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!