Saturday, 10 March 2018

D&D2 ideas

The trouble with running a scratch D&D session is that it is wholesale new and that means you have to have a follow up adventure in the planning stages before you even run the first adventure.  The first adventure runs this Sunday.  If you are playing in that adventure, you can STOP reading now!!

I have setup the area for the initial adventure to be in a region that has been farmed for thousands of years.  There is a very large and mature river dominating the area and a very large Mountain range.  The land is very flat.  I put elevation lines on the map the area that the river floods regularly is hundreds of kilometers wide.  There are ruins of cities over a thousand years dead.

The area is claimed by one of two nations and they tax and patrol these regions and lately they send military in to fight the roving bands of marauders. The initial invasion is over, that was a few months age when the Adventurers were born in a trial of fire.  The nation's leaders have called for help identifying locations of raiders.  And to this end the Heroes of Ricket's Hollow have been called.  

In a ruin far from the city, the militia leaders have suggested a lot of raiding has been coming from.  They explain that the region is distant enough that moving forces there to quash the raiders might leave other areas closer to the city vulnerable.  They will move against the raiders once they have been identified and located with proof.  And that is what the leaders want them to do


The ruin is the city of Awsland, the city that King Awsland built, it was renamed after him years after his death.  The ruins are not as vast as the city was, much of the city was carted off and used to build other cities, many of which became ruins themselves.  But there is a fair amount broken places in this ruin, and even one intact building,the central dome of the palace.  

In the central dome there is a camp of a kobolds.  The Blood Claw Clan has quietly set up there.  There were 60 of them when they moved in.  There are 40 now, with six Dragonborn leaders.  They ran afoul of a wight and now it has a bunch of Kobold specters too.  There is a Minotaur that was using the the ruins of the Palace as is lair and there is a medusa living in the chapel.  The chapel has some stone Kobold statues and some warning signs on the walls.  The Minotaur has dined on a few kobolds, but his lair has suffered from having the kobolds being here; they have walled up a few of his exits and trapped others and there are signs by the Kobolds.  

In addition to these threats, there is a small enclave of Goblins already living in the ruins.  They had been using the area as a raiding base for years and they see the winds of change and are making nice with the Kobolds and preparing for an alliance.  There are thirty goblins and five hobgoblins.  Right now the alliance is very shaky and anything could disrupt it.  

There is a small outpost outside the main set of ruins with about fifteen goblins in it.  They were associated with the other groups but that was before the Hobgoblins came in.  Their chief and a few loyalist went with him.  They are held up in a abandoned mostly ruined crypt/chapel for the Knights of Awsland.  The chaple would provide a great base as it is defensible.  There are two secret doors in the Chaple.  One leads to a crypt with five ghouls in five of the sarcophagi and five skeletons outside.  The temple is dedicated to a forgotten goddess, actually another variation of the Green Sun goddess.  The second secret door leads into a passage that heads 100m to a spring and out past the chapel. There is another secret door leading to the spring and there is signs that farmers and shepards have used this as a shelter in the past.  The language in the Chapel is an Archaic version of The River Trade tongue.  Still readable just archaic.  The main area has frescoes showing knights respecting their commander at the alter and grasping his hand in comradeship. There are words beneath each caption.  The pictures are out of order, the phrase must be reordered and spoken to unlock the statue to open the secret doors.

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