Yllin
2016-04-12, 07:15 PM
Hello, giantitp forum!
I've been trying to get into the roleplaying for quite some time. Never had luck with a gaming group - the most i could get was playing a few adventures, which were rather boring. I don't think anything is going to change unless i put myself behind the screen.
The only ruleset that i have some knowledge of is Pathfinder. I have two friends willing to play that i'll be comfortable to go with for the first time. They have about as much experience in RP as i do. We've discussed our expectations, and i know that they don't want a lot of random encounters and meaningless fighting, but would rather have some exploration and RP moments. I don't think I'll enjoy mastering a publish adventure. I don't have any storywriting experience also though. I tried to create an adventure, but I'm stuck about some things.
Now, I don't think my friends read this forum, but just in case: if you've been discusing RP games with someone who goes by nickname "odnoglazoe" recently, please don't read this any further.
I borrowed a lot from different sources. This is what i came up with eventually:
The adventure begins at dusk in a small fishing village near a lake. It is located at the edge of a forest.
A boy approaches PCs and asks to find his sister. She probably got lost in the forest. The locals tried to search but unsuccessfully.
The boy can show the place where his sister used to play.
If PCs try to investigate in the village, they will learn:
1) the girl's name
2) that the forest is considered cursed, with people disappearing in it. Thus locals don't usually enter it.
3) some random myth, correct or wrong one
What actually happend to the girl:
A snake lured her into the forest. A psycho tried to captured her, but she managed to escape with the snake's help. The snake then guided her to the serpent king. According to the serpent laws, she had to become the king's wife. (this doesn't imply any intimate involvment, only a social status) The snakes enchanted her to forget everything about her previous life and obey the serpent king. This wedding ritual will continue for X days.
What is there in the forest: (without any particular order)
A witch:
An ugly crone with a bone leg. She lives in an old cabin.
She will challenge PCs with a riddle. (which one?)
If they can solve it, she will feed them, give them potions and something(what?) else
Otherwise she will teleport them into a spiderweb.
Spiders:
They inhabit the dark and creepy part of the wood. Never attack travellers with a bright light source. Never attack those who solved the witches riddle.
The serpent lake:
The snakes dwell here ruled by the serpent king. The lost girl was brought here.
After the wedding begins (first dawn after PCs get the quest):
The girl is sitting here on a wooden throne in a white dress, decorated with pearl. Forest berries and flowers lie around her bare feet. She has lost her name and is slowly forgetting her past. In this condition she believes to be the king's wife. If PCs ask her to leave with them, she will refuse.
The serpent king is occupying the second throne. At least a dozen of snake servants are around.
The king will tell PCs about the girl's condition. He will offer pearls to PCs if they peacefully leave his domain.
The enchantment will temporarily break if the girl is called by her name. In this case she will try to run away and the snakes will attack PCs immediately. Friendly NPCs might come to help PCs.
The enchantment will be broken if the girl spends a few days with her family.
After the wedding is over (X days):
The spell became permanent. The girl forgot her past and followed the snakes into the lake. PCs can find traces of what happened.
Quest failed
A bridge:
A small stone bridge. More decorative than functional.
A snake:
If PCs tell someone about their quest, the snake will hear that. It will then try to interfere with PCs plans: mislead them, arrange traps, steal items, attract hungry vultures...
Wolves:
Wolves inhabit the forest. PCs can hear them howl every night or before they attack.
The wolves don't attack friends of the wood nymph and are ferocious against her enemies.
Speaking birds:
With some luck PCs can encounter two flamboyant birds. If PCs are kind to the birds, they will talk to the charachters and will help to navigate around the forest.
The mole:
A humanoid creature approaches PCs. It is completely blind, covered with black fur, and has long claws on its arms and legs. It offers to guide PCs where they need for the cost of any potion or magic item. If the players agree, the mole guides PCs to a hidden cave entrance. It tells that the cave is impassable for anyone who can see. It asks the characters to turn off all light sources, hold hands, close their eyes, and follow it. During the trip the players will be asked three times if any of them wants to open their eyes. It is pitch blackinside the cave. The characters go deeper. The floor becomes covered with a very viscous liquid. When the substance level reaches PCs' knees, the mole suddenly attacks. It can climb cave walls with its clawed hands to move unaffected by the liquid on the floor. This substance is actually a weak acid. It begins to deal small amount of damage to PCs around this point in time. The mole relies on its smell and hearing, and can navigate the cave freely. It will retreat into the darkness of the cave if takes serious damage.
The cave is a labyrinth. If the players try to trace their way or draw a map, they will discover that the corridors overlap and this structure is physically impossible.
As it was said, the cave is impassable for anyone who can see. PCs can get out if they close their eyes and/or turn off their light source.
The psycho:
A person dwells in a dilapidated cabin. He is dirty, smelly, dressed in rags. Two ingrown into the skin chains cross his chest. His face is damaged with a brand. The man wields a chain, a scourge and a cleaver. He will attack PCs as soon as he sees them.
Traces of the girl can be found around his cabin.
