Draft Adventure Ideas and Story Outlines


Because I continually generate story ideas and have no time to fully flesh them out, the following page will present basic outlines and key features for various THACO Dragon Adventures.
The DM will have to add details and develop these concepts in order to run them adequately: 
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The Footlist. (4th-5th) A mage requires a gold lion statue that is the prize in a melee competition. Manticores attack on a dangerous (forbidden travel) short-cut road to the town holding the competition. Tavern games (arm wrestling, drinking game "I am the King", and knife throwing) with other competitors. Footlist Battle. 18 competitors. Wooden weapons only (max 1d6 damage). One weapon per character. Only non-magical leather aprons allowed +1 to AC.
***(Now appears as a full adventure)*** 

Weapon Breaker. (3rd-4th level) Lord's Sword is stolen in a disreputable part of town. Breaks normal weapons on roll of 17-20. City Tavern. Tall Mystic warrior ladies (NE). Sewer. Killer Toads. Wererat gang. Leader is not a wererat. The weapon used by High Hit Die opponent. Characters will likely need secondary weapons.

The Island of the Wicker Man. (5th-7th) Recently a Knight disappeared during an investigation concerning a missing girl, who was eventually found well on the Island. The Islanders and boatman stated that the Knight was delivered to the mainland, yet there is no sign of him. PCs are asked by another Knight to investigate the Island after the original search moved to the mainland and was then discontinued. Islanders are all human-sacrifice-enamoured cultists. They send the PCs on a 'goose chase' around the Island, to a dangerous ruined building, with animated vines. Standing stones at points on the Island cast misdetection so that alignments and evil intentions cannot be detected.  Evil Leader 10th-level Priest who has a personal amulet that disguises his alignment and evil intentions.

Crow Monster. (7th) Quasi-Demon. Powers, like Devil Swine, but more magical. Wizard Spells. Dried Leaves. Dead Trees. Wooden Fences. Farmhouse. Dead Animals. Wood Golem. Scarecrow. Undead Animals in House. Some rooms are pocket dimensions. Tentacle monsters.

Goblin Slave Adventure. (2nd) Huge Cave-in isolates characters. PCs captured by Goblins. Goblin Giant Spiders. Cadaver Collector-type guardians. PCs held as slaves for 6 months to 1 year in mines. Gladiator Fights. Learn Goblin Language. Rescued after mine area raided by Adventurers or other forces.

Arabian Coast Rescue (5th-7th) Shipwrecked sailors have been taken captive by monsters that inhabit a rocky shoreline. Adv Starts at port.
PCs notice Ruffians (5) subtly shaking down people around the docks (passive perception check -4). The few Arabian Guards don't seem to notice or care, and no one complains to them (because everyone knows they get a cut of the extortion money). Victims don't want PCs help because they fear reprisals. A sailing Dow arrives looking for warriors willing to rescue shipwrecked sailors recently lost on a rocky shoreline. They intend to sail immediately, hoping that they will return in time before any of the crew are eaten by the Giants that live there:
Encounter 1: Rocky Shoreline
Aepyornis, Giant Flightless Bird (25) new monster
AC: 7 HD: 3+3 THACO: 17 Attacks: 1 Damage: 1d4+1 or 1d8 (Bite or Talon rake) Size: L (8') Mv: 24 Alignment: Non xp: 165
Encounter 2: Sandy hinterland
Giant Skeletons (8)
Encounter 3: Rocky Sandstone Hills and scrub land with Large Cave
Hell Hound Guards (3) that can see invisible
Cyclops (4)
AC: 2 HD: 13 THACO 7 Attacks: 1 Damage: 6d6 or 4d10 (Fist or thrown Rock/150yards) Size: H (20') Mv: 15 Alignment: CE xp: 4000   
***(Now appears as a full adventure)***

