Not just your typical fetch quest... really.
Some times adventurers have a long term goal. Plans to become nobles, or perhaps over throw local governments, and sometimes they get caught up in the strange and unusual, or irrelevant and seemingly innocent task.
This could be one of those moments.
A brief respite from the insensity of always striving, a lighter moment where the stakes are not so... high.
For this example adventure, I will use the Hook of Ill Luck. In my mind this most suits my current campiagn mood where the adventurers are lvl 12ish, a little over powered, cocky, and could use a session or two where they feel the the fundemetnal sense of frustration and horror that permeates those parts of Az-Atla that have not come into the the Glory and Will of the Devouring Mother.
This could be one of those moments.
A brief respite from the insensity of always striving, a lighter moment where the stakes are not so... high.
For this example adventure, I will use the Hook of Ill Luck. In my mind this most suits my current campiagn mood where the adventurers are lvl 12ish, a little over powered, cocky, and could use a session or two where they feel the the fundemetnal sense of frustration and horror that permeates those parts of Az-Atla that have not come into the the Glory and Will of the Devouring Mother.
Her Glory ascendant!
Plot points/Scenes
1. End of Day
2. The Pit Deepens
3. Onwards and Somewhere
4. Is this it... finally?
5. Didn't we pass this way before... on our way here?
6. Out of the stench... into the night.
7. Ah... the reward.
2. The Pit Deepens
3. Onwards and Somewhere
4. Is this it... finally?
5. Didn't we pass this way before... on our way here?
6. Out of the stench... into the night.
7. Ah... the reward.
Components
Hooks
This quest could take place in any major city of Az-Atla, but it written to be set in the city of Skala-Tuq, the Dwarven capital and gate way to Aut'tep'ko.
There are three hooks to entice adventures to risk their lives:
1. Mandate of Authority.
With this hook a powerful organization in Skala-Tuq activly recruits the adventures. Perhaps they are known to the organization or perhaps they are just unlucky. It depends on your perspective and which organization.
Some possiblities are - The Paragons, The Medicament Brotherhood, or the Tourists. Each would have different approaches to the convince the adventurers. Regardless, let the overal mood of your setting flavour the 'recruitment'.
2. Mandate of The Heart
Here the adventures are contacted by a desperate and powerful individual who needs their help. The individual will gladly pay them to retrieve whatever it is that was lost. If you choose this hook enjoy the possiblities created for intrigue and polical power plays. Afterall, how did this 'thing' get lost?
3. Mandate of Ill Luck
With this hook the adventures find themselves at the wrong place at the wrong time. Perhaps they were at the scene when the 'thing' got stolen? Or perhaps, they were incorrectly accused of stealing the 'thing' ... or even more unlikely... it's just a case of mistaken identity. Regardless, the adventures are 'forced' to retrieve the item with no promise of reward other then avoiding a horrible circumstance.
Possible Rewards?
Of course there are and depending on a few factors the reward could be grand or nothing of significant note. The various hooks determine what possible rewards are available to adventures.
Mandate of Authority: Paragons Example
Mandate of The Heart: Affluent Property Owner Example
Mandate of Ill Luck: Witness to Crime Example
There are three hooks to entice adventures to risk their lives:
1. Mandate of Authority.
With this hook a powerful organization in Skala-Tuq activly recruits the adventures. Perhaps they are known to the organization or perhaps they are just unlucky. It depends on your perspective and which organization.
Some possiblities are - The Paragons, The Medicament Brotherhood, or the Tourists. Each would have different approaches to the convince the adventurers. Regardless, let the overal mood of your setting flavour the 'recruitment'.
2. Mandate of The Heart
Here the adventures are contacted by a desperate and powerful individual who needs their help. The individual will gladly pay them to retrieve whatever it is that was lost. If you choose this hook enjoy the possiblities created for intrigue and polical power plays. Afterall, how did this 'thing' get lost?
3. Mandate of Ill Luck
With this hook the adventures find themselves at the wrong place at the wrong time. Perhaps they were at the scene when the 'thing' got stolen? Or perhaps, they were incorrectly accused of stealing the 'thing' ... or even more unlikely... it's just a case of mistaken identity. Regardless, the adventures are 'forced' to retrieve the item with no promise of reward other then avoiding a horrible circumstance.
Possible Rewards?
Of course there are and depending on a few factors the reward could be grand or nothing of significant note. The various hooks determine what possible rewards are available to adventures.
