Tuesday, July 5, 2011

near legend series begins soon-ish

alrighty folks, i make lots of promises
most of them i keep, some of them i break, but all of these are for the greater good, no matter where on the line they fall

the one shot of near legend (i showed off a month or two ago) is not the final version
instead, im being me, and making executive decisions based on what i think might be better.
trust me, i am not doing this without reason.

the actual first issue of the series is going to be a full 3o pages chock o block full of comic, with all the stops pulled out, and special surprises in store.

sorry for the inconvenience. im doing what i can so my fans can get what they deserve.


on the bright side this is pretty

insert name here

okay, so i took a night and stayed up til three. my pal alex and i were working on a d&d campaign...
so anyhow, im doing this because
a) i dont have his email
b) he needs to see it
c) i thought it was kinda cool

this still needs awesome sauce, names, and more filler by my estimations, but here it is, with brains on all systems being go.
and remember, technical jargan is not my strong suit

Dungeons and Dragons Campaign - Part One - insert name here

in the elf hall:

an assembled group of warriors, you among them, stands before the throne of the elf king Glendow.
on his face is a look of overwhelming despair and concern. he explains

"long ago, in the midst of much bloodshed, i forged a truce with the goblin cheiftan Saffar promised the end of animosity.
yesterday, this agreement was breached with the kidnapping of my son whilst hunting with his friends in the woods east of the palace.
any action this kingdom might make to respond would be initiation of an all out war, which is why i have summoned you to find and
return my son by the least violent means possible."

-should players resist, you can bribe them with money, inspire then with glory or threaten them with unpaid
tabs at local mead halls. unless they're connor leahey, they should be compliant enough with just the mission.

-basic facts for the dm, their journey should take at least two days of gametime/adventure before they reach the castle.

in the wilderness east of the palace:

the ground has been trodden by hooves and shoes alike in a manner indicative of struggle. wagon treads accompany in the muddy soil.
they break off as one pair of hooves retreats towards the palace, whilst the other marks go eastward.
-if inspected closer the hooves treads are those of a horse, several goats and a bull. the shoes are all goblin sized

the trees grow close together, but there is path enough that a goblin wagon could navigate the forest.
it begins to rain, and the path becomes trecherously soft.
-rolls made to avoid slipping and falling. the lowest one slips. the character's weight and size should make a
difference (higher = more inclined to slip and stumble) damage is d2 (heads is 1, tails is 2)

branches seem to claw at the path in front of you, and roots rise up to trip your feet.
-rolls made to avoid the plantlife, but lowest two suffer. same test as above, but with the inclination towards smaller
characters to be more vulnerable to these dangers.

ahead you can make out a clearing in the brush. there is an wagon overturned on its side, and beside it, a dead goblin with a wolf
gnawing at its face.
-a) avoiding this scene using stealth "there might be a path around"
b) interveening to look for clues

-everyone makes a dexterity roll, for maintaining stealth. if failed, the rest of the pack appears (3 other wolves) at
your backs, thusly making it a two front conflict. otherwise, the wolves dont realize you're there. if someone
(ie; a paranoid or sensitive character) notices the wolves (if their test scores 17+), they can organize an ambush
before the wolves surround the group. however, attacking the eating wolf calls the pack out, and avoiding him makes for
an absence of wolves now, but they could follow the group for later.

# wolves are creatures the size of large dogs, and attack with their teeth. when successful, these attacks deal d6-1 (minimum 1) damage.
their sense of self preservation is very keenly aware, and they will flee if they are inflicted more than 5 points of damage, and will
die if they suffer over 11. if two of them die or flee (any combination of deaths and/or flights will count) they all will flee.

under the vest of the dead goblin is a folded-up wad of paper. upon closer inspection, it is a crude map with directions eastward,
leading through the forest, over a bridge and to a building.

-following the map and the path lead to the same results. here is the opportunity for the wolves to strike, if neccessary

after hours of hiking, the tracks continue up a hill where the trees appear to thin out, and the stormclouds, now having stopped their pouring,
become visible through the opening canopy. at the treeline, there is evidence of a pause in the procession from the circles of burnt rocks
and little holes in the ground. beyond that the path goes upwards again.

