DL Adventure Hooks
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I've been reading the Adventure Hooks in Heirs of Sigmar, and I thought it'd be a fun idea to make a bunch for a few ongoing plot threads in the DL universe. I had fun making it, but got kinda carried away so I'll put them in neat little spoilers to make it easier to scroll through.
Adventure Hooks:
AN: I feel like I could have done better. I maybe could have combined both Ubersreik hooks into one hook but I couldn't figure it out, and I couldn't figure out how to do Nuln. That being said, I'm proud to have actually put out an "Omake" so to speak.
Adventure Hooks:
The Great Enchanter Constant Drachenfels, a blight on the history of the Empire. Despite being defeated by Emperor Sigmar thousands of years ago, his Castle, built on the Grey Mountains north of Ubersreik, still haunts the Empire. Its 7 grey spires claw towards the sky and present a looming edifice that strikes fear into the hearts of Reiklanders as it wakes once more.
The Reikland Army very recently performed an operation to purge the Castle, but the citizens of Morlenfurt are whispering that they can hear eldritch wails during the night, unsure of whether it is the wind or the beasts of Drachenfels. The Mayor of Morlenfurt is more than happy to hire the PCs to investigate Drachenfels and bring evidence of its status, whether it sleeps or wakes once more.
It is true that the Reikland army purged the majority of the Castle, but unbeknownst to them, there are many beings within the Castle that would rather bide their time than engage an army, but would very much prefer to prey on an adventuring party…
The Reikland Army very recently performed an operation to purge the Castle, but the citizens of Morlenfurt are whispering that they can hear eldritch wails during the night, unsure of whether it is the wind or the beasts of Drachenfels. The Mayor of Morlenfurt is more than happy to hire the PCs to investigate Drachenfels and bring evidence of its status, whether it sleeps or wakes once more.
It is true that the Reikland army purged the majority of the Castle, but unbeknownst to them, there are many beings within the Castle that would rather bide their time than engage an army, but would very much prefer to prey on an adventuring party…
As much as the Empire likes to maintain the secrecy of the Conspiracy of Silence, there are times when it is threatened. One such event has occurred very recently within the confines of Ubersreik, as its citizens were sworn to silence on the subject of the army marching into their city to clear an under-city full of the verminous creatures known as the "Skaven".
Despite their best efforts however, the movements of a military force do not go unnoticed, and while they've left to return to their posts, a significant garrison still remains within the city to clear out the remaining holdouts. The overworked Watch Captain of Ubersreik, Lars Kramer, was left in charge of the operations with vague promises of Dwarven support. He technically should not be hiring mercenaries to assist in these operations, but he is desperately short of manpower and willing to bend the rules. Perhaps the PCs can take advantage of that…
Despite their best efforts however, the movements of a military force do not go unnoticed, and while they've left to return to their posts, a significant garrison still remains within the city to clear out the remaining holdouts. The overworked Watch Captain of Ubersreik, Lars Kramer, was left in charge of the operations with vague promises of Dwarven support. He technically should not be hiring mercenaries to assist in these operations, but he is desperately short of manpower and willing to bend the rules. Perhaps the PCs can take advantage of that…
Or perhaps the PCs can take a different route. Instead of involving themselves in clearing out the Skaven of Ubersreik's under-city, they might decide to take advantage of the influx of the city's black market.
Many of the underground guilds and gangs are making quite the profit selling products "confiscated" from the Skaven, from deadly gunpowder to certain drugs, and they're looking for contractors to smuggle them out underneath the Empire's nose. Whether the PCs involve themselves here to earn a hefty sum of money, dismantle the gangs to gather their resources, or report them to the watch (likely to lead to bounties posted that they could collect on) entirely depends on their temperament and morality…
Many of the underground guilds and gangs are making quite the profit selling products "confiscated" from the Skaven, from deadly gunpowder to certain drugs, and they're looking for contractors to smuggle them out underneath the Empire's nose. Whether the PCs involve themselves here to earn a hefty sum of money, dismantle the gangs to gather their resources, or report them to the watch (likely to lead to bounties posted that they could collect on) entirely depends on their temperament and morality…
At this point, everyone has heard of it. "Marienburg's acting up again" is the sort of thing you'd hear daily at this point, as the disgruntled Imperial citizenry chafe under the tightening resources caused by the Marienburg blockade. "That city nees' ta get torn down I tell ya" is another common refrain. Whatever the citizenry feel about this, this is an opportunity for the PCs to exploit.
