Forgotten World Quest

Note: Because of the HTML on the boards the following symbols (, ), <, and > were replaced with ~

 

Start: Bastille, A Magic Shop

Hook: The PC wants to buy a very rare item listed in the Store’s inventory.

Line: The store is out of the item but the Storekeeper has heard rumors of the item being found at a place called Kaamill’s Caverns.

Sinker: The Storekeeper can tell the PCs the location of the Caverns, but does not know any other information. He/She tells the PC to ask around town and see if anyone else might have some information.

Dialogue

With the Storekeeper – I’m sorry, but we are currently out of ~item~ and don’t know when we will be getting anymore in. If you are interested in acquiring ~item~, I might be able to help you out with some information.

~yes/no option~

No - Ok, Come back when you are interested and I can give you the information that I have.

Yes – I have heard rumors that ~item~ have been found in Kaamill’s Caverns. I don’t know if they are true or not but it might be worth it to check it out. The only other information I can give you is the caverns are in the Merappi Marsh, west of Bastille. You might want to ask around and see if anyone else in town has some other bits of information.

NPC that has Information

Granny ChitChat

Description – Old, village wise/crazy woman, tends to babble a lot.

Dialogue – Hi. So what do you think of the weather? … Oh, that’s nice dearie. What? You want to know

About Kaamill? Hmmm I know of a Kaamill, lives in a stone house by a lake. Beautiful place in the spring. The path is twisted but easy to get to. Words and pictures go together, one becomes the lock, the other the key. You know Kaamill doesn’t come by like he use to. He was a dashing figure, very handsome. And such a Sweetie. We use to say that he had such a silver tongue. He could sweet talk a lady like you couldn’t believe. You know you kind of remind me of him. That rugged, sweet look. Oh how I miss him. He use to bring me presents and treats. Never spoke a cruel word around his Granny. Blah blah blah ~could also be a source for other information or quests~

The Vineyard

Description – A lush, green farmland dotted with houses and livestock. There is one main road going through here ~East-West~ and numerous paths. The road is windy and rutted with wagon tracks. The fastest way across The Vineyard would be to cut across the various farms and fields.

Encounters

  1. At one point the PCs will encounter some of the livestock. ~Depending on the random factor, It could be a flock of sheep or chicken, a bull and/or some cows, horses, and dogs~ The PCs will spook the animals and they will attack/respond. ~I.E. Stampede the PCs, Charge them, Kick or bite them, etc.~ The PCs have the choice of running ~and taking some damage around 6 hp~ or fight and either knock out ~I.E. Unarmed combat~ or kill the livestock. If they kill the livestock, the owner will show up and demand replacement payment for the dead livestock. The PCs have the choice of paying the farmer, killing the farmer, or refusing to pay the farmer and walking away. If the PCs kill the farmer, all other farmers will be hostile to them and the City Guard will arrest/detain the PCs when the PCs return to town and probably exact some form of payment from the PC for the crime. If the PCs refuse to pay the farmer for the dead livestock then all other farmers will be hostile towards them. If the PCs pay the farmer, the farmer will be upset that he lost the livestock but will thanks the PCs for being honorable. A spell like Animal friendship or invisibility to animals would probably cause this encounter to be bypassed. The fine for the first farmer killed is 25 gold. This fine will increase by 25 gold each time another farmer is killed.
  2. Most of the farms have a black berry bush or hedge type bush border that separates the fields. Running into one of these patches of bushes will cause minimal damage ~probably 1 to 6 hp~. Trying to force their way through the bushes will do more damage ~around 10 to 20 hp~. A pass without trace or similar spell will cause this encounter to be avoided. Right now the chance would be 1 in 3. When mapped, this could change to conform to the actual terrain.
  3. During the trek across the fields, a farmer will come out and yell at the PCs for "stomping" his crop. This will give the PCs a bad reputation with the other farmers. The PCs could offer to fix the "mess" they made or give the farmer some gold as a apology ~giving the PCs a good reputation with the other farmers~ or ignore the farmer or kill him ~see #1 for details on what this will do~. Fines and such will increase for each farmer killed.

