Greatmaul

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  1. Finished the first draft! I know, it's rough and rushed, especially the ending. I just really wanted to call it finished so I could get to the editing phase. I liked the final challenge, I thought it was nice that it brought everything to a head. It is rough, though. If anypony sees any way to smooth things out so that they seem more slick, I would be delighted. Daring Do's Great Escape The Mane Six want to thank the Pony Characters (PCs) for helping them with their pets, so they sign them up for the deluxe package Escape the Room Experience at the Ponyville Ponycon! They Mane Six will be on a custom high danger, high excitement experience, while they book the PCs on the basic, easy package. Somehow, each group gets lead to the wrong room, and when the lock clicks, the PCs find themselves needing to solve puzzles designed to challenge the Saviors of Equestria! Beginning the Adventure: The PC's are at Fluttershy's House helping with repairs and explaining what happened during the last adventure. Everyone is having a good time. Fluttershy and Applejack admire the new Rabbit Hutch which the PC's built, Rarity is commenting on how happy and friendly Opalescence is being, Twilight and RD are working to fix Tank's helicopter system, and Pinkie Pie is bouncing all over the house. Finally, Pinkie Pie can't take it anymore, she screams out, "Isn't anyone else excited to go to PonyCon?!?" Twilight answers, saying, "That's right, I'd almost forgotten. PonyCon starts today and I heard A.K. Yearling herself will be there signing books!" Rainbow Dash flies in a crazy loop, "OMG OMG OMG OMG OMG! I can't believe I almost forgot too!! There's going to be a Daring Do Adventure house where you can relive some of Daring Do's most dangerous escapes!!" Applejack looks up and says, "Hey, I know, why don't we finish up here and head over to the con to sign up for one of those great adventures!" Rarity says, "Why, that would be the perfect way to thank all of you for helping us with our pets!" Scooping up a pile of gemstones into her bag, she says, "Let us pay for all of you to have a Daring Do Adventure of your own! Our treat!" Pause a moment for the players to ask questions, and accept the offer. Fluttershy looks worried, "I don't know... do you think they can handle a dangerous adventure like that? Sometimes, there are.... spiders!" RD flies down to the ground, "Relax... I read the brochure! They have levels! Why don't we sign them up for the beginner adventure... let's see..." reading the brochure, "Daring Do's Busy Day! That should be easy and fun!" Twilight looks over RD's shoulder at the brochure, "That sounds great! What about us?" RD says proudly, "We can take the super deluxe package: Daring Do in Ahuizotl's Jaws of Death!" Fluttershy shudders. Everyone else gets very excited. Pinkie Pie says, "Don't worry, Fluttershy. It's a tour! It's safe!" Fluttershy relaxes slightly, "Ok... if you say so." Rarity starts to gather her things. "Then it's settled! Let's go!" PonyCon: PonyCon is crowded and vendors are everywhere. Lots of ponies are cosplaying characters from the Daring Do books. Rainbow Dash keeps pointing them out: "Look! Another Caballeron! Oh! and look at that Daring Do! What a great costume!" RD herself is wearing a Daring Do outfit, pith helmet and all. "I wonder if we'll run into Quibble Pants!" "Speaking of costumes..." Rarity whips out hoof stitched Daring Do outfits from her saddlebags. She gives one to each of the players, saying, "I made these for you, to make the adventure more fun!" The outfits are finely made of high quality materials and will add 1 to each player's stamina when worn. Applejack scratches her head, "When did you have the time to make all those, Rarity?" Rarity blushes, saying, "Oh, well, you know... it's what I do." As the players change into their outfits, everyone wanders around the con looking at the items for sale. Suddenly, the players hear a raspy voice behind them. "For you..." Looking behind them they see a hooded mare wearing tattered dark gray robes. Old cobwebs are on her back and some in her mane which is gray. In her gloved hooves she holding a small black pouch which she presses into [player character]’s hooves. "For you," she repeats in a dry scratchy voice. The players can ask questions of the pony, look around for the Mane6 who are all busy buying things or talking to other ponies. No one else seems to notice this old mare. If questioned, the mare will not reveal who she is or why she is presenting the rings to the players, except to say, "a gift from a friend." Examining the pouch the players will find 3 rings of fine gold etched with different colored designs. One is reddish, one is bluish and one is purplish. If asked, the mare will tell the players the names of the rings. Red gold: The Ring of Vulcan. Blue gold: The Ring of Neptune. Purple gold: The Ring of Mercury. If the players pass a mind check, 5 on a D6, she will tell them what they do, otherwise they will discover their powers in the Daring Do Adventure Room. Dr. Caballeron will see them and say, "So, you got them first. Well don't get used to them, I'll have them soon enough!" as he runs off, he will drop his notebook with details on the rings. The Ring of Vulcan is a magical artifact to be worn on the ear. Only one ring can be worn on each ear. The ring provides the wearer the ability to create and project fire once per day. It can be used to create a fire, or offensively as an attack: causing D10 damage initially, with a 50% chance of the enemy catching on fire. Enemies on fire will take D4 damage each turn with a 50% chance of the fire going out