Marienburg's blockade started as a result of the Canals being built between the Black Water-Aver Reach and the Stir-Talabec, as the Burghers of Marienburg refused to have their monopoly undermined. The Empire refused to accede to their demands, and continue to build these canals with Dwarven support. Nobody is naive enough to believe that the preceding explosion in riverine banditry in the southern provinces happens to be a coincidence. Tensions are racking up, and war is not entirely out of the realm of possibility. Such circumstances are the perfect opportunity for mercenaries, as they flock to Marienburg to lend their services and are held on retainer "just in case".
If one is feeling particularly patriotic, this could be taken advantage of. The Empire would be willing to pay quite the sum of money or favor to whoever grants them valuable information to undermine the Burgomeisters, as long as sufficient evidence is provided. One has to be careful however, as there are few enemies as vindictive as a scorned merchant…
Marienburg's blockade started as a result of the Canals being built between the Black Water-Aver Reach and the Stir-Talabec, as the Burghers of Marienburg refused to have their monopoly undermined. The Empire refused to accede to their demands, and continue to build these canals with Dwarven support. Nobody is naive enough to believe that the preceding explosion in riverine banditry in the southern provinces happens to be a coincidence. Tensions are racking up, and war is not entirely out of the realm of possibility. Such circumstances are the perfect opportunity for mercenaries, as they flock to Marienburg to lend their services and are held on retainer "just in case".
If one is feeling particularly patriotic, this could be taken advantage of. The Empire would be willing to pay quite the sum of money or favor to whoever grants them valuable information to undermine the Burgomeisters, as long as sufficient evidence is provided. One has to be careful however, as there are few enemies as vindictive as a scorned merchant…
Much talk is bandied about in regards to the canal being built in Ostermark between the Rivers Stir and Talabec. The primary contention point is that Talabecland traders are incensed at the audacity of the Ostermarker upstarts to think they could bypass Talabecland's rivers and tolls and undermine their dominance in matters of trade. Unfortunately for them, things are not in their favor as Karak Kadrin are the ones building the canal, and after a nearly disastrous attempt to stop the project that almost got them grudged, the Talabeclanders are no longer keen on interfering. Directly, that is.
While the messing with the Dwarves is out of bounds, the Talabecland traders are more than willing to enact subterfuge on the Ostermarkers. In their search for ways to hamper their efforts, the Talabeclanders are desperate and willing to spend inordinate amounts of money for the PCs to find information that could devastate the Ostermark trade families. The task is difficult, and if they were to fail there would be no clues as to who hired the PCs, as the Talabeclanders are quite careful, but the rewards might be worth it.
Or perhaps they might turn sides, as the Ostermarkers look to have the advantage in this turn of affairs. One can only hope that if they choose this path, that the status quo remains constant. In the background of this conflict however, certain cults that have remained largely dormant and insular are swelling in both number and power behind the backs of Talabecland and Ostermark…
While the messing with the Dwarves is out of bounds, the Talabecland traders are more than willing to enact subterfuge on the Ostermarkers. In their search for ways to hamper their efforts, the Talabeclanders are desperate and willing to spend inordinate amounts of money for the PCs to find information that could devastate the Ostermark trade families. The task is difficult, and if they were to fail there would be no clues as to who hired the PCs, as the Talabeclanders are quite careful, but the rewards might be worth it.
Or perhaps they might turn sides, as the Ostermarkers look to have the advantage in this turn of affairs. One can only hope that if they choose this path, that the status quo remains constant. In the background of this conflict however, certain cults that have remained largely dormant and insular are swelling in both number and power behind the backs of Talabecland and Ostermark…
They say that Karak Vlag, a Dwarf hold watching over High Pass to the northeast of Kislev, suddenly came back to the pass it was watching over as if it never disappeared nearly 200 years ago during the Great War Against Chaos.
Most would dismiss this as ridiculous tall tales from Kislev, if the Dwarfs of the Karaz Ankor did not swear it to be true. Apparently the path leading to Vlag from Praag would be an even more significant trade route now that there was a hold watching over High Pass, but the path runs through Forest Goblin territory through the "Dukhlys Forest".
