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For the last few days, I have soloed my way through a DM Dave adventure named Chittering Mines: The Lost Laboratory (20 pages). Instead of Fifth Edition, I used Champions of Odd (86 pages, a Playtest). I created four first level characters and an apprentice for each one. So, the adventure started with the PCs in a Township. They picked up the quest from the Quest Giver. Three miners had come up missing and the Township wanted them back. On the first day they explored a cavern and five rooms of the dungeon complex. They killed six sprouts, a heavyweight, a latch, and two ropers. The treasure that they found was Eyes of the Eagle. Because of PC damage, they left the dungeon and took the dwarf body that they had found with them.
They spent the night in the Township and went back to the dungeon on the second day. This time they explored six rooms. They killed a shrieker, a sprout, and a superspreader. This last monster was gross and killed one of the apprentices (Speck). At this point, they had had enough. They grabbed the other dwarf body and a Continual Flame Lantern that they had found, and headed toward the dungeon exit. Once again, they were attacked by a gross monster (a beesh). They killed it. When they got back to the Township they were given a partial cash reward for bringing back two of the three missing dwarves. Maybe you will have better luck.
Give this RPG a try!
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During the last few days, I have soloed my way through the fun Pathfinder 2 Adventure The Mystery of Brushgather Farm (157 pages). I changed four lines of Spell Law (I.C.E.) and made it my solo engine. I used the five PC characters that I used in my last adventure and added a goblin alchemist named Fumble. The adventure started with the PCs arriving in the city of Berinncorte. They soon heard about strange happenings at a farm just outside of town. They decided to investigate. They arrived at the farm and went to the stables (which are connected to the house). This was locked as was most of the gates and doors at this location. Luckily, three of the characters had the thievery skill. They explored 15 room/locations on the ground level. In the stables they found an embroidered horse hood. In the pantry they took a meal break. It was interrupted by a ghoul. They killed it and no one was paralyzed. They found more loot and had to be picky about what they carried because of the weight of the items.
On the second floor they explored 14 rooms. They found the homestead key, a silver dagger, trail rations, and three masterwork items. They did have to kill three dire rats. No one caught the fever.
Okay, they did have problems on the third floor. The strongest door did have a trap on it which they did detect. Fumble used his acid to destroy the trap mechanism. However, it did mess up the lock and it could not be unlocked. They started bashing it down with weapons until they could see through it. On the other side was a skulk and a skeleton rogue. Fumble tried to throw Alchemist’s Fire through the hole, but he hit the wall instead. The wall caught fire. The PCs exited the building. Later, outside, they were attacked by those same two monsters. The monsters were killed but Ekene did take damage. Healing spells were cast and then they travelled back to the city with their loot. They spent the night at the inn and in the morning the sold the loot. Their plan is to go back to the farm and check out the basement of the house.
Give this a try!
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Recently, I soloed my way through Pathfinder Adventure: Threshold of Knowledge (19 pages, free at DriveThruRPG). It is for the second edition of the rules. I changed four lines of Ars Magica RPG and made it my solo engine. I used the five PC characters that are included in the adventure. So, the PCs picked up the quest from their teacher. Soon, they were in a footrace/obstacle course with Haibram. Haibram won. When they got to Alandri, she gave them their test. They were able to catch three fish which gave them a passing grade. They went back to their school and discovered that their teacher had been taken. They gathered clues and had to solve a puzzle (success). This led them to a canal. Here they encountered a Leshy. They were able to use diplomacy against him.
Next, they encountered two river devils. The PCs killed them and collected the treasure. They continued on and were surprised to see a crocodile eating a thief. The PCs killed it but Ekene the PC went down. The PCs were able to bring Ekene’s hit points up to 12. The big battle was with a sea hag. She was the one causing problems. This battle was a disaster. She took down four of the PCs. Zane made a deal with her. The sea hag took all of their treasure and Zane’s courage. So, all of the PCs survived, but they failed the quest. Maybe you will have better luck.