Raid on the Temple of the Shoulai. (5th) The PCs are tasked by the local magistrate with arresting a fugitive hiding within the Shoulai temple. The fugitive is a dangerous warrior, an evil Kensai (5th level), who is wanted for a number of unjustified killings. The Shoulai are fighting monks that commonly perform martial acts, dispensing 'true justice', in exchange for money. Those offering money are allowed to take shelter inside their temple, although such offerings must be large ones (in this case valuable gemstones).
Adventure Outline:
The outer part of the Shoulai temple is a shrine cut into a rocky hill side, featuring incense burners and wood carved columns depicting dragons. Their complex runs straight into the hill and has smooth polished floors that open into large single rooms. The first section of the temple is clad with black lacquered wood panels, is dark, and protected by two Bugbears armed with Guan Dao (a broad bladed naginata-type weapon). A heavy locked door leads to a brightly lit (via magic) white corridor that extends from this first outer area into a large round room with a shallow pool centred in the middle. PCs are approached by seven 3HD monks, and their 8 HD leader (Shen Zhou), and asked to leave. Talking to the leader reveals their guest has paid enough to allow an indefinite stay at their temple. If a battle occurs and the monks look to be losing, with four of them falling, the leader calls for a truce and says he will not obstruct the PCs from continuing.
*The corridor continues from the pool area and into a square room, also brightly lit, with a brazier of hot coals standing in the centre (a hole in the ceiling acts as a chimney to draw the smoke up and away). Those that do not speak the word 'XiaHo' as they enter cause the fire to erupt into the form of a Lesser Fire Elemental (6HD). The elemental will fight for 5 rounds before returning to the brazier. The single door leading beyond this room leads to a darkened barracks area with plain wood lined walls, round tables, and bunk beds.
*Three doors lead from here that open into a latrine area, a kitchen-larder area, and a training hall. Meditating inside the hall, 20 feet from the door, is the Kensai, Bakiro. Anyone opening the door, that are not Shoulai, alert Bakiro. Initiative is triggered immediately. If he wins, Bakiro's first action is to draw his Katana and rush the doorway so that he only has to fight restricted numbers of enemies. If PCs try to push past, treat the move as triggering an opportunity attack (a free attack) and, due to the close proximity, make this an unarmed attack versus armed attack (+4 to hit and damage) - unless the character is specifically using a large shield to block, and foregoes all other attacks. The DM must warn any player wanting to push their way through. During the fight in the doorway Bakiro, using his free hand, also throws shuriken 1d4+1 (Str15) at any PC spellcasters standing behind his opponent. Only one shuriken per round. If characters close the door and prepare spells, or step back to use missile fire, Bakiro moves to the side of the entranceway and waits.
Shoulai Monk
AC: 7 to 4 (Dex 14-18) HD: 3 (leader is 8HD) Attacks: 3/2 (2 for leader) Damage: 1d3+2 (Fist) or 1d6+2 (Foot) Mv: 12 Alignment: N(E) xp: 150 *Special Benefits: Foot attack vs armed opponents suffers no penalties, Iron Skin martial arts ability. White robes.
***(Now appears as a full adventure)***

The Rescue of Prince Neymar (6th-8th) A young Prince (1HD), against the will of the King, sneaks off in disguise as a common soldier to a frontier territory under sporadic attack by Orcs. The Prince is taken prisoner when his patrol is ambushed by a large group of Orcs. The PCs are approached by one of the King's attendants. He says that the King is raising a large army to invade the Orcish badlands. He says that the badlands prevent scrying, and that the only knowledge that has been divined is that the Prince lives - probably as a slave. The attendant seeks the PCs help in determining which slave mine or other location the Prince might be held in. A small party might sneak through and find the location, but a sure way would be taken as captured slaves (with a hidden method of magical escape). The problem is that being captured would see the loss of the party's equipment. Moreover, the Orcs would likely kill any priests or magic users, so being disguised as common soldiers might prove the best way, if this approach is taken.
*The local Orc warlord has arranged to keep a large force of Orcs, up to 300, near to where his skirmishers raid, so as to overwhelm counter-raiding forces from the Kingdom. Part of the Orc 'army' includes Champion Warrior types, a few powerful non-Orc monsters (a Wyvern), and two Hell Hounds (6HD). The PCs will be detected from the air and cornered by this group if they advance.
*The young Prince is part of a work gang in an open-cut quarry, and is held with other humans and humanoids. The quarry is run by a band of Hill Giants (16) while the rocky hillside is inhabited by many, surprisingly fast moving and hungry, Giant Lizards (but with 5HD). The Orcs supply the slave labour. These slaves are camped within the mine, and know that escape will draw attacks from the Giant Lizards. Delivering slaves is a dangerous business for the Orcs. Inside the mine area are a number of sturdy wooden wagons used to haul rock.

