Need an adventure for Saturday night, help me generate one
So, I've got nothing that makes for a clean and brilliant oneshot. My current plan is to mesh together two different DMing competition adventures to make something crazy and fun.
On the other hand, I'd sort of like to write something, but my time is pretty limited --- I don't have much clear headspace for the creativity side. So I'm looking for some creativity pumps --- like what I did with the Demon Adventure in my signature.
So...anyone got any creativity pumps?
Alright, I've got the start of something (great song, incidentally)
Characters are all desperate for money for some reason. [generate reason]
Characters are pressured by their debtor to plan brilliant heist of [blank] [why this and not just go slaughter a dragon? ---- highly urban environment, players have no adventuring experience, have never left their city, all have reasons to stay in the city. Debtor leans on them because thinks mission will be unsuccessful, and get them killed]
Characters spend some time learning about defenses, trying to work their way into [blank]. It seems to be going well.
Characters are offered early chance to betray debtor. This is fake, and a servant of the debtor.
Characters are offered later chance to betray debtor. This is real, and leads to playing of a double game. (Players can initiate triple game if they want).
What if instead of a debtor, it's the 3rd in command of one of 2 rival thieves guilds, and he's found out that the characters all just happen to have an axe to grind with someone in the other guild?
So it's not just Players A-E all owe the guy money, but Player A owes money to a bookie in the other guild for gambling on dog races, Players B and C work for folks who got robbed by guys that are friends with the bookie. Player D is the slot for a Chaotic Neutral or Evil guy who can be convinced that stealing and smashing stuff is just a good thing to do today, and so on.
See the 3rd in command wants to be in command of 1 united guild, so he's orchestrating a guild war secretly, thinking the other main guys will kill each other and he'll position himself on top when the dust settles...but to spark the war, he hires young folks to do the job, fully expecting them to get caught. If they make it out, great. If they die, it's cool because none of the usual suspects were involved in the heist, but somehow the war will get started.
Yes, that's a ramble off the top of my head. Apologies if it looks a mess.
I've done something similar to zevonian with great success.
I personally think zev's idea is great, the only thing I'd suggest changing is the word guild. Guild just doesn't come off menacing and in reality we are talking about Gangs here, Mobs, Thugs etc, if you look at medieval dark age history the biggest gangsters were knights, dukes, kings, they were roll'n. Make sure you make these guys slick and well thought out. Keep the Don or Mob boss in the shadows in other words you can never get to the top, hell Asmodeus might be the very top, never let the PCs know, especially in a one shot.
Make sure you show a few examples of the mobs cruelty, like have a guy at the races with no hands and hint that maybe the bookie cut them off or something, that''ll build tension when they owe the money.
Thieves' guild is a traditional term that's been used in just about every edition of DnD. As the term DM was used, not GM or Storyteller, guild is appropriate when refering to groups of thieves, for a one shot game of D&D is implied.
Depending on the folks at the table, if you use terms like Don or Mob too loosely or often, you risk the game sidetracking into Godfather quotes and "was it better than Scarface" discussions. And we're already flirting with film crime drama territory as it is, as opposed to classic DnD, for I did mention The Usual Suspects in previous post, I just didn't go out and out and say the 3rd in Command looks a lot like Kobayashi.
LoL I meant figuratively not literally. Thieves guild is a generalization, Its a term for behind the DM screen.
I mean think of it this way. The DM tells you the thieves guilds after you. Not very scary if you ask me. Using a gang name Like 4 fang Cobras or the Crimson Shadows or whatever you come up makes it seem more vibrant, gives it some flavor. Obviously you don't use terms like Shot Caller in a medieval fantasy, I thought that would go without saying.
Crimson Shadows is a little on the cliched side for my taste, but I like what you're getting at Blade Runner. A Thieves Guild might not necessarily call themselves "The Thieves Guild"
Crimson Shadows is a little on the cliched side for my taste, but I like what you're getting at Blade Runner. A Thieves Guild might not necessarily call themselves "The Thieves Guild"
The Baron's Love; an adventure written for 2-6 players of 5th-7th level.
