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Chapter 9: Running the Game
Adventure Ideas
Out of Business
A gang is shaking down a group of merchants. The local warden seems unwilling or unable to help and the merchants turn to the Player Characters. The merchants have had enough, and don’t just want a few foot soldiers to go to jail, or an investigation to be initiated – they want the organization shut down permanently.
The “Fire Beast” gang has been causing all sorts of grief in the area and has been responsible for multiple deaths as a form of intimidation in the last year. Their leader is Raghtry, an Ex-Arcane Soldier who has decided to bleed the area dry. Second in command is Kern, an Elemental Brawler, well known in the area for some brutal underground fight wins. A dozen thugs, each handy with either a melee weapon, a pistol, or spells, round out the Fire Beasts.
The Fire Beasts have three run-down safe houses and one well protected manor house. They make most of their money by threatening harm to local businesses unless the merchants offer a weekly tribute. They also sell illegal and stolen goods.
The group of merchants can offer the Player Characters a modest payment, and promise significantly more if they are able to recover what has been taken from them, or make it so the merchants are able to operate their businesses for a time without interference.
Adventure notes
- This adventure is suitable for lower level characters. Even then, some groups may storm through it quickly.
- One of the PCs might have met some of the merchants years ago.
- If the Fire Beasts hear of the PCs investigating, they will (over confidently) send a few members to quickly take of the problem.
- As the GM, draw out and name some of the locations where you want to have a scene or encounter.
- Give a few of the merchant NPCs names and individual personalities.
- Many of the Fire Beast members have horns growing out of their head and are obsessed with fire-based spells.
- The local Warden is possibly corrupt, and might be an old friend of Kern, the Elemental Brawler. Either way, the local Warden could spend all day explaining that, while he has begun investigations, these types of crimes are hard to prove.
- The objective of the adventure is to prevent the Fire Beasts from ever operating in this area again.
- The milestones along the way include finding out information about the Fire Beasts, such as where some of their safe houses are and how well secured they are. The PCs should probably find a way to thin-out the opposition and cripple their resources before going in for the kill.
- Each merchant the players talk to may know something that can be helpful and provides a chance encounter with some Fire Beast thugs (who can reveal some useful information under the right conditions).
- If they have enough time, the Fire Beasts will bring in outside talent to help them if the situation calls for it.
- Consider where the PCs are if they choose to rest up between encounters. The Fire Beasts will seek out whoever is giving them trouble (they have a lot of people intimidated into being their eyes and ears).
- If you’re the GM, know that at least one of your players has read this. So change something on them – provide a few surprises. Adapt this outline to your needs so it makes sense for your group.
Agent Imprisoned
An undercover agent, in the service of the Kingdom of Lundor or the Eldlandrian Western Guard, has been arrested and taken to a medium security prison. His handlers need him back, but can’t blow his cover. They need a third party to break him out.
The players are contacted by a friend who says he is someone who works for the good guys and is in need of capable people who can keep secrets. Alternatively, based on the PCs background, they may know a more direct contact.
A woman will meet the players and explain as much as she can. The reward for the agent’s retrieval is around 6,000 Silver Credits.
Adventure notes
- The primary objective is to free the agent. Failing that, the employer needs detailed information that the agent has recently learnt (make a quick note ahead of time what the information might be; it will likely be coded).
- The prison has several layers of security: An outer wall (with guard towers), a fence, some internal grounds with patrolling guards, and several connected buildings which house the cells. Make a few thumbnail sketches of the overall layout.
- Challenges include locating the agent (players will have an image of him and know his alias), overcoming barriers, avoiding detection, and subduing any opposition. The employer would prefer the PCs not kill any guards.
- If the players have any ideas or schemes about gaining entry to the prison through subterfuge, the agent’s handler might be able to aid somewhat, provided that the ploy is reasonable.
- The players might not have a crystal-clear idea of how the prison works in an RPG setting, so first decide for yourself the details. (Are there visiting hours? What basic precautions against magic or power alterations does the prison take?) Then let your players know how it works. The better they understand, the better the adventure will run.
- In general, counter-spells (such as Barrier Against Remote Senses and Obliterate Shadow) and Empowerment Inhibitor cost lots of Silv, so they aren’t used everywhere. Many Eldlandrian prisons utilize multiple walls and barriers, counter-spells in a few key areas, and an implied or direct threat of severe punishment against anyone caught after escaping.
- Remember to adapt as needed. For example, if it makes more sense, set the action in a neighbouring nation. Make it a secret prison, or some other twist.
River Ship
A group of scholars is taking a working expedition down through the wild lands of Talzzeroon. Even though much of trip will be aboard a large river ship, the university sponsoring the scholars’ journey insist on hiring a capable group to provide security and other assistance in case of any trouble.
Let the PCs see the ad and make a bid, or have an acquaintance let them know that the university is still looking for some good people for this month-long job. The job pays 2,000 Silver credits per week (plus basic room and board) for 4 weeks. It is expected that 70% of the expedition will be spent on the ship.
