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Old 10-22-2008, 09:07 PM   #1
b-dog
 
Join Date: Nov 2006
Default DF Adventure: Finn's Forest

A messenger has come to your well known party and desperately pleads with you to read the message he has brought you. The message reads that you are urgently summoned to the throne of King Logrun. Your party procedes to the castle of King Logrun which is small but well fortified. As your party enters the gate the guards welcome you into the King's Great Hall. Soon King Logrun enters and sits upon the throne. He asks for your party to approach the throne and the he explains the reason for the summons. He aknowlledges that your party is very brave and he asks for your service in stopping a problem plaguing a small farm community on the outskirts of the kingdom. He says that there have been many missing persons lately and the townspeople are terrified. Many townspeople have fled and the farms are not making food so there is starting to be a shortage of food. The king asks for you help in solving this problem and he promises that your party will be well rewarded.

The king's servants give a map of the town and the king allows the PCs to get some supplies and weapons to fight the menace.

As your party leaves the castle and heads for the town many people in the kingdom wave and wish you luck. The town is not far away and there are many fields and farm housesin the distance. At closer inspection your party notices that many of the fields have been burned as well as some of the houses. As your party enters the middle of the small town you see a small number of guards in armor and on horseback. They ask your party who they are and what they are up to. Once you explain that you are in the town to stop the attacks then the guards allow you to procede.

If your party decided to stay in the town and ask around then they will find two people who may know something. One is a farmer named Olwyn, he says he has seen people coming from the forest with hounds. He says that he watched as the people dragged his neighbors out of their house then set it on fire. He says he would have left but he has no where else to go. Also, he is friends with one of the guards so the guards pay special attention to his house.

The second is a wise woman named Celviss, she says that a great evil has occurred and this evil has now given birth to even greater evil. She also says she is worried about a small community of elves that used to live in the forest and she wonders what has happened to them. She is very old and has little fear of death because she feels she will follow whatever destiny brings.
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Old 10-23-2008, 04:10 AM   #2
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: DF Adventure: Finn's Forest

Quote:
Originally Posted by b-dog
A messenger has come to your well known party and desperately pleads with you to read the message he has brought you. The message reads that you are urgently summoned to the throne of King Logrun. Your party procedes to the castle of King Logrun which is small but well fortified. As your party enters the gate the guards welcome you into the King's Great Hall. Soon King Logrun enters and sits upon the throne. He asks for your party to approach the throne and the he explains the reason for the summons. He aknowlledges that your party is very brave and he asks for your service in stopping a problem plaguing a small farm community on the outskirts of the kingdom. He says that there have been many missing persons lately and the townspeople are terrified. Many townspeople have fled and the farms are not making food so there is starting to be a shortage of food.
Trouble in a small farm community on the outskirts of the kingdom is triggering a food shortage? Is this small community the key breadbasket of the entire region for some reason (magically fertile soil, perhaps)? If so, why isn't the population center closer to it, for ease of shipping? Why isn't there a fortress to protect its villagers when they get attacked?

Quote:
Originally Posted by b-dog
The king asks for you help in solving this problem and he promises that your party will be well rewarded.

The king's servants give a map of the town and the king allows the PCs to get some supplies and weapons to fight the menace.
I know it's genre convention, but it always tweaks my suspension of disbelief when these desperate characters with nowhere left to turn but a pack of mercenaries with a good rep totally have their backs to the wall and yet retain a pile of loot to hand out before and after a job well done.

Quote:
Originally Posted by b-dog
As your party leaves the castle and heads for the town many people in the kingdom wave and wish you luck.
Do they feel no shame for their cowardice? ;)

Quote:
Originally Posted by b-dog
The town is not far away and there are many fields and farm housesin the distance. At closer inspection your party notices that many of the fields have been burned as well as some of the houses. As your party enters the middle of the small town you see a small number of guards in armor and on horseback. They ask your party who they are and what they are up to. Once you explain that you are in the town to stop the attacks then the guards allow you to procede.
Armored, mounted warriors are a pretty expensive thing to waste on sentry duty. Why wouldn't they have some peasants play lookout and send the heavy, highly-mobile troops to find and try to deal with the enemy?

Quote:
Originally Posted by b-dog
If your party decided to stay in the town and ask around then they will find two people who may know something. One is a farmer named Olwyn, he says he has seen people coming from the forest with hounds. He says that he watched as the people dragged his neighbors out of their house then set it on fire. He says he would have left but he has no where else to go. Also, he is friends with one of the guards so the guards pay special attention to his house.
Check Olwyn for matches. ;) Seriously, they brought hounds to a bloody raid but they didn't use them to track down witnesses/survivors? What were they for? What sort of people were these? Local humans who want to steal the fertile land and/or starve the kingdom? Foreign humans with strange garb and customs, indicating an advance war party sent to soften up the populace and/or create a diversion away from the path of the real invasion force? Non-humans with non-human motivations?

