RoA One-Shot Adventures ARPs
Here are Adventure Reply Posts (ARPs) that highlight the next adventure I can offer to run for the RoA One-Shot Adventure region.
The idea behind the One-Shot adventure is that is can be wrapped up fairly quickly (well, as "quickly" as play-by-post games can be) and there is no real interconnectedness between the adventures.
This region is less about the overall campaign and more about fun adventures.
You are free to continue to play in this region or move on to other regions.
Likewise you are welcome to continue to play your current PC in this region or to create a new one for the next adventure.
If you decide to leave the region, please let us know both IC (RPing your PC's departure) and in the OOC thread, too.
Getting from point A to point B between adventures and activites between adventures is glossed over in favor of getting the next adventure up and running in as little time as possible.
Please let me know here want adventure appeals to you most, then second-most. The adventure that gets the most first place votes wins. In cases of ties, the adventure that got the most overall votes wins.
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Ratings: Listed in each path are the types of encounters players can expect in each adventure-- C =Combat, PS/L =Problem-solving, and Logic, R =Roleplaying/Interaction with other PCs and NPCs. NOTE that each adventure features all 3 areas, just in differing degrees, the most prevalent are first, followed by next, and last is least for that adventure.
More adventures will be added once these are played out or once players express interest in certain types of adventures.
For ALL of the listed adventures, the following conditions exist:
Character Levels: 3rd to 5th
Posting Requirements: About 2-3 times per week.
Special Notes:. A good mix of PC classes would do best.
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1.) Title: Caravan Guards
Spring is here and caravans are heading out of Waterdeep to go up into The North toward Silverymoon and south down the Sword Coast. Any number of carvans are hiring adventurers to guard their goods, and you're bound to find a good deal of action and decent payment for a few 10 days' worth of travel and work.
Rumors fly, as always, about what threats may await caravans and travellers. The ones you have heard most are:
To the north, there are all manner of cold-loving creatures, since the winter was so long and harsh. The snows have been slow to melt north of Waterdeep and it is rumored a frost giant shaman has found some way to increase cold and hold off heat. He has many minions to help him in his evil quest to keep the lands of Man in the North in wintery conditions.
To the south, wererats have infiltrated many of the villages and towns north of Amn. No one is safe, and few are trusted. And these were-creatures are moving north, disguised as normal men and half-elves, to infiltrate caravans and trade consortiums.
Game Skills Rating: C, L/PS, RP
Locations: Your choice - north out of the city to end up in the Silver Marches or south to end up in Amn.
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2.) Title: Heirloom
A noble son of Waterdeep would like to hire a discreet band of adventurers to enter the City of the Dead and retrieve a family heirloom from his ancestor’s tomb. Rumor has it that tomb is haunted and riddled with traps.
The fact that he wants to remain anonymous is also suspect...
Game Skills Rating: L/PS, C, RP
Locations: Waterdeep, City of the Dead.
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3.) Title: New Dawn
Priests of Lathander have come to Waterdeep to recruit adventurers and warriors for "lasting hire" of two seasons or more. The task -- to guard workers as a planned temple and farming community, New Dawn, is built in the wild countryside northwest of Secomber. The chosen site is in what local shepherds and drovers call the Hindhorn Hills, a rolling area of scrub woodlands, small cliffs, and deep ravines shown on few maps -- an area rich in deer, hares, and hawks but plagued by roaming packs of wolves and armed bands of gnolls and orcs.
This scheme is no doubt inspired by the success of Goldenfields, but Voice of the New Dawn Harammas Malark describes its advent as "visions streaming into our minds straight from the Divine Morninglord himself." These visions revealed to priest after priest the locale and structure of the temple-farm as if it were a real place. "It took me, at least, some time," the spokespriest admitted, "to realize that our task was to make it real. For some months, we all thought we were being shown a farm that already existed as we were seeing it and that our duty was to find it."
You are to travel to the lands northwest of Secomber, guard the priests and those who they have hired to help built their temple-farm, and stand guard as the temple complex is being built. Once built, other followers of Lathander will come to staff the temple and fend of any lingering threats.
Rumor has it that the orcs, gnolls, and animals around Secomber will not be the only threat you may face. Forces loyal to Shar have been seen in the area and may have similar plans for one of the deep revines there.
Game Skills Rating: C, L/PS, RP
Locations: Mainly the wilds around New Dawn, near Secomber.
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4.) Title: Rescue and Escape!
Caralee Mistletoe, a halfling bard of some renoun, offers you a rather unique job offer: pose as criminals to get thrown into a prison outside the city near The Rat Hills. Once there you will be given some tools and weapons - whatever she can manage to get to you - and you are to rescue her brother, the travelling "procurer" of items, Randee Mistletoe.
Yes, he has done some slightly illegal things in his past, but which adventurer hasn't? And his crime (stealing some silverware owned by a powerful merchant's wife - some say he was stealing her heart, as well) is mimor enough that he should be housed in a prison in Waterdeep. Why, then, is he in such a rancid place as The Rat Hills Warrens, one of the worst prisions on the Sword Coast?
Get it, get out with Randee. Simple as that.
The pay? 1,250 golds each.
Game Skills Rating: L/PS, C, RP.
Locations: The Rat Hills Warrens prison, south of Waterdeep.
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5.) Title: The Cloaked Ones
As winter wears on in Waterdeep, cloaked beings of many races walk the streets, some leaving no trace as they pass.
Businesses that stay open, such as inns, taverns, and festalls, have been threatened by these dark figures. In menacing tones, the cloaked ones demand payment for protection. The cose for not paying? At first, minor destruction, a mere demonstration of what is to come.
Next, harm or murder among the staff.
Finally, destruction of the business.
With the city guard and watch stretched thin with caring for the city as snows pile high and cold-loving monsters threatining the city gates, the cloaked ones have so far gone unstopped.
Game Skills Rating: An even mix of L/PS, C, RP.
Locations: Watedeep's docks, trades, and castle wards.
This message was last edited by the GM at 02:20, Sun 29 Apr 2007.