Intro
Credits and intro stuff
In a valley nestled between the two legs of a mountain range is the Petrified Forest. Entrance to the valley is easy enough to find. One just follows the small river that traverses the valley and escapes at the valleys entrance. The source of the river is a spring from the mountain located at the head of the valley, and is supplemented by runoff from the surrounding slopes.
Basic Adventure Layout For ICRPG NOTE: GM bullet area should always come first, but the other sections can be moved around as needed see ICRPG_CORE_2E_Digital_1.3.pdf , starting page 140 for examples pg[name] Intro (optional) GM’S BULLETS Moments 1 2 etc. pg[name]: THE MAP pg[name]: BASICS pg[name]: TABLES Details: Other: pg[name]: LOOT pg[name]: MECHANICS pg[name]: FOES or FACTIONS (1 header for each one) pg[name]: MONSTERS (more genaric monsters go here) pg[name]: CONCLUSION (posssible outcomes and where they might lead) 5 Room "Dungeons" Layouts 1. [EG] Entrance/Guardian 2. [RPP] Role Play or Puzzle 3. [S] Setback or Trick 4. [CBC] Climax, Big Battle, Conflict 5. [RRP] Reward, Revelation, Plot Twist 1) Entrance / Guardian - Squirrel Mobs GM Bullets + Will need area of effect damage or Run for it 1. Run for it! * Skill challenge, 2 utter failures in a row result in character being overwhelmed and consumed 2. Evade, Outrun, or Hold your ground, turn into a puzzle 3. The squirrels fear the vines. Use to trick/setback. The vines are slower than the squirrels 4. [conflict] The squirrels will be blocking the entrance to where the PC's are trying to get to 5. [reward] Entrance to Inn, Ent Shack, etc. 2) Puzzle or Roleplay Challenge - Copper Barrel Inn GM Bullets + Get information + Get Quests + Figure out who is dishonest and who is forthright + 1. 2. 3. 4. 5. 3) Trick or Setback - Ent in her shack GM Bullets + Better information + Back track for "better" entrance + Snake Vine warning 1. 2. 3. 4. 5. 4) Climax, Big Battle, Conflict - Snake Vine GM Bullets + will be hunting the characters + slow moving, but very tough + Never sleeps 1. 2. 3. 4. 5. 5) Reward, Revelation, Plot Twist - Well Cave entrance GM Bullets * 1. 2. 3. 4. 5. 4/6 Petrified Forest Region 6/2/12-2/5 Landmark: spring, cave 5/5/12-2/5 Structures: shack, dungeon 1/4/11-1/2 Traits: broken, blasted 2/3(1/1/12-4)/6 Dungeon Activity: besiege, raid, discovery 3/1 Activities: eat 5/1 Hazard: predator 5/6 Dangerous Plants: snake weed 2/2 Inn Adj: copper 2/2/12-1/2 Inn Noun: candle, barrel 5/4 Inn Quirk: NPC hangout *Copper Barrel Candles, most often called Copper Barrel ---------------------------------------- Petrified Tree Special tree species that pulls underground minerals up into its roots, trunk, and leaves. Note: Phosphorus is one of the elements it brings up and this makes it highly flammable once you are able to get ignited (hard maneuver) Hardened sap is stronger than steel and looks like metallic opalescence Wood is VERY heavy, and dried out branch is equivalent to metal club Leaves like a Hickory tree, and once dried and worked would make superb arrowheads ---------------------------------------- Creature: large squirrel drinks tree sap that is heavy with metals from the petrified trees larger than normal matted fur becomes hard like metal scales swarm tactics (pack hunters) heavy so cant run long distances, tires easily, cant swim teeth are worn away down to metallic bone from chewing into the trees for sap cannibals (kill those that are injured, or if starving) signals others by sound. Metallic plates on tail sound like falling coins tree sap solidifies into metal. Kind? to-be-determined sample narrative: with the woods just within sight. An Elk/Deer nears the forest, alert to your presence, swarmed and taken down, jumped from the trees. As you draw near, only thing left is blood and 1 dead squirrel creature. ---------------------------------------- NPC: Inn Keeper (female) Name: Daphone Westergren (Daph) exiled from? Extremely rich impostor wants justice famished, low on supplies ---------------------------------------- NPC: Kel (male/female/androgynous) sell-sword (coward) Has: powerful spouse, spy network (head of) Liability: scandalous Goal: better life