-intelligence checks all around. success notices that the treads of the animals, wagon, and goblins do not touch the holes
or the stone circles. if this is noticed, then a wisdom check is in order, and if successful, then it might be determined
that these stones were placed not by goblins, but by fairies, which is bad.

# fairy rings are circles of natural objects that if intruded upon, compel the intruder to dance for d4 hours, magically affixed to the
spot. he cannot converse with the party, and will be asked to remove himself for the timebeing from the players as they determine their
course of action.
-attempts to remove him by physical means will cause the character d6 pain damage and he will lose his footwear, which
will continue to dance without him and will not allow themselves to be removed from the ring for that duration. magical
attempts to rescue the character will successfully remove him, if the players can think of a loophole to separate the
victim from the ground.

in the plain beyond the forest:

over the last bit of hill, the land becomes a barren platau with the exception of a bridge 100 yards eastward, constructed from planks and
rope. coming nearer, the bridge takes on an odor of sour sweat and digested cranberries. it spans the length of a great spacious gorge with
a river running the length of the bottom. suddenly a meaty arm swings over the top of the ledge, and with little effort pulls up a troll
wearing filthy suspenders, with the tail of a fish hanging from a pocket stiched in the side.

-the troll makes no attempt at violence, but will respond with such if he is angered or attacked.

# bridge trolls are offensive humanoids standing roughly eight feet tall and weighing close to 300 pounds. their fighting style involves
much punching, grabbing and throwing due to their highly developed forearms. if the troll rolls really good though, he picks his opponent
up, and tries to throw him. on a regular wound they can dole out d8+2 damage, while a throw deals +4 damage automatically. they
can sustain a total of 40 points in damage. however, on each turn, these beings regenerate d3 points of health. weak spots include joints
(inner elbows and kneecap backs) and do +d6 damage and stop them dead in their tracks. this same modifier counts for fire damage as well.

though a mouthful of fish, the troll offers this;

"i have a mouth, but do not eat. i have a bed, yet never sleep. i bring life to trolls and death to travellers. what is i?"
he takes a moment to belch, and then continues,
"if you guess my joke, i'll let you pass. if not..."
he shrugs
"...im not sure. something... or other. have you guessed yet? you're only allowed three of those. two now i suppose."

-give them five minutes, and if they dont guess river, or brook, or some sort of synonym for that, then shoot them
-worst case scenario is that they screw it up and have to fight the troll. they'll live. fudge the dice if the troll tries
throwing them off a cliff though, so that an interveening action works and the character being thrown can be saved.

crossing the bridge is a simple enough task. overhead a vulture circles, making the party aware of his flickering shadow as he eclipses
the sun. over the bridge is another slope, that crosses the divide between the dry hill to a snowy mountainside. the hike passes quicker
this time and soon your party has passed through the evergreen crown and into a frostier climb. not much farther, the tracks lead towards
a castle built on the slant of the slope.

each player must roll a constitution test, (the highest score being the victim if the roll is a pass.) the victim falls into a ten foot deep
and five foot wide chasm beneath the snow. roll a d10 to determine damage. and then have the group determine the way of rescue.

on closer inspection the stone building is four stories tall, which includes a partially visible basement. the southern face from the third storie's
ceilling to the second storie's floor seems to have been burnt away opening the floors to the effects of the elements. on the west wall of the first
floor there is a set of tall double doors, into which the tracks lead.

in the abandoned castle:

the first floor is an enormous hall, with a long wooden table at it's center. at the end of the hall the north and south walls each have stairwells,
the former ascending, the latter descending. the east wall has a closed door beside each stairway. (these doors are blocked from the other side)
a pair of carts and goats rest to the left of the main door.

the basement is a damp wine cellar with a number of artefacts resembling long coffinlike boxes, made of iron and shut firmly with locks set in the
containers themselves. from one of them, frantic breathing and scratching can be heard from within.

the second floor stairwell opens into an L shaped corridor with two rooms off to each side, those on the north face open to the snowy waste.
the stair to the third floor overlays the staircase you just exited.

