Post by joatmoniac on Apr 30, 2016 20:19:42 GMT
It’s Adventure Time … well it could be, and that is an awesome show, but alas I mean it is time to build an adventure together, set in the lands of Dayeimbe. I had been working this up, and whipstache had a convo that ended up sparking my imagination even further, so thank you Whipstache! So grab ONE element listed below and give as much detail on that ONE piece of the adventure, and see where it takes the rest of the forum! Keep in mind though that this adventure will be geared to having a single player run through it. Let’s say in the level 10 to 15 range to allow for some more complicated things with marginally less risk of death. I left some ideas fairly vague so that they may be interpreted however people see fit.
1. Adventure Theme
2. Adventure Goal
3. Story Hook(s) - 1. The battle for Lusina Tirion is over, but it was no easy victory. The fledgling vampire, Rhys Morenin, was defeated in his father’s halls, but fled back to its allies as a wisp of foul mist. Lord Morenin was greatly disturbed by his son’s monstrous transformation, and wishes for nothing more than some degree of justice for all those who lost something they loved, however small.
An army of monsters and undead does not rest for long, and Lusina Tirion will be attacked again. Not just Lusina Tirion, but all the people of the north are under such threat. The lich, Kismet Crag, must be destroyed.
2. After the devastating battle of Lusina Tirion, the government/king has mobilized its army in response, hoping to crush the lich, Kismet Crag, before it could recover. Men of fighting age are being conscripted everywhere, especially those of the lower classes in the country side. Many of the noble houses volunteer a member to join and to lead those below their station.
The army will gather first in Lusina Tirion, then march North West towards the Deep Swamp, where the lich has hidden its lair.
3. The river that meanders through the Deep Swamp has always provided the people with water they could use with a little boiling. This is no longer true after the battle of Lusina Tirion. Those that drink the water quickly fall ill or worse. Fields wither when the foul water touches them. Plants twist and writhe into unnatural, evil forms, their roots and tendrils grasp at unsuspecting victims. Undead are seen shambling towards the north, wherever the river goes.
Refugees from the west flock to Lusina Tirion by the hundreds, abandoning their homes and fields. Resources are scarce, and the rebuilding of the battle-scarred city has been halted entirely to accommodate the swelling population. - dmsam
4. Plot - So I think I am going to start off with just the kick-off for the adventure. I think we settled on the Vampire Rhys Morenin and the lich Kismet Crag being the antagonists that kick things off so I will start there.
The party begins northwest of Lusina Tirion on a scouting mission from the king, attempting to find out where the wisp of Rhys Morenin has fled. It begins on the outskirts of a small farm that is kissed with snow from the oncoming winter. The crops have all been harvested, and a barren field of frost and muck stretches out before the group.
No sign of Rhys or the undead has been seen in months, and the party has just about had it up to here with being in this gods-forsaken dump of land. As they walk past the field they notice an extraordinarily large amount of crows have gathered by the barn at the far end of the mud pasture. Should they approach they find that the family and livestock that lived here have all been utterly destroyed and spread out in some gruesome display.
Slowly a thick, chilled fog rolls in and the party hears a hushed whisper of a decrepit voice on the wind. The crows next to one of the dead bodies begin to panic and the party sees a rotting hand reach up and crush a crow with its cold dead clutch before the bird has a chance to escape. (Combat ensues).
From here the party will make their way into a small village on the outskirts of the swamp, fighting some undead along the way and finding only a handful of survivors. It is here that they learn of the legends of Usalas.
After that I am not 100% sure if I want to have the party go in by themselves, or go on a mission to bring reinforcements to the area (maybe both). Buuuut I think it is time I lay these weights down and spot for someone else until the creative juices get flowin again. - galakan
5. Climax
6. General Setting - I think based on the fact that this is oriented around undead and a vampire, it would be fitting to have it take place in a giant swamp. The inhabitants of the swamp’s villages must first dig ditches through their land to drain it, and then scatter salt in wide circles to prevent animals from raising from the dead in that area. This "salt ritual" must be performed on the second gibbous moon after an equinox, and will last a little over 2.5 years. After this point small dead creatures will begin to reanimate. The dead are cremated, so that the living do not have to worry about their return. Some areas of the swamp are called "Deep Swamp" by the locals. Here bodies of creatures that are long dead shamble around and the plants grow in an evil and twisted manner, often having large spikes. These "deep swamp" areas are centered on places that were cities and villages before the land became a swamp. Because of this underground structures can be found in these areas, often holding untold treasures and wealth. - gmsamuel
7. Specific Setting I - For this we are going to have a dungeon similar to that in Aladdin, a dungeon that if offended in some way begins to fight back against the player. Eventually once offended enough it will completely collapse in on itself with great peril to anyone still inside. Rather than in the desert though this is located in a glacier that begins to crumble and drop icicles down while beginning to fill with water. - Joatmoniac
8. Specific Setting II - So between General Setting and Specific Setting I, we have a Fortress-of-Solitude-esque glacier dungeon in the center of an undead swamp. It's weird, but I'm into it. I'll try and tie them together with...