Mandate of Authority: Paragons Example
Item Recovered | Interest Level | Reward | Notes |
---|---|---|---|
Ancient Artifact | Extreme Interest | Respect and Favour | Returning such an item is lawful and right thing to do. |
Quest Item | Interest | Favour | Paragons only reward with personal favours |
Detailed Area Map | Some Interest | Minor Favour | Paragons only reward with personal favours |
Detailed Flora/Fauna Information | Some Interest | Minor Favour | Paragons only reward with personal favours |
Random 'Loot' | No Interest | None | Paragons do not need 'loot'. |
Mandate of The Heart: Affluent Property Owner Example
Item Recovered | Interest Level | Reward | Notes |
---|---|---|---|
Ancient Artifact | No Interest/Fear | Fear/Distrust | Will report adventerers to authorities.. |
Quest Item | Very Interested | Agreed upon reward | Typically money/items |
Detailed Area Map | No Interest | Small token | Reward will be insignificant |
Detailed Flora/Fauna Information | No Interest | Not very much | If the information can be sold the reward may be higher. |
Random 'Loot' | Based on value of loot | Under market value of loot | Intention to resell. |
Mandate of Ill Luck: Witness to Crime Example
Item Recovered | Interest Level | Reward | Notes |
---|---|---|---|
Ancient Artifact | No Interest/Fear | Fear/Distrust | Will report adventerers to authorities.. |
Quest Item | Very Interested | Agreed upon reward or Favour | Typically money/items |
Detailed Area Map | Minor Interest | Small token | A small monetary reward |
Detailed Flora/Fauna Information | No Interest | Not very much | If the information can be sold the reward may be higher. |
Random 'Loot' | Based on value of loot | Under market value of loot | Intention to resell. |
Relations
Adversaries
Here is a list of 'adversaries' that the adventures could encounter:
1: Piro'byè Risastór'l
2: Kutu'ormur - Wild
3: Kletta'gawer
4: H'pur Ve'wai Majdav
5: Hrae'meSniku
6: Other adventurers depending on the hook and the whims of the game master. Any of the three hooks can have additional 'adventurers' who can be used to add a little role playing spice to the session. The Paragons are notorious for hiring more then one group of 'experts' to get a job done. Or perhaps, if it is a Ill Fate situation, the other NPCs are just 'hanger-ons' that the adventures need to 'care for.'
1: Piro'byè Risastór'l
2: Kutu'ormur - Wild
3: Kletta'gawer
4: H'pur Ve'wai Majdav
5: Hrae'meSniku
6: Other adventurers depending on the hook and the whims of the game master. Any of the three hooks can have additional 'adventurers' who can be used to add a little role playing spice to the session. The Paragons are notorious for hiring more then one group of 'experts' to get a job done. Or perhaps, if it is a Ill Fate situation, the other NPCs are just 'hanger-ons' that the adventures need to 'care for.'
Backdrops
Locations
List of Location by encounter order:
1. Bedroom of the adventurers.
2. Many stories down in the sewers of the Grand Market under the bedrooms of the adventurers.
3. The Sewers. This is the main location for the adventure and is comprised of as many halls, doors, gates, water ways, rooms, chambers etc. in any varied condition as required. I would not recommend maping the location out ahead of time, but creating a list of 'components' that can be used to create the map. Let the players map it out. Also, remember to take advantage of the 3 dimensional nature of the sewer system.... and that all sewers lead some where.
4. An exit point, once the players have the 'item'. This could be a random street corner, a basement, the basement to somplace significant, or it could even be the ocean.
5. The place where they agreed to hand over the 'item'.
1. Bedroom of the adventurers.
2. Many stories down in the sewers of the Grand Market under the bedrooms of the adventurers.
3. The Sewers. This is the main location for the adventure and is comprised of as many halls, doors, gates, water ways, rooms, chambers etc. in any varied condition as required. I would not recommend maping the location out ahead of time, but creating a list of 'components' that can be used to create the map. Let the players map it out. Also, remember to take advantage of the 3 dimensional nature of the sewer system.... and that all sewers lead some where.
4. An exit point, once the players have the 'item'. This could be a random street corner, a basement, the basement to somplace significant, or it could even be the ocean.
5. The place where they agreed to hand over the 'item'.
Encounters
Here be the list of exposition for the encouters.
END OF DAY - The Bedroom
It has been another day. You know one of those days of pleasent routine. A day where you get lulled into that sense of safety granted by intuitively knowing what to expect. Your morning breakfast arrived just as intended. Your friends and companions spent the day tending to those menial tasks that fill life, when you aren't chasing down something horrible, or being chased by same said horrible thing. And, now deep into the evening you find yourself contently getting into you bed. The drinks were good. The music acceptable and the comaradarie exceptional. You couldn't ask for anything more in a typical uneventful day. Afterall, not every day has to be hanging from a cliff while trying to avoid guards, or whatever.
As you lay down, your bed slowly envelopes you, and your covers provide that perfect amount of warmth and snugness. The pillows are a gift, comfortable and perfectly supportive. You quickly doze off.....
And, yes time does pass. You have that brief moment of feeling rested, and that is shattered by a sudden sense of falling, which turns out to be real. You find yourself face down on the floor of your room, tossed from your bed. Bruised from the sudden violent stop. A second later, there is the sound of a deep grinding, a loud crack, and you are falling once more. It's chaos.