unless extinguished. The Ring of Neptune is a magical artifact to be worn on the ear. Only one ring can be worn on each ear. The ring provides the wearer the ability to breathe underwater for 6 turns once per day. It can also be used to produce water, or offensively as an attack: causing D6 damage initially unless the creature is a fire based creature, in which case it causes D12 damage. The Ring of Mercury is a magical artifact to be worn on the ear. Only one ring can be worn on each ear. The ring provides the wearer the ability to teleport to another visible area and back once per day. It can also be used to move or obtain objects from a distance. While the characters are examining the rings, they don't notice that the old mare is gone. If they are not distracted, the Mane6 will call to them saying, "Hey! we got the tickets!" after which they will notice that the old mare is nowhere to be found. At the end of the Adventure it will be revealed that the hooded old mare was A.K. Yearling, and she will tell the players to keep the rings. Daring Do’s Great Escapes: Flim is at the podium explaining the Adventure Room as the ponies walk up. He is dressed in a red and white striped vest with matching straw hat. He sells everything with loud exaggerated enthusiasm, and is prone to hyperbole. Holding a cane, Flim addresses a small crowd gathered around his podium. Behind him are large paintings of Daring Do book covers, each of which shows Daring Do escaping from some kind of danger. As the ponies walk up, they hear him saying, “It’s the finest, most exciting, most dangerous, and yet enjoyable experience in all of Ponyville! In all of Equestria, even, I dare say! Come one, come all for the greatest experience in PonyCon! You, there… you’re a fan of the Dashing Delightful Miss Daring Do, are you not? Just look at that wonderful costume. Why, she’s dazzling, dynamic… devil-may-care! How could miss this once in a lifetime chance to step into the boots of such a figure?” Applejack smiles and steps up to the podium, “We’d like two, please. One for Daring Do’s Busy Day, and one for Ahuizotl’s Jaws of Death.” Flim looks taken aback. “Oh my… the Jaws of Death are you sure? Quite sure? You wouldn’t rather…” Rarity steps forward, hovering a small but bulging bag of gems into Flim’s hooves, “Oh, we’re sure, all right.” Flim looks down at the bag, smiles, and says, “well, right this way… Brother? Oh brother?” From behind a red and white striped curtain, Flim’s identical twin pony Flam peeks out, “Yes, brother dear?” Flim gestured to the two groups of adventurers. “We have two groups, dear brother. One for Busy Day, and one for Jaws of Death.” He holds up the small bag of gems he has been paid by Rarity so Flam can see it, shaking it slightly. Flam smiles broadly, draws the curtain back, and says, “Certainly, my dear ponies… right this way!” The Mane Six disappear first behind the curtain, leaving the group behind. Here, the group is left to discuss their options. They can talk to Flim, who will assure them that everything will be taken care of, that they have the highest standards for safety, etc. etc. He will assure them that they are booked for Daring Do’s Busy Day, and that they can meet Flam right behind the curtain. The players can discuss what they will do to insure they get to the right room, because they will probably suspect there will be a switch. Nevertheless, as soon as they step through the curtain… “The light behind the curtain starts out very dim, but as you gather inside, looking around, you see a light down towards the end of the hallway. [Once they are inside,] it becomes brighter and brighter. Suddenly, with a flash, there is the very loud sound of a lock clicking behind you, and the tent seems to fade away, revealing a stone room.” If the players call out for Flam, he will be heard at the end of the hallway but will not be visible. Eventually, they will have to go towards the light. Base Camp: The room is long and rectangular, extending north, with the players at the south end. There is a sealed door behind the characters to the south, and open doorways north, west and east at the north end of the room, and a pair of open doors west and east at the south end of the room. The walls are smooth and sand colored, and appear to be made out of large stone blocks. Dark green moss grows between the stones, and the air smells damp. A lever juts out from the wall behind the players, next to the sealed door. It does nothing if pulled. There is a stone table in front of them, with a pair of burlap saddlebags tossed on top of it. There is also a plate with some carrots on it and a silver box with velvet lining and spaces for 3 rings. Just as the characters are getting their bearings, and before they move very far, they hear a voice coming from the east. It is Dr. Caballeron. “I know I heard something going on back here. Don’t tell me what I did and didn’t hear. It’s probably that dastardly Daaaaaaring…” His voice cuts off as he sees the party. “Who?” He steps forward and a gate rises impossibly fast up from the floor in front of him, blocking the door. It catches his hat and pins it to the top of the door jamb. “Arrgh!” he yells. “I just got that hat!” Frustrated he looks at the party. “who are you and what are you doing in my temple?” The players can talk to the pony who is Dr. Caballeron. He has wavy dark hair, 5oclock shadow. Wearing white shirt gray pants. If the characters are already the wearing the rings, then while talking to him Caballeron will notice the rings and get very excited. First he will look to the empty box, then he will say, “Where did you get those?? Those are mine!” If the characters are not wearing the