Home brew campaign & adventures


Homebrew and House Rules


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Is there a site or some place where people can make adventures and post them for others to use & get ideas from? I am sure that I am not the only one that would use something like this. Can it be on this forum or is there one already somewhere else?

Thanks,

+J


Well, I'm sure we can start a thread here for it, thought I don't know how detailed we could get. I'll write up a short description of my homebrew world for posting later. What are the general rundown of some other homebrews worlds out there?


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The Clockwork Monster

This adventure is basically an encounter to tack onto any other campaign.

Intro

The party is exploring an ancient ruin. The treasure room is protected by a powerful golem which comes to life when the essential treasure is taken. The item should be valuable enough to warrant the golem guarding it, and the golem needs to be powerful enough that the party can't defeat it in combat by any means without risking a TPK.

Activation

The golem is slow. He can only walk. Keeping up a jog is enough to stay out of his reach. Unfortunately, he is tireless and powerful. He does not sleep and will continue to walk after you until you are too exhausted to continue. By walking at 2.5-3 mph 24 hours a day, he can cover tremendous ground. If he gets into melee range with anyone standing between him and the treasure he wants to take back, he will violently attack.

Path to Success

This is where your sandbox comes in. You need a well developed world to make this interesting. The party obviously can't fight him, or will discover that fact after the first round of combat. There needs to be ways set up to deal with it that the players can come up with on their own.

- Let it track them to a city and let the city fight it off.

- Get it close to a ledge of a cliff or volcano, then shove it in to destroy it or buy some time.

- Create a pit trap of some kind and bury it, buying perhaps years.

Or so on and on.

Failure

This is a sort of easy puzzle. The players should be able to find a way to take this thing down. The problem is that they would be responsible for any damage that the creature causes along the way. If the king has to come out to kill it, the party would owe the king. If the thing destroys a village, they would be at fault. The party could just give it the treasure back - but greed alone will stop most players.

The Treasure Room Door

When I ran this scenario, the first puzzle was getting into the treasure room. There was a hallway leading up to the door, and the golem stood right in the way. The stone rooms in the hallway were ruined with holes both between the rooms and into the great hall. The players in my game figured out on their own how to get past him pretty quick. The fighter ran up near the golem and lured it away from the door. Once in melee, it will stay in melee as long as it can unless it notices someone tampering with the door. While the fighter kept it busy, the rogue snuck through the side chamber and unlocked the door. Once it was open, him and the druid looted the treasure room and made a fast break for it.

Treasure

Make the prize really good so that it is worth taking some AoOs from a CR = APL+6 or so creature.


Nice one Cranewings, anyone else?


You may wish to check out Obsidian Portal. It's an online resource for GMs to post their campaign worlds and keep a campaign journal, & you can find a lot of good ideas and worlds there. (also, don't be afraid to look under campaigns for systems other than Pathfinder for ideas, there's some sweet 4E adventure logs out there)


Agent Smith's cousin: I owe you an adventure writeup and sorry I haven't gotten this to you sooner. This is the opening to a new campaign I have for young kids and it borrows heavily from the Fallen Fortress adventure from Paizo.

Intro: the party will not begin the campaign knowing one another. They are in the marketplace one morning when suddenly a bunch of dire rats in 2 clumps explode out of a nearby alley. Combat ensues during which time a huge, hulking figure skulks out of a nearby alley and specifically targets an old crone selling apples. Apples spill everywhere making the fight slightly more difficult and also hard to get at the brute. However any intervention by the PCs (even just calling after the giant) is enough to scare it off.

During or after the fight the party is joined by Velden Thule, a captain of the Lantern Watch (a local adventurer's guild). He is impressed w/their skills and invites the PCs to party that evening. This serves as a way to get the party together and gives the kids a good primer for combat. Finally the party may find some treasure; left behind from the melee w/the brute and the old woman is a young goth girl's necklace (DC 15 Perception).

Mission and Rumors: later that evening the heroes arrive at a tavern and mingle with the townsfolk and Lantern Watch associates. Here they learn four rumors for later in the campaign: 1. the Lanterners are always looking for brave adventurers to explore the Gnarl, a local woodland and bogs fueled by dark magics and home to monstrous denizens. 2. rats like this morning have always plagued the town but they've always been more timid; now they're becoming aggressive and also their numbers appear to be increasing. 3. Recently a group of thieves committed a bizarre robbery - they stole the til from a bookseller but left all her priceless stock; they did however steal a single worthless book of fairy tales. 4. local debutantes appear to be disappearing.

