101 (?) Adventure Seeds
101 (?) Adventure Seeds
One of the things I've been wracking my brain about are ideas for specifically tolkeinesque things to do on adventures in The One Ring. More specifically, brief adventures, set in Dale of all places. I have, and am planning on using Darkening of Mirkwood, but I'd like to develop things in Dale a bit (I have a daleish PC with a trading trait, with Ashen Eyes). One issue is that Dale seems like a place far from the shadow and threat of goblin violence, and should be especially so eearly on.
Anyone interested in throwing out one- or two-line adventure seeds? Feel free to give me any, not just Dalish ones.
1. Someone is trying to cast the final of seven bells for the first Gathering of the Five Armies, but it keeps cracking. Why?
2. Something something easterling spy something. (needs work )
Anyone interested in throwing out one- or two-line adventure seeds? Feel free to give me any, not just Dalish ones.
1. Someone is trying to cast the final of seven bells for the first Gathering of the Five Armies, but it keeps cracking. Why?
2. Something something easterling spy something. (needs work )
Re: 101 (?) Adventure Seeds
This might be helpful: http://forum.rpg.net/showthread.php?601 ... ddle-Earth
Re: 101 (?) Adventure Seeds
You ask a great question & many of us look for additional adventures.
Yusei posts a wonderful ink - I've looked through these myself. Should you require further ideas, scroll through these Forums - here are a few examples:
viewtopic.php?f=7&t=9
viewtopic.php?f=7&t=1303
viewtopic.php?f=7&t=1274
viewtopic.php?f=7&t=909
viewtopic.php?f=7&t=951
viewtopic.php?f=7&t=1201
Yusei posts a wonderful ink - I've looked through these myself. Should you require further ideas, scroll through these Forums - here are a few examples:
viewtopic.php?f=7&t=9
viewtopic.php?f=7&t=1303
viewtopic.php?f=7&t=1274
viewtopic.php?f=7&t=909
viewtopic.php?f=7&t=951
viewtopic.php?f=7&t=1201
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Re: 101 (?) Adventure Seeds
For Dale and/or Lake-town: A heinous murder mystery that threatens to disrupt the rule of Law. The Watch is still under-manned and over-worked. Bard (or the new Master) is not certain that the right suspect is in custody, but the citizenry is so outraged that mob law is a real concern. The Adventurers are asked to investigate and bring any findings to the proper authorities (no vigilantism!).
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."
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Re: 101 (?) Adventure Seeds
I did this awhile back - you may find it useful.
viewtopic.php?f=7&t=829
Hope it helps
viewtopic.php?f=7&t=829
Hope it helps
Last edited by poosticks7 on Sun Apr 13, 2014 1:02 pm, edited 2 times in total.
Re: 101 (?) Adventure Seeds
There are a dozen or so adventure ideas on pages 42 to 43 of my Guide to Dale, here: https://dl.dropboxusercontent.com/u/795 ... 20Dale.pdf
... And poosticks, your link is broken mate.
... And poosticks, your link is broken mate.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
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- Posts: 370
- Joined: Wed May 15, 2013 1:11 am
Re: 101 (?) Adventure Seeds
Oh yeah. (Did it in a rush).
Actually how do you do links on this forum - not actually done it here yet. Having a brain freeze
Actually how do you do links on this forum - not actually done it here yet. Having a brain freeze
Re: 101 (?) Adventure Seeds
I have a few...
Scenario: The Border War – The Magnificent Seven (where did I think of this?)
Three Woodmen arrive at the Easterly Inn. Their village has been visited by a large group of Viglund’s men. This group is acting almost independently of Viglund (NOTE: their removal will strengthen Viglund) and it has visited the Woodmen's village in Summer: promising to collect most of the harvest when they return before crossing & going north into hiding amongst the Hillmen of Gundabad. The Woodmen are asking for help. After recruiting a Wood Elf the crew go to the rescue of the village. When they arrive they will find that some of the villagers fear the fight and will later attempt to betray the crew. The bandits will try to bribe them off. In all there are between 40 and 50 bandits, mostly mounted, but only a dozen of the bandits are above average fighters. Many of the normal bandits are Craven (1 Hate point) and carry spears or daggers only. If they are over-awed they will not attack the village until the following day: and only then if one of the bandit leaders re-instils Hate points to them. There is a leader for every nine minion bandits and the group is led by two brothers who are the bandits’ chieftains.
