Oneshot: Latenight Brainstorming

Any ideas for a dungeon for an all wizard party? Looking for inspiration for a fun one-shot in between campaigns

Any Ideas For A Dungeon For An All Wizard Party? Looking For Inspiration For A Fun One-shot In Between
Any Ideas For A Dungeon For An All Wizard Party? Looking For Inspiration For A Fun One-shot In Between

Oneshot: Latenight Brainstorming

It’s time to hit the books! 

Setup: The party are a group of incorrigible youths attending a magic school (no not that one, another one), who are facing down a big test that may or may not decide whether they’ll be forced to repeat a year.  Sadly for the party, they’re not great at school, and their only hope not to be forced to endure the humiliation of being held back is an all-night cram session before the big test. 

Cram session, as in “ cramming ourselves into a secret passage we found to the forbidden section of the library, then cramming as many high-magic tomes into our packs and hope that one of ‘em will have a spell we can use to cheat on this test.” 

Challenges & Complications: 

 Step 1: The Heist. Plan out with your party the way in which they’ll circumvent the various defenses of the library, from the insomniac upper classmen ALSO cramming for their exams, to the demonic librarian that patrols the stacks endlessly, looking to castigate any who put a book back where it doesn’t belong. The challenges should seem relatively easy to overcome, so encourage your players to think outside the box and use what their characters would know from their various classes. 

Step 2: The Secret Passage. Getting to the Forbidden section of the library is easier said that done, and requires going through a winding series of cramped and forgotten hallways crawling with spiders, alchemically mutated rats, and all manner of other minor threats. 

Step 3: The screwup. Things are progressing well trough the heist, with the party having gotten to the forbidden stacks and managed to toss a few promising looking spellbooks into their “study pile”. Then things start to go wrong: the party stumbles across one of their classmates ( the one who may or may not be the chosen one) and her do-gooder friends, Who’ve ALSO decided they need a few books from the library ( likely for worldsaving nonsense) and protest at the party sniping their supply. A squabble between the two groups attracts the attention of a demonic librarian, and the party is forced to flee through the stacks and back through the passage. 

Step 4: Study The Maelstrom Tome. Among their purloined parchments, the party discovers a magnificent book that claims to be an invaluable treatise on weather magic. Knowing that one of their proffessors was stressing the utility of such spells, the party begin perusing the book without any acknowledgement that it’s started to rain outside. Messing around too much with the tome ends up releasing a powerful storm elemental, which threatens to blow their tower-dorm down if they don’t manage to seal it back in its book. The party will have to skirmish across rainslick rooves, possibly climbing spires or  hitching a ride on one of the castle gargoyles in order to reach their flying foe. 

Step 5: The test has been rescheduled due to inclement weather.  With most of the roof blown off of the grand hall and the carefully laid out tests nearly washed away by the rain that came sluicing in, the party have miraculously managed to obtain a reprieve from their encroaching deadline. 

Future Adventures

If you wanted to use this adventure as a springboard to a larger campaign, have the story pick up some years after the characters have graduated, having moved out of their awkward adolesence on to varying other carriers out in the wider world. Have it be a reunion for old time's sakes and work with each player to figure out the trajectory of their life in the interm period. Eqch of these characters has accued their own problems, but reunited, they might just be able to scheme their way out of trouble as they once did.

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More Posts from Post-maester and Others

4 years ago
Villain: Sigix The Dread Warden, Turnkey Of The Crawling King

Villain: Sigix the Dread Warden, Turnkey of the Crawling King

“ There is nothing of yours he cannot take…. days, joys, secrets. Forget hope, and let the darkness unmake you…. the shadows may be hungry, but they are kinder than Sigix” 

-Stained note found in disused cell of the howling basilica

Setup: Heavy iron boots resound through seemingly endless hallways, a nightmare landscape of mist and claustrophobia. Emaciated figures huddle in cells among the bones of the dead, and the walls and ceilings seem to always, always, be closing in, ready to swallow an intruder.  This is the domain of the Dread Warden Sigix, a recursive prison located on the plane of shadow, and dedicated as a temple to the worm god Torog, who made Sigix a saint among torturers and set him to guard these nameless halls forever. 

No crime is necessary to be imprisoned within this umbral labyrinth, as its purpose is the slow torment of the imprisoned, rather than the enforcement of any mortal or divine law. Creatures from all over the multiverse end up in there, slowly wasting away to the shadowfell’s influence between long and seemingly pointless “interrogation” sessions in Sigix’s personal chambers. 

Adventure Hooks: 

An old, crumbling door appears in  random places through the material plane, a shadowy “prisoner” begging passersby for aid to lure in the unsuspecting. 