Dialogue

The Farmers will be around the PCs level and pretty easy to kill. The treasure would be some clothes and some farming equipment. Maybe a gold coin or two ~or less if other forms of money are involved~

For #1 Farmer ~if livestock is killed~ – Hey, that is my ~animal~. Why did you have to go and kill it? You could have just run away and it wouldn’t have chased you. I think you should pay to replace it. That ~animal~ is my livelihood.

~Pay, Refuse, and Kill option~

Pay – Well, I thank you for being honorable and making amends. I will tell all the other farmers what nice people you are. ~Could also be another hook for an adventure/quest here~

Refuse – Well, have it your way. I can’t believe that you would kill a man’s livelihood and not make amends. I will be sure to tell all of my farming friends what awful and dishonorable people you are.

Kill – Oh, So you are going to try and kill me. Ok, Bring it on. I’ll have you know that in my time I was the champion in these parts. I won’t be easy.

Killed ~with dying breath~ – You won’t get away with this. Some one will find out….

Defeats PC – Go back to where you came from and think twice about killing someone’s livelihood. Stupid City dwellers.

For #3 Farmer – Hey, You blundering bubblehead. What in the name of all that is holy do you think you are doing? Are you just plain stupid or blind? Do you have any idea what you are stomping around on? Those green things growing out of the ground happen to be my crops. I think you should do something about what you have destroyed.

~Pay, Work it off, Refuse, or Kill options~

Pay and Work it off – Well, I thank you for being honorable and making amends. I will tell all the other farmers what nice people you are. ~Could also be another hook for an adventure/quest here~

Refuse – Well, have it your way. I can’t believe that you would destroy a man’s crop and not make amends. I will be sure to tell all of my farming friends what awful and dishonorable people you are.

Kill – Oh, So you are going to try and kill me. Ok, Bring it on. I’ll have you know that in my time I was a pretty tough person. I won’t be easy.

Killed ~with dying breath~ – You won’t get away with this. Some one will find out….

Defeats PC – Go back to where you came from and think twice about stomping on someone’s crops. Stupid City dwellers.

The Groves

Description – The Vineyards give way to great stands of Oaks and other types of trees and forest vegetation. The road isn’t as traveled but still present. Every once in a while a game trail crosses the road. There is evidence of woodcutters, hunters and other people in the forest.

Encounters

  1. On the Western portion of the forest, a Druid approaches the PCs. The Druid asks the PCs if they could help her/him with a problem. Someone is destroying the trees and needlessly killing animals. The Druid wants the PCs to confront and drive off or kill the people responsible for the destruction. If they succeed, the PCs can have all of the poachers’ equipment and the druid will guide them safely to Elvenoak ~I.E. no encounters while with the Druid~, if the PCs want the guide. The Defilers levels would be about equal to the PCs. This encounter should be a challenge but pretty easy to defeat with some stuff as treasure but not a lot. ~Maybe a couple of gold and some armor, weapons and a inexpensive hide or two~
  2. On the Eastern portion of the forest, Some Woodcutters or huntsmen approach the PCs asking for help. It seems that some critters ~any of the creatures listed in #3~ have set up a lair in the normal hunting/cutting area. The huntsmen/woodcutters are short handed and need some help clearing the critters out. If the PCs help, the huntsmen/woodcutters would give the PCs whatever treasure the critters have and guide them safely to Elvenoak ~I.E. no encounters~, if the PCs want the guide. The formula for determining the # of creatures could be creature HD = Average PC HD ~Treasure could be about 20 gold, a gem or two, maybe some misc. plain weapons~
  3. This is a random encounter section. There will be 1 automatic encounter unless the PCs are guided through the forest to Elvenoak. The encounters are checked for every 30 game minutes or about every ¼ to 1/8 of the way across the area ~depending on game time and scale of the maps~. The chance is 1 in 10 ~or should this be 6~. The encounters would be any type or subspecies of the following creatures: bears, ogres, orcs, spiders, wolves, goblins, and skunks. The formula for determining the # of creatures could be creature HD = Average PC HD ~I.E. a 6 HD PC group might have to face 6-1 HD creatures, 2-3 HD creatures, etc.~ ~Treasure would be standard monster treasure~

Dialogue

For #1 Druid – Oh, brave and noble adventurers, would you be able to help a druid with some problems that threaten the forest? I fear that I am not strong enough to combat the evil that has appeared.

