Saturday, April 3, 2010

Adventure Idea: Dungeon SWAT

I just had a really neat idea for an adventure that would work well in any number of rules-heavy, miniatures-dependent RPGs. Incidentally, it would also make an awesome convention game, and I may elect to run it next time I attend a con. If you end up running this, let me know how it went in the comments.

Goblins and orcs have stormed your village during the night. They rampaged through, stealing valuables and terrorizing the peasants, and furthermore have kidnapped the three fairest maidens in your town, known far and wide for their beauty. They have since retreated to the dungeons and caves beneath a nearby abandoned keep with the spoils of their victory, where they plan to sacrifice the maidens to their dark, monstrous gods...

...and they have no idea how badly they've just screwed up!

The very keep that the monsters have retreated to has been scoured clean of evil, mapped, documented, and bugged with magical sensors by adventurers like yourselves on prior expeditions. Break out the blueprints, plan your assault, and breach the dungeon from multiple entrances simultaneously. Weave confusion in the enemy ranks with tools to blind, deafen, and daze unsuspecting opponents while you extract the hostages from danger. Exploit existing traps to take out your under-informed foes, and overcome their greater numbers with the advantage of an unexpected shock-and-awe strike. If you play your cards right, it could all be over in sixty seconds.

You're fast. You're efficient. You are Dungeon SWAT.

2 comments: