d20 Expeditious Retreat Press 1 on 1 Adventures #6.66 The Pleasure Prison of the B'thuvian Demon Whore.pdf

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1 on 1 Adventures #6.66
The Pleasure Prison of the
B’thuvian Demon Whore
By Doug Douglason
1 on 1 Adventures #6.66: The Pleasure Prison of the B’thuvian Demon Whore
This module includes 32 adventure-packed pages, complete with detailed maps and descriptions, forming
a ready-made adventure. It has been crafted for one player and one Elite Game Master so even the smallest
gaming group has adventures suitable to their needs with minimal preparation time. With some minor scaling,
The Pleasure Prison of the B’thuvian Demon Whore is suitable for use with a traditional four-player party.
The Pleasure Prison of the B’thuvian Demon Whore: the adventure that is, quite frankly, too strong for the mere
hobbyist gamer! A desert caravan ambushed! An incognito Queen elfnapped and taken to some sandy hideaway!
A hero of epic proportions! Within these covers is the greatest adventure ever told. Will the dangerous renegade
B’thuvian Demon Whore Alayshia have her way with our hero or will he have her to his way? Which way will
the having be?
Only you, playing the role of Krunk barbarian of the frozen wastes, will ever know…
This adventure is designed for Krunk, barbarian of the frozen wastes, a 7 th -Level barbarian, but if you play it
with anyone other than Krunk, you’d best be a few levels higher. Krunk is a god among men.
If you enjoy this module, look for future releases in the 1 on 1 Adventures line from Expeditious Retreat Press.
WWW.XRPSHOP.CITYMAX.COM
Expeditious Retreat Press
Requires the use of Dungeons & Dragons, Third Edition Core Books, published by Wizards of the Coast, Inc.
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One on one Adventures #6.66
the Pleasure Prison of the
B’thuvian Demon Whore
by Doug Douglason
An adventure for one barbarian levels 7-9
The Pleasure Prison of the B’thuvian Demon Whore: the adventure that is, quite frankly, too strong for the mere hobbyist gamer!
A desert caravan ambushed! An incognito Queen elfnapped and taken to some sandy hideaway! A hero of epic proportions!
Within these covers is the greatest adventure ever told. Will the dangerous renegade B’thuvian Demon Whore Alayshia have
her way with our hero or will he have her to his way? Which way will the having be? Only you, playing the role of Krunk
barbarian of the frozen wastes, will ever know…
This adventure is designed for Krunk, barbarian of the frozen wastes, a 7 th -Level barbarian, but if you play it with anyone other
than Krunk, you’d best be a few levels higher. Krunk is a god among men.
Table of Contents
Credits
Adventure Background.......................................................page 3
Adventure Synopsis.............................................................page 3
Areas of Interest..................................................................page 4
Starting the Adventure.......................................................page 6
The Mostly Abandoned Kobold Lair................................page 12
The Pleasure Prison.............................................................page 21
The Plane of Naughty........................................................page 22
Krunk (Sample PC).............................................................page 23
New Creatures....................................................................page 24
Maps......................................................................................page 29
Author: Doug Douglason
Cover Artists: Todd Lockwood and Claudio Pozas
Artists: David Esbri, Ash Jackson, V. Shane, Jason Walton
Editors: Joseph Browning and Suzi Yee
Layout: Joseph Browning and Suzi Yee
One on One Adventures are for one player and one GM.
However, they are easily modiied for a traditional party of
four players and one GM.
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Welcome to the 6.66 th 1 on 1 Adventure:
The Pleasure Prison of the B’thuvian Demon Whore!
Welcome Elite Gamemasters! You hold in your hands the best single module you will ever own. Packed with adventure,
intrigue and women of questionable morals, 1 on 1 Adventures #6.66: The Pleasure Prison of the B’thuvian Demon Whore*
delivers on all expectations. Expect the unexpected, and prepare to be amazed by the masterwork before you! When we
approached Mr. Douglason about releasing his work into the mainstream, he was at irst hesitant, knowing his work to be too
strong for the hobbyist gamer. And in this respect he showed an understanding of the business-side of the creative endeavor
called role-playing games; for many FLGS throughout the nation refuse to carry 1 on 1 Adventures #6.66: The Pleasure Prison
of the B’thuvian Demon Whore because it is too strong for their store. That, my gentle readers, is their own decision, but I feel
they are missing a unique opportunity to be part of something truly creative. So if you hold this work in your hands through
a purchase from your FLGS, know that your store recognizes brilliance and understands the desires of its gamers: it is a truly
an Elite Gaming Store!
