BLUE VELVET

Author: Graeme Adamson with Karl Kaufmann <graemea@iaccess.za>
Length: Medium
Genre: Fantasy
Type: Quest, Affliction
Setting: Urban, City

The Plot

Scenario: The PCs have been transported to Earth, circa 1995, either on a quest, or mysteriously for an unknown reason. They cannot leave until they have recovered a plane travelling artefact (the Blue Velvet Orb), which is located at the top of the Post Office tower in London (or city of your choice), and used it at a particular location at a particular time (the artefact will guide them there as the time approaches.

Start: They find themselves in a small room, and can hear a lot of noise behind the single door. Behind the door of this storeroom is a huge hall currently being used for a Fantasy Role-playing tournament. They will likely get comments about their great costumes, and will initially hear things coming from the 100 or so gaming tables like "Fireball! Hit the floor!". Feel free to embellish. If any trouble is caused, the police will be called by the organisers.

Problems:

  1. Magic spells and effects have a 25% chance of failure; if a spell fails, there is a 70% chance of it doing something strange (like a Fireball becoming a burst of flowers), a 25% chance of it fizzling, and a 5% chance of it backfiring.
  2. The Post Office tower is locked (mechanically and electronically) and guarded.
  3. The PCs will speak English with a strange (noticeable) accent.
  4. The will have to con some jewellers into accepting their gold/silver coins.
  5. The appointed time is a week away, so they'll have to find lodging.
  6. The appointed time and place: Wembley Football Stadium at kickoff time of the FA Cup Final - in the centre of the soccer field (and the tickets are sold out).
  7. All Earth items will disintegrate gradually after they leave.
  8. All the usual problems you'd expect when a bunch of D&D adventurers go wandering around a modern day city.
  9. Clerics cannot regain spells. They can however use their learnt spells (with no chance of failure, but they have to last a week).
This adventure was a classic in our campaign. The GM at the time is now playing a woman the characters met at a fencing tournament they stumbled onto, and who accompanied the party back. Some notable events: the paladin scored a critical hit on an opponent at the fencing tournament, apologised to the victim, who was badly winded, then did it again! (two twenties in a row from an 8th level paladin with 18-odd strength - he was disqualified). The party was arrested, and had to escape from Scotland Yard. The FA Cup Final was delayed slightly after a Fireball went off (giving us enough time to get to the centre of the field and go).
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Email: Alexander Forst-Rakoczy