(This is a series of adventure ideas I'm drawing up based on some of the little side treks I've thrown at my players over the years. Each should make for a fun 1 or 2 session diversion, or could be developed further into a full fledged campaign plotline. I hope they provide some inspiration and enjoyment.
Have at it - chatdemon)
An adventure seed for a party of 4-6 characters of levels 1-3
The Setup: While resting and purchasing supplies in Kelvin, the
party is approached by a young man named Artir Vashden. Artir
claims to be a minor cousin of the Baron, and has recently
married a common girl in a hushed ceremony and now fears his family is
unhappy and will take actions to interfere with his relationship. He
asks the party to escort him and his bride to the city
of Threshold where they may start a new life in peace. He offers a
modest compensation in silver coins, the amount of which is left up to
the DM to determine based on the economics of the campaign.
The Possible Outcomes:
(In all outcomes, Artir and his bride, Evana, are normal humans who do not engage in combat)
1: Artir has misunderstood his families reaction and grossly
overestimated their intent. No interference is forthcoming, however,
depending on the actions of the party while travelling to Threshold
(or depending on the actions of Artir and his bride, Evana, if the DM
is feeling mean) the local authorities may become suspicious of their nervousness and secrecy. Should this lead to a confrontation,
the statistics given in the Basic Set or Rules Cyclopedia for Brigands should be used for the guardsmen, changing their alignment to Lawful and using a number of guards equal to the number of PCs. If the Average Party Level (APL) is higher than 1st, add 1d4 Guards for each APL above 1st.:
2: Artir is correct that his family intends to interfere, and as
the party travels to Threshold, a thief hired by the
family attempts to kidnap Artir. The thief is careful to wait until the
party is in a secluded area so as to avoid attracting any local guards. Artir will be pummeled into unconsciouness, but not
seriously harmed.
Kayara Provos, 4th level nuetral thief, 14 HP, leather armor, weilds a
dagger +1.
3: Artir is correct in his suspicions, but has underestimated
his families displeasure. An attempt to kidnap him will be made, as
above, but the family also intends to have the bride killed, and the
assassin (actually a mid-level Elf) will gladly kill anyone who
interferes as well.
Malkai Corvain, 5th Level chaotic Elf, fighter 3, 17 HP, studded leather armor and short sword. Note: Even though Malkai has access to 3rd level spells, if you want the party to survive the encounter, do not give him the Fireball or Lightning Bolt spells when deciding on his spell selection.
Conclusion:
If the party succeeds in escorting the couple to
Threshold, they are paid the reward agreed upon, and they can also
consider Artir, who swears off his noble past and takes on work in a stable in the
city, as a good friend and contact in the future.
If Artir is kidnapped, Evana quietly asks to be taken back to her home
in Threshold. This task should take no more than a few days for
the party to complete, and Evana's family will offer a warm meal and
lodging in their home to the party in return for their kindness.
If Evana is killed, Artir will likely show up again later on begging
the party to aid him in seeking revenge for his slain bride on his
brother Torik, who is responsible. Artir is still a relatively
untrained and incapable combatant, and the Kelvin family is powerful, so the
party is best advised to try and talk their new friend into a less
drastic course of action. Attempts to go to the authorities in Threshold will
ultimately be of little benefit, since the Baron of that city is careful not to offend his peers in Kelvin, and doesn't wish to ruin his
relations with them.