The Dwarfs are honorable and high paying customers, as long as you don't get yourself grudged, so the PCs can have quite the payout. They simply must make the long trek to the Eastern Oblast and fight Goblinoids in the freezing north of Kislev and deal with weird discombobulated paranoid Dwarves that are very much not like the Dwarves anywhere else. Simple.
Most would dismiss this as ridiculous tall tales from Kislev, if the Dwarfs of the Karaz Ankor did not swear it to be true. Apparently the path leading to Vlag from Praag would be an even more significant trade route now that there was a hold watching over High Pass, but the path runs through Forest Goblin territory through the "Dukhlys Forest".
The Dwarfs are honorable and high paying customers, as long as you don't get yourself grudged, so the PCs can have quite the payout. They simply must make the long trek to the Eastern Oblast and fight Goblinoids in the freezing north of Kislev and deal with weird discombobulated paranoid Dwarves that are very much not like the Dwarves anywhere else. Simple.
The Elector Countess Roswita van Hal, daughter of the Hunter Count that fell in the Battle of Drakenhof, proved her martial prowess and determination when she eliminated the majority of the Vampire holdouts in Sylvania. One might even hope that it lasts, and Sylvania could finally be reclaimed! Unfortunately there are still two remaining holdouts. The Lahmian Vampires Mihnea in Mikalsdorf and Ioana in Waldenhof.
Mihnea is a weak sorcerer, having lost his magical artifacts he only has the inherent abilities of a Lahmian Vampire and little magical acumen. Despite this he is surrounded by defensible wetlands that give him a strong base. Ioana is more cunning and powerful, but she lacks the ability to summon animals in bulk in the midst of battle, relying on preparation over improvisation.
Despite this, both of their strongholds were simply laid under siege instead of a conflict being forced, due to the Countess becoming more cautious and preferring the slow approach. The Countess would greatly appreciate any assistance in speeding up this process, and the PCs could certainly cause quite a lot of chaos, as the populace of both towns are quite discontent, and their trade revenue has been cut as a result of Roswita's machinations.
Mihnea is a weak sorcerer, having lost his magical artifacts he only has the inherent abilities of a Lahmian Vampire and little magical acumen. Despite this he is surrounded by defensible wetlands that give him a strong base. Ioana is more cunning and powerful, but she lacks the ability to summon animals in bulk in the midst of battle, relying on preparation over improvisation.
Despite this, both of their strongholds were simply laid under siege instead of a conflict being forced, due to the Countess becoming more cautious and preferring the slow approach. The Countess would greatly appreciate any assistance in speeding up this process, and the PCs could certainly cause quite a lot of chaos, as the populace of both towns are quite discontent, and their trade revenue has been cut as a result of Roswita's machinations.
The canal being built in South Stirland to connect the Aver to Zhufbar's Black Water lake, creating a possible trade link to the Old World bypassing Marienburg to the North, has been the cause of much concern and political trouble. Despite this, it has been making steady progress.
While the EIC, Halflings of the Moot and the Dwarfs of Barak Varr and Zhufbar are more than capable of holding their own, they would not deny the help of resourceful adventurers willing to clear the monsters of the Black Water or investigate Karak Varn. There are also rumors of remnants of the Ghoul Woods that are still wandering Southern Stirland, and any help confirming and dealing with these issues could see some very generous payout.
While the EIC, Halflings of the Moot and the Dwarfs of Barak Varr and Zhufbar are more than capable of holding their own, they would not deny the help of resourceful adventurers willing to clear the monsters of the Black Water or investigate Karak Varn. There are also rumors of remnants of the Ghoul Woods that are still wandering Southern Stirland, and any help confirming and dealing with these issues could see some very generous payout.
Many ambitious caravans have braved the treacherous road to the Far East to acquire the very valuable resources of that land and witness its splendour. Most end up regretting it as they either die or come back empty handed, as only the most guarded and luck of caravans can survive the trip through the Dark Lands and Mountains of Mourne.
