Page 2 of 4
Posted: Sat Nov 24, 2007 2:37 am
by Scarycount
36. The PCs are constbles in the mordentshire watch.
Posted: Sat Nov 24, 2007 5:07 am
by The Giamarga
36.a ...working under the Lamplighters. Sir Samuel Cosse seeks to recruit them either as Lamplighters or free agents and they must proove their worth with a few special investigations.
Posted: Sat Nov 24, 2007 7:08 am
by Jakob
37. In Hazlan, a young good-aligned mulan noble is managing the lands of his secretly-dead father (a minor rishad). The rishad everyone is looking at is an illusion created by the young noble (human [mulan] male illusionist 3/master specialist 7 CG). He needs someone to "kill" his "father" publicly, so he can rightfully claim his lands.
Posted: Sat Nov 24, 2007 9:49 am
by DocBeard
Ooh, that's a really good one Jakob. Let's see...
38. The players meet a Biskop of the Church of the Lawgiver who believes he can find a cure for Valachan's white fever. And, he has some success; to the point where the oh-so-vacent Valachani are starting to chafe a little under their Lord's harsh rule. Can the players survive stumbling over the connection between White Fever and loyalty to Von Kharkov-and will their ally still want to cure a sickness that keeps people happy obeying their natural superiors?
Posted: Sat Nov 24, 2007 5:07 pm
by Isabella
39). One of Ebb's first acts in the Realm of Dread was to destroy an ancient Dwarven Clan that dwelled in Darkon. The spirits of the dwarven warriors now stand silently in their ancient mausoleum, the only remnant of their once mighty holdings. Guarded over by their few remaining sons, they refuse to rest until their clansmen have avenged themselves on the shadow dragon. With their numbers reduced to a handful, the living dwarves are asking for help in their quest. But is anyone really willing to venture into the shadowy depths of Ebb's lair, knowing that now two dragons dwell there? And why are the dwarves so reluctant to speak of Ebb and the events surrounding the destruction of their clan?
Posted: Sat Nov 24, 2007 6:24 pm
by Rotipher of the FoS
40) A mysterious beast is ravaging farms and killing travelers, and must be hunted down. OOC, it's just a standard-issue monster out of the MM, but as the creature in question isn't native to Ravenloft, and frightened witnesses' reports of its appearance and abilities are wildly contradictory, the DM is free to milk suspense and PC uncertainty for all it's worth.
Posted: Sat Nov 24, 2007 6:49 pm
by Nathan of the FoS
Rotipher of the FoS wrote:40) A mysterious beast is ravaging farms and killing travelers, and must be hunted down. OOC, it's just a standard-issue monster out of the MM, but as the creature in question isn't native to Ravenloft, and frightened witnesses' reports of its appearance and abilities are wildly contradictory, the DM is free to milk suspense and PC uncertainty for all it's worth.
Heh. Beast of Gevaudon, anyone?
Posted: Fri Jan 25, 2008 4:23 pm
by Georg Kristianokov
It's been a month and a day!
41. After the events of "Adams Wrath", Mordenheim hire the party to escort mad Elise to Dominia.
42. Whence there, Heinfroth takes a liking to her, and the party must protect her.
CORRECTION: 1 month, 22 hours and 26 minutes!
Posted: Wed Jan 30, 2008 8:17 pm
by InVinoVeritas
43. Ivana Boritsi wants to grow a particularly putrid poison in Ghastria to mask its taste. Ivan Dilisnya discovers that Ghastrian fare actually tastes like nothing instead of terrible. Stezen D'Polarno hires the PCs to broker a deal.
Posted: Thu Jan 31, 2008 7:04 am
by Guzrath
44. In Hazlan an entrance is uncovered to the "1st layer" beneath it's land where previous "cultures" before the Mulan and Rashemani are believed to be buried. A few minor magic items are found. The words spread through the Core and before the Hazlani know it, they have a "magic item-rush" on their hands.
The PC's might be contracted to help or defend. In any case they end up discovering much much more. Layer under layer under layer, with architectural design becoming stranger and maybe even find out that one of the old cultures actually still live, but as a subterranian race.
Ofc the necessary Dark Delvers are present as well, might they have been right all along?
45. The ability to close borders is not at will anymore, but only X times per month. When Drakov finds out....... Tactical use of the powers to close borders and PC's getting caught in the middle of a war or a pursuit with a closed border.
46. (Another wake up amnesia scenario, but this is actually how I'm going to start my new campaign)
The PC's wake up on the operating table of Frantisek Markov, with a scar from neck to the underside of their belly. They have 1 minor adjustment to their body which gives them 1 minor power (like breathing undwer water longer, better sight during dark, better smell, etc.). (Frantisek wasn't able to finish his work, that's why they aren't broken ones)
They have amnesia and don't know how they got there or exactly who they are. Everytime they encounter something of their past they have a base 5% chance to remember something + 1% for each successful die rolled before. The escape the island but wake up in the Asylum on Dominia, escape again (normally) and land on the coast of Lamordia during winter.......no town anywhere and not much equipment.
After surviving these 3 horrfying experiences and a good mind freck

, they come back to the world of people........ In all 3 situations being helped to escape by Vistani somehow...