Give this fun adventure a try!
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Pantyhose Models From Mars (24 pages) is a sci-fi sourcebook for Push SRD version 101 (54 pages). This RPG system has its own solo mechanic. I soloed this with four PC characters that I created. The adventure started when the PCs heard a rumor about a warehouse where evil Venusians were doing secret, bad stuff. When they got there they had to take out three mutated human guards. In no time at all they set off a trap and were imprisoned in a room. They tried to escape, but the floor tilted and dropped them down to the level below. My Martian PC Telsa was able to psychic stun the fanged alien snake-like creature that was waiting for them. After they killed it, my Orphan PC Jax was able to Speak With Machines. A panel slid open and they escaped from that room.
Next, they encountered human warehouse workers. One of them guided the PCs to where humans were being held captive. The six were rescued. When they found the experiment failures, the PCs did not free them. They were insane and could not be trusted. At this point, a different human warehouse worker joined them. He had fish gills. Soon after this, Jax was teleported back to the room with the dead creature. The other PCs found a computer. They hacked it and gained info on the locations of two more warehouses like this one. When they found the lab, the scientist took out Gill with a paralyzation dart. Telsa took out the scientist with her ice gun and they rescued another victim.
When my group found an office, they busted the window and escaped through it. So, three of my PCs escaped the warehouse with seven people they had rescued. They did get credit for sabotaging the lab and finding the locations of two more warehouses. Unfortunately, Jax was captured and is still in there somewhere. Maybe you will have better luck.
Give this a try!
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Creator Reply: |
Awesome! I missed this review when you posted it, but I'm so glad to hear that people are playing and enjoying the game! |
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Altogether in Cahoots (40 pages) is a fun fantasy adventure for world of Atherria players handbook (Old School RPGs). The system I used was Fifth Edition D&D. I used my five level five Barghest characters. The solo engine I used was The Solo Investigator’s Handbook. The adventure is about a missing person: Count Edmond. Some said that he had died in a fire at The Brothel. The PCs (in goblin form) talked to Claudia the Court Agent first, and then the five suspects that worked at the brothel. Next, they talked to Owen the constable. They received two warrants from him and delivered the first to a half-orc living in a hovel. They talked to the half-orc and that was a dead end.
Next, they searched the house of Edmond. There they did discover the scent of Edmond and a half-written note from him to his sister about Bennett and the trouble that he had been causing. They reported this to Owen. Owen then sent them to Bennett’s mansion. Two of the PCs were able to climb over the twenty foot wall, but they were seen by the sentries. They changed into their fiend form, ran around on the property, but did not pick up the scent of Edmund. The three other PCs helped the other two escape from the property. On the way back to Owen they encountered an assassin which took down Cleo with one poisoned crossbow bolt. The PCs managed to wound the assassin and he vanished in the dark. Owen helped them find a healer.
The next day Jarbunn changed into the fiend shape. She did not pick up Edmund’s scent around the brothel. She also smelled each of the suspects. She noticed that Priscilla did not have a human smell. She went into bad dog mode and the other PCs went into good goblin mode. Priscilla was terrified, admitted that she had killed Edmund, and described the location where his body could be found. So, they completed the quest which did help out their friend.
Give this a try!
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For the last few days, I have soloed my way through Conflict at the Convention. This adventure is included in Supers! Quick Start (16 pages, free at DriveThruRPG). I did use the three PCs that are included in the rules. The solo engine I used was Mage Tarot Reference (43 pages, also free at DriveThruRPG).
