Adventure Pack One Free RPG Adventures
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About this ebook
Adventure Pack One contains seven complete adventures for use with the Challenger Roleplaying Game system a Free Roleplaying Game. These adventures are relatively short, can be easily adapted to other game systems including Of Mice Men and Wizards, and are designed to take a band of characters from 1st level to 100th level and beyond.
These quests are also designed to get you started on creating your own epic, Challenger campaigns.
This adventure pack contains:
Into the North: an assault on Saint Nick the Dwarf Thief's evil fortress.
Secret Agent Caper: a portal teleports the heroes to the 1950s on an alternate earth where they appear to be prominent spies working for her Majesty, the Queen of Scotland.
A Marvelous Time: the heroes must now take on a band of annoying super heroes and unravel the diabolical scheme of a mad villain to return home.
The Quest for the Holy Grail: When the Mouse Queen recruits the PCs to recover the Holy Grail not all is it seems in this adventure of intrigue, riddles, and diabolical princes.
The Fugitives of Monster Land: the PCs must recover a giant demon skull to prove their innocence to the king after killing his son in The Quest for the Holy Grail.
Wrath of the Gods: The PCs must go in and whoop all the famous deities arses on Mount Olympus and it so happens the Norse Gods are visiting too. However, there's two slight problems: first they'll have to visit the land of the dead and Hades, and next find a way to reach Mount Olympus.
And, Killer Dungeon: Bored with their many accomplishments the heroes decide to set out to hunt down a giant killer dungeon who's famous for eating whole kingdoms. If they can survive they'll be famous, but it's tough to kill something you're inside of capable of crushing you between walls, melting you with stomach acid, and messing with your brain...
Now also includes vehicle combat rules and rules on heavy weapons for Challenger (at the back of the book) and vehicle stats in the adventures. Thanks Curt!
If you enjoy this product, be sure to check out the free game system for this adventure pack: "Challenger RPG" available on this site and other e-book retailers across the internet.
Thanks,
David L. Dostaler
Author, Challenger RPG
David Dostaler
Superior Games Books. Challenger RPG is a table top pen and paper roleplaying game similar to Dungeons and Dragons. You will need (apart from these rules): a set of polyhedral dice which you can purchase at most hobby shops, bookstores, and online; a sheet of paper for each player, pencils, imagination, and 2 or more players. For more information on roleplaying games, please see my book "How to Play a Roleplaying Game and Win" available on Amazon Kindle. Kindle emulation is free, so you can always check out my books there. If you'd like the book to be made free, please let me know via e-mail. Thank you.
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Adventure Pack One Free RPG Adventures - David Dostaler
Superior Games Books™
T4X 1E8
4813-43 Ave.
Beaumont, AB
Copyright © 2011 by David L. Dostaler. All rights reserved.
Cover Art: © 2011 by Laura E.C. Dostaler. All rights reserved.
Interior Art: © 2011 by Laura E.C. Dostaler and David L. Dostaler. All rights reserved
Copyright Notice: No part of this book may be reproduced in
any form or by any means without permission in writing from the author.
First Printing: December, 7th, 2011
ISBN 978-0-9868840-2-3
Published by David L. Dostaler at Smashwords
Contact Info: If you have any questions or comments about
these adventures please write us a letter using the contact address above. Thank you.
You may also contact us by e-mail at: sendmedavid404145@hotmail.com
Or by phone at: (780)-929-9860
Please be sure to include Challenger RPG
or similar in the title
of any e-mails so we don’t accidentally delete them as spam. Thank you.
ADVENTURE PACK ONE
WRATH OF THE GODS, A MARVELOUS TIME, KILLER DUNGEON, MONSTERVILLE, INTO THE NORTH, SECRET AGENT CAPER,
AND
THE QUEST FOR THE HOLY GRAIL
by
David L. Dostaler
Contents
Chapter One: Into the North
Chapter Two: Secret Agent Caper
Chapter Three: The Quest for the Holy Grail
Chapter Four: The Fugitives of Monster Land
Chapter Five: Killer Dungeon
Chapter Six: Wrath of the Gods
Chapter Seven: A Marvelous Time
Introduction
Throughout this adventure pack you will find some similarities: all adventures include text in italics which may be read aloud to the players or paraphrased as you wish, all monsters stat blocks will be in the same format as in the full Challenger book, and all dungeons will be listed in terms of encounter numbers which can be placed on your own personally-created dungeon as you wish.
