10.26.09

Dry Spell

Posted in Adventures tagged at 2:41 am by kenderbard

Publisher: WOTC
Level: 3
Introduction: The bugbear known as Relgore Himtooth is the leader
of a band of humanoid thugs that preys on travelers and
raids small farmsteads, stealing the valuables within
and occasionally murdering the occupants. The locals
have long sought a solution to this problem, but they
have found none so far. They lack the funds necessary
to draw qualified adventurers to the region, and the
problem is not severe enough for the lords who rule
this area to dedicate a superior force to its defense.2
About two months ago, Relgore and his band
attacked a coach that was traveling through the coun-
tryside, easily overwhelming the driver and passen-
ger—a noble named Nerius Bootlum. At the time of the
attack, Nerius was on his way to consult with a sage
named Elwin, who resides in a town some distance
away, about a curious magic item called the eversoaking
sponge. Leaving the two humans for dead, Relgore took
everything he found in the coach, including the  ever-
soaking sponge and a small fortune in gems that Nerius
had with him, and fled to a nearby cave that his
company uses as a hideout.
The coach driver was indeed dead, but Nerius
Bootlum had actually survived the attack. When he
regained consciousness, he slowly and painfully made
his way to a nearby Temple of Heironeous, where he
received magical curing. Angered by the unprovoked
attack, Nerius arranged to have a squad of militia
dispatched to the area where his carriage had been
waylaid. The militia tracked down Relgore’s band, and
the ensuing battle took a heavy toll on the raiders, reduc-
ing the band to about half its former size. The survivors,
including Relgore, managed to escape and lie low long
enough for their pursuers to claim a successful mission
and return to their posts within the city. Nerius, know-
ing full well that the threat to the region had not truly
been eliminated because no proof of Relgore’s death had
surfaced, placed a price of 2,000 gp on the bugbear
leader’s head, in hopes that a bounty hunter or adven-
turer would be motivated to seek him out and slay him.
Since then, Relgore has reassembled the scattered
remnants of his band, but it is far too small to use as an
instrument of vengeance against the militia and its
leader. Recently, however, the opportunity for some
malicious mischief presented itself, and Relgore seized
his chance to act. The weather has been unusually dry
this summer, and the wells in the nearby settlements
have dried up, forcing the natives to either rely on
water they have stored or bring in water from the
nearby lakes. Relgore realized that the eversoaking sponge
could soak up immense quantities of water, and that he
could reuse it after it had reached capacity simply by
squeezing a small amount of water from it. So he
decided to take his revenge against the humans by
draining the lakes that sustained them in times of
drought. Over the course of a week, Relgore eliminated
the water from three lakes in the area, reducing them to
nothing more than dry mud beds. The few local clerics
began channeling most of their magic into  create food
and water spells in an effort to keep the populace from
dying of thirst.
A few days ago, new of this situation reached Nerius
Bootlum, who quickly made the connection between
dry lakes and his stolen  eversoaking sponge. To date, he
has posted several public notices requesting assistance
with this problem.

Dimensions of Flight

Posted in Adventures tagged , , , at 2:40 am by kenderbard

Publisher: Necromancer Games
Level: 9-12
Introduction: The Maze of Zayene, Part 2, Dimensions of Flight, is the second in a four part series by award winning game designer Robert J. Kuntz. This book describes Zayene’s dimensional realms and the many new magics and monsters he has placed within these to defeat his unwary enemies. Four highly detailed magical and elemental realms are included, as is a king’s ransom in new monsters and magic! Can your players survive these torturous dimensions to achieve their escape?

