Wednesday already? After last night I wasn’t sure how much writing I would be up to doing tonight, but we made it! Looking at the taverns still, I would believe that any of these could be used for a session 0, level 1 or even a level 7 party. Taverns are versatile and everywhere so this weeks adventure, and its twists as we will shortly find out, will be able to be used in any campaign and with some tweaking any setting as well!
Tonight is all original Brazen Wolfe Tabletop content – but no images this time (sorry!). If you want a refresher after the essay from last night I suggest you have check out the ”01-Monday – Plot’ and ’02 – Tuesday – Who/What” category (link in the main landing page) so you can check out the other posts for this week as well as prior weeks. But lets get on with tonight’s content!
One foot at Death’s Door
A highly effective and rare contact poison has been placed on the red darts in the tavern. Only by extensive searching can the poison be located and it takes a week for the poison to take effect. A rival tavern, run by a previous party meme of Percy before they became famous, had laced the darts as a way to run the tavern’s reputation. The antidote is hard to find and expensive but the rival innkeeper, Toren, has a vial that he keeps.
Toren has many friends, one of them, Hugh, basically resides at the Death’s Door and once the poison has been detected then a ransom note for the antidote will arrive on the bar one morning. The poison makes people appear as if dead within d4+3 days and they stay that way until given the antidote.
If the party picks up the darts or play them one night then there is a 50% chance they picked up the red darts (>51 on %dice) and they come into the effect of the poison.
If the poison isn’t discovered the party will wake to find their party member cold and stiff to touch.
The poison is magical in nature and for each person that falls victim to it looks to reopen the Death’s door portal. Toren found a way to dig up the necromancer’s bones and bring him to unlife. They work together to ruin the good name of Percy and finish what the necromancer started
I thought of the contact poison adventure hook last week but didn’t really have a way to use it while sticking with the theme or random and easy. So this week we have two motives for poisoning the patrons at Deaths Door. Both would make for a good adventure and it could be resolved by something we haven’t explored yet. Social skills instead of violence. I know, crazy stuff.
I don’t think we’re in the forgotten realms any more…
The wandering Inn.
The inn has transported itself to a pocket dimension not too unlike the feywilds. Mysterious magical.constructs will approach the inn and scream “closing time!” At the occupant’s. Any one who leaves the inn and gets lost in the magical mists will find themselves stumbling into the vacant lot where the Inn used to be. (Roll a d% every hour exploring. Roll above 10% first roll to stay in the pocket dimension. Then second hour 30% until it hits 70% then the mist becomes aggressive and will hunt them down. The mist doesn’t go anywhere within 40 feet of the Inm and the constructs don’t go inside but will get within 5ft of any door or window and continue to screech.
If a fight occurs and the construct downs a creature is teleported out of the dimension and back into the vacant lot.
This continues for 6 nights.
The original owner of the Inn has found a way to escape the pocket dimension he banished himself to. Now insane he wants his Inn back and managed to corrupt the magic of the Inn to do so. But he can’t cause harm to anything living in this dimension or his control on the Inn will break. On the 6th night he appears before the inn and the remaining patrons and party members and offers a deal. Give him the inn and he will send them back with riches. Merl refuses outright and asks the party for help
The inn is controlled by a crystal from the feywilds. The inn has slowly become sentient and created this dimension for it to remain in and grow to understand who and what it is. On the 6th night a particularly large construct would appear and parley with the humanoids.
Either the original mad owner or sentient Inn both have social, puzzle and combat elements involved. The idea with these twists is to tell why its happening. To have a “Ahhhhh. Of course” moment that is 1, believeable and 2, rewarding to the players.
Goblins wanted, pay is competitive.
The Goblins Boss
While it’s true that the Gobin and Lute tavern causes people to get exceeding drunk, become coinless and lose their memory of the night, the goblins run a tight shop and no one is ever injured or had anything of real value taken. Unless you are a member of the guard or under their employ.
The goblins are employed to a sprite from the feywilds who feeds off happiness, not in a sick way. The happier the patrons the more magical power the fey has and the better the inn becomes. The fey creature, when not feeding, visits the people of the town and heals illness, increases growth in crops and ensures prosperity of the patrons of the tavern (firstly) and those around them.
The Goblins are mind slaves to a underdark creature who controls all goblins like puppets. He removes memories of the patrons to create mindless constructs in a cellar under the tavern which it plans to unleash upon the town when the time is right.
I have had a lot of fun roleplaying traditional minion monsters. Kobolds (my favourites), goblins, imps and quasits all can bring something comical and nom threatening to an adventure. Which is why it is even more hilarious when they turn on the party and the noble paladin, pious cleric and angry, angry barbarian all get knocked unconcious by a group of cr 1/8 filler creatures.
The idea here is a comic relief. Serious Adventure/session after serious session can be draining. Having an adventure that is just there for Stein’s and giggles is a great way to give an enjoyable night but takes the pressure of, 1, the party to fight something life threatening and 2, you the DM. Sure the players may want to cut a goblin in half with the serving dish their potato’s came on. But add in a bad guy controlling them, or a do-gooder guard capitan who hates goblins and doesn’t care if they are making the town and it’s people truely happy, and your party has a punching bag to take their d20s out and hit.
I had a bit of fun tonight writing up the twists for these adventures and I hope you had at least as much fun reading it. I started typing (on my mobile as I do every second night – short story for another time) with only the contact poison and old owner wanting it’s Inn back twists in mind. As I started writing it out it just developed and went into what it is and I’m pretty happy with what came out of it
Not all adventures need to be about fighting or combat. Social encounters are likely harder to beat ( I mean.. Charisma is a dump stat.. right…?) And violent may make things worse or not solve it at all.
Don’t forget that if you like what you read feel free to use it. If you do drop us a comment on how the game session/short story/thing.. went!
And as always, don’t forget to roll with advantage,
The Brazen Wolfe