The Deep Swamp has been a graveyard for far longer than any nearby townsfolk are aware. Many moons ago, a Frost Giant by the name of Usalas Mangare was hunted down by her dwarven foes through the yet-unnamed marshlands. The dwarves eventually cornered the evil giant, and, after many noble warriors fell, managed to kill the titan of ice and rage. The dwarves set to burn the giant's corpse in order to "melt its icy soul" but Usalas whispered a final bitter curse at her enemies. "Your blood shall burn with ice and your axes will shatter in frost." From the moment that cold breath left her lips, no fire could burn the giant's pale bones and no warmth returned to the dwarves' frail forms. With what power remained in her dying body, Usalas called out to her people's ancestral home: the Elemental Plane of Ice. In the darkest reaches of the swamp, the icy fortress that grew from her corpse became massive and manned by the only creatures who could not feel that bitter chill: the dead. Yet the catacombs beneath the fortress are even more harrowing. There, the Material Plane of Dayeimbe merges with the very essence of Ice, forming a twisting labyrinth grown from Usalas' cold bones. The Frost Giant's ancient conscious continues to animate the dungeon, building weapons of hoarfrost for a undead army to finish the war that ended her. Any adventurer who would prevent her warmongering faces the wrath of the frozen land itself, while any trickster who promises to lead her icy army to victory becomes a powerful ally.
It is the perfect hideout for a lich looking to regain strength and raise a new legion bent on conquest. – DMForeclosure
The area north-west of Lusina Tirion, just below the mountain ranges, would be an excellent backdrop for this adventure to take place. The magic of the elemental plane of ice would be all it takes to keep that patch of swampland semi-frozen and treacherous for anyone foolish enough to cross it. - dmsam
9. Master Villain
10. Minor Villain I
11. Minor Villain II
12. Ally/Neutral - Are Immoths still a thing? I can't find one in the monster manual but I have vague memories of their coolness. One could have slipped out of the Elemental Plane of Ice and made the cave a home of sorts. Possibly even stuck in the wall of the cave à la Bootstrap Bill and be the device that delivers the Omen/Prophecy (17) if there is one. - dmdougspiracy
13. Monster Encounter
14. Character Encounter
15. Deathtrap
16. Chase.
17. Omen/Prophecy
18. Secret Weakness
19. Special Condition
20. Moral Quandry
21. Red Herring
22. Cruel Trick
To kick things off, and the inspiration that Whipstache gave I’ll take number 8. Specific Setting I. For this we are going to have a dungeon similar to that in Aladdin, a dungeon that if offended in some way begins to fight back against the player. Eventually once offended enough it will completely collapse in on itself with great peril to anyone still inside. Rather than in the desert though this is located in a glacier that begins to crumble and drop icicles down while beginning to fill with water.
Can’t wait to see what people come up with, and remember to give a little breathing room after the ONE option you take, so that others have a chance to post.
1. Adventure Theme
2. Adventure Goal
3. Story Hook(s) - 1. The battle for Lusina Tirion is over, but it was no easy victory. The fledgling vampire, Rhys Morenin, was defeated in his father’s halls, but fled back to its allies as a wisp of foul mist. Lord Morenin was greatly disturbed by his son’s monstrous transformation, and wishes for nothing more than some degree of justice for all those who lost something they loved, however small.
An army of monsters and undead does not rest for long, and Lusina Tirion will be attacked again. Not just Lusina Tirion, but all the people of the north are under such threat. The lich, Kismet Crag, must be destroyed.
2. After the devastating battle of Lusina Tirion, the government/king has mobilized its army in response, hoping to crush the lich, Kismet Crag, before it could recover. Men of fighting age are being conscripted everywhere, especially those of the lower classes in the country side. Many of the noble houses volunteer a member to join and to lead those below their station.
The army will gather first in Lusina Tirion, then march North West towards the Deep Swamp, where the lich has hidden its lair.
3. The river that meanders through the Deep Swamp has always provided the people with water they could use with a little boiling. This is no longer true after the battle of Lusina Tirion. Those that drink the water quickly fall ill or worse. Fields wither when the foul water touches them. Plants twist and writhe into unnatural, evil forms, their roots and tendrils grasp at unsuspecting victims. Undead are seen shambling towards the north, wherever the river goes.
Refugees from the west flock to Lusina Tirion by the hundreds, abandoning their homes and fields. Resources are scarce, and the rebuilding of the battle-scarred city has been halted entirely to accommodate the swelling population. - dmsam
4. Plot - So I think I am going to start off with just the kick-off for the adventure. I think we settled on the Vampire Rhys Morenin and the lich Kismet Crag being the antagonists that kick things off so I will start there.
The party begins northwest of Lusina Tirion on a scouting mission from the king, attempting to find out where the wisp of Rhys Morenin has fled. It begins on the outskirts of a small farm that is kissed with snow from the oncoming winter. The crops have all been harvested, and a barren field of frost and muck stretches out before the group.