Secret acolytes of the Crawling King know an invocation to open a gateway to Sigix’s realm, and often work covertly as gaolers or slavers, feeding their patron an occasional “snack” as tribute.  Should the party fall into the clutches of a particularly well connected and evil authority figure, they may employ one of these acolytes to give the party into Sigix’s care, confident that they’ll be unable to escape from his prison-palace. Once imprisoned, the Dread warden will never let the players go, sending dark beasts and Torag cultists after them, before pursuing them himself. 

Haunted and brokenhorned, a paranoid teifling approaches the party and pleads with them for help. She claims to have escaped from an impossible prison, and is being hunted by…. well she doesn’t know what.. but she’s sure a terrible fate awaits her. In their care she recovers slightly, but is given to terrible nightmares and paranoia. IN fact, this waif was indeed one of Sigix’s prisoners, released only as part of a devil’s bargain with her sister in the balance.  Her sister will only walk free if she finds new people to take her and her sibling’s place in the jail. Won over by the party’s generosity though, she’s suddenly VERY conflicted about sacrificing the party, and it will only take a little coaxing to reveal the truth of her situation. 

Keep reading

2 years ago

VTM character concepts that I am compelled to share as they have completely taken over my brain: Part 2, Electric Boogaloo!

So since my last VTM character concept post BLEW UP and my brain is once again back on its bullshit, here are some more ideas! As usual, feel free to use these to your heart’s content! I’d love to hear about your characters too, so feel free to message me about them! Now, on to the main event: 1. A Malkavian researcher obsessed with statistics who hunts down “statistical outliers” in order to make sure their data is “pure and untampered with.”

2. A Ventrue who has created an up and coming adult toy empire (pun fully intended). They currently are in the midst of a fierce battle with the local Setites over who can cash in on the pleasure business the most.

3. A Brujah who was a successful athlete pre-embrace. Unable to participate in their sport and driven by extreme bitterness and jealousy, they now strive to turn the public against this particular as a whole by ghouling athletes and ordering them to discover, leak, and in some cases create, scandals. All the while, they rage against the sport they once loved under the thin disguise of false activism. 4. A dance instructor and head of a renowned academy known for producing performers who constantly seem to be breaking the limits of what the human body can do, much to the delight of audiences. What these audiences (and many newer students) don’t know is that this instructor is a Tzimisce and the performers have been carefully tweaked and trained during “private lessons” using a combination of Dominate and Vicissitude. Additionally, the Tzimisce is in search of a prospective childe worthy of being their dance partner, and has been carefully monitoring select students. 5. A Gangrel cryptozoologist who aims to be able to eventually master Protean to the point where they can turn into mythical beasts.  6. A Gangrel veterinarian who was embraced after attempting to transport what they thought was an injured dog to their hospital, only for it to have actually been their hurt and very annoyed future sire. 7. A fledgling Baali abandoned after their embrace who thinks they are just some weird Caitiff. 8. A Banu Haqim who was traumatized after they were almost diablerized by a Sabbat vamp. Thoroughly disgusted by the practice, they now hunt diablerists, all the while attempting to ignore the cravings and habits of their bloodline. 9. A Hecata “fixer” who makes their living by disposing of bodies, whether turning them to ashes through the use of Oblivion or by adding them to their collection of undead servants. I’m a little tired, so these are all I have for now, though I plan on dreaming up some more. In the meantime, I hope you enjoy these!

4 years ago

I’ve been trying to think of a setting for a nautical campaign. A vast expanse of tropical islands and waterways with the obligatory shady towns that sit on the water and temples of worship deep in both the jungle and the water. Any thoughts?

Yeknow what, fuck it, I wasn’t planning on writing a full pirate campaign anytime soon but everything’s better with pirates so lets do this!

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Campaign: Scoundrels of the Sundered Isles

The Priests debate as to how our hearts may be weighted against its bearer’s sins.. but we Sailors no Better: ‘tis not sin our hearts are weighed against, ‘tis coin, as only coin could get a man to sail out to the edge o’ the bleedin world and gettim to stay ‘ere long enough to get to sinnin in the firstplace. 

-Overheard at The Last Hurrah Tavern

Setup:  The Tropical waters of the Tourmaline Sea have been a flurry of activity over the past century and a half, as natives and settlers from three different continents work together to reclaim land once lost after a half-millennia of supernatural darkness rendered a large chunk of the mainland uninhabitable. Most people deserted the Sundered Isles ( their name derived from a mistranslation that they were “Sun-Dead”) fearing the raiders and plagues that issued from that calamity, and they stayed away even after the sun returned, letting the gentle creeping of green reclaim the once barren rocks. 

Ever hungry for expansion, civilization makes its first tentative steps into these dangerous lands, with ports popping up all along the coast and archipelagos, the first wave of resettlement of a land once thought consigned to oblivion. 