-northeast room = bathroom, where all the food supply of the convoy is being kept
-northwest room = door open, four goblins inside sleeping on yellowed bedspreads, their weapons close at hand. seemingly, they
have spoils tucked into their armor (about 10 gp worth) dexterity test to not wake them up

# goblin warriors are not particularly powerful creatures, but make up for this with their agility. armed with swords, sheilds and light armor, they
can dole out d6 damage a swing and can soak up a maximum of 12 damage apiece.

-southwest room = door is locked from the inside.
-southeast room = the gash in the building has taken the south, east and west walls, opening the southeast room into the southwest
room. both are covered in a thick layer of snow, with their beds and dressers charred. at the head of the bed in the southwest room
is a steamer trunk. (if opening is attempted, it is revealed to be a hungry chest.)

# hungry chests are magically animated trunks with a taste for flesh, as part of their design is a set of teeth that line the edges of the lid. the
opener of the trunk must pass a strength test or suffer d8-1 (min 1) damage.

the third floor is of the same layout as the second, except the entire south face of the hallway has been burnt away, leaving a sliver of a ledge to
access the rooms on the north side of the castle.

-northeast room = a bathroom
-northwest room = the master bedroom with a four poster bed with dusty drapes surrounding it. from the doorway you can see the goblin leader.
on his hip, he wears a ring of keys. (intelligence check, to notice the tripwire at the foot of the door. +1 for rolls by short people)
if the wire is tripped, the goblin leader will shoot first and ask questions later.

# the goblin leader is a bundle of bandages with a tricorner hat and long duster jacket. on his person is an axe (d6 dmg) and a flintlock pistol (2d6 dmg)
only one weapon can be used per turn, but the flintlock takes a turn to reload. on his left hand, he wears a ring that grants him one re-roll to any attack
during the course of a single battle. he has a total of 25 hp, and upon his waking up, he will surely summon the rest of his crew. they arrive in d4 turns.

upon reaching the first floor, the kitchen wall bursts apart with the snapping of lumbar and stone, and out steps an enraged minotaur, who marches towards
your crowded stairwell with violent intent.

# this minotaur is a large furry monster sized being, roughly twelve feet tall, with the head of a bull steer. he carries a large two handed war axe with
a chain attached to his right wrist, and ornate armor hanging from his massive chest. his axe would deal 2d4+2 damage, while his horn attack deals 2d6+2
and at 52 hit points, he provides a formidable target. (after sustaining 44 damage, he will retreat to the basement.)

following to the cellar, the minotaur has his hoof placed firmly on the head of the groaning coffin, with his lips triumphantly pulled back in a sneer.
"any closer and i'll crush his head!"
(give the group three minutes to come up with a plan. at the end of that, if they've not done anything, the minotaur picks up the box and smashes
out of the basement and barrels down the mountain. if they rush him, he crushes the elf's head. otherwise, use your best judgement. a projectile or
magic might knock him back. any projectile that deals a deadshot will automatically save the prince)

possible outcomes. it turns into a chase with a minotaur down a mountain 2a
it turns into everyone in a house of the dead + an elf prince 2b
it turns into everyone in a house of the dead - an elf prince 2c

the minotaur barrels down the mountain at 50 yards a minute, whilst most humanoids only manage to pull off 30 or 40.
(a chase on foot might be a fruitless endevor, and in a short amount of time, ranged weapons may become ineffective. if the party can think to ride anything,
such as perhaps the goats or the wagons down the side of the slope, that might become enough to chase the minotaur down and slay him and thereby rescue the prince.)
(should the minotaur escape however, jump to the chase scenario)
(should you rescue the prince however, jump to 2b)

with the fragile elf prince safely exhumed, your party breaths a sigh of relief as his ragged breathing pierces the silence.
"im so cold," he whispers. (go to seige scenario)

a gloom is cast over the party as the lock clicks under the crushing weight of the minotaur. the head of the box is crushed so that what was once it's lid can
nearly scrapes the bottom. (go to the gritty scenario)