jshe
Commoner
Posts: 2
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Post by jshe on Jan 21, 2018 22:19:57 GMT
I put am adventure together for friends. I played and dm'ed in the 80's, 90's and a little in early 2000. I resurrected an old idea/world and started with first level players. The players need to investigate happenings in a large wide tunnel. I want the Adventures in the tunnel to be reused at different levels. The problem is I want nefarious things happening in the tunnel but smuggling, murder and things revolving around smuggling is the only idea I have. There can be different kinds of smuggling, people, and stuff and I can build suspense around that but what other kind of bad things can happen.
There are no bad ideas
Please help
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Post by phos on Jan 21, 2018 23:31:34 GMT
Probably the most obvious is a power vacuum. They rid the location of smugglers only to leave it empty for something worse to gain a foot hold; insert CR appropriate monsters. Maybe the smugglers have an ancient artifact they’re smuggling that gets broken. Later its revealed as the seal holding back an ancient evil like a mummy. In that battle a rockslide uncovers a path to the underdark, allowing other creatures to start slowly filtering into the countryside. Only then they find out that those creatures are fleeing the underdark from something worse that’s making its way to the surface.
Perhaps there is a treasure buried in the cave and after the exploits of the Heroes become known, treasure hunters come snooping around. maybe the treasure belonged to a pirate king and his old crew comes looking for their share ala’ Treasure Island.
There could be some source of power that can’t be removed that makes it a desirable stragtic location for various factions. Kind of a capture the flag concept. The players have to capture it only to have to defend it. There is a great book called “Heroes” by Joe Ambercrombie that I highly suggest that plays with this idea.
Maybe the smugglers were a front for a military operation from a foreign invader and their reinforcements arrive just as the pc’s are leaving. Or the buyers for the smuggled goods show up at the same time the people the items are stolen from show up and the players are caught in the cross fire.
Hope these help! Good luck!
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jshe
Commoner
Posts: 2
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Post by jshe on Jan 22, 2018 14:57:22 GMT
Probably the most obvious is a power vacuum. They rid the location of smugglers only to leave it empty for something worse to gain a foot hold; insert CR appropriate monsters. Maybe the smugglers have an ancient artifact they’re smuggling that gets broken. Later its revealed as the seal holding back an ancient evil like a mummy. In that battle a rockslide uncovers a path to the underdark, allowing other creatures to start slowly filtering into the countryside. Only then they find out that those creatures are fleeing the underdark from something worse that’s making its way to the surface. Perhaps there is a treasure buried in the cave and after the exploits of the Heroes become known, treasure hunters come snooping around. maybe the treasure belonged to a pirate king and his old crew comes looking for their share ala’ Treasure Island. There could be some source of power that can’t be removed that makes it a desirable stragtic location for various factions. Kind of a capture the flag concept. The players have to capture it only to have to defend it. There is a great book called “Heroes” by Joe Ambercrombie that I highly suggest that plays with this idea. Maybe the smugglers were a front for a military operation from a foreign invader and their reinforcements arrive just as the pc’s are leaving. Or the buyers for the smuggled goods show up at the same time the people the items are stolen from show up and the players are caught in the cross fire. Hope these help! Good luck! Thx you
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