So, the adventure started with the three PCs enjoying the comic book convention. Solarhawk was able to get the phone number of an attractive blond woman. Arachne was signing 8X10 photos of herself and selling them. Grey was selling sketchbook portraits he was doing of his customers. The villain Ares shows up and makes a big scene. Arachne stuffs her cash bills down the front of her bodysuit. The PCs attack. Arachne tries to throw Ares out of the second story window. Instead, she gets thrown out of it. Grey is able to throw Ares out of the window. Now, there are no innocent victims around, but they are fighting in a parking lot packed with cars. Each PC has a different tactic. Solarhawk flies above Ares and uses his heat attack. Arachne uses a car as a weapon. Grey fights with his shield. It is a viscous battle. Ares goes down, but so does Arachne and Grey. Arachne dies of a broken neck when the last hit takes her down. Ares is taken to Belle Reve prison. Arachne’s body can not be found. Will the PCs solve this mystery?
Try Mage Tarot and see if i t works for you!
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For the last few days, I have soloed my way through Conflict at the Convention. This fun adventure is included in Supers! Quick Start (16 pages, free at DriveThruRPG). I did use the three PCs that are included in the rules. The solo engine I used was Mage Tarot Reference (43 pages, also free at DriveThruRPG).
So, the adventure started with the three PCs enjoying the comic book convention. Solarhawk was able to get the phone number of an attractive blond woman. Arachne was signing 8X10 photos of herself and selling them. Grey was selling sketchbook portraits he was doing of his customers. The villain Ares shows up and makes a big scene. Arachne stuffs her cash bills down the front of her bodysuit. The PCs attack. Arachne tries to throw Ares out of the second story window. Instead, she gets thrown out of it. Grey is able to throw Ares out of the window. Now, there are no innocent victims around, but they are fighting in a parking lot packed with cars. Each PC has a different tactic. Solarhawk flies above Ares and uses his heat attack. Arachne uses a car as a weapon. Grey fights with his shield. It is a viscous battle. Ares goes down, but so does Arachne and Grey. Arachne dies of a broken neck when the last hit takes her down. Ares is taken to Belle Reve prison. Arachne’s body can not be found. Will the PCs solve this mystery?
Give this a try!
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Grandpappy Cromdar’s Whizbang Zoo (50 pages, at DriveThruRPG) is a fun/crazy adventure for Old School games. I decided to play cartoon characters, so I used Rabbits & Rangers (free at DriveThruRPG at the moment). It is for Labyrinth Lord, but I used Castles & Crusades RPG. I used Mythic Game Master Emulator as my solo engine. I created six characters. The adventure takes place in a zoo and the monsters have taken over. There are 126 room/areas to explore. For the first day of exploring, my PCs explored 24 of them. In room number four, they encountered two ticklettes. The PCs killed them but Badger the Rogue decided that he wanted the poison glands from the dead creatures. He botched the attempt and got poisoned. He soon turned green. After that he doubled in size (not taller, so think balloon). When they encountered a Lumigoy, they tried to have a conversation with him. He attacked. Badger blew up (that means he died) and the green goo got in the eyes of the Lumigoy. The PCs killed their opponent.
The next major problem was when they encountered a hunter killing Gulu(s). Again, the PCs just wanted to talk, but he started shooting at them from a distance with his gun. They retreated and used a zipline to get further away from him. They backtracked and picked out a room to hide and rest in. They looked over the loot they had found so far: silver coins, gold coins, licorice candy (yuck), a projector operated by a crank, an emergency aid kit, and a lamb. They ate the candy. They do look silly with black teeth. Maybe you will have better luck with your first day.
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Witch Girl Adventures Rule Book (194 pges at DriveThruRPG) was designed for a magic school girl setting, or a Harry Potter setting. I used this as my RPG with a D & D setting. I did change some of the rules so that I could simplify the character sheets. I used the first adventure in the product Wyvern Songs (also at DriveThruRPG, 110 pages). To solo this, I used The Trials of a Young Wizard (48 pages, same place) with a yes/no/maybe oracle. I created four PCs, a male fighter, and a black cat for Ann the necromancer. This cat can look into your soul and know your deepest, darkest secret. He is hoping to learn how to speak so that he can blackmail his victims.