~Yes or no option~

No – I implore you, Please help the forest. ~If still no then~ Well, then the forest may not help you when you need it. I for one will not mourn your passing if the forest chooses to kill you. ~At this the druid disappears~ ~If yes, then go to the yes response~

Yes – Oh Thank you for your kindness, I know that the forest will appreciate what you will do for it. There are some rough looking people that have been killing animals for their hides and stripping the trees of their bark. They do this with no regard and no attempt at preserving the forest. I can only offer to safely guide you through the forest and whatever you can take off of the evil people. You can even have the hides. The animals that they came from would have no problem with this since you are going to help the forest.

The Poachers – Hey, you kids better get out of here. If you don’t leave, We may have to spank you and send you back to mommie, crying and blubbering like the babies that you are. Oh So you think you got what it takes to be a man? Come get some.

For #2 Huntsmen/Woodcutters – Well meet, fellow travelers. Might you be adventurers? We have need of a couple a strong arms. We are short handed and need some help clearing out some critters. Would you willing to help us? We will let you take all of the treasure the critters have and guide you to Elvenoak. So can you help us?

~Yes, no option~

No – Ok, Well maybe we can take them ourselves. I guess an extra arm or two won’t make a difference.

Yes – Thanks, Friend. We really appreciate this. Lets get going.

Elvenoak

Description – This area resembles The Groves but the trees are older looking and carry a feeling of great power. Great strands of moss drape from the trees and some of the trees are about the width of 2 or 3 average people. The background is shadowy and secretive. The Paths have turned into gaming trails.

Encounters

The only encounters here are random encounters. Check 1 in 4 every 15 min of game time or every 1/8 portion of the area. The encounters would be any type or subspecies of the following creatures: bears, ogres, orcs, spiders, wolves, goblins, skunks, trolls, flinds, ettercaps, hobgoblins, and gnolls. The creatures are tougher either in HP or in number or maybe both. ~Maybe the formula is average PC HD*1 ½ for creature HD~ ~Standard treasure for the creatures~

From here the path splits with a couple of different areas the PCs can travel through to get to Merappi Marsh.

Enchanted Forest

Description – The Enchanted Forest blends in with Elvenoak but quickly takes on a life of its own. Where shadowy backgrounds dominated Elvenoak, The Enchanted Forest is bright and colorful. The trees are old and huge. They still have moss draping amongst them, but the moss strands are intermingles with colorful flowers and plants. The whole area is festive and merry.

Encounters

There is a good mix of creatures in this section. Any of the creatures with the ability to charm or put PCs to sleep might do that to delay the quest. Some of the fairies could cause the PCs to dance until they drop ~I.E. loose a HP or Con points, temporarily until they fall unconscious. There would be no other hostile encounters until the PCs woke up.~. Or they could take the PCs’ items while the PCs are asleep ~at least gold~. The encounters would be any type or subspecies of the following creatures: bears, ogres, orcs, spiders, wolves, goblins, skunks, trolls, flinds, ettercaps, hobgoblins, gnolls, leprechauns, fairies, centaurs, pixies, wild elves, satyr, dryads, treants, and unicorns. The creatures are tougher either in HP or in number or maybe both. ~Maybe the formula is average PC HD*1 ½ for creature HD~ The magical creatures like a unicorn would probably be limited to 1 or 2. The creatures that are known to be good, like unicorns, could actually heal the PCs if the PCs don’t attack it when they see it or guard them if one of the other fairy creatures put the PCs to sleep or exhaust them. If the PCs attack these creatures after they extended the PCs an act of kindness, then there is no treasure and an immediate attack from a creature in the area. Encounters could be checked every 1/8th of the area with a 1 in 8 chance.