Gateway Keep (3rd-5th) The characters are paid to guard an Old Keep, that consists of many rooms, and four stories, with towers, which holds a gateway to a Goblin Realm (prime material plane). The (low level) wizard owner, who inherited the keep, has to travel in order to collect necessary spell components needed to repair earthquake damaged wardings. The keep sustained damage and shows cracking with broken sections. He/she wants trusted warrior types to guard the place from internal intruders while away with his/her small number of staff. The keep has its own magical guardians - a suit of armour, and intelligent creature (that knows about the Goblin Realm), plus one other (total 3) - that activate when a gateway is opened. The problem is there are numerous gateways and not enough guardians - especially since the wards have been put out of alignment with the earthquake (need details on why the wards are so delicate - they are crusted on salt and spell component mixtures that are shaken loose, despite the magical bonding. Plus, during earth shaking, the gateways can be opened from either side regardless of the warding. PCs don't know this, but the earthquakes are caused from the Goblin Realm).

The Keep has seven gateways set into various walls in the house. When not activated they look like stone doors. In the basement area is a larger sized gatewate that is circular in nature. The interesting aspect to this adventure is that the Keep itself is a place of high enchantment. It is protected by a ring of magical stones set into and under the earth that prevents the passage of Goblinoid or Orcish monsters - at a distance of 50 yards from the building. The barrier acts like a wall of force for such creatures. Also, apart from the few magical guardians there are numerous high powered magical weapons and equipment that the PCs can use that only function within the Keep's grounds. The characters will be able to equip themselves with the best +4 to +5 Armour and weapons such as Vorpal Swords, Holy Avengers, Flame Tongue weapons, plus wands and various miscellaneous items such as cloaks, hats, boots, rings (fire protection), flying carpets and the like. There is also a fountain which heals. These ONLY work within the keep.

During the adventure the house experiences a series of Earth Tremors that allow the passage of various Goblinoids. The enemies list includes:

Armoured Goblins and Goblin Champions (armed with mechanical-type weapons such as crossbows, and Greek fire). Bugbears. Goblin Behemoth Animations (that look like Cadaver Collectors). Flying Creatures. Goblin Sorcerer (able to cause earthquakes) - and three acolytes that cast the spell from prepared scrolls (with a high failure rate). The foot soldiers are armoured in poorly made black Platemail (that only gives a max AC4 to the small Goblins). They favour spears, morningstars, and maces for their melee weapons.

To stop the Goblin attacks the PCs will need to discover the cause of the intrusions - a unique Goblin Sorcerer - and travel to the Goblin Realm via an unguarded gateway, to avoid the armies outside the other (4) gates. The gates are widely separated and are surrounded by these Goblin armies with the Goblin Sorcerer plus acolytes at each point. They communicate via magical mirrors.

One of the magical guardians of the house can travel with the PCs - the intelligent one - to aid the party. The creature knows how to activate the gates and where they go. All of the equipment and weapons from the Keep function in the Goblin Realm. PCs might discover there are magical creatures in this realm such as Griffons and Elves, but that they are under pressure from the overwhelming numbers of Goblins in this Realm. There are vast Goblin cities and they war with one another.