All is not peaceful however, as powers both foreign and continental strive to establish dominance in this new frontier, with settlers, traders, and foolhearty sailors caught in the clash between. Discover the Mysteries long buried in darkness and sunken beneath the crashing waves, as you and your party strive to make your way in the Sundered Isles

Campaign Start

Captives of the Villainous XROC Merchant company and on their way to do hard labor in one of a number of debt-colonies, the party is miraculously saved when a tremendous wave crashes against the ship where they are imprisoned, shattering it upon the coastline and giving them the chance to escape together through the island.   There they find themselves Port Calmayne, a prosperous trade hub where the party can get their sea-legs under them while determining the best course of action and evading the Company. 

Early Game: 

A Priestess of the sea god has work for the party, neverminded that she’s a “retired” pirate, and the job involves helping a group of smugglers exterminate some monsters they accidently imported from the continent 

Investigate the haunted manor of an old Commodore, recover a treasuremap, and perhaps acquire some funds by looting through his hold treasures. Don’t get shot by a ghost while you’re at it. 

Earn the Respect of the local sailorfolk by diving for treasure into shark infested waters. Hidden among the bones of a great dragon are tokens that prove the party’s skill and sea-blessed luck, earning them passage on any ship going anywhere in the Sundered Isles

Mid Game: 

Make your way to Greenveil Lagoon, hidden home of all true pirates and the Bretherin Court. Help reunite an old salty-dog pay respects to his long departed crew, or start treasurehunting for the world’s most skilled but unlukiest mapmaker. 

Hunt ruins for a fabulous relic, then defend it in a ship-duel from a mystic privateer intent on taking it back.  When a job goes bad, it goes bad, and it’ll take all the party’s skill as sailors to evade this tenacious ( and seemingly omniscient) foe. 

Sign on With the Monster Hunting Crew of the Leviathan’s Bane, travel to the most dangerous corners of the archipelago, fight creatures that break ships between their coils, learn how to cook seamonster

Explore an ancient, eternal lighthouse, used as a lair by an eccentric pyromancer. Help a wayward celestial find their misplaced chariot of fire and learn clues as to the darkness that overtook the mainland so long ago. 

Late Game

The Merchant company that enslaved the players wants control over trade in the Sundered Isles, and is willing to unleash a madwoman in order to get it. This renegade pirate is obsessed with becoming the terror of the high seas, going so far as to overthrow the brethren court that keeps order among the Isles’ freebooters, and even unleash a vampire on the populace in hopes of becoming one herself. 

Venture into the lush jungles and overgrown ruins of the continent, and meet the fallen demigod who caused the devastation in the first place. Now little more than an eccentric old lizardfolk, this seemingly benign evil has many stories to tell, and more than a little wickedness still in him. 

The Wave that set the party free was only the herald to a true upset, as over moths an entire new archipelago of islands emerges from the seafloor after millennia in the depths.  Dotted with ruins and artifacts of a long dead civilization, these new isles draw fortunehunters into a clash with the merfolk exiled by the sudden rising of their home, all the while an ancient power wakes, looking to assert itself over the world once again. 

As always, I’m tremendously grateful for all my followers, but if you’d like to support my creative efforts, consider checking out the links below:

If you liked one of my adventure ideas and would like to leave a one time tip: https://ko-fi.com/villainforhire.

If you’d like to support Daily Adventure Prompts and future creative activity, consider becoming a patron: https://www.patreon.com/Villain4hire

Art 

2 years ago

TURN YOUR SOUND ON FOR THE LOVE OF GOD

2 years ago
Rock And Stone To The Bone.
Rock And Stone To The Bone.
Rock And Stone To The Bone.
Rock And Stone To The Bone.
Rock And Stone To The Bone.

Rock and stone to the bone.

4 years ago

wizard hat cowboy brim

6 months ago

trans girls open this

aww you're a good girl huh? a cute little puppy girl? yes you are! and don't let anyone tell you you're not! look at you doin your best!

you wanna bark? cmon you know you do. bark. do it now. bark for me

that's a good girl. ok listen.

you're doin great. im proud of you. you have a fierce ass bark and you're gonna make the world your bitch.

even if you don't think you're cute. you are. you're allowed to be wrong sometimes. dogs make mistakes from time to time. you're cute

get a drink. unclench your shoulders. eat something (even if it's not the healthiest thing ever)

you're loved. who wouldn't love a cute little puppy like you?

7 months ago

Lorn's Lure is a sci-fi free-climbing adventure scale a massive megastructure in search of a glitchy ghost owl!

Lorn's Lure is out now on Steam

Gameplay Video:

2 years ago
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Planes of Chaos, Book of Chaos pg. 41 

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Planes of Chaos, Book of Chaos pg. 42

Bruh.

2 years ago

I fear my ruin-raiding, slave-taking, trade-disrupting goblin villain still isn't villainous enough. What can be done to really make the PCs actively oppose him?