Quote:
Originally Posted by b-dog
The second is a wise woman named Celviss, she says that a great evil has occurred and this evil has now given birth to even greater evil.
Y'know honestly with all the zany, bad crap that goes down in the average DF setting, I'd expect all the little old ladies to talk like this, and for people to pay about as much attention as they do to little old ladies IRL who ramble about how they suspect that young man with the earring down at the bus stop may be a violent hooligan.

Quote:
Originally Posted by b-dog
She also says she is worried about a small community of elves that used to live in the forest and she wonders what has happened to them.
Finally, some suspects. Elves vs Farmers might be a little too classic though, if you want a hard-to-spot red herring... :)
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Old 10-23-2008, 06:15 AM   #3
Randover
 
Join Date: Feb 2008
Default Re: DF Adventure: Finn's Forest

I think that the food shortage applies only to the farming community. Not the whole kingdom - but in the end if harvest is missed (or wasted) it could be trouble.
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Old 10-23-2008, 10:25 PM   #4
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: Finn's Forest

If Celviss is asked further she says that she has felt an evil presence in the forest and she thinks that is where the problems are coming from. She has a map of the forest and says that it leads to a glade near where an elven community lives. She tells the PCs that she used to go to visit the elves and that they taught her some magic. She warns the PCs that the elves are proud and must be shown utmost respect. The forest is very magical too and it is very unwise for travelers to veer off the trail because the forest is very confusing and distances are distorted.

As the PCs march toward the forest, they see a small opening in the undergrowth at the edge of the forest. This leads to a worn dirt path. Once inside the forest, it is dark and the forest floor is carpeted with mosses and ferns. The trees are likewise covered in moss and the color green predominates. There are occasional large stones here and there and the forest is cool and damp.

As the PCs walk along the trail, they begin to hear laughter. On are Per roll the PCs will see 1 rabbit per PC nibbling on the undergrowth. If the PCs continue on the trail the rabbits will follow. If anyone tries to attack the rabbits, then the rabbits will disappear. After a while the PCs will hear laughter and then be struck with stones from a sling. The persons doing the stone slinging are leprechauns who have been instructed to slay any humans who use the trail.

Leprechauns

ST:6 DX:12 IQ:10 HT:10 HP:8 Per:15 Will:12 FP:10 Speed:7 Move:7 SM-4 DR:4 Dodge:10 Parry:10

Weapons (15) Sling 1d-2 + Magical death charge 3d on a failed HT roll.
Knife (15) 1d-2/1d-3

Traits: Bad Temper; Depency (Mana, very common); Invisable (can carry objects, light; switchable); Magery 0; Reduced Consumption 2; Rediculous Luck; Sense of Duty (Nature); Shapeshift (Various small forest creatures)

Spells (15) Leprechaun #1 Rain of Nuts, Walk through wood, Shield; #2 Armor, Return Missile, Blink #3 Fear, Fascinate, Perfect Illusion #4 Create Food, Steelwraith, Stench #5 Dispell Magic, Arboreal Immurement, Thunderclap

If there are more the GM can make more spells. Each leprechaun has 3 spells.

The leprechauns will run away if they are badly injured. They have houses inside the trees in the area and can enter them through magical gates. The PCs can use Seek Gate to try to find the gate and the must use Create Gate or Plane Shift to try to open them. It will be a contest of skill (15 for lecprechaun) between the leprechaun an the spellcaster if the leprechaun is within its house and trying to keep the gate closed. Within each leprechaun house is 100-600 gold pieces 1d $1000 gems. #1 has a broadsword +2 accuracy; #2 has a unique golden disk with a strange design (radiates magic); #3 has a platinum chalice that magical fills with wine; #4 has a shield +2 fortified; #5 has a whip that does +1d6 electrical damage.

If there are more leprechauns the the GM should offer other treasures for each. All leprechauns have ale and wine in their houses.

The leprechauns will plead with their lives if they are cornered. They will offer treasure and seek to escape if the opportunity is presented. If forced to answer questions then they will explain they will say they were told to slay any human who passes on the trail and they will say that the elves were the ones who told them to.

If the leprechauns badly harm the PCs, they will show mercy and attempt to scare the PCs away from the forest. The leprechauns are not evil.