rings, then while talking to Caballeron, he will at some point look over at the empty box and then say, “The rings! What have you done with them? Those are mine!” After that he will say, “I’ll get you, all of you! And serve you up to Ahuizotl. Wait right there!” you see him run off to the east and around a corner. Now the PC’s have to solve how to get the door unlocked. If they examine the lever they will see there are 6 sockets next to the lever, 3 on each side, with a different color at the bottom of each one – red, yellow, blue, green, white, purple As they progress from room to room, they will face the six challenges. By completing the challenges, they will win the gems of unlocking. The map is labyrinthine, and each opens up into a larger area bounded by mountains. During the challenges, Caballeron will randomly be heard yelling in the halls in various directions.. “Where are they?!!” “I know I heard something!” “Come on, come on, they can’t be far, now!” The Six Challenges: As the players move around the map, they will come across rooms which they can enter. Each room has a challenge inside where they can obtain one of the gems of unlocking. The challenges are designed to test the talents of each of the Mane6. Flight Challenge / Loyalty: The room is basically a ledge that overlooks a vertical tunnel of stone. The sides are fairly sheer and there is a strong wind blowing up and around in almost every direction. Across the tunnel, a puppy can be seen on a very high, very small outcropping, overlooking an impossibly long fall. There is a large emerald next to the puppy and she alternates between almost falling, being scared and backing up to the wall pushing the emerald closer to the edge of the outcropping. Characters cannot use teleport to grab the gem without leaving the puppy to probable death. If they try to fly to the puppy, she will back up and her butt starts pushing the gem off the small ledge. The players can use fly, teleport, or the Ring of Mercury to try to save both the puppy and the gem. If they save only the gem, it will shatter. The puppy has the real emerald on its collar, and it drops to the ground and grows once the puppy is safe. If they save only the puppy, the gem will fall and disappear. The real emerald is on the puppy’s collar, and it will drop to the ground and grow once the puppy is on safe ground. If they manage to save both the puppy and the gem, it is the GM’s choice whether to have the gem shatter and they will find the real gem on the puppy’s collar, or just have the emerald they saved be real. The PC can use talk to animals talent 3/d6 to talk to the puppy. Flying across the chasm, with the wind, is 4/fly dice Teleport or using the rings 1/mind dice Baking Challenge / Laughter: A large kitchen area reveals itself, with ovens stove, cabinets, etc. There is a box on a table with the design of a gem carved into it. There is a very large keyhole and a key shaped pan in one of the cupboards. The kitchen has narrow open windows through which can be seen a snowy scene with trees and a large snowman near one of the windows. The snowman will not be moving at first. The kitchen is fully stocked and the players will find recipe books, ingredients and utensils around the kitchen to bake a cake or cookie in the key shaped pan. The instructions will say to heat the oven to 450 degrees. Each time the party turns on the oven, the snowman outside the window gets agitated and starts walking and peering in the window. He stops moving when the oven is off. He alternates between looking inside the window and trying to get the door open. When examined, the snowman looks sad and appears to be melting. He refreezes when the oven is turned off. Inside the box is a Ruby. The players can use the Ring of Vulcan to cook the key more quickly, or they can freeze water or cake batter in the pan by giving it to the snowman. Opening cupboards 2/d6 to find pan Alchemy Challenge / Magic: There is a large alchemy lab, with flowers, potions and ingredients, a stewing pot, a flame, and beakers on stands. There is a recipe to follow which shows flowers, each color to be added one at a time and cooked for 30 seconds. There is a large flower pot with just dirt, and a gem etched into the side of the pot. The plan is to make the correct potion, grow the plant and when it blooms there will be an amethyst inside. There is a small tag that has fallen out of the pot that reads, “grandiflorum purpura amethysta” behind the pot. Players need to look for it 2/d6 to find it. The magic book is on a pedestal and will not move. When the player leaves the book closes so players will need to work together to find and read the recipe, get the ingredients, and keep the beaker over the fire. If the beaker is not stirred constantly it will scorch. Different ingredients are all over the room. There is nothing to water the plant, the characters can use the Ring of Neptune. Correctly reading recipe 3/mind dice Dress Challenge / Generosity: A room with a sewing machine and lockers. There are several mice lying on the floor looking sad and bored. On one side of the wall is a mouse sized hole with a gem etched over it. The trick is to sew tiny clothes and try to get the mice soldiers to get the gem. A scrawny old cat slumps in the corner. If the mice are outfitted they will say the gem is too heavy. The old cat is shivering. If spoken to, the cat will say, “so cold…” If the cat is given an outfit, he will transform into a small kitten, charge into the hole, emerge, become large again and will present the players with a blue sapphire in his paws. The PC can use talk to animals talent 2/D6 to talk to the mice or cat. Farm Challenge / Honesty: The