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.

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?”

01.15.09

Danger in Deadwood

Posted in Adventures tagged , , at 6:45 am by kenderbard

Publisher: Bastion Press
Level: 2-4
Introduction: The PCs are commissioned to return the elderly paladin to his former homeland. Once the heroes have taken this task upon their shoulders, they quickly learn that not all things are as simple as they might seem. A warrior unwillingly, a hamlet unwelcoming of a change, a power hungry assassin, fiendish hordes of flesh devouring creatures, and juggernauts of wood quickly make a straightforward rescue mission something altogether different. All of this occurs within the sleepy and unimposing mountain hamlet known as Deadwood.

Daggers at Midnight

Posted in Adventures tagged , , at 6:37 am by kenderbard

Publisher: Fantasy Flight Games
Level: 3-5
Introduction: Today started just like any other day in the city. For once, it’s nice to wake up in the comfortable arms of civilization rather than in the pitch-black depths of some musty dungeon. The bustle of the crowds, the sun on your face, and the energy of the city all sotohe your nerves and help push out of your mind the terrors and dangers of your many adventurers. As you make your way down the street, a ragged urchin runs up to you, clutching a piece of parchment in one hand. “Hello there, you,” he says, pointing at a member of your party. “A man gave me four silver to deliver this to you. He said you’d give me four more on deliver.” He presses the parchment into your hand, eyeing your coin pouch as he waits expectantly for his payment. The parchment reads: “I’m surprised you’d show up around here again, Madarius. If you keep flaunting your face around town, it’s only a matter of time before Krell or Cassatta decides to smash it in. Gods, I’d have half a mind to do that myself if we didn’t make such a good team. I’m willing to forgive your last double cross if you see fit to meet me in the alley behind the Blue Ox just before sundown today.” Madarius? Cassatta? Krell?

12.11.08

Castle Zadrian

Posted in Adventures tagged , at 1:39 am by kenderbard

Publisher: AEG
Level: 4-5
Introduction: When you read the posting for this job, you knew what you were getting yourself into. “Lady of means requires the assistance of a stalwart group of adventurers willing to undertake a mission of the utmost importance. Discretion is required.” Words like that never mean that the woman in question is looking for someone to weed her garden – unless, of course, it’s full of man-eating plants. Those are the kinds of words you only post if you’re really in a bind. If it’s a matter of life and death. If you’re desperate for help and willing to pay for it through the nose. It just so happens that you’ve made yourself quite a reputation lending just that kind of aid to people in just that kind of need. And the money hasn’t hurt you any either. So when Lady Elena Zadrian tells you that her father – the near-legendary alchemist Sir Timoth Zadrian – has gone missing, well, you’re not all that surprised. Lady Elena looks up at you once again, brushing the long, blonde hair from her bright blue, tear-soaked eyes. “My father lives outside of a village only four day’s ride from here, a sleepy, little place called Cuthder,” she says. “He comes to see me every four months. He’s a forgetful, old man, but I could set a clock by his visits.” She chokes back a sob. “It’s been eight months since I saw him last. I fear something has gone horribly awry. Either briands have robbed his tiny castle, or one of his experiments may have left him dead – or worse.” The lady stares you straight in the eye, and you can almost taste her desperation. “My father is a good man, wise and noble, but if word of this disappearance were to get out, it would hurl my household into a shambles. I need you to travel to his castle and learn for me what has happened to him, quickly and quietly. Please.” She begs you, her ruby-painted lower lip beginning to quiver. “I need your help. And I’m willing to pay – handsomely.” She has your attention.

Caravan of Hope

Posted in Adventures tagged , at 1:22 am by kenderbard

Publisher: Monkey God Enterprises
Level: 3-4
Introduction: In Caravan of Hope, the adventurers set out on a mission of mercy to the Elves of the Northwood. During their travels through the Debated Lands, they will meet some of the inhabitants of this area, while discovering some of the interesting features of these lands, such as the Blood Plateau.

10.26.08

Bring Him Back Alive!

Posted in Adventures tagged , , , , at 5:58 am by kenderbard

Publisher: AEG
Level: 4-8
Introduction: It’s a warm summer evening, just about perfect. A cool breeze blusters in from the northwest, carrying the promise of the encroaching autumn with it, but at the moment it brings you a welcome relief from the heat of the day. After spending most of your summer delving into the deeps and dungeons beneath the land, you’re just happy to be able to relax in the comforts of a world in which the sun sets and rises. For what seems like the first time in ages, you’re not worried about what might be lurking just around the corner or behind the next door as you are about the terrible prospect of draining dry the local tavern’s stores. You have just finished a marvelous dinner at the Stumble Inn. (The weathered wooden sign creaking over the door depicts a booted foot tripping over a lump of gold.) The innkeeper and his wife – Carbad and Kamalda, an honest pair of retired farmers as weatherbeaten as their place’s sign – haveĀ  hauled out their very best for you. They know that you are restless to be on your way and that they aren’t bound to have the pleasure of your company for much longer. Just as you’re about to raise a taost to your deserving host, a rumpled shape staggers through the inn’s open door. You reach for your weapon, startled at the intrusion, bust before you can act, the figure crumples to the floor. The innkeeper dashes over and turns the stricken stranger onto his back. “Marcaeus!” he gasps, then looks back up at you, his face filled with dread. You rush to the fallen man’s side. He’s live, but barely so. He’s literally been beaten within an inch of his life, and his right leg is twisted at a decidedly uncomfortable angle. You roll the man over onto his back, and he groans loudly as the bones in his battered leg crunch together. His eyes flicker for a moment then open wide. His gaze, clouded by his intense pain, fixes directly on you. Just before he mercifully passes out, he reaches up and grabs you by the front of your shirt. “My son,” he whispers through his battered lips, “They’ve got my son!”

Bounty Hunters

Posted in Adventures tagged , , at 5:53 am by kenderbard

Publisher: Module Workshop
Level: 2-4
Introduction: Kiro has spotted three bounty hunters on his trail. They are closing in quickly on him. He figures his only chance is to find some protection. Like from a group of adventurers in town…

07.28.08

Blood on White Petals

Posted in Adventures tagged , , , at 3:28 am by kenderbard

Publisher: AEG
Level: 2-5
Introduction: There is a secret to every message, and a hidden truth in every riddle… Traveling along the roads outside the peaceful province of Teshida. A humble ashigaru youth runs toward you, kneeling in the muck and mud at your feet. “Please,” he says, weeping. “Please.” He holds up a scroll, sealed with the chop of the village of Caotang. On the outside, written in poor calligraphy, is the word ’samurai’. Within, there is a message. In sloped kanji, tilted and barely legible, the message reads ‘We have killed the Village Magistrate, so sorry. Town of Caotang no longer can work. Awaiting sentence of death.’ Caotang is a wealthy village. Its production of silk worms is renowned throughout all of Kikumura Province, and without the yearly tithe from teh town, many master silk-makers will have no goods for sale when the winter comes. The entire province will starve. “I will take you to Caotang,” the ashigaru youth says brokenly. “And there, you must adminster the Emperor’s justice… and destroy us all.”

07.15.08

Bad Light

Posted in Adventures tagged at 10:40 am by kenderbard

Publisher: Wizards of the Coast
Level: 4
Introduction: What’s happened to the Pearl Tower — an ancient lighthouse built to warn ships away from a treacherous reef? Ships are disappearing, and the busy part of the trading season is just about to start. Could someone have taken over the lighthouse and wrecked the ships?

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