I’d like to thank YNG Turk Films and Ryan Wood for Fear of Girls , the wonderful short documentary that introduced me,
and the gaming world, to Doug Douglason.
Joseph Browning
Expeditious Retreat Press, 2006
Think, for a moment, about the power of the mind—the power of the pen. The power of the pen put to paper with some ink
and a force of personality. Think in that moment, the highest achievement possible: a new world! What you hold in your hands
is but a slice, a smidgen, a wafer-thin portion of a complex thematic tapestry created over decades of unceasing labor. And it
is this labor that you will see in every sentence of The Pleasure Prison—a labor of creative energy, a labor of mental acuity, a
labor of love.
And remember, Elite Game Masters don’t just create adventures, they become them! You must weave this adventure into
your existing campaign, reinforcing your multi-layered tapestry of themes and subject matter that is, quite frankly, simply too
strong for the “hobbyist gamer.”
Doug Douglason
Elite Gamemaster, 2006
*This adventure fueled by Moutain Dew and the entire re-mastered collection of
Adventure Background
Alayshia (a renegade B’thuvian demon whore) has
stumbled upon the ritual for creating more demon whores.
Unfortunately she hasn’t yet been successful and her
attempts have only created the creatures she calls “the
corrupted.” After additional research, Alayshia believes she
needs a daughter of a noble family and three very powerful
magic items as focuses during the ritual to guarantee
success. For this she has targeted the traveling Elf Queen as
a good source of many noble daughters and Krunk, a young
barbarian from the frozen wastes.
Alayshia eventually plans to create an army of demon
whores who are all bound to their masters but who are
also bound to one great controlling ring that can override
the lesser rings. Alayshia plans to use the simple gold ring
that once controlled her as the great ring. Once her demon
whores have achieved courtesanships with all the major
heads of government, she plans to activate her ring and
create a new world order!
In pursuit of her goals, Alayshia has solidiied her hold
over a small tribe of kobolds and overseen the construction
of a proper ritual chamber. She has recruited the Elf Queen
Arwewynnin and a prostitute familiar to Krunk. The Elf
Queen sets her caravan up for an ambush along the great
east-west caravan route, the prostitute tells Krunk of a good
business proposition, and the plan is in motion. Word of
the deed will reach the ears of Krunk through the lovely
courtesan familiar to his barbarian might and sense of
adventure and coin. Alayshia longs for his arrival, looking
forward to the chaos and cleansing he’ll cause among her
kobold tribe before eventually succumbing to her terrible
allures. And if he falls in the process, he wasn’t the man she
thought he was. But if he lasts until the inal battle, his fall
and enslavement will be ever more the sweeter…
Krunk is led to a mostly abandoned kobold lair to kill
most of the tribe (Alayshia tires of them and wants them
gone), and then eventually to the pleasure prison where
the rest of the tribe is taken care of. There, Arwewynnin
tricks Krunk and sends him to the Plane of Naughty where
Alayshia spends most of her time petulantly biting off bits
of her chocolate golem guardian and vainly trying to create
more demon whores. In the plane of naughty, Krunk may fail
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Elite Game Master Tips and Tricks!
Not everyone is an Elite Game Master—far from it! Most GMs are, at best, capable story tellers,
hardworking men crafting their tales with what skills they’ve haphazardly acquired. But Elite Game
Masters are a breed apart: GMs who’ve studied and practiced their skills by daily stretching their
boundaries in both role-playing and roll-playing. For those of you reading this who fear you might be
just an average GM, I present a few tips and tricks that may help you push yourself into the realm of
mastery, into the realm of real power!
1: Role-Play: This may be an obvious thing to many of you, but I never cease to be amazed at the lack
of role-playing I see in so many games. Take on the persona of the person or creature your PCs are
encountering and make it your own. As Sir Lawrence Olivier once told Dustin Hoffman during the
ilming of Marathon Man, “I’m an actor.” And you should take such good advice in hand and move
your encounters into the realm of acting based upon the written script before you. Don’t be afraid to
ad lib occasionally, but remember, the writer is as much an artist as you and solemnly consider his
efforts and work before making any substantial changes.
2: The 5 Senses: We’re sensual creatures, full of senses and sensations. Use this to your advantage!
If your player enters a bright cave after a long run underground, shine a lashlight in his eyes as you
read the room’s description. If your player’s PC is at an elven ball, throw on some Enya or Lorenna
McKennit and bounce the night away in gay ministrations. After discovering a new treasure map,
place your handmade map in front of them as they debate if it’s real or merely a clever ruse. During
their discussions have your player’s taste the delicious pot roast served in the inn (don’t forget the
rosemary) and after a long ight with a pair of ogre blackguards, have your players dig through your
unwashed laundry for the key they need to open the next chest. Remember the ives sense and your
role-playing will move to the next level.
