Simply ask yourself a series of questions and draw a card from the game...
-Who is hiring the PCs? Draw a Lord of Waterdeep card.
-What is the known part of the quest? Draw a Quest card.
-What is the hidden part of the quest? Draw a second Quest
card.
-What is the complication/twist? Draw an Intrigue card.
-Who is opposing the PCs? Draw a Lord of Waterdeep card.
From there is just a matter of combining the various
elements into a cohesive adventure. Here is an example of how you can piece it
together...
-Who is hiring the PCs? Nindil Jalbuck - A doppelganger
posing as a halfling priest. Piety and Skullduggery.
-What is the quest? Raid on Undermountain- "Mount an
expedition into the dangerous depths of Undermountain, and untold riches will
be ours."
-What is the hidden part of the quest? Procure Stolen Goods
- "Marune the Masked, one of the Shadow Thieves, needs to move some
interesting merchandise."
-What is the complication/twist? Free Drinks - An attempt to
waylay a person.
-Who is opposing the PCs? Sammereza Sulphontis - Trade Lord
with Commerce and Arcana.
Nindil approaches the PCs, likely in another guise. He claims
he is looking for something specific within the Undermountain, likely a magical
legacy of a god. In truth, he owes Marune a favor and is picking up some goods
within the Undermountain and transporting them into the city to clear his debt.
With the Undermountain being as dangerous as the rumors state, Nindil has decided
to hire some adventurers to clear the way.
However, Sammeraza has gotten wind of the expedition; Marune
is one of the competition. On the night before the party is to leave he casts a
spell on the drinks and food of the party that will cause them to fall into a
deep sleep, which will in turn cause them to miss the expedition and anger
Nindil. He is hoping this will forestall the movement of goods. If the
characters can overcome this attack, you have a dungeon crawl to run!
Obviously, this works best if you are running a campaign in
Waterdeep, simply because you won't have to change any of the names around. But
really, it can work in just about any campaign. Just take the archetype of the
cards and apply it to your own campaign setting. If you draw a Lord of
Waterdeep card that calls for Piety and Skullduggery just use one with similar
leanings in your own world. Essentially boil down the card to its base form.
Using the sample adventure...
-Who is hiring the PCs? A doppleganger posing as a priest.
-What is the quest? Raid a local ruin.
-What is the hidden part of the quest? A master thief is
using the ruin as a storage location and wants the goods moved.
-What is the complication/twist? Poison the PCs.
-Who is opposing the PCs? A smuggler that is also a
magic-user.
With 60 Quest, 50 Intrigue and 12 Lord of Waterdeep cards
there are many combinations available for creating a variety of adventures.
1 comment:
Thanks for this, I don't have Lords of Waterdeep, but it's something I now want to check out.
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