Willow Haven

Description – This area has tall Weeping Willows, maybe Cypress ~but without the graveyard look~. And other trees or plants that like water ~I.E. lilies and such~. There are many small streams and creeks crossing the area and even some ponds. Everything is lush and green.

Encounters

The encounters would be any type or subspecies of the following creatures: bears, spiders, wolves, skunks, crocodiles, beavers, giant toads or frogs, poisonous snakes, nymphs, oozes, water wyrds, naga, and sirens. The creatures are of average toughness, about equal to the PCs in HD. Encounters could be checked every 1/8th of the area with a 1 in 8 chance. Treasure would be standard for the creatures.

Cragspire

Description – Cragspire is a rocky, mountainous region. It starts out with rolling hills and progresses into steep, rocky mountains with fast flowing rivers. There are 4 main paths leading into the mountains. Some where in the mountains is a small village or town named Cragspire. The town is a place that the PCs could use as a place to heal and rest before heading on. The town has a general store, healing/temple/magic shop, Inn and some homes.

Encounters

  1. Environmental Encounters. Any of the bridges that have to be crossed could break ~1 in 4 chance~, rock slides ~blocking a path~ ~1 in 6 chance~, or a swim in the river ~any time that the PCs enter the water~ that would carry the character back to the start of the area.
  2. There are 2 set encounters with brigands just waiting to jump characters. If the characters approach by way of The Enchanted Forest or Stone Bridge, then they will encounter the Brigands. ~Toughness would be 2 to 1 in the brigands’ favor.~~Treasure would be about 25 to 50 gold and misc. armor and weapons.~
  3. When trying to cross the river that runs between Cragspire and Merappi Marsh, the PCs will encounter a ferryman. The ferryman has a simple raft and an anchor rope that stretches across the River. The Ferryman is cloak and images of the Grim Reaper should come to mind. The Ferryman will take any amount of money from the PCs to pay for passage across the river. The minimum amount is one gold. ~Toughness – The Ferryman is at least double the PCs level if not more.~ ~Treasure – 25 to 50 gold.~
  4. The Path from Willow Haven has to be crossed by a rickety bridge. ~1 in 3 chance of the bridge breaking, chance is raised by 1 for each additional character on the bridge.~
  5. The only encounters in the Town are with grumpy townsfolk. They are grumpy because the brigands have not been letting anyone through to the city and supplies are running low. See the Dialogue Section for more details.
  6. The creatures are more desperate because of the harsh living environment. The creatures would be any species of bears, dwarves, ogres, orcs, goblins, Birds of Prey, mountain lions, griffins, wyverns, hobgoblins, kobolds, manticores, trolls, giants, chimera, displacer beasts, cyclops, ettin, half-ogres, and brigands. Encounters could be checked every 1/8th of the area with a 1 in 4 chance. ~Standard Treasure, Toughness 1.5 to 2 times the PC HD~

Dialogue

Brigands – You there, halt. There is a toll to pass through here. The toll is all your money or your life.

~Pay/fight option~

Pay – Thanks for paying the toll. Now get out of here before we take your lives. ~PCs are NOT allowed to pass. PCs can also choose the fight option now or leave~

Fight – Well, you asked for it! We will just take your life and your money.

Ferryman – Hello Travelers, How goes your travels? I see you are interested in crossing the river. For a fee I can help you with that task.

~Pay/refuse/kill option~

Pay – ~Note – the Ferryman will take any amount from each PC to cross the river. Minimum is 1 gold.~ Thank you, please come aboard and relax while I take you to the other side of the river.

Refuse – If you don not wish to pay, there is little that I can do to help you. If you reconsider, please come back.

Kill – This solves nothing, but if we must…

Killed – I hope you are satisfied ~the raft sinks and the rope breaks~

Wins – Now do you want to pay? ~Pay or Leave option~

Townsfolk – WHAT do you want!! Leave me alone. Oh sorry about my attitude. It has been hard living here since the bandits took over the routes out of the mountains. We would be really grateful if you could wipe out both bandit camps for us. You could keep whatever treasure you find.

~Yes/no~

Yes – Thank you. Your kindness won’t go unrewarded.

