Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts

Thursday, April 14, 2011

ADVENTURE WRITING

With a twist.

Going over the adventure ideas for my next adventure I came across this one:

A psion believes that a PC is his long lost brother.

For an added twist, what if the psion believes the PC to be her long lost betrothed?  Devious. I was reading Bruce Cordell's Hyperconscious, and it got even more devious. Hyperconscious is overlooked.  It is a treasure trove containing new powers and new beasts for 3.5/Pathfinder.

So, what if a psion believes that a PC is her long lost betrothed?  Then what happens.  That's when the magic happens.  Add in pursuers and hunters -- with id beasts -- and you have a recipe for an adventure of exciting-ness.  Add water, mix, and bake and you get a nice tasting but different cake.

Since the Player's Handbook 3 is not referenced in the new SRD, there won't be an *official* 4th Edition version of this Adventure.  Stupid wizards, keeping 4th ed psions to themselves. :p  But it's going to be a bumpy ride.

Sunday, February 20, 2011

Be Thou an Example

It seems I'm kicking against the pricks.  So lets put my ideas into action.  I'm currently writing an adventure that should seem to be a good adventure by all accounts.  It's theme is transporting the PCs from our world to another.

I'm working out licensing in my head with the Trademarked logo (It's a trademark protected by Trademark Law ~ some people are against trademark law and some people on Kill Copyright support them because of the Advertising value a trademark brings - I'm split right down the middle: I worked out a compromise.  I'll license the trademark until strong evidence comes up where a Trademark actually Hurts advertising than it helps); and copyhearting the whole adventure (except that which is under the OGL).  The world is one that would be truly owned by everyone.  The Audience again will be the distribution point.

 Artists before the invention of the Guild of Stationers relied on their audience  to distribute their work, and many famous artists would copy each other (Beethoven, Motzart, Brahms, and Handel for a few).  In fact, the whole point of letting people copy is because it adds value to the work.

So in effect, I'm Rebelling.

Tuesday, May 25, 2010

NPC Spotlight: Madame Bovary

NPC Spotlight from my Adventure: The Crystal Shard.  Today, I present Madame Bovary; a Warlock using the World of Warcraft RPG's class -- Warlock (technically, she'd be a witch).  In World of Warcraft, Gul'dan created the Warlocks; magic users which used demonic magic.  The modern warlock, however, seeks to control the demons and the power they use.  In my World, the Warlocks are basically the same; but they were given their secrets by Dragons rather than powerful demons from the Burning Legion (thus no Draenei). 

MADAM BOVARY

Key Info: Madam Bovary is the village warlock, one of the warlocks that completely disserted the Warlocks of Calais when they were battling the demons of Gehenna, the Land of Shadows.  She was only twenty-two back then, she’s forty years old now.  She left the group because she became disenchanted with the Warlocks of Calais and their thirst for power.  But she still trafficks with fiends.

Background: Madame Bovary is from the Warlocks of Calais.  Her real name is Marcelle Davereaux of Calais.  She was kidnapped from her parents by Corinne Davereaux and raised to be a warlock from then on.  She was indoctrinated in the knowledge of Demonology but was brought up without religion or spirituality.  At the age of sixteen, she completed her apprenticeship and learned how to bind an imp to her will.  Currently, she can bind a Shadow Demon, and a succubus bound to her will as well.  She gave up her Occitanian name and is known as Madam Bovary when she disserted.

Appearance: At first glance, Madam Bovary looks very good for a forty year old.  In fact, she still looks like she is eighteen.  Closer inspection means that she hides horns on her head and she smells faintly of sulphur.  If one is more observant, they might see the end of her barbed tail.  The tell tale marks of a Tiefling.  Her body is timeless, though.  She will never outwardly show any signs of age.