Backstory. A long time ago a powerful wizard and his companions travelled and fought in the Goblin Realm. The gates were established by councils of wizards (Humans-Elves) on either side of these Prime Material Planes. The weapons within the house are of the Goblin Realm and are styled differently from normal PC weapons (more Renaissance-esque, yet still solid). Magic items created on either side of the realms cease to function (except within the keep), although spells can be cast normally.

Note: this Adventure idea was inspired by the films, The Spiderwick Chronicles and Labyrinth.

Return to the Ruins of Castle Mistamere (1st-2nd) Years after an adventuring party cleared the dungeon of monsters, and looted the ruins, word has spread that evil has returned to the castle. Inside the Gold Dragon Inn, situated in the centre of Mistamere Town, the PCs are recruited by a 4th level NPC thief named Sicaro (Str10, Dex15, Con 14, Wis17, Int15, Cha12, hp 19) who went to the ruins recently. He says he saw an axe carrying Bugbear hiding near the front doors. Sicaro is well armed with a short bow, 16 arrows, short sword, 6 daggers (one silver), and a club (for taking prisoners). He also has a Healing Potion. In combat the thief uses ranged weapons to take down opponents. However, this NPC is extremely wise and can offer PCs very good advice. If the party has a spell caster he asks if they can cast Charm or Sleep, recommending to capture an enemy (only Kobolds), so they might find out more about the Dungeon before entering it. He recommends retreat in the face of numerous enemies, or trickery/patience to lure out enemies in order to cut them down. PCs should come up with the actual plans. (If one of them speaks Kobold they should use this to their advantage to fool the occupants of the rooms, at least long enough to win initiate). Sicaro points out how important it is to learn a name, or other information, from an enemy. He also suggests that any magic users disguise themselves as archers, spearmen, or pages to avoid being targeted by intelligent foes. "I've seen this happen twice now."

When the party arrives at the ruins they find there are six Kobolds (with Daggers and small Short Bows 1d4 damage) occupying the outside area along with the Bugbear. Also, around the East side of the castle, is a Giant Beetle chained up to a rusted iron ring set in the wall. The beetle is used as a beast of burden and gets hitched to a wagon in order to move supplies of dried meat. Note: The fallen outside Doors on this upper level map are completely wreaked. The hole, under which used to be a Carrion Crawler den, is filled with earth and rubble.


All the building outer and inner walls have huge cracks running through them, more than previously encountered since the entire site has sunk irregularly into the ground.  The upper level rooms no longer retain whatever magical properties they once had. They are devoid of harmful traps - they were either wrecked or burnt.

Inside the building, in Room 20, is a wagon. There are a pair of Bugbears on this level at a random point. Start with 19 and add d20 to determine where they are. Otherwise each room, except Room 20 and 23, is guarded by two Zombie Orcs. When the Zombie Orcs are attacked the Zombies from the adjacent room(s) move in to attack in the next round (always losing initiative).

Rooms up until the dining hall level are filled to the brim with water barrels and dried meats - some in strips (rabbit, goat, bird), and others as whole animals such as lizards or fish. Room 28 is for storing oil which can be used to burn down the supplies. Sicaro recommends setting up a 'trap' on this level using the oil, moving barrels close to each stairway (so they can be kicked down them), and moving one oil barrel into each food storage room.

The dining hall area in the back is locked and occupied by swarm of eight Robber Flies. They line the chimney and only attack once the PCs fully enter. Sicaro notes that the building looks like it's being used as a food storage area for a small army and wonders what's on the lower levels.

The lower level of the dungeon is organised as an armed camp or barracks. It is led by a sickly 5th level Bugbear Shaman, named Krakek (Con 6, hp 22), who has been stockpiling rations for a Hobgoblin Army. At the bottom of each stairway are 4 Skeleton guards (created by the Bugbear Shaman, who has a talisman of Undead Control, allowing large numbers of the monsters to be animated).

