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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

  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: [email protected]

  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 to implement any ‘mods’ you ever requested? Ever realized that a thinking, feeling opponent is much better than a computerized one and the ‘chat’ in the game is much more fun than the game itself? Those are your payoffs as the GM.

  You’ll also get to put in whatever ‘mods’ and ‘patches’ you want, add new ‘worlds’ ‘adventures’ and ‘pretty much freakin’ bloody anything you want’ to your ‘Server’. Have fun!

  Once you get a handle on the basic way to run things (by playing these adventures and randomly browsing the Challenger rulebook) you can feel free to run wild and make this game your own: designing your own adventures, characters, rules, worlds, and sweet magical loot. Good luck, and let the adventures roll!