add canonfire links for greyhawk
session 27 notes (where even are we?)
houserules clean-up in the light of day
A duet (DM + player) campaign written by a virgin DM, in the Greyhawk setting. Note that everything here is probably terrible, and we're learning... so maybe not a great source of information, other than the References section.
Creature Loot: Monster Manual Edition (and the Treasure Tables or the Indie Loot Generator)
Getting There Is Half The Fun - The Angry GM (with u/SasquatchBrah's chart/tldr)
GMing, Basically - The Angry GM
- The DM presents a situation (sets the scene):
- One sentence description.
- Add an interesting but useless detail to enhance the mood.
- Describe:
- The goal (if there is one),
- Any points of interest,
- Obstacles the players face,
- Any ways to leave the scene.
- The players imagine their characters in that situation and decide how the character acts in response.
- Declare actions (giving their intent and their approach), or
- Ask Questions.
- The DM determines the outcome and describes the results, creating a new situation.
- The DM determines whether or not the action is even possible.
- The DM determines whether the outcome needs to be randomly determined.
- Is there a chance of success, a chance of failure, and a cost of failure?
- The DM determines how to randomly determine the outcome (never more than one roll).
- The DM makes a die roll or instructs the player to make a die roll.
- The DM determines the outcome of the die roll (SUCCESS or FAILURE).
- The DM decides an outcome (and the consequences)
- The DM describes the results of the action of the players (transitions).
- Acknowledge the end of the scene,
- Describe any changes in time and space,
- And reset the scene (go back to the top), noting any consequences.
The Monster Harvester's Handbook, maybe The Complete Crafter?
©2021 Stick. Where not otherwise specified, this repository is licensed under the CC BY-NC-SA 4.0 license.
Greyhawk
Crossroad thorp at fork of Kisail-Attstad and Kisail-Littleberg roads, Duchy of the Reach, Kingdom of Furyondy.
Post-war period (10-15 years). While the southern Reach did not actually see the war, many men were conscripted or joined the military. Some did not return. Some of those who did return bore physical and emotional wounds. Area farms almost uniformly led by men whose fathers were either drafted or branded cowards. Many suffer from PTSD caused by child abuse caused by their fathers' war PTSD. Others grew up hard because they had no father to protect them. Casual misogyny rampant based on example of war-stricken previous generation and in reaction to over-prevalence of older women in rural society after the war. Commerce is still depressed; war followed by drought and crises have not allowed rebuilding and export demand has still not returned.
{Character} is the oldest child of a widower farmer on a meager homestead north of village. They are too young to remember the war, but grow up in its aftermath.
Homestead farm is failing. Once upon a time it boasted tall corn, laying hens and attendant roosters, and a few swine. Only a few chickens remain; no other animals. (There was a pig, but now there is just salt pork.) Minimal crop yields and a hard winter mean there is no grain left to sow.
Minimal possessions at home (form starting equipment from the list below):
Completed episodes = Sum of i
from i=1
to i=level
.
For example, after the first episode, {Character} should be level 1.
After the third episode, {Character} will be level 2.
After the 21st episode, {Character} advances to level 6.
Hooks:
{Character}, wondering how long their food will last one early spring evening, interrupted by drunken neighbor Emon Yardleh banging on door. Emon is yelling that [war cowards/the unfit/{Character}'s race/women] should not own property, especially if they cannot run a farm properly. The man is spoiling for a fight; he has a dagger at his waist but seems to have forgotten it and comes out punching wildly.
Possible resolutions:
Note: fighting is not meant to be an option.
The next evening, soon after sundown, a group of 9 men with torches show up outside the house. They yell for {Character} to come out. All but one man are from the crossroads village; another is unknown. They demand {Character} leave, and take the influence of their family with them. There is no taking no for an answer; the thatch will be on fire momentarily.
Possible resolutions:
Note: what do you take with you?
Hooks:
Encounters in this session should happen in whatever order makes most sense.
When looking for a spot to rest, {Character} comes upon a small valley with a central stream, and the scene above: a ruined stone hut. Inside, a skeleton... roll for initiative!
If the skeleton moves outside the building, its animating force departs and it crumbles.
On a DC12 investigation check (or DC15 arcana or insight check, followed by DC10 investigation check), a loose stone in the wall near the hearth reveals a small bag of gold and one small gemstone of a sickly pink color.
If {Character} takes the gem, this sets them up for future encounters with fey or necrotic elements.
Pass by a small herd of {antelope or similar} with new young.
Nothing happens.... or {Character} does something. Eventually {Character} moves on.
Later, near {Charater}'s path, they notice a young axe beak tearing into the body of a baby {antelope or similar}. The prey animal shudders its death spasm, with a low strangled cry, as {Character} watches.
A druid or ranger character might feel the presence of the animal's spirit as it departs. What other spirits might be just beyond their fingertips?