No- Get out of my face you worthless cur. Why did I even think you would help? You are just as bad as the brigands. ~The PCs are not able to fight the townsfolk.~

Forgotten Swamp

Description – This is a mushy, mucky area. There are sparse clumps of grass and very iffy looking trails. There is an undesirable smell drifting up from the pockets of water ~swamp gas~. The constant drone of insects fills your ears. Everything is a ruddy shade of brown and very monotonous.

Encounters

  1. The creatures are any subspecies of biting insects ~either normal as per swarm rules or giant~, centipedes, leeches, naga, slugs, snakes, lizard men, muckdwellers, hags, assorted slimes and oozes and undead ~spirits of previous adventures~. Encounters could be checked every 1/8th of the area with a 1 in 8 chance. ~Standard treasure and 2 times the PC HD~
  2. See Merappi Marsh for environment hazards

Merappi Marsh

Description – This is a mushy, mucky area. There are sparse clumps of grass and very few iffy looking trails with puddles of water. There is an undesirable smell drifting up from the pockets of water ~swamp gas~ that can be seen as they rise into the air. The constant drone of insects fills your ears and are visible on the horizon in clouds. Everything is a ruddy shade of brown or sickly gray and very monotonous. Someplace in the middle of the swamp is a maze that leads to Kaamill’s Caverns ~The maze could be randomized each time or the encounters might take place of any need to randomize~.

The Maze is actually the traversable paths that will lead to the center. All other attempts at getting to the center by way of short cuts or crossing areas of water will lead the PCs to be ejected back at the beginning of the area via underground river ~see encounters for damage~

Encounters

  1. The environment hazards. There is a 25% chance that the PCs blunder into a hazard. When this happens, there are 4 different environmental hazards that they can encounter ~1 – Sinkhole, 2 – Quicksand, 3 – Mud, and 4 – Deep Water~ Sinkholes are like Mud for 1 to 6 rounds and then like Quicksand. Quicksand has the PCs being dumped in an underground river that puts them back at the beginning of the area and taking damage from the rough ride ~maybe 1 to 4 points per 1/8th of area traveled~. Mud has the PCs movement greatly slowed down ~gaining 5 or 10 pounds to their encumbrance each round~ until their movement is at 0. They then have to start dropping gear to lower their encumbrance until they can move again. Deep water has the same effect as Mud but also gives you leeches. In any hazard that does deal with water there is a base 50% chance plus 2% per round in water that you get leeches, above and beyond what the encounter calls for.
  2. . Any use of fire ~like to burn off the leeches~ runs the risk of setting off a pocket of the swamp gas ~50% chance for explosion with the damage equal to a fireball? ~
  3. The creatures are any subspecies of biting insects ~either normal as per swarm rules or giant~, centipedes, leeches, naga, slugs, snakes, lizard men, muckdwellers, hags, maybe a small green or black dragon, assorted slimes and oozes and undead ~spirits of previous adventures~. Encounters could be checked every 1/8th of the area with a 1 in 8 chance. ~Standard Treasure, Toughness 2 times the PC HD~

Kaamill’s Caverns

Description - At the center of the maze is an arched entryway that leads back into a Cavern. Carved in the Entryway are the words Kaamill’s Caverns and the following Quote over the entrance

  1. It starts its awe in the east and wonder in the west
  2. Of those that like the forest, these like it the best
  3. Without one of these, we never truly live
  4. The only way to view this diamond is by the twinkle in the sky
  5. This is the thing we use to separate ourselves from the beasts
  6. If these be the things you seek, enter now, don’t be weak.

The lines could be scrambled to make the keys random.

~Quote could be changed each time a PC attempts to redo a failed quest and/or for each person. This would keep the order of the pedestals random~

Encounters

When the PCs get close to the Cavern, 4 earth elementals rise up out of the ground and block the PCs entry. This is the only chance the PCs get to leave the area before the elementals attack. If the PCs make any other attempt to get past the elementals, then they attack.