Minor setting notes: Jesilian is a large city. The entire world is pretty calm and civilized, except for the occasional slave race rebellion. Monstrous humanoids are 80-90% slaves depending on race.
The players are figures of minor to moderate power in the city with political standing, careers, allies, or places in guilds to protect. Casters expect to be part of an appropriate guild. Thieves can expect to be at work for a specific powerful house, or for one of two thieves guilds. All characters possibly participated in slave rebellions (your choice) (on either side; there are some slave sypathizers). Melee characters are probably body guards or men at arms.
NPC's will sometimes be sloppily generated, from memory. Apologies of things are numerically incorrect.
Players should probably be instructed to bring second characters.
Overall style and feel should be grim and dark hostile city of betrayal and people slightly to moderately more powerful than you wanting you dead.
Ask each PC where they would be on a usual day at certain time. Have several of the Baron's men come and tell them that the Baron requires them. This affords the player an early opportunity to decide if they will attempt to fight and escape, or cooperate.
2 Baron's Warblades: Orc Warblade 4: Attack: +10, 3d6+7+1d6 Ice (+1 Greatsword with Lesser Cold Assault Augment), AC 15 (+1 Breastplate, -2 Punishing Stance, +1 Dex). Saves 6/5/2. HP: 30. Moment of Perfect Mind (+8), Wall of Blades (+10), Emerald Razor (+6 Touch, 3d6+15+1d6 Ice).
2 Baron's Archers: Human Fighter 4: Attack +10 (+11 30ft), 1d8+6 (+7 30ft)+1d6 Fire (+1 Longbow Composite +3 with Lesser Fire Assault Augment), AC 19 (+1 Chain Shirt, +4 Dex), saves 6/6/2.
Rapid Shot: +8/+8: HP 24
Feats: PBS, Precise Shot, Rapid Shot, Weapon Focus Longbow, Weapon Specialization Longbow.
1 Baron's Mage: Kobold Sorcerer 4: HP: 14. Saves: 2/4/7. AC 14 (Bracers of Armor +1, Dex +3).
Spells per day: 6/7/4, spells known: 6/3/1: 1st level: Hold Portal, Silent Image (traditionally silent images an obscuring mist; Baron's troops will recognize this and immediately see through illusion, negating miss chance, DC 15 otherwise, spellcraft check DC 16 to recognize the spell cast as a silent image), and Magic Missile (2d4+2). 2nd level: Alternate between Web, Glitterdust, and Blindness/Deafness, DC 17 (appropriate spell focus).
The recruitment team will accept surrenders and call for them repeatedly. Players are unlikely to defeat their recruitment team, but if they do, they should expect to participate in the adventure stalked by hostile Baron's troops, having some prior relation to at least one of the PC's that does go meet up with the baron, and a desire to save said PC.
The PC's have been called to Baron Josig's study. The baron is a powerful figure in the large city of Jesilian (Jess-sil-eee-an). He's known to have ties to the underword, and a large stock of wealth built on both piracy and a gold mine at the edge of the city, well protected. He's twice been brought up on charges, but never have they stuck, and those who try to bring trial to this mighty man swiftly find themselves disappearing.
The Baron has one daughter of a wife, killed in the slave uprisings. Her name is Sarah. The Baron is well known to dote on his daughter and give her whatever she wishes. This is common knowledge.
The players have all come under the Baron's power in some way. The players are low-mid powered figures within the city, with moderate standing in their respective alliance or guild. Numerous factions are always fighting for influence and resources in the city. The players, in gaining their rank, have found themselves each owing large amounts of money to the Baron (100000gp or so). Time to pay up.