Generally the lower level rooms, to the North of the stairs, are occupied by small groups of 3-4 Kobolds and their Giant Rat companions. The rooms to the South of the stairways are occupied by a small group of 6 Bugbears, numerous Kobolds, and a mixture of Zombie and Skeleton guards. The Bugbear Shaman, and his two bodyguards, are in Room 65. Room 70 has two Wererat spies, that often infiltrate Mistamere, while Room 69 has a Carrion Crawler locked away. There is also one room, Room 60, occupied by four very well armed and armoured Hobgoblins (Morning Star, chainmail and shields). Their quarters show plans of the Mistamere Town Wall and the current Keep. If captured and tricked (via an illusion), or Charmed into thinking the PCs are part of their army, they may reveal the Hobgoblin Army is 3000 strong with an elite contingent of 20 Hill Giants, 200 Bugbears, the Undead from this supply post, and more than 1500 Kobold skirmishers. Note: the numbers of occupants in each room in the dungeon are low, with not more than 2-3 per small room.

All the stairs leading to the lower levels of the Dungeon are blocked by firm Mud. In the years since the last incursion by adventures an underground stream in the mountains flushed mud into the lower levels, destroying much of the structure and filling all the rooms. The mud is slowly drying out as the underground stream changed course once again.


When the PCs discover the purpose of the lair they should end up informing the town so they can prepare for the monster army attack. The DM could run the siege of Mistamere and have the PCs fight along the wall, that will be targeted by the Hill Giants, who use large log shields as cover. An NPC Adventuring party of 7th level characters will defend the town along with three other heroes of 10th to 12th level, including a powerful Wizard. The DM should feature PC combat with low level enemies trying to break through the wall. An evil Wizard, and apprentices, may feature along with a flying beast, such as a Wyvern (or 8 of them). The town of Mistamere is large and there will be 5000 human defenders on the walls.

Vampire Island (10th level) Characters are told of an island ruled by Vampires. All who have ventured there, including various bands of mercenaries, have not returned. It is known that there are villages on the island, and a fortified manor house. Passing ships have seen people working during the day, and have encountered fishing boats, whose crews said nothing when hailed. A reward of Potions of Youth (reverses 1d4+1 years) for each party member is offered by a monastery to any group that rids the island of the Vampires so that it will be safe to visit. The characters can choose any method of arriving on the Island. The adventure is non-linear, although the Vampires will endeavour to concentrate their forces to drive the party away and/or kill them once they recognise the threat. There are 12 Vampires led by a Queen (who was shipwrecked here many years ago).

There are two villages occupied by compliant humans. A large fishing village by the coast and another up on higher ground that has flocks of sheep and other farm animals. Both villages produce crops like grapes, tomatoes, eggplant, cucumbers, and barley. Below both villages are tunnels that lead to an underground temple situated under the fortified manor house that is further inland. The manor is home to 12 (Nosferatu) Vampires and their minions. At night they feed on the villagers, but do so sparingly, so as not to drain them completely. No house on the island is safe. All villagers are under the sway of the Vampires, although this control places them in a dream like, semi-amnesic state. They will acknowledge that there are Vampires at the manor, and that no one goes there, but will not talk about, or even remember, what has happened to them. Characters who arrive at the villages will be treated coldly, but will be able to stay at the inn, and be tolerated for as long as they pay for boarding. They will not be attacked, but will not get any cooperation.

PCs at or near the manor will face Dire Wolves, Golems, Giant Bats, magical Wards, Skeletons, Ghouls, Spectres, the Vampires themselves who are dressed royally, a Guardian Daemon, and other threats. Hidden coffins may also be situated around the Island so that the PCs will need to destroy these to stop the menace. These coffins will be situated in caves within a cliff side, or in a secret chamber within the manor, under the villages, or at a remote vault at some other location on the island. All will be warded or guarded in some way. Divination magic will be needed in order to determine their locations. This story is inspired by the 1970s film, Crypt of the Living Dead.

