Re: World Adventure Writing Month
Posted: Mon Jun 25, 2007 10:26 pm
Neeek and Frank wrote:Set-up: A wealthy family in a coastal town offers to pay the party to find their kidnapped daughter. The daughter was taken by some pirates who have been extorting goods/money/etc from the town. If the party asks about the pirates, the villagers report that the pirate king uses fire.
The DeVice family has been living in the City (replace with coastal city name of your choice) for several years. They made a fortune a few decades back through the establishment of a standard trade route with Big City (replace with major port name of your choice). Unfortunately, the wealth and goods that came in the city attracted vermin: pirates! The Dread Pirate LeSigh and his crew have been praying on the City for many decades. The damage until now was relatively small and not worth the attention of authority (a number of bribes also helped ease things). A few days ago, however, all this changed. The youngest daughter of the DeVice family, Damsel DeVice, was kidnapped! The Dread Pirate left behind a note penned with the blood of Damsel's nanny and pinned with a dagger on Damsel's beloved bunny. The note demanded ransom. Damsel's father, Plotius DeVice, instead decided to hire adventurers to bring back his daughter. He chose the PCs!
Neeek and Frank wrote:Encounter #1: One of the Pirates, a half-green dragon 2nd level warrior Dwarf, demands tribute from the town. If the party tries to intervene in any way, the dwarf breathes on them, then attacks.
The PCs arrive in the City having been notified of Plotius DeVice's offer. As their boat reaches port, they hear a bellowing voice coming from behind a pile of crates. The owner of the voice is a half-drunk Dwarf. His hands have long claws and his mouth looks like a snout. The skin next to his beard is reflecting softly the sun's light. It is not skin but scales! The drunk loudly proclaims himself the master of the City and demands tribute of "wine, women and gold". When a young man refuses to acknowledge him, the Dwarf becomes enraged and slashes the poor man's throat, killing him on the spot. The sailors panic and start screaming for the guards as the Dwarf closes in on the hapless peasants, ready for another kill.
Neeek and Frank wrote:Encounter #2: A low DC Gather Information check reveals that the pirates have a bunch of rowboats they use to go to and from the island. If the party takes one of the boats, on the way to the island (about 2/3s of the way there), a wyrmling black dragon attacks from underwater, breathing acid on the party and attacking their boat when it's breathe weapon is unavailable, so they will have to swim the rest of the way to shore.
After being saved, the sailors willingly talk! The point the PCs to the rowboat the Dwarf used to reach the town and claim the PCs can also use some of the fishing boats from the nearby fishing village. They even offer to escort the PCs and help them pack their gear. A brave young lad, the brother of the sailor first killed offers to take them himself to the pirate's island. The lad's name is Spot and he quickly and efficiently begins rowing.
Unfortunately for the PCs and poor Spot, the Dread Pirate LeSigh was prepared and released his pet and long-time friend on the water: a Black Dragon wyrmling! The Dragon decides to play with his food and instead of fighting the PCs tries to attack the boat. He uses his breath weapon and wicked claws to tear large holes in the dinky rowboat. Unless the PCs stop the attack, they will have to swim to the shore and try again. The Dragon of course is not satisfied and will try to open holes on the PCs too! It will use the same tactics and be very predictable, giving the PCs a significant advantage.
Neeek and Frank wrote:Encounter #3: Once on shore, en guard, bitches. I will assume you know what I mean.
Once they reach the shore of the pirate's island, the PCs find themselves surrounded. Most pirates on the island are first level Rogues but there are a lot of them (crew of 30 plus associated hangers-on) showing up in groups so collectively they count as CR 3. The pirates are armed with rapiers and will try to flank and Sneak Attack. Some of the have alchemical supplies from a ship they looted a while back. These pirates will try to Sneak Attack with vials of Acid or use Tanglefoot Bags on the PCs.
Neeek and Frank wrote:Encounter #4: There is a main door to a tower built against a cliff face, it's about 2 stories high with a main front door and a platform on the roof with a staircase leading into the tower. If the party enters the front door, it is attacked by a 3rd level Tiefling wizard that has a silent image of a big rock over it. The Tiefling casts Web, then Cloud of Bewilderment, then Shadow Spray on the party. His familiar, a monkey with a little hat (the hat has 2 feathers), will juggle Quaal's Feather token whips to hit the party. If the party came in through the roof, the Tiefling will attack them when they come down the staircase from above. In this room is a captive that will tell the party about the Rod of Water Breathing in the room in Enounter #5, and the location of the kidnapped girl.
The PCs finally meet some decent opposition! The second lieutenant of the pirate ship is a cowardly Wizard. His tactics involve trapping the PCs instead of simply killing them which will prove a big mistake in the long run. Although it is out of character, the DM might want to throw a few Magic Missiles at the players after the Wizard completes the attack routine shown above.
Neeek and Frank wrote:Encounter #5: If the party entered through the roof, a bat swarm attacks as they go down the stairs. In this room is a Rod of Water Breathing, that allows full speech underwater. If they came from below, the bats will attack them on that staircase instead.