The wood nymph:
A spirit of the forest. She lives on a tiny isle in the middle of a small lake. It is impossible for her to leave the island.
The nymph looks like a beautiful woman.
A single-seater boat is tied to a tree. It is impossible to cross the lake for a person that harmed or corrupted the forest in any serious way.
The nymph is willing to help (how exactly?) anyone who crosses the lake.
She will ask PCs to rid the wood of the (who?) tribe that corrupts it with evil rituals.
When in battle, the nymph relies on magic.
The (who?) tribe
A tribe of small humanoids living in huts on a verge of a stream. They worship evil demigods and offer ritual animal sacrifices. The tribe is ruled by a priest, who is capable of doing some magic.
If PCs establish communication with him, will promise help for killing the wood nymph.
A hollow in a tree:
A tiger's lair. It will attack if PCs act loud our agressively.
Hunts at nights.
A clearing:
PCs reach a well-lit clearing. It is covered with a variety of beautiful flowers.
The flowers are enchanted. If PCs try to cam here, they will have to make saving throws to not fall asleep / wake up.
A spot check can show that it is unnaturally quiet / no bugs can be seen in the flowers.
A wounded deer:
PCs find a dying deer. It was obviously wounded with a sharp tool very recently. The trees around bear bloody marks of an evil ritual.
A bloody track leads to the (who?) tribe village.
The shaman:
A powerful magician who lives inside a cave in the depth of the forest. To traverse the cave, the characters have to challange three spirit incarnations. The spirits can be defeated through combat or through specific actions (what actions exactly?).
The spirits are: a deer spirit, an owl spirit and a fox spirit.
The shaman himself is a skinny old man with green hair and a lot of piercing in his face. His room is filled with smoke that emanates from the grass burning in front of him. He seems to be in some sort of trance when PCs arrive. He will react to the characters after a few hours. He will then help PCs with special items or cryptic advice.
Violet trees:
The soil here contains a special mineral. It makes all trees in the area grow unnatural violet leaves (as well as some other changes).
Dry wood of these trees if extremely hard and burns with bright hot violet flame.
My main difficulties are:
0) Can a story like this be interesting to play? Or is it maybe outright ridiculous? I have no idea
1) How do I guide the players among the locations without constructing a railroad through the forest?
2) How do I wrap all that with mechanics? Is it even possible for two level 1 characters? And if not - is it possible to play a higher-lever character for a novice in RPG realm? What monsters should I use? How do I choose NPC stats, abilities and spells? How much treasure and exp should I hand? How do I balance encounters to be challanging but not overwhelming? How long is the adventure going to take in hours?
3) All the holes that remain in the narrative
I've been trying to get into the roleplaying for quite some time. Never had luck with a gaming group - the most i could get was playing a few adventures, which were rather boring. I don't think anything is going to change unless i put myself behind the screen.
The only ruleset that i have some knowledge of is Pathfinder. I have two friends willing to play that i'll be comfortable to go with for the first time. They have about as much experience in RP as i do. We've discussed our expectations, and i know that they don't want a lot of random encounters and meaningless fighting, but would rather have some exploration and RP moments. I don't think I'll enjoy mastering a publish adventure. I don't have any storywriting experience also though. I tried to create an adventure, but I'm stuck about some things.
Now, I don't think my friends read this forum, but just in case: if you've been discusing RP games with someone who goes by nickname "odnoglazoe" recently, please don't read this any further.
I borrowed a lot from different sources. This is what i came up with eventually:
The adventure begins at dusk in a small fishing village near a lake. It is located at the edge of a forest.
A boy approaches PCs and asks to find his sister. She probably got lost in the forest. The locals tried to search but unsuccessfully.
The boy can show the place where his sister used to play.
If PCs try to investigate in the village, they will learn:
1) the girl's name
2) that the forest is considered cursed, with people disappearing in it. Thus locals don't usually enter it.
3) some random myth, correct or wrong one
What actually happend to the girl:
A snake lured her into the forest. A psycho tried to captured her, but she managed to escape with the snake's help. The snake then guided her to the serpent king. According to the serpent laws, she had to become the king's wife. (this doesn't imply any intimate involvment, only a social status) The snakes enchanted her to forget everything about her previous life and obey the serpent king. This wedding ritual will continue for X days.
What is there in the forest: (without any particular order)
A witch:
An ugly crone with a bone leg. She lives in an old cabin.
She will challenge PCs with a riddle. (which one?)
If they can solve it, she will feed them, give them potions and something(what?) else
Otherwise she will teleport them into a spiderweb.
Spiders:
They inhabit the dark and creepy part of the wood. Never attack travellers with a bright light source. Never attack those who solved the witches riddle.
The serpent lake:
The snakes dwell here ruled by the serpent king. The lost girl was brought here.
After the wedding begins (first dawn after PCs get the quest):
The girl is sitting here on a wooden throne in a white dress, decorated with pearl. Forest berries and flowers lie around her bare feet. She has lost her name and is slowly forgetting her past. In this condition she believes to be the king's wife. If PCs ask her to leave with them, she will refuse.
The serpent king is occupying the second throne. At least a dozen of snake servants are around.