Posted: Tue Feb 05, 2008 8:47 pm
by Georg Kristianokov
46. The party are all soldiers in Asia during 1944. They are told to transport supplies to the front, and are engulfed in mist, along with their transport. They arrive in Rokushima Taiyoo, with Erik van Rjin (still with the FoS) vacationing in the village they stumble into.
Posted: Tue Feb 05, 2008 10:25 pm
by HuManBing
47. There is a portrait of Dominic d'Honaire, a minor nobleman from Dementlieu, done by an unremarkable artist. This piece of art is hardly worth anything to the experts, but a mysterious bidder engaged in a bidding war for it with an auction house. Whoever the bidder was, they didn't understand Dementlieuvian secured transactions law very well - they were able to pay off the exorbitant up-front cash payment, but they attempted to pay the rest in Lamordian currency, which the auction house rightly refused. The painting went to the second bidder, a windbag of a nobleman who fancies himself some great gentleman artist.
The PCs are approached by an employer who's willing to pay (in Lamordian currency) to get the painting from the windbag's mansion. All they have to do is steal it, don't get spotted or caught, and ask no questions.
Background: In Castle Avernus, paintings of all darklords hang on the walls, even those who are not immediately obvious as their domain's darklord. It took Avernus' dark master some time to figure out that d'Honaire was the true master of Dementlieu, and now he wants d'Honaire's painting, more for consistency's sake than anything else. Unfortunately the Kargat operative he assigned to get the painting did not understand the legal subtleties of Dementlieu's secured transaction laws and now must fall back on hiring adventurers to do the job.
Either way, it'll help Darkon convert some of its Lamordian currency surplus in a constructive fashion.
Posted: Tue Feb 12, 2008 2:36 am
by lordsathien
49. The PCs awaken from a good night's sleep to find all of the headstones (or all but a select few to weave suspicion and suspence) and statuary of the local graveyard smashed up over the course of night. Anyone with decent tracking skills notices a faint trail of gravel that eventually leads to the manse of a necromancer trying to make his first golem using the destroyed statuary as components for its body. (The necromancer is of course too weak to pull off all this manual labor, so he likely used undead or goblin labor, whatever fits the domain [maybe both] to smash and grab). Even if they defeat the necromancer or bring him to justice, maybe the animation ritual was delayed, not thwarted.
Posted: Tue Feb 12, 2008 7:41 am
by Jakob
Georg Kristianokov wrote:46. The party are all soldiers in Asia during 1944. They are told to transport supplies to the front, and are engulfed in mist, along with their transport. They arrive in Rokushima Taiyoo, with Erik van Rjin (still with the FoS) vacationing in the village they stumble into.
Hey, this is Sengoku Jieitai!
50. A known criminal fled the constables of Darkon by heading into the Mist Border. This would not be a problem: "just let the bastard pay and die in the Mists". The problem is... He had an hostage with him. The PCs must head into the Mists and save the poor soul.
51. While in the Mists, a criminal and its victim... Become one. The criminal's mind is divided between his own conscience and the spirit of his victim... Or not? Is it real or just a ruse, and the victim is already dead?
Posted: Tue Feb 12, 2008 8:41 am
by Guzrath
48. (Lordsathien skipped a number

)
A "steam" ship appears in a harbor, apparently "uninhabited". It seems to be just a ghostship. But nothing is at it appears.
The 1st part of the ship seems normally constructed. However, the crew (alive or dead) seems to be(en) mad. The deeper they explore the steamship the weirder it gets. Mechanical parts are replaced by living tissue or body parts. At the heart of it all is an imprisoned Illithid, controlling the ship and over time able to control the crew, but not strong enough to escape. Who build the ship? What is an Illithid? Who was able to capture one? What was the ship for?
52. A safe and stable mistway has been found to Har'Akir, Sri'Raji, etc.
A whole new interest befalls the rich of the Core. Archeological finds, alien artifacts (a bit like the hype around Egypt).