The adventure started when the mayor of Nanlet paid the PCs to investigate the problem at the lighthouse. Once inside they went up and then down. The first trap that they encountered gave the fighter a severe neck wound. As he was dying, Ann told him her plans for making him into a zombie (she is still first level though, so that is a problem). The first monster they encountered was a giant fire beetle. Kyla used her alteration magic to make it smaller. Anya, the mentalist, used her frying pan to smash the bug. They did have a problem with the insect swarm and the Skitterlord. They used oil to start a fire. It did kill the two pests, but it also destroyed the lighthouse (Oops!).
The PCs tried to disappear into the sunset, but they were intercepted by four older witches. “We know what you did. You did not complete the job. Four thieves escaped. Use this magical device to find them and then kill them.” The black cat looked into the eyes of the witches and was terrified. “The cost for destroying the lighthouse is this cat.” The ugliest witch scooped up the cat and put it in a bag. The PCs continued their journey and did survive the covered pit trap. Later they set up camp and slept for 90 minutes. They were attacked by five kobolds, my dice kicked me in the butt, and the PCs were captured by the kobolds (how embarrassing). Everyone then slept and in the morning the PCs were in charge of fixing breakfast. Anya did cook it, the PCs pretended to eat it, and the kobolds suffered from food poisoning. The PCs took the kobolds’ weapons, tied them up, and left them behind.
At dusk, the PCs watched as the thieves climbed up some ivy vines into the second story of a mansion. There was a party going on the ground floor. The PCs climbed up and the fight started. Three of the PCs went down, and Ann was captured. They were tied up and left up there on the second floor. A ginger cat came in wearing a necklace labeled, “Princess”. It watched them, waiting for them to give pets and compliments. Ann looked into its eyes and Ginger became Ann’s new pet. Ginger used its sharp claws and freed the PCs. They exited the mansion and spent the night in a farmer’s barn. They gave up on the idea of killing the thieves. At one time they had 542 gold pieces, but the thieves took all of their gold.
Give this a try!
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Witch Girl Adventures Rule Book (194 pages, on sale at DriveThruRPG) was designed for a magic school girl setting, or a Harry Potter setting. I used this as my RPG with a D & D setting. I did change some of the rules so that I could simplify the character sheets. I used the first adventure in the product Wyvern Songs (also at DriveThruRPG, 110 pages). To solo this, I used The Trials of a Young Wizard (48 pages, same place) with a yes/no/maybe oracle. I created four PCs, a male fighter, and a black cat for Ann the necromancer. This cat can look into your soul and know your deepest, darkest secret. He is hoping to learn how to speak so that he can blackmail his victims.
The adventure started when the mayor of Nanlet paid the PCs to investigate the problem at the lighthouse. Once inside they went up and then down. The first trap that they encountered gave the fighter a severe neck wound. As he was dying, Ann told him her plans for making him into a zombie (she is still first level though, so that is a problem). The first monster they encountered was a giant fire beetle. Kyla used her alteration magic to make it smaller. Anya, the mentalist, used her frying pan to smash the bug. They did have a problem with the insect swarm and the Skitterlord. They used oil to start a fire. It did kill the two pests, but it also destroyed the lighthouse (Oops!).
The PCs tried to disappear into the sunset, but they were intercepted by four older witches. “We know what you did. You did not complete the job. Four thieves escaped. Use this magical device to find them and then kill them.” The black cat looked into the eyes of the witches and was terrified. “The cost for destroying the lighthouse is this cat.” The ugliest witch scooped up the cat and put it in a bag. The PCs continued their journey and did survive the covered pit trap. Later they set up camp and slept for 90 minutes. They were attacked by five kobolds, my dice kicked me in the butt, and the PCs were captured by the kobolds (how embarrassing). Everyone then slept and in the morning the PCs were in charge of fixing breakfast. Anya did cook it, the PCs pretended to eat it, and the kobolds suffered from food poisoning. The PCs took the kobolds’ weapons, tied them up, and left them behind.