Desert Sands

Posted in Adventures tagged at 2:36 am by kenderbard

Publisher: WOTC
Level: 13
Introduction: Some quest for glory and adventure. Some seek power. Different goals motivate different heroes and villains. As for Vythenus the efreeti, he seeks gold. But his quest is not his own…. Vythenus had the ill fortune to be summoned by a red dragon, who bound him to acquire 500,000 gp worth of treasure for her. To say the genie resented this mandate is to say the Elemental Plane of Fire is “a bit warm.” Obliged to serve, Vythenus takes his time gathering the wealth; he conscripted some fire giants and set up a lackluster operation in the desert, raiding and destroying caravans. And slowly, the efreeti plots his revenge

Demons and Devils

Posted in Adventures tagged , , , , at 2:29 am by kenderbard

Publisher: Necromancer Games
Level: 9-13
Introduction: There it lay, the fabled holy sword of Karith, within the onyx altar just ast he legends told. As you step over the corpses of the final guardian creatures, you shift your shield to your back. Your thoughts turn towards your triumphant return with this wondrous item of legend. but as your hand reaches for the hilt, the wizard screams. Turning, you see a gathering blackness, containing a monstrous winged figure that is blacker still. Your nostrils fill with the sulfurous vapors of the Abyss and you hear its booming voice, freezing you where you stand: FOOL! Did you believe I would let this be so EASY?

Deep Horizon

Posted in Adventures tagged at 2:25 am by kenderbard

Publisher: WOTC
Level: 13
Introduction: About 300 years ago, the desmodus (des-MOH-doos), a race of amicable humanoids who resemble monstrous bats, were locked in a genocidal war with the drow. Growing tired of the fight, the desmodus decided to play dead. Desmodu sages determined that they could
seal off their realm and simultaneously destroy the nearest drow city by rerouting a magma flow. The bold plan worked. The world thought the desmodus were extinct, killed in a final, desperate battle with the drow. Only a small colony of salamanders that traded with the desmodus for metal ores remained in contact with the hidden desmodus. And to protect their metal supply, the salamanders weren’t telling anyone. But an earthquake three months ago reopened the realm of the desmodus and sent the redirected magma flowing to the surface, causing the salamanders’ abode to cool off noticeably. This has caused great consternation among the desmodus, who have fallen into a bitter debate about the best course of action. This, in turn, has caused metal shipments to the salamanders to taper off, further enraging them. In the meantime, beholders discovered the remains of the drow city and have set about excavating for treasure. The salamanders and the beholders have agreed to wipe out the desmodus once the beholders have finished their work in the city.

Deathright

Posted in Adventures tagged , at 2:22 am by kenderbard

Publisher: WOTC
Level: 8-9
Introduction: Over three hundred years ago, the wise and beautiful Queen Simura lost her only love to a horrid disease. In a desperate attempt to restore life to her beloved Gallanos, the Queen turned to necromancy, and became seduced by the evil power of a mystical tome; the Darklight Codex. Constructing a gigantic maze beneath her palace, the Queen began to gather followers, as the dead throughout the land began to rise. Suddenly, a fanatical group of warrior-priests attacked the palace, and succeeded in sealing the Queen and her followers within their own stronghold. As time passed, the city crumbled, and to most people the story of the Queen is now only a legend. Now terror grips the land – children are being kidnapped, plague is spreading, and the dead are rising again. And deep beneath the palace ruins, in the heart of the maze, the Queen begins to awaken from her long sleep, her power even greater than before.

04.06.09

Dead Man’s Cove

Posted in Adventures tagged , , at 3:29 am by kenderbard

Publisher: Fantasy Flight Games
Level: 4-6
Introduction: Cutthroats and cannons! Many a merchant has made his fortune sailing the high seas, transporting goods from one port to another, trading things that are needed for the one thing he needs: gold. One such man is the powerful sea-trade merchant Baldrick Mornstar, master of a fleet of cargo-laden ships. When the shipping lanes Mornstar depends on become infested with human sharks, the well-heeled merchant casts about for some brave souls to take care of the problem – permanently. After numerous attempts by hired scoundrels to deal with the pirates on their own watery tuf fail miserably, Baldrick decides that the best way to end the problem is to catch the blackguards offguard, hitting them where they’re sure to expect it least: at their land base. Like the town crier Mornstar hired shouts, this is a job for stalwart adventurers, for competent adventurers, but mostly for adventurers who aren’t afraid to use their heads. After all, when you’re dealing with scurvy dogs like these, it’s use ‘em or lose ‘em.