The leprechauns wear brightly colored clothing ranging from yellows, blues to greens and have weathered faces with ruddy complections. At will the leprechauns can change the color of their clothing to match the surrounding forest. The clothing can not be worn or used by PCs as it is custom made for each leprechaun.

Last edited by b-dog; 10-23-2008 at 10:30 PM.
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Old 10-24-2008, 07:22 PM   #5
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: Finn's Forest

As the PCs follow the path, they will come upon an area with an abundance of of rocks. The PCs will need to make a Per roll and if they do they will hear a rumbling and feel the ground move. Quickly one earth elemental per PC will emerge from the ground below and attack. They have various rocks, roots and other debris within their bodies. They have been instructed to kill any unknown person on the path.

ST:20 DX:12 IQ:10 HT:14 HP:30 Will:10 Per:10 FP:14 Speed:6.5 Move:6 SM:+1 DR:4 Dodge:9 Parry:9

Fist:(15) 2d-1crushing

Traits:Cannot Learn; Doesn't Breath; Doesn't Eat or Drink; Doesn't Sleep; Fragile (Unnatural); High Pain Threshold; Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (Homogeneous, No Blood); Pressure Support 3; Reprogramable; Unfazeable; Unhealing (Total); Vacuum Support.

Skills: Brawling (15); Wrestling (15).

Class: Elemental

The elementals have no treasure.
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Old 10-24-2008, 07:36 PM   #6
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: Finn's Forest

Devil's Mound: The PCs will walk more miles on the path and they see something strange in the distance. It is also noted on the map as Devil's mound.

Off to the right hand side of the trail is clearing in the forest. In the clearing is a huge mound that has grasses, weeds and small scrubby trees growing upon it. If the PCs go off the trail to investigate the mound then by walking around the mound to the other side they will find a large boulder-like rock at the base. This rock seems to fit into the side of the mound. Upon this rock are inscribed in silvery paint, various runes which are written in an ancient elven language. A large rune in the center of the rock declares a warning of certain death to all who disturb the rock. There are three smaller runes on the rock as well, one above and two on either side. If the PCs try to move the rock then they will experience 3d electrical damage on the first touch, 3d fire damage on the second and then 3d cold damage on the third. After this the runes will exhaust their power and then take 1 minute to recharge the power and then the runes can discharge again. The electrical rune will glow and silvery radiance before it discharges, the fire will glow golden red and the cold will glow a slivery-blue.

The rock is impregnated with tremendous magical energy. The rock will resist any attempts to move it magically, psionically or by power investiture causing a -8 to all spell or power attempts. There is a silver sealant between the rock an the mound, this seal makes it impossible to bypass the rock with body of air as there is no opening. Attempts to become insubstantial or permeate the rock will be at -8 to spell skill. The rock weighs 10,000 pounds.

If the rock is moved, then it will reveal a ancient hallway that is dust-filled and cool. It seems to send a chill up the spine of all who enter. The walls are covered with dust and cobwebs and the ceiling is unseen due to the spider webs. The hall way ends with a bas-relief of a dragon head. At one time the head was brightly colored with paint and possible magnificent to behold but with the passing of ages the paint has peeled and the dragon head is hidden with dust and debris.

Anyone touching the dragon head will activate a trap that will cause the dragon head's mouth to swing open and blast a 3d cone of fire at the PCs. The trap is -5 to Per and -5 to remove. On the side of the wall there is a secret lever that can be pulled and then the dragon mouth will open harmlessly into a descending hall. This hall has many small and beautiful tiles that form mosaic patterns upon the walls. The tiles also make pictures and they seem to show what look to be a sort of lizard person with powerful legs with a particularly threatening claw at the end of their feet. There are depictions of these strange lizard people as soldiers marching with all sorts of weaponry. There are depictions of scholarly figures and along with what seems to be nobility. There are also dinosaur-like creatures that they seem to have domesticated.

Other pictures are far grimmer, they depict the strange lizard men leading what appear to be humans, dwarves, elves, gnomes and other faerie races in chains with metal collars around their necks. Other pictures depict great feasts with depictions of humans and humanoids being cooked in cauldrons and roasting on spits. The depictions of the lizard people near these appear to have and disturbing satisfaction. Finally there are depictions of the clergy and they seem to be worshipping a sort of sun deity. They have many sacrificial victims chained up or in cages ready to be sacrificed. Almost any race in the mortal realm seems to be sacrificed; orcs, cat people, shadow elves, huldra elves, humans gnomes ect.

Among these depictions are images of demons and great sorceries. Many of the lizard people seem to be casting great magics and smiting weaker beings. All in all, the scene is quite horrific after the grandeur and majesty of the mosaic depictions have worn off.

