Plots:
Most of these links are courtesy of RPGHOST.com
| Plots Netbook 1-5 |
Compiled by Phil Scadden and
Aaron Sher ~ Your scenarios and adventures needs more plots, more challenges.
You were not prepared enough for another big campaign? Get this book
right now and send your pc's into the adventure (can include non fantasy
plots). |
plots.zip |
250k |
| Plots Netbook 6 |
Compiled by Phil Scadden and Aaron Sher
~ As above, more new plots for you! (includes non fantasy plots). |
plots6.zip |
202k |
Scenerios:
| Bandits |
Bert Van de Merckt ~ In this
adventure, the (preferably good-aligned) PC's will be hired to solve
a series of attacks on the farms on the outskirts of some small farming
communities (originally set in Mistledale). It all appears pretty straightforward,
when the PC's will follow the clues provided. But what is really going
on? |
bandits.zip |
6k |
| Bend Sinister |
David Roe ~ This is a Plot Outline for
a tournament, the preface is big, click here to read it. |
sinister.zip |
7k |
| Black Pyramid Anc. Cloakers |
R.J.H.A. Broekman ~ Almost ten years ago
the wizard Knoedag accidentally discovered the existence of the pyramid.
The exact location of the pyramid however was a total mystery to him
as no human knows it. Yet Knoedag succeeded in creating a special Teleport
spell that would bring him almost exactly at the pyramid. Just to be
sure, Knoedag made a copy of this spell on a scroll so someone would
be able to come and help him if things might go wrong. Ever since the
moment Knoedag entered the pyramid he was marked to die. Because the
AnC had a little time to spare, they let Knoedag live to create some
extra defenses for their home. Now, after about ten years, the time
has come for Knoedag to die. Only a few firm heroes will have a chance
to save Knoedag from dying. |
cloakers.zip |
29k |
| Blackrock Brothers Abroad |
Keven Simmons ~ Brutal Hill giants exiled
for their stupidities. Now they wanna bash elsewhere. |
blackrock.zip |
82k |
| Bloodbane Keep |
Dru Pagliassotti ~ Strategic adventure.
The adventurers must decide how to rescue a group of kidnapped children
from a remote and well-protected castle, and what to do with them afterwards.
Suggested level 7-9, although the problems are mostly strategic. |
bloodkp.zip |
26k |
| Demon's Return |
Keven Simmons ~ In recent years, a small
following of Pestula has located the ruined temple that was once Zagaroth's
private sanctuary and is now his place of imprisonment. They believe
(correctly) that their Goddess's son lies trapped nearby, but have not
been able to uncover the way to gain entrance to his inner sanctum.
This has not stopped them from trying to free him, but so far their
efforts have been fruitless. At the same time they have been trying
to track down a copy of Kunglaren Hargrath's epic poem that details
Zagaroth's rise and fall. The first part of the poem is common knowledge,
but the second half has been lost for ages and it is this second half
that contains the riddle that reveals how to free (or destroy) Zagaroth.
Finally, the cult has heard that an ancient collection of poems transcribed
by the great bard and scribe Brader of the Dell, contains Hargrath's
poem in its entirety. They have succeeded in locating the collection
and have sent one of their members, Dara, a cleric/assassin to steal
the tome and return to the temple with it. |
demon.zip |
62k |
| Dhowin's Rest |
No synopsis available, a lot
of fighting with undeads, lycanthropes and bugbears, mostly indoors.
|
dhowin.zip |
37k |
| Disaster Within |
"Disaster Within", is an AD&D adventure
intended for six to eight dwarven player characters of levels 6-9 (about
55-60 total levels). The party should include at least one cleric, a
few strong fighter types and be of neutral or good alignment. The party
should be one that works well together. The entire adventure is set
in a vast northern mountain range, home to a remote kingdom of dwarves;
known as the "Halls of Thorlin". The adventure can take place in any
campaign world the DM desires. |
disaster.zip |
13k |
| Ecclesias' Bane 2.0 |
Keven Simmons ~ Ecclesias is, or rather
was, a reclusive wizard who lived in a large manor house set deep in
a sylvan forest. Several years ago, he noticed that the young daughter
of his cook seemed to have the potential to become a competent wizard
and so took her on as his apprentice. Since then she has advanced to
the sixth level of mastery and has proven to be quite adept at her craft.
