3892 lines
166 KiB
Plaintext
3892 lines
166 KiB
Plaintext
<h2>
|
|
The Net Book of Plots
|
|
</h2>
|
|
Volume V
|
|
|
|
Editors Note:
|
|
This book marks the first in a new format, made for conversion to HTML
|
|
and for indexing. My enormous thanks go to Alexander Forst
|
|
(alex@complang.tuwien.ac.at) and to Soh Kam Hung (h.soh@trl.telstra.com.au)
|
|
for their dedicated efforts in designing this tagging scheme and help in
|
|
tagging and editing the plots. I hope all enjoy this new collection and
|
|
dont forget to tell the authors how it went if you run a plot.
|
|
---------------------------------------------------------------------------
|
|
|
|
<title>Patrimony</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
A character (or a follower, or henchman) receives an "inheritance" they didn't
|
|
know they had from their father or some more ancient ancestor. Note that these
|
|
types of inheritances don't have to be land, wealth or possessions: sometimes
|
|
certain _rights_ were just as valuable. For instance the right to own land in
|
|
certain places, the right to start a business, or be exempt from taxes, or
|
|
whatever. For balance, it probably shouldn't be something _too_ wonderful. It
|
|
may even have problems attached (squatters on land, politicians who don't like
|
|
people exempt from taxes, etc.).
|
|
</plot>
|
|
|
|
<title>Chimneys</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Urban</setting>
|
|
<genre>Any</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
There's a killer on the loose in town. Someone (something?) is killing people
|
|
and stuffing them down chimneys and fireplace flues. People find out when they
|
|
light their morning fires and the smoke backs up. No visible wounds. Is it
|
|
poisoning? Demons? Rabid Santa Claus?
|
|
</plot>
|
|
|
|
<title>Floating</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Urban</setting>
|
|
<genre>Any</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
Some washing women (damn, I'm sexist) are down by the river when something
|
|
horrible floats to the surface. They run back and tell everyone. Was it alive?
|
|
Dead? Is it there when someone goes to investigate?
|
|
</plot>
|
|
|
|
|
|
<title>The Crucible</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Urban</setting>
|
|
<genre>Any</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
Some guy off the street comes up to a character and wants to buy an object they
|
|
carry (a sword? helmet? shield?). He offers to pay with a small marble
|
|
crucible.
|
|
</plot>
|
|
|
|
<title>Calculus</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>City</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Intrigue</type>
|
|
<plot>
|
|
Some sages in the city come up with a new higher-order mathematics which they
|
|
say is very useful for describing natural phenomena. The local church
|
|
immediately denounces it as unholy and sacrilege.
|
|
</plot>
|
|
|
|
<title>Prolapse</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
A medical condition with which to inflict a PC; specifically, the falling down
|
|
of a part of the body from its normal position, usually the womb or the
|
|
rectum. I kid you not. Look it up.
|
|
</plot>
|
|
|
|
<title>Get the Acid</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<monster>Dragon</monster>
|
|
<plot>
|
|
The players must (for whatever reason - debt, magical item required, payment
|
|
to a mage, etc.) retrieve, whole and unbroken, the internal acid sac of an
|
|
acid-spitting dragon. First kill it (non-destructively), then cut out the
|
|
sac (tricky business).
|
|
</plot>
|
|
|
|
<title>Rumour</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Urban</setting>
|
|
<genre>Any</genre>
|
|
<type>Intrigue</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
A nasty personal rumour spreads about a PC. It's untrue, and quite nasty. Who
|
|
started it? What implications will it have?
|
|
</plot>
|
|
|
|
|
|
<title>Insane companions</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Any</setting>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
Henchmen or hirelings that turn out to be insane. For example, a soldier with
|
|
monomania (becomes obsessed with one task to the exclusion of all else, becomes
|
|
depressed when task completed), or a megalomaniac blacksmith.
|
|
</plot>
|
|
|
|
<title>You call this government?</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<genre>Sci-Fi</genre>
|
|
<type>Intrigue</type>
|
|
<plot>
|
|
|
|
Areas with unusual forms of government. For example, a pedocracy (government by
|
|
scholars and the educated), or a syndicracy (rule by a body of syndicates, each
|
|
representing some business interests).
|
|
</plot>
|
|
|
|
<title>Holy water</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
A cleric must become involved in re-making a holy water font after the old one
|
|
is defiled. Several weeks of time, and great cost.
|
|
</plot>
|
|
|
|
<title>Skunks</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<setting>Forest</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<monster>Skunks</monster>
|
|
<plot>
|
|
A quest/magic spell component/item recharging ritual/whatever requires that
|
|
the group obtain the intact scent glands of 6 skunks.