Halfway through the hallway there are two alien demonic figures depicted on each side of the wall. One carries a key and the other a human skull. The one holding the key is actually holding a real key which is disguised to look like it is part of the mosaics. It is -5 to Per to notice this. The other holding the skull has a keyhole (-8 to Per)which will open a secret passage upon the ceiling and make a ramp to the tomb area.

If the PCs continue down the hallway, they will find a room with two orichalcum doors with wild patterns upon them. The walls in the room depict a jungle setting with lush green vegetation. There is a depiction of a sort of pyramid along with a king sitting upon a throne. The king is sitting upon his throne with many below him bowing. The ceiling to this room is domed and made out of veined red marble.

If the PCs try to open the doors there is no possible way to open them physically, magically, psionically or other supernatural power. The doors can't be seen through and they are ensorcelled with great magical power so there is no way to bypass these doors. There is a keyhole and if the PCs bring the key from the hallway and place the key in the keyhole then they key will be stuck and unable to be removed. All within the room will begin to take 3d disintegration damage per second until they have left the room. The key will teleport back to its original position in one hour. The PCs must wait until then to get the key to open the tomb.

The tomb of King Sutuk-Na-Keotok: If the PCs use the key and place the key in the keyhole in the nose of the skull on the opposite wall, then it will cause the celing to descend to the floor making a ramp going up towards the tomb. When the PCs ascend the images on the wall become quite terrifying with demons of all sorts leering and lizard people performing horrible experiments and religious rituals upon other races of beings. The depictions of the king are also very intimidating with facial expressions that are monstrous. The hall ascends to a room. This room has tiles of gold leaf and the end of the room is elevated with three steps. The first is made of greenish-gold malachite, the second is of a deep green and red mottled bloodstone and the third is of a light green turquoise. There is a sarcophagus in the middle if the elevation and it is made of a richly veined prismatic blue lapis lazuli. Surrounding the sarcophagus are three statues of lizard people made of a deep green jade. All have their arms extended and their hands clasped together holding a sphere, one sphere is made of rubly, one diamond and the other sapphire.

Anyone stepping on the first step or even coming within that distance will cause a ball of golden light to form above the sarcophagus. The room will sine brightly with the gold leaf tiles reflecting the radiance. If any PC touches the sarcophagus or the spheres then the golden sphere will gain a black center and it will look as if there is a hole ripped in the fabric of reality. The black center has a depth to it yet is ringed with an alien golden light. The room will feel cold as strange winds emanate from the blackness. If a PC touches those items again, then a horrible, putrid mauve tentacle reach through the black hole and strike the PC (skill 25; 3d damage).

If the spheres are removed, then black hole will disappear. The spheres are evilly cursed and highly magical. They radiate strong evil and magic and this dweomer cannot be removed. Within the sarcophagus is the mummified remains of King Sutuk-Na-Keotok. Much of the remains have been turned to dust but there is a scepter inside and it gives the power to create an Utter dome, 5d flame jet, 5d frost jet, and a 5d lightning bolt, it has 20 charges and regenerates 20 charge points per day. The writing will take a long time to comprehend in order to use the magical powers. Everyweek, the scepter is used however, there is a chance of possession. It is a contest of skills between King Sutuk-Na-Keotok who has Will:22 and the PC. The first week, the PC has +10 to his Will, but every week afterward, there is a subtraction of a point. So in two weeks the PC resistance roll is +9, in three it is + 8 ect. If the King possesses a victim the King will be patient and gather information and learn long before he begins to plot. He will strike only when he is at great
advantage.
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Old 10-25-2008, 09:43 AM   #7
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: DF Adventure: Finn's Forest

Quote:
Originally Posted by b-dog
If the PCs go off the trail to investigate the mound then by walking around the mound to the other side they will find a large boulder-like rock at the base. This rock seems to fit into the side of the mound. Upon this rock are inscribed in silvery paint, various runes which are written in an ancient elven language. A large rune in the center of the rock declares a warning of certain death to all who disturb the rock. There are three smaller runes on the rock as well, one above and two on either side. If the PCs try to move the rock then they will experience 3d electrical damage on the first touch, 3d fire damage on the second and then 3d cold damage on the third. After this the runes will exhaust their power and then take 1 minute to recharge the power and then the runes can discharge again. The electrical rune will glow and silvery radiance before it discharges, the fire will glow golden red and the cold will glow a slivery-blue.