|
ecclesia.zip |
31k |
| Façade |
Two weeks ago, a company of thugs managed
to intercept a wagon on its way to a wizard's keep, and to their surprise
and delight discovered it chock-full of magic items. Understandably,
these bandits showed no restraint in bragging about their good fortune,
and soon everyone in the area knew what had occurred. This event disturbed
the local governments the most, who had been aware of the mysterious
and regular transports to the home of this reclusive wizard, Fasahd
the Changer (Wizard Extremis), but were never emboldened enough to ask
about them. Now their worst fears had been realized, and they were certain
that this wizard was stockpiling magic weapons, with plans to arm the
humanoid tribes around his home for conquest. |
facade.zip |
44k |
| Family Secrets |
Bill Sweeny ~ Many years ago, when you
were but children growing up in the peaceful countryside north of Waterdeep,
you would spend your long summer days playing near the warm banks of
the Neverwinter River, laughing and enjoying the company of your friends
as you pretended you were powerful adventurers exploring the all the
hidden nooks and crannies along the riverside. During many of those
early summers, wealthy children from the noble families of Waterdeep
would travel up to Neverwinter to get out of the City of Splendors during
the hottest months of the year, to live with the relatives and friends
of their affluent parents. Many of these children were spoiled rotten
and you and the poorer children of Neverwinter decidedly played far
away from them. However, one of these young nobles did find her way
into your group of make-believe adventurers, a young girl named Lythis
Mhairuun who had long golden hair and a kind heart that matched her
smile. |
family.zip |
25k |
| Fire & Ice |
Bill Sweeny ~ Long ago, in
a time when the world of Faerun was much younger, men lived in gleaming
cities on the shores of great inland seas, and wizards ruled on high,
experimenting with magics unknown to men today. This was the time of
ancient Netheril, when magical carpets and flying castles filled the
skies and men still warred with elf and dwarf alike. The common people
of the land were little more than slaves to their magic-using masters,
wizards who dabbled in the search for immortality. Over centuries, the
wizards of Netheril grew powerful, mighty enough to challenge even the
gods of the heavens with the ancient secrets they had discovered. The
gods of old looked down on Netheril and the foolish pride of its rulers
and chose to curse the land in punishment for the wizards' pride. |
fireice.zip |
25k |
| Haunted Tower of Ashaf |
akdunign@csra.net ~ This is a side-adventure
for use in an existing Red Steel / Savage Coast campaign. I didn't assign
levels or numbers of characters. That's so a DM can customize this adventure
to suit a group of 1st level rookies or a group of 10th level hardened
vets. I know this adventure lacks rigid structure, but I made it that
was so a DM can do pretty much whatever he/she wants to do with it.
