Coming soon - Get a detailed view of why an account is flagged as spam!
view details

This post has been de-listed

It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.

16
Dnd
Post Flair (click to view more posts with a particular flair)
Post Body

So I asked if people wanted me to make a dnd campaign for the misfits boys and the majority was a yes so I did it .

So there not much custom and the stuff the it’s I’ll leave here for you guys to use and the rest if you want to use my story line I’ll have that here as well enjoy .

STORY: convicts ( players ) are taken out of prison and implanted with magical explosives in their neck . They are tasked by a rich man from the kingdom of Florida to find out who killed his son and if they do they will be set free .

Now here’s all the area descriptions and how they fit into the story .

A decent sized town house sits along a stretch of a cobblestone path next to nearly identical houses all with a water front view . Area description: upon entering the town house the door opening up to the living room they will be meet with five dead bodies one slumped over on the table face down , two layer back in the sofa and another two on the floor. Upon investigation the first three seem to be have taken by surprise with single puncture wounds in their necks the other two have the same marks but it seems they where going for the stairs before getting hit in the back of the neck .Down stairs the other rooms that are left is the kitchen which seems untouched aside from some light blood left on the tiles . The kitchen still stocked with ale and food strewn about the other is the bathroom which the blood trickle leads to the bathroom where a naked girl is in the tub the water tainted with blood . Inside her cloths left in the pocket is a piece of paper with a address on it to a plant nursery in the city. Upstairs searching the bed rooms not much is found but around 25gp and some weed ( energetic) with papers next to it for rolling among these is a flyer for a club the lusty leviathan .With a investigation of the master bedroom (13) behind a painting is a carved out space with 5 small gold bars worth 50gp each .

Here a man can be chased for more information .

A man is tucked into the shadows of a alleyway looking as the crime scene is investigated. If chased and caught will tell you that he was hired to collect money from someone that was supposed to be in that house for his boss at the club lusty leviathan .He's not hard to catch .

A long stone building with the upper Skelton of a sea creature with a long neck it's wraps around the door so you enter through its mouth above the door a magically lit sign in blue with a wave crashing over it says the lusty leviathan .Entering the bar it has seating spread out In the center with the bar to the right a tethling woman in a shorts stopping high above her thigh with a short skirt and a top hat is behind the bar mixing drinks . food menu1:Fish 1 silver 2:Gator 1 silver 3:Steak 1 gold 4:Potato soup 1 silver Drinks 1:speakeasy - a banana daiquiri after drinking must awnser questions truthfully for 1d6 hours 2:rash's rainbow- a drink swirling with a rainbow of colors for the day every 4 hours you hair , eye and skin color will change 3:liquid courage - a hardy strong ale get 10 temp hit points and drunk if con of 10 failed 4:soothsayer - a Martine you can see 10 mins into your future 5:fire brand whisky - a short lot on fire fail con of 12 you spew a 5ft cone of fire 1d6 damage to anyone in it 6:chastity belt - a smooth tonic as you drink people around you get ugly 7: scholar - a oaky drink of whiskey you can speak on new language for 2d6 hours Back story of bartender She is from a town called murk water deep in the swamp where a number of demon worshippers has been banished in the early days of the kingdom .Now it serves as a back water town where a lot of food and interesting goods pass through in there way out of the swamp and a good way to hide from the law . She moved here to follow her dream to be a bartender also if asked she had romantic relations with the son when he had come in drinking with his friends .To the left in the corner is two pool tables and across from that is a table where some people are playing black jack . If you want to play blackjack you just toll a d20 to see if you win it 50/50 or you can actually do it . To the left of the bar is a door that leads to a back room that if followed past the kitchen there is a storage room where three thugs are moving boxes along with gnome man .You can ether ask him for info about the reason the victims owed him or fight him and find a lead to a smuggler operating out of the bay bringing things in from out of the city and deep in the swamp.He had heard that a lot more shipments of drugs where being pushed through there.

So they can take that path or the planet nursery.

A rickety wooden shed rests next to a green house with broken glass and weeds clinging to its sides .Inside the wooden shed is a store of raw weed buds about 300 gp of assorted strains 100gp of each . Also in the shed is a body of a lizard man who has a dagger in his eye socket which it looks like he was cutting the weed with . Inside the green house is rows of weed on each side from the door and in the alley at the end is a strange looking tree . Next to the strange tree is another dead body and a little way from the door into the weed is another both human . Walking inside will trigger the encounter all enemies get a surprise round if they fail a perception check dc (14).Searching through the bushes there's a spent scroll with a stamp of a magic store on its corner " spells R us " which is a high end store in the upper end part of the city .

The encounter is a dryad and a few awakened shrubs .

Now they can check out the spell store or go to the smuggling operation. Going down to the docks past the big fancy cruise liners and frigates bristling with cannons following it to a smaller jetty lies a cluster of fishing boats.Next to a wide barge two men are arguing about how they refuse the guard then smaller dwarven man and that he can keep his money .After approaching the man if they offer to be his guards they will take them to murk water for free . The town where the drugs come from .

A small town raised out of the muck of the swamp on stilts looks more like a old western town in the style of the buildings and the way it's set up .Town has a saloon/inn , Sheriff's office and a general store . This gives the players a few options they can go to the sheriffs office and ask about the syndicate or they can go to the saloon and ask locals for information.The sheriff will give them a number of characters and the direction they went while the locals will tell them the exact location .Also the general store carries basic adventure gear if needed .

The suppliers .

Alimony blending in with the surrounding swamp a wall of cut cypress trees stand pressed into the mud forming a outer wall of which guards patrol . There's a main gate along with a dock off to the left where w small ship is parked .Inside you can see that the fortress walls are built around a small island about 30 ft by 20ft with small buildings built into it . One seems to be a storage shed for all types of drugs another seems to be a barracks and the final one is smaller than the rest but appear to have some strange shrine .The storage room contains 10 one pound bales of weed and some cocaine along with the tools to process both . The shrine is a horned skull with jade stones for its eyes and little puffs of smoke coming out of its mouth .The area around it is covered in burning weed incense and a small jagged blade laid at the foot of the shrine .Or if they took the path of going to the spell store they would find out the man who hired them bought it and if they go to his office they run into and encounter of 2 thugs and a imp stealing papers that shows he’s been working with a Demon to get power .

Now they ether get on sorry boat that the rich guy is on or they use the smaller boat at the hidden fortress but it ends in a ritual to summon the demon to the material plane .

The ritual will happen when all the cultists stab them selfs and there blood reaches the center where the fanatic will become the demon .If the cultist are killed the ritual will still happen as long as two of them are alive but the demon will be weaker loses (2d8) hit points .

The encounters

Fortress bug bear , 4 thugs , 3 spy’s , assassin , cultist fanatic

The way to murk water they encounter a big crocodile and 4 small ones

At the end if they take the skiff they have to deal with a bugbear , assassin , 2 thugs and 5 cultists and one fanatic if not and they take the party boat they have to fight 5 thugs a big bear and the same amount of cultists

The cultists all die In the ritual

Thanks for reading this super long post :)

Duplicate Posts
4 posts with the exact same title by 3 other authors
View Details
Author
User Disabled
Account Strength
0%
Disabled 1 month ago
Account Age
5 years
Verified Email
No
Verified Flair
No
Total Karma
257
Link Karma
144
Comment Karma
113
Profile updated: 1 day ago
Posts updated: 1 month ago

Subreddit

Post Details

We try to extract some basic information from the post title. This is not always successful or accurate, please use your best judgement and compare these values to the post title and body for confirmation.
Posted
4 years ago