The party is also taken aside by Captain Thule. He explains that recently in the hinterlands of the town, overgrown by the Gnarl, woodsmen uncovered a tower. The thing had been half buried in a peat mound and a section of the thing has caved in. However before they could explore it further they accidentally disturbed a Bloodfang nest (giant spider) so they fled (woodsmen are level 1 experts). Velden Thule would like the party to go back to the tower and explore it, making the area safe for the workers to return. He also suspects that this might be the tower of the wizard Nocroth but the only way to be certain is to ascend to the vaulted chamber at the top and search for the wizard's sigil there.

The Tower of Nocroth: recently a band of mites arrived at the tower to use it as a base of operations, having found the area infested with different kinds of vermin. They are using these vermin to clear debris from the collapsed section of the tower and secure the area. Their leader, Tasskarov has also discovered clues that have suggest there is a dungeon level beneath the building so he is searching for this as well using the vermin as labor.

Other denizens of the tower include a pair of vegypygmies tending a fungal garden; a Bloodfang not yet under the mites' control and a captured Lanterner named Balenar Forestender. The tower itself is still entangled by the vines, undergrowth and canopy of the Gnarl and as such the interior is pitch black save for a couple chambers and the exterior is easy to climb. However the nearby canopy has a small handful of vermin guards dominated by Tasskarov, so while it might seem an easy ascent the climb is plagued by danger both inside AND out.

I won't post the whole tower here. Suffice it to say there are 5 levels with an average of 2-3 rooms per level; total of 12 potential encounter areas. Not all of the rooms need to be encountered and 2 of them, while trapped, are relatively safe zones after the trap is dealt with for rest and recuperation. Also Captain Thule is willing to arrange for the woodsmen to come along and set up a base camp nearby.

Epilogue: I know you had asked me how to connect and continue adventures elsewhere. The way I'm doing it with this adventure is in 2 ways. One is that in confirming that this is the Tower of Nocroth (sigil is in the darkened vault of the ceiling in the top-floor chamber; DC 15 Perception to notice in Dim Light, otherwise auto-success in full light or auto-fail in darkness) Captain Thule now knows as Tasskarov suspected that there is a dungeon below and he will need the party to recover a mcguffin in the form of a masterwork sword from that dungeon. Also there are still the rumors, which will be laid out on index cards for the kids and each card has details illustrating the basics of the adventure associated with it. For example the card for the giant rats states that the rats are known to infest the sewers and will require descending into these under-tunnels to clear out their nests.

I hope this helps. As for a posting site for more ideas...how about this thread we're all in? Also, do you have any adventures of your own to share?


Completely random-generated settlement: Felderbane Bridge

Background and fluff Nevric Felderbane has never been one to back down from a challenge. A few years ago when he left the Lantern Watch of Inderwick he went northeast, into the heart of the Glumwood. There along the river he came upon one of the old Karnossov fortifications; a centuries-old ruin half buried in the wild growth left from the time of the Wilding. The site was a haven for some particularly cruel goblins who were using the place to raid the struggling farmsteads in the area.

His fellows bet him a keg of Brewhammer's Finest that he couldn't reclaim and resurrect the old tower. For a year Felderbane slaved, sacrificing a hand to the effort. In the end he'd driven out the foul folk, cleared much of the surrounding foliage, and beneath the underbrush he also discovered one end of a bridge which once spanned Kel's Lament.

Unfortunately for Nevric, he didn't realize the goblins' true mistress was a nixie witch named Ilvedanneh living in the river below. During the course of the renovation the young warrior ran afoul of her and for a time was under her spell. Finally when his fellows came to make good on their bet they found the place a shambles and had to go and rescue Felderbane from a watery grave. He never fully recovered from the lady's charms or curses, and to this day his heart is twisted and cruel for what was taken from him.

Regardless of all the misfortune Felderbane has suffered for his labors, the result is Felderbane Bridge; a fully functioning crossing along the Lament alonside which is the tower, now with the addition of a grinding wheel. The tower is maintained by Nevric, a handful of his warrior compatriots, and his man Vynn, a green but promising young priest of the Griffstone (an aspect of Abadar).