Jabala's Revenge (9th-12th level) Characters are approached in the desert by a monstrous four armed demon-like creature that floats down from the sky. The creature explains that his name is Jabala the Magician and has been cursed by the Devil Swine gangster Ganchu Hazzutt. He understands that the PCs could be powerful enough to defeat his foe. He tells the PCs that Hazzutt lives in a square shaped fortress situated on the edge of an inland sea surrounded by desert. The fortress has magic and guardians that can defeat any attack short of an army (and no army is willing to attack since the local kingdoms all have agreements with the gangster). However, Jabala has discovered that Ganchu Hazzutt sacrifices powerful enemies to a monster that lives on an island in the sea. He says that this is the time where he'll be vulnerable. He asks that the PCs make an attempt to attack the Devil Swine in his lair, by either pretending to join up with his lot, or infiltrating the lair, and when things go bad, to surrender. The plan is that the PCs will be sacrificed to the monster on the Island at which time Jabala will use a Limited Wish spell to free and equip the party with weapons and equipment they leave behind. Jabala will submit to a Geas spell in order to gain the PC's trust (and has a scroll of that nature). The nature of Jabala's curse means he cannot directly attack Hazzutt the Devil Swine.

The adventure attempts to recreate the situation encountered in Return of the Jedi with Jabba the Hutt's sail barge battle. The fortress is a square keep with sloping outside walls and a flattened roof. A Blue Dragon sits watch outside. Alongside the entrance are two Stone Golems. Buried in the sands outside are an army of skeletons armed with scimitars. Inside the fortress are powerful humanoids - bugbears, verbeeg, a thri-kreen (Bobba Fett), a faceless shapeshifter, and the Devil Swine. There are also two more stone Golems and four braziers that can bring forth Fire Elementals. Inside magic directed at the evil monsters fizzles 75% of the time, and they receive only one half to one quarter damage from spells. Mind influencing magic and detection spells are ineffective.

The main throne room has a wall of force protecting the throne, that cannot be seen, but only felt. The floor has a trap door, that dumps characters 30 feet into a pit with knee high water. Inside is a huge Hydra. If the PCs fall in, the trap door swings shut. If the PCs win they are then told if they don't throw down their arms they'll flood the chamber (via a sluice gate), and that they will be offered a chance to survive on the Island of the Beast. Warriors will be allowed to run free, without armour or weapons, but any magic using characters will be gagged and tied high up in the few trees situated on the Isle.

The characters are taken out to the Island via two slave galleys rowed by skeletons. One galley has the PCs while the other has the Devil Swine and his routine. Overhead flies the Blue Dragon that Jabala the Magician will engage during the encounter.

Attack on The Temple of the Yuan-Ti (10th-14th) Characters in a tropical port town are approached by a Minotaur Gladiator (who carries on him an Iron Helm, and a great axe) who has come into knowledge of the PCs fame and power. He is the last of his kind in the region after his jungle settlement was destroyed by a raiding force of Yuan-Ti. He tells the PCs that he seeks revenge on the Yuan-Ti, who hoard wealth and magic in their hidden jungle lair. He knows roughly where they are located but dares not venture there alone, and others will not try.

The temple entrance is a stone structure rising out of a swampy area with double doors opening to stairs leading down. The temple is guarded externally by Crocodile Men guards (slaves), and internally by Malisons (Fangblades, Archers, Incanters), Abominations, with a Guardian Naga librarian, Giant Snakes, and an Anathema (that is summoned at the end). There is also a prison area that holds Lizard Men captives. See this link for details on the Yuan-Ti.      

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More ideas will be added, and the above list reviewed and updated. Titles used for these adventures simply give an indication of the adventure and may, or may not, be retained in complete write ups if that occurs.


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