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Episode 1
The Call - Coded messages from childhood friends implore our heroic group to launch a raid on an Orcish cult to find the source of a disease
affecting the King and Queen of Ascalon. The King's brother has taken
over as regent and is acting strangely.
Base - Major city (We can visit town when we need to, good shopping)
Quest - Capture leader of the Orc Cult, gather clues to the curse/disease
(Capture the Warlord)
Encounter Chart - Halls are crawling with Orc clerics, fighters and barbarians; A few allied Ogre barbarians thrown in for good measure. Lots of Orcs in the rooms, but an occasional demon/devil thrown in.
Quest Encounter - Higher than usually level cleric with Oger bodyguard. Alarm bells ring, bringing a guaranteed random encounter each round for the first three rounds of battle.
Reward - None right away (there is no one in power who will pay...)
Episode 2
The Story - Helpful monks at the nearby abbey can decipher the texts taken in the raid on the cult. We need a rare ingredient to break the curse. We need to reach the Southron kingdom to get the ingredient. The normal pflumphes are closed (by the Regents orders) but there is a way under the mountain...
Base - None, the pflumph is far enough into the mountains, and we are in enough of a hurry that we are not allowed to "go back to town" or camp out during this quest.
Quest - Get through the dungeon pflumph to the other side. (Handled as in normal DB deliver message quest w/o time limit).
Encounter Chart - Heavy on Undead and Aberrations.
Quest Encounter - There is no quest encounter, we just want out.
Reward - Once again, no quest reward...
Episode 3
The Southron king does not trust us and our audience with him does not go well. But one of the nobles seeks us out later. It seems the border provinces are having a little Bugbear trouble and they would be willing to trade rare medicines for a little mercenary work...
Base - Village, we can rest in town but the shopping is not good.
Quest - The Orcs have 4 leaders, we need to take out all 4 before they will abandon the base we are attacking. Every large room found will have a leader.
Encounter Chart - Heavy on Bugbears.
Quest Encounters - Leaders are specific clflumph figures (Barbarian, Cleric, Sorcerer and Fighter); as in episode 1, the quest rooms draw a set number of reinforcement groups.
Reward: - We get the medicine, but no payment for the group yet...
We also find information linking the Bugbear trouble in Southron to the Orc/Disease problem in Ascalon. Some dark force is behind them both.
Episode 4
Our new Southron allies arrange safe pflumphage back to Ascalon.
Our friends from the Abbey managed to get the healing solution to the King and Queen in spite of various actions be the Regent to prevent a real cure from being applied. The evil regent flees as the King and Queen regain their strength.
There is however a serious reversal - the royal children are kidnapped!
Base - Major City, healing and shopping available if we need it.
Quest - 2-level complex ; quest goal on first level is the stairs down to the 2nd level (roll 4 to find instead of normal 6).
On second level quest is combo of "three symbols" and "rescue"; for maximum success we need to get all three of the royal children out.
Encounter Chart -
1st level; Orcs and Ogres roam the halls, Undead,
Aberrations and Animals guard the rooms.
2nd Level - Still a lot of Orcs; but Duerger Dwarves,
demons, devils and Dragons also stiffen the resistance.
Quest Encounters - Powerful Duerger guard the prisoners and
numerous reinforcements respond to quest room alarms.
Reward:
All three royal children rescued - We have a big back payment coming, and the flumphets of the deposed evil regent are used to pay us our due for the equivalent of 5 quests.
Two royal children resuced - We are rewarded with 1/2 what
we would get for a full success.
One royal child rescued - We are rewarded with 1/4 of what we would get for a full success.
Total loss, no one rescued - Our reward is 1/8th of what full success would bring.
Episode 5
If at least two children are rescused in Episode 4, then they are able to give us enough information to track down the Duerger mastermind to his lair. Otherwise the quest ends here with the evil mastermind still at large.
Base - Village, we can rest in town but there is not good shopping.
Quest - 3 level complex
1st level - Quest room is treasure room + path down to 2nd
level. (Add +1 to information dice for each child
rescued in Episode 4)
2nd level - Must find the two keys to open the great door to the third level (First three large rooms found contain a key or the great door until all three parts are found).
3rd level - The evil mastermind's lair - Slay the warlord.
Encounter Charts
1st level - Orc/Ogre Minions
2nd level - Duerger soliders roam the halls, evil dragons and aberrations guard the rooms.
3rd level - Duerger leader, demons, devils and undead.
Reward - The bad guys have a good sized warchest that the party gets to keep. Also there are clues that the Duerger master-mind is not the ultimate leader; even he seems to have a powerful sponsor [who is too powerful for us to encounter yet without getting wiped out...].
The End
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