If you want to throw 1000 zombies in the tower or 2 dust-bunnies, go
for it! |
ashaf.zip |
5k |
| Holy Order of the Eternal |
A Glabrezu named Kh'teesh was
brought to this failing temple of Anubis by a power-hungry alcolyte
named Babel. Recognizing the potential for exploitation, Kh'teesh created
the religion of "the Eternal," fabricating a palatable history that
would prey on the greed of mortals. The alcolyte Babel was elevated
to the vaunted position of High Priest, and has met with remarkable
success spreading his "word". |
eternal.zip |
52k |
| Law vs. Chaos (3 parts) |
The Dungeon Wrecking Crew ~ The last age
of this world ended in a great battle between Law and Chaos. This battle
resulted in an land of Law, `floating' in the mists of Chaos. This land's
integrity is preserved only by the age-long dedication of one of the
lawful lords, Lord Habeas. Lord Habeas was assisted by the sword of
power, Juris Est. This sword contains the greatest powers of the other
Lords of law, and enabled Lord Habeas to resist the encroachment of
Chaos. The Lords of Chaos had not been idle during this time. They developed
a weapon capable of neutralizing Juris Est and sent it to destroy Lord
Habeas. This weapon, the Orb of Chaos, was able to invade the Castle
of Law in secrecy and kill Lord Habeas. Juris Est was enraged, and attempted
immediate vengeance! The powers of the two artifacts are almost equal,
however, and the two weapons locked into combat. Unfortunately for Law,
this left the land undefended. The forces of Chaos have begun destroying
the edges of the land, and will soon devour the Castle of Law. The Lords
of Chaos know that their weapon cannot hold out for long, so they are
sending in help. With Juris Est destroyed, the battle will be won. The
Lords of Law know only that their land is being destroyed, and are trying
to regain control of the situation. They are sending aid to the castle
to attempt to destroy the weapon of Chaos, if possible, and to help
Lord Habeas, if he is still alive. |
lc.zip |
57k |
| Lost and Found |
A kid went sneaking up in an old wizard
lab and disappeared, players must find him back. |
found.zip |
11k |
| Molcrum the Mage |
Keven Simmons ~ Many years ago, in the
duchy of Gersot, a wizard was exiled by the duke for what were documented
as "blatant acts of cruelty and evil". Exactly what these acts were
was not recorded although the peasants who farmed the Duke's lands believed
it involved demon worship. Filantis, the wizard, swore an oath that
he would return one day to take out his vengeance on the Gersot family
for the shame inflicted upon him. More than 150 years have passed since
that time and the story of Filantis has passed into local legend. There
are even some who question the truth of the story, at least that is,
until now. |
molcrum.zip |
50k |
| New Settlers in Que-Kiri |
Noam Ben-Ari ~ "Wandering between the trees
of the once amazing town of Solace, you stop every now and then to imagine
the town the way it used to be not so long ago. A green tree-city, virtually
all the homes and businesses were constructed in the massive vallenwoods
found in the valley surrounding Crystalmir Lake. Stairs rose from ground
level at important locations and a network of bridge-walks connected
the different buildings togather. The biggest building in Solace, set
upon the tallest Vallenwood, was the Inn of the Last Home, which was
a warm meeting place where one could meet friends, neighbors and out-of-town
travelers. But since the red dragons flew over Abanasinia, Solace had
been a ruin in the process of rebuilding. The town's ground is mostly
burnt-black now, as are many of the trees. The pole fence, built by
the Dragonarmy during the war, surrounds the town killing all thoughts
of happiness on sight. Many people built their new homes on the ground
instead of on the trees, probably fearing another dragon strike. Some
of the spiraling stairs are destroyed, and so are some of the bridge-walks.
The Inn of the Last Home was rebuilt, but does not appear to be part
of the tree anymore. But something else is wrong in town that is not
related to the ruin of the war. In the past few days many people complained
that their house was robbed at night and all their belongings taken.
Poverty in Solace is great enough, now that the war is over, and these
robberies only makes it worse. A few people who were robbed have left
town toward Haven, searching for a new place to call home, taking their
families along. There are about 150 families in Solace, and if more
will leave, this once gem on the face of krynn will slowly become a
ghost town. You heard a rumor that the stables master has offered a
bounty of 100gp to whoever brings the robbers to justice. Solving this
case will probably earn you a lot of gold that will help you prepare
better for your next quest, and so you decide to do a little investigation."
|
quekiri.htm |
57k |
| No Rest For the Dead |
The village is under attack by a group
of evil clerics, because: (you pick)
1. They wish to loot the village.
2. Their deity demands occasional death sacrifices.
3. (likely) They wish to build a powerful fighting force.
4. (likely) They are under the employ of an organization hostile to
the country in which Telima is.
The clerics, with the help of a small group of low-level fighters are
generating an army of undead, in order to wipe out the village before
they can summon help from their country. |
norest.zip |
24k |
If you would like to make a submition to this page, send mail to:
Niroth@hotmail.com
|