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Results for tag: Adventure
Posted by:
Tutik
on Sep 13, 2009 at 07:34:52 AM
"Искусство Ради Искусства" – это приключение для четырех игроков 7го уровня. Действия проходят на Корусканте в эру Восхода Империи. Мастеру Игры понадобится Revised Core Rulebook и Coruscant and the Core Worlds тоже может оказаться полезным. Перед тем как начать, вы, возможно, захотите посмотреть правила движения и маневрирования аирспидера на странице 217 Revised Core Rulebook.
Posted by:
SimpleCadence
on Sep 9, 2009 at 01:33:43 PM
This combat encounter is meant for 1st lvl PCs and can be used as intended in the adventure or as a stand-alone encounter in your campaign. Statistics for a few new monsters as well as an encounter map are included. Picking up where we left off: "Just as the crew of the lead boat starts to get out and your ship approaches the dock, you see the crane arm swing towards the other ship. The loading hook impacts the side of the vessel, capsizing it and sending its occupants into the sea. From the other end of the dock you hear a ragged cheer go up and glimpse a mass of shadowy figures behind a makeshift blockade. Your boat glides next to the dock, and you jump out ready for action!" Setup: A mob of disgruntled workers, led by a halfling man named Crayne Roga, have siezed control of the dock ...
Posted by:
GhoulKing
on Sep 9, 2009 at 09:46:45 AM
If things turn out well, I might cobble together a layout and make the resulting adventure available for free to patrons or KQ subscribers. I've got about three weeks to write this adventure; 6 encounters. If you'd like to vote on the topic, the poll is open this week, and if you'd like to write a bit of it, drop me a line. I need some pregen characters with big roleplaying potential. I'll post my guest of honor schedule for Pure Speculation next week. Edmonton here I come! ...
Posted by:
GhoulKing
on Sep 8, 2009 at 07:56:26 PM
What gamers want is usually cooler. I've discovered something that is, perhaps, not all that surprising: if you ASK a hundred or a thousand gamers what they want, they'll tell you. Not every company is smart enough to listen, but those that do tend to find great success. In a perhaps related event, Open Design recently won 4 ENnie awards and the Diana Jones Award for Excellence in Gaming, with nods for Arabian Nights to city campaigns to the Empire of the Ghouls. Almost all of its work has been in 3.5 D&D. I think it's time for that to ...
Posted by:
SimpleCadence
on Sep 8, 2009 at 10:40:13 AM
The PCs go under cover as guards at the cursed construction site seeking information about the Count's untimely end. Overview: The PCs arrive for work at the docks and find a union meeting going on. After bluffing their way past the foreman, they set out for the island on boats in the early morning moonlight. Introduction Read the following as the PCs get to the docks. "As you near the docks you can make out ragged figures huddling around a set of longboats. Stacks of crates and lumber are being ferried into the boats by a warforged and a hulking bugbear shuffling under a single, flickering lantern. Among the waiting figures you can make out a voice, speaking in hushed tones in the twilight. '. . .pay you a livable wage, and guarantee some kind of safety for you down in that pit! Maybe ...
Posted by:
SimpleCadence
on Sep 8, 2009 at 09:57:09 AM
After 6 posts we're finally ready to move beyond the first scene and to the first encounter. We have only to make sure that are players are ready to move on as well. After receiving the file and (perhaps) asking around for what information they can find, the PCs are confronted with their first choice of the adventure: what to do next. The obvious choice is to wait until the next morning to show up at "work" under cover. There are, however, a few other choices for over-achieving players who may want to do a bit of digging before that happens. First, players might decide to check the crime scene. Unfortunately for them, the scene is on a man-made island in the middle of the harbour and no boats are willing to take them out there. If they ask around the docks, feel free to give them any of ...
Posted by:
SimpleCadence
on Sep 6, 2009 at 09:18:42 PM
This post was going to be a list of the accidents at the construction site, but I decided that it would be more of a distraction than a clue. After all, the information it contained was either redundant (the Inquisitive article already mentions the high rate of accidents) or unnecessarily detailed. So I decided that this particular clue was unnecessary clutter in the players thoughts and dispensed with it. This brings me an important consideration: D&D mystery adventure design. Crime mysteries are a popular genre, but it's important to recognize the differences between a D&D story and a novel or movie if we're going to make a playable adventure. In real life, evidence is carefully gathered and assembled such that only one suspect could possibly be responsible for the crime. In crime-solving ...
Posted by:
ColonelPanic
on Sep 6, 2009 at 03:52:48 PM
Hello group, The new intermission adventure, There and back again? have just been posted at 4eyes.code66.se/.
Posted by:
SimpleCadence
on Sep 5, 2009 at 01:11:44 PM
The second handout in Erin's file, this is the preliminary City Watch report on the scene where the Count was discovered dead. Coroner's Report, Inquisitive Kara d'Medani Case #A005909375 August 5, 997 YK New Harbor Construction Site, Caisson Airlock Subject M-HU, 47 yo; 198 lbs. 5'9" (Count Tyr Jarod) Body examined on site, approx. 1730 in the afternoon and 90 minutes after its discovery. Disposition of the body and scuffle marks indicate that first aid was attempted, but scene was undisturbed thereafter. Body was discovered in a sealed airlock approx. 1 minute after entry by a surface crew consisting of Crayne Roga (M-HF), Sten (WF), and Jund Rothbridge (M-DW). A pit crew consisting of Jimmy O'Brian (M-HU), Tobias Liefrey (M-HU), Rozi House Kidzan (F-HG) and Brat (F-GB). Interviews attached. ...
Posted by:
SimpleCadence
on Sep 5, 2009 at 08:19:22 AM
Handouts are good! Erin's file contains the first clues the players get. Clues in an RPG mystery must strike a delicate balance between so much information that it is overwhelming, and so little that the players don't know where to start. The clues must be vague enough to support multiple interpretations without being so full of red herrings that there is no way to find out what happened. It's a balancing act I'll start with these files, and continue throughout the adventure to the best of my ability. Any comments and suggestions about improving them to be more sensible without giving everything away is certainly appreciated. First Handout: The Sharn Inquisitive front page story about the death of Count Jarod. Nobleman found Dead Alone in Locked Room, Foul Play or Ancient Curse? Wealthy ... |
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