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DonjonOfTime

Page history last edited by The Dragon Master 4 years, 11 months ago

Kings Parish (code named "Donjon of TIme") is a module for the Donjon Role Playing Game System. I am writing it up for my Sister's kids to introduce them to the joys of RPGs. It is based on a cross between Ocarina of Time, and Adventure Quest. Both of which are games they love. Here is a link to the current version. I have cleaned up the formatting some, but still have to get some images added in. That is the next step, to be followed by binding the whole thing properly.

 

 

Kings Parish Town Description

    Kings Parish is a thriving town just inside the castle gates. The population is mostly friendly, and is a

    mix of the local races (Fish Folk, Human, Elves, and Dwarves).

            Resources:

            Weapons & Armor: 4

            Markup: 2

        Description: Weapons in Kings Parish are of moderate quality due to the close

        proximity to the local barracks. However, the King applies a small tax to all sales of martial equipment

        to discourage brigands. Never the less, the people love a good story, and will give a discount to anyone

        with a good story to tell.

            Provisions: 7

            Markup: 4

        Description: Due to its centralized location, close proximity to the castle, and the

        abundance of resources nearby, just about anything one might look for can be found in this town.

            Hospitality: 10

            Markup: 8

        Description: The town’s accommodations are top notch, however due to the abundance

        of wealthy merchants from afar you will likely pay a good margin for any time spent in local inns.

    Goal: Retrieve the Emerald of Courage from the ancient ruins.

    Environments:

    Parish Field: A vast expanse of field with scattered bushes the size of men, and well trod roads

        leading to all the major cities.

    Forest of the North: Dense woods, with many dark corners, and the well lit Great Halls of the

        Elven Captains built into the very forest canopy above.

    Forest Maze: Trees here grow so densely that they form walls. There are no dead ends (that we

        know of) but many a traveler has lost his way and found himself in a completely different territory.

    Ancient Ruins: An ancient palace in the middle of a great, dark forest.

 

Chapter 1: Journey Across Parish Field.

LEVEL 1

Opponent: Wolves, Rogues, Adventurers

Scene: As the sun sets, and the draw bridge rises behind the characters, they are set upon by a pack (2x

    characters) of level 1 wolves. If they run, they spot The Ranch and have a chance to escape by

    running inside.

Scene: As the players leave the trail, they notice what appears to be a shortcut to the Forest. If they

    walk through, they find themselves falling into a trap. They are ambushed by level 2 Rogues (2x

    characters). 5xp if they stop to examine the apparent shortcut before walking through (Easy

    Difficulty). If this happens they see the rogues and catch them off guard (first round uncontested).

Scene: As they near the forest they spot a group of (Num = num characters) Adventurers who have

    been sent by the other side. If they manage to take one prisoner they will gain a hint about the Big

    Bad.

 

Chapter 2: Village of the Forest Elves.

LEVEL 2

Opponent: Elven Guards, Shrub Warriors

Scene: As they enter the Forest they are attacked by Shrub Warriors (2). Having defeated the first, it

    runs. When they defeat the second, it tells them of a shortcut through the forest maze (Left Right

    Straight Right Left Left Right Straight).

Scene: They see something moving through the forest. It turns out to be 4 Elven Guards. They are taken

    prisoner. They are taken up into the forest canopy from where they are able to see the environment

    as well as the direct path to the maze. If they are able to convince the Elves that they are here to do

    good (Roll Sociality + Any Applicable Abilities Vs. Elves Discernment + Applicable Abilities at a

    Medium Difficulty), they will be told where to take the emerald for it to be safe. 5xp if successful.

Scene: They find a small treasure cache (including emeralds). It is rigged with a pit trap. If they check

    for traps (Discernment + Abilities vs. Medium to find Medium to avoid), they will discover this and

    get 2xp. If not, they fall in the pit and have to climb out (Adroitness + Abilities vs. Hard). They only

    get the treasure with a successful discovery of the trap (Treasure level = Donjon Level + 3).

Scene: They find a pack of horses (number = number of characters). If they scare the horses they will

    have to fight them. 6xp if they successfully capture the horses (Adroitness + Abilities vs. Horse

    Level). Only those with an ability to ride horses get to ride one, but they get to take the horses either

    way.

Scene: They find siege weapons. They will get to carry one siege weapon per 3 horses possessed. If

    they don't have the horses, the siege weapons will crumble when they try to move them

 

Chapter 3: Through the Forest Maze.