If {Character} gets to close, the axe beak might attack....
2 clergypeople with a tent near the road, each extolling a different deity in friendly rivalry. Each attempts to convince {Character} to join them in a brief moment of worship. DC14 insight, DC15 religion, or DC16 perception reveals it's all a sham....
If {Character} is a paladin or cleric, be sure one of the scammers chooses to support {Character}'s chosen religion.
Possible resolutions:
If {Character} takes a long rest too near the road, the visitor is a thief looking for valuables. If they move far from the road, it's a giant badger looking for aromatic food.
While the city is not walled, there are a few soldiers and city watch around the town, some of whom habitually loiter around the roads on the edges of town. Two such individuals are engaged in conversation as {Character} approaches. One turns and, with a slightly over-the-top polite smile (and intimidating mirth in their eyes), asks {Character} for 1d8 silver as a "city entry fee". A DC14 insight check will reveal the guard's deception; a DC13 perception check will remind {Character} that no one else entering the city seems to be being asked. {Character} can pay the fee, in which case the asking guard turns to his friend in triumph, or refuse, in which case the guard's friend breaks out in mirth. It was a bet, played on an obvious country bumpkin.
This encounter can only occur if {Character} has a Faerie Death Drop (or some other necromantic focus).
In a crowd, a person dressed in shabby but striking black and red pauses awkwardly and stares at {Character} after they pass closely. Subsequently, {Character} encounters this person multiple times, always at a distance and awkwardly trying to escape notice. If approached, the person will flee. If caught or cornered, they will stubbornly lie. The person is a necromancy adept.
As {Character} enters a market square, a cabbage merchant is losing their mind because a beetle swarm has descended and is eviscerating his produce. Nearby sellers begin swinging quarterstaffs, clubs, and other simple bludgeoning weapons against the swarm, fearing it will spread to their own wares.
As {Character} passes the Rot Irons smithy, two customers flee the establishment. There is a crash and some swearing from inside. The smith --- a short, burly man in only an apron, cotton breeches, and hobnail boots --- stomps out, blowing out a sharp breath and pressing a damp cloth to his forearm. "Another bloody ooze," he exclaims in frustration to no one in particular. It is obvious he is hoping someone will volunteer to help. His name is Rot Smithers.
{Character} finds an inn near the river (the Boatman's Harpoon) and goes in. An elven woman is playing the lyre in a corner, surrounded by human men and women in rapt appreciation. As {Character} listens for a few minutes, they begin to find the song ...unsettling. The music becomes more and more emotional; the singer speaks of the beauty of the land, freedom, the valor of the king, and honorable sacrifice in war. Then the tone darkens. Carefully worded lyrics dance around the idea of threats and traitors. More and more of the listeners begin to glance at the lone dwarf at the bar (and if {Character} is not human or elven, at {Character} too). Several drop coins into an open purse on the bard's table.
A veteran of the Greyhawk wars, Stari was discharged years ago from the 345th Light Axe, a semi-mercenary regiment from the Kingdom of the Iron Hills. Sent in support of the Kingdom of Furyondy, their colors were red and bright green; their equipment breastplates, greataxes, daggers, and rakish hats. Stari still wears his old gear --- no sense in wasting it! --- but nowdays all he wants is a soft bed, a tankard of ale, and a game of dragonchess. He always seems to have just enough gold hidden in his pockets to make it happen, but he's not averse to getting more.
Before the song ends, the dwarf gets up, drops a few silver on the table, and heads for the door. A few of the more emotionally affected listeners give each other knowing glances, and follow.
If {Character} does not follow, they hear the sounds of a fight starting in the street outside.
If {Character} is not human or elvish, the listeners also attack {Character}.
If the fight goes too long, the city watch might show up.
This session's direction is almost entirely player-driven. The DM should have options available for {Character} to move away from Attstat in any possible direction. The expected option is for {Character} and Stari to continue southeast along either the Att River or along the south or east roads. If qultists die during the bar brawl, it will be dangerous for Stari to go back into the city. If guards die, it will be all but impossible. If {Character} joined the fight, the same danger will apply to them.
Stari is a nice travel companion (and handy in a fight), but not interested in adventures and only able to teach dragonchess (with which he will be delighted) or great weapon fighting. If {Character} asks, he will be happy to start teaching them Dwarvish. He's not going south to Veluna, though... no interest in the constant proselytizing.
Does {Character} forage? Do they feed the birds or other animals? Do they spend time practicing skills? Meditating? Observing nature?
The east road flows across the grassland; more axe beaks, antelope, and the like. Eventually there is an intersection where the party needs to turn south at the edge of a forest. There could be a thorp (with more qultists?) at the crossroads. Some good village encounter ideas here. There could be lumberjacks.
