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Adventure module conversion: 'The Black Wyrm of Brandonsford'

Here's the proposed structure. It uses three Regions: Witchwood (the general area), Vesture (the bailey), and Bogvale (which needs a better name). Each Region has a couple of Threads presented, but the threads weave through multiple Regions.

Closes #28, #29, #34, #35, #36, #37

#    = section
##   = subsection / thread
-    = subsubsection / segment

Vesture

Vesture is remote, but sits on a good trade route.

Tavern 1

  • Owner
  • Notes

Tavern 2

  • Owner
  • Notes

Just One More

  • (Vesture) Low Stock: The Whiskey's gone.
  • (Vesture) The Accusation: Tavern owner makes accusations.
  • (Vesture) Making Light: The thieving gnomish illusionist casts under the influence
  • (Witchwood) The Wizard King's Exchange: The gnomes want sap, in exchange for the dragon.
  • (Witchwood) Safehouse: A gnome watches from a secret entrance.

Conclusion: A gnome (who calls himself 'the Wizard King') offers the PCs money in return for the sap, so he can claim the beast. He also gifts them with a gnome-squire to aid them in their quest. But if that gnome-squire ever gets near the dragon-maker artefact (in the temple) he steals it.

Witchwood

This region of the woods has gnarly trees, and fae creatures. Also, it has the most helpful doula in the hole land.

The Temple of Law

This ancient temple once served a god of law. Now it's only staffed by the dead.

  • The undead in the temple attack law-breakers.
  • Anyone entering should put away their weapons.
  • Wash your hands and face before eating.
  • Observe proper (outdated) exchange rates.
  • Hold the door open for your elders (i.e. the dead guardians of the temple)

The troupe can move freely inside the temple, as long as they obey the laws. And there are many laws.

Violent PCs will be met with violence. Rude PCs will be locked away downstairs and not released until they have studied all the laws (books are provided, lighting is not).

Pure of Blood

  • (Vesture) Prodigal Son: The warden's child is missing, and she wants him back.
  • (Broch) Dinner with the Warden: The warden's son has been captured.
    • The ogre hasn't touched the whiskey, but might if prodded.
  • (Bogvale) The Ancient Tale: Consanguine Explains the temple of law
  • (Vesture) Accredited: Consanguine takes all the credit.

Conclusion: if the troupe follow Consanguine and keep him alive, he can explain that the dragon is made by an artefact, and killing the dragon is useless unless you also destroy the artefact.

Basically, this.

The Scourge of Witchwood

  • (Vesture) Wyrm Hide: The Warden offers a bounty on the dragon, again
  • (Witchwood) Wyrmsign: Black smoke rises in the distance.
  • (Vesture) The Last Lot: A single, traumatized guard returns.
  • (Witchwood) Wyrm Attack: The caravan lies destroyed, and Gnomes have looted it.

Conclusion: the entire region has become isolated, as nobody comes to trade with such a powerful monster on the loose.

Bogvale

Bog Ideas

Witch's Hut

  • She can make a mind-numbing potion so they can defeat the wyrm, if they get her the sap from the elves.

Bog Dwarves

  • They extract metal from the bog.
  • They have one settlement and one safe-house island.
  • They're starving, as their money can't buy them food when no traders come by.

Mud in the Water

  • (Vesture) No more metal from the dwarves.
  • (Bogvale) Hidden Tales: The dwarves tell the tale of the fallen.

Conclusion: Two dwarves entered an ancient temple to search for gold, and one had a missing eye. The wyrm also has a missing eye, which provides a clue about the wyrm actually being a dwarf transformed by an artefact.

Random

  • (Witchwood) Woodspy Attack:
  • (Witchwood) Elven Dance: The elves want to dance, not trade.

Conclusion: The elves may trade their sap, but only for something so valuable that it has a good story attached.

Edited by Anth0rx

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