Friday, October 15, 2010

Fellnight Queen

"Realm of the Fellnight Queen" is a 7th level Pathfinder adventure that could be easily adapted for 4e.  A fey/shadow sorceress was imprisoned in a demiplane, which has now been breached.  The adventure starts with a disgruntled gnome bee keeper siccing his bees on a wedding, and the third encounter is called "Drunken Treant".  What isn't to love about this?

Thursday, August 26, 2010

Wookin pa nub

This.  Hilarious.  Manticore Mating Madness.

http://www.necromancers-online.com/articles/GravePlots/08172010.html

Tuesday, July 27, 2010

Another Good Idea

Taken from Necromancers of the Northwest, 7/27/10:

"Welcome again to Masters and Minions, where I attempt to give you interesting NPCs and encounters that can be placed easily into your game. For Fortress Week I have a twist on assaulting the Lich’s tower: this time the lich has to retake his own tower. The locals tell the PCs of how countless living dead have been marching upon a large forest that is relatively close to their town. The forest itself seems to be beating back the undead hoards. The locals also mention that there is a legend of an ancient tower hidden deep within the forest.


A dryad named Sharazelle has become bonded to a large tree near the base of the abandoned tower in the middle of a great forest. She wishes to preserve this mighty forest and protect it from the undead hoard. Unlike other dryads she is unable to form a new bond with another tree.

The lich, Zarco Nirdew, originally constructed this tower centuries ago, and after being away for a few hundred years he has finally returned. He is not exactly happy to find that a forest full of hostile plants has grown up around his tower. Zarco sends out a few of his zombies to acquire various corpses; these he plans to raise as additional zombies to be sent to reclaim his tower. Zarco is fighting hard to retake his tower because his phylactery is hidden in a secret crypt beneath it.

The zombies attacking the forest ignore the PCs as they single-mindedly march upon the trees. All of these zombies fight with various axes: medium zombies use battleaxes and large zombies wield greataxes. The various plant monsters, on the other hand, are quite hostile to anything entering the forest. If the PCs can make it to either the lich or the druid they are asked to join the fight against the other side. If they refuse they are attacked by either the lich or the druid. The lich is very reasonable and explains to the PCs that he constructed the tower centuries ago and he left something very important deep within it. He dodges question about what exactly he left in the tower. The dryad on the other hand is very paranoid and assumes the PCs are with the undead, though she can be reasoned with by bringing her to friendly with a Diplomacy check.

There are usually twice as many undead as there are treants and other plants.

If the PCs fight alongside with the lich they end up having two or more hill giant zombies and four regular zombies accompanying them as they fight their way through the forest. Their undead numbers can be replenished by “saving” other undead from the plants. Guarding the tower is a bullthorn treant.

If the PCs work with the dryad, they are accompanied by a treant and several vegepygmy. The vegepygmy swarm the medium zombies while the treant helps the PCs fight the larger zombies. The lich is accompanied by four hill giant zombies."


http://www.necromancers-online.com/articles/MastersandMinions/07212010.html

Interesting idea - choosing sides between a selfish, paranoid fey and a nonthreatening lich.  Particularly if the lich is portrayed as the victim.

The adventure can be at whatever level is necessary, perhaps high heroic if in the mortal realm or one of the mid-paragon fey adventures.

Thursday, July 8, 2010

Location

As previously mentioned, I'm not a huge fan of starting in Loudwater, which is detailed in the FRCG (Forgotten Realms Campaign Guide). However, it is an extraordinarily convenient place to base the early stages of the story. It is located in the Gray Vale, in the middle of the Western Heartlands. To the south lies a goblin-infested wood, with the High Moor beyond. To the east are high mountains, with the hidden fey kingdom of Evereska and the evil Netheril empire on the other side. To the west, down river, is Waterdeep and access to the world beyond. And most intriguingly, to the north is the High Forest, well known for its fey connections, beyond which are the cities of Luruar including Everlund and Silverymoon.