Roleplaying Notes: Madam Bovary makes a good link to the past.  She can also train Warlock PCs, but willingly she trains them.  She doesn’t kidnap children just to train them, as she had been.  She hasn’t had children, this is simply because she doesn’t want children.  She is also single.  She isn’t unpleasant to be around, but bringing up what happened eighteen years ago causes her noticeable pain.  However, the other villagers respect her even though she keeps to herself and hangs around the village graveyard outside the Church because people avoid the graveyard.  She has full knowledge of the Dark Arts (Warlock magic) and defense against such magic.  She teaches these to children who are willing to learn.

Madam Bovary, 9th Level Tiefling Warlock
NE(N) Medium Outsider (native)

Init +0; Senses Darkvision 60 ft.; Perception +2

Defense: AC 10, Touch 10, Flatfooted 10; Hp: 34 (9d4+9); Fort +4, Ref +3, Will +7; Resist Cold 5, Electricity 5, Fire 5

Offense: Speed 30 ft.; Melee dagger +5 (1d4+1/19-20); Ranged light crossbow +4 (1d8/19-20); Special Attacks: Spells; Spell Like Abilities (CL 9th) 1/day – Darkness; Fel Companion, Summoner, Enslave Outsider

Warlock Spells known (CL 9th, Spellcasting: +9):
5th level: Curse of Asmodeus* (DC 35), Dismissal (DC 36), Hold Monster (DC 39), Drain Lifeforce** (DC 39), Drain Soul Energy** (DC 39)
4th Level: Charm Monster (DC 34), Curse of Nortorgo* (DC 32), Detect Scrying (DC 35), Dimensional Door (DC 34), Stoneskin (DC 36)
3rd Level: Fabricate Flamestone* (DC 31), Fiendish Skin** (DC 30), Shadow Bolt* (DC 30), Summon Monster III (DC 33), Tap Own Life* (DC 32), Water Breathing (DC 31)
2nd Level: Curse of Antaeus* (DC 26), Dispel Magic (DC 30), Hold Person (DC 26), Inflict Lesser Searing Pain* (DC 25), Major Image (DC 31), Summon Monster II (DC 28), Summon Swarm (DC 27)
1st Level: Decay (DC 20), Lesser Fiendish Skin** (DC 22), Lesser Immolate* (DC 20), Lesser Shadow Bolt** (DC 21), Magic Weapon (DC 22), Mount (DC 22), Protection from Good (DC 21), Summon Monster I (DC 23), True Strike (DC 22), Unseen Servant (DC 21)
0 level – Acid Splash, Arcane Mark, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Resistance, Sense Demons (DC 10)

Statistics

Abilities: Str 9, Con 13, Dex 11, Int 17, Wis 13, Cha 17
Skills: Craft (Alchemy) +16, Diplomacy +16, Knowledge (Arcana) +16, Knowledge (Planes) +16, Swim +9
Feats: Augment Summoning, Extend Spell, Scribe Scroll, Magical Blood, Spell Penetration, Enlarge Spell
Combat Gear: Wand of Shadow Bolt (3 charges), +1 dagger
Non Combat Gear: Normal clothes, manacles of pain, 200 gp.

Special Abilities:
Fel Companion (Ex): At 1st level, the warlock gains a fel companion. The warlock can summon the fel companion and dismiss it at any time so that he may summon a new one. The fel companion must be an evil outsider with a number of Hit Dice equal to or less than the warlock’s arcanist path level (to a maximum of 10 HD).
Should the fel companion die while in service to the warlock, the warlock must attempt a DC 15 Fortitude save, at +1 DC for each HD of the companion. If the saving throw fails, the warlock loses 400 XP per warlock level; success reduces the loss to half of that amount. In addition, the warlock must make a DC 15 Will save or take 1d6 points of Stamina damage as the companion’s sudden loss tears away part of the warlock’s life force.
A warlock can obtain another fel companion by performing a ceremony of summoning. Doing so takes 24 hours and uses up magical materials that cost 100 gp per HD of the creature summoned. The creature serves as a willing companion and servant. Dismissing a fel companion is a free action, and a dismissed creature immediately returns to its plane of origin.

