| Index | Ariel | Services | Forums | Conventions | Collection | Aussie RPG's | Links | Thanks |
|---|---|---|---|---|---|---|---|---|
Convention Module Descriptions
Blade
Written by Keith Done. A feature module of Cancon 86. Levels 5-6. Five Character mix of Ranger, Thief, Fighter, Cleric and MU (AD&D2nd). Vale Gathric is in Raalmoor and he has challenged the party to a showdown ! Gathric is an evil young sorcerer who has wronged the individual members of the party in different ways. The players have been on his trail for a year and are out to bring the villain to justice. Their quarry has sent paid hirelings to deal with the party but they have failed to throw the players off the trail. But now the fox has gone to ground in the smuggler's cove of Raalmoor and sent a letter concerning his intentions to destroy them there.Creatures of the Light
Written by Keith Done and Angela Caffrey. First played at Briscon 94. Level 4-5. Four Character mix of Fighter, Thief, Cleric and MU (AD&D 2nd). The guilders of Dormos have attracted trade back from the powerful guilds of the merchant city of Tempest. All trade ceased many years ago when several merchantmen were wrecked in the treacherous waters off the western reaches of Dormos.
But now new trade agreements have been signed and the first trading vessels have begun to sail the waters of Dormos again. Critical to all this is the light-house located in the isolated west. it guides ships through the dangerous reefs. Local men man the tower, tending the fire there. That was until the hauntings started. Now none of the locals will man the light-house and the guilders are desperate to save their trade with Tempest.Dusty Pages
Written by Keith Done and Terry Krause. First played at Briscon 96.Level 1-2. Five Character Mix of Fighter, Thief, Ranger, Cleric and MU (AD&D2nd).Ancient, crumbling pages from old books have come into the possession of a wily merchant who dwells in the dangerous tracts of land between the elvish kingdoms and the Goblin territories. A rogue, who recently went on an expedition to an old Dwarvish fort in the distant mountains, turned up close to death at the merchant's door one night. The pages were in his pack.
He sent them to his associates to see if they were worth anything and those associates came running ! They are pages from different tomes of great magical power - they want those books ! This means outfitting another expedition and following maps found with the rogue, to the Dwarvish fort - all this in a time when the goblins are threatening renewed hostilities in the area.Election
Written by Apocalypse V design team (Wes Nicholson). First played at ??. A one session AD&D adventure for six very special people, set on the Plane of Concordant Opposition.Graduation Exercise
Written by Wes Nicholson. First played at ??. A one round Top Secret/SI game - the first Wes ever ran at a con, and his second ever attempt at writing something. The title is "barry Who", but it ran as "Graduation Exercise".Guardian
Written by Keith Done. First played at Briscon 93. Levels 6-7. Four Character mix of Fighter, Thief, Cleric and MU (AD&D2nd). A brief visit to the isolated island of "Guardian", home to a brotherhood of monks, turns into an epic tale of good Vs evil, as the players battle against a terrible force that has been unleashed on Guardian as a result of an archaeological dig. Stranded, with no way off the island, the players must pool their energies into unraveling the mystery of what has occurred at the Guardian Monastery and then dealing with their nemesis before it deals with them.Mystery Play, The
Written by David Addison. First played at Necronomicon 96. A one session systemless for five weary travellers; a Benedictine monk, a man with a hidden past, a lady fallen on poverty, a scholar from Paris and a Sarecen who has embraced The One True Cross.
In the year of Our Lord, twelve hundred and ninety-two, a small band of pilgrims travels from Toledo in Castille to a monastery in the Italian Alps. Now, as their journey reaches its' conclusion, after facing hardship, danger, and death. Before them is one final obstacle, an ordeal with but two possible resolutions; redemption or damnation.Restoration
Written by Garry Fay & Stephen Adams. First played at Aranacon VI (88). Three sessions, Levels 8-9 six characters. Centuries ago Six were given the 'God-Gift' to ensure that the Lake of Eirethaine, the source of all the magic in the land was preserved. They have held this task for six hundred years, now their true test begins.Sweet Dreams in Ashfold
Written by Keith Done. First played at Briscon 95. Level 1. Four Character mix of Fighter, Thief, Cleric and MU (AD&D2nd). The backwater village of Ashfold, known for its famous mead, suffered an earth tremor as a result of a falling star that struck close by in the woods. Their winter store-house has been badly damaged and the good people of Ashfold have petitioned the local Lord, Ethrana, for aid in rebuilding the store-house before the onset of winter. But the store-house will promise to be the least of the villagers worries. Something malign has made its home in Ashfold and the people seem to be going to bed much earlier these days. Nobody wants to leave the tranquil village anymore - they would rather stay by their fires and drift off into the world of dreams. And while they sleep, something moves about the streets and buildings of Ashfold, waiting.....Tharlen Manor
Written by Keith Done. First played at Cancon 85. Levels 4-5.Four character mix of Paladin, Cleric, Thief and MU (AD&D1st). Four adventurers band together to investigate the mysterious goings on in the rural community of Cherrimoor. People are going missing and dark creatures stalk the woods and everything points to the deserted castle called Tharlen Manor. Abandoned due to the plague, many years ago, the place has been shunned. But recently a light has been burning in the high tower on some nights and this started at the same time that the disappearances began.What's the Reason?
Written by Shaun Hately. First played at Conquest 97, 2 sessions, low levels with 4 characters.
You were born to rule. Among the heirs to the most powerful nobles of the land, you have always known that one day, it would be necessary for you to accept the power, the privilege and the responsibility of rulership.
You never thought it would come so young. But His Majesty has commanded, and you are bound by honour, by tradition, and by duty to obey Him. And so you leave your homes, your families, everything you have ever known and loved, to travel to the Royal Court. There you will be trained in the arts of rulership, and the duties that are demanded in return for the privileges that your rank allows you to enjoy. For though you were born to rule, you still have much to learn. You must learn the arts and the arts of war as well, the disposition of troops and the deportment of oneself. You will learn, above all things, that to rule others, one must first rule oneself.
And your life will change forever.Who Dares Wins
Written by Wes Nicholson. First played at ??. A one session Delta Force module .
This page is part of Ariel Archives Home Pages web site © Brett Easterbrook 1997-.
My email address is Brett@arielarchives.com.