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Thursday, March 14, 2013
Adventuring Group Adventures
[Still blathering on about adventuring groups. Here are some classic adventure ideas, recast with professional groups.]
Fortress on the Borderlands
A lonely fortress on the far frontier of human lands is imperiled. Tales are circulating of a loose confederation of humanoids gathering in the area. Their location, strength, and intents are unknown, but it is unlikely they’re meeting for peaceful purposes.
Law: Humanoid raids are looting the fief and taking prisoners. Track them down and recover what you can.
Mercenary: Bounties on humanoids are there for the taking.
Military: Your team is sent ahead to assess the situation. If a minor threat, disrupt it. If it’s a major threat, recon it and report back.
Spy: Find and infiltrate the humanoid encampment by any means necessary. Report back your findings, but remain undercover. Sabotage and sow dissention among the tribes.
Criminal: Rumors of plenty of spoils taken by the humanoids, including wealth and prisoners. Unverified tales of a cult temple in the area. Could have precious artifacts. Probably too many to fight, but Orcs are dumb. Could be quite a haul with the right knowledge and plan.
Gargle
A mad local wizard has been terrorizing the citizens. He is currently holed up in an abandoned keep.
Secret Society: Gargle is a former member. He needs to be eliminated. Also, destroy any evidence of his membership before the authorities catch up with him.
Warrior Order: The local authorities can’t handle Gargle. This is your initiation test to enter the Order.
Mercenary: The locals have put out a bounty on Gargle’s head. Your biggest threat may be the competition.
The Call
A seashore village is under a mysterious curse. Rumors abound of cult-ish activity and the presence demonic creatures.
Inquisition: It is unknown how pervasive this cult is. Investigate and take appropriate action.
Commercial: An ill wind has blown your ship into this harbor and a storm holds you fast. Survival and escape are the goals.
Treasure Hunters: There are rumors of pirate gold in the area. Also, tales of a strange valuable book.
Mega
A gigantic series of artificial underground tunnels and chambers has been discovered. A multitude of creatures lair within and all sorts of fiendish traps guard voluminous treasure. Who built it? Why did they build it? Perhaps the answers are below.
Wizard Order: Could this be the secret chambers of the long lost Arch Mage? Investigate for traces of his presence.
Military: Recon the first level and establish a beachhead for possible further explorations. Keep out the other treasure seekers.
Criminal: What a great place for a hideout. Get to know the locals. Negotiate with the smart ones. Eliminate the dangerous ones. If there’s some valuables inside, get the skinny on them, so a heist can be planned.
Tomb of Many Hoary Deaths
Dare you traipse into this obvious deathtrap, this meat grinder for heroes, for questionable gains?
Here at last is a scenario built for adventurers, as they are completely expendable in society. It’s hard to imagine anyone else with a job or status attacking this place.
Labels:
Dungeons and Dragons,
Fantasy Core,
Pathfinder,
RPG,
RPG Utility
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