Post by Emmarie on Jun 13, 2011 4:14:55 GMT -5
A Pirate's Coffin
A pirate captain of Eldon Heath was buried alive by his mutinous crew on the island of Morfamyr. Rumor has it that if one spends a night in the pirate's coffin, buried alive in the same wooden box, the pirate's spirit will appear and describe the whereabouts of lost treasure.
Jury Duty
Mrs. Bettim lost her three children in a war over five years ago -- but she doesn't know it. One year ago, the nearsighted and slightly senile old lady opened the door to Gim, a brave changeling who served shoulder-to-shoulder with her three children. Gim began to tell her the tragic news -- but somehow the pathetic look of Mrs. Bettim made him shift into the persona of her eldest son instead. She embraced him and welcomed him in.
Through a heroic effort of shapeshifting skill, Gim impersonated her three children for a year. However, Mrs. Bettim's brother recently found out, and now Gim is on trial for fraud and supernatural impersonation. According to local law, he must be judged by a "jury of impartials," which usually means travelers not native to the area -- and the PCs are chosen to be that jury.
Mrs. Bettim is heartbroken about her children, but not angry about the deception -- her brother is the complaining party. The heroes must hear the facts of the case from both sides, interpret the laws of the region, and decide whether Gim is guilty. The decision may come down to what the PCs feel about the heart-rending testimonies of Mrs. Bettim, the brother, Gim's commanding officer, and Gim himself. [Feel free to get muns to play these NPC's for mission credit!]
Monsters in the Library Basement
Mr. Pumble Dombibbin, a night clerk at the Grand Archives calls the adventurers' for help one moonless evening. He trapped two monsters in the bottom floor of the Library, which houses books in storage. Only the heavy door leading to the stairwell has kept them at bay. Dombibbin has no explanation for how the monsters got into the Library; he just wants them captured and removed. He insists they not be killed and will give the heroes a handsome reward if they succeed quickly.
The PCs stalk the monsters among the dark corridors and dusty stacks. Behind an iron door labeled "Rare Books," whose lock is broken, they come face-to-face with a pair of fihyrs. The fihyrs are actually Mr. Dombibbin's sons, ages 12 and 10. They were accidentally transformed by a spell they read out of a nearby tome. The spell affected their minds, too, so they believe themselves to be ferocious fihyrs. Mr. Dombibbin knows what happened but he will be in big trouble if his employers find out he allowed his boys to play in the stacks. He believes he can reverse the spell if the PCs trap the monstrous boys and recover the book they read.
Undead Study
A student of the magical arts must finish her solo study on necromantic phenomena before her academic deadline. She needs the heroes to bring her tissue or bone samples of at least three specific undead creatures within one week.
One mission per undead. Your choice. Can be done solo as a story write up.
The Faceless Twenty-Five
Heroes are used to intrigue: Most likely they've wined and dined the crime bosses, danced with royalty at the masquerade balls, started those insidious rumors about heirs, and discovered the truth about the schemes of countless lordlings. But this time it's intrigue in another theater entirely: Mrs. Pettiwon's second grade class -- of changelings.
Feb Darrum, a changeling tradesman and proud single father of one, hires the PCs to investigate his daughter. Feb's daughter Rak is one of the seven-year-olds who have barricaded themselves inside a classroom of the Northedge School for Changelings. No one is sure yet how they sealed off the exits, but through the window above the main door one can see that the children have all swapped identities and somehow deactivated the gems of true seeing in the classroom. It's the sixth hour of the stalemate and the children have begun making strange demands: They want an unarmed adult unaffiliated with the school to become their liasion for further negotiations.
What's going on? Is this a childish prank or something more serious? Did the children stage this revolt on their own, or are they being manipulated -- or held hostage -- by someone posing as a teacher? Can the PCs infiltrate the classroom, discover which one is Feb's daughter, and learn the truth? Will the PCs live to regret having said yes to this job, after trying to get a straight answer out of changeling seven-year-olds?