There is no light, really. And, the few sources are dim candles soon extingiushed, or glaring lanterns whose oil spilt on any number of things which are now on fire. Neither provide the clarity that you need. You are certain that even those blessed with enhanced sight or senses are disorientated by incoherency and surprise.
Whatever happened has happened to the entire building. You know that the floor is colapsing. You feel it move under you. Perhaps an earth quake. There are people screaming. Furniture colides with your body, and anything you think you can hold onto to slow this deadly decent into to an ill fate, is merely another thing falling with you or into you. There is no firm footing or sturdy achorholds as you slide along the floor. And, then there is no floor.
And, you frantically attempt to avoid being impaled or maimed in the dim darkness as you fall.
Far.
Pushing against dim shapes in the dark to lessen the force of impact. Rebounding off of larger dim shapes, wardrobes, or perhaps shelves....being bruised in unpleasant places.
Until you land, and roll to avoid everything else that is still falling. And, for several minutes, you just huddle under the beams, furiture pieces and wreckage that your ill fate has provided to keep you alive for futher suffering and ill fortune.
When the dust literally settles and the deep sounds of strutures settling ... stop. You feel it is safe emough to look, explore and see what has happened. Somewhere... someone is moaning, and you're certain you hear yelling.
So much for a good night's rest.
Game Master Notes
As you lay down, your bed slowly envelopes you, and your covers provide that perfect amount of warmth and snugness. The pillows are a gift, comfortable and perfectly supportive. You quickly doze off.....
And, yes time does pass. You have that brief moment of feeling rested, and that is shattered by a sudden sense of falling, which turns out to be real. You find yourself face down on the floor of your room, tossed from your bed. Bruised from the sudden violent stop. A second later, there is the sound of a deep grinding, a loud crack, and you are falling once more. It's chaos.
There is no light, really. And, the few sources are dim candles soon extingiushed, or glaring lanterns whose oil spilt on any number of things which are now on fire. Neither provide the clarity that you need. You are certain that even those blessed with enhanced sight or senses are disorientated by incoherency and surprise.
Whatever happened has happened to the entire building. You know that the floor is colapsing. You feel it move under you. Perhaps an earth quake. There are people screaming. Furniture colides with your body, and anything you think you can hold onto to slow this deadly decent into to an ill fate, is merely another thing falling with you or into you. There is no firm footing or sturdy achorholds as you slide along the floor. And, then there is no floor.
And, you frantically attempt to avoid being impaled or maimed in the dim darkness as you fall.
Far.
Pushing against dim shapes in the dark to lessen the force of impact. Rebounding off of larger dim shapes, wardrobes, or perhaps shelves....being bruised in unpleasant places.
Until you land, and roll to avoid everything else that is still falling. And, for several minutes, you just huddle under the beams, furiture pieces and wreckage that your ill fate has provided to keep you alive for futher suffering and ill fortune.
When the dust literally settles and the deep sounds of strutures settling ... stop. You feel it is safe emough to look, explore and see what has happened. Somewhere... someone is moaning, and you're certain you hear yelling.
So much for a good night's rest.
The players will undoubtly want to save themselves and their stuff, but this is a prime moment to soften up the players and take away their stuff.
This is an excellent opportunity to do two key things before the adventure begings:
1. Get rid of all of that equipment and wealth players aquire that unblances the game. As a GM/Narrator there is always at least one moment where you realize the players have too much stuff, and using this moment to have it all taken away. Or as much as you need.
2. Damage players so that they have to use resources at the start of the adventure. This really annoys them. Potions, spell slots... any expendables. Use them up. And, best yet you can argue they didnt get a good rest, so no recovery of hit points, abilities ... etc.
Now if you want to leave this up to chance.... I'm a big fan of extended contested roles.
Set a diffculty number based on the skill and level of your characters. I tend towards 'hard'. So, in a d20 system at level 8 this tends to be 18ish.
Decide how many rolls you and the chosen player for the group will make and the skill.
Your successes cancel out player success. (Yes, I have given myself equivalent or better bonuses than players.)
And each success that the players make allows the players to select one category of supplies they can recover/keep. So, melee weapons, food, things in thier backpacks, spell components, fire making things, professional kits, money pouches... etc. And, then I would determine the specifics.
Once this is sorted.... move onto the next ecounter, where we introduce interesting NPCs and really take a look at the situation the players find themselves in.
This is an excellent opportunity to do two key things before the adventure begings:
1. Get rid of all of that equipment and wealth players aquire that unblances the game. As a GM/Narrator there is always at least one moment where you realize the players have too much stuff, and using this moment to have it all taken away. Or as much as you need.
2. Damage players so that they have to use resources at the start of the adventure. This really annoys them. Potions, spell slots... any expendables. Use them up. And, best yet you can argue they didnt get a good rest, so no recovery of hit points, abilities ... etc.
