Encounter Concepts: Paul Ooshun and Russ Hapke (Love Stings)
Fools Rush In
Your Guide through the harsh lands of the ancient crumbling civilisation of the Elder Ones received a message by eagle. Panic stricken he declares that his betrothed is the sacrificed to the Kraken by the nearby seafaring men of N'aatath. He tells you at once that he must journey to the Kraken's Lair and save her, but ahead of him lie the tricky lands of the Goblin Horde. Fools Rush In, but what choice do you have if you are to save her and your Guide's lives? The clock is ticking, and the Goblin lands are no place for the unwary...(GM Notes: Vary the amount of goblins to suit your needs. Sure they're easy to kill...but when there's a 100? 1000?)
Grab
Hold
Arriving
at the Kraken's Lair, you see it's terrifying tentacles lashing
lazily back and forth as the men of N'aarath pound on ceremonial
drums ahead of their sacrifice. Can you save the girl from the
grip of the beast, or will you be too late? As you make your plan of
attack, you realize all may not be as it seems, and the tragic truth
behind the Kraken and it's loneliness is revealed. (GM notes: to make sure the Kraken is not too OP, he is past venerable and really very non-combative. He wont fight unless the players REALLY push it. This guy is incredibly lonely and the girl came onto him first).
Love Stings Sometimes
Constant trampling of the earth by the goblins to the north have caused extreme unrest in a scorpion nest. Seemingly bred by the hundreds, and more arriving on the surface every day, can your group find a way to put them back at rest? Tall tales of the region tell of two plants: a joshua tree and a cactus. Burning the sap of one causes rage, while the other calms; but then again, it was a tall tale...or was it...? (GM Notes: A great opportunity for alchemists and/or druids to shine. Or, test someone's cooking skills to get more variation)
Worm Your Way Through
The Isle of Wyrms is home to the Tentacled Horrors, a race of blind, burrowing monsters that can sense the vibration in the soil above them. Rumour has it that the Elder Ones used to cross their land by moving in time to the heartbeat of the Great Wyrm. Discover the monstrous mother and learn how to walk without waking the slumbering worms below. (GM Notes: Shamans, Rangers and trackers will be your main attractions here - Don't let 'em get away with that one die roll..make 'em earn it! :D)
Mending Bridges
The Orcish Ziggurat can only be reached safely by crossing the Bridge of Sorrow, high above the raging waters that surround it. The giant runestone on the Isle of Wyrms contains the secret words that will grant a traveler passage to the bridge. There's just one problem. The only one powerful enough to unlock the magic of the stone is the Sorceress, and the only one who can read the runes is the Seer. They used to be man and wife until a bitter jealousy drove them apart. Can you convince them to forgive one another, or have they burned their bridges and doomed you in the process? (GM Notes; Do your players need a lesson in diplomacy? What a great way to practice - settle romantic differences or die...see? simple)
Heart of Ages
The barbaric Orcs of this land sacrifice human hearts to power their wicked rituals and grant divine might to their hulking warriors. Now you find yourself in a race against time, as the Orcs have a new captive - a young dragon!
If they sacrifice its immortal heart to the Dark Powers, their tribe shall become ten times more powerful, and sweep across the surrounding lands laying waste. Only you can navigate the perilous lands surrounding them and stop them from performing the sacrificial ritual of the Heart of Ages. (GM Notes: the dragon is a very young to infant dragon, chosen because of the weaker hide and scales. Saving the infant dragon will surely lead to potential rewards with its kind later)
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