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LongIslandIcedTech

@LongIslandIcedTech

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Joined 9 months ago

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Share your best idea for a D&D campaign or adventure!

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Okay. Please, Just About. Tab-completion should not automatically move me to the "Post submission" button, especially if the next most logical move is to hit the spacebar, a move that will act like a mouse click on the aforementioned button.

Anyhow, here’s a one-shot I’ve had rattling around the ol' noggin for a while now.

The Setting and Lore: The Contemplators of Badafru (BAH-dah-froo) are a reclusive, enigmatic order. Those who join their ranks pledge themselves to a lifetime of introspection, drifting quietly through the near-silent halls of their mountain retreat or sitting motionless, their only movement the occasional turning of a dusty tome's page, in pursuit of uncovering the true meaning of self in the universe. Their vast, labyrinthine monastery welcomes all—whether one seeks a lifetime of meditation or merely a night's refuge from the region's often life-threatening storms. The sole requirement for joining is a complete renunciation of the past, sealed with an oath of silence about it. Temporary visitors, however, are asked only to share an entertaining tale from their travels to enliven a meal. Beyond this, all are welcome, and no area is off-limits, even to those merely passing through. After all, how can one unlock the secrets of the inner self if confined by locked doors?

The Main Questline: The party finds themselves traveling with a caravan through the sylvanian countryside, typically a peaceful journey. However, this particular route skirts the base of a formidable mountain range, notorious for its hostile creatures and violent storms, making group travel a necessity. As they trek, a fierce storm erupts, prompting the caravan guides to seek shelter with the benevolent Contemplators of Badafru. Along the way, they encounter another caravan, also traveling that road and caught in the storm. The Contemplators welcome the visitors warmly, informing them of an imminent meal and encouraging them to explore the monastery's myriad rooms and hallways until the food is ready.

This marks the beginning of open action. Players can wander freely through the many (many) rooms and corridors of the monastery, either alone or with other party members, encountering Contemplators or other travelers. At some point, however, an unconscious, stripped body (whether a visitor or Contemplator) is discovered, either by a party member or, if the opportunity doesn't arise naturally, by an NPC who announces it in terror. Who is this victim? Why were they attacked? Is the assailant part of the either group or an outsider who slipped in? Will more fall victim before the perpetrator achieves their goal?

What ensues is a gripping whodunit, reminiscent of the board game Clue and the inverted roles of a Hitman video game level. Someone in the monastery is stealthily navigating the area, plotting to silently assassinate a target. The party must piece together clues to uncover the target, identify the assassin, determine where the hit will occur, and devise a plan to thwart the threat. Or not. Who's to say that the target is innocent? Clues emerge through analyzing NPCs' accounts—both prior to and during the quest—where keen deductive players will notice inconsistencies. Are these breadcrumbs leading to the assassin or red herrings exposing innocent secrets? It's up to the DM to craft a satisfying, fair mystery, adjusting the story's pace to maintain the fun.

Ultimately, the party will uncover the plot and can choose to intercept the assassin before the hit or confront them during or after the attempt. Either way, the stealthy assailant won't be an easy target.

Unique features:

  • Highly Modular - The assassin and the target can be from either group of NPCs. The timing and method of the hit are up to the DM's creativity. Have a group of sharp players? Complicate the mystery to match their wits. Need to help your players along? Let the assassin slip up.

  • Potential for a Fire-and-Forget Adventure - Set up a pre-planned series of events and let your players navigate naturally. However, keep in mind that a tightly scheduled series could result in the players being in the wrong place at the wrong time.

  • Dedicated DM presence - The DM, with foreknowledge of the setting and characters, can dynamically move the assassin in response to player actions, maintaining the element of surprise by disguise or secret passages. Honesty is crucial—no teleporting assassins unless it's canon.

  • Less combat, more thinking - Let your players feel smart for piecing together clues or enjoy the hilarity as a party of -1 Intelligence, -1 Wisdom barbarians brute-forces through the mystery.

BBEG: The final antagonist is entirely up to the DM, tailoring to the players' capabilities. The real enjoyment lies in unraveling the puzzle. Is the assassin a rogue slipping through shadows? A mage using illusions to mislead? Are they motivated by revenge or a contract from a shadowy benefactor? Would the party prefer direct combat or setting a trap for a dramatic, ironic end?