Now if you want to leave this up to chance.... I'm a big fan of extended contested roles.
Set a diffculty number based on the skill and level of your characters. I tend towards 'hard'. So, in a d20 system at level 8 this tends to be 18ish.
Decide how many rolls you and the chosen player for the group will make and the skill.
Your successes cancel out player success. (Yes, I have given myself equivalent or better bonuses than players.)
And each success that the players make allows the players to select one category of supplies they can recover/keep. So, melee weapons, food, things in thier backpacks, spell components, fire making things, professional kits, money pouches... etc. And, then I would determine the specifics.
Once this is sorted.... move onto the next ecounter, where we introduce interesting NPCs and really take a look at the situation the players find themselves in.
THE PIT DEEPENS - Under the Bedroom
Now that you've dusted yourselves off, gathered what equipment and companions have survived this debacle, and determined that the immediate threat to life and limb has past, a good look around reveals the particular details of your current ill fated situation.
You have fallen several stories deep into the sewers of the Grand Market. There is a gloom about you which clings to the corners and shadows like a ferral animal. It's menace and aggression palpable..... It makes seeing the hidden details difficult regardless of your light... flickering or otherwise. Above you is the collapsed remanants of your building. Broken walls, shattered floors, and all the varied contents and other paraphnilia ominously suspended above you.
Potted plants hang inverted like strange twisted roots swaying through the gloom and dust to gather miasmic nutrients. Pieces of random furniture reach out from above with bloody intent. Prehaps they have already fed on the flesh and liquids of others.
Torn and shredded carpets or bed sheets.... or clothes, drip viscous shadows as they cling to the newly formed cieling above you; torn bandages? Sometimes they flutter and billow. Perhaps they even do so in a subtle deep pulse. And mercifully, they hide that fresh scab, that newly formed cieling, which is now the barrier between worlds.
Your experienced assesment of the situation? Not good. Not good at all. That corner over there seems to be oozing.
Game Master Notes
You have fallen several stories deep into the sewers of the Grand Market. There is a gloom about you which clings to the corners and shadows like a ferral animal. It's menace and aggression palpable..... It makes seeing the hidden details difficult regardless of your light... flickering or otherwise. Above you is the collapsed remanants of your building. Broken walls, shattered floors, and all the varied contents and other paraphnilia ominously suspended above you.
Potted plants hang inverted like strange twisted roots swaying through the gloom and dust to gather miasmic nutrients. Pieces of random furniture reach out from above with bloody intent. Prehaps they have already fed on the flesh and liquids of others.
Torn and shredded carpets or bed sheets.... or clothes, drip viscous shadows as they cling to the newly formed cieling above you; torn bandages? Sometimes they flutter and billow. Perhaps they even do so in a subtle deep pulse. And mercifully, they hide that fresh scab, that newly formed cieling, which is now the barrier between worlds.
Your experienced assesment of the situation? Not good. Not good at all. That corner over there seems to be oozing.
The physical enviroment that players find themselves in is trecherous and malignant. Feel free to describe the physical layout and dimensions as you see fit, but these are a few things to keep in mind:
1. There is no going back the way you came. So, no... players can not go up. Any attempt to do so loosens deadly debris which seems almost conciously intent on maiming them.
2. There are other survivors. So, saving them may be good? Also, any they don't save... may later appear with a grudge. You're call.
3. No long rest... or rest at all. If the players think they can just rest right here, then rumbling starts... and things start to fall. Rest later.... live now.
Which bring us to NPCs. I have included some 'stock' NPCs for inspiration, but feel free to include specific ones relevant to the plot. Remember, in this example, there is no 'item' to recover, merely the need to live to see another sunrise.
The NPCs:
1. Mingalus R'zma - Middle aged Dwarf/Male: A moderately wealthy scholar investigating the impacts of increased population density on large groups of Citizens. He has a few theories about the impacts on hyper-density geography; the key one being that as Citizens live in denser geography the forces of social normalization become suplantanted by the forces of social survival, which ultimately leads to mass violence and choas. He is trying to get funding to field test his theories. The Paragon Department of Administration is watching him.
2. Niganta Gyr - Gnome Child/Girl: A small child with a a very sharp knife. Why does this child have a knife? Good question. Maybe they are just scared. Maybe they picked it up after the building collapsed. They don't look poor, so clearly not needed to defend against the hazzards of living on the street. And, of course, they are too upset or traumatized to speak. At least they're just a Gnome.
3. Gitta Danani - Human Middle Age/Female: A lithe and wirey looking woman who is very clearly pregnant. By day a soon to be mother, who already has two children...where are they? So, really a mother. She just happened to be next door getting a cup of coffee and clearly suffers from worse luck the adventurers.
So, those are three NPCs that are currently two dimensional. They can remain so as you desire, but they all have the potential to easily become very important NPCs. Remember the world of Az-Atla is about unseen layers and the secret horrors beneath the mundane.