To use this book properly you will need a copy of the full Challenger role-playing game which is available for free in many places across the internet. Even if you don’t have this product, you can easily adapt any system you’re using to suit these adventures, especially the Of Mice Men and Wizards game system which works particularly well with these quests.
This adventure pack contains 7 complete adventures for use with your Challenger role-playing game system designed to get you started and take a band of 1st level heroes all the way to 32nd level and beyond. This is somewhat an exaggerated xp gain ratio, but it should serve to illustrate the games mechanics to new players and get you started on creating your own epic campaigns.
About Dead Characters
The following adventures are extremely deadly so if any of the characters in your group die you may create new ones to replace the fallen heroes at the average level of the surviving members of the group. If everyone dies, the GM may laugh diabolically, and then allow the players to create new characters of a level capable of taking on the adventure they’re currently embarking on and try it again.
Adventure Conversion
To convert the following adventures to Of Mice Men and Wizards standards, you should convert RR to AR, and so forth. This also works well for other game systems with similar armor systems. RR equals Target Number or Armor Rating, etc. All xp should also be divided by 10 or more.
How to Prepare for Adventure
Generally, you should gather as many of the following items in the shortest amount of time as possible: friends to game with, chairs, a table, dice, pencils, paper, a copy of the rules, this book, snacks, beverages, chips, soda, more snacks, miniature figures, and snacks.
Particularly keen GM’s and players may plan breaks and also create characters in advance, but this is not required. GM’s also tend to read the adventures they plan to play through beforehand to limit the number of awkward silences wherein everyone has absolutely no clue in heck what’s supposed to happen next.
It is recommended that you only play one adventure herein at each sitting: savouring all the fun you can squeeze out of each scenario to the last drop. Experienced GM’s (including myself) tend to laugh uproariously at such recommendations, play all the adventures in one clean sweep—without more than a cursory reading of the scenarios—and then harshly berate the game designer afterwards for any shortcomings in the game because the guy obviously sucks at adventure design and can come nowhere close to your own, personal genius.
A Word for Complete N00bs
If you’re reading this, you’re the GM: the ‘computer’ of a roleplaying game. Familiar with WoW? You’re basically all the servers, the entire Blizzards design team, and the guy who refills the coffee machines and sweeps the floor all rolled into one. It’s your job to fix ‘system errors’ and impose ‘patches’ when you run into any problems during the game. Sure, there’s the temptation to mess everything up, but if you actually owned WoW would you really want to do that? Better to keep the moolah rolling in from your paying customers ‘the players’ I should think.
Because the players are your ‘customers’ they’re always right and you want to keep them happy. You do this by being fair, and judging the rules however you freakin’ want, to make the best game world possible on your ‘server.’ You should input the below adventures into your ‘memory’ so when the players want to quest (!) you can deliver the goods and when they have any questions (?) of absolutely freakin’ anyone in the game world or about the game system itself, you can answer them. If this seems like an outrageously big job, just remember the golden rule of GMing: When in doubt, make it up.
You can always find the ‘right’ way to do it later and put in a new ‘patch.’
Each of your players will control a character somewhat like a WoW account except all their stats are a combination of the rules from the basic Challenger book and their imaginations, and it’s all written down on a piece of paper rather than a heartless digital file somewhere. You can basically consider them expert hackers who are your only paying customers so you want to keep them happy and keep their ‘hacking’ (imagination) in line so things are fair between them, challenging (so they have fun), and fun for you: the entire design team.
The payoff? Ever been stuck in some wretched part of a computer game and wished you could do something not written? Ever wished you could create your own computer game? Ever wished the ‘server’ was personally run by you and the entire design team was ready