No sign of Rhys or the undead has been seen in months, and the party has just about had it up to here with being in this gods-forsaken dump of land. As they walk past the field they notice an extraordinarily large amount of crows have gathered by the barn at the far end of the mud pasture. Should they approach they find that the family and livestock that lived here have all been utterly destroyed and spread out in some gruesome display.
Slowly a thick, chilled fog rolls in and the party hears a hushed whisper of a decrepit voice on the wind. The crows next to one of the dead bodies begin to panic and the party sees a rotting hand reach up and crush a crow with its cold dead clutch before the bird has a chance to escape. (Combat ensues).
From here the party will make their way into a small village on the outskirts of the swamp, fighting some undead along the way and finding only a handful of survivors. It is here that they learn of the legends of Usalas.
After that I am not 100% sure if I want to have the party go in by themselves, or go on a mission to bring reinforcements to the area (maybe both). Buuuut I think it is time I lay these weights down and spot for someone else until the creative juices get flowin again. - galakan
5. Climax
6. General Setting - I think based on the fact that this is oriented around undead and a vampire, it would be fitting to have it take place in a giant swamp. The inhabitants of the swamp’s villages must first dig ditches through their land to drain it, and then scatter salt in wide circles to prevent animals from raising from the dead in that area. This "salt ritual" must be performed on the second gibbous moon after an equinox, and will last a little over 2.5 years. After this point small dead creatures will begin to reanimate. The dead are cremated, so that the living do not have to worry about their return. Some areas of the swamp are called "Deep Swamp" by the locals. Here bodies of creatures that are long dead shamble around and the plants grow in an evil and twisted manner, often having large spikes. These "deep swamp" areas are centered on places that were cities and villages before the land became a swamp. Because of this underground structures can be found in these areas, often holding untold treasures and wealth. - gmsamuel
7. Specific Setting I - For this we are going to have a dungeon similar to that in Aladdin, a dungeon that if offended in some way begins to fight back against the player. Eventually once offended enough it will completely collapse in on itself with great peril to anyone still inside. Rather than in the desert though this is located in a glacier that begins to crumble and drop icicles down while beginning to fill with water. - Joatmoniac
8. Specific Setting II - So between General Setting and Specific Setting I, we have a Fortress-of-Solitude-esque glacier dungeon in the center of an undead swamp. It's weird, but I'm into it. I'll try and tie them together with...
The Deep Swamp has been a graveyard for far longer than any nearby townsfolk are aware. Many moons ago, a Frost Giant by the name of Usalas Mangare was hunted down by her dwarven foes through the yet-unnamed marshlands. The dwarves eventually cornered the evil giant, and, after many noble warriors fell, managed to kill the titan of ice and rage. The dwarves set to burn the giant's corpse in order to "melt its icy soul" but Usalas whispered a final bitter curse at her enemies. "Your blood shall burn with ice and your axes will shatter in frost." From the moment that cold breath left her lips, no fire could burn the giant's pale bones and no warmth returned to the dwarves' frail forms. With what power remained in her dying body, Usalas called out to her people's ancestral home: the Elemental Plane of Ice. In the darkest reaches of the swamp, the icy fortress that grew from her corpse became massive and manned by the only creatures who could not feel that bitter chill: the dead. Yet the catacombs beneath the fortress are even more harrowing. There, the Material Plane of Dayeimbe merges with the very essence of Ice, forming a twisting labyrinth grown from Usalas' cold bones. The Frost Giant's ancient conscious continues to animate the dungeon, building weapons of hoarfrost for a undead army to finish the war that ended her. Any adventurer who would prevent her warmongering faces the wrath of the frozen land itself, while any trickster who promises to lead her icy army to victory becomes a powerful ally.
It is the perfect hideout for a lich looking to regain strength and raise a new legion bent on conquest. – DMForeclosure
The area north-west of Lusina Tirion, just below the mountain ranges, would be an excellent backdrop for this adventure to take place. The magic of the elemental plane of ice would be all it takes to keep that patch of swampland semi-frozen and treacherous for anyone foolish enough to cross it. - dmsam
9. Master Villain
10. Minor Villain I
11. Minor Villain II
12. Ally/Neutral - Are Immoths still a thing? I can't find one in the monster manual but I have vague memories of their coolness. One could have slipped out of the Elemental Plane of Ice and made the cave a home of sorts. Possibly even stuck in the wall of the cave à la Bootstrap Bill and be the device that delivers the Omen/Prophecy (17) if there is one. - dmdougspiracy
13. Monster Encounter
14. Character Encounter
15. Deathtrap
16. Chase.
17. Omen/Prophecy
18. Secret Weakness
19. Special Condition
20. Moral Quandry
21. Red Herring
22. Cruel Trick
To kick things off, and the inspiration that Whipstache gave I’ll take number 8. Specific Setting I. For this we are going to have a dungeon similar to that in Aladdin, a dungeon that if offended in some way begins to fight back against the player. Eventually once offended enough it will completely collapse in on itself with great peril to anyone still inside. Rather than in the desert though this is located in a glacier that begins to crumble and drop icicles down while beginning to fill with water.
Can’t wait to see what people come up with, and remember to give a little breathing room after the ONE option you take, so that others have a chance to post.