Consider...
What if Gitta Danai was actually a member of the Paragon Department of Administration, and her two other kids were her co-workers? Who were they investigating? How will she subtly influence the adventurers to locate her co-workers or co-opt them into her agenda?
What if Niganta Gyr is an opperative for the Egou'gata Orenindi who was looking for lost children, scouting the sewers under the building because the family thought there were unsafe, or perhaps scouting for a future raid for supplies?
And.. then of course there is always the sudden and unknown threat of Abomination taint. Anyone and anything could be corrupted.
This scene is a good moment for role play, and to have the adventures sort out their goals. Once that has occurred then the dungeon crawl is ready to begin.
Plot points 3,4,5 and 6 all happen effectively in sewers; one location. I've included an example of a plot map that I use when running adventures. And, as you can see... I am pretty lazy. :D << Plot map to be placed here. Once I've made it.>>
1. There is no going back the way you came. So, no... players can not go up. Any attempt to do so loosens deadly debris which seems almost conciously intent on maiming them.
2. There are other survivors. So, saving them may be good? Also, any they don't save... may later appear with a grudge. You're call.
3. No long rest... or rest at all. If the players think they can just rest right here, then rumbling starts... and things start to fall. Rest later.... live now.
Which bring us to NPCs. I have included some 'stock' NPCs for inspiration, but feel free to include specific ones relevant to the plot. Remember, in this example, there is no 'item' to recover, merely the need to live to see another sunrise.
The NPCs:
1. Mingalus R'zma - Middle aged Dwarf/Male: A moderately wealthy scholar investigating the impacts of increased population density on large groups of Citizens. He has a few theories about the impacts on hyper-density geography; the key one being that as Citizens live in denser geography the forces of social normalization become suplantanted by the forces of social survival, which ultimately leads to mass violence and choas. He is trying to get funding to field test his theories. The Paragon Department of Administration is watching him.
2. Niganta Gyr - Gnome Child/Girl: A small child with a a very sharp knife. Why does this child have a knife? Good question. Maybe they are just scared. Maybe they picked it up after the building collapsed. They don't look poor, so clearly not needed to defend against the hazzards of living on the street. And, of course, they are too upset or traumatized to speak. At least they're just a Gnome.
3. Gitta Danani - Human Middle Age/Female: A lithe and wirey looking woman who is very clearly pregnant. By day a soon to be mother, who already has two children...where are they? So, really a mother. She just happened to be next door getting a cup of coffee and clearly suffers from worse luck the adventurers.
So, those are three NPCs that are currently two dimensional. They can remain so as you desire, but they all have the potential to easily become very important NPCs. Remember the world of Az-Atla is about unseen layers and the secret horrors beneath the mundane.
Consider...
What if Gitta Danai was actually a member of the Paragon Department of Administration, and her two other kids were her co-workers? Who were they investigating? How will she subtly influence the adventurers to locate her co-workers or co-opt them into her agenda?
What if Niganta Gyr is an opperative for the Egou'gata Orenindi who was looking for lost children, scouting the sewers under the building because the family thought there were unsafe, or perhaps scouting for a future raid for supplies?
And.. then of course there is always the sudden and unknown threat of Abomination taint. Anyone and anything could be corrupted.
This scene is a good moment for role play, and to have the adventures sort out their goals. Once that has occurred then the dungeon crawl is ready to begin.
Plot points 3,4,5 and 6 all happen effectively in sewers; one location. I've included an example of a plot map that I use when running adventures. And, as you can see... I am pretty lazy. :D << Plot map to be placed here. Once I've made it.>>
ONWARDS AND SOMEWHERE - In the Sewers.. Still hopeful.
Game Master Notes
So, this scene happens at the start of the sewer crawl. And, it is first of 4 'scenes' where stuff can happen. The 4 'scenes' are modular and their order can be adjusted. At the end of each scene I've written in an opportunity for a 'rest'. Lots of RPG systems have a 'rest' system where adventures can replenish abilities. So... maybe they get these rest opportunities... or they don't up do you.
The 'rests' can also help determine how long the adventures are in the sewers.
The 'rests' can also help determine how long the adventures are in the sewers.
You've been exploring the wonders of the sewers now for a few hours. Discovering all the myriad creative and discusting ways that the inhabitants of Skala-Tuq dispose of their waste. Yes, you did see the expected bags of garbage, and the free floating broken furniture pieces. Yes, you had to portage a few times through waist deep... deep brown water that had the consistancy of luke warm stew.
You've successfully avoided repeating that experience, because it seems that this area of the sewers was designed to have people in it... mostly. There have been the tight squeezes, the akward moments of hands touching walls that were too soft and too moist, but mostly there have been metal walk ways and constructed tunnels.
Up ahead, the oppressive gloom appears less so, and the way seem brighter.