It is also extremely well known that the Baron is raiding his own coffers, buying incredible fortunes of expensive alchemical components from the alchemists guild. It is suspected that he is making some sort of weapon or potion to greatly enhance his personal charisma, though pretty much each individual has their own theory as to why the Baron is getting so close to beggaring himself.
It also explains why he's called in the debt from the PC's.
The Baron explains how he needs money, and the PC's need to pay up presently. If they are unable to do so in cash, well, he then needs them to steal something of appropriate value. Indeed, he's got a target in mind. It's a risky mission, which is why he'd rather send someone unassociated with him, rather than say, personal minions.
There is a museum exhibit in town of the Four Swords, from the neighbouring city of Trotten. Each sword alone is a jewelled artwork worth at least 100 000 gold. None of the swords are functional or magical in any way, except the Blade of the Devout, but they are all made of gold, silver, platinum, and jewelled, and thus worth quite a lot. They were commissioned by an ancient King of Trotten, and it's common knowledge that they are considered some of the most important relics of the city. Their loan for a 6 month museum tour is a symbol of friendship and deepening alliance between the two cities.
Each of the swords are in a different museum, and the guild of museums is expected to be protecting each of them with incredible diligence.
“Now, off and with your task!”
Also important in this scene is the baron's mage, Sir Kindarin, a kobold mage of 10th-12th level. He is one of the baron's key advisers, and he makes the potion. The baron pays and treats his kobold adviser extremely well, and the kobold has a noble rank or “sir” (and thus, is not a slave).
A DC 20 sense motive notices something went wrong.
A DC 25 spot check notices that the kobold signalled Baron Josig at the start of the meeting.
A DC 25 sense motive on someone that made the spot check lets you know that the Baron is suspicious of you.
A DC 30 sense motive lets you know that the Baron knows you know.
A DC 40 sense motive check is “skip part of the adventure, or totally rewrite” --- ie, if you want to do things in a very different way; a DC 40 will tell the players that the Baron thinks that the museum raids are just a way to get the players killed.
Each player has also been told separately that they have found out the true secret as to why the Baron is making the alchemical purchases. His daughter is extremely sick. She desperately needs the potions being made, or she'll die. This condition is believed to be natural, and the potion only staves death, not wards it. The alchemist guild, if they knew, would use this to ruin the Baron, taking all that he has for a few more days with his beloved daughter. As leverage, a player could become instantly powerful within the alchemists guild by telling them.
But it would also likely mean their instant death --- the baron would devote all of his resources to killing whoever told the alchemists. Indeed, if the Baron knew that the player knew, he'd be extremely likely to kill the player on the spot. It's also well known that the Baron has men within the alchemists guild, and spies everywhere, thus telling anyone this secret could result in instant death --- including your party members.
One member of the party can be a spy. If any member of the party tells the spy the secret, they're summoned to the baron at night and killed unceremoniously.
At this point, the players are probably going to go take a look at each of the swords to see how well they are defended.
Regardless of which sword they go to inspect first, upon entering the museum, a man in the corner of the "museum" in the thick brown robes of a museum worker and a cowl calls them over. He says his name is Brother Darius, and that he is secretly working for the Alchemists guild. They're looking for any information about the Baron's purchases, and say they'd pay and protect anyone who knew why the Baron was spending so much of his gold. (I use the word museum loosely here. All the locations are technically under guidance of the museum guild.)
This should unsubtly be a trap. Brother Darius actually works for Baron Josig. If any of the players tell Josig what they know (in group, or in secret), they'll be summoned late at night and killed. This is also the first indication that Baron Josig knows that the party knows his secret (he knows. Detect thoughts from the kobold mage, and a covert signal during the meeting).
This is in a small single roomed temple to The Homeless Priests. During the day, there are 6 guards, and it is free for anyone to view. This is the easiest sword to view, and thus constantly has a crowd of lower classed city folk coming by to take a look. In the evening, The Homeless Priests sleep here. They're an order of priests dedicated to wandering the city and recording all that transpires. Their records are a carefully guarded secret, as are the location of their records. 45 priests sleep on tiny matts on the floor.