Scenario: The Border War – The Spy who came in with the Cold
In this winter based scenario one of Viglund’s trackers is attempting to map some of the Beorning lands. Locals describe him as the White Ghost as a few rare sightings of the man near dawn or dusk by villagers have the man being spotted as a white shape often low down on the ground. In fact he is a white werewolf and will be a formidable adversary. He will be able to call a wolf pack in to assist him at night. The more information the group can get about the werewolf [Riddle; Insight; Explore;Hunting] the better to increase their Lore: e.g. what herbs are effective & how; what killing strokes work; ways to read/identify the werewolf during day or during night; what information has been passed back; learning the wolf language. However the longer the group take, the more information the Spy will get, and the more likely he will decide to conclude his mission. A further fact to learn is how the information is returned and to who.
Scenario: Dances With Wargs. (Apologies for title?)
Contact with a wounded Eagle[May be the link after Those Who Tarry No More] reveals that there is a warg pack in the area. What are they after? Tracking/Hunting the pack and then destroying it.... before it causes harm to the area.
Scenario: The Good, the Bad and the Uruk... do I need to say more?
Scenario: The Border War – the Hunt for Red Ottover (is there no end to my puns?)
Returning to the Easterly Inn the group encounter a small group of Beorning trackers who are following the trail of a gang of Viglund’s slaver raiders. [Awe;Insight;Persuade;Healing;Riddle]The slavers have taken a boy, ‘Red’ Ottover, the middle son of a local Beorning chieftain. However the trackers have recently beaten off a wolf pack and have taken injuries. The group take on the task and follow the trail. They will travel north by the edge of Mirkwood, discover and scout[Hunting;Search;] around the raider camp, then identify where the boy is. They will have to safely recover the hostage [Stealth; Battle;] and kill the raiders. The raiders number approximately half as many again as the rescue group, and they are led by a strong Huntsman. If they do not recover the hostage carefully his throat will be cut to stop his rescue. The raider sentries are not alert as they do not know they are being tracked. Searching the camp may offer some rewards (quality armour or weapons, maps/plans, money, tools, a hunting horn, a clue to the raiders’ base). Finally the group must return the boy and collect their reward (if any).
FINALLY I am planning out a Scenario collection of mini-tales 'RedDwarf I to RedDwarf VIII' - here the adventuring group occsionally cross the path of the Red Dwarf Mining Company: a Rhovanion - Wilderland based extraction company with a knack for getting into trouble. [I hope it sounds familiar.] These are small episodes that are deliberately short events for those occasions when there is little gaming time or when some introductory simple tasks are all that are needed for introductory or inexperienced adventurers.
Apologies if any of these overlap some of the great ideas submitted already.
Scenario: The Border War – The Magnificent Seven (where did I think of this?)
Three Woodmen arrive at the Easterly Inn. Their village has been visited by a large group of Viglund’s men. This group is acting almost independently of Viglund (NOTE: their removal will strengthen Viglund) and it has visited the Woodmen's village in Summer: promising to collect most of the harvest when they return before crossing & going north into hiding amongst the Hillmen of Gundabad. The Woodmen are asking for help. After recruiting a Wood Elf the crew go to the rescue of the village. When they arrive they will find that some of the villagers fear the fight and will later attempt to betray the crew. The bandits will try to bribe them off. In all there are between 40 and 50 bandits, mostly mounted, but only a dozen of the bandits are above average fighters. Many of the normal bandits are Craven (1 Hate point) and carry spears or daggers only. If they are over-awed they will not attack the village until the following day: and only then if one of the bandit leaders re-instils Hate points to them. There is a leader for every nine minion bandits and the group is led by two brothers who are the bandits’ chieftains.