Heading west and east out of Loudwater are fairly big journeys, and wouldn't be encouraged. South are the goblin and serpent kingdoms, which while do-able, would also be discouraged. I see much of the action in the Heroic Tier taking place in and around the High Forest. With its numerable links to the fey world, it is a perfect catalyst for many of those adventures. Sites within it include:
- The Dire Wood - An area of forest curiously surrounded by a ring of albino oaks, inside of which is a ring of black trees, inside of which is a half-petrified wood. Although the Dire Wood is about 4 miles in circumference to those walking around, once you are inside you find is it a good 100-150 miles across to the other side. At the heart of the wood is a strange red mesa with the ruins of an ancient Netherese city, said to house the remains of a sorcery who tried to ascend to god-hood. This is the motivation behind the Icy Spire adventure. Powerful fey control the Dire Wood, and will certainly take note of those who intrude or disrupt their plans.
- The Star Mounts are ripe for adventure. They house dragons and perhaps bird-folk. The forests at their feet could contain any sort of fey connections. A notable one is the river gorge known as Unicorn's Run, which is called the most beautiful place on Faerun. Strange crystals cover areas of the mountains, which may be a useful plot hook.
- The Lost Peaks are best known for the legendary Fountains of Memory, pools which show scenes of the past. They are well guarded by korreds, satyrs, and other fey said to be tied to Tallarn, Lord of the Dance. Quest goals could be knowledge, or perhaps recharging a relic/artifact by immersing it in a scene from its past.
- The northern eaves of the Forest are known to be controlled by an ancient treant, looking to expand his territory. It is claimed he is the guardian of the Forest.
- The northern slopes of the Lost Peaks house the Grandfather Tree, a hidden grove sacred to druids and various barbarian tribes.
- The northeastern fringes were once home to elven settlers, and their remains may yet hold mysteries.

Beginnings Part Deux

So we could go with that story start, OOORRRRR......

Make it easy on myself.

While I dislike using generic settings, in this case, it's quite handy. The FRCG details the town of Loudwater, set in the Gray Vale in western Faerun. I'll write another post about the location and surrounding areas, but it is a very promising place to start with fey adventures.

The curtain rises on our heroes, who are all in Loudwater for some reason. Though it's early August, the weather is unusually cold, and farmers fear for the harvest. (This is the tie-in to the level 2-3 Icy Spire adventure). It's morning, and the PCs are all in or around the town square. Suddenly, a chunk of the town wall explodes, a band of goblins (possibly with fey characteristics) pour in and we run the "Raid on Loudwater" scenario from the FRCG. This is followed by the "Barrow of the Ogre King" adventure, also from the FRCG. None of this necessarily has to relate to further adventures; the point is basically to give the PCs some notoriety around town.

Another short adventure (ie "Elves in the Valley", or something similar) should get the PCs to level 2. Having foiled the goblin raiders and crazy elves (or whatever), the PCs are invited to dine with Lady Moonfire (town leader), who enlists their aid in dealing with the weather situation (the "Menace of the Icy Spire" adventure). Resolving that problem firmly establishes the PCs as local heroes, should get them just to level 3, and provides the basis for further adventures in the area.

While this approach is certainly more "by the book" and doesn't have as strong of a fey flavor, it's a little more open ended if I want to allow a sand-box environment. I'll go into this more in a Locations post, but with goblins to the south, the massive High Forest with its numerous fey connections to the north, and even Waterdeep to the west and Netheril to the east, there's plenty of places for the PCs to go. By destroying the winter ward on the Icy Spire, the PCs are brought to the attention of the fey of the Dire Wood, who may demand recompense for the PCs intrusion. This could be in the form of favors, or even some acts of retaliation. As well there's the warlock's buddies (from the Icy Spire), who may come looking for the PCs for either info, revenge, or to rescue the warlock from the Feywild. All sorts of stuff could happen.

Perhaps the kidnapping by malicious fey story could still happen, just at a higher level. Don't rule anything out!

Wednesday, June 9, 2010

Beginnings

Our heroes start in a tavern - why not? Everyone has to say why they are in the town. The hot topic of conversation in the tavern that night is the recent disappearance of some local kids. Six or seven kids were kidnapped last night, and the townsfolk are looking for a group of people to go rescue them. Hopefully, the PCs step up. Otherwise, more kids are taken the next night, and the situation deteriorates.



