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Kooky

Hunters I

Aug 20th, 2015
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  1. Hunters I (To be a multi-part tale)
  2.  
  3. Synopsis: A group is called upon to return a slave owner's slave, or if she is dead, her gem-laced mithril collar. The reward is 500 mehrial to be divided among them.
  4.  
  5. Plot Points
  6. One: There's a flier up at the inn requesting freelance help in the return of a stolen slave. The party goers meet at the specified time and place.
  7. Two: They meet Shaw, an older human scumbag who's upset that his precious sylvan elf slave was stolen from him. He shows them a picture painted of him sitting in his favored chair with her kneeling at his side, nude and adorned in only her mithril gemmed collar with his tag upon it and unique vine-like marks. He explains that the man who took her looked young, but he's sure it was an elf due to how he moved. He had long silvery blond hair and a scar down his right eye. He was sure that his guard hit the guy with a hefty tranq dart but it didn't seem to have any effect. They headed west.
  8. Three: After being taken to the location where Shaw was jumped, the party heads west. They have a trail of blood to follow. Along the way, there are snare traps. (Each party member is assigned a number by name order and I'll roll !r 1d5 to see how many get ensnared. Who gets ensnared will be decided by dice, number, and placement in RP) Getting out of the snares is easy enough, and the trap is annoying the first two times. On the third set of snares, everyone is ensnared and the ground under gives way to a spike pit waiting to impale them when they drop down. They escape (hopefully) and work around the pit towards a cave.
  9. Four: There's fresh blood at the mouth of the cave, but the cave itself is narrow and dark. Racial traits may help them see, or spells or torches. On the wall scrolled in the luminescent glow of firefly bottoms is the message, "Turn Back". The party continues of course. They come to a cold trail where the path divides into a fork of darkness. One to the right, one to the left.
  10. The right path contains riddle traps. Each player rolls a !r 1d10 and anything below a 6, triggers the trap. One trap will contain tranquilizer darts, one will contain a series of bells that will attract large 1ft wasps to the tunnel, one will spray a blinding powder at the person(s) who triggered it and one will make the ground fall away. It exits to an underground pond.
  11. The left path contains large mange ridden swamp rats, a thick spiderweb (and players need to roll !r 1d10 each turn to not attract a spider) and at the end is a massive spider, revealing the others were her young.. They have to kill her for the exit, and it leads out to a large open cliffside over the underground pond.
  12. Five: Someone needs to go into the pond. The party turns back, or goes under. If they need enticing, a few bubbles rise from the water. The pond opens up to a larger underground cavern where they find the blood trail again. They follow it to come across the slave girl sleeping, curled up on an old robe. Next to her by a small fire is an older elf with a fresh gash over his right eye. He stands ready to fight.
  13. Six: They fight and in doing so, he explains that she is his daughter. He would do anything for her. The party either stops and talks, or they kill him. They can either take her back, or find a way to remove her mithril collar. The mithril collar is missing a gem.
  14. Seven: The party is able to exit through a tunnel to get above ground. They make it back to Shaw either with the girl or with the collar. He pays them. END
  15.  
  16. Dice: Qdice
  17. Party: 20LP
  18. Master Shaw: 10LP
  19. Slave Trin: 5LP
  20. Father Mordu: 20LP
  21. Wasps: 5LP
  22. Rats: 7LP
  23. Spiderlings: 7LP
  24. Momma Spider: 15LP
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  26. Risk of Death via combat
  27. Handling traps or NPCs rudely or without common sense can result in IC punishment such as payment or damage.
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