Once the party turns south, they're in the woods, and end up at Stalmaer on the border with Verbobonc. It's a smaller city than Attstat, but handles significant trade; there are several other villages within a few hours' walk. Once in Verbobonc (country, not city), the party is quickly in the woods. Could they meet druids? Wolves? Lumberjacks?
Houseboats! Gypsy gnomes! {Character} (and Stari?) will get picked up by Madato and Mamatay Sa Pagsulay, a pair of gnome women floating a shallow-bottomed barge with a wattle-and-daub house built on the deck. The group floats down the river for two weeks, with nothing untoward occurring except that on one occasion M&M pull into the shallows and disappear for several hours. When they return, Madato pulls a crossbow bolt from Mamatay's shoulder, heals the wound, and mends Mamatay's clothing.
Throughout the idyllic float, the party forages for fresh food, but subsists mainly on M&M's store of ale ("the Margrave's choice"), candied pecans, and smoked venison.
The river goes to Stalmaer, just like the east road. As the city comes into view, the gnome women point out that they have been very generous, and ..."request" that {Character} and Stari pay up by helping M&M to "re-provision" the houseboat via a small heist in town.
The south road handrails woods to the west for a while, then crosses the grassland. There's a crossroad near the border with Veluna, and a bridge over the Velverdyva River. The village there, Stone River, should probably have a small garrison of terrible (fat, slow, dumb, etc) soldiers and maybe a bored administrator. Veluna is a Theocracy; probably the administrators are clerics. More woods here too.
The city of Stalmaer sits on the border between Furyondy and Verbobonc, near where the Att river terminates into the Velverdyva river. Smaller than Attstat, it is nonetheless more cosmopolitan due to its crossroads nature.
M&M want to find some spices, exotic fruit, smoked meats, etc from the customs warehouse. They demand Stari and {Character} assist in the heist. They disguise themselves as twin elf merchantwomen and work to snatch a customs order, then forge their own. Stari and {Character} are to be the muscle, carrying found items out of the warehouse.
Possible resolutions:
Either way, Stari no longer wishes to travel with the gnome boatwomen, preferring to remain on the right side of the law (though he has enjoyed the good ale and candied pecans).
If {Chracter} remains in Stalmaer, there are several inns and taverns, some artisans, and the Merchari household has recently been prevailed upon to ...acquire assistance for a certain elvish paladin. Not exactly interested in spending their personal guards (or the customs officers who may or may not be on their payroll), the Merchari have their agents post notices near the inns requesting any available adventurers report to the Merchari residence near the center of town.
Inspired by Dungeon-a-Week #2: The Bandit Hideout
An elvish paladin, Älä Tuomitse Ettei Sinua Tuomittaisi represents one faction of the government of Celene and is tracking a murderous bandit and his group of ne'er-do-wells. With Älä is an elvish sorcerer whose services he has already engaged. The elves believe that their quarry has holed up in the woods to the north of Stalmaer.
Riittävän Kehittynyt Tekniikka
Daughter of an elven noble priest in the Kingdom of Celene, Riittävän was blessed at birth by Sehanine Moonbow, the elvish god of the moon. Given every advantage of education and pushed to excel in magic, she grew more and more absorbed in dreams, mysticism, and transcendence --- to the point of neglecting the material world and personal relationships. Sent with Älä by her teachers as an exercise in connection with the "real world", she is nonetheless aloof and distracted most of the time.
If {Character} (with Stari) volunteers for the stated reward of 1,000 sp, Älä wishes to depart early morning the next day. The party should venture north on the road, attempting to either escape the bandits' notice or draw the bandits out by seeming a rich soft target. If they don't manage to draw any attention, Älä's intelligence indicates that there is a ruined priory north of the road near the Velverdyva river.
While moving through the forest, the party will be ambushed, first by 2 scouts with a mastiff (from the bandits' band), and later by at least 1 ettercap (unaffiliated).
The priory itself consists of a small chapel (40 ft. by 70 ft.) with a few smaller rooms connected to the sides and rear. Some of the external doors are locked; the main sanctuary doors are not. Standing watch outside the building are thugs and bandits, 1 near each external door. There are also two more mastiffs outside. The rest of the bandits and thugs (4 of each in total, inside and outside) are inside, along with Ḍākāta Cā'i (the bandit captain Älä is looking for), an acolyte (the group's healer) and a commoner (the captain's ...squeeze). If pressed (majority of thugs and bandits dead), Ḍākāta Cā'i will flee with whatever members of his group are available... leaving his chest of treasure behind. If he flees, how will the party capture him (or will {Character} take the treasure and run)?
Ḍākāta Cā'i's ...friend
Tracking (DC12 Survival) the fleeing bandit captain will lead the party back to the road (failures in tracking will lead the party to an ettercap's nest instead). The party may also come upon Ḍākāta Cā'i's female companion, injured and abandoned (or left behind as a decoy). The trail will turn north; after some time, the party arrives at the bandits' preferred ambush area, where the remaining members of the bandit party lurk in wait....