You should expect to not have to run the mass combat. If you do, just give give the players an endless slog in this style:
20 1st level clerics --- 10 HP, 17 AC, +5 attack, 1d8+3+3d6. Saves 4/2/4. Spam blade of blood for +3d6 damage, except 1 throws out a bless (included in attack bonus) (Blade of Blood for 2 rounds)
10 2nd level clerics --- 15hp, 17 AC, +6 attack, 1d8+3+3d6. Saves 5/2/5. Spam Blade of Blood for +3d6 damage. (Blade of Blood on all hits in first 6 rounds)
5 3rd level clerics --- 22 hp, 17 AC, +7 attacks, 1d8+3+3d6. Saves 6/2/6. 1 drops Divine Protection, 1 drops Interfaith Blessing. (Factored into stats). (Blade of Blood for 1st 8 rounds)
3 4th level clerics --- 30 hp, 18 AC, +8 attacks, 1d8+3+3d6. Saves 7/3/7. Blade of Blood for entire combat.
3 5th level clerics --- 37hp, 24 AC, +10 attacks, 1d8+5+4d6. Saves 9/5/9. 2* Blindness (DC 18).
2 6th level clerics --- 44 hp, 25 AC, +11 attacks. 1d8+6+4d6. Saves 10/6/10, 2* Blindness (DC 18)
1 7th level cleric --- 50 hp, 25 AC, +15/+10 attacks. 1d8+10+5d6. Saves 12/6/12.
If the players attack during the day, the six guards are relatively easy:
Men at arms. Human Crusader 3: HP: 24. AC: 20. Saves: 6/5/3. Attack: MW Longsword +8, 1d8+3. They all get the same manoeuvre pattern. Foehammer (overcomes DR, +2d6 damage), Vanguard Strike (all allies get +4 to attack target for 1 round), Leading the attack (all allies get +4 to attack target for 1 round), Crusader's Strike (heal 1d6+3), and Douse the Flames (target doesn't make AoO's for 1 round). Loop. Also, they each heal themselves 2hp on each successful strike.
The problem with this plan is that 5d6 townsfolk will attack them and start screaming and cause general mayhem and havoc. Other townsfolk will start to flee. The players will be forced to slaughter their way through a series of otherwise incompetent townsfolk. The townsfolk will on average, hit once per round, for 1 pt of damage.
A combination of invisbility + well timed illusion will probably get the sword, as will mage hand + well timed illusion + invisibility. That sort of thing. Otherwise, slaughter.
The players can't find this sword. DC 20 Gather information gets them a location in town, a small artifacts shop, but when they go, it's not there. The shop owner says that they have not heard where it is. A DC 25 gather information says that it is on display at a famous tavern. The tavern is closed, and breaking in reveals it to be empty. A DC 30 Gather information check says that the sword is on a ship in the harbour named The King of the Sea, with the captain only allowing people to look at it for 500 gold. The captain claims to have it, and will take 500gp from the party, but the sword he has is unmistakably not one of the Trottern swords (DC 15 appraise).
The players have no trouble stealing the sword in the middle of the night. It's obviously false (DC 5 appraise) once it's in the player hands.
The trouble is, everyone believes that they've seen the sword of glory. It's the most popular sword in the set, and everyone talks about how awesome it was to see it in person. It's the talk of the town, and everyone says they've seen it, and makes sure that they've seen it. But whenever you ask someone where it is, something seems to go just a little bit wrong. The person laughs and says “Haven't you seen it?” and then disappears into the crowd. The person freezes and gives you an odd look, and keeps moving. Or they describe the sword perfectly, but they can't quite recall where they saw it. Perhaps it's on the move...?
The problem: The sword has been enchanted with an extremely strong (DC 35) memory blanket --- you have to succeed on a DC 35 will save to remember where you saw it (20 doesn't count as automatic success for this ward).