Adventure notes
- Once underway, the river ship will travel out of the Kingdom of Lundor, and be on the ocean for some time. Take this opportunity for the players to get to know the ship (give the players a few outlines), the crew (about a dozen or so) and the scholars (a half dozen or so). Make them interesting.
- Throw in a complication or two, but generally let a few days go past to get the PCs comfortable.
- Then the real adventure begins: under the cover of darkness the ship is hijacked. Make sure you’ve drawn out the large river ship ahead of time – the PCs will have to act smart if they are going to retake the ship.
- The hijackers seem to be well organized mercenaries with pistols and armour, although they may have Talzaran Riv-men with them, who tend to fight with swords.
- Challenges include keeping the scholars safe, locating the hijackers one by one, retrieving anything taken, and getting the river ship going again.
- The hijackers probably want something: equipment on board or ransom hostages, and will begin to transfer these things to their vessel.
- How did the hijackers know that the river ship and its cargo would be here? A mystery to solve (perhaps a connection back home).
- Obviously if you, or your players, find appeal in what could be at the end of the river voyage, build another adventure around that concept. Run it next session, or start it early if it works out that way.
Fallen Starship
A signal transmitter has come online from a fallen starship somewhere within the Barrier Zone. The Allterions need someone to survey the crash and take readings with portable equipment. If the engine core can be salvaged, it would be worth a lot of Silv.
The PCs would be working for an Allterion corporation. The mission would require the PCs to go to the area, enter the ship and explore it. The engine core is located near the center of the huge ship.
Adventure notes
- Getting to the ship will take time. Flight craft can only get so near the barrier zone without possibly crashing. Land vehicles do better, but some foot travel may be required depending on conditions.
- The signal locator will tell the players roughly the right direction and distance of the ship.
- All sorts of bandits, creatures and monsters inhabit the Barrier Zone. Many will attack on sight.
- The dead crew of the ship will have provided suitable hosts for certain spirit terrors. Exploring the ship will require fighting space zombies and anything else appropriate to the setting.
- Make some layouts of the starship for yourself. Overall it is vast in size, but contains some tight corridors and medium sized rooms. Because it has crashed, areas that normally would have been passable might be blocked off. Do make it multiple levels. Don’t make it so frustrating and complicated that the players get bored trying to reach the goal. A few really good encounters might work better than multiple repetitious ones. Keep the tension up while they’re in the ship.
- Think of the adventure as a cyber dungeon.
Haunted Mines
A mining company needs some capable people to get their mine running again. (The PCs will either see an advertisement or get a message from one of their contacts about the opportunity.) The workers claim the mine is haunted and won’t go near the place.
The PCs are needed to go in and figure out what is going on and deal with any threats they find. There’s good money in it, if they can convince the mine workers that there’s nothing wrong anymore and explain what was happening.
Mines provide lots of pathways to explore, so makeup some interesting maps ahead of time. Come up with some thrilling scenario concerning the haunting of the mines, and keep the players on their toes.
Werewolf Bikers
Outlaw Werewolf Bikers have taken over a town and are keeping the citizens hostage. The bikers are demanding an item they claim is hidden somewhere in the town. The PCs are chosen to negotiate and either accomplish the bikers’ demands, or fight to take back the town and safely free the hostages.
Blood in the Field
Something is killing the livestock across a rural area (a spirit terror, a cult, a creature, a vengeful resident). The PCs are hired to investigate and stop whatever is behind the killings. What they uncover reveals a bigger problem that needs to be dealt with quickly.
Safe Houses
The PCs must keep a target safe for 2 days. There is a spell that can track her if she stays in one spot for more than 10 minutes, or 2 hours if shielded. The PC’s contacts can suggest safe places to hold up for short periods of time.
Expect lots of near encounters with dangerous foes.
Tunnel City
After workers discover an elaborate series of tunnels under the city, people start disappearing. The PCs are hired to investigate and resolve the situation.
Organ Thieves
A gang of organ thieves must be tracked down and stopped.
Start With a Threat
When you look over the List of Threats, you’ll start to come up with ideas (powerful beings doing bad things). See where those ideas take you and build a story around it. Figure out how the PCs can get involved and let it become an adventure.
Alternatively, you could look over some of the Major Factions and see if they spark an idea.
Adventure Review
- Adventures require some form of conflict.
- When creating adventures, you can break it down into individual scenes.
- Players need objectives and motivation. (Something to do, and a reason to do it.)
- A successful adventure needs a variety of challenges for the players to overcome.
- Decide ahead of time how the scenes connect and how the players might progress through the story. What is preventing them from jumping to the end, and what is allowing them forward?
- The opposition can come in many varieties. An enemy may have good intentions or be evil. Also, players are more likely to encounter foot soldiers before masterminds.
- Have fun. Throw a surprise or two at the players; don’t be a slave to a formula. Experiment with the recipe.
Up Next: Chapter 10: Threats




