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Still another 15 minutes of D&D brainstorming

I have another session coming up next Friday! I don't think my party reads my blog. If you do--STOP IT! I'm going to copy and paste a lot of my last post so I can build on it.

  • Journey to Limisteer
    • Sea Hag and Harpy (chaotic evil power couple that cannot be reasoned with)
  • Town of Limisteer
    • Large town, like Baile
    • Has almost everything you want because of the closeness to the capital (ask if they want to do any kind of shopping so you can be prepared)
      • Weapons (run by Grovotir Onyxforge, male dwarf, gruff, loves weapons)
    • Large Pub-Cloak and Stagger
      • Owner=Lark, a female half-orc. Big smile with jagged teeth, very friendly. Has the best brews in town.
      • A child (Myrin Elgolor) runs into the inn and proudly holds up an imp the child claims to have befriended.
    • Job board in the center of town where anyone can post (have them pick then go deeper) to be found at the end of day one
      • The inn at Cloak and Stagger is being haunted when the clock strikes midnight. Items are flying off shelves and moving by themselves. The party investigates... at the root. A malicious spellcaster (male dwarf, ) telekinesis using a Crystal Ball 
        • Spellcaster is angry at the inn owner because they used to own an old pub called The Half Pint, but after Cloak and Stagger opened up it went out of business. The owner of Cloak and Stagger had no intention of running them out of business and could use help running the place. The party can negotiate for the two to become business partners with DC 15 persuasion on the angry spellcaster and DC 10 on Cloak and Stagger's owner.
      • Two local musicians play a song every night to keep an angry beast at bay. The musicians go missing. If the townsfolk cannot find a replacement to play the soothing tune by nightfall, the entire town will be in danger. Abarat can only fill in for one.
        • Ask around at Cloak and Dagger about the last sighting of the musicians. Eventually clues (STILL NEED TO MAKE) lead to some royal guard (unclear whose) whisking the musicians away. Possibly it's because they're secret royals, but really it's because the queen's brother wants to stir up trouble and get more locals angry with the queen.
        • The musicians are being taken out of town. The guards can be bribed, but not reasoned with typically. They can also be fought. If defeated, their true nature is revealed if they are searched by the party and thus letters from the queen's brother are found (STILL NEED TO MAKE). If just bribed, they stay tightlipped.
      • The players must infiltrate an illegal dice casino run by a Goblin Mob. They will need to find a set of "magical dice" to defeat the goblin kingpin at its own game
      • The Queen's Head, the smaller of the two pubs in town, is advertising kitchen help
        • Location: The Queen's Head NPC: Butch Marcle, Male Half-Orc Reward: 20 gold plus room & board Quest: Butch is former Sergeant turned tavern owner. He prides himself on running a clean and respectable business. (This should be surprising to players based on how dirty his job posting was! Turns out that the posting has been up for a long time.) For the past few months, Butch has been under attack. Something is sneaking into his kitchen nearly every night, stealing food and making a mess! The place is locked up tight each night. There is no way anything is getting in through the doors or windows. Butch has set traps, waited up, and even hired other adventurers, but nothing has worked! If word gets out he has a…*gulp*…pest issue, it would ruin him! If you can find whatever it is and put an end to its late-night foraging, Butch will gladly give you 20 gold and a free place to stay when you visit the city!
        • The Encounter: A Rogue Kobold (Monster Manuel p. 195) This kobold has been separated from its clan (during a chaotic storm when its clan fled the area) and has chosen to live under the Queen's HeadTavern. The kobold has created an entire lair under the tavern with a tunneling system that spans nearly the entire town! It has been sneaking in and stealing from all the taverns in town, collecting a tiny hoard of odds and ends. The kobold has an entrance to Butch’s kitchen from a tunnel under a loose stone slab on the floor (DC 15 Investigation/Perception). This tunnel is small, easy for the kobold to move through, but difficult for larger creatures 
        • Options! For this quest the party has some options. They can choose to: *Kill the kobold *Convince the Kobold to join them and leave to find a new clan *Convince the kobold it is wrong to steal and he should help Butch out to pay for what he takes
      • The city guard is looking for help with strange sounds coming from the catacombs
        • Location: Temple of (whatever you want) NPC: Father Jesep, a very, VERY old human male who mumbles and shuffles. Reward: 500 gold Quest: Father Jesep has been the head of the temple for longer than just about anyone can remember. Some even say he has a touch of Elf blood in his veins, that’s wait helps him live so long. Father Jesep is sloooooooow. Speaking in a quiet, slow mumble and walking with shuffling feet. Mostly, his assistant, Friar Morgan, speaks for him. The Temple is in charge of maintaining the catacombs. Friar’s go down daily to offer prayers for the day and make sure there is no foul play. There haven’t been any problems for years, but lately, Friar’s have begun to hear strange noises coming from the oldest parts of the catacombs where the great wizards of the past are housed. Some Friars investigated but ran out when they saw a singular green eye staring at them in the darkness. No one has been to that area since. They have gated that section off and warded the area, but they can’t simply leave whatever it is down there forever. If the adventurers can investigate and find out exactly what they are dealing with, the Temple will pay them 250 gold. If they can eliminate the problem, the Temple will pay an additional 250 gold (500 total).
        • Cursed archaists who strive to obtain godhood and fail can become nothic. Nothics do not remember their past lives, but they are still drawn to magical knowledge and weapons by impulses they don’t understand. Usually, nothics are content to watch creatures it encounters, weighing and measuring them with their strange insight. However, when attacked, it can use its one eye to rot the flesh of its adversaries. This nothic has been drawn to the catacombs by the tombs and weapons of the ancient wizards buried here. It has opened all the tombs and taken out the wizard tomes and items, collecting them together to pour over them. Nothics can be bargained with, often exchanging magical secrets for magical items. In this case, your party can try to bargain with the nothic or slay it.

 (Prompt by me)

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