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6 months ago
Campaign Starter: Tales From The Bonecart
Campaign Starter: Tales From The Bonecart
Campaign Starter: Tales From The Bonecart

Campaign Starter: Tales from the Bonecart

Whether it's due to superstition or a distaste for a toilsome and muddy trade, folk tend to pay little attention to gravediggers. This makes for an awfully convenient cover for your travelling troupe of tombrobbers as they tour around the realm's backroads filling their pockets with mementos purloined from the dead.

Planning adventures for "evil" campaigns can be tough, but sometimes you and your players just want an excuse to get your hands dirty. What better opportunity to get DEEP down in the dirt than to hand out shovels and have them start out as a group of travelling undertakers/thieves?

Setup: A handful of crews have run the bonecart scam over the past several generations, tempering their skullduggerous actions with a bit of honest gravemaking. This dichotomy is no better represented in the current heads of the operation: Dour and hardworking Heliana, who minds the cart's reigns and keeps the crew on track, and the knavish academic Benjamin Eelpot who loves delving into things that should best stay buried. These two have taken the party on for a series of jobs that will likely require a cold heart and a strong stomach, stealing from both the living and the dead and hoping not to get caught in the meantime.

Adventure Hooks:

The party's first outing on the bonecart should be a meat-and-potatoes sort of job, used to set the tone of the campaign, which happens to sound like "Someone old and rich and lonely has died, leaving their house haunted and their valuables unguarded".

While being stewards of the dead is a great cover, it sometimes attracts the wrong sort of attention, such as when a nobleman offers the party a great reward to investigate an abandoned necropolis and the source of the terrifying dreams that haunt him. Gold is gold though, and surely this couldn't have too many long reaching complications for them.

Irony of ironies, Shortly after one of their scores the party is setupon by a group of bandits disguised as dead men, who manage to make off with a good portion of their illgotten gain. There's no way to recover their goods through official channels, so they'll have to do it themselves.

Throughout their early adventures the party will need to avoid the attention of the heavy handed sheriff hired by the local nobility to quietly and brutally dispose of criminals like themselves.

You get a lot of weird jobs being a gravedigger, but "limo service" is not usually one of them. Still, money is money, and when a bloodsoaked countess offers to pay the bonecart well to defend and transport her coffin across the lands so she can attend a gathering of the great and the ghoulish who are they to say no?

Heliana will eventually approach the party once they've gotten enough shared time , experience, and nightmarish close calls under their belts. She's got some personal matters to attend to, which involve a list of names belonging to an old secret society and a series of graves across the countryside that may contain clues to the locations of some great treasure. Its a bolder job then the crew usually pulls, and will draw unwanted attention, but they can rely on eachother to pull through, right?

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4 months ago
Carving Bays By Sean Yang

Carving Bays by Sean Yang


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9 months ago
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Dungeon: The Seeping Tombs

The learned and pious council of the king’s advisors concluded that if sickness was a sign of moral failing, that medicine was a form of ennoblement allowing the sinner to bypass suffering without repentance. By royal decree the healers were thrown in along with their patients, the gates sealed behind them.

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8 months ago
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Mystery: Oh, How the Iron Coffin Hungers!

There’s been a rash of graverobberies across the kingdom that have the authorities suspecting necromancy. For their part, the necromancer’s guild has nothing to do with these crimes and is willing to hire your party to help clear their name. The investigation will lead you to through tombs, black markets, and haunted crossroads of the realm, as it becomes clear the culprits are seeking far more than coin or corpses at the bottom of those defiled graves.

Clues & Complications:

A missing body is usually a dead giveaway that a necromancer has been involved in a grave robbery, as most criminals only care about grabbing what valuables they can and wouldn’t result to bodysnatching unless someone was going to pay them for it. How unusual then when a few of the bodies begin turning up days after they were exhumed, one in an abandoned cellar, one on the side of the road, and one in a completely different town, which may give a hint as to the culprit’s movements.

Working for necromancers has its benefits, the guild is aware of the habits of the corpse trade (only in a theoretical sense, you understand, yes?) and can use their magic to extract information from the cadavers. Strangely enough it appears all the corpses bear the marks of previous magical questioning, hinting that it might be information the robbers were after, not flesh or treasure.

The bodies all belong to minor gentry or well-to-do merchants, the ideal targets for graverobbers who don’t mind breaking into a tomb or fussing with a trap (both of which the party might have to do during their investigation) if it means access to better plunder. If the party press deeper however they’ll notice a recurring symbol, on a ring or a tattoo or etched into the gravemarker, resembling the crudest sketch of a jawbone.

Just like it seems the party is getting answers, the corpses they’ve been trailing sit up and lunge for the nearest individual’s throat, transformed by dark power into a rampaging ghoul. Chaos ensues as this awakening occurs not just with those corpses that have already been found, but also with those that were previously undiscovered as well as a half dozen or more random bodies scattered across the countryside. Though they seem too possessed with hunger to be capable of speech, if the party manage to restrain one of the ghouls and sate its unholy hunger, they may just get the last few clues they’re looking for.

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8 months ago
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Monster Hunt: An Evil Without An End

Lady Talmere was a monster long before she rose from her grave, having taken to the recreational murder of commoners the way that others of her social class took to falconry or painting. Killing was a hobby for her, a privilege of her aristocratic birth that she could indulge while others were forced to work for a living. She chose her victims purely for the fact that it was easy to make them disappear: her country estates were far from prying eyes, her demanding nature excused the high turnover rate in her staff. She employed those with nowhere else to go, to hardworn by life to ask questions, and when complications did occur it was so easy to wriggle out of them by charming or greasing the palms of the local magistrates .

It was a true injustice that Lady Talmere died happy and of old age, moreso that her wretched spirit was not claimed by some devil and dragged to hell, instead rising some decades later as a mohrg. While most of her old self has rotten away, Talmere still possesses her love of killing and scene of digression, prefering targets that will go unnoticed. To make matters worse Talmere is now prone to reanimating her victims with the parasitic worm that makes up part of her undead corpus, simultaneously creating a new minion while getting rid of the evidence.

Adventure Hooks:

In recent weeks rumours are beginning to spread about the “Tattergaunt”, a thing that wanders the night preying on lone travellers and isolated homesteads. The authorities are skeptical and have yet to post a bounty, suspecting beasts or even slavers given the lack of remains left behind. It’s only when the party stumble into some of those remains on the side of the road, reanimated, worm bloated, and dragging another corpse that the picture becomes clear.

Talmere is having her zombie minions clean up after her, stashing away the undead that are about to slip out of her control in the hopes that no one will find them. Her choice of using isolated locations for these zombie stockpiles makes for a great random dungeon encounter.

The party may find themselves tasked with investigating a haunting at Talmere manor, inadvertently begun when the spirits of the lady’s victims sensed that she’d risen. Unable to communicate through any means other than terrifying vision or violent poltergeist activity, the spirits long to be put to rest, and don’t care how much they have to terrify or imperil the manor’s mortal occupants in order to get that message across.

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