players walk out onto a large farm, with orchards, a red barn, and a wooden stage in front of them. There is a large scale and a very large pumpkin. There is a large group of scarecrows, cheering the competition. At the front on a stage is the mayor scarecrow, dressed in robes, and holding a large topaz in a box with a blue ribbon on it. There is a large pumpkin at the front of the stage, the current leader, which has a tag on it that reads “750 lbs” “Are there any other contestants? Do we have our winner?” At that the mayor will notice the group walking over. “You three!” (or however many players you have) “There’s still time! Get your pumpkin on the scale and bring the tag to the stage!” In front of the players, the mayor gestures to another large pumpkin. If the players ask, the mayor will respond that it’s the only pumpkin left unweighed, but they are free to have it represent them if they would like to play the game. Players can use a wheelbarrow, make a wooden ramp, or try to lift, fly or teleport their pumpkin on the scale. If the players get the pumpkin on the scale it will say “749.9 lbs” on the readout. They have the option of trying to put some gravel or rocks or their hands or items on the scale because no one is watching. In order to get the pumpkin on the scale the players must roll: Flying-5/fly dice; lifting-6/body dice; wheelbarrow-5/body dice; make a ramp-4/body dice; teleport-5/mind dice. Any other option (or these) are at the GM’s choice to make more or less difficult, depending on your party. If the players are honest and bring the losing tag up, they will win 2nd prize which is the topaz. The first prize will be revealed to be the blue ribbon on top of the box. Animal Challenge / Kindness: The players step out onto a large, open field that appears empty except for some barren trees, rocks and dead grass. There is a dry creek that runs through the middle of the field. As the players start to wander around the field, they will hear a squeaky voice call out: “Charge!!” From around the rocks to the west there appears a small animal army, charging hard. The army includes rabbits, squirrels, foxes, chickens, skunks, mice, songbirds, cats and dogs. Suddenly from the east, another army appears, yelling, “Attack!!” That army consists of large animals: horses, goats, camels, bears, giraffe, rhino, storks and ostrich, among others. The two armies meet and swarm over and around each other without doing any real damage. The large animals are trying to stomp on the smaller animals, who dodge them easily, while the smaller animals are trying to run up the large animal’s legs, and get flicked off as soon as they get started. As the players try to stop the battle, the animals involved will not listen to them. If they pass a mind check 3/mind, the animal will tell them they are attacking on the orders of the general. The players must eventually look for the generals of the two armies to stop the war. The general of the small army is an ant, while the general of the large army is an elephant. The players can take sides, to end the war, can use whatever powers they wish to cause a stalemate, basically ending hostilities, or can find the source of the problem. If the players convince one of the generals to talk, they will learn that the problem is that the water is not flowing. By following the dry creek bed up towards the mountains, they will come across some of the danger cats, Ahuizotl’s hench animals. They may have to battle, randomly, the tiger, cheetah, lynx, black panther and/or the white housecat. Eventually they will find that the water is blocked by Caballeron’s excavation of the temple they were in, and that the dig is being supervised by none other than Ahuizotl! If the players attempt to attack the group head on, they will be defeated, and one of them will be captured. If they go back to the animal armies, they can explain the source of the water problem, and that it was not either side’s fault. The players can convince one or both of the armies to help them take down Ahuizotl. If one of the players has already been captured, they will be glad to help, out of kindness. Using the two armies, and the help of the two generals, the players will free their friends, defeat Ahuizotl and Caballeron, and restore the flow of the water. As they watch the water flow down the dry creek bed, they will see a glint in the water, and that will be the final stone. The players can thank the animal armies who helped them, and return to the entrance with the 6 stones of unlocking. The lever will engage and as the door rises, a blinding light will fill the room, until it fades and they will find themselves in the original tent. As the players exit the tent, they meet up with the Mane Six, and they are talking about how challenging their room was, like, Applejack says, “do you remember that part when we each had to eat 6 ice cream cones without a single drip hitting the floor? Talk about challenging!” Rainbow Dash replies, “Yeah, I knew the super deluxe danger package would be tough, but I didn’t know it would be that tough!” Finally, Flim and Flam watch them all walk away and they snap their fingers, revealing a duo of snickering Discords. NPCs : Flim and Flam are running “Daring Do's Adventures!” an escape the room experience based on A.K. Yearling’s Daring Do books. Dr. Caballeron is Daring Do’s enemy and is in charge of the excavation they find themselves in. Ahuizotl is a large mythical creature with a dog head, eyes on its snout, and a hand on the end of his tail. The Danger Cats are a group of cats who attack for Ahuizotl, featuring 4 large cats: a tiger, a cheetah, a lynx, a black panther and a small white housecat.