Inside the Caverns

There are 5 paths that branch off shortly after the PCs enter the caverns and 6 tiles on the ground. The tiles are:

  1. A Circle
  2. A Triangle
  3. A Heart
  4. A Star
  5. A Rectangle
  6. A Picture of a Dragon and a Mage

 

Each path ends in a cavern with a pedestal in the middle of it. The pedestals are each a different color ~yellow, green, red, blue, and brown~

The PCs have to use the riddle to match the tile to the pedestal in the same order as the riddle. To reset the PCs could click on the riddle again. When the last tile is placed, A door appears with a space for the last tile ~the dragon/mage one~ and the PCs can go onto the lair.

Here is the match up on the tiles, pedestals, and the Quote.

Line 1 is the Circle and the yellow pedestal. The object referred to is the Sun.

Line 2 is the triangle and the green pedestal. The objet referred to is a tree.

Line 3 is the heart and the red pedestal. The object referred to is a heart.

Line 4 is the star and the blue pedestal. The object referred to is a star.

Line 5 is the rectangle and the brown pedestal. The object referred to is knowledge or a book.

Line 6 is the dragon/mage and the final key to open the door after all the other keys/pedestals have been activated.

Inside the Lair

Description – As the PCs enter this room, they are overwhelmed by the amount of glittering coins, gems, jewelry, artwork, and other items. As the PCs move into the chamber to take some of the treasure, either Air Elementals or Invisible Stalkers or some other kind of invisible creature attacks them. These naturally invisible creatures are hard to detect with detect invisible spells. The creatures, and final guardians, could fling coins and such at the PCs. These attacks would serve to confuse the PCs and do subdual damage instead of killing damage, until the PCs wounded the guardians. The guardians would then switch to attack to kill mode. If the guardians knock the PCs out without switching to kill mode, then the PCs wake up at the beginning of the area and have to go through the maze and place the tiles again to get to the lair.

The Grand Finale

With the Invisible Guardians defeated, Kaamill himself appears. ~I was thinking about him being a polymorphed dragon that is also a powerful mage~. He congratulates the PCs on a fine job of getting to his Caverns. He gives them the item that they asked about in the store and 2 tokens/coins of unknown origin. He also gives them some other treasures based on how the PCs interacted with the NPCs on the quest. Basically, he hands then a sack with some treasure. The PCs might notice the shadow of a very big dragon on the mounds of treasure before Kaamill teleports them to the edge of the Merappi Marsh. The PCs will not be able to get into the lair once Kaamill teleports them out of it.

Dialogue

Kaamill – Congratulations and Well-Done on getting to my lair. I am glad to see that you managed to overcome the obstacles you encountered on your way here. I present you with this ~item~ and some other treasures as a reward for your efforts.

After he gives them the ~item~ and a sack with the other treasure, He says – Now Go on your way and do not disturb me again or suffer my wrath.

Treasure

~Item~

2 tokens/coins of unknown usage

Killing Farmers 1 gp per farmer killed

Paying Farmers 10 gp per farmer

Helping Farmer 20 gp per farmer

Helping Druid 100 gp gem

Not Helping Druid 1 gp

Helping Hunters 100 gp gem

Not Helping Hunters 1 gp

Helping Townsfolk 200 gp gem

Not Helping Townsfolk 1 gp

The Ending

The PCs then have to get back to the city. If they have some item that can teleport them then they appear at the gates to Bastille, otherwise they get to go back through all of the areas that they passed through to get to the caverns. If they befriended the Druid or huntsmen/woodcutters, they will help with passage through some of the areas ~rewards for the PCs kindness~. If they killed any of the farmers, the Town Guard will be waiting for them. They will be fined according to the fine scheme in The Vineyards section. In Addition, The PCs might be locked up for a game hour ~or more~ per farmer killed. If there is an Arrest Board ~where troublemaker’s names are listed~, then the PCs names would be on the board for a game week. Some of the merchants might also change the prices of items to reflect the fact that the PCs have broken the law. The prices will return to normal when the PCs names are off of the arrest board or 1 day per farmer killed has passed.

The End

Hope you enjoyed it :)

MECHs Sable and Swyft (Sever could not join us because of scheduling conflicts, but he was the one that got us into the contest)

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