Adventure Ideas....

Post/Author/DateTimePost
#1

slingbld

Jan 11, 2005 18:24:06
Hello all,
I'm looking to start running a DS game in a few months & wanted to get some of the groundwork laid out early.
Can anyone point me in the right direction for Adventures/ Adventure Ideas that are generic enough not to require a specific citystae/region or ones that are not for DS originaly but that could be transplanted into the DS world with a little muddling & tweeking?

Thanks for any info you folks can give me!!

Slingbld~
#2

dawnstealer

Jan 11, 2005 19:16:48
The most generic way to start a DS adventure is the ole' "dump them into a slave caravan traveling across the wastes which gets waylaid by kreen/elves/gith/belgoi/smurfs thus freeing the slaves within to the wilds of Athas." There are numerous other ways of starting, of course. Here's a few:

1) Start them off in a small trade village. The name doesn't really matter and you can decide its location/who runs it later. Something is coming to destroy the city. This can be raiders, monster(s), and so on. The best option is to simply go with something natural, like a sandstorm of legend, that will bury the entire village no matter what the PCs do. Maybe the storm has unnatural origins? If so, why?

2) Start them off in an ex-slave village. This may explain some of the skills the PCs have, especially magic, and will give them a lot of different directions to go. Either someone is extorting the village (threatening to reveal its location) or, worse, a city-state has discovered the village and is now raiding it for much-needed slaves.

3) Start them off "on the road." They need to deliver some "thing" to someone either in a trade village or fort. What it is and where it's going can lead to bigger and better things.

Hope that helps.
#3

dracochapel

Jan 11, 2005 23:48:00
You forgot that you could waylay them with that most feared of desert dwellers the dwelves.
Say that really fast "Dwelves dwell in deserts" :D
#4

dawnstealer

Jan 12, 2005 1:19:46
Daring devious dwelves delve deeply in the desert, indeed.
#5

jon_oracle_of_athas

Jan 12, 2005 5:36:40
I once started a great campaign with the quick instructions to my players: "Make a character. Come up with a name and a short explanation for why you're up for sale at a slave auction in Altaruk." Just substitute Altaruk with a generic village.
#6

dawnstealer

Jan 12, 2005 11:43:49
You could just kick them in the junk and say, "You're on Athas, now! How does it feel? Huh? HUH?!! Do you like it? Want more??!!"

...


...I'm on different drugs, now.
#7

slingbld

Jan 13, 2005 20:33:58
1) Start them off in a small trade village. The name doesn't really matter and you can decide its location/who runs it later. Something is coming to destroy the city. This can be raiders, monster(s), and so on. The best option is to simply go with something natural, like a sandstorm of legend, that will bury the entire village no matter what the PCs do. Maybe the storm has unnatural origins? If so, why?

That's one of the ideas I had.
Another is to transport them from the "Realms" and into the Athas reality.

I'm also interrested in any adventures that may have been published that would not be too hard to bring over into the DS setting.
Any ideas 'bout those?

Slingbld~
#8

dawnstealer

Jan 13, 2005 22:52:56
Shadowrun adventures actually convert nicely, believe it or not.
#9

zombiegleemax

Jan 13, 2005 23:30:27
Man, I miss Shadowrun...
#10

zombiegleemax

Jan 14, 2005 10:45:17
Shadowrun adventures actually convert nicely, believe it or not.

Ohh, with all the balician templars called Mr. Johnson... :D

Care to give an example? I like to learn exotic things...
#11

Band2

Jan 14, 2005 13:17:54
I'm also interrested in any adventures that may have been published that would not be too hard to bring over into the DS setting.
Any ideas 'bout those?

Slingbld~

Try the free adventures for download on the Wizards' webpage. After just doing a quick review how about:

The Burning Plague
Change the kobolds to something from Athas, maybe Tari. Make the main villian a gith cleric.
Set it in a ex-slave village that characters live in. Or have it be a client-village of one of the merchant houses. The merchants hire the party to stop the plague and reopen the mine.


Dry spell
The bandits have destroyed a oasis or two, instead of lakes.


Eye of the Sun
Maybe yuan-ti sun priests are behind it all.


Into the Frozen Wastes
Despite the name this could be set in the silt sea or the sandy wastes. Replace the druid with a templar, and the villian with a defiler or some athasian monster.

Just some suggestions.
#12

slingbld

Jan 14, 2005 21:09:16
Try the free adventures for download on the Wizards' webpage.

Excuse me while I smack myself in the forehead!
Thanks for the tips!
I'll also look into teh Shadowrun ones
Keep 'em commin'!
I doubt I'm the only one here that wants to know this stuff!

Slingbld~
#13

dawnstealer

Jan 15, 2005 1:02:19
Care to give an example? I like to learn exotic things...

I'm having a hard time just thinking of one off the top of my head, so I'll go with Dreamchipper (that old standby).

Instead of chips, it's psionic devices owned by an SK. During the fall of Tyr, you could say that these thieves break in and steal them. Three thieves, three "chips." What the burglers don't know is that the devices contain personalities of ancient and loyal warriors of Kalak. Through the devices, they are able to control their new "owners." They gather power around them using the knowledge of several thousand years.

The PCs need to get the devices either for a Templar, a noble, or maybe the Veiled Alliance or the Order. Endless fun.
#14

zombiegleemax

Jan 17, 2005 15:17:13
1) The PCs are hunted by [sorcerer-king]'s templars in the vast slums of [city-state of choice], and must join the Veiled Alliance to survive. After being given new identities, the PCs must prove their loyalty by assassinating a defiler operating secretly out of the Warrens, and steal her research notes and spellbooks, to boot, as the defiler has been working on several revolutionary new theories regarding necromantic infusions of living tissue with undead matter.

2) On the run from slavers, the PCs join a caravan heading out of [city-state of choice], heading towards [village of choice]. Along the way, marauders from [slave tribe of choice] raid the caravan, thinking to seize it's goods. The PCs help fight off the marauders, only to recognize one of them: His sister, who had disappeared years ago! The PCs must now make a choice: Track the PC's sister down, or let her go on with the life she's chosen.

3) A monastery in [village of choice] has been studying the application of psionics towards generating rain. The nobles of [evil noble House of choice] has long coveted this research. The PCs, while stopping off in the village, get caught in the crossfire, as the evil nobles launch their scheme to get a hold of the monastery's secrets. Which side will they choose?

4) A ruined city has been uncovered by the sifting sands! The race is on from a dozen quarters in [nearby city-state of choice] to plunder the ruins and discover its treasure.

5) The [material of choice] mines in [city-state of choice] have mysteriously become haunted, and many slave miners die horrid deaths. Templars catch the PCs at a "crime" and tell them: Either clear the mines of whatever is haunting them, or the PCs will become mining slaves!

--that's just off the top o' my head NB