Game Master Notes
You've successfully avoided repeating that experience, because it seems that this area of the sewers was designed to have people in it... mostly. There have been the tight squeezes, the akward moments of hands touching walls that were too soft and too moist, but mostly there have been metal walk ways and constructed tunnels.
Up ahead, the oppressive gloom appears less so, and the way seem brighter.
Ahead of the party is the room where the trap is.
It is a hexagonal room exactly 30feet across for all six sides. In it's middle is an open pit that is deep enough to be shrouded in darkness. It's cieling is a mere 10 high and the roof is covered in a strange glowing folliage. This glow is a warm glow, much like sunlight, but it merely dimmly lights the room. If the adventures have a light source.... the glow from the flora winks out when their light source connects with the flora's light source.
There are two other exits from the room. One exit on each opposite wall from the one the party enters making an equidistant triangle.
The flora is a mutated spieces of moss that is the host for a mutated version of Lettco ng'maara. Who knows what will happen if someone eats these strange glowing plants. But, really... why would you do that? It's best to just ignore it. And, don't even think about attempting to collect a sample.
The pit is the official hazzard of the encouter. It's a deep pit filled with various sharp bits. broken supports struts, lost and broken furniture, perhaps the odd valuable item. All of these things can be discovered if an adventurer goes in the pit, but why would they do that? Well, because.... if the adventurers listen carefullly.... they can hear the sound of someone moaning at the bottom of the pit. They are clearly injured. Really.
Okay... not really. There is no one at the bottom of the pit. It's just the wind passing through that oddly sound like someone sayin ...."Ohhhhooohhhh...." or "Ahhhhh ... ahhhhhh.....ahhhh" or "Haauuughhhhhh" ... You know the wind.
Lure the adventurers into the pit.
Now there are any number of reasonable ways that the adventures could decern the true nature of the sounds, a successful skill check, and spell that detects life.... dropping a torch into the pit... etc. So, experienced adventurers should not fall for the pit lure.
But you have any number of tricks to get them into the pit... maybe one of the NPCs slips in? Maybe ... the lighting is strange and they do see some movement down there?
Worse case... they attempt to leave through one of the exits.... oh! Loose floor panel gives away and into the pit you go!
The pit is 50 feet deep and breaches through 4 lower levels of the sewers. This is the first aspect of the pit threat, it lures adventures deeper into the sewers.
The pit is full of sharp pointy things. This is the second aspect of the pit threat. Adventurers falling in will take damage ... regular fall damage, plus being cut or impaled by nasty disease covered pointy things.
The pit is dark. Aspect three. And, if they do manage to bring a light source into the pit, it will be full of shadows.... that could hide other threats. What an excellent place for creatures to leave.
Creatures. Aspect four. They could be living in the pit, and how rude to disturb them. This is one of my favourite creatures.... created specifically for this environment: Hrae'meSniku. or... if you really want to mess with adventures .... H'pur Ve'wai Majdav.
Adding a creature really increased the level of hazzard, so I would only use one.
Now regardless of where the adventures end up ... in the room, leaving the room, in the pit, at the bottom of the pit.... having exited the pit at some level, thus going deeper into the sewers, dependingon how 'beaten up' they are ... a rest may be needed. Role some dice if they decide to take that rest. Rolling dice makes players nervous.
It is a hexagonal room exactly 30feet across for all six sides. In it's middle is an open pit that is deep enough to be shrouded in darkness. It's cieling is a mere 10 high and the roof is covered in a strange glowing folliage. This glow is a warm glow, much like sunlight, but it merely dimmly lights the room. If the adventures have a light source.... the glow from the flora winks out when their light source connects with the flora's light source.
There are two other exits from the room. One exit on each opposite wall from the one the party enters making an equidistant triangle.
The flora is a mutated spieces of moss that is the host for a mutated version of Lettco ng'maara. Who knows what will happen if someone eats these strange glowing plants. But, really... why would you do that? It's best to just ignore it. And, don't even think about attempting to collect a sample.
The pit is the official hazzard of the encouter. It's a deep pit filled with various sharp bits. broken supports struts, lost and broken furniture, perhaps the odd valuable item. All of these things can be discovered if an adventurer goes in the pit, but why would they do that? Well, because.... if the adventurers listen carefullly.... they can hear the sound of someone moaning at the bottom of the pit. They are clearly injured. Really.
Okay... not really. There is no one at the bottom of the pit. It's just the wind passing through that oddly sound like someone sayin ...."Ohhhhooohhhh...." or "Ahhhhh ... ahhhhhh.....ahhhh" or "Haauuughhhhhh" ... You know the wind.
Lure the adventurers into the pit.
Now there are any number of reasonable ways that the adventures could decern the true nature of the sounds, a successful skill check, and spell that detects life.... dropping a torch into the pit... etc. So, experienced adventurers should not fall for the pit lure.
But you have any number of tricks to get them into the pit... maybe one of the NPCs slips in? Maybe ... the lighting is strange and they do see some movement down there?