As such, only a handful of extremely powerful figures --- mostly mages --- recall where the sword is located.
It's actually in the main square of the town city, in front of the Lord's Palace, but nobody remembers this. As soon as the players sees the sword, they don't know where they are. As soon as they turn away from the sword, they forget where it is, but they know they've seen it.
Two mages guard the sword at all times.
Mage 1: Evoker 8: HP: 32. Ac: 18. Saves: 4/5/12. 4th level spells: Maximized Empowered Fireball (using Rod of Maximize, Moderate) ---- 72 damage, reflex DC 23 for half. Maximized Empowered Lightning Bolt --- 72 damage, reflex DC 23 half. Resilient Sphere (DC 23 negates, 8 minutes).
3rd level spells: Fireball (8d6, reflex 22 for half), Lightning Bolt (8d6, reflex 22 for half), and Wind Wall. 2nd level spells: 5* Scorching Ray: 4d6 ray *2, touch +6.
Mage 2: Control 8: HP 32. Ac: 20. Saves 5/6/13. 4th level spells: Dimensional Anchor (+7 Touch), Black Tentacles (+16 grapple, 1d6+4 damage, 8 rounds), Solid Fog.
3rd level spells: Slow (DC 22 Fort negates), Ray of Exhaustion (+7 touch, DC 22 Fort for Fatigue only), Dispel Magic (+8)
2nd level spells: Web (DC 21) *3, Glitterdust *2 (DC 21)
Basically for this one, the players stumble into the sword, having no idea where they are. They see a crowd and two mages guarding it. They try to come back, but can't. Eventually in the adventure they stumble into it again. Two mages, crowd. No idea where they are.
If they eventually try to fight the mages, they don't have to worry about the crowd; they'll start running, then immediately forget why. It the party manages to move the sword more than 500 meters, the enchantment breaks. The mages don't let anyone closer than 10 feet from the sword.
The mages should be a near-to-impossible fight. Some sort of subterfuge is likely necessary; for example, hiding in the crowd and trying to land a lucky blindness/glitterdust, then rushing in to steal the sword. The mages are literally sitting ducks for the first round, but will respond with brutal force.
This blade is embedded to the hilt in stone in the alchemists guild. The alchemists let anyone see it. It is rumoured that whoever can pull the sword from the stone is it's rightful owner and gets to keep it. Unfortunately, the sword is cursed and is well known to kill anyone who tries to pull the sword out instantly. (Maximized Disintigrate, 240 damage, DC 35 fortitude save negates it to 30 damage).
This one is actually pretty easy. If you see the effect (say, a summoned rat), you can identify with standard spellcraft check (DC 21). You can then try to find a way to block it: Ray Deflection, Counterspell, and Antimagic all work. Indeed, the swords been known to be pulled out ~20 times in history. Of those times, 17 were by powerful mages. The other 3 were by great warlords.
Because this is in the alchemists guild, it would seem to be an ideal time for betrayal. A PC can try to tell an achemist the secret, which will actually work, and turn the campaign at this point. See “Alchemists Ending”
This blade is held by a great paladin. It can be won by challenging the paladin to an honourable duel at arms. As soon as the duel starts, both the paladin and the challengers feet are encased in the ground, unable to move. Both combatants are counted as FLAT FOOTED for the duration of this combat (loss of dex to AC). This is a slugfest, plain and simple. The paladin is the last known expert of the Tail and Fang combat style. He uses a bladed whip and a short sword, and can use the whip on adjacent opponents. The Devout blade is the only functional blade, and is actually only a +1 shortsword. It's weighting is slightly poor due to being made of platinum and so thoroughly gemmed.
