Hook, Line & Sinker(tm)

Adventures on the Fly!

Edited by Jolly R. Blackburn


WHAT IS A HOOK, LINE & SINKER?

Hook, Line & Sinker is one of the most popular columns to have appeared in SHADIS. For the benefit of our new readers, an HLS is a brief plot line for an adventure presented in a simple format. HLS scenarios are generated and designed to give the Gamemaster the seeds for an adventure that he can build around. They come in handy when the GM has nothing else prepared, or finds the party has outpaced him and the prepared adventure suddenly ends. Readers are encouraged to submit HLS scenarios for any genre.

EXPLANATION

Hook. The current situation or location of the adventuring party.

Line. An opportunity for adventure that presents itself to the party. A line is normally presented as a short paragraph. Think of the line as the "bait" to lure the party into an adventure.

Sinker. The clincher to the line. The sinker presents the GM with dilemma that makes the situation a true adventure.


A QUESTION OF VENGEANCE

Hook: The party is in a bar having well deserved round of drinks at the conclusion of a grand adventure.

Line:: An obnoxious drunk takes a dislike to one of the party members. He starts in by making the party member the butt of his jokes. Eventually, he begins to press for a fight. One of the drunk's friends buys a round of drinks for the party and explains that his friend's brother was murdered and that the party member bares an uncanny resemblance to the murderer. He explains his drunken friend killed the culprit in rage. Since that time, rarely a day goes. by that he doesn't get smashed in the local pubs. He begs the party to overlook the insults.

Sinker: The drunk will not let up his verbal attacks on the party member. Eventually, his friend manages to drag him from the as the party sighs with relief.

An hour or so later, however, the drunk bursts back into the bar alone. He has shaken his escorts and has armed himself with a short dagger. He approaches the same party member and begins to accuse him of murdering his brother. He is going to settle the score.

As the party tries to talk sense into him, the drunk lunges at his prey and a fight ensues.

The man is extremely drunk and will be oblivious to wounds. He will fight to the death unless the crowd manages to grapple him and disarm him.

After the confrontation has concluded, the drunk's friend will appear. If the drunk has been killed there will be hell to pay. The friend looks at the party member and asks him how he could kill an innocent man. If the drunk has merely been disarmed and restrained , the matter should end peacefully. Otherwise, the friend will feel inclined to seek revenge. (Although he may choose a quieter, more opportune time to strike, avoiding a public display.) At any rate, this should liven up an otherwise typical night quaffing rounds at the bar.

Jolly R. Blackburn


THE DANCER

Hook: The party is in any city or large town, possibly even a starport.

Line: As the party passes the home of a nobleman or city official, a girl leans from an upstairs window and screams for help. After screaming once more, she leaps from the window landing in some bushes. The girl is dressed as a dancing-girl, complete with ankle bells. She begs the party to help her escape the city. She explains she was kidnapped by the nobleman who had forced her to dance and entertain him. The girl is very beautiful, with slightly pointed ears and almond-shaped eye, giving her a very exotic cast.

Sinker: The dancing girl is not human at all, but rather a shapeshifter from a catlike race. Her normal form resembles a tiger-sized siamese cat, and her perceptions, attitude, and scent reflect this. Animals will have strange reactions to her, fleeing in terror or attacking her, though horses can eventually become accustomed to the smell. Her moods will change quickly, sometimes being affectionate, and other times striking out with her long fingernails. The party may even notice how often she creeps up on small animals and birds, staring at them for long periods of time.

Because of her perceptions, she will often notice odd things going on around her (such as magic, or hidden items), but will seldom point them out unless they can directly harm her.

The ankle bells, which are locked on, are magical items and prevent her from shapeshifting back to her natural form.

The nobleman values his "pet" and will try everything to get her back. If the party agrees to help the girl, she will ask them to escort her back to her native land, which is a jungle region far, far away,

If the party refuses to help, the girl will still turn up again and again during their adventures. She's like a bad penny, turning up around meal time and when she's found her way into more trouble.

Colleen Robbins


ON HALLOWED GROUND

Hook: The Party is travelling cross country and comes upon a vast, grassy plain.

Line: Lying among the tall patches of grass are the sunbleached bones of thousands upon thousands of dead soldiers. Scattered about, the party can easily discern the broken hilts of rusty swords and worm-eaten spear shafts lying among the bones. Many skeletons have fragments of chain mail and armor still slinging to them. Upon closer inspection, the party realizes that the wide variety of weapons and armor seem to indicate that the long dead soldiers are from different periods of history, some quite recent and others very ancient.