At dusk, the PCs watched as the thieves climbed up some ivy vines into the second story of a mansion. There was a party going on the ground floor. The PCs climbed up and the fight started. Three of the PCs went down, and Ann was captured. They were tied up and left up there on the second floor. A ginger cat came in wearing a necklace labeled, “Princess”. It watched them, waiting for them to give pets and compliments. Ann looked into its eyes and Ginger became Ann’s new pet. Ginger used its sharp claws and freed the PCs. They exited the mansion and spent the night in a farmer’s barn. They gave up on the idea of killing the thieves. At one time they had 542 gold pieces, but the thieves took all of their gold.
Give this a try!
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Year Zero Mini has been designed to provide a light framework to allow you to quickly jump into your favourite setting. I used this as my RPG with a steampunk setting. I used A Collection of Fantastic Fantasy Sewer Random Tables to create the adventure (also at DriveThruRPG, 104 pages). To solo this, I used Engines & Empires (same place) with a yes/no/maybe oracle. I created four PCs and a small savage dog name Booster. Of the five characters, Booster has the biggest personality. Take away his treat and he will tear off your leg.
The adventure started up at the Eagle’s Nest. It is a tavern up at the top of an airship docking station. The PCs were looking for adventure and they did get invited to a private party in the back. Unfortunately for them, the wine was drugged and they passed out. When they woke up, they were belted/locked to chairs which were bolted to the floor. The villain, on the other side of the table, gave his speech of his plan for world domination. When the speech was over, he pushed a button and the floor panel flipped. This put the PCs upside down in a room with a low ceiling (all of the ceilings are made of metal down here on this level, level A). Liza the rogue tried to use her hidden picklock set, but failed. (Note – failures give experience. Nice.) Max the mage cast strength boost and broke free. He did free the others. Did I mention water flowing into the room? Yes, this is a problem. Liza was able to unlock the locked door which put them into a hallway with lots of locked doors. They found a lighted area, but Max got hit with an arrow. It came out of the darkness. They tried to reason with the NPCs, but Max got hit with another arrow. They ran away, stopped, listened, and heard the barking of Booster. Liza got through that locked door and they found Booster and all of their stuff. Behind the next locked door they found a dirty, messy library with no books.
Their next encounter was with four NPCs and a fox (twice the size of a normal fox). Their was a conversation, but they did not want to join forces. They continued to explore. The lightning trap did two damage to Liza. The crate with straw did not help them and neither did the room of bones. The next trap dumped them into the sewage moat (level B) which did move them along. They could not the break the glass window they encountered. They started to lose hope and then a man wearing an anti-gravity belt took Liza up to level A. She persuaded him to rescue her friends. They had a chat with him (Will) up at Level A. He was not a happy guy. They then heard a noise, the ceiling rose up, light came in, fresh air came in, and they discovered the ceiling was actually the bottom of a large airship which was still rising up. Will says that he now knows where they are and that he can lead them to a safe place. They reach the home. Booster is smelly and dirty. He is ready for his treat.
Give this RPG a try!
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Year Zero Mini (8 pages, at DriveThruRPG) has been designed to provide a light framework to allow you to quickly jump into your favourite setting. I used this as my RPG with a steampunk setting. I used A Collection of Fantastic Fantasy Sewer Random Tables to create the adventure (also at DriveThruRPG, 104 pages). To solo this, I used Engines & Empires (same place) with a yes/no/maybe oracle. I created four PCs and a small savage dog name Booster. Of the five characters, Booster has the biggest personality. Take away his treat and he will tear off your leg.