The PCs track a crowd of small footprints to a local forest known to have fey connections. After a couple of possible encounters, they arrive a small cave opening in a hillside. (Possible forest encounters could be a fey creature, or perhaps they get lost and find an escaped kid who can show them the way). The cave is a warren of "night goblins", which are goblins with additional powers from the Feywild Denizen template in the DM2. The PCs fight through a couple of areas, 3-4 encounters maybe, until they find the back room where the kids are located. Perhaps clues are found that indicate the goblins are slavers, and indicate a place and time for "delivery" (sunrise tomorrow at a nearby menhir in the forest).



Then things get tricky. When they open the door, the room is full of kids, playing and having a good time. Some appear to be the missing children, but there are more kids here than the village lost. The truth is, the other "kids" are goblins with the Change Shape power, and they are polymorphed into children. They stole the children as slaves for "higher ups", under the guise of being friends. They are mischievous and cruel though, and are keeping the kids happy and distracted in order to make the betrayal worse.



The goblin-kids don't immediately attack. They let the PCs explain why they are there, and let them try and collect the missing kids. Then the mind-games begin. Depending on how the PCs handle it, things could go a couple of ways. If the PCs ask if Billy is here, they answer "no", and try to confuse any kid who says yes. If the PCs "call roll" and ask Billy to come forward, one of them changes to look like Billy and steps forward along with the real one, prompting a "You're not Billy, I'm Billy" episode. A good perception check on a second or third kid lets a PC notice the change take place, and gives them a clue what's going on.



Eventually a fight will break out, probably. Perhaps a quiet, shy boy walks up to one of the PCs and says "I have a secret for you," then ganks him. This could be tricky though, as you don't want to kill the kids. Do the goblins keep up the pretense, or drop it for the fight? Do the kids participate or not? This scene might be easier to manage if a shape-changer goblin was previously encountered, leaving the PCs wary.



Theoretically, the PCs might also take all the "kids" back to town, and will have to figure out what to do with the extras. If they are left alone for the night anywhere, they escape into the woods in the early morning and make for the meeting place.



The "Night Goblins" could be a recurring force through the levels 1-3 or so, though anything past that would need bigger baddies. Perhaps their patron gets upset with the PCs interference, which leads to later challenges. If the PCs decide to meet at the portal for the delivery they can aim to be there before sunrise and hide to see what happens. Any remaining goblins show up right before sunrise, and the PCs can decide what to do with them. At some point during the fight (+ or - depending on the PCs) the portal in the menhir opens. A beautiful and richly attired eladrin woman stands on the other side, with another man and woman standing behind and to the side of her. She briefly takes in the scene, and responds as appropriate. If there's a fight, she says to the PCs something like "Oh, now you've gone and ruined it. I think you owe me for this, and don't worry - I always collect my debts" and closes the portal on her next turn. Any surviving goblins can make a break for it, if possible. If the PCs are alone when it opens, the eladrin might talk for a few rounds before leaving. She'll at least ask what became of the goblins, and will likely conclude with a statement similar to above if she learns the truth. She does not reveal her name, and does not cross the portal. If any PCs move toward or attack her, she closes the portal immediately.


The PCs can return to town, likely having earned an enemy. However, the townspeople celebrate their success, at least until the next day when the local forest elves start to go nuts, leading to the "Elves in the Forest" adventure. Between these two the PCs should reach level 2, at which point the town is so impressed with them that they send them on the Icy Spire adventure.

Tuesday, June 8, 2010

Story Ideas

Epic arcs have to begin somewhere, right?

Level 1-2: The PCs are local folk in a town (Loudwater?), and the adventure starts with local kids being kidnapped one night. Tracks lead to a nearby forest known ot have fey connections (Dire Wood). Kids are rescued from night goblins/gnomes/other mischeivious fey. Tone is a cross between light-hearted and malicious. Can draw inspiration from "Rescue at Rivenroar", Dun 155, if needed.
Level 1: "Elves of the Valley", Dun 178 (delve). Local elves are corrupted by a dark creature and turn to banditry. Destroying the creature and restoring the elves earns their friendship.
Level 2-3: The heroes are sent to investigate, "Menace of the Icy Spire", Dun 159. Breaking the ice ward on the tower earns a visit from the winter fey, who claim a debt from the PCs to be repaid later.
Level 4: "Stormcrow Tor", Dun 169 (delve, perhaps to obtain the Wrathstone artifact).

