Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Building Campaign Settings and Adventures

by Sean Meaney

BASIC DM GUIDE and EXPERT RULEBOOK offer some easily followed instructions on how to establish a Local Adventure Setting and create Adventures.

CREATE A CAMPAIGN SETTING

A. DECIDE ON A LOCAL AREA SETTING

B. DRAW A MAP OF THE AREA

C. PLACE DUNGEON AND BASE TOWN

D. LOCATE AREAS UNDER HUMAN CONTROL

E. LOCATE AREAS UNDER NON-HUMAN CONTROL

F. OUTLINE THE BASE TOWN

DECIDE ON A SIZE
SIZE___________________POPULATION
MAJOR CITY________________15,000+
LARGE TOWN_______________5,000-14,999
SMALL TOWN_______________1,000-4,999
VILLAGE____________________50-999

STOCK THE COMMUNITY

DECIDE WHO RUNS THE TOWN

G. FILL IN IMPORTANT DETAILS AND POINTS OF INTEREST

H. CREATE SPECIAL ENCOUNTER TABLES AND GENERAL LAIRS

BUILD THE ADVENTURE

1. CHOOSE A SCENARIO (1D10)

2. DECIDE ON A SPECIFIC SETTING (1D10)

3. SELECT SPECIAL MONSTERS

THESE ARE NOT RANDOMLY SELECTED CREATURES. THESE CREATURES ARE CENTRAL TO THE STORY OF THE ADVENTURE. THESE CAN BE THE RAIDERS WHO BURNED FARMER JARNO’S BARN AND TOOK HIS COW NOW HOLD UP IN A RUIN OR WOLVES ATTACKING LIVESTOCK FROM A NEARBY LAIR IN THE WOODS.

4. DRAW THE MAP
5. STOCK THE DUNGEON
6. FILL IN THE FINAL DETAILS

The Question is: Has anyone Tried it or did we go off and do our own Thing?

Adventure Ideas using the Above Method
You should easily recognise the component parts

THE BIRTHING

Franz looked at the eggs that lay before him in the vast cavern. They were a sea that went on forever.
A tremor shook the closest egg. Its leathery form pulsed with a heartbeat as its treasure awoke with life, Then another, and another. The great hatchery echoed the sound of a million beating hearts.
"By all that is holy! Flee!" Franz's Companions turned from their suffering at being dumped down gravel ridge and drove weapons into potential footholds looking for an escape.

DM Briefing: The PCs encounter a hatchery of a million dragon Eggs while exploring a network of Caves. The Eggs sense the body-heat of the PCs and begin to Hatch from their period of Hibernation. A Million baby dragons hunting the PCs and each other through the network of caves (and possibly discover a way to the surface). They are the beginning of the end for a world that has not known Dragons for a million years.

THE RED TIDE

Durn turned the ships wheel to port.
“Brace for collision. Boarding teams at the ready.” His call resounded across the men labouring on the main deck.
“Remind me never to put you in charge of a working ship…” Anders shook his head in disgust.
“What do you mean?” Durn was feeling put out when the old man walked on deck.
“What’s going on?” Durn passed the stranger off as one of the Labourers.
“Just taking criticism of my Captaincy…” The old man stared at the labourers pulling up the rotting deck.
“I mean, what are you doing with my ship?”

DM Briefing: The RED TIDE: An old pirate ship long since beached and within a half a day’s walk of the Port where the PCs are living. Unfortunately there is an old man living in the wreck he considers a home. Normally they would just evict the resident but this one is a Wizard of considerable power.

THE CAGE

“Help a fellow out.” The voice out of the darkness ran like a chill down the spines of Algaern the Magist and Fina the Sworder. They pulled their weapons and readied for the onslaught of pain that they knew would follow. It didn’t.
“Oh…It’s you two.” Hadden the Vile relaxed back in the hanging Cage.
“Well! Well! How the undesirable have fallen.” Algaern the Magist laughed at the sight
“Going to Haukford are you my dear Fina?” Hadden relaxed back into the shadow of his Cage.
“Yes actually…” Fina smiled at the Cage and put her sword away.
“See you soon then Algaern…” Hadden the vile kicked at the empty cage next to him and laughed.

DM Briefing: A Cage has been recently erected outside the Town the PCs are about to visit. The Cage hangs from a pole supporting several other such cages. Each is crafted from a metal that prevents magic-use. This should concern PC Wizards. The Town is under new Leadership…and they have outlawed non-cleric spell-casters.

HEXEN

“So great the suffering unleashed upon we who have been dwelt amongst by these Witches.” Lord Jon Deadeye rambled on as their families cried and despaired.
“Woe unto the victims of their dark machinations.” The fires grew slowly in the wood piled about them.
Sula walked into the town square with her companions.
“It must be a local custom...” Frills whispered it to her with a smile…he knew exactly what she thought of local customs.

Sula the Mad pulled her Great-axe and advanced on the crowd from behind.

DM Briefing: A number of women have been rounded up by the local lord and are being burned at the stake when the PCS visit Town. If they rescue the old women without killing too many locals and take them to safety, their families will be secretly grateful.