|
|
</plot>
|
|
|
|
<title>Magic toys</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Magic</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
Little magic items that charm or entrap the user. For example, a little puzzle,
|
|
made of wood and wire, that you're supposed to manipulate into some particular
|
|
shape (you know the kind - even a Rubik's Cube, maybe!): if the owner fails a
|
|
save, he/she becomes enraptured by it, and won't put it down. If it's finally
|
|
forcibly taken away, they'll react violently for a couple of turns. Or one of
|
|
them little kaleidoscope tubes: if the person doesn't save, they'll continue to
|
|
stare through it and giggle. If it's taken away, same reaction as above.
|
|
</plot>
|
|
|
|
<title>Haunted item</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Fantasy</genre>
|
|
<genre>Horror</genre>
|
|
<type>Investigation</type>
|
|
<type>Magic</type>
|
|
<plot>
|
|
An item that's haunted or cursed because it was used in the commission of a
|
|
terrible murder. It'll move a little on its own, or tingle, or drop from your
|
|
grasp, or moan eerily, or whatever. If the murder can be investigated and maybe
|
|
solved, this behaviour will stop.
|
|
</plot>
|
|
|
|
|
|
<title>Community service</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
Character(s) get arrested for fighting/carrying weapons/some other obscure
|
|
law, and instead of being thrown in jail they're forced to perform several says
|
|
(weeks?) of community service:
|
|
<list>
|
|
* street cleaning
|
|
* city storage/library inventories
|
|
* stray animal extermination
|
|
* litter-bearer for someone important
|
|
* issuing summons or assisting in the arrest of particularly dangerous
|
|
people
|
|
</list>
|
|
In addition, as criminals, they're given a big ol' tattoo, someplace really
|
|
conspicuous.
|
|
</plot>
|
|
|
|
<title>Dyed in the wool</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Urban</setting>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
An accident where a quantity of brightly-colored dye gets poured all over one
|
|
of the characters. Takes _weeks_ to wear off.
|
|
</plot>
|
|
|
|
<title>Curious book</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Any</setting>
|
|
<genre>Any</genre>
|
|
<type>Quest</type>
|
|
<plot>
|
|
The characters lay their hands on a book that has very curious things written
|
|
inside: they may lead to further adventures, or just be teasers.
|
|
<list>
|
|
* the history of a land they do not know
|
|
* someone's diary
|
|
* an index of animals, with drawings, none of which they've seen before
|
|
* recipes
|
|
* astronomy
|
|
</list>
|
|
</plot>
|
|
|
|
<title>"Every Which Way But Loose"</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Any</setting>
|
|
<Genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
A friendly orangutan becomes the party's strong, goofy and unpredictable
|
|
travelling companion for a while, whether they like it or not. See Clyde, from
|
|
the Clint Eastwood movies "Every Which Way But Loose" and "Every Which Way You
|
|
Can".
|
|
</plot>
|
|
|
|
<title>Gruesome</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<setting>Urban</setting>
|
|
<genre>Fantasy</genre>
|
|
<genre>Horror</genre>
|
|
<type>Investigation</type>
|
|
<plot>
|
|
|
|
People (not the party) get killed in bizarre ways:
|
|
<list>
|
|
* crushed within a grist mill.
|
|
* skewered on the walled city's front gate portcullis.
|
|
* struck dead by a falling cheese.
|
|
* leg held fast under the rubble of a collapsed wall, eaten alive
|
|
by stray dogs.
|
|
</list>
|
|
There can be a reason behind it all (the setup to whatever other adventure you
|
|
want), or not.
|
|
</plot>
|
|
|
|
|
|
<title>Wyrd Witch</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Wilderness</setting>
|
|
<setting>Forest</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Magic</type>
|
|
<plot>
|
|
A wacky old witch in a hut in the woods, who will procure magical potions
|
|
of wondrous efficacy for anyone willing to pay the price. Each potion
|
|
requires payment of something really odd: 6 turtles, 3 double-yolker eggs,
|
|
a painting of a tree, or something equally goofy.
|
|
</plot>
|
|
|
|
<title>Pick Pockets</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<type>Affliction</type>
|
|
<plot>
|
|
Characters should get their pockets picked more often when they're in
|
|
cities. They're big and rich-looking, and they'll be constant targets.
|
|
Non-stop.