The place functions as a clearing house and toll bridge for the burgoening farmsteads on the north side of the river. The community is yet young; merely 15 souls populate the tower and bridgehouse. Yet already trade is beginning in earnest with Vynn and some of the lads making trips downriver to the larger towns and then re-selling to the farmers for their agrarian goods.

Felderban Bridge
Thorp NE
Overlord
Population 15
QualitiesStrategic Location: the bridge is the only one crossing the lament for miles in either direction and the only source of defense as well.
Corruption-1
Crime-6
Economy-3
Law-2
Lore-2
Society-6
Notable NPCsCaptain Nevric Felderbane - NE Human Expert 3/Warrior 4 (missing his hand and secretly has Vynn preserving the corpse of his "beloved" until he can find a way to save her); Chaplain Vynn - LG 1/2 Elf Adept 2 (stubby fingered and homely despite his elven heritage, Vynn's favorite expression is "Y'know what'd be really fun?")
Marketplace Base Value: 55 GP, Purchase Limit: 500 GP, Spellcasting: 1st, Minor Items: 1d4, Medium Items: - Major Items: -

Layout: a muddy track leaves the main road and winds down toward the low south bank of Kel's Lament. It ends at an open clearing along the riverside which is dominated by a great old tower of old and new fieldstone standing on a high prominence over the edge of the river. Attached at the base of this is a steep-roofed hall of half-timber construction. A few outbuildings hem the edge of the clearing; sheds housing goods, an open wagon and a few draft horses.

The river here is spanned by a fieldstone bridge. Though portions of the extension appear original much of the work is new. Despite the recent construction the tower and bridge are wound with ivy and lichen spreading from their primary foundations.


Uses for Felderbane Bridge

1. Low level wilderness outpost: for a modest fee a group of adventurers could cross the bridge here and launch an exploration of the darker heart of the Glumwood to the northeast. Contained herein are supposedly lost remnants and ruins of the High Kingdom of Karnoss. Many of the sites in the Glumwood were ventured through prior to the Wilding but haven't been explored in a century; who knows what new horrors may have made their homes here?

As the party traverses the wild they can return to Felderbane Bridge for rest, to buy and sell basic gear and to receive healing from the post's Chaplain.

2. The Redemption of Nevric Felderbane (mid level): the Captain hasn't always been evil; opportunistic certainly but never truly evil. He had to lose his heart to a vile river creature for that. But Vynn has found a way to his salvation, though he lacks the power to pull it off.

The Fey cannot be raised from the dead as they have no souls to return. However this particular nixie was also a witch and when she died her capricious spirit somehow was captured by her familiar, a fickle black swan. Over the past few weeks the bird has been spotted in the wilds upriver.

Vynn has consulted with a dryad in the Glumwood who claims she can return Ilvedanneh to a new form through reincarnation, but will only do so provided both she and Nevric repent for their sins. The quest then is to capture both the swan AND Captain Felderbane to remand them to the custody of the dryad. While Nevric may be easy enough for the party to lure out and defeat in non-lethal combat, the swan is currently using fey magic as an Awakened Fey Creature to protect itself and manipulating the local flora and fauna to do the same.

3. Return of the Viridian Wyrm: there is a legend in the Glumwood that an ancient, moss-colored dragon once laired here and tucked iteslf away in the wooded hills to the north before the Wilding. Now signs and portents suggest that the beast has awoken from a century of slumber. What's worse is that the caves beneath the tower were once the creature's hatchery - the Viridian Wyrm is a female.

She prowls the land once more, building her energy for another mating. Once she is ready she will devastate the tiny settlement in order to access the earthen nursery. Already several young males wing over the Glumwood, committing acts of greater and greater ferocity and larceny in order to impress the lady.


Wait, better idea - the Viridian Wyrm is already in the deepest of the caverns beneath the thorp. Green dragon males are sieging the tower in a mating frenzy and the feeble guard here is hopelessly outmatched. The party must first save the denizens from the dragons, then find the lower halls beneath the forest, and finally hack the dungeon around her lair to finish the Lady before she can call another pack of males to her lair.


why is no one posting here but me?


I just posted a short dungeon. Anyone keeping score in this thread might want to take a look.

tomb of the Pharaos


Thank you


Last post was end of Jan. Here's to hoping someone else will see and post... BUMP

Thanks again Mark Hoover!

P.S. I have something to post just need to ask the guy if he minds me posting it, used a lot of his ideas but made some changes so just want to check with him first.

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