LEVEL 3

Opponent: Rogues, Wolves, Shrub Warriors

Scene: They make a wrong turn and find themselves surrounded by shrub warriors. If they defeat the

    warriors, the last one will tell them the right way back. If they try to buy something off of the shrub

    warriors they don't have to fight them. Hospitality equals donjon level, markup is 1 from shrub

    warriors.

Scene: The characters see a secret passage way. It leads to the Shrub Market Place. Anything can be

    had here. Hospitality is donjon level, markup is 2. In the marketplace they will see Elves, Ogres, and

    Shrubs buying and selling.

Scene: The characters pass into the next leg of the maze and find a treasure horde in front of them.

    While trying to open the chest (adroitness + abilities vs. Medium Difficulty), they are ambushed by a

    rogue. When they defeat him, he admits to having been lost in the maze for a long time. He gives

    them the treasure horde in exchange for directions on the way out. 5xp if they give him directions. If

    they give him the wrong directions, they run into him on the way out.

Scene: As they come around the corner they find themselves running into a pack of 6 wolves on the

    way out of the ruins. If they search around them they find a path up to the top of the maze

    (discernment + abilities vs. Hard Difficulty), 5xp for this solution. If they sneak around the wolves

    (Adroitness + abilities Vs. Medium Difficulty) 3xp. If they fight, no additional XP.

Scene: From the top of the maze, they see the path directly over to the ruins. There is a tree tilted over

    the edge towards the way out. If they try to climb it, it falls down over the area they just left. If they

    climb over the top, it will only hold one person at a time (Hard Difficulty) 3xp. If they climb through

    the inside, it will support up to two at a time (Medium Difficulty) 5xp.

 

Chapter 4: Ruins (Ground Level)

LEVEL 4

Opponent: Wolfkin, City Guardian Golems

Scene: When they enter the ruins, they find themselves in a room with 4 City Guardian Golems. There

    is a large pit in the center of the room. If they maneuver the golems into the pit (Medium Difficulty)

    4xp, but they will have to face them in the underground level. If they defeat the golems, a path opens

    up that leads to a treasure horde.

Scene: The walk into a room and see footprints leading to either side. As they enter the room they find

    themselves walking into an ambush of wolfkin (Same number as there are PC’s) these wolfkin will

    try to get back to tell the group.

Scene: As they smash their way through a wall, they find a room with wolfkin and Golems. On one side

    there is a wall with a series of words. If the characters read the words out loud (Cerebrality +

    abilities Vs. Hard Difficulty), 8xp these words will stop the golems in their tracks. The wolfkin will

    then speak and help the characters on their way. If the characters don't read the words, they will have

    to fight the whole pack.

 

Chapter 5: Ruins (Underground)

LEVEL 4

Opponent: Wolfkin, City Guardian Golems

Scene: The ground caves in beneath them. They fall into the underground level. When the dust settles

    they find themselves surrounded by wolfkin. There will be 4 + however many wolfkin escaped

    before. If they spoke with wolfkin on the other level the wolfkin will be friendly.

    Scene: They enter and find a room with no floor. There is an inscription on the other side (discernment

    + abilities Vs. Easy Difficulty). IF they choose to read it (Cerebrality + abilities Vs. Hard Difficulty),

    they will be given the advice to toss some rocks across the path to see where their invisible path lies,

    8xp. if they try to jump the chasm, they miss and fall to the right side of the bridge, and find

    themselves too far down to get out without a rope (Very Hard Difficulty).

Scene: The characters see a large door with strange writing on it. Elves can read it (discernment +

    abilities) and will see that it mentions the Emerald of Courage.

Scene: The characters find themselves in a room with spikes coming down at them from the ceiling.

    (Discernment + abilities) to see a switch by the door they entered at to turn the spikes off. (Virility +

    Abilities) to hold the ceiling up while the others escape.

Scene: As they open the last door they find that they have been beaten to the stone room. The Big Bad

    is standing there with STEVE. They have a showdown with him. When they beat him he disappears

    in a cloud of black smoke.

 

Chapter 6: Race Back to the Tree.

LEVEL 3

Scene: Any run ins with people they left behind.

Scene: A meeting with the forest elves. Upon mentioning that they have the emerald, the elves provide

    them with horses, as well as riders for those who don't have a skill. There they are told by their guide

    that the only safe place for the emerald is inside the tree.

Scene: They get to the tree, and see a place on the trunk that looks made for the stone (discernment +

    abilities Vs. Easy Difficulty). When they place it there the emerald is swallowed by the trunk. At this

    time the tree talks to them and tells them that they have protected the emerald, for now.

 

    You now

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