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BRC
2010-10-22, 03:58 PM
So, for various reasons, I won't be running a DnD session next week, which means this week is time for the Halloween special. I have a premise, and a good ending, but I need a beginning and a middle.

So, here's what I have.
It's a western campaign, featuring a Beguiler and a modified Ranger (Gunslinger), both 5th level.

The Town in question is surrounded by forests. A powerful Crow-themed drow warlock known as the Murderman (Might make him a sorceror or somthing, but I've already statted him as a warlock, refluffed his abilities to make him crow-themed) is attacking the town each night with an army of ghouls. In the meantime, the Ghouls are wandering around the forest and town, with general orders to attack anybody who tries to leave.

The town Doctor, an animated scarecrow (Their a race in my setting) named Doc Stitch is leading what's left of the town's defenses.

Now I've got a decent finale for the adventure planned out. The PC's and their allies (Under the PC's control of course) Holed up in a building, fighting off the Ghouls until the Murderman himself shows up and tries to kill them.


So I know how it ends, but I want something besides that Stand at the end (Or possibly the PC's trying to escort people through the woods or something, I'll throw abunch of Ghouls and the Murderman at them anyway), but I need somthing else for them to do before then.

So, any ideas?

Fable Wright
2010-10-22, 04:07 PM
Depends on the type of game you want to run. Mainly roleplaying? Mainly combat? What?

Off hand, I think a good beginning would be the PCs walking unsuspectingly into town. They get a room in the inn, and then want to set off again in the morning. Portray the town as kind of creepy, but nothing specific yet. In the night, they hear meat shredded from bone, yells of terror, and screams of agony. They try to help the villagers, but their rooms are locked from the outside. They can't do anything. Later, they try to leave town and then get their path blocked by ghouls. They barely escape, and they can't defeat the ghouls because more and more of them come every round of combat. They talk the the villagers (perhaps before trying to leave town), and figure out the situation. They hear suspicions of townsfolk being this figure, and they investigate the people of the town, trying to find the killer. And then, while they're poking around, ghoul attacks become more and more frequent, until some attacks actually happen during the day. This escalates into the end game that you have planned out.

Magesmiley
2010-10-22, 04:22 PM
You might start things off on the road/trail/path to the town.

The path might have the occasional body of a commoner who was hunted down by the ghouls.

Or perhaps several peasants run past them, fleeing down the trail in the direction the PCs came from. Hot in pursuit are a pack of ghouls. If the PCs stop to fight, the peasants continue racing off, taking their chance to get away. If the PCs do nothing, the ghouls race past them, pursuing the peasants.

If the PCs engage, make Listen checks in a few rounds to hear the sounds of the peasants being ripped apart by a much larger pack of ghouls who are on the trail behind the PCs. If the PCs let the ghouls past, they hear much the same thing after a few minutes. Some further Listen checks should indicate that there is a large pack of ghouls on the trail behind them, headed their way (time for a race to get to the town).

BRC
2010-10-22, 04:30 PM
You might start things off on the road/trail/path to the town.

The path might have the occasional body of a commoner who was hunted down by the ghouls.

Or perhaps several peasants run past them, fleeing down the trail in the direction the PCs came from. Hot in pursuit are a pack of ghouls. If the PCs stop to fight, the peasants continue racing off, taking their chance to get away. If the PCs do nothing, the ghouls race past them, pursuing the peasants.

If the PCs engage, make Listen checks in a few rounds to hear the sounds of the peasants being ripped apart by a much larger pack of ghouls who are on the trail behind the PCs. If the PCs let the ghouls past, they hear much the same thing after a few minutes. Some further Listen checks should indicate that there is a large pack of ghouls on the trail behind them, headed their way (time for a race to get to the town).
Hrmm, good ideas. I'd kind of like the initial encounters not be against Ghouls though, since they'll be fighting plenty of those later on.