A few bats should be no problem for our heroes! Play up the swarm's desperate behavior if the PCs think to use fire against them. The swarm will not stop attacking as it is panicked but fire will truly make the bats mad. The Rod of Water Breathing is a useful item but it bears the DeVice family crest and seems more an heirloom than a standard magic items. Remember to impose alignment penalties if the PCs think to keep this item for themselves!
Neeek and Frank wrote:Encounter #6: Behind the room in encounter #4 is a storeroom, with food in it, and a pool in the back. If the party is in the room for more than 3 rounds without saying the command word, a magic trap will begin casting Power Word, Pain and Power Word, Fatigue on a random person in the tower once a round (both are cast every round).
This room is actually not important in any way. The pirates trapped it to mislead any do-gooders that happen along into wasting time exploring this room instead of attacking. To further bait your players, be sure to describe the pool as murky and avoid giving definite answers on what the room contains. Mention a few gleams (as if from gold coins) and they'll be sure to fall for it, just like real people would react in this situation.
After some fruitless searching, you should describe a part of the pool's bottom as fake. The PCs open it to reveal a secret passage. Still, the players should have the Rod so they'll soon continue to:
Neeek and Frank wrote:Encounter #7: The pool of water leads to a water-filled tunnel about 300 ft long. Halfway in, an Allip attacks the party if they don't say the password.
Make sure your players think they have outsmarted the pirates. In fact, this is part of the trap as the guardian Allip proves.
Neeek and Frank wrote:Encounter #8: 2 bound Lantern Archon shoot at the party as they climb out of the water, then climb the stairs to the balcony where the Archons sit. IT should take 4 or 5 rounds at full speed to reach them.
The PCs finally reach clean water. A waterfall empties into the pool from which the players emerge but is drained at the bottom without affecting the murky water. The PCs must be quick on their feet to escape from this fiendish, or rather Celestial, trap! The time suggested above takes into account one round to unlock the iron door at the top of the stairs. If the PCs lack the proper equipment, they'll have to break the lock and this could take longer.
Neeek and Frank wrote:Encounter #9: In a large courtyard, a Kobold Sorcerer, a Kobold Cleric, a Hobgoblin Swashbuckler, and a Hobgoblin Rogue, all first level with Improved Initiative and armed with Amber Amulets of Vermin (Huge Monstrous Scorpion), are having tea and playing cards. The party interrupted their, uh, party. They use their amulets as their first action.
Beyond the courtyard a barracks with Encounter #9's treasure, and a hallway that ends with a locked door.
Finally a proper battle! Well, not really. The four lieutenants lack proper equipment as they have been tricked into buying "lucky scorpion amulets" instead of swords and armor. This should be a fun lesson on not believing everything you are told!
Neeek and Frank wrote:Encounter #10: Beyond the locked door is a thin passageway that the party must squeeze through. The walls are covered i Brown Mold.
The horrible hygiene of the Dread Pirate LeSigh means that this tunnel is covered in Brown Mold. You should pepper the rooms beyond with patches of Brown Mold. If LeSigh can't be bothered to clean a whole tunnel of the stuff, he can't be bothered to deal with the occasional patch.
Neeek and Frank wrote:Encounter #11: At the end of the passage way is a door. In the room beyond the door curtains blocking sight to the sides of the room. Waiting behind the curtains are zombies (3 CR worth), one of whom throws Dust of Sneezing and Choking as his first action, another bars the door back, if the party doesn't give the password in 3 rounds, or touches the curtains. There is a locked door on the other side of the room.
The zombies here are slow and stupid like all Zombies. But LeSigh has programmed them himself with characteristic deviousness. Not that this little problem can't be solved with a good Turn Undead check! You might want to have a Desecrate effect here to toughen up the zombies a bit.
Neeek and Frank wrote:Encounter #12: Beyond a long hallway is a wide opening, right after a corner, into a smallish room. In the room is the kidnapped girl and the Pirate King: A 4th level Swordsage Afflicted Werewolf who is currently stuck in human form. His maneuvers are: Blistering Flourish(not readied), Mighty Throw(not readied), Counter Charge, Wolf Fang Strike (not readied), Sudden Leap, Clever Positioning, Action Before Thought, Burning Brand, and Shadow Jaunt (not readied). He wields a light mace, and has the Desert Wind Dodge, Mobility, and Spring Attack feats. He has Weapon Focus (kukri) from his Swordsage levels, and Insightful Strike(Tiger Claw). He also has a cold resistance ring to protect him from the brown mold.
The Dread Pirate LeSigh is actually not a Dread Pirate, just a hopeful! However, he is a skilled swordsman, having learned the arts of battle in a monastery in the East. After dispatching him, the PCs release Damsel from her bonds and can take her back to her father.
Personal note #1: I really like patronizing DMs. Does it show?
Personal note #2: I tried to give some useful advice here and there. Hope it is appreciated by whoever runs this thing.
Personal note #3: Stat your own damn monsters.
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