HP: 82. AC: 21 (+3 Dex + 6 +1 Breastplate -2 Punishing Stance +2 Combat Expertise +1 Ring of Deflection +1 Natural Armor Amulet). Saves: 8/9/3. Attacks: +8/+8/+8/+3/+3, 1d3+5+6d6 or 7d6+3 (They both average to 27.5. For note, 3d6 is precision, 1d6 is acid, 1d6 is feat, and 1d6 is stance. Also twice/day can gain +1d6 with a swift action).
Relevant Abilities: Wall of Blades (+12), Moment of Perfect Mind (+15), and Action Before Thought (+15).
Only one person can participate in this combat. If another player tries to interfere (spells, damage) they find their spells only take effect on themselves. Buffs can take place before battle, but not during battle.
This guy should prove moderately easy to beat through an AC pump to the point where all you're trying to do is block crit fishing (AC 27+) and the ability to damage him faster than he crits you down. The AC pump will be harder with no dex, but should be possible by level 6.
Example: 10+9+3+1+2+2 = 27 [+1 Fullplate, +1 Heavy Steel Shield, +1 Dodge, +2 Deflection (Shield of Faith), +2 Natural Armor (Barkskin)]
This is it the Alchemists learn the Secret at the Blade of Sincerity. The alchemists will immediately hustle the players into safe house. There are two “alchemists” there. They're baron's assassins, of course.
Swordsage 5: HP: 35. AC: 20. Saves: 3/7/5. Attack: +9, 3d6+6 Greatsword, +bonuses as below.
Bonecrusher (+4d6 damage, +10 crit confirm), Shadow Jaunt (50 ft teleport as standard action), Cloak of Deception (invisible till end of this turn, swift), Fire Riposte (counter attack successful hit with immediate action melee touch attack for 4d6 fire), Burning Blade (Swift for +1d6+5 fire), Shadow Blade Technique (roll twice, take lower for +1d6 cold damage).
Stance: Assassins Stance (+2d6 sneak)
If losing, they'll try to escape by turning invisible and then shadow jaunting.
If the players win this fight, the alchemists will revealed a day or two later that they've bilked the Baron for all they possibly could.
They'll then ask the players to go kill the Baron. That's just a suicide mission. If the players disappear, it's sorta a whatever.
The Party tries to return one (or more) swords to the Baron. They're actually fakes. (DC 25 appraise notices before they're given to the baron.). The Baron will send you out for more. All 4 swords are fake (If you have to repeat it until they retrieve all 4 swords, that'll be hilarious).
Each time, the baron is enraged. (DC 25 sense motive; the baron is faking the rage). Secretly, the Baron knows the sword are fake.
Because he already stole them. And replaced them with the cheap replicas. And melted down the parts for gold.
The Baron will demand that the party find out who stole the sword. It's a wild goose chase, and the Baron knows it. He just needs the party to get killed without his specific finger prints on the murder.
At this point, how the party carries on the investigation is up to them. If they talk to any of the previous guards (that haven't been killed, if they managed to avoid killing any of them), or if they even ask the right question (How did the swords get into the city/who had access to the swords? (DC 15 sense motive) Answer; 3 months ago, Baron Josig brought them in in a caravan of entirely his men), it becomes blatantly obvious that the Baron was the one that replaced them.
What the party does with this is entirely up to them. Fleeing will keep them alive until the baron's assassins catch up with them, telling a powerful figure of authority will result in an investigation, and confronting the Baron will result in a blustery lie, a hasty dismissal and then a hit team.
(The hit team finds the players shortly after, and consists of 3 squads of early “Baron Recruitment Team”)
Ideas: Trial, players have to testify
Baron offers to bribe them to shut up
Baron threatens them to shut up
If players side with Baron, he kills them afterwards
If players side against Baron, he loses his title and estate.
Slave rebellion starts immediately as Baron's Slaves (thousands of slaves) become moved to other peoples houses, but break lose. Rebellion is lead by the Kobold mage.
Players can interact as they please.
I'm out of time. I really don't like either of the possible endings, especially given how fast it is to do 3a. Maybe they need to break into the Baron's house and recover the real swords?