The adventure started up at the Eagle’s Nest. It is a tavern up at the top of an airship docking station. The PCs were looking for adventure and they did get invited to a private party in the back. Unfortunately for them, the wine was drugged and they passed out. When they woke up, they were belted/locked to chairs which were bolted to the floor. The villain, on the other side of the table, gave his speech of his plan for world domination. When the speech was over, he pushed a button and the floor panel flipped. This put the PCs upside down in a room with a low ceiling (all of the ceilings are made of metal down here on this level, level A). Liza the rogue tried to use her hidden picklock set, but failed. (Note – failures give experience. Nice.) Max the mage cast strength boost and broke free. He did free the others. Did I mention water flowing into the room? Yes, this is a problem. Liza was able to unlock the locked door which put them into a hallway with lots of locked doors. They found a lighted area, but Max got hit with an arrow. It came out of the darkness. They tried to reason with the NPCs, but Max got hit with another arrow. They ran away, stopped, listened, and heard the barking of Booster. Liza got through that locked door and they found Booster and all of their stuff. Behind the next locked door they found a dirty, messy library with no books.
Their next encounter was with four NPCs and a fox (twice the size of a normal fox). Their was a conversation, but they did not want to join forces. They continued to explore. The lightning trap did two damage to Liza. The crate with straw did not help them and neither did the room of bones. The next trap dumped them into the sewage moat (level B) which did move them along. They could not the break the glass window they encountered. They started to lose hope and then a man wearing an anti-gravity belt took Liza up to level A. She persuaded him to rescue her friends. They had a chat with him (Will) up at Level A. He was not a happy guy. They then heard a noise, the ceiling rose up, light came in, fresh air came in, and they discovered the ceiling was actually the bottom of a large airship which was still rising up. Will says that he now knows where they are and that he can lead them to a safe place. They reach the home. Booster is smelly and dirty. He is ready for his treat.
Give this a try!
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ICRPG, Index Card RPG (154 pages, at DriveThruRPG) is a fantasy RPG. It can also be used for sci fi. I created six characters and put them through one full day of adventuring. For their first adventure, I used Something Wicked (14 pages, free/pay what you want for Fifth Edition). I used Betrayal at Baldur’s Gate as the solo engine. I did create two oracle charts to go with it. The adventure started with a four hour journey down a road. This journey was uneventful. The PCs reached the village of Stillwater and entered the inn – The Sleeping Lion. The PCs talked to two NPCs and decided to go on the quest to save the book.
They arrived at the antique shop and found two bandits looting the place. The bandits were killed but some damage was taken. The PCs did find six potions and the book. They took the book back to Milindera at the inn. They talked to another NPC and decided to go on the quest for helpful items. They searched the home and did find a secret door down in the cellar. It led to an undercroft beneath a church. They found gems, a wine cellar, and two zombies. They killed the zombies but now a total of three PCs had taken damage. They found a locked gate down there but no key (their search rolls were terrible). So, they went back to the village and got healed.
The next quest was to take out the crazy fire witch (Selena). They knew the front entrance of the stone church was magically trapped (villagers had taken damage). Their solution was to get out their rope and hook. This got them up to the second level and they then broke a stained glass window. They went through it and found themselves on a ledge with the main sanctum down below. When they saw Selena, Rock tried to cast Aazul’s Conjuration but failed. The PC Kayla, the ice witch, went into a magic duel with Selena and Kayla won. The PCs climbed down, checked out the body, and found another zombie. They killed it and now two of the PCs were damaged. They finished searching the church and grabbed the grimoire. They went back to the inn and gave Bayard the evil grimoire. He said that he would destroy it for them. Next, the PCs got their reward, sold the gems, and now had a total of 510 gold pieces. They had been offered a free stay at the inn and they did accept. Party time!
Give this a try!
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For the last few days, I soloed my way through Dungeon Grand Prix : Dagon in 60 Seconds
(36 pages, DriveThruRPG). This fun adventure was designed for Dungeon Crawl Classics, but I used A Dungeon Game (51 pages, same place). The adventure location is the city New Soler. I changed four lines in Savage Worlds RPG to make my solo engine. For the adventure, I used Shea and her friends. This was their third adventure.