THE FRUIT TRADE

“Hoyuk! Hoyuk! Apricota!” The old Goblin cried out amongst the market sellers. His fruit cart teemed with beautiful, fresh fruit, certainly a far cry from the withered and spotted fruits that filled the small containers of regular sellers.
“Hoyuk! Hoyuk! Apricota!” The Cart pushed through the crowd. A few stopped him to purchase his cheap yet quality wares
Gregor looked it over.
“That is a rather nice fruit selection.” The old Goblin smiled at the compliment.
“Yes Yes! You buy!”
“Well they are very nice…”
“Ah…You wish buy Shatu.” The Goblin nodded and pulled a Bottle of the Goblin made Liquer…
“Only ten gold coin.” The exchange was made.

DM Briefing: The Goblins have come to town to sell a vast crop of fruits, nuts, both dried and fresh, as well as a rather fruity alcoholic beverage called Shatu. After considerable negotiation with the leaders of the town (and an agreement to pay the Mayor half their profits), the Goblins are allowed to sell their wares in the Market Place. The Fruit causes the Populace to transform permanently into Goblins at the next new Moon. The PCS are in a position to cure everyone and prevent the take-over. The Shatu is in-fact a cure to the effect, although it must be drunk regularly to prevent future transformation.

jan 26

A. DECIDE ON A LOCAL AREA SETTING

CRUTH VALLEY
Located in the southern part of the Western Borderlands of Karameikos, mostly this is a Strip of Land south of the Cruth River running between the Cruth River and The Five Shires/Achelos Woods to the Riverfork Keep. It is OK farming land with a cold fast flowing river cutting down its middle. There are Fish in the river, and the Rye grows best close to the river.

B. DRAW A MAP OF THE AREA

No, not at this juncture...but we will describe it...so:

C. PLACE THE DUNGEONS AND BASE TOWN

The Community of Petra
The Residences are all back from the River so they don't get washed away. The houses are backed by Large tracts of Farmed Land bounded by rocks to imply property boundaries and sit on a single spur road off the intersection where the Burned Church sits on the Road to the River. Across the "Road" to the River is the Alehouse/Smithy/Wheelwrights/Woodshed all owned by the Anders.

The Sulesca fish the river and offer a ferry service of sorts to the north side of the river in their boat (for a fee of 30cp).

The Ruined Halfling Keep & The Bandit Caves
The Merchant Trail runs along the river to the Bridge at Riverfork (20 Miles) and turns at the Village up hill from the Cruth valley and heads into the Five Shires past Fire Rock (an old Halfling Ruin full of ghosts). There is another Community across the river and up a rift with sloping sides known as "Bandit Run". Sometimes travellers make the 20 mile trek from the Mining community of Radu's Quarry (a deceptive name since they mine gold and quarry stone) which sits at the upper end of the Bandit Run over a ridge on the River Magos, most don't make it - preferring the safety of Riverboats to and from Riverfork Keep. Rumour has it the bandits are hold up in caves overlooking Bandit Run though the precise location is uncertain (there are a few caves due to erosion).

D. LOCATE AREAS UNDER HUMAN CONTROL

Riverfork Keep is a Reasonable community dominated by the Fort. The Community in its shadow is a rough and tumble place where Soldiers do their drinking and fighting. You can probably get a lot of things here that are unavailable in the Community of Petra. There is a Riverboat that makes a weekly trip up river to Radu's Quarry. So there are Docks near which the ferry that takes Merchants and Travellers across to the West Bank also puts in. There is a Smelter located at the Keep (owned by the Radu Family) which smelts down gold ore once a year.

Radu's Quarry is a small Mining and Quarrying Community which is serviced by Riverboats from Riverfork Keep. The Gold Mine is run by the Radu Family. A Cousin (yes there do seem to be a lot of these Radu) runs the Gold Mine and Quarry. They have a Tavern, and Barracks for Workers and Privately employed Guards to keep an eye on everyone. There are Sheds near the River Docks where Stone is Stored and a Guild House where Gold Ore is stored until shipped each year (Emil Radu lives in a Room on the Upper floor - rooms are rented for a gold piece a night).

E. LOCATE AREAS OF NON-HUMAN CONTROL

This is fairly simple.

F. OUTLINE THE BASE TOWN

Petra
Population(50)
Ruler: Gregor Radu (5th level Cleric of Church of Traladara)

Description: The Community of Petra sits twenty miles up the Cruth River from the Riverfork Keep. They enjoy some trade with merchants travelling between the Shires and Karameikos. They also enjoy times of considerable trouble (A Powerful Wizard came into the village with some Orcs on Horseback and killed the Bishop who was guiding the community and burned the Church of Traladara - Services now happen in the Alehouse every morning). Apart from the Local Cleric (Gregor Radu - Cousin to the Merchant guild family of Specularum), and the Lad who makes carved wooden Dolls (Hano the Mute: 3rd level Thief and spy for Black Eagle Barony) there are five families living here (The Jarnos - Farmers from Luln, The Petras - Refugees fleeing Kelvin who broke down and settled here back thirty years, The Anders - Wheelwrights from Darokin, The Hardigans - Escaped Slaves from Thyatis - originally from some place called The Isle of Dawn, and The Sulesca - Originally fishermen from Marilenev).

The PCs can choose to be members of any of these families [Restricted Classes: Wizard].
The PCs can also be travelling through the community as part of a Merchant Caravan [No Restricted Classes]

Here is a link to a tutorial I did on how to make dungeons in the powder blue background style of old D&D Adventure Modules.

Link

To see the Map you will probably need to sign up with the forum.