Showing posts with label adventure ideas. Show all posts
Showing posts with label adventure ideas. Show all posts

Thursday, February 24, 2011

Re: Re: Greytalk Cooperative Project

Re: [greytalk] Re: Greytalk Cooperative Project
Tuesday, November 28, 2006 6:55 PM
From: "Marc-Tizoc González"
To: greytalk@canonfire.com

Great to see the list alive!

While I appreciate Joseph Bloch’s comment (and am excited to see him post!), one of Dungeon’s new ideas, the “Campaign Arc,” seems useful for the proposed project and much more viable than a GreyTalk Adventure Path. The Campaign Arc is basically a trilogy of adventures, much like the old modules’ series.

In addition to three adventures being more manageable than twelve, the smaller number of proposed adventures may encourage participation from people interested in different regions of the Flanaess. We could form one or more working groups, perhaps even inspiring each group by providing updates via the list.

As I count ‘em, six ideas have been contributed:

1. Basiliv’s list of locations, characters, and monsters;
2. Gerall Kahla’s suggestions re investigating UnderOerth or the Sea of Dust;
3. David Argall’s suggestion to start in Keoland before venturing west;
4. Aeolius’s suggestion re hags;
5. Scott Casper’s ordered list of locations; and
6. Scott’s ideas about old school monsters and specification re Furyondy and the Cold Marshes

Because I presently campaign in Sterich, I am generally more interested in the western Campaign Arc idea (starting in Keoland, venturing to the Yeomanry, and then into Slerotin’s Tunnel and the Sea of Dust). However, I’d prefer not to design an adventure into the Crystalmist-Hellfurances UnderOerth or the Sea of Dust, since they’ve already been explored in published modules, LGJ or OJ articles, or Randy Richards.

I propose adapting and integrating the ideas into the following:

Adventure 1: The PCs are raided by worg-riding goblins while traveling on a road in Bissel. The PCs best the goblins, but some NPC traveling companions are taken captive as the goblins flee. Following their trail, the PCs enter the nearby hills and find the goblins’ lair, which is based in old (Oeridian or Flan) ruins. The dungeon beneath the ruins is controlled by lamia(s) (noble?), which dominate the goblins.

If successful, the PCs recover their traveling companions, learn that one of them is a nobles’ scion, and return her/him to her/his ancestral keep, thus gaining a noble patron. The PCs may also find signs that indicate the involvement of the Horned Society

Adventure 2: The noble asks the PCs to investigate the ruins further. While doing so, they are meet a small expedition commissioned by Evard the Black (a fact initially unknown to the PCs) to investigate the ruins. If the PCs are hostile, the NPC party responds in kind. If the PCs cooperate, the NPC party repays the PCs by asking their further help with a nearby fort (in the Bramblewood?). Along the way, the parties encounter kech, giant spiders, and ettercap. If the PCs defeat these monsters, they attract the attention of the hag covey that oversees this part of the woods.

At the fort, the PCs learn that kobolds are assembling significant warbands, apparently intending to raid into the Highvale. Skirmishing with or scouting them, the PCs are separated from the remaining NPCs. Should the PCs return to their noble patron in Bissel, she or he sends them back, as scouts for a larger force. Should the PCs act otherwise, eventually they should enter the Highvale and help defeat the kobold raiders, reuniting with the remaining NPCs, and meeting an elven sage in Highfolk, who informs them about the hag covey in the Bramblewood, discusses what the PCs have learned about the Horned Society, and attempts to recruit the PCs to investigate the hag covey.

Adventure 3: The PCs attempt to locate the Bramblewood hag covey, whether they were persuaded by the Highfolk sage or so instructed by their noble patron (who has unknown to the PCs become dominated by a lamia noble that is antagonistic to the covey).

Their discovery of the covey’s apparent cave domicile leads them beneath the mountains, where they encounter at least one roper and unwittingly enter a conflict between illithids, githzerai (or githyanki), and cloakers. The PCs may tip the balance or be smashed on the scales. Additionally, they may find the remaining hags (who have fled the surface due to the lamia noble’s machinations) to be implacable enemies or wary allies.

After significant conflict, the PCs fight their way to the surface and find themselves in Perrenland, near Lake Quag.

***

I’ve run out of time to produce ideas for how to connect this part of the adventure to the Cold Marshes and to incorporate further ancient Flan or Baklunish cultures.

I really like Scott’s suggestions regarding the conflict between the Blackwater hag covey and Iuz!

MTG


Scott wrote:

Hi all,

Public interest in the new cooperative project seems to have died off already, or at least publicly. Still...

