Mixed reactions to my earlier suggestions - but very valid comment that they are campaign scenarios rather than just single adventures.
How about these instead:
Ignorant Ogres:
There is a set of twins that the characters have know all their life. They were
born in the character's village and grew up there. They are big strapping lads
with a penchant for bullying - perfect Orlanth Adventurous types. They are of
course Ogres - but the catch is they don't know it! Their mother was
seduced/raped by a passing Ogre trader and she didn't tell anyone, she doesn't
know they (or the trader) are ogres either. They seem (even to themselves) to
be normal, albeit with a mean streak. They are loyal to the clan and the Cult
(they especially like the bits where Orlanth/Storm Bull smash their foes into a bloody mess).
One day however a passing Storm Bull comes by - he detects Chaos from the twins
and promptly denounces them (being the subtle type).
What do the characters do? The twins are well known in the area, have never
obviously consorted with chaos - obviously the Bully is mistaken or even worse
is deliberately making false acusations. Or is he?
Slimestone goes Walkabout:
Heres one I sent to the digest about 3 years ago. It might be interesting for
those with Riskland campaigns.
The huge Gorp in Slimestone goes on one of its occasional but rare walkies.
It only moves at a speed of 1 so most animals can easily get away. However
fixed settlements are in great danger - Hazard Fort, the Riskland settlements
the Poisonthorn woods etc, in short wherever the PCs are. Urgent meetings are
held to find ways of stopping it - any ideas welcome.
One Storm Kahn - fed up with all the delay - goes out to meet it - with his own
Rune Magic and ones that he has borrowed (via Mind link) from sympathetic
priests he has 10 points of sheild, 6 points of protection, he does 5d6
damage, he also goes Beserk. Normally he would stop a small army - he doesn't
realise that 35 points of armour just isn't enough.
He slices a couple of man-sized blobs off before being enveloped after three
rounds.
Direct attacks having proved useless, Renekot asks for other ideas ...
(Sandy says that he thinks a Moon Burn class spell will be needed to actually
kill Slimestone).
Usefull ideas include: luring it away from the town /fort
(what does a Gorp prefer to eating a town), driving it away using huge fires,
allying with the Poisonthorns/Hellwoods/Ralzakark for something which will do
one of these. Or Slimestone may be controlled somehow, (by Ralzakark, piece of
Gbaji, Evil Sorceror) and removing the control/controller will cause it to
go back to Slimestone the place and not bother us for a while.
If you're into Godzilla type monster movies the Emperor sends the Bat /
Ralzakark summons the Sky Terror (or BOTH) to combat the beastie - use this as
a variation to the "Once funny monster encounter Gag" as explained in D:LoD.
Graeme
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