Worse case... they attempt to leave through one of the exits.... oh! Loose floor panel gives away and into the pit you go!
The pit is 50 feet deep and breaches through 4 lower levels of the sewers. This is the first aspect of the pit threat, it lures adventures deeper into the sewers.
The pit is full of sharp pointy things. This is the second aspect of the pit threat. Adventurers falling in will take damage ... regular fall damage, plus being cut or impaled by nasty disease covered pointy things.
The pit is dark. Aspect three. And, if they do manage to bring a light source into the pit, it will be full of shadows.... that could hide other threats. What an excellent place for creatures to leave.
Creatures. Aspect four. They could be living in the pit, and how rude to disturb them. This is one of my favourite creatures.... created specifically for this environment: Hrae'meSniku. or... if you really want to mess with adventures .... H'pur Ve'wai Majdav.
Adding a creature really increased the level of hazzard, so I would only use one.
Now regardless of where the adventures end up ... in the room, leaving the room, in the pit, at the bottom of the pit.... having exited the pit at some level, thus going deeper into the sewers, dependingon how 'beaten up' they are ... a rest may be needed. Role some dice if they decide to take that rest. Rolling dice makes players nervous.
IS THIS IT... Finaly? - In the Sewers.. Tired and Frustrated.
Game Master Notes
So, hopefully by this point you've had the adventure's wander around 'aimlessly' in an attempt to track down a way out. There have been a few dead ends, a few floods, or perhaps a passage blockage... or maybe a random creature or two whose lair/hunting grounds they have stumbled into. Regardless... this little bit, is the moment where you provide the players with some hope of escape, only to dash it away it yet another ill fated momement.
A few notes about the sewers of Skala-Tuq:
1. The sewers are full of garbage, broken things, cast-off dreams, tranished hopes and the strange disgarded flotsom of the Realm.
2. The sewers are a disjointed, broken, diverse three dimesional landscape. While parts near the surface are maintained, those deeper portions are not... and are in fact more like archelogical sites or ruins. Like all capital cities, Skala-Tuq has been rebuilt, built, rebuilt again over its own skeleton many times.
3. The deeper down you go... the furter in the past you travel.
4. The deeper down you go.., the hotter and more humid it gets.
So keep these little notes in your mind when you are creating those random filler scenes as you need them.
A few notes about the sewers of Skala-Tuq:
1. The sewers are full of garbage, broken things, cast-off dreams, tranished hopes and the strange disgarded flotsom of the Realm.
2. The sewers are a disjointed, broken, diverse three dimesional landscape. While parts near the surface are maintained, those deeper portions are not... and are in fact more like archelogical sites or ruins. Like all capital cities, Skala-Tuq has been rebuilt, built, rebuilt again over its own skeleton many times.
3. The deeper down you go... the furter in the past you travel.
4. The deeper down you go.., the hotter and more humid it gets.
So keep these little notes in your mind when you are creating those random filler scenes as you need them.
You have traveled deeper into the sewers, and the air has thickened. It’s now a dense sense of heat that you push through, heavy against your skin, dripping from you reluctantly. Resisting your breath. Fighting you when you inhale, and clinging to your lungs as you exhale. Suffocating you in a teasing malicious manner. As you walk through the narrow tunnels and muggy passages you wait for it to fall upon you; smothering. Perhaps this a warning that you do not belong here and you’ve come too far into the strange sub-terrane.
You've lost track of the number of twists, turns, and double-backs you had to make. Sure you've always tried to follow the advice that your grandmother told you for when you got lost in the market as a kid... follow the fresh breeze, always take the right fork, chose the path opposite the flow of water, draw a map, but these sewers seem to confound every attempt to makes sense of them. Even now as you look down this tunnel, which is like every other mildew covered, slime coated, disease infested, stench filled and vile smelling tunnel, that slight cool breeze tha smells like the sea coming from around the corner only gives you a infinitesimal amount of hope.
Game Master Notes
You've lost track of the number of twists, turns, and double-backs you had to make. Sure you've always tried to follow the advice that your grandmother told you for when you got lost in the market as a kid... follow the fresh breeze, always take the right fork, chose the path opposite the flow of water, draw a map, but these sewers seem to confound every attempt to makes sense of them. Even now as you look down this tunnel, which is like every other mildew covered, slime coated, disease infested, stench filled and vile smelling tunnel, that slight cool breeze tha smells like the sea coming from around the corner only gives you a infinitesimal amount of hope.
Hopefully, at this point there have been a few in party disputes as to where they should be going, because they have been wandering around for a fair time. Or, perhaps some strange buisness with an NPC or two. At, the very least a few random encounters with more common sewer creatures to provide that classic jump scare moment... all of these to help ramp up the party's sense of frustration, adernalin, and tension.
Or... worse yet, nothing has actually happned at all... and they are so bored they will jump at any opportunity no matter how unbeleavable or strange it is.