  2. Yes that's it! Sorry I forgot that people tend to post ongoing campaigns. I'm trying to make a blank campaign people can use when they finish the one campaign that's available in the book. So sometime when I'm doing I'll try to post it up like a pdf, except I don't know how to do that, so people can dl it and print it out in case they want a quick premade adventure.
  3. I was a little skeptical at first, thinking it was just a gimmick and probably not a very functional gaming system, but after reading the book and running 1 1/2 campaigns I have to say that we all enjoyed ourselves. Their adventure was certainly better designed and written than mine is. I could make the adventures better if I knew the system better, of course. There is only one (fairly long) campaign in the book, but there are a ton of old D&D modules that can be found online that can easily be "ponified."
  4. Cool! I don't know if you're familiar with the Tails of Equestria game (book) It's very D&D light. As in, minimal to no combat, no grids for placement/movement because the players are assumed to be kids Still it's fun to create adventures that are coherent and make sense. This particular one we just ran through half of it and I made a lot of adjustments on the fly. I'll post it up as soon as I type it up. Like in the "kitchen" room, I made the skeleton into a snowman and changed the scene outside the window to a snowy scene. Then as soon as the characters lit the oven (I had them find recipe books and ingredients in the well stocked kitchen) the snowman would start agitating and trying to get in the room. When examined they saw that he looked very sad and was obviously melting. So they had to balance the desire to bake the key to get freedom vs did they want to melt a snowman? It ended up surprising me, because the snowman would refreeze when the oven was off. I was going to have them try to make the snowman laugh, which wasn't actually happening at all, but they thought to dump out the cake batter, fill the key shaped pan with water and give it to the snowman. It froze when he did and they used it to open the box and escape the room. I was really happy with that result because it seemed like a more realistic problem solve than the one I dreamed up.
  5. Ok, but... and I may be confused here. In this particular setup the PC's are whoever is playing the game, like your own friends and families' characters. Like if we were playing the PC would be you, so I can't really describe you it just depends on who is playing the game. I mean I could describe my wife and daughter's pony characters but I'm not sure how it would help anyone else. sorry not trying to be difficult.
  6. Sorry, tiny bit confused.. The PC's are the players in the game? In our game they are all level 1 still, one earth, one pegasus and one unicorn.
  7. gah.. this is starting to sound like a fan fiction. need more player interactions! Daring Do’s Great Escapes: Flim is at the podium explaining the Adventure Room as the ponies walk up. He is dressed in a red and white striped vest with matching straw hat. He sells everything with loud exaggerated enthusiasm, and is prone to hyperbole. Holding a cane, Flim gestures to the small crowd gathered around his podium. Behind him are large paintings of Daring Do book covers, each of which shows Daring Do escaping from some kind of danger. As the ponies walk up, they hear him saying, “It’s the finest, most exciting, most dangerous, and yet enjoyable experience in all of Ponyville! In all of Equestria, even, I dare say! Come one, come all for the greatest experience in PonyCon! You, there… you’re a fan of the Dashing Delightful Miss Daring Do, are you not? Just look at that wonderful costume. Why, she’s dazzling, dynamic… devil-may-care! How could miss this once in a lifetime chance to step into the boots of such a figure?” Applejack smiles and steps up to the podium, “We’d like two, please. One for Daring Do’s Busy Day, and one for Ahuizotl’s Jaws of Death.” Flim looks taken aback. “Oh my… the Jaws of Death are you sure? Quite sure? You wouldn’t rather…” Rarity steps forward, hovering a small but bulging bag of gems into Flim’s hooves, “Oh, we’re sure, all right.” Flim looks down at the bag, smiles, and says, “well, right this way… Brother? Oh brother?” From behind a red and white striped curtain, Flim’s identical twin pony Flam peeks out, “Yes, brother dear?” Flim gestured to the two groups of adventurers. “We have two groups, dear brother. One for Busy Day, and one for Jaws of Death.” He holds up the small bag of gems he has been paid by Rarity so Flam can see it, shaking it slightly. Flam smiles broadly, draws the curtain back, and says, “Certainly, my dear ponies… right this way!” The Mane Six disappear first behind the curtain, leaving the group behind. Here, the group is left to discuss their options. They can talk to Flim, who will assure them that everything will be taken care of, that they have the highest standards for safety, etc. etc. He will assure them that they are booked for Daring Do’s Busy Day, and that they can meet Flam right behind the curtain. The players can discuss what they will do to insure they get to the right room, because they will probably suspect there will be a switch. Nevertheless, as soon as they step through the curtain… “The light behind the curtain starts out very dim, but as you gather inside, looking