The king will tell PCs about the girl's condition. He will offer pearls to PCs if they peacefully leave his domain.
The enchantment will temporarily break if the girl is called by her name. In this case she will try to run away and the snakes will attack PCs immediately. Friendly NPCs might come to help PCs.
The enchantment will be broken if the girl spends a few days with her family.
After the wedding is over (X days):
The spell became permanent. The girl forgot her past and followed the snakes into the lake. PCs can find traces of what happened.
Quest failed
A bridge:
A small stone bridge. More decorative than functional.
A snake:
If PCs tell someone about their quest, the snake will hear that. It will then try to interfere with PCs plans: mislead them, arrange traps, steal items, attract hungry vultures...
Wolves:
Wolves inhabit the forest. PCs can hear them howl every night or before they attack.
The wolves don't attack friends of the wood nymph and are ferocious against her enemies.
Speaking birds:
With some luck PCs can encounter two flamboyant birds. If PCs are kind to the birds, they will talk to the charachters and will help to navigate around the forest.
The mole:
A humanoid creature approaches PCs. It is completely blind, covered with black fur, and has long claws on its arms and legs. It offers to guide PCs where they need for the cost of any potion or magic item. If the players agree, the mole guides PCs to a hidden cave entrance. It tells that the cave is impassable for anyone who can see. It asks the characters to turn off all light sources, hold hands, close their eyes, and follow it. During the trip the players will be asked three times if any of them wants to open their eyes. It is pitch blackinside the cave. The characters go deeper. The floor becomes covered with a very viscous liquid. When the substance level reaches PCs' knees, the mole suddenly attacks. It can climb cave walls with its clawed hands to move unaffected by the liquid on the floor. This substance is actually a weak acid. It begins to deal small amount of damage to PCs around this point in time. The mole relies on its smell and hearing, and can navigate the cave freely. It will retreat into the darkness of the cave if takes serious damage.
The cave is a labyrinth. If the players try to trace their way or draw a map, they will discover that the corridors overlap and this structure is physically impossible.
As it was said, the cave is impassable for anyone who can see. PCs can get out if they close their eyes and/or turn off their light source.
The psycho:
A person dwells in a dilapidated cabin. He is dirty, smelly, dressed in rags. Two ingrown into the skin chains cross his chest. His face is damaged with a brand. The man wields a chain, a scourge and a cleaver. He will attack PCs as soon as he sees them.
Traces of the girl can be found around his cabin.
The wood nymph:
A spirit of the forest. She lives on a tiny isle in the middle of a small lake. It is impossible for her to leave the island.
The nymph looks like a beautiful woman.
A single-seater boat is tied to a tree. It is impossible to cross the lake for a person that harmed or corrupted the forest in any serious way.
The nymph is willing to help (how exactly?) anyone who crosses the lake.
She will ask PCs to rid the wood of the (who?) tribe that corrupts it with evil rituals.
When in battle, the nymph relies on magic.
The (who?) tribe
A tribe of small humanoids living in huts on a verge of a stream. They worship evil demigods and offer ritual animal sacrifices. The tribe is ruled by a priest, who is capable of doing some magic.
If PCs establish communication with him, will promise help for killing the wood nymph.
A hollow in a tree:
A tiger's lair. It will attack if PCs act loud our agressively.
Hunts at nights.
A clearing:
PCs reach a well-lit clearing. It is covered with a variety of beautiful flowers.
The flowers are enchanted. If PCs try to cam here, they will have to make saving throws to not fall asleep / wake up.
A spot check can show that it is unnaturally quiet / no bugs can be seen in the flowers.
A wounded deer:
PCs find a dying deer. It was obviously wounded with a sharp tool very recently. The trees around bear bloody marks of an evil ritual.
A bloody track leads to the (who?) tribe village.
The shaman:
A powerful magician who lives inside a cave in the depth of the forest. To traverse the cave, the characters have to challange three spirit incarnations. The spirits can be defeated through combat or through specific actions (what actions exactly?).
The spirits are: a deer spirit, an owl spirit and a fox spirit.
The shaman himself is a skinny old man with green hair and a lot of piercing in his face. His room is filled with smoke that emanates from the grass burning in front of him. He seems to be in some sort of trance when PCs arrive. He will react to the characters after a few hours. He will then help PCs with special items or cryptic advice.
Violet trees:
The soil here contains a special mineral. It makes all trees in the area grow unnatural violet leaves (as well as some other changes).
Dry wood of these trees if extremely hard and burns with bright hot violet flame.
My main difficulties are:
0) Can a story like this be interesting to play? Or is it maybe outright ridiculous? I have no idea
1) How do I guide the players among the locations without constructing a railroad through the forest?
2) How do I wrap all that with mechanics? Is it even possible for two level 1 characters? And if not - is it possible to play a higher-lever character for a novice in RPG realm? What monsters should I use? How do I choose NPC stats, abilities and spells? How much treasure and exp should I hand? How do I balance encounters to be challanging but not overwhelming? How long is the adventure going to take in hours?
3) All the holes that remain in the narrative