Dawn of the Serpent

Posted in Adventures tagged , , at 3:26 am by kenderbard

Publisher: Fantasy Flight Games
Level: 5-7
Introduction: Night has fallen and the darkness presses in like walls as you ride along the forest road. The thin sliver of moon above does little to dispel the gloom. A chilling wind gently stirs the leaves and the crisp air stings your exposed flesh. your breath hangs in the air, forming small halos around your heads. Rounding a bend you see the cheerful glow of a campfire about a hundred yards ahead. You can make out the silhouettes of three figures standing around the welcoming fire. Eager to warm yourselves and perhaps share some camaraderie with fellow travelers you urge your steeds on. As you approach, a feeling of uneasyness settles in the pit of your stomachs. The forest around you is ominously still. An oppressive silence fills the void… as if the entire forest is holding its breath expectantly. Upon closer inspection the figures surrounding the campfire appear to be extremely life-like stone statues, their faces frozen masks of fear and surprise. Examining the campsite, you notice a pair of deep, parallel grooves in teh loamy soil leading into the brush to the north as if something heavy has been dragged away…

Darwell’s Tower

Posted in Adventures tagged , at 3:16 am by kenderbard

Publisher: Fantasy Flight Games
Level: 3-4
Introduction: Darwell Umbruskor has long been known around town as an eccentric but ultimately harmless old sage. From what you’ve heard, he keeps odd hours, rarely speaks a word to anyone, and lets no one enter his tower save for a few servants. Though quiet and somewhat mysterious, Darwell has done nothing to arous undue suspicion. Sir Jeffers, a crusading warrior who just made your acquaintence, claims otherwise. According to evidence he recently came across, Darwell Umbruskor is both a necromancer and a dedicated priest of an evil power. “Don’t let Darwell’s appearances fool you, as they almost did us. he may seem like just another fat old academic spending his days with his books and research, but I have learned that he has recently come into possession of an artifact of evil. Darwell’s out of town and shouldn’t return for two more weeks. We believe he’s meeting with a few of his fellow servants of evil to hatch some diabolical plan involving the artifact. Someone of your talents and resourcefulness shouldn’t have any problem getting into his place and making it back out with the item we’re after. It’s a gray, glass sphere that seems to be filled with swirling mists. Don’t touch it, just slide this bag over it and carry it out of to us. We can’t have the town guard involved in this. Darwell’s padded the coffers of the town watchmen, and they’ve agreed to keep a close eye on his place. They’re watching Darwell’s tower like hawks, and fighting them will only get you thrown in jail. If they confiscate the orb after you’ve taken it, Darwell will have no troubles pulling some strings and using some bribes to get it back. We need your help. Stealth is far from our forte, but with the town guards keeping an eye on the tower, that’s what we need. Can you help?”

Darkwoods’ Secret

Posted in Adventures at 3:04 am by kenderbard

Publisher: Fantasy Flight Games
Level: 5-7
Introduction: The summer squall has passed you by overnight, and you awake to the dull purples of a clearing sky and rising sun. Cool mist brushes past your face as you gather your things and prepare to break camp. Pressing on, you soon find that the plains are coming to an end: a distant range of mountains has risen over the horizon, and the tall grasses soon give way to scrub, and the scrub then gives way to ancient oaks. As you pass beneath the first green leaves, the last of the clouds have been burnt away and a bright sun stands starkly against a clear sky of blue. Your feet seem light upon teh earth, and friendly banter soon erupts. Then, as quickly as the stars had seemed to align themselves in your favor, the moment is shattered: an arrow, straight and true, lodges itself in teh dust at your feet. Instantly, you are aware of the figures all about you – figures slim and fair, with slanted features and tapered ears. “Welcome to the Forest of Athan.”

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