around, you see a light down towards the end of the hallway. [Once they are inside,] it becomes brighter and brighter. Suddenly, with a flash, there is the very loud sound of a lock clicking behind you, and the tent seems to fade away, revealing a stone room.” If the players call out for Flam, he will be heard at the end of the hallway but will not be visible. Eventually, they will have to go towards the light. Base Camp: The room is long and rectangular, extending north, with the players at the south end. There is a sealed door behind the characters to the south, and open doorways north, west and east at the north end of the room, and a pair of open doors west and east at the south end of the room. The walls are smooth and sand colored, and appear to be made out of large stone blocks. Dark green moss grows between the stones, and the air smells damp. A lever juts out from the wall behind the players, next to the sealed door. It does nothing if pulled. There is a stone table in front of them, with a pair of burlap saddlebags tossed on top of it. There is also a plate with some carrots on it and a silver box with velvet lining and space for 3 rings. Just as the characters are getting their bearings, and before they move very far, they hear a voice coming from the east. It is Dr. Caballeron. “I know I heard something going on back here. Don’t tell me what I did and didn’t hear. It’s probably that dastardly Daaaaaaring…” His voice cuts off as he sees the party. “Who?” He steps forward and a gate rises impossibly fast up from the floor in front of him, blocking the door. It catches his hat and pins it to the top of the door jamb. “Arrgh!” he yells. “I just got that hat!” Frustrated he looks at the party. “who are you and what are you doing in my temple?” The players can talk to the pony who is Dr. Caballeron. He has wavy dark hair, 5oclock shadow. Wearing white shirt gray pants. While talking to him Cab may notice the rings they are wearing and get very excited. “Where did you get those?? Those are mine!” “Ill get you, all of you! And serve you up to Ahuizotl. Wait right there!” you see him run off to the east and around a corner. The Challenges: Now the PC have to solve how to get the door unlocked. If they examine the lever they will see there are 6 sockets next to the lever, 3 on each side, with a slightly different tint of color in each one. As they progress from room to room, they will find gems of unlocking. The map is labyrinthine, and each opens up into a larger area bounded by mountains. During the challenges, Caballeron can be heard yelling in the halls in various directions.. “Where are they?!!” Flight Challenge / Loyalty: A kitten is seen on a very high ledge, overlooking an impossibly long fall. There is a large emerald next to the kitten and she alternates between almost falling, being scared and backing up to the ledge, and batting at the gem like a toy. Characters cannot use teleport to grab the gem without leaving the kitten to probable death. If they try to fly to the kitten, she will back up and her butt starts pushing the gem off the small ledge. The players can use fly, teleport, or the Ring of Mercury to try to save both the kitten and the gem. If they safe only the gem, it will shatter. The kitten has the real emerald on its collar, and it drops and grows when the kitten is safe. The PC can use talk to animals talent 3/d6 to talk to the kitten. Flying across the chasm, with the wind, is 4/fly dice Teleport or using the rings 1/mind dice Baking Challenge / Laughter: A large kitchen area reveals itself, with ovens stove, cabinets, etc. There is a box on a table with the design of a gem carved into it. There is a very large keyhole and a key shaped pan in one of the cupboards. Designed for baking, but each time the party turns on the oven, there is a skeleton seen outside the window that starts walking and peering in the window. He stops moving when the oven is off. He’s trying to get to the open door. If the ponies start laughing, skeleton will laugh too and a key will pop from his mouth and through the window. Inside the box is a Ruby. The players can use the Ring of Vulcan to cook the key more quickly, or make the skeleton laugh. Depending on how much the party is laughing, maybe have the box only hold another key shaped cookie or cupcake. The ruby can be in the cupcake or if they laugh, the skeleton will laugh and the gem is inside his mouth. Opening cupboards 2/d6 to find pan Alchemy Challenge / Magic: There is a large alchemy lab, with flowers, potions and ingredients, a stewing pot, a flame, and beakers on stands. There is a recipe to follow which shows flowers, each color to be added one at a time and cooked for 30 seconds. There is a large flower pot with just dirt, and a gem etched into the side of the pot. The plan is to make the correct potion, grow the plant and when it blooms there will be a diamond inside. There is a small tag that has fallen out of the pot that reads, “grandiflorum alba diamonda” behind the pot. Players need to look for it 2/d6 to find it. The magic book is on a pedestal and will not move. When the player leaves the book closes so players will need to work together to find and read the recipe, get the ingredients, and keep the beaker over the fire. If the beaker is not stirred constantly it will scorch. Different ingredients are all over the room. There is nothing