Inspired by Dungeon-a-Week #3: The Crypt and Forsaken Labyrinth of the Golden Baron
At some point before they depart Stalmaer, {Character} and Stari (and Riittävän, if {Character} asks her) are met by an exceptionally graceful woman in a tantalizing purple dress. She introduces herself as Ardor Merchari. Conspiriatorally, she shares that there is a Merchari family crypt underneath the Stalmaer fortress, and offers the party another 100 gp if they will retrieve certain items from within. If persuaded (DC 10), she is willing to pay as much as 200 gp per member instead of a flat rate total. (It's a trap!)
"Ardor Merchari"
If the party assents to the woman's offer, she leads them around to the northwest side of the Stalmaer fortress walls, near the river. From a safe distance, she points out a cleverly hidden burrow entrance. The burrow is large enough for a small creature to walk into, or a medium creature to crouch. The party's employer explains that the burrow has breached a wall in the tomb, and warns that the tomb is probably well-trapped. If the party does not have thieves' tools, their employer helpfully provides them.
As the party descends, they find two rough chambers off the main tunnel. The first is the lair of two constrictor snakes; the second is a camp with three kobolds in residence. Beyond, the tunnel looks crudely shorn up (as if by the kobolds); then it breaches a thick stone wall (of the tomb complex). Just inside the stone wall is the body of a dwarf man, recently deceased (DC12 Investigation or Insight: less than a week). His pockets are empty and he carries no equipment (DC13 Investigation or Insight: looted), but his armor is dirty and it appears (DC10 Medicine or Insight) that he was killed by daggers in the back.
The party makes their entrance through the corridor at the northernmost side of the map (above room 3). Traps and features are as described in the generated writeup. The stonework and decor of the tomb do not suggest any connection to the Merchari household; the walls and items are decorated with gruesome scenes of human sacrifice. Stari will tell {Character} that it is the oldest stonework he has ever seen, and does not match anything in his knowledge of recorded history.
Room 2 is the actual target room; it contains an alchemy jug on a small pedestal in the center of a shrine at the back of the room. This is the item requested by the party's employer.
Room 3 is inhabited by 5 kobolds.
Room 4 includes a large (human-size) clay pot (5 hp). Inside the pot, the kobolds have trapped a giant centipede. If the kobolds in room 3 manage to chase any characters into room 4, the kobolds will target the pot with ranged attacks in an attempt to loose the centipede among the party.
Room 5 is inhabited by 3 kobolds. After every other round of combat in room 3, one of these kobolds will join the fight there.
Room 6 is a family tomb; there are 6 sarcophagi in the room, one of which is broken open and empty (there are a few bones on the floor). Unless the ghost in room 7 has already been sated, opening any of the other sarcophagi will unleash a skeleton (5 skeletons total), and inside each there are various items of jewelry worth 4gp.
Room 7 is the main tomb, and contains an elaborate sarcophagus as well as the features mentioned in the writeup. Opening it will release the ghost of a long dead noble, who will converse with the party (unless they reveal that they are looting the tomb). If it becomes hostile, it is not able to chase them beyond the limits of its room. In life, the ghost spent their effort, fortune, and time in perfecting an alchemy jug --- the same one as is found in room 2 --- but they died before seeing it complete. The ghost may be sated by a drink of wine from the jug; if so, it will depart. However the party deals with the ghost, there is an empty vial and an amulet in the now-uninhabited elaborate sarcophagus.
Room 8 is inhabited by a black dragon wyrmling. The kobolds serve and venerate this wyrmling; the dragon sees the kobolds as target practice when more interesting prey is not available. When the party enters this room, roll a D20.
Regardless of whether the dragon is in its room or not, the room contains a meager treasure hoard:
The party ({Character}, Stari?, Riitavan?) decides to go somewhere. Is it Verbobonc? Is it somewhere else? They will need to travel.
To Reymend: 5 day journey, navigation DC 0 (roads), discovery DC 2, resource DC 7
Reymend to Verbobonc is a trivial half-day journey
Eventually the party arrives at their destination. They should find a place to stay (Stari will expect this, if he's there). They might want to go shopping. What about some rumors?
A pair of young assistant wizarding professors have grown tired of waiting to be granted tenure at the College of Magic in Greyhawk. Because of their... unorthodox ideas and perhaps some personality conflicts, the more senior wizards at the College recommended they investigate the ruined university outside Verbobonc. They are especially interested to find the old library. If they can, they may have a chance at re-establishing the school, building an outpost of the Silver Consortium in Verbobonc, or at least publishing a bunch of papers.