Misfortune: replaced (fey, changeling) Wants: PC's to investigate?? ---------------------------------------- NPC: Elis Calaver (male) Messenger knows a guy with local knowledge is soft hearted Goal: reveal a secret Misfortune: Burgled (didnt have much to start with) Mission: Chart?? ---------------------------------------- NPC: Fox Belvedere (male) sell-sword Has: evidence on Kel for crime Liability: weak willed Goal: serve deity, restore faction humiliated by?? interrogate (secretly sending PC's to be captured/questioned) ---------------------------------------- Dungeon (referenced from page 1) Entrance: mirror ->baths, or hallow tree ->mine Form: mine and baths Layout: symbol shaped Dungeon Ruination: mutation, ages Reward: jewels, planar portal Activities: research, hunt Tricks: blessings, physical effect (pursuing) Hazard: rotten floor, poison gas (reversed) Trap: falling ceiling Trap trigger: release ---------------------------------------- Shack (reference from page 1) Ent (female) heal 5hp/rnd tactical and fort: gather materials to hide/deflect Motivation: escape State: dividing (note below) Blinding ability Tactic: steals exudes wine/other forgetful, but has great knowledge weakness against tears drinks from fountain exudes wine or other potions - wine - extra hearts - bark-skin - regeneration - plant friendship/speech - plant growth - plant passing/freedom - earth sense/water sense - predict weather ?? why would characters go there ?? ?? why investigate ?? One of the ways this bread of Ent propigates is by dividing. The "newly born" ent has all the memories of the parent. The water from the fountain has but this ents reproduction on supper speed, but also inhibited short term memory. As soon as the "mother" ent is done "birthing" she leaves the forest, and the new-born takes up residence, but with no memory of the parent leaving. She will grow quickly, and begin the repordiction cycle all over again. ---------------------------------------- Snake Weed ?what is it? ?dnd assassin vine? moves like a snake cuts and adsorbs moisture/blood dislikes salt (dries it out) hard to remove without salt weakness: salt, fire (double damage), and cold slows it attracted to any medium or larger warm blooded creature numbing poison large vines can immobilize a person ---------------------------------------- bladesInTheDark Faction Tier 0 1 or 2 people 1 small gangs (3-6 people) 2 medium (12 people) 3 large (20 people) 4 huge (40 people) 5 massive (80+ people) Faction scale +3 Allies +2 Friendly +1 Helpful 0 Neutral -1 Interfering -2 Hostile -3 War World Culture 1. Create a Seed: A small general idea you can build on (ex: they ride dinosaurs) 2. Build The Razor: idea X meets idea Y 3. Find or Build a Naming Resource: 4. Create Factions Using Three Line Cultures: + Beliefs: Central core belief? + Goal: What does the culture want most? + Rituals: Traits, traditions, and behaviors? 5. Add a Quick Back-story: 6. Add a Secret: Something from their past, or present that is bad or embarrassing 7. Add a Special Element: Traders in X, gifted in Y, or opposed to Z D100`ish Cultural Values Table Family Honesty Courage Freedom Adventure Balance Security Kindness Compassion Loyalty Teamwork Fitness Intelligence Career Professionalism Connection Communication Relationship Creativity Learning Knowledge Humanity Excellence Patience Success Innovation Change Respect Quality Prosperity Invention Commonality Wellness Diversity Contributing Finances Generosity Spiritualism Gratitude Integrity Strength Grace Finesse Entertain Endurance Love Wealth Facilitation Openness Speed Effectiveness Religion Power Fun Order Affection Fame Advancement Cooperation Justice Respect Love of Career Appreciation Joy/Play Friendship/Relationship Willingness Forgiveness Encouragement Trusting Your Gut Work Smarter and Harder Pride in Your Work Giving People a Chance Excitement Clarity Patience Change Fun-Loving Forgiveness Goodness Charisma Self-Respect Involvement Humor Abundance Faith Leadership Reciprocity Wisdom Renewal Enjoyment Beauty Home Entrepreneurial Caring Be True Happiness Personal Development Contentment Harmony This Too Shall Pass Attitude Friendship Peace