"Aeolius" wrote:
>In BPAA, I devised the Covyn; three hag coveys, one epic-level
covey, and one leader - 13 hags in all.

>As far as other hags go I've been working on a few, starting with
the squalus. Much as a winter hag is the offspring of a greenhag and
ice troll and the dune hag is born of the union between wasteland
troll and greenhag, the shoal hag or squalus is parented by a
greenhag and scrag.

>I'm also revamping my Blackwater (new domain from Stormwrack)
hags. Envision the remains of a slain sea hag covey, animated into a
single undead creature by Blackwater. I got my inspiration for the
three-made-one from this: http://www.designtoscano.com/images/us/
local/products/viewlarger/DB51037_vl.jpg Considering how many hags I
am likely to unleash upon Turucambi, I think the Blackwater Hag will
be [expletive deleted]-bent upon slaying her living sisters.<

Perhaps one of these coven of hags has come to Furyondy to kidnap someone important (the Viscount of the March? his wife?) and take him deep into Iuz's territory. Everyone will assume this is Iuz's plot, but Iuz's forces are after the hags too to get their hands on their prisoner. The hags are actually delivering a sacrifice to a blackwater hag in the Cold Marshes. In exchange for the sacrifice, the blackwater hag will stop trying to kill the other hags.

Anyone interested in working on that?

~Scott "-enkainen" Casper

Sunday, August 16, 2009

Dard legends of Oerth (IMC)

Date sent: Tue, 25 Nov 1997 09:00:59 -0500
Send reply to: The GREYtalk Discussion List
From: Roland Lamoureux
Subject: [GREYTALK] Dard legends of Oerth (IMC)
To: GREYTALK@MITVMA.MIT.EDU

Hello all,

Well, I seem to remember a thread requesting other greytalkers of legends they have in their game. I just forgot to relate them then, but will do so now.

From the Lady of wispers and Arcane Lore, Gwen Egbo of Milbourne.

Her dark legends.

LUPINE WOODS

*If one enters into the heart of a ancient forest, he should beware to never enter those woods at night. For if the moon is in her time and the scent of iron is in the air, you'd had better run until daybreak, because you have entered the Lupine Woods.

These woods are the center of all ancient forests. The Lupine Woods is the kingdom of Cainuss the god of werewolves and the home of his kind. It is a forestland of shadows and immense trees, where eyes watch from the shadows that stare right through to your soul. In the distant there are the constant cries of wolves echoing through the night. These sounds will provoke to run as you will detect a prevading presence seemingly near you. You will run, run, until you are confused and tired. Consumed with fear you will feel the violence that surrounds you in freezing silence. Then Terrible inhuman screams breaks the silence your only hope is to run for your life!
Because in the Lupine Woods you are the hunted under lunar light, beware the woods at night!----------Gwen Egbo

LAVALEMORE

*Strangers I should warn you, not to venture into those rugged, near impossible mountains. Because somewhere in those mountains lies the ancient city of Lavalemore, the necropolis of Millifleur's Bloodtrust. If you dare, it is possible to locate Lavalemore between the two huge jagged mountain peaks which pierce the sky like two giant cannine teeth.
Whatever you do friend do not enter that dark city where unseen forces will try to make you come to visit. You must resit the urge to go down
further along the dissused mountain pass before you. You see Lavalemore is a forbidding place of uniform greyness, where time passes differently then elswhere and the very air of the horrid place drains the warmth of your body as you explore it's narrow streets. Lavalemore is a city of Spires, towers, pinacles, and minerats that tise like claws toward the dull grey skies. Lavalemore houses thousands of creatures of the night and many more servants. It is a place without a sun, water, plants, or color. Only a sourceless pale light drapes the seemingly deserted streets until it eventually fades away into darkness. The faint scent of death hangs in the perfectly still air devoid of birdsongs or other natural sounds. Only the muffuled cries of unknown victims can be heard echoing in the darkness of Lavalemore. If you are wise, you will leave Lavalemore before the day fades to black, assuming the undead caretakers don't find you first, If Darkness falls while you are in Lavalemore your better hide until morning hoping the dark citizens of the night don't discover you as a meal!
You see friend Lavalemore was founded by Mellifleur as a haven for his children , Vampires!-----------Gwen Egbo

When next you visit I shall tell the story of the endless shaft of Greyhawk Ruins, pathways to Tenelorn and the gates to The Metropolis at the center of the multiverse. Until then adventure
wisely-----------Gwen Egbo

Well that is just 2 of many legends Miss Egbo knows... ---------Roland
“master of the DM screens and shields”