Crowd Sourced Adventure – Weapons and Goodies

As we’ve been working on our group project, I’ve been fleshing it out on paper.  Sometimes it helps the brain to organize things (as you get older).  As I’m filling out the creatures in different areas, I’m running into the possible weapon/armour combos the party will encounter.

The octopus *could* wield a weapon, particularly if it’s being controlled by a sentient will.

The guardhouse would certainly have weapons .

Certain non-corporeal undead could wield weapons.

Heroes and Rouges Companion (RM2) has one of my favorite treasures “Ghost Shirt.”  Paraphrasing: A wispy shadow that appears around the wearer’s torso, protects as AT 16 encumbers as AT4.  A non-corporeal undead could easily wear this item or BECOME this item once dispatched.

For the possible Executioner at the possible Gallows location in the courtyard we discussed, I’m thinking of a non-corporeal controlling the skeleton of the Executioner who is wielding an executioner’s sword or broderak.  The party will think they are fighting a skeleton, but are really fighting the non-corporeal.  (Just another little twist we throw in with the pseudo BBG in the castle/manor.)

The ‘ruler’ in the castle/manor should have a crown, perhaps a spell or PP adder.  A scepter or sword?

 

These are just ideas I’ve been thinking of as we’ve been working along.  Are these things we would wait to add?  Do we finish off the module details, then add the loot?  I’m having a blast with this group project and maybe I’m getting ahead of where we are because of that excitement.

Catch Up Time

I have been away for a couple of weeks but I am back and it is time to catch up.


When you see that list you cannot help but think how great it would be if we could have created fully statted out adventure modules rather than just plot outlines, locations and hooks.

I still think it is an impressive list especially for our first concerted effort. So to the latest pair of adventures.

First up is Time Bandits of the Motley Faire.

The Time Bandits of the Motley Faire sees the characters come across a faire that provides entertainment, supposedly without the use of magic. However, a group of thieves are also with the faire, and these thieves are using temporal magic to carry off a series of heists for which they have not been caught.

 

Despite the ‘Time Bandits’ reference that adventure title is not my fault!

Next is The Claw!

The Claw is an odd item that can be found in a curiosity shop. A gruesome object, the owner of the shop would dearly like to be rid of it. For the claw keeps regrowing every night. If it isn’t kept on top of, eventually the severed limb will regenerate the entire body to which it was once attached.

 

Once upon a time I remember a D&D ‘trap’ that went along the lines of deep in some dungeon there was a ‘market stall’ selling frozen meat for the characters to buy. The trap element was that the meat was actually frozen troll meat and when the characters defrost the meat overnight the troll regenerates and they have a surprise encounter with a troll.

This whole concept seemed to sum up everything that was wrong with D&D in the 1980s. Why would there be a market stall in a dungeon, why would the characters buy rations from anyone who thought that this was a good place to sell food and so on. There is so much wrong with this that I don’t know where to start really.

The Claw is almost a cliche of the Edgar Allen Poe style horror story. It could be a fun distraction for the party but Albert Stepfoot and his gang of street kid informers could be a useful addition to any campaign as a way of introducing story hooks to the characters.