Inspired by The Lost Huntress
A catoblepas (named Bill) has found its way to the swamps southwest of Verbobonc. Three women from the Dreadwood, members of a religious order dedicated to Ehlonna and Hiatea, have tracked it north through the winter and early spring. They attempted to kill the beast a few weeks ago in the Kron Hills, but it killed one of their members and escaped. The beast is very dangerous, but avoids populated areas and even small farms. The authorities of Verobobonc and the surrounding towns have declined to take any action and the women have run out of money, but they still want to avenge their friend. In the minds of the locals, the women are the bigger nuisance: dirty poor beggars nagging the guards and any travellers they can find in the inns. The innkeepers have gotten fed up and want to keep the two women out.
{Character} and their companions witness an innkeeper/bouncer shoving one of the women out into the street. If the party decides to help the huntresses, the latter offer no reward but the satsifaction of the hunt. However, if they complete the hunt successfully, the huntresses will bestow a Quiver of Ehlonna (which belonged to the dead woman) on one bow user in the party.
Note that Episode 12 occurs during episode 11.
Stari is tired of unpaid jobs and frankly a little miffed that {Character} keeps signing him up for them. He wants to enjoy the city, especially The Rusty Nail, and get some dragonchess in. Riittävän is ready to head south towards Enstad and return to her pampered, studious existence there.
Use AngryGM's traveling rules and random weather.
Might be some quests in the villages as well.
Depart | Arrive | Miles | Danger | Discover | Forage | Navigate |
---|---|---|---|---|---|---|
Verbobonc | Etterbock | 25 | 1 | 1 | 7 | 0 |
Etterbock | Cienega Valley | 25 | 1 | 1 | 7 | 0 |
Cienega Valley | Hommlet | 25 | 1 | 1 | 7 | 0 |
Hommlet | Crossroads | 10 | 1 | 1 | 7 | 0 |
Crossroads | Sheermobb | 15 | 1 | 1 | 7 | 0 |
Sheermobb | Crossroads | 15 | 1 | 1 | 7 | 0 |
Crossroads | Ostverk | 15 | 1 | 1 | 7 | 0 |
Ostverk | Crossroads | 15 | 1 | 1 | 7 | 0 |
Crossroads | Crossroads | 150 | 2 | 1 | 7 | 0 |
Crossroads | Enstad | 105 | 1 | 1 | 7 | 0 |
Verbobonc | Enstad | 400 | 2 | 1 | 7 | 0 |
Depart | Arrive | Miles | Danger | Discover | Forage | Navigate |
---|---|---|---|---|---|---|
Verbobonc | Mol | 25 | 1 | 1 | 7 | 0 |
Mol | Korbin | 35 | 1 | 1 | 7 | 0 |
Korbin | Abbey of the Valorous Knight | 10 | 1 | 1 | 7 | 0 |
AotVK | Larneystoe | 5 | 1 | 1 | 7 | 0 |
Larneystoe | Littleburrow | 30 | 1 | 1 | 7 | 0 |
Littleburrow | Loren's Ford | 20 | 1 | 1 | 7 | 0 |
Loren's Ford | Crossroads | 15 | 1 | 1 | 7 | 0 |
Depart | Arrive | Miles | Danger | Discover | Forage | Navigate |
---|---|---|---|---|---|---|
Crossroads | Validia | 10 | 1 | 1 | 7 | 0 |
Validia | Tristane | 50 | 1 | 1 | 7 | 0 |
Tristane | Castle Hagthar | 15 | 1 | 1 | 7 | 0 |
Castle Hagthar | Enstad | 150 | 2 | 1 | 10 | 0 |
** Verbobonc** | Enstad | 365 | 2 | 1 | 10 | 0 |
Depart | Arrive | Miles | Danger | Discover | Forage | Navigate |
---|---|---|---|---|---|---|
Crossroads | Irondelve | 40 | 1 | 1 | 10 | 0 |
Irondelve | Dorob Kilthduum | 15 | 1 | 1 | 10 | 10 |
Dorob Kilthduum | The Road | 30 | 2 | 1 | 10 | 10 |
The Road | Enstad | 80 | 2 | 1 | 7 | 0 |
Verbobonc | Enstad | 305 | 2 | 1 | 10 | 10 |
Inspired by Abbey Intrigue, though I can only see page 4 (at the link)
On the road southwest from Verbobonc between Korbin and Larneystoe, the party finds the Abbey of the Valorous Knight. Two armored knights with clubs (a half-orc, Brother Bhā'i, and a human, Brother Sidanus) stand outside the entrance as both greeters and guards. They invite the party to enter the abbey grounds for a rest.
Inside the abbey's low, tan sandstone walls are three buildings. To the left, a great hall with dormitories and kitchens at the back. To the right, a chapel to Heironeous with administrative areas (including the Abbot's office) behind it. In the center, a small welcome center staffed by another knight. Scattered around the grounds are a few small vegetable gardens, several sand pits for training, and pens for chickens, dogs, and rabbits.
