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Adventure Snippet - Glowing Eyes

((posted from the blogger app on my phone so not the greatest.))

Trying to force myself out of my over a year long funk.  I don't expect this one to be my highest quality adventure but, as they say, baby steps.  I expect the full version to be up on patron early next week and public release (if my remaining patrons are good with it) after Thanksgiving.

Background

For the last several weeks the small hamlet of Rowen has been griped in the embrace of a terror it can neither see or hear.  Every night since the Crossings Moon shone red in the winter sky a child of the hamlet has gone missing.  Most recently the twin daughters of the hamlet’s fishmonger, a dwarf named Gwrown Saltheft, have gone missing.  Like the other children no signs of the girls were found and searches into the nearby hills and through the old grave yard to the south of the hamlet have come up short.

Full of anguish for the loss of his daughters, Gwrown, calls in favors owed to him by both the dwarves of the Quiet Hills and the leaders of the Merchant town of Rappen.  For a full forgiveness of debts owed to Gwrown the leaders of the two settlements most find the fishmonger’s daughters or – barring rescue – avenge their deaths and bring him something to remember the girls by.

Possible Hooks

The Tavern Courier – The Leaders of Rappen are very keen on getting their debts forgiven, however, they really don’t want to waste any of their substantial wealth to find the fishmonger’s daughter.  As such the send couriers to the towns, waystations, and thief dens within 20 miles of Rowen to recruit a party of abled body and foolhardy adventurers to look into the manner, promising gold and a small plot of land in return for the proof of the girls’ deaths. 

In truth the Leaders of Rappen do not plan to pay the adventurers at all, and the land offered is currently occupied by a centuries old vampire who is bound to the land of his old holdings.

Rewards – Old vampire ridden manor in the swamps south of Rappen.

An Old Friend’s Dying Request – A member of the group is informed that an old friend and mentor is dying and has a last favor to ask.  The group arrives in Rowen with no knowledge of the missing children or the fishmonger’s deal with the Quiet hills and Rappen.  While carrying out the last request for their friend they discover the plight of the town, and some of the grieving families band together to offer the adventurers what they can for any information on the missing children.

Rewards – 50 Gold, Town Relic (any single +1 magic item)

Taber’s Will – A Priest of the Church of Taber – the hermaphroditic deity of innocence – comes to the adventurers on the request of her deity.  Many innocent voices in the area of Rowen have gone forever silent and more will soon fall silent.  The adventurers are tasked with rooting out this evil and to increase the favor of Taber in the area.

Rewards – A favor owed to the party by Taber

Stopping the Expansion – The Hill Dwarves of the Quiet Hills have heard Gwrown’s request and have decided that they not only will accept the terms but annex Rowen as well since it is very obviously not a safe place.  A few citizens of the Quiet Hills believe that this will be the downfall of their quiet kingdom and secretly hire the adventurers to find Gwrown’s daughters – or proof of their death and the death of their killer – and bring the proof to them and Gwrown before the Hill Dwarves make it to town and annex it possibly starting a boarder conflict with Rappen.

Rewards – A Map to an old dwarven stronghold that was abandoned eons ago for unknown reasons.

Comments

  1. I came up with a quick idea for a Usarm adventure snippet afew months ago, take or leave:A powerful bandit named Masaryk abducts a wagon of prostitutes headed for Basq. This bandit controls a strong but ramshackle gang of Saragubi nomads, half-breeds, exiles, traitors and every other dangerous misfit drawn from a hundred miles. The mission seems suicidal, so no one dares accept the challenge. The abducted women’s unseemly profession also makes an easy excuse for fearful men to abandon these women to their fates. A lone guard named Orthos survived, alive but horribly mauled, reporting the bandit lord keeps a three-armed witch called Shacari whose cunning whispers hone her master’s brute force to a keener edge.

    Whether by desperation, compassion, or a purse offered by the grieving Madam Varla, the adventurers head for the bandit’s lair, an ancient mine complex of vast terraces and rusting towers with secrets and dangers of its own.

    ReplyDelete
    Replies
    1. That is a really awesome set-up, Scott! I like it a lot. I am really sorry I didn't notice this reply until now, please accept my apologizes for that.

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Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.