Summoner (Ex): The warlock receives the Augment Summoning feat for free. At 6th level, all conjuration (summoning) spells cast by the warlock have their durations doubled, as if the Extend Spell feat is applied to them. The level of an augmented conjuration (summoning) spell does not change; this ability stacks with the effect of the Extend Spell feat, which does the spell’s level (see Chapter 6: Feats).

Enslave Outsider (Su): A warlock is adept at convincing outsiders to do his bidding. When a warlock casts lesser planar binding, planar binding, or greater planar binding, he can add his ranks in any one relevant Knowledge skill (the planes) or in Spellcraft, whichever is higher, to the caster level check or the Charisma check made to keep the outsider trapped.

Feat Notes:
Madame Bovary uses the Dynamic Spellcasting System from Advanced D20 Magic (which does contain math!).  The following feats and a new feat -- Magical Blood -- are changed or introduced in the Dynamic Spellcasting System.

Augment Summoning: The character can summon more potent creatures with his or her spells.  No basic change.

Extend Spell: The character can cast spells that last longer than normal.  An extended spell lasts twice as long.  A spell with a duration of concentration, instaneous, or permanent cannot be extended. an Extended Spell has its DC increased by +4.

Magical Blood:  The character has magical blood and spellcasting comes readily. He or she gains a +2 bonus to Fortitude Saves against drain and control checks.  If Dynamic Spellcasting isn't used or Ad20M is unavailable, use Combat Casting instead. 

Spell Notes:  Some spells are from the World of Warcraft RPG and More Magic and Mayhem.  Some spell names have been changed to protect the Innocent.


** Denotes a spell from the World of Warcraft RPG: Drain Lifeforce is Drain Life, Drain Soul Energy is Drain Soul; Fiendish Skin and Lesser Fiendish Skin is Demon Skin.


* Denotes a spell from More Magic and Mayhem: Curse of Asmodeus is Curse of Shadow, Curse of Nortorgo is Curse of TonguesCurse of Antaeus is Curse of Recklessness, Fabricate Flamestone is Create Firestone, Tap Own Life is Life Tap (which is simple to change); and Inflict Lesser Searing Pain is Lesser Searing Pain.  Shadow Bolt and Immolate has not been changed for a couple of reasons: Shadow Bolt is the name of a spell in Relics and Rituals, and there is not a good synonym for Immolate.


Dungeons and Dragons 4th Edition Conversion Notes: As you now know, the 4th Edition Warlock is different from the Warlock of WoW.  The WoW Warlock has a lot more flavor and is more in line with the Warlocks and Witches of History and Myth rather than the D&D Warlock.  The Warlock from WoW specializes in Demonology, Curses, and spells of a Destructive nature.  Converting the class would mean creating a new Wizard class.  Here are a few notes I came up with to guide you:

Shadow Bolt, Immolate, and Corruption become at will spells.  Shadow Bolt is similar to magic missile, while Immolate is similar to burning hands.  Corruption is a spell that deals 1d4 fel damage per around.  These spells are bread and butter spells.


All curses are per encounter.


Most of the Special Abilities of the Warlock become daily powers: Fel Companion and Enslave Outsider especially.  Best I can tell you is to play a Warlock in WoW or buy the WoW RPG and More Magic and Mayhem in order to convert the class more faithfully.




Licensing Notes: The picture is from the Elmore Character Clip Art and Color Customizing Studio.  And was used in accordance to the license provided by Larry Elmore.  The magic system is from Advanced d20 Magic, and the base Game System is based on Pathfinder (D&D 3.75).  Authors of Advanced d20 Magic are David and Michelle Lyons.  Authors of Pathfinder are the Pathfinder team at Paizo Publishing.  World of Warcraft and More Magic and Mayhem are copyright Blizzard Entertainment.

Tuesday, September 15, 2009

Fleshing out a Scenario, pt 3

At last, we can put an outline together on our scenario. Outlines are pretty important, since they give you a basic idea of how an adventure is put together. We are going to use a Step Outline for our adventure: it's a good way of outlining our adventure using the Premise, Twist, Climax formula for our adventure (all adventures have four acts, by the way).