Brother Didimus in the welcome center is happy to discuss religion, the weather, the abbey, or the order with any visitors. He will invite the party to relax in the great hall and take some refreshment from the kitchens. Other brothers (and sisters) of the order may be found going about their daily tasks within the grounds, but none seem interested in the party.
When the party decides to leave the abbey, they will meet a dying knight (Brother Orden) at the gate, falling off his horse and collapsing in the gateway between Bhā'i and Sidanus. In the confusion of his death throes, Brother Orden pushes a bloodied leather folio into {Character}'s hands. "...papers ...only to the Abbot," he gasps with his final breaths. Healing is useless; the knight is dead. Any attempt at resurrection also fails; Brother Orden is with Heironeous and will not return to life.
If called using a speak with dead spell, Brother Orden explains that he caught a goblin south of Larneystoe. The goblin attempted to destroy the papers, but Orden managed to save a few, though the goblin escaped. He was on his way back to the Abbey to inform the Abbot of the papers' content when he was attacked by a large party of goblinoids. While he was able to fight his way to his horse and gallop desperately for the abbey, he suffered mortal wounds.
Immediately the two guarding knights (Bhā'i and Sidanus) will insist that {Character} hand over the folio.
Father Rodolfus, the Abbot, is a greybeard. He moves slowly in his armor. Upon examining the papers, the Abbot's manner becomes grave. He will confide to the party that his order has struggled for the last few months to keep up with increasing goblin raids in the surrounding countryside, and that the letter indicates the goblins encamped south of Larneystoe intend to mass against the abbey itself. Rodolfus asks the party, assisted by one of his knights, to scout out the goblin camp and investigate the threat. Brother Sidanus volunteers.
The party can head towards Larneystoe or attempt to back-track Brother Orden's last ride. Either way, Brother Sidanus follows behind, a watchful presence. An area of heavily trampled underbrush on the south side of the road a mile outside town is a clue to Brother Orden's route. If the party does not see it (DC12 Perception/Survival), Sidanus will be sure to point it out. The trail runs about another mile to the south, but eventually becomes indistinguishable from the animal trails in the area. Eventually, the party will stumble into a hasty ambush by a hobgoblin captain and five hobgoblins. During the first round, Brother Sidanus will encourage the party to make a deal: flee the area, never return to the abbey.... or die. He sides with the goblins in the fight.
As the fight ends, the party realizes they can hear camp sounds and shouts from the south... and the shouts are getting closer. Goblin voices. Brother Sidanus has a few papers in another folio tucked underneath his armor if they take the time to search his body. If they dally too long, they are likely to be overrun by goblins. The best course of action is to return to the Abbey post haste... but who ever knows what a party (even a party of one PC) will do?
Upon their return to the abbey, Brother Bhā'i regards the party with apprehension. "Where's Sidanus?" he demands. Once {Character} explains, the half-orc ushers the party quickly into the Great Hall, calling for another knight to bring the Abbot. A couple of members of the order begin to administer healing and provide dinner... and a couple more, in full armor, watch every move closely. In a few minutes the Abbot arrives. "Tell me everything."
Once the party has convinced the Abbot that their story of betrayal is true (and probably produced the papers from Sidanus' body), they are offered room and board for the night. Otherwise, they should head to Larneystoe in dusk's falling darkness, but the Abbot begs them to at least come back in the morning.
In the night, an alarm is raised. The abbey jumps to arms; the orders members arm and rush about, taking practiced positions near the wall gates and making hurried patrols through the buildings. Eventually, no one can figure out why the alarm woke them up. The Abbot invites anyone who's feeling jumpy to join him in the chapel for prayer.
Inside the chapel, someone points out that the stone sarcophagus of Holy Champion Sir Gregor, recently interred at the abbey, is ...open. And it's empty. Father Rodolfus' face drains and he quickly heads for his office. Reactions among the gathered faithful range from fear to piety. Some believe it is a miracle: Heironeous has taken the holy champion away. Others are not so sure. If the party stayed overnight, either the party follows Father Rodolfus, or the Abbot's aide comes to get them. If the party went to Larneystoe and returned the next morning, they are ushered immediately into the Abbot's office upon arrival.
Father Rodolfus explains to the party what he has been able to piece together from the two sets of papers. The goblins working against the abbey are worshippers of Hextor. The Abbot believes they intend to use the bones of Sir Gregor as part of a ritual to summon a devil to attack the Abbey. Rodolfus begs {Character} to once again search out the goblin camp and interrupt whatever preparations might be ongoing there. He performs a minor divination prayer to find another knight who is hopefully not also a traitor to send with the party; Brother Adstar Roguy is chosen.
