A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

30 September 2011

[OSR Challenge] Gesundheit

Gesundheit: A Get Ready, Get Set, Go! 3.5 Edition adventure set in a Dwarven Stronghold, but easily dropped into any stronghold or similar structure. [With apologies to Asshat Paladin; I should have waited to read his latest adventure. It got stuck in my head and all I could think about was summoning.]

Get Ready:
  • The adventurers stumble upon a dark ritual being performed deep in a friendly stronghold. They have no time to summon help; they must deal with this on their own, or die trying.

Get Set:
  • While visiting a friendly stronghold, the adventurers set off looking for one of the junior wizards in an attempt to replenish some of their potions and scrolls. What they find instead is his torn and broken corpse within a dark and evil shrine. His killer stands over him; this creature, if allowed to go free, would almost certainly mean the death of all in the stronghold. They have no time to run for help--the futures of all their friends relies on their success.

Go!:
  • The creature standing before them appears to be the unholy mating of a boar and an ape, with ridiculously small feathered wings tacked on to its shoulders as an afterthought. The junior wizard summoned this creature; the reason behind the summoning may never be known, but the dwarf paid for it with his life.

    The nalfeshnee--for that is the demon’s breed--will attack the adventurers with abandon as soon as they are seen. When they first see it, they are largely hidden from view by the stone door. The shrine is housed within a large, natural stone chamber. The dead dwarf lies before an immense altar topped with a granite slab, on which the nalfeshnee stands. There is only one way out: through the adventurers. He is newly-summoned, as the wizard’s corpse still steams in the cool cavern air.

    The adventurers should not have time to physically summon help from the stronghold. However, if one of the party has a magical means to contact or summon assistance from within the hold or from supernatural means, the DM should be willing to consider allowing that aid.

Notable Creatures:
  • Nalfeshnee: See 3.5 Monster Manual, pp.45-46.


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This is the twenty-sixth of 26 adventures that I have shared over the month of September. They are designed for use with edition 3.5 of the world’s most popular fantasy RPG, although they can be easily dropped into any fantasy setting (or modern/sci-fi setting with a little work). These posts are a part of Asshat Paladin’s OSR Short Adventure Challenge , and utilize his Get Ready, Get Set, Go! Format.
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