Scenario: The Border War – The Spy who came in with the Cold
In this winter based scenario one of Viglund’s trackers is attempting to map some of the Beorning lands. Locals describe him as the White Ghost as a few rare sightings of the man near dawn or dusk by villagers have the man being spotted as a white shape often low down on the ground. In fact he is a white werewolf and will be a formidable adversary. He will be able to call a wolf pack in to assist him at night. The more information the group can get about the werewolf [Riddle; Insight; Explore;Hunting] the better to increase their Lore: e.g. what herbs are effective & how; what killing strokes work; ways to read/identify the werewolf during day or during night; what information has been passed back; learning the wolf language. However the longer the group take, the more information the Spy will get, and the more likely he will decide to conclude his mission. A further fact to learn is how the information is returned and to who.
Scenario: Dances With Wargs. (Apologies for title?)
Contact with a wounded Eagle[May be the link after Those Who Tarry No More] reveals that there is a warg pack in the area. What are they after? Tracking/Hunting the pack and then destroying it.... before it causes harm to the area.
Scenario: The Good, the Bad and the Uruk... do I need to say more?
Scenario: The Border War – the Hunt for Red Ottover (is there no end to my puns?)
Returning to the Easterly Inn the group encounter a small group of Beorning trackers who are following the trail of a gang of Viglund’s slaver raiders. [Awe;Insight;Persuade;Healing;Riddle]The slavers have taken a boy, ‘Red’ Ottover, the middle son of a local Beorning chieftain. However the trackers have recently beaten off a wolf pack and have taken injuries. The group take on the task and follow the trail. They will travel north by the edge of Mirkwood, discover and scout[Hunting;Search;] around the raider camp, then identify where the boy is. They will have to safely recover the hostage [Stealth; Battle;] and kill the raiders. The raiders number approximately half as many again as the rescue group, and they are led by a strong Huntsman. If they do not recover the hostage carefully his throat will be cut to stop his rescue. The raider sentries are not alert as they do not know they are being tracked. Searching the camp may offer some rewards (quality armour or weapons, maps/plans, money, tools, a hunting horn, a clue to the raiders’ base). Finally the group must return the boy and collect their reward (if any).
FINALLY I am planning out a Scenario collection of mini-tales 'RedDwarf I to RedDwarf VIII' - here the adventuring group occsionally cross the path of the Red Dwarf Mining Company: a Rhovanion - Wilderland based extraction company with a knack for getting into trouble. [I hope it sounds familiar.] These are small episodes that are deliberately short events for those occasions when there is little gaming time or when some introductory simple tasks are all that are needed for introductory or inexperienced adventurers.
Apologies if any of these overlap some of the great ideas submitted already.
Re: 101 (?) Adventure Seeds
Dunheved, I like your ideas. Though I'm a bit confused as to why the removal of the group of Viglund's men will strengthen him. Could you maybe explain your reasoning?
Re: 101 (?) Adventure Seeds
Thanks for the views Beleg.
The way I thought about the Border War was that this bunch of raiders are becoming too strong and too independent: effectively a threat to Viglund's authority & will in his own area. (I didn't reaise it until this stage but it struck me that this was a little version of Saruman becoming a power and ultimately working against Sauron.)
If the Crew remove this band - something that appears to be immediately a good thing; then a further result could be that Viglund would be able to enforce his will as the only strong bandit in his area. This would leave the Beornings with a more centralised enemy in the Border war. If these bandits were not to be defeated - and sometimes we can't get enough G-runes on the Feat dice! - then there could be a new faction rising. With that alternate faction developing the Beornings might have had a different group to approach, and their enemy in that area could be destroyed/defeated piecemeal or played against each other.
I just like the idea that when running these adventures there can further consequences even when things don't go to LM's outline.
Hope it makes sense!
The way I thought about the Border War was that this bunch of raiders are becoming too strong and too independent: effectively a threat to Viglund's authority & will in his own area. (I didn't reaise it until this stage but it struck me that this was a little version of Saruman becoming a power and ultimately working against Sauron.)
If the Crew remove this band - something that appears to be immediately a good thing; then a further result could be that Viglund would be able to enforce his will as the only strong bandit in his area. This would leave the Beornings with a more centralised enemy in the Border war. If these bandits were not to be defeated - and sometimes we can't get enough G-runes on the Feat dice! - then there could be a new faction rising. With that alternate faction developing the Beornings might have had a different group to approach, and their enemy in that area could be destroyed/defeated piecemeal or played against each other.
I just like the idea that when running these adventures there can further consequences even when things don't go to LM's outline.
Hope it makes sense!
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