A pirate captain of Eldon Heath was buried alive by his mutinous crew on the island of Morfamyr. Rumor has it that if one spends a night in the pirate's coffin, buried alive in the same wooden box, the pirate's spirit will appear and describe the whereabouts of lost treasure.
Jury Duty
Mrs. Bettim lost her three children in a war over five years ago -- but she doesn't know it. One year ago, the nearsighted and slightly senile old lady opened the door to Gim, a brave changeling who served shoulder-to-shoulder with her three children. Gim began to tell her the tragic news -- but somehow the pathetic look of Mrs. Bettim made him shift into the persona of her eldest son instead. She embraced him and welcomed him in.
Through a heroic effort of shapeshifting skill, Gim impersonated her three children for a year. However, Mrs. Bettim's brother recently found out, and now Gim is on trial for fraud and supernatural impersonation. According to local law, he must be judged by a "jury of impartials," which usually means travelers not native to the area -- and the PCs are chosen to be that jury.
Mrs. Bettim is heartbroken about her children, but not angry about the deception -- her brother is the complaining party. The heroes must hear the facts of the case from both sides, interpret the laws of the region, and decide whether Gim is guilty. The decision may come down to what the PCs feel about the heart-rending testimonies of Mrs. Bettim, the brother, Gim's commanding officer, and Gim himself. [Feel free to get muns to play these NPC's for mission credit!]
Monsters in the Library Basement
Mr. Pumble Dombibbin, a night clerk at the Grand Archives calls the adventurers' for help one moonless evening. He trapped two monsters in the bottom floor of the Library, which houses books in storage. Only the heavy door leading to the stairwell has kept them at bay. Dombibbin has no explanation for how the monsters got into the Library; he just wants them captured and removed. He insists they not be killed and will give the heroes a handsome reward if they succeed quickly.
The PCs stalk the monsters among the dark corridors and dusty stacks. Behind an iron door labeled "Rare Books," whose lock is broken, they come face-to-face with a pair of fihyrs. The fihyrs are actually Mr. Dombibbin's sons, ages 12 and 10. They were accidentally transformed by a spell they read out of a nearby tome. The spell affected their minds, too, so they believe themselves to be ferocious fihyrs. Mr. Dombibbin knows what happened but he will be in big trouble if his employers find out he allowed his boys to play in the stacks. He believes he can reverse the spell if the PCs trap the monstrous boys and recover the book they read.
Undead Study
A student of the magical arts must finish her solo study on necromantic phenomena before her academic deadline. She needs the heroes to bring her tissue or bone samples of at least three specific undead creatures within one week.
One mission per undead. Your choice. Can be done solo as a story write up.
The Faceless Twenty-Five
Heroes are used to intrigue: Most likely they've wined and dined the crime bosses, danced with royalty at the masquerade balls, started those insidious rumors about heirs, and discovered the truth about the schemes of countless lordlings. But this time it's intrigue in another theater entirely: Mrs. Pettiwon's second grade class -- of changelings.
Feb Darrum, a changeling tradesman and proud single father of one, hires the PCs to investigate his daughter. Feb's daughter Rak is one of the seven-year-olds who have barricaded themselves inside a classroom of the Northedge School for Changelings. No one is sure yet how they sealed off the exits, but through the window above the main door one can see that the children have all swapped identities and somehow deactivated the gems of true seeing in the classroom. It's the sixth hour of the stalemate and the children have begun making strange demands: They want an unarmed adult unaffiliated with the school to become their liasion for further negotiations.
What's going on? Is this a childish prank or something more serious? Did the children stage this revolt on their own, or are they being manipulated -- or held hostage -- by someone posing as a teacher? Can the PCs infiltrate the classroom, discover which one is Feb's daughter, and learn the truth? Will the PCs live to regret having said yes to this job, after trying to get a straight answer out of changeling seven-year-olds?