Adventure Seed: Curses!
The other day, I got an idea for an adventure and started writing down the basic plotline. My question to y’all is, does this sound like something you’d be willing to play? Would it need to be more fleshed out, which I’m going to do anyway, or does the “generic-ness” of it as-is work for you?
The PCs “accidentally” stumble into the territory of a group of elves who dwell underground. One of the elf mages summoned creatures who attack the PCs and lure them onto their land. There are no visible boundaries, so the PCs will have no idea they’ve moved into someone’s land. Once they leave and continue on their journey, the PCs will notice that things are happening to them. Little things keep going wrong; a latch on a backpack breaks, causing its contents to spill out, the handle on a mug of ale being enjoyed at a local tavern breaks, causing the ale to pour onto a nearby patron; lots of good role-playing opportunities can be had. Note: Depending on your setting, you can make some secret Will saves to see which PCs are cursed and which are not.
Eventually, the PCs receive a note calling them back to the location of the fight in the woods. It turns out, if violence occurs within the elves territory, the creatures involved will be cursed. The elves have lived with this for years and assumed the PCs would not be affected. The elves wanted to see what would happen so they let them go, spying on them the whole time. Since they saw what was happening, the elves contacted them to come back. Note: Of course, you can have the PCs notice they’re being spied upon. It’s really up to the GM.
The curse was placed on the elves centuries ago by an old hag who lives behind a waterfall. The elves tried to drive her out but she cursed them in order to keep them from becoming violent towards her. Every time they try, the curse intensifies and they cannot get to her. The elves hope that the PCs, since the curse just affected them, won’t have their actions as harmed by the curse as the elves do. Note: It’s up to the GM whether the hag brought the wrath of the elves upon herself through her own actions or if the elves were the ones who started it all when the hag really just wanted to be left alone.
The PCs, hopefully, will go towards the waterfall and find that she lives behind it. They will take the tunnel, battling adversity along the way, and eventually find that the hag died long ago but her curse has been kept active by a goblin lackey who is keeping her dying wish alive. It is up to the PCs to convince him to stop it. Will the PCs kill him or will they talk with him? If they simply kill him, will that remove the curse or make it worse? Note: Whatever is still powering the curse after all these years is something the GM will need to make up.

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AnalogKid January 26th, 2009 at 10:46 AM
I’d play it, though being given a note to go back is kinda railroady. Another alternative to the “ending” is that the hag is now a ghost who needs redeemed in some way. The cause of this could also be a trigger which causes the curse to worse, this the characters feel more compelled to return with haste.