Sinker: The field is the legendary holysite "Fields of Bone" where hundreds of great battles from the past were fought during a religious war.

The site, and everything in it, is considered holy by a strange religious cult. (GM's choice.) Removing anything from the location is strictly forbidden. Travellers are tolerated, and allowed to pass through the area unharmed. However, if the sight is defiled, or if anything is removed, , cult members will seek revenge.

Prominently posted around the field on tall poles set in the ground are the bodies of haphazard fools who dared to remove a weapon or some relic from the field.

Magic users and clerics in the party may recall rumors that bone fragments and soil from the site make powerful spell components and charms (thus, tempting the party to ignore the warnings). The GM can handle any theft or defilement in several ways. Perhaps the removed items are cursed and bring bad luck until they are voluntarily returned. Or, more likely, cult guards stand watch over the roads leading to and from the area, and make a habit of searching travellers. Have fun with this one, it has some great potential as a hook for several adventures.

Jolly R. Blackburn


THE GATE GUARD FROM HELL

Hook: This HLS was inspired by the guard incident in part one of my fictional series, The Bones of Ruin. (See SHADIS #1.) Throw it at your players the next time they enter a large, walled city with gates.

Line: As the party is about to enter the gates , a pair of city guards block their way, They inform the party that he King is collecting a special tax to help defray expenses for an upcoming festival. The tax should be an outrage amount. Meanwhile, as the guards arr dealing with the party, dozens of other travellers are freely entering the city without paying. If the party points this of to the guards, they will be very offended and say something like, "You telling us how to do our jobs?"

Sinker: The obnoxious duo are running a scam on the party and shaking them down. They wait until they see strangers (who look like they have a lot of money) and try their best to empty their pockets. If the party pays the tax without squabbling, the guards will come up with a gate toll that must be paid. This will continue until the party either refuses to pay, or they claim they don't have anymore money. At that point, the guards will emphatically deny the party entrance to the city, stating that "vagrants" aren't allowed in. Of course, the party can find other ways into the city, but they will be fuming mad.

Jolly R. Blackburn


BULL IN THE CHINA SHOP

Hook: Okay, I admit this one is a little mean-spirited, but is should be lots of fun. The Party is in town and visiting the various shops. They come across a curios shop and step inside.

Line: This shop is incredible. There are strange items and devices hanging from the rafters and piled on large wooden tables and bins. The GM should place a few choice items that make the party drool with anticipation. There are also numerous bins filled with fine china and crystal.

Posted prominently on the wall is a sign that reads, "Please do not handle the merchandise. Ask for assistance." The shop is fairly crowded and the party will have trouble getting the clerk's attention.

Sinker: In one bin is a metal box, covered with magical runes. It will immediately draw the attention of the party because of its fine craftsmanship. The GM should describe the box in such a way that the party will be compelled to open it . It shook be very obvious that the lock on the box is broken and can easily be opened. If the party opens the box, a very angry, long-horned steer appears in a cloud of blue smoke. The steer immediately goes into a rage and attacks everything in sight. It crashes into the china tables and it tramples over the customers. In short, the party is in some pretty deep cow manure. Sit back and see how they handle the situation.

B.A. Felton


PILLARS OF PROCRAS

Hook: The party is trudging through a dungeon when they suddenly come across a pair of beautifully ornate pillars which they must pass tough.

Line: The pillars a. blanketed in mysterious runes and strange characters - none of which the party has seen before. If the players are observant, they notice the words "Pass Not This Way" on the dungeon floor, apparently scratched into the stone with a sharp instrument.

Sinker:The pillars form a magical portal. Anyone passing through this portal is subject to strange, magical encounters. The pillars have a powerful "mutating" spell cast upon them - meaning the spell is constantly maintained, but its results constantly change. One person, for example, might pass through the pillars and be struck immediately blind. The next person may only have the hair singed off his eyebrows by a powerful blast of heat. The magical aura about the pillar has one other peculiar quirk. The effects of passing through the pillars are time-delayed. It may take minutes, hours, or days before the results are seen. Keep in mind each party member that passes through the pillars will have his/her own unique result which will take effect at different points in time. The party will pass through the pillars and, when nothing happens, will more than likely shrug the whole affair off. As the days pass, and bizarre things begin to happen, they may even fail to make the connection.

Howard Tess


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