Adventurers of Atlantis

Premise: There has been a rash of kidnappings of young women of late. Something the PCs scoff of until one of their girlfriends disappear.

Scene 1: the PCs have been hanging out at their apartment (or University Student Common building, if you are in the U.S.) and learn that there are a rash of kidnappings of young women (18-24 years of age) in their city.

Scene 2: Girlfriend shows up and tells a wierd story of how she went to a strange man's apartment and exposed herself and served him.

Scene 3: Girlfriend disappears. Investigating shows that a weird little man has been hanging around campus (or near the places of disappearance).

The Twist: A strange old man is found by the PCs, who is actually an Atlantean Theorist. The PCs chase the wierd little man, only to enter a dimensional rift through space time and end up in the city of Atlantis.

Scene 4: the PCs find the weird little man and they chase him until he reaches a bridge and he seemingly jumps off. If the PCs jump after him, they fall through a hole in Space/Time, landing in the City of Atlantis.

Scene 5: Exploring Atlantis, they find a society that is highly advanced with many pyramids around. However, they are dressed strangely, and they've been attracting a lot of attention lately.

Scene 6: One of the PCs find their girlfriend on a slave auction block, stripped nude and exposed to a lot of people. If the PCs do anything to try and save their friend, they are taken into custody for disturbing the peace.

The Climax: The PCs are told that a group of Lemurians are attacking Atlantean interests in Magan (modern day Kenya). The PCs battle it out with the Lemurians in Maganese lands.

Scene 7: For all their strangeness, the PCs are eventually released from Custody and will have all charges dropped against them if they will do something for Atlantis. Basically, stop the Lemurians from harming Atlantean interests in Magan (modern day Kenya).

Scene 8: The PCs are sent in an Atlantean jet aircraft (if the GM wants to be more fantastic, he can change it to a flying chariot or something like that). They then are teleported to the Magan coast where they meet the Lemurians.

Scene 9: the first meeting with the Lemurians did not go well, and it results in a fight. The Lemurians either slip away or defeat the PCs (and lets them live) while they continue their objective, the Maganese Uranium Depot.

Scene 10: the PCs meet the Lemurians at the Uranium Depot and they battle it out royally.

The Closing: The PCs return home, and one of the PCs is given the feeling that the Atlanteans might call upon them again.

Scene 11: After defeating the Lemurians, and gaining an enemy, the PCs return to Atlantis silently hailed as heroes. They proved themselves to the Atlantean government and are allowed to go home. Any PC who wishes to purchase their lost girl friend may do so to save her from a life of slavery.

Scene 12: After going through a hole in Space/Time again back to the modern day, the PCs return to their modern lives. Although, give the wisest a chance to sense that the Atlanteans are not through with them.


There you go, a step outline for our adventure. The adventure is completely outlined, so you can run it. Remember, not every adventure will go as planned. The first rule of playing a Roleplaying Game if you are the DM running an outlined adventure is to expect the unexpected (players do strange things like mess everything up in a planned adventure).

Monday, September 14, 2009

Fleshing out a Scenario, pt 2

Now we have everything externally, now we have to provide what is going on in the fight scenes. A fight scene should be dramatic and fun. So we need to make sure we prop the two scenes with fun and profit.

The first fight scene introduces the Lemurians, which are a competitor nation against Atlantis (sort of like USA vs. Russia during the Cold War). The scene also reveals the Lemurians' motive for being in Magan (ancient Kenya), an Uranium depot built by the Magans. So lets list what is what in our first fight scene.

- Rumble in the African Coastal village -

Lemurian inorganics: 2 per player character level (AI controlled mecha, 4 hit points; they blow up easily)
Indumat (named Lemurian leader)
Gandira (Lemurian Sorcerer)

Set Pieces
These are the fun stuff that the enemy and the heroes interact with.