|
|
</plot>
|
|
|
|
<title>Ethnic Cleansing</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<plot>
|
|
Some locals are being murdered - some of high standing, some common
|
|
folk. The local Assassin's Guild is carrying out the executions, under
|
|
order from a secret cult of half-elvan fanatics. Investigation will
|
|
reveal that all of those killed were half-orc, although no one knew it,
|
|
most of the time. The cult despises the idea of orcs defiling the human
|
|
heritage they share.
|
|
</plot>
|
|
|
|
<title>Demon or not Demon, that is the question</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<setting>Urban</setting>
|
|
<plot>
|
|
A rumour that a local priest of high standing is a demon. He's not, but if
|
|
your players are like mine, they beat every rumour to death, especially if
|
|
it's demonic. The priest will hear of their investigation, and may even
|
|
start worrying and acting suspiciously: this may lead the players on even
|
|
_more_.
|
|
</plot>
|
|
|
|
|
|
<title>DARK MASS OF KOREEM-CIL</title>
|
|
<author>Tim Dickinson
|
|
<email>dickinst@crl1.crl.aecl.ca</email>
|
|
</author>
|
|
<genre>Fantasy</genre>
|
|
<length>Medium</length>
|
|
<type>Quest</type>
|
|
<type>Investigation</type>
|
|
<setting>Urban</setting>
|
|
|
|
<plot>
|
|
The general plot: the characters have to get information about, then
|
|
infiltrate a ceremony of an evil religious sect, to save the intended
|
|
sacrifice. (Hey, does this sound familiar? Ahhh, so what?)
|
|
|
|
If the party think they the goodies, then just drop them some rumours
|
|
about the cult and its sacrificial doings. This should be sufficient to
|
|
draw in properly-played PCs. If they are not inclined to do such a thing
|
|
for nothing, then have them hired on to do so (a wealthy parent is concerned
|
|
their newly-converted child is going to be a sacrifice, or the established
|
|
local religion wants a stop put to this heathen bunch and their evil
|
|
practices).
|
|
|
|
In any case, info about the cult should be sketchy. They'll have to sniff
|
|
out rumours about town. They'll have to pay some snitches (who may or may
|
|
not give them good information). They should get a little too close for
|
|
someone's comfort, and they should get attacked for it. Maybe with magic, a
|
|
curse or something serious.
|
|
|
|
Specifically, they'll want (i) cult background and (ii) location of the next
|
|
sacrificial ceremony. The second will be very hard to get.
|
|
|
|
If some of the characters want to try to infiltrate the cult, this will be
|
|
next to impossible. Unless some _very_ convincing magical method is
|
|
possible to replace an existing cultist, they'll be found out. If they try
|
|
to "join", they'll be turned away and everyone's guard will be up.
|
|
|
|
If they manage to locate the ceremony, they'll witness terrible magic and
|
|
nasty rites. An attempt to rescue sacrifices will be met with (i) much
|
|
priestly magic (i) moderate armed resistance. If the party is strong, and
|
|
they let the ceremony proceed at all before stepping in, they'll be
|
|
confronted wit whatever terrible otherworldly thing the cult was attempting
|
|
to summon with the sacrifice (its notice was gained with the beginning of
|
|
the ceremony, and it is furious at the sacrifices which it did not receive:
|
|
it'll appear and attack everyone, cultists included).
|
|
|
|
There's also a chance that they'll get captured themselves and get added to
|
|
the list of sacrifices. This is a good way to go if the party splits up and
|
|
comes in from two different directions, or tries to co-ordinate two
|
|
different tasks at once: one group will suddenly notice that the other has
|
|
been captured and is being led to the slaughter. This adds urgency to their
|
|
task. 8-)
|
|
|
|
If this is the case, a good hook is to have the cultists do something to one
|
|
of the characters, pre-sacrifice, that is somehow permanent: a terrible
|
|
scar, or a spell, or some such. Something that they have to live with (and
|
|
role-play with) for the rest of their lives, preferably.
|
|
|
|
There's lots of good hooks from the after effects, if they're successful in
|
|
saving the sacrifice, or even killing off most of the cultists. They'll earn
|
|
the undying enmity of that sect, and they'll be after them forever. They
|
|
may get some nasty curses from the priests before they win. They may have
|
|
allowed a terrible monstrosity to be summoned, which will wreak havoc, of
|
|
course. They may even get blamed for this. Perhaps they'll discover that
|
|
local officials or nobles were somehow illegally involved (they belong to
|
|
the cult, or have struck a black deal with them). Will they reveal such a
|
|
conspiracy? Can they really prove it?