Father Rodolfus prepares a heroes' feast for {Character}, their companions, and Roguy. Other members of the order cast Aid on the entire party (including Roguy). He also gives each party member a healing potion, and any paladins or clerics are inspired (lasting 24 hours). The Abbot expresses his regrets that he cannot offer more fighters to help, but {Character} can see that the abbey is in full defense preparation mode and there are no knights to spare. The party has a rough idea of the goblin camp's location based on their previous fight. When they finally see it, there are a few lean-tos scattered about, several cooking fires in various states of burning, and 2d8 goblins plus 2d4 hobgoblins milling about, several near the low mouth of a cave. The cave mouth faces south. It seems likely that anything of importance (like the stolen remains of Holy Champion Sir Gregor) are inside the cave.
- The dungeon began as a complex of tectonic fissures. Once upon a time, it was inhabited by an evil gnome wizard. It has been attacked and abandoned many times since then.
- Walls: Natural Stone (DC 10 to climb)
- Floor: Smooth Stone
- Illumination: Dim light (torches in various places throughout the cavern)
Inspired by Ooze Tomb of the Oathbreaker but shortened drastically to accomodate a very quick "one-shot".
A storm reaches from the Relgwood east of Littleburrow. It swallows the town in a dim drizzle for days. As the storm intensifies and extends, foul creatures that would otherwise hid become bold; flying horrors scream in the sky. The Relgwood centaurs, who commonly trade Kara fruit and horn bows to the halflings of Littleburrow, send messengers to the village seeking aid. Something has fouled the small lake near their village. A few centaurs fell ill from drinking the water; the entire lake has become progressively more brackish, acidic, and clouded. The storm seems somehow connected to the fouled water. Occassionally ooze and sludge forms in the rain puddles or even drops from the sky.
The water at the center of the lake is turbulent with necromantic energy and heavily occludes vision; light cannot penetrate more than 5 feet below the surface. 50-55 feet down, two massive (~10' by ~15' by ~2') stones are dislodged from the mouth of a shallow cave (8' diameter entrance) that is filled with an inky blackness which no light penetrates. The ghostly spirit of a black dragon lich (note that average HP should not be 225), released by the final decay of the dragon's last bone, now feeds on the death of the lake's fish.
Mundane physical objects (arrows, weapons, rocks, etc) pushed or thrown into the blackness simply disappear. Radiant damage, restoration spells, or holy water will interrupt the dragon ghost's stasis-like slumber, causing it to attack any intruders, posessing the strongest among them. Characters take 1d4 acid damage per round if they enter (wade or swim) in the water, and 2d10 necrotic damage if they enter the blackness.
Once the dragon ghost is destroyed, it takes only a few minutes for the inky blackness disperse and the necromantic energy of the area fades. Over several hours, the storm dissipates; over several days, the water returns to its natural state. A treasure hoard can be found inside the small cave.
Irondelve. Thane Didymus is worried. Two miners disappeared last month. A craftsdwarf went insane two weeks ago and murdered their own family, along with one of their coworkers. Last week, a teenage dwarf silversmith's apprentice barricaded themself in a weaver's shop and emerged three days later with a bolt of ("common") glamerweave --- the making of which is a lost art and which the weavers swear was not in the workshop before. Yesterday, the guards caught a halfling barmaid on a crime spree, stealing every malachite gem in town; she's become increasingly antsy in custody.
The rapidly growing overcity artisans' guild believes there must be something connecting the strange events. The dwarven leaders of the undercity dismiss the rumors.
Quentin and Cassianne Broadbent are a young newlywed human couple from Greyhawk. They have both been teaching as adjuncts at the University of Magical Arts, their alma mater. Neither has any real talent in magic, though they did well enough in school. Quentin recently recieved counseling from a panel of senior instructors that he would need to do something extraordinary if he ever wanted tenure. Instead of hearing the intended message (i.e. quit and find a more suitable job), Quentin decided to do something extraordinary. Cassianne, who has little ambition in life beyond supporting her husband, suggests that he might be able to find something in the ruins of the magic academy outside Verbobonc.
Charitably described as gangly and awkward, Quentin has quirky ideas about mass-market magic products. Like a coin enchanted with continual flame and attached to a headband: the headlamp! Or a coin enchanted with continual flame and pierced with an augur for attaching to a keyring: the keyring flashlight! Or a coin enchanted with continual flame and mounted to the front of a carriage: the headlight! Or ... you get the picture. His ideas were fine as a student in the Magical Applications department, but he's yet to come up with anything approaching true scholarly work.
Uncharitably described as frumpy, Cassianne né Froswell is ecstatic to be married to a real wizard... and also she is a real wizard, even if her degree is in Magic History. No one's ever really given her the time of day --- aside from Quentin, occassionally --- and consequently she's never really given herself a second thought either. What a change a little self-confidence (and/or all-corrupting-power) could bring!
Staying at Grandma Henri's House of Rest, Quentin and Cassianne request help searching the ruins of the old academy outside Verbobonc. They think they know where a small library of especially interesting books might be found hidden underneath the ruined facutly office building. The library itself sits underground (a precaution against magical effects seeping out) and has a variety of constructed custodians and guards.