Sounds to me like the problem is less with the Character's actual Villainy and more with how your party relates to them  as I mentioned in this post, part of of my guiding philosophy when it comes to adventure prompts Is finding ways to make the adventurers care about the greater plot. Thankfully you've given me a lot to work with, so without further ado:

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I Fear My Ruin-raiding, Slave-taking, Trade-disrupting Goblin Villain Still Isn't Villainous Enough.

Villain: Rizzko Redcap, and the Plunderer’s Market

“Breathe deep dearies, wouldn’t want you putting up a fight and damaging the merchandise. I’m sure there’s an arena pit or a slave mine somewhere desperately in need of your heroic valor” 

Setup: If its one thing this grizzled goblin alchemist hates, it’s adventurers. Once the oblivious and eager assistant to a mad wizard his clan had come into the service of, young Rizzko’s family was slaughtered by a band of zealous sellswords hired to stop the arcanist’s schemes. As a cruel reminder of that day, Rizzko’s face was horribly scarred as he tried to throw himself in the way of the final blow that ended the wizard’s life. 

Nursing his wounds and his hatred for years, Rizzko ran with a number of outlaw bands before finding his place within a surprising new venture growing in the badlands between kingdoms. Different than any encampment before it, this fortified camp sought to be a place where bandits and pillagers could meet, resupply, and swap loot before carrying on to the final destination. Everyone who’s gone on more than one raid knows that even with the most solid of intentions the fury and chaos produces a very mixed bag of pilfered valuables , and that not every buyer willing to do business over obviously bloody goods is interested in everything you might have. Oh sure there’s always a place for livestock, grain  and gold, but what about the cultural artifacts? the books you didn’t burn? Who wants once preciously guarded relics, and who just wants terrified villagers they can force to work to exhaustion in their fields? 

These grisly economics led to prosperity for those who did business with this “Plunderer’s Market”, and year after year the gatherings grew, until eventually what started out as an impromptu swamp meet became a fortified settlement with ad-hock rules supported by a number of powerful bandit clans. Having perfected his early lessons in alchemy into a real talent with all things noxious and nasty, Rizzko fit right in, in particular thanks to his knowledge of arcane valuables, and the plosions he used to subdue valuable hostages for transport to the market. 

Now the goblin is running his own outlaw band, starting his carrier as an independent villain with a series of violent raids on trade routes and local delves, snapping up anyone and anything he thinks valuable enough to trade. His quest for funds and favors are all in service of  resurrecting the great work of his long departed mentor, a task that Rizzko only half remembers but is fully sure will fulfill his need for vengeance against those “civilized” peoples who hurt him so long ago. 

Adventure Hooks:

One of Rizzko’s favorite tricks is to station his gang in ambush near a local dungeon site, perhaps agitating local monsters to rampage near the village or spread rumors in town about treasure or paranormal activity. When the adventurers are drawn into the trap like bees to honey, Rizzko or his lieutenants wait until they’re exhausted and heading back to town with packs laid down with gold before striking. Hopefully the party notices that someone’s watching them while they’re at camp, otherwise they’re in for a nasty surprise. 

an unforseen windfall has befallen the slaver’s band, as one of the caravans they raided has produced three times the amount of captives the scouts initially reported, some of them high born. With so many heads to account for and not wanting to waste out on any potential investment, Rizzko has moved the captives to a cave system not too far away, and is spending the following days questioning his prisoners about their likely value.  This delay might just give the party enough time to hear about the attacked caravan, find the site of the ambush, and track the goblin’s forces to the cave before they move on or start trimming the “dead weight”. 

Further Adventures: 

Rizzko learned one important lesson from his mentor’s death: never let them trap you in the back of your stronghold. Rizzko is always ready for an intrusion by adventurers, bugging out with the most valuable and portable of the treasure and leaving behind a time-consuming alchemical trap or other distraction to make good his escape. If the party DO manage to track him down ( and not one of his many proxies), they can expect to have him slip through their grasp once or twice before finally being able to nail the slaver down. 

The Sphinx’s Bastards are a rival adventuring party our heroes meet up with over the course of their adventures, alternatively competing for contracts, intersecting on parallel jobs, or even just casually running into one another during a festival.   Led by the one eyed Falconer Daraius, the Sphinxes (as they’re called in polite company) will provide some good natured antagonism as both groups rise to prominence. One day however, the party will hear a tapping at their window: its Daraius’s falcon, with a hastily scrawled message attached. He and his crew have been ambushed during a job and have been taken prisoner by some mad goblin who’s  intent on dragging them out to the badlands to sell at auction.  With the bird to guide them, the party may just be able to rescue their friends and together put an end to the plunderer’s market once and for all. 

Art source 1

Art Source 2 

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post-maester - Ashmom🏳️‍⚧️
Ashmom🏳️‍⚧️

She/Her - 21 - documenting my transition & reblogging nerd shit

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