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Wyrmwhim: Cove of Gems

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DeathLich
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Wyrmwhim: Cove of Gems

Post by DeathLich »

Greetings all PCs and DMs be welcome to comment on my post in any way offense and productive. The following is an Idea I would like to improve on for an adventure (basic idead).

Wyrmwhim; the port city on the Cove of Gems. Tale tells that the The Dragon wars ended on this water. In this desperate battle, the greatest Red Wyrm had enslaved the small vilage and was defeated by the small fisherman navy. After years of repair, a huge town hall was constructed with the bones of the red.

In present time the vilage has became a very prospours city of trade. The town has had many years of peace, but holds a dark secret that can only be stopped with a miracle.

The town is plagued by an increasingly powerful Wizard Guild, and the Duke of the town is willing to pay a large some of gold for any who can put it in its place. The wizard guild uses brutish creatures as fodder and strangly uses Undercommon as a code. The guild resides in the Old Docks of Wyrmwhim and outside the town on a an old castle outside the town. The guild is secretly (to pcs) run by a powerful Mind Flayer sent as an emssisary for his community.


You probaly guess how the adventure goes: mysteries, action, and diplomacy.

I have also thought of several stores and places of the town including the Goodbarrel Pub, run by a halfing called Axe. The story is already rich with NPCs such as the helpful bard, Ra'mere.

Please comment on idea ;)
So I offer you respect, and it will take much for you to lose it. But if you do, if you choose to see it as weakness and seize upon your perceived advantage, well...perhaps I'll then let you talk with Guenhwyvar.
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Halsy
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Post by Halsy »

Sounds like a place I'd like to explore. :)
Can you repeat the part after 'Listen very carefully'?
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tirann
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Post by tirann »

Sounds like a great idea. You could add some real RP'ing by having your players choose between alternative paths for 'hired help'.

Make it obvious to them that they won't be able to 'go it alone' and will need to hire extra's to help them on their way. The hired help can be be for any purpose ie. distracting x while PCs do x. etc etc.

Give them options each with different consequences. Gives you a chance to show your ability to write a great 'edge of your seat' adventure.

Either way your initial concept should work really well... go for it!
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Rigrider
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Post by Rigrider »

Great concept! (I may even steal that one! lol) And you know, with the Mind FLayer and the Undercommon code: Drow are sure to be close at hand!! (God I love Drow! lol)
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DeathLich
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Post by DeathLich »

Thank you for the suggestions and comments, please send more in when possible.
So I offer you respect, and it will take much for you to lose it. But if you do, if you choose to see it as weakness and seize upon your perceived advantage, well...perhaps I'll then let you talk with Guenhwyvar.
-Drizzt Do'Urden
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tirann
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Post by tirann »

Hey, just another quick thought...

You could have a bit of a twist. The Duke could end up on the Wizards Guild's side. He's sending adventurers to their deaths at the hands of the Wizards Guild. The Wizards Guild are in turn using them as sacrifices/experimental 'lab rats' etc. They then pay the Duke who keeps some and offers to rest to the next group of adventurers.

Your group is simply the next in line.

The diplomacy of trying to confince an entire city that their beloved Duke is actually an evil schemer sending innocent adventurers to their dooms adds a bit of fun to the adventure.

Or make it a real ripper.... the Duke is a Mind-Flayer too.
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