Things might have changed however, as traders all over the Old World are speaking about the new route established to the Dark Lands. You only need to get to Barak Varr, get on one of their steamships down the Blood River to the port town of Ulrikadrin, defended by Ulrican Knights, and be escorted down a tunnel to a pass guarded by canon and mortar, watched over by Karak Eight Peaks. After restocking and resupplying there, the trip can begin as one advances over possibly the safest pass to the Dark Lands, bypassing Iron Rock, Thunder Mountain and Black Crag.
The problem does not lie on the actual trip to the Dark Lands, aside from the price it is quite safe, it is that the Dark Lands themselves are treacherous. Traders moving through Death pass don't have to worry about the Skaven of Crookback Mountain, but they must choose between the Plain of Bones; infested with monstrous creatures, undead dragons and more; or the Desolation of Azgorh; teeming with Chaos Dwarf outposts and watched over by the Night Goblins of Mt.Grey Hag.
As if that wasn't enough, an aspiring trader will almost certainly need to resupply in Pigbarter under the watchful eye of the greedy Ogres that rule it and the Gnoblars that infest it, and then sneak their way through the patrols of the Black Fortress in order to end up in the Ogre Kingdoms. If PCs think that's the end of the trip, just wait until they end up involved in the conflict between two neighbouring Tyrants...
Things might have changed however, as traders all over the Old World are speaking about the new route established to the Dark Lands. You only need to get to Barak Varr, get on one of their steamships down the Blood River to the port town of Ulrikadrin, defended by Ulrican Knights, and be escorted down a tunnel to a pass guarded by canon and mortar, watched over by Karak Eight Peaks. After restocking and resupplying there, the trip can begin as one advances over possibly the safest pass to the Dark Lands, bypassing Iron Rock, Thunder Mountain and Black Crag.
The problem does not lie on the actual trip to the Dark Lands, aside from the price it is quite safe, it is that the Dark Lands themselves are treacherous. Traders moving through Death pass don't have to worry about the Skaven of Crookback Mountain, but they must choose between the Plain of Bones; infested with monstrous creatures, undead dragons and more; or the Desolation of Azgorh; teeming with Chaos Dwarf outposts and watched over by the Night Goblins of Mt.Grey Hag.
As if that wasn't enough, an aspiring trader will almost certainly need to resupply in Pigbarter under the watchful eye of the greedy Ogres that rule it and the Gnoblars that infest it, and then sneak their way through the patrols of the Black Fortress in order to end up in the Ogre Kingdoms. If PCs think that's the end of the trip, just wait until they end up involved in the conflict between two neighbouring Tyrants...
Adventure calls from all across the Old World, as aspiring mercenaries and warriors begin to feel the vibration of History itself being made. Most are distracted by events further north, but to those who are savvy or involved with Barak Varr, they see how things are shaping up. The Dwarves have near total dominance over trade to the Far East, and many are eager to get into the ground level of such an endeavour. It is quite fortunate then, that there is talk of a concentration of human forces starting to build around the Howling River.
Wolf Riders and Knights of Ulrikadrin, Silver Pikes of Undumgi, Crossbows of Braganza's Besiegers, and the wild and varied equipment of the Border Prince and Barak Varr mercenaries. Big things are happening around Mad Dog Pass, and all those surrounding it can feel the tension in the air.
The Mercenaries of Lorenzzo's Pikemen, the Bandits of Jurgen the Ruthless, the Ironclaw Orcs of Iron Rock, the Bloody Spears Night Goblins and Black Spider Forest Goblins all have to brace themselves to survive the oncoming storm. If the PCs hear this call, could they resist it?
Wolf Riders and Knights of Ulrikadrin, Silver Pikes of Undumgi, Crossbows of Braganza's Besiegers, and the wild and varied equipment of the Border Prince and Barak Varr mercenaries. Big things are happening around Mad Dog Pass, and all those surrounding it can feel the tension in the air.
The Mercenaries of Lorenzzo's Pikemen, the Bandits of Jurgen the Ruthless, the Ironclaw Orcs of Iron Rock, the Bloody Spears Night Goblins and Black Spider Forest Goblins all have to brace themselves to survive the oncoming storm. If the PCs hear this call, could they resist it?
AN: I feel like I could have done better. I maybe could have combined both Ubersreik hooks into one hook but I couldn't figure it out, and I couldn't figure out how to do Nuln. That being said, I'm proud to have actually put out an "Omake" so to speak.
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