3: The Adventure is the Process: Lao Tzu once said, “A good traveler has no ixed plans and is not
intent on arriving.” This is perfect advice for the Elite Game Master! Lao Tzu could have easily said to
a new game master, “An Elite Game Master has no ixed plans and is not intent upon railroading his
PCs into following every plot and theme nook-and-cranny especially when the players would rather
head off east for a bit until this whole thing settles down.” Remember, an adventure is a guideline, a
single plot, a background upon which the stars of the show prance and disembowel.
4: The Voice as Medium: The best weapon in any Elite Game Master’s arsenal is his voice. You should
learn to rumble like a rock giant, twitter like a grig, babble like a gibbering mouther, and lustfully
seduce like the most brazen strumpet. Immersive game play begins when you open your mouth, so
be certain what comes out is guaranteed to evoke an emotional response from your players. They
want to be taken on a fantasy trip into realms of heroic and villainous deeds so make sure your voice
is ready for the journey! I recommend a steady stream of Mountain Dew to keep the palate alert and
ready for duty.
While drinking, Krunk is approached by a woman he
has frequented before who informs him of a recent attack on
a caravan. Although this is not too unusual, she tells him an
Elf Queen was traveling incognito in the small caravan and
has been captured. Rescuing such a prize would certainly
be worth a lot of coin and she’d only like 10% of the reward
Krunk would receive. And perhaps another night’s pleasure
as well?
Krunk, of course, cannot resist the smell of adventure,
and he heads off to rescue the stolen Elf Queen. He
approaches Uz-Kala, a slaver stronghold, but they claim
to have done nothing to the caravan in question. Krunk
continues east along the trade route until discovering the
site of the battle. There he is led south by kobold tracks to a
and be beaten senseless by Alayshia’s staunchest defender,
her precious chocolate golem, or become food for K’thy and
Syndi, but more than likely, he will triumph over both those
problems if he’s clever.
Adventure Synopsis:
The adventure inds Krunk, Barbarian of the Frozen
Wastes lounging in a tavern in Anguran, the last stop on
the grand east-west trade route. After serving a year in the
guards in Isfala, Krunk has mustered out and wandered
towards Anguran to sell-sword his way to the exotic lands of
the Far East. But little does Krunk know that dark plans are
being hatched with each swill of date wine he takes and each
illicit kiss “stolen” from barmaids all too willing.
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mostly abandoned lair where he inds some small sport before going further south to ind the location of the
Elf Queen. He quickly inds the hidden pleasure prison of the B’thuvian demon whore Alayshia.
Fighting his way through their defenses, he eventually ights the last of the kobold tribe and rescues
the Elf Queen who is so thankful she transports him to the Plane of Naughty to ight the two corrupted, a
chocolate golem, and eventually Alayshia herself.
areas of Interest near the City-State of Isfala
The following entries provide you some background information on the areas in which this adventure
occurs. Availability of goods is left entirely in your hands, but it is suggested that Krunk be allowed to
purchase any services/goods which have a reasonable chance of being found at the location in question.
Healing, magic, and other more unique requests should be viewed from exactly that light, but shouldn’t be
entirely absent. If Krunk takes a beating and wants to retreat, allow him to do so, but think of adding a few
additional dificulties to relect on his actions.
1: The City-State of Isfala: The Birthplace of Qu’Tun
At the mouth of the Baladeh River lies the city-state of Isfala whose shell-encrusted towers and
gleaming mother-of-peal twin fortresses shine in the relected sunlight from Neytak Bay. Isfala is an old
city, an old, old city with thousands of years of history and many more in legend. Isfala was the birth place
of the great prophet Qu’Tun and has played an important role in spreading his word through the radical
clerics of Isfala.
But don’t expect the birth-place of the great prophet to be a holy city, far from it! It is a bustling cesspit
of iniquity, where from one side of the mouth holy chants are incanted and through the other wine, lotus
powder and the reluctant kisses of slaves pass. Isfala is a two-faced city at best, but truly it a multi-faced city
willing to present whatever necessary to continue living in sin while commanding others not too. Anything
a heart desires can be found in Isfala as it is the inal stopping point of the vast east-west trade route moving
weapons, armor, magic items, slaves, horses, camels, and jewelry.
But the most valuable commodity in Isfala is knowledge. The great sage college of Isfala trains the
world’s sages in knowledge ranging from the uses and meaning of the rudraksha bead to what blood is
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