causes canines to become wild beasts. She uses it when she loses the competition.

Go!:
Tamara will turn the beasts quickly upon the adventurers (who are likely unarmed and unarmored). The various villagers will want the dogs subdued, not killed.

Important NPCs:
Village Elder Gaal. Tamara. Magic Dog Whistle



This is the second of 25 adventures roughly designed for levels 1-25 that I will be sharing over the month of April. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format.

Thursday, September 1, 2011

All’s Well That Ends Well

All’s Well That Ends Well
A Get Ready, Get Set, Go! Classic D+D adventure set in Regnad Village

Get Ready:
As the PCs are about to leave the village Timmy, a young boy, falls down a well and discovers a small nilbog “palace”. The nilbogs want to keep him!

Get Set:
As the newly minted PC’s prepare to head out on their first adventure a local boy named Timmy was filling the PCs waterskins when the nilbogs dragged him down. His dog will bark furiously at the well, drawing everyone’s attention. The townsfolk will be extremely upset and implore the adventures to help.

Go!:
The nilbogs are small craggy fae of foul temperament. Their goal is to hurt and embarrass the PCs, rather than to kill them. They want Timmy to be their new king (until they get bored with him) and have given him the Dawnstone - an amber necklace that glows with a warm yellow light.

Important NPCs:
Nilbogs No. Encountered: 3d8; Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8; Attacks: claw (1d4) or special; Save: T1; morale: 8; Special – can cause minor magical effects (prestidigitation) at will up to 15’ away. Village Elder Gaal.



This is the first of 25 adventures roughly designed for levels 1-25 that I will be sharing over the month of April. These posts are a part of Asshat Paladin's OSR Short Adventure Challenge, and utilize his Get Ready, Get Set, Go! format. I haven't decided what day will be my skip day every week. I'll let you know.