The rock is impregnated with tremendous magical energy. The rock will resist any attempts to move it magically, psionically or by power investiture causing a -8 to all spell or power attempts. There is a silver sealant between the rock an the mound, this seal makes it impossible to bypass the rock with body of air as there is no opening. Attempts to become insubstantial or permeate the rock will be at -8 to spell skill. The rock weighs 10,000 pounds.
So there's no way to avoid the 9d damage, they just have to suck it up if they want to proceed through this part of the adventure? The players in my last DF game would not believe that it would would be possible for the GM to be so extraordinarily boring and lame and would probably die trying to figure out where the clever puzzle is.

Quote:
Originally Posted by b-dog
The tiles also make pictures and they seem to show what look to be a sort of lizard person with powerful legs with a particularly threatening claw at the end of their feet. There are depictions of these strange lizard people as soldiers marching with all sorts of weaponry. There are depictions of scholarly figures and along with what seems to be nobility. There are also dinosaur-like creatures that they seem to have domesticated.
From this point forward, they now expect to fight lizard people...

Quote:
Originally Posted by b-dog
Other pictures are far grimmer, they depict the strange lizard men leading what appear to be humans, dwarves, elves, gnomes and other faerie races in chains with metal collars around their necks. Other pictures depict great feasts with depictions of humans and humanoids being cooked in cauldrons and roasting on spits. The depictions of the lizard people near these appear to have and disturbing satisfaction. Finally there are depictions of the clergy and they seem to be worshipping a sort of sun deity. They have many sacrificial victims chained up or in cages ready to be sacrificed. Almost any race in the mortal realm seems to be sacrificed; orcs, cat people, shadow elves, huldra elves, humans gnomes ect.
Horrible lizard people...

Quote:
Originally Posted by b-dog
If the PCs try to open the doors there is no possible way to open them physically, magically, psionically or other supernatural power. The doors can't be seen through and they are ensorcelled with great magical power so there is no way to bypass these doors. There is a keyhole and if the PCs bring the key from the hallway and place the key in the keyhole then they key will be stuck and unable to be removed. All within the room will begin to take 3d disintegration damage per second until they have left the room. The key will teleport back to its original position in one hour. The PCs must wait until then to get the key to open the tomb.
Am I reading this correctly? They have to survive 3d disintegration damage per second for an hour to get past this part? You do realize how much 3d is in GURPS right?

Quote:
Originally Posted by b-dog
The tomb of King Sutuk-Na-Keotok
No fight with lizard people..?
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Old 10-25-2008, 10:18 AM   #8
Gudiomen
 
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Location: in your pocket, stealing all your change
Default Re: DF Adventure: Finn's Forest

Gold & Apple is being a little picky, but I think you should listen to some of the stuff he's saying, b-dog.

Unless your players are young, used to being led by a short leesh or will take anything for the loot, things like "trap that cannot be avoided and does XXd damage" are really pedantic. I personally wouldn't play under the GM again. To be, RPG is about solving problems, not being a punching bag.

There's a lot of railroading going on. It's not just the genre cliches like "king resorts to unknown adventures"...

Some things are just arbitrary. You've clearly done them to move the plot the way you want it to, not because it makes sense internally. For instance your unmovable, undisenchantable, unpassable, unscryable, etc. door seems like the work of gods. Nothing short of divine power could make something so impervious. You should at least decide why whichever god put it there did it. The - use key once take 3d/second... key teleports to original location... use key twice it opens the tomb - thing makes no sense. What's worse, if players are using any reasoning and have the luck to survive 3d/second damage they're NOT going to try it again.

Things should have a reason for being there, the logic of it should be understandable, at least partially to the players, and they should be faced with problems with multiple solutions, not unsolvable puzzles or it will only work if you do it this one specific way I have thought of and that nobody might guess, but hey that's life...
If you create the puzzles based on some internal logic, then the players may come up with several solutions. This rewards your players for being creative and amuses you as a GM to see how they'll solve things. You don't even need to create a solution, just the problem... let them worry about the solutions. Just don't lock out all solutions, but one.

Anyways, I've seen lots of people play like this, specially in D&D... I guess some may like this sort of thing. But I'd definitely not want to play it. No offense, just a heads up.
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Old 10-25-2008, 10:34 AM   #9
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: Finn's Forest

The PCs don't have to explore the tomb it is just there to explore if the PCs are interested and maybe give some background as to why the elves are attacking.
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Old 10-25-2008, 10:37 AM   #10
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Default Re: DF Adventure: Finn's Forest

Quote:
Originally Posted by Gudiomen
Gold & Apple is being a little picky, but I think you should listen to some of the stuff he's saying, b-dog.
He likes it rough. ;)

Quote:
Originally Posted by b-dog
The PCs don't have to explore the tomb it is just there to explore if the PCs are interested and maybe give some background as to why the elves are attacking.
There was an explanation for the elf attacks in there?
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