Adventure Starter: You Can't Take It With You by Lee Struglia The PCs are minding their own business, having a meal at a tavern, a place they've visited many times. Gradually they start feeling groggy, and before long they've all passed out. When they wake up, they have vague memories of a long, bumpy ride, and now they're in a dungeon, jailed behind a stout iron door with stone walls all around and no source of light. All their possessions are gone except for some clothes not their own. Who did this and why? How are they going to get out of the cell? Assuming they can get out, finding a way through the rest of the dungeon to the outside and their way home after that will not be easy. Discovering who is responsible could be another adventure in itself. Or he could show himself and tell them he has something for them to do. If they decide to do it, they can get all their possessions back. If they don't agree, they can rot in prison until they do. Or escape, of course. (Originally appeared in Re:Quests!, issue #32, December 1993, p. 27; Mary H Kelly, editor.)
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