The library is protected by a puzzle map (via Kassoon):
A six-room dungeon (or six distinct multi-room segments of a larger dungeon) with a start, four seasons, and a goal, interconnected in such a way, via teleporters, portals, or similar, that you can pass from each 'season' to each other, and back to the start, but navigating the four seasons in order alters the destination of the 'return to start' portal in the final season to instead lead to the goal area.
At the end of the library entry hall are four mirrors. One mirror shows the player in a scene from each of the four seasons. A player who touches one of the mirrors is teleported to an appropriately decorated room hidden in a small pocket dimension. There is nothing dangerous in any of the destinations unless the players leave the rooms, in which case the (seasonally appropriate) weather might not be fun. Each hidden room contains four mirrors: one of each other season and one which shows the hallway again (including the rest of the party as applicable). Anyone who progresses through all four seasons and back to their starting season (it doesn't matter which season they start in) will find that the hallway mirror has been replaced with one depicting the library itself. Progressing backwards through the seasons replaces the library mirror with the hallway mirror (exit) again.
Buang Nga Lalaki
Stats-wise, a rock gnome commoner with a dagger instead of a club.
There is a crazed gnome living in the "spring" mirror dimension.... plenty of food to survive, thankfully. Actually he quite likes it there; he's come and gone a few times, but it never occurred to him to explore more than one room at once. In any case, his wife hasn't seemed to miss him....
During the exploration, Cassianne finds and claims a dark, ramrod straight metal rod. It has a boringly weak magic aura, and draws little attention.
Discoveries at the ruined academy have brought some interest. Quentin has managed to publish a couple of manuscripts regarding both ancient writings found at the site and the effects of magical seepage observed in the area. Cassianne has come quite a long way in her casting ability and has begun to draw a small following in her own right. She's also lost some weight and seems laser focused on her work.
They have enough buy-in with the Verbobonc authorities that they've been authorized to excavate the ruined academy's sewer system and its connection to the city's lines. However, the first crew sent down to start the survey work have not returned. It's been more than a week since they were seen....
Spoiler: it's wererats.
To bring the characters back, perhaps Cassianne (as an ego-driven project) has secretly commissioned a bard to record {Character}'s history especially as related to Frame 1. Maybe the bard follows {Character}'s footsteps and begins to feel awe at their accomplishments. Eventually, the bard meets {Character} and once the hero worship is undear control, they indicate that Cassianne might like to see {Character} again.
Cassianne continues a meteoric rise in influence. Quentin seems to have peaked, but he is more than content to enjoy the spoils of his wife's fame. The party recieves an invitiation from the couple to attend the grand opening of a set of new teleportation circles linking Verbobonc and Greyhawk. Cassianne is the circles' chief architect and indeed has begun restoring the magic academy by arcane power. At the ceremony, she is honored by the Viscount with a nobility, and becomes Lady Broadbent.
Cassianne offers {Character} the opportunity to be in the new circles' inaugural travel group, along with Cassianne, the Viscount, a mage from the University of Magic Arts in Greyhawk, two Knights of the Hart, and two Greyhawk Freemen. Everything is arranged so that the group will finish the ceremony in Verbobonc by vanishing through the circle; they will then arrive in Greyhawk at the climax of that city's ceremony. The four Verbobonc representatives will then go back through the circle to complete the round trip. What could go wrong?
Well, there might be jealous wizards in Greyhawk who resent a young (female!) student's sudden massive leaps in power and influence... and are not above temporarily sabotaging the circle, just long enough to interfere with the group's return trip.
A message from Quentin makes it way through underground channels to {Character}. He begs them to return to the academy and speak to Cassianne. His wife, the letter says, has begun conducting more and more horrific rituals. She has become abusive to those around her and disturbed in her lust for power and influence. All of the Broadbent's early friends and colleagues hae left or been pushed out. One --- a young woman from Greyhawk among the first to join the Broadbents' project after the library exploration --- was even found dead. Quentin fears for his own life; he even believes that Cassianne has achieved some kind of arcane hold over the Viscount, so he dares not go to the local authorities. Her ceiling seems limitless in both corruption and magic. Someone must convince her to step back, take a break, reconsider her love... or stop her by force.
Cassianne will not part with her rod. She will not listen to reason as long as she has it. The rod will alert her to any attempt to part her from it.
The metal staff must be dealt with. It consumed Cassianne, body and soul. Can it be destroyed? Disenchanted? Hidden, or locked away?
What about the university?
What about Quentin (if he survives)?
What about Cassianne (if she does)?
Adventures in this series are not linear, and may even interleave. They represent ongoing events in Celene and the northern reach of the Pomarj empire (which used to be the city-state of Badwall).
Inspired by Grammy's Country Apple Pie.