|
|
</plot>
|
|
|
|
|
|
<title>Taken in</title>
|
|
<author>Robert Underwood
|
|
<email>GEO10701022@NKU.EDU</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<Genre>Cyberpunk</Genre>
|
|
<type>Quest</type>
|
|
<type>Startup</type>
|
|
<setting>Urban</setting>
|
|
<plot>
|
|
The group is gathered together by Mr. Johnson. The group has a specified
|
|
goal, like blackmailing a mob boss, or performing a dangerous extraction.
|
|
The characters are promised support, if needed. They go on the job and
|
|
encounter _heavy_ resistance. The support that was promised never shows up,
|
|
the characters are hung out to dry. It would seem that the job was just a
|
|
distraction that the Corp's solos could perform a job easily, seeing that
|
|
everybody was hunting the PC's.
|
|
|
|
The PC's have a reason to hate the Corp that hung them out to dry, and need
|
|
to look out for the ones that they crossed. Could even have cops, or CIA
|
|
looking for them because of the first run. Makes for an interesting, if
|
|
short, life.
|
|
</plot>
|
|
|
|
|
|
|
|
<title>Betrayal</title>
|
|
<author>Robert Underwood
|
|
<email>GEO10701022@NKU.EDU</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<genre>Cyberpunk</genre>
|
|
<genre>New Age</genre>
|
|
<type>Intrigue</type>
|
|
<type>Startup</type>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<plot>
|
|
|
|
The campaign starts with a Corp hiring the PC's, preferably the PC's do not
|
|
know each other. The Corp is an assistant VP in some Corp. This Corp has
|
|
ideals on how a company should act, in a way that promotes the common good.
|
|
The Corp has most of the lower echelons in his division agreeing with him.
|
|
The company president prefers the traditional style of business, you know
|
|
the corporate way. The AVP cannot be removed without causing massive
|
|
disruptions in his division. So between the division and the rest of the
|
|
Corp there is animosity.
|
|
|
|
That is just the background, the characters are hired by the Corp for
|
|
typical runner purposes. The Corp will provide as much in the way of help
|
|
that he can (about level 3 or 4 of resources). Some missions will be
|
|
nothing more than "good deeds" for various people. About the third or
|
|
fourth mission the expected support will fail, bring the characters to
|
|
believe that the AVP betrayed them (he didn't, it was a traitor in the
|
|
division).
|
|
|
|
Eventually the characters will become involved in a war for control of the
|
|
company when the old president is assassinated. The Corp will be split
|
|
almost evenly between two factions. One is lead by our AVP, he has gained
|
|
more support than he had, because he is better qualified than his opponent.
|
|
</plot>
|
|
|
|
|
|
<title>Good Cops</title>
|
|
<author>Robert Underwood
|
|
<email>GEO10701022@NKU.EDU</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Cyberpunk</genre>
|
|
<type>Intrigue</type>
|
|
<type>Startup</type>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<plot>
|
|
|
|
The players start out as a cop group. It is well known that the police
|
|
force is quite corrupt. After some missions (with at least one internal
|
|
affairs mission) the city decides to scrap the police force and hire
|
|
corporate police.
|
|
|
|
The city can not pay for the police force that it needs (hence the
|
|
corruption) and trades some control over policy for police protection. The
|
|
trade is quiet, the city would riot if it knew. When the corporation takes
|
|
over it fires everybody, including our players. The players should be left
|
|
in job limbo for a while. Next let them find out the "cost" of police
|
|
protection and encourage them to go public. Before the players go public
|
|
have a council member explain why the decision was made that way.
|
|
|
|
If the players get into lots of trouble, remember that the good cops will do
|
|
everything in their power to help. Of course, the players shouldn't know
|
|
which cops are good and which work for other people.
|
|
</plot>
|
|
|
|
|
|
<title>The Magical Land of Ith</title>
|
|
<author>Chris Bova
|
|
<email>chbova@vassar.edu</email>
|
|
</author>
|
|
<author>Matt Sernett
|
|
<email>sernett@max.muhlberg.edu</email>
|
|
</author>
|
|
<length>Medium</length>
|
|
<Genre>Fantasy</Genre>
|
|
<type>Intrigue</type>
|
|
<type>Investigation</type>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<monster>Mind-flayer (Ithillid)</monster>
|
|
<plot>
|
|
What follows is a campaign idea worked out for a fantasy campaign, and it
|
|
uses monsters found in that setting, but, with a little work, you could use
|
|
it for almost any role playing system short of sci-fi ultratech.
|
|
|
|
The malevolent race known as the Illithid (Mind Flayers) can well remember
|
|
when their world Ith was a glorious paradise, when it's black jungles
|
|
bloomed wild, when the warm, primordial oceans washed the unspoiled beaches,
|
|
when the Shrouded sunned themselves atop armorlichen