The Strange Breeze
Let's just assume they want to investigate..... lol.
Or... worse yet, nothing has actually happned at all... and they are so bored they will jump at any opportunity no matter how unbeleavable or strange it is.
The Strange Breeze
Let's just assume they want to investigate..... lol.
Past Events
The Sewers of Skala-Tuq are ancient. They are over 10,000 years old. They are a maze of catacomes, water ways, colapsed buildings and rebuilt buildings. They are a vertical and horizontal mess of metal, rock, mortar, strange liquds, obnoxious substances and deadly hazzards created between the dynamic transitions zones of new construction, abandoned strucutures, natual desasters and the changing flora and fauna that inhabit the sewers.
There are no accurate maps of the entire system, but there are several organizations who hold relatively complete maps of sections of the sewers. It is unfortunate that none of these maps will be useful to the adventurers.
There may be some uncertainty regarding where this adventure starts. When you read the write up about Skala-Tuq, you will note that the actual City is not easily accessible. This is intended to start in the Grand Market, and could be used to 'reveal' an enterance to the city proper that has remained unknown until discovered by the adventurers, or that is a secret.
There are no accurate maps of the entire system, but there are several organizations who hold relatively complete maps of sections of the sewers. It is unfortunate that none of these maps will be useful to the adventurers.
There may be some uncertainty regarding where this adventure starts. When you read the write up about Skala-Tuq, you will note that the actual City is not easily accessible. This is intended to start in the Grand Market, and could be used to 'reveal' an enterance to the city proper that has remained unknown until discovered by the adventurers, or that is a secret.
Theme:
Action/Horror/Discovery/Espionage
Type:
Exploration
Adversary:
Adventurers vs Environment
Adventurers vs Adventurers
Adventurers vs Other
You can expect at least one of each....
1. A seemingly simple fetch quest.
2. A scene involving monsters that could kill team members.
3. A scene that has a deadly and cunning trap.
4. A chase scene.
5. A climactic battle.
6. Betrayal ... at any point.
And it all happens under ground in the sewers of a highly populated, ancient city.
What could the players learn?
The players need not learn anything at all, however inorder to complete the quest these are some things that they could learn:
1. They could learn about the flora and fauna of the creatures that inhabit the sewers. This information if recorded accurately could be sold to any number of interested parties - Paragons, The Brotherhood, local experts, various guilds/trade houses.
2. They could learn the current structure and layout of the sewer system. Sewer maps are notorious for being out of date and inaccuarte, particularly the deeper in the sewers a person travels. A carefully draw, accurate and detailed map of the region that the team explored would be valuable to the right people.
3. They could discover the Egou'gata Orenindi. Which would be an interesting encouter.
Will this adventure change your Master Plot?
Well, that depends on you. Personally I am a fan of setting up one shot adventures to be just that, and if the players really enjoyed a villian, or creature, or assisting NPC, then there is a good chance I will bring them back. One shots are great, because they are 'stand alone' while allowing you and your players to develop deeper back story, a greater undestanding of the setting (physcal or political aspects), and have one of those 'days' that just ... normal. We all need to remember that being a 'hero' 100% of the time is rough work, and sometimes is nice just to have a simple thing. You can't be saving the world everyday.
Action/Horror/Discovery/Espionage
Type:
Exploration
Adversary:
Adventurers vs Environment
Adventurers vs Adventurers
Adventurers vs Other
You can expect at least one of each....
1. A seemingly simple fetch quest.
2. A scene involving monsters that could kill team members.
3. A scene that has a deadly and cunning trap.
4. A chase scene.
5. A climactic battle.
6. Betrayal ... at any point.
And it all happens under ground in the sewers of a highly populated, ancient city.
What could the players learn?
The players need not learn anything at all, however inorder to complete the quest these are some things that they could learn:
1. They could learn about the flora and fauna of the creatures that inhabit the sewers. This information if recorded accurately could be sold to any number of interested parties - Paragons, The Brotherhood, local experts, various guilds/trade houses.
2. They could learn the current structure and layout of the sewer system. Sewer maps are notorious for being out of date and inaccuarte, particularly the deeper in the sewers a person travels. A carefully draw, accurate and detailed map of the region that the team explored would be valuable to the right people.
3. They could discover the Egou'gata Orenindi. Which would be an interesting encouter.
Will this adventure change your Master Plot?
Well, that depends on you. Personally I am a fan of setting up one shot adventures to be just that, and if the players really enjoyed a villian, or creature, or assisting NPC, then there is a good chance I will bring them back. One shots are great, because they are 'stand alone' while allowing you and your players to develop deeper back story, a greater undestanding of the setting (physcal or political aspects), and have one of those 'days' that just ... normal. We all need to remember that being a 'hero' 100% of the time is rough work, and sometimes is nice just to have a simple thing. You can't be saving the world everyday.
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