DMs Only: Rum

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Overview

  • Rum is an experiment. A city designed by the Powers That Be from the East to be a gateway to all points west so that the East can profit from it. That means trade. Lots of trade. Initially, trade in the form of all the materials that will be needed to build the city. Then trade in the form of all the folks that will be moving in. Then trade between Rum and all the colonies that will spring up throughout the region.

Adventures

  • To Rum We Go -- Summary: There is a mad rush for organizations and opportunists to get to Rum and stake their claim in the planned city. The Player Characters are contacted by the Woldian League of Adventurers to be the WLAs advance party as part of the Army of Fixers. The young heroes must organize, travel, and get to Rum in time to stake a claim for the future WLA headquarters in Rum! (Lvl 1-2? Mid 2011?)
  • Divinations and Explorations -- Summary: The Fixers “Army” (with a few adventuring groups) arrive at Rum Site to survey and explore. As tents are placed, several high level Fixers are in a suspended animation after trying to cast high level divinations. The clues send adventuring parties to cave entrances all over the proposed Rum site to explore and try to find the source of the bad divinations. (Lvl 3? Early 2012?)
  • Two Heads Are Not Better Than One -- Summary: After the Rummers have returned to the City of Rum fresh off their defeat of the Vampire Pirate King, they find the city is all a bustle with more people coming calling Rum home. After a few days of reprieve, the party checks the Bounty Board, but finds nothing of interest. As they slowly become impatient looking for work, a Catfolk Emissary from the nearby tribe beseeches the group for help. It seems the Catfolk are having trouble with enemy Ettins who attracted several orcs, goblins, and the like to join their ranks. While there are several ettins, their leader is a particularly nasty and vicious ettin by the name General Znugor. The Catfolk ask the Rummers to stand with them against the ettins. Doing so will give the Rummers an ally to call upon in the future battles against the BeastLords. Refusing them will see the Catfolk destroyed and the Ettin Army will in turn support the BeastLords when the time comes. (Lvl 5? Mid 2013?)
  • Viva la Revolución -- Summary: The League Adventurers are investigating the hidden forces manipulating the city and causing trouble, represented by the strange symbol popping up everywhere. They will follow up leads to a warehouse at the docks and then to its owner - the wealthy merchant leader [insert name here]. Along the way they will uncover a plot to assassinate the Fixer leadership and seize control of Rum city. (Lvl 6-7? Late 2013?)

Brainstorming and other unofficial items