The coastal village with the fight scene takes place in a fisherman's market.

Fisherman's Stall
  • There is a lot of fish. Not much work against inorganic robots, but a mullet is better than nothing. Some of them are even still alive!
  • There are knives for cleaning and gutting fish
  • Fishing poles
  • A fisherman's net can be used on Lemurian inorganics.

Fruit Cart
  • Bananas are everywhere, so are a lot of exotic African fruits.
  • Fruits can be tipped over, causing everything to be slimy and slippery.
  • Horned melons can be used to bash people.
  • Durian fruit is imported from Khmer lands (modern day Cambodia), and is a disgustingly stinky fruit. The enemy could rub it into the PCs' faces.
  • There are ropes, knives, and machetes that can be used as found weapons.

Chicken Stall
  • Chickens must get loose!
  • The cages can be used to bash inorganics and heroes alike.

- Uranium Depot -

The Uranium Depot has refined Uranium-235 bars. The Uranium was refined by the Maganese government for use in a Nuclear Power facility. The bars are highly radioactive and are kept in lead-lined containers. The Uranium is very heavy to lift due to its density (92 protons and 92 electrons, along with a mess of neutrons -- not to mention the alpha and beta particles -- and gamma rays -- it outputs).

Unnamed inorganics
Indumat
Gandira

This is the big fight scene. The inorganics are being used to handle the Uranium as the Lemurians are preparing to ship it away. If, during the fight, one of the containers is open, radiation spills into the area. Radiation kills PCs quickly, so every round take the PCs take a hit to hit points, strength, and constitution. Radiation sickness is -3 Con intially, plus -3 Con secondary damage.

A psychokinetic, particle, or magic force field can contain the Radiation.

Next: tying it all together.

Sunday, September 13, 2009

Fleshing out a Scenario

in part 2 of our series on fleshing out scenarios, we will deal with the Atlantis Scenario: Adventurers of Atlantis.

Adventurers of Atlantis

Premise: There has been a rash of kidnappings of young women of late. Something the PCs scoff of until one of their girlfriends disappear.
The Twist: A strange old man is found by the PCs, who is actually an Atlantean Theorist. The PCs chase the wierd little man, only to enter a dimensional rift through space time and end up in the city of Atlantis.
The Climax: The PCs are told that a group of Lemurians are attacking Atlantean interests in Magan (modern day Kenya). The PCs battle it out with the Lemurians in Maganese lands.
The Closing: The PCs return home, and one of the PCs is given the feeling that the Atlanteans might call upon them again.

With these barebones, you have everything you need to make an interesting scenario. Now lets fill in the missing holes. There are a couple of sets:

1. The PC's Apartment
2. An alleyway
3. The City of Atlantis itself.
4. The African Coast.
5. The Kenyan countryside (where our battle takes place).

There are a couple of named NPCs.
1. Agathon (Atlantean Physics Theorist -- can also be a sorcerer)
2. Praxiteles (Atlantean governor who asks the PCs to counter the Lemurians)
3. Indumat (Lemurian commander)
4. Gandira (Lemurian sorcerer -- may be a reoccuring vile villain)

And there are mooks:
Lemurian mooks (which can be anything from Lemurian troops to inorganic machines).

Since this begins all the action, a romantic foil (a femme fatale or something else that foils the PCs) is intentionally left out. This adventure is meant to introduce the PCs to the world of Atlantis. So, we have our beginning and our end.

There are two fight scenes: the scenes introduce the Lemurians and help move the action. We need to establish why the Lemurians are attacking Atlantean interests in Mythical Kenya. Perhaps there is a gene laboratory in ancient Kenya that the Lemurians need something from.
Perhaps there is a store of Uranium that the Lemurians need for power generation.

Let us use the second, there is a store of Uranium in ancient Kenya that they need.

The first fight happens in Ophir where the PCs find out that the Lemurians are looking for an Uranium Depot, and the second fight happens around the Uranium depot itself. You just need some set pieces. Which I will reveal next time.