Arriving at Cormara, the players find themselves on the outskirts of a keep that seems to have fallen into ruin. It is a fairly standard keep design, square, a tower at each corner, but the tower on the north east side (near the water) seems to have collapsed. The rest of the keep is covered in strange plant life.
Do you date to enter the first keep of Cormara? Will you find any special keys?
The players came across some maps that lead the way to an out of the way island. The island has 4 keeps marked on the map. The players checked with a local scribe/cartographer, Atsef Ogfogo, and it appears that this is a very old map for the Isle of Cormara. No one has heard from this island nation in many generations, but Atsef provided you with a general idea where to find it.
Do you go to investigate what happened to Cormara and to see what can be found in the keeps?
The ghost of Archibald Blade wants to take the characters into the network of caves where he died. He would like the players to recover some of his gear, but, more importantly, his maps.
When asked about his death, he only remembers cold, slimy tentacles.
Do the players dare to brave the caves?
The players are moving along a seemingly deserted section of roadway between cities. They are approached by a floating apparition claiming to be the ghost of Archibald Blade (a knight of some renown). He is looking for help on his quest; he knows that Calibros is after the Sword of Mystarcana.
However, he insists on coming along with the party, and the only way to do that is for him to ride along with one of the players (a minor form of possession). He will not assist the players unless allowed to accompany them.
Is it worth allowing the ghost his way for the information he possesses?
As part of a bit of loot from a recent adventure, characters find a well worn map (something of your choosing). The map should not reflect anyplace discernible to the players (a mystery place). However, the players should be able to spot four places (ruins). There is strange script on the edge of the map.
Here’s a translation of the script: “Search each ruin and search it well, for in each you will find a key. The four keys together will form a map - the map to the treasure of Keplar. The four are also the key. Do not let this map fall into the hands of Calibros.”
The players are following a caravan trail through a forest (see Fantasy Adventure Kernel #132B4EA for a possible start). During the night, they notice camp fires in the far distance (well back from the trail, deep in the forest, almost imperceptible). Upon investigation, it appears to be a bandit encampment (are they human bandits, or something else? That’s up to you).
This seems to be a fairly mobile group. No permanent structures, quite a few tents. This group seems well organized. Smartly placed watch fires are scattered to hinder anyone from approaching the camp unseen. Near the watch fires are either large dogs or wolves (hard to tell which). The animals are chained near the perimeter fires and look hungry.
What will your players do?
Here is an adventure kernel for a fantasy adventure game. It presents a base framework for kicking off a game. You won’t find hard and fast details, that’s up to you to provide. However, with this kernel, you can maybe get your adventure popping.
Start the players out in a town (hopefully one where they know some people, maybe their hometown). This is a mining town. However, something has happened at the local mine, and the miners are afraid to return. People would like the PCs to investigate.
Also, the supply caravan from Tulan is a week late. Darren Trinet (a local caravan master (who could know one of the PCs personally)) is concerned as he is about to set out on a caravan to deliver what they have from the mine and to get supplies for the town with the proceeds. He’d like the PCs to come along on the caravan to help scout the trail for trouble.
What will the PCs do? Are the events related? Maybe. That’s up to you. This is just a kernel to get you started.