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 Post subject: The Pit of Winds
PostPosted: Wed Apr 22, 2015 3:00 pm 
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Profession: Elementalist
Many years ago I created a adventure called "The Pit of Winds"

The basic storyline was a long lost magical artefact of had been "returned" to the dimension inhabited by the player characters. The primary power of the artefact enabled it to open up gateways between alternative dimensions. It could only do this when it's three power gems were inserted.

Information obtained by the players indicated the artefact was being held in a temple in Moravia which was a short sea journey away from their current location or a difficult journey overland. The location of the power gems which would unlock the device was unknown.

The primary motive for the players, beside preventing the possibility a unholy legion of demons may enter their realm reducing it to a wasteland populated by enslaved minions, would obviously be large amounts of gold from The Royal Coffers, the unending gratitude of the population (by this stage of the campaign this particular band of adventurers were well know through the land for various good deeds) and on a more personal level on the characters was from another dimension and had good reason for the power to open gateways not to be known!

Over the course of the campaign the adventurers where successful in retrieving the artefact and came to understand that the device needed to be destroyed. Various methods of destroying were discussed and slowly but surely the group were steered into taking the artefact to The Pit of Winds.

The Pit of Winds was a difficult location to access in the game-world due to it's remoteness and also the ferocious winds in the area made travel very difficult. However....in true "gaming style" there was a way to access the very heart of The Pit Of Winds primarily through a tunnel network known only to the nomadic tribes (The Thandal's) that inhabited the area who traditionally where not very friendly to visitors. The adventurers worked on a method (I seem to recall it involved a game of chance of some sort) to secure their relatively safe transit through the Thandal's domain to The Pit of Winds.

Now..I say relatively safe...in DW as we all know sometimes the simplest of journey's is far from safe.

The journey to The Pit of Winds was really hard on the adventurers. Atrocious weather conditions, magically anomalies throwing up all kinds of challenges not to mention the artefact they are carrying has a awareness of it's impending doom! In one piece, just. they survive this trip and enter the tunnel system which leads through the mountainous region surrounding the PIT.

In helping to describe The Pit of Winds you need to imagine a volcano summit...no lava or great heat. Fierce winds, biting cold and the landscape around constantly eroding!

Through a combination of skill, ingenuity and the odd magical potion the group are able to hurl the artefact deep enough into the pit for the strongest winds at it's centre to destroy it in a hail of magical fire, noise...and then calm. Just for a few seconds the artefact stops the winds giving the adventurers brief respite and the opportunity to retrace their steps into the tunnels and regroup!

On returning to their primary base the destruction of the artefact is verified by the highest of magical authorities in the land.

In celebration a grand feast is held and quietly one of the group is more relieved then she dare admit that the power to open portals is gone from the land...for now...


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 Post subject: Re: The Pit of Winds
PostPosted: Wed Apr 22, 2015 4:21 pm 
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Interesting. Thinking back to the first adventure I created for palladium fantasy 1st edition. Orc army invades dwarven city. Dwarves complain to the humans. Orcs use terrain to hold off the humans. 1st rank party employed to use a self defence mechanism/poison the waters of the Dwarven city. Orc army retreats. Yes, the dwarves were not susceptible to that poison.

Bit harsh for 1st rank players, but that was 21 years ago.

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 Post subject: Re: The Pit of Winds
PostPosted: Sun Apr 26, 2015 6:46 am 
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Thanks for posting that. Some interesting ideas in it, at least one or two are going into my list of ideas to plunder in future campaigns.

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 Post subject: Re: The Pit of Winds
PostPosted: Mon Apr 27, 2015 5:14 am 
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I'm not so much for the epic high-fantasy world-changing adventures in DW, but I am imagining a Krarthian campaign, substituting the Pit of Winds with the Cauldron of Spyte...

Thanks for the inspiration, lionwing.

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 Post subject: Re: The Pit of Winds
PostPosted: Mon Apr 27, 2015 8:37 am 
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Joined: Thu Mar 19, 2015 10:19 am
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Thanks for the positive replies everyone!

Nice to know that twenty year old plus tale is offering some inspiration.

I'm off to The Crown in Marlock for a cold one!


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