The PCs picked up their quest. They decided to pay a van driver to take them to several spots so they could steal cars. They would then drive the cars back to the quest giver. That was the plan. It did not work out that way. Their first encounter was with a grey alien that had a blaster with two settings. He shot at the van and it was completely fried. Shea took damage when she came out of the van. The PCs did kill the alien and they now had this awesome weapon. The PCs recruited the driver as a new member of their team. They stole their first vehicle, a Crevette. Next, they encountered the Black Krewe. They picked up a quest from them and another vehicle, a Crocardo.
The next encounter was the Orange Krewe. The PCs waved at them and continued on. When they saw an out of control “heavy” go-kart they shot it with the alien blaster and it came to a stop. The driver was grateful. So, they found the enemy Green Krewe at a Truck Stop. The PCs attempted to blow the place up, but that did not work out. They were forced into a battle with the Green Krewe. Trap and The Actor went down. The PCs killed the five members of the Green Krewe. At this point, Tulak healed the wounded PCs. They took the five karts, so they now had a total of seven. They were supposed to take the karts back to the quest giver, but they took too much time (they were traveling by foot some of the time). So, they drove out of the city. Outside the city, Tulak died from a disease. He had picked it (the germ) up from the Truck Stop. I would not ask any questions about that if I were you.
Maybe you will have better luck with this adventure. It would be easy to play it again if you start from a different starting point (it is a hexcrawl).
Give this a try!
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The Horizon Framework (36 pages, free/pay what you want at DriveThruRPG) is a RPG which you can use with any setting. I created five human modern day gamers. The adventure I used was The Accursed Crypt Beneath Cold Moon Isle (free, a fantasy adventure). I used the Solo Adventure The Dungeon Oracle (Bimler) as the solo engine. The adventure started with my five PCs at a gaming convention in the café, Room 1. They had already registered and were relaxing before starting their first scheduled game. Suddenly, the café becomes a tavern. It is big because it has the same dimensions as the café. The PCs approach the bar and the innkeeper tells the first tale (page 5 of the adventure). The PCs ask the innkeeper their first question, “Why are we here?”, and two other questions. Each question is answered with a rumor (page 8). The PCs search for secret doors and do find one. It leads to Room A.
Inside they find armor and five magic weapons. They go back to the first room and go through a normal door which leads to the registration area. The woman behind the tables tells a tale (page 4). She then points to one of the walls. It is a painting of a wharf and boat. The PCs are able to pass through the wall. This takes them to the ballroom, but it looks like a wharf area. They get on the boat and it sails off into the ocean. After a few hours they see an island, but they hit a reef. The boat breaks into pieces and Jack, who is wearing the heaviest armor, manages to hold onto one of the bigger pieces. Next, they arrive at the next ballroom, which is the shore of the island. They examine the standing stones and talk to the drowned pirates. They see two ways to get underground. The PCs check the wall (ballroom) and find a secret door which leads to Room B.
Here they find a heavy chain that passes through a wall and there are steps that curve down. Together they pull on the chain and a sliding panel open up in the wall. Out comes the Boss, Skoll the Half-Dead Ghost. The PCs kill it, but Jack does take damage. The PCs go down a few steps and find an alcove with a crystal ball. Ryan could not get it to work, but Agatha was successful. She sees the vision of a man wearing robes and a Loki mask. The PCs continue with the crystal ball, down the steps until they end. They do find a secret door in the wall. When they go through it they find themselves in a masquerade ball.
The walls are filled with mirrors. Chandeliers hang from the ceiling and they are lit with candles. Agatha dances a waltz with a charming young man. The rest of the PCs search for the masked man and they find him. They ask him questions and don’t leave him alone even when he starts to get irritated. Eventually he gets angry and admits that he is the cause of all of this. The four PCs attempt to take off his mask. The man (priest of Loki) punches Jack in the face and knocks him out. The PC Tim is able to take off the mask. The priest says, “You should not have interfered.” He does something odd with his fingers and vanishes. At this point, everything seems to go back to normal. Jack wakes up and has a girl’s voice. The PCs still have the armor, crystal ball, and magic weapons. What will happen next?
Give this a try!
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