Level 7ish: "Treed", Dun 171. Very short encounter to help desparate elves, and meet a gnome arcanist who might be useful later. Maybe elves from Level 1.
Level 7ish: "Danger at the White Lotus Academy", Dun 165 (filler delve). Perhaps tied to an errand leading to the "House of Pain" adventure later on.
Level 8-9: "Last Breath of Ashenport", Dun 157? (Filler)
Level 9ish: "House of Pain", Dun163. Two encounters, short conclusion. A Shadar-kai witch is turning fey to shadow against their will. Recovering the ritual from the temple in the module could be a favor called in by some fey liege. Would need to get the story to the point where the PCs end up at an Underdark portal to the Shadowfell. Could introduce a shadow nemesis for later.
Level 10-11: "Dark Heart of Mithrendain", Dun 157 (Intro to Feywild)
Level 12: "Worse Than Death", Dun 164. Possible side-trek, or a trick from the Gloaming fey to see test the PCs character. A rich lord has been kidnapped, and the PCs are hired by his mistress to rescue him. Only the lord turns out to be a succubus, who has faked the kidnapping and lures the PCs to an insane eladrin's lair.
Level 13: "Clash of Steel", Dun 172 - A triple-cross gang war between disguised dragons (filler).

Level 15: "Caves of Menace", DD pg 96 - short delve to rescue kidnapped eladrin nobles and prevent a fomorian/eladrin war.
Level 15-17: "Throne of the Stone-Skinned King", Dun 166. Story would have to be adjusted, but the heart of it is bargaining with a Fomorian king, using a winter relic, to establish an alliance/truce.
Level 18: "Summer's End", DD pg 114. Can be expanded to provide an intro to the Wild Hunt.

Level 22-almost 24: "Winter of the Witch", Dun 162, pits the PCs against a powerful winter fey. Can be tied to the Level 2 module. The PCs are definitely against the Winter Court now, which will lead to a direct confrontation with the Prince of Frost.

Other random story arcs:
- Once in the feywild, the PCs are recruited to negotiate a cease-fire between two archfey, the Cat Lord and the Wolf King. They have both claimed a section of forest near an eladrin city as their demesne, and are fighting over it, well, like cats and dogs. The eladrin need it to stop.
- Rip off "the Phantom Tollbooth": The PCs visit a town that is shabby and dismal, and random things just happen - there's no rhyme or reason to it. After speaking with the local lord, the PCs find out it is literally true - the princesses Rhyme and Reason have been imprisoned by their two brothers, who didn't agree over a decision they had made. The first king wants them back, but the brother (who is king somewhere else) must agree. When the PCs visit him, they must work around the fact that the brothers won't ever agree; proving the point that they have agreed to disagree earns the brother's blessing and entrance to the dungeon holding the princesses.
- Purge a tower claimed by a mad goblin lord. It is covered with twitching vines of unnatural hue, and the crazy alchemist is making a nuisance of himself. It's a classic dungeon-tower crawl, with as many odd and absurd thing as possible. The whole place should illicite a three letter response - "wtf?"
- Remember some fey are kind and compassionate, others are ruthless. Some are fascinated by mortals, and want to keep them as pets.
- The PCs are engaged to fight in an arena under false pretenses - they are told it is team vs team, but then they are the only ones who show up and the rules are changed that they must fight each other because only one person can leave the arena. If they refuse to fight, the response is "well, someone has to leave alone, so here's someone who will kill all of you" and a solo beasty is introduced.
- The PCs are caught by firbolgs, who live only for the hunt. They are told "we can either kill you now, or you can let us hunt you. Make it entertaining, and you might even live." They are given a headstart defined by a timer - an hourglass who's speed changes relative to something (distance, efforts to escape, etc). This would be an event early in the PCs feywild career, when they can't hope to win their freedom, and the threat of being hunted should hang over their heads for a few levels so they are always looking over their shoulders waiting for it.
- Save the Maiden of the Moon (archfey) from a plot by the alliance of the Harrowhame fomorians and the Brokenstone Vale lycanthropes.