to water the plant, the characters can use the Ring of Neptune. Correctly reading recipe 3/mind dice Dress Challenge / Generosity: A room with a sewing machine and lockers. There are several mice with weapons lying on the floor looking sad and bored. On one side of the wall is a mouse sized hole with a gem etched over it. The trick is to sew tiny clothes and try to get the mice soldiers to get the gem. One skeleton slumps in the corner. If the mice are outfitted they will say the gem is too heavy. The skeleton is shivering. If the skeleton is dressed, he will transform into a mouse skeleton and charge into the hole, and emerge, becoming large again and having the gem in his hands. Animal Challenge / Kindness: There is a room full of animals and they all are hungry. Farm Challenge / Honesty: Farm setting: There is a large scale and a very large pumpkin. Players can use a wheelbarrow, wood, to try to get the pumpkin on the scale. There is a large group of scarecrows, cheering for the competition. The players can not understand the scarecrows. At the front on a stage is the mayor, dressed in robes, and holding a large topaz in a box with a bow on it. The current leader has a tag on it that reads “750 lbs” If the players get the pumpkin on the scale it will say “749.9 lbs” on the readout. They have the option of trying to put some gravel or rocks or their hands or items on the scale because no one is watching. Whenever they touch the scale a tag spits out. “3.2lbs” etc. If they are honest and bring the tag up, they will win 2nd prize which is the topaz. (these are still rough sketches and not done obv. My day off is today though so I'm trying to get something for the players to do!)
  8. PonyCon: PonyCon is crowded and vendors are everywhere. Lots of ponies are cosplaying characters from the Daring Do books. Rainbow Dash keeps pointing them out: "Look! Another Caballeron! Oh! and look at that Daring Do! What a great costume!" RD herself is wearing a Daring Do outfit, pith helmet and all. "I wonder if we'll run into Quibble Pants!" "Speaking of costumes..." Rarity whips out hoof stitched Daring Do outfits from her saddlebags. She gives one to each of the players, saying, "I made these for you, to make the adventure more fun!" The outfits are finely made of high quality materials and will add 1 to each player's stamina when worn. Applejack scratches her head, "When did you have the time to make all those, Rarity?" Rarity blushes, saying, "Oh, well, you know... it's what I do." Pinkie Pie nods. As the players change into their outfits, the other ponies wander around the con looking at the items for sale. Suddenly, the players hear a raspy voice behind them. "For you..." Looking behind them they see a hooded mare wearing tattered dark gray robes. Old cobwebs are on her back and some in her mane which is gray. In her gloved hooves she is reveals a rosewood box with three earrings inside. "For you," she repeats in a dry scratchy voice. The players can ask questions of the pony, look around for the Mane6 who are all busy buying things or talking to other ponies. No one else seems to notice this old mare. If questioned, the mare will not reveal who she is or why she is presenting the rings to the players, except to say, "a gift from a friend." Examining the rings will find them to be fine gold with etchings of slightly different tinges. One is reddish, one is bluish and one is purplish. If asked, the mare will tell the players the names of the rings. Red gold: The Ring of Vulcan. Blue gold: The Ring of Neptune. Purple gold: The Ring of Mercury. If the players pass a mind check, 5 on a D6, she will tell them what they do, otherwise they will discover their powers in the Daring Do Adventure Room. Dr. Caballeron will see them and say, "So, you got them first. Well don't get used to them, I'll have them soon enough!" as he runs off, he will drop his notebook with details on the rings. The Ring of Vulcan is a magical artifact to be worn on the ear. Only one ring can be worn on each ear. The ring provides the wearer the ability to create and project fire once per day. It can be used to create a fire, or offensively as an attack: causing D10 damage initially, with a 50% chance of the enemy catching on fire. Enemies on fire will take D4 damage each turn with a 50% chance of the fire going out unless extinguished. The Ring of Neptune is a magical artifact to be worn on the ear. Only one ring can be worn on each ear. The ring provides the wearer the ability to breathe underwater for 6 turns once per day. It can also be used to produce water, or offensively as an attack: causing D6 damage initially unless the creature is a fire based creature, in which case it causes D12 damage. The Ring of Mercury is a magical artifact to be worn on the ear. Only one ring can be worn on each ear. The ring provides the wearer the ability to teleport to another visible area once per day. It can also be used to move or obtain objects from a distance. While the characters are examining the rings, they don't notice that the old mare is gone. If they are not distracted, the Mane6 will call to them saying, "Hey! we got the tickets!" after which they will notice that the old mare is nowhere to be found. At the end of the Adventure it will be revealed that the hooded old mare was A.K. Yearling, and she will tell the players to keep the rings, "You earned them!"
  9. Small update: Beginning the Adventure: The PC's are at Fluttershy's House helping with repairs and explaining what happened during the last adventure. Everyone is having a good time. Fluttershy and Applejack admire the new Rabbit Hutch which the PC's built, Rarity is commenting on how happy and friendly Opalescence is being, Twilight and RD are working to fix Tank's helicopter system, and Pinkie Pie is bouncing all over the house. Finally, Pinkie Pie can't take it anymore, she screams out, "Isn't anyone else excited to go to PonyCon?!?" Twilight answers, saying, "That's right, I'd almost forgotten. PonyCon starts today and I heard A.K. Yearling herself will be there signing books!" Rainbow Dash flies in a crazy loop, "OMG OMG OMG OMG OMG! I can't believe I almost forgot too!! There's going to be a Daring Do Adventure house where you can relive some of Daring Do's most dangerous escapes!!" Applejack looks up and says, "Hey, I know, why don't we finish up here and head over to the con to sign up for one of those great adventures!" Rarity says, "Why, that would be the perfect way to thank all of you for helping us with our pets!" Scooping up a pile of gemstones into her bag, she says, "Let us pay for all of you to have a Daring Do Adventure of your own! Our treat!" Pause a moment for the players to ask questions, and accept the offer. Fluttershy looks worried, "I don't know... do you think they can handle a dangerous adventure like that? Sometimes, there are.... spiders!" RD flies down to the ground, "Relax... I read the brochure! They have levels! Why don't we sign them up for the beginner adventure... let's see..." reading the brochure, "Daring Do's Busy Day! That should be easy and fun!" Twilight looks over RD's shoulder at the brochure, "That sounds great! What about us?" RD says proudly, "We can take the super deluxe package: Daring Do in Ahuizotl's Jaws of Death!" Fluttershy shudders. Everyone else gets very excited. Pinkie Pie says, "Don't worry, Fluttershy. It's a tour! It's safe!" Fluttershy relaxes slightly, "Ok... if you say so." Rarity starts to gather her things. "Then it's settled! Let's go!"
  10. Cool, thanks! I haven't heard of RPiM system. I'll definitely look it up and check out your blog for ideas.
  11. Hi all! Long time brony and used to DM 30 years ago... introduced my kids to Tails and we had a great time with the first scenario. Now I'm working on making new campaigns and just looking for feedback / ideas and maybe people can post their own campaigns and share it up! This campaign I just started building... I'm not saying it's done, it's just started and I'll flesh it out as much as I can. I need to have it done before my next day off so we can play again! PonyCon Escape the Room Mix Up The Mane Six want to thank the PlayerPonies (PPs) for helping them with their pets, so they sign them up for the deluxe package Escape the Room Experience at the Ponyville Ponycon! They Mane Six will be on a custom high danger, high excitement experience, while they book the PPs on the basic, easy package. Somehow, each group gets lead to the wrong room, and when the lock clicks, the PPs find themselves needing to solve puzzles designed to challenge the Saviors of Equestria! Their challenges will be designed to test Laughter, Honesty, Loyalty, Kindness, Generosity and Magic. Possibly flight, teleportation, calming angry beasts, maybe a bugbear? Can be based on challenges at Hogwarts Triwizard Tournament. Each challenge will seem to test their physical ability or skills, but will have a hidden challenge to really be testing their Elements. Similar to events in Episodes 1&2, season 1. This might be too obvious. Flight Challenge / Loyalty: Baking Challenge / Laughter: Alchemy Challenge / Magic: Dress Challenge / Generosity: Animal Challenge / Kindness: Farm Challenge / Honesty: NPCs : Flim and Flam are running “Daring Do's Adventures!” an escape the room experience based on A.K. Yearling’s Daring Do books. The PP’s are signed up for Daring Do’s Busy Day, while the Mane6 are signed up for Daring Do in Ahuizotl’s Jaws of Death! Bonus gag at the end of the campaign is that they meet up with the Mane Six afterwards and they are talking about how challenging their room was, like, “do you remember that part when we had to eat all those ice cream cones without getting brain freeze? Talk about challenging!” Finally, Flim and Flam watch them all walk away and they snap their fingers, revealing a duo of snickering Discords. Other ideas working on are: The Pony of Shadows, where the PPs get a call to go to the sister's old castle to "save" the mane 6. Challenges, traps and danger ensue. It turns out there was a mix up with the way the invitations were printed... "Derpy!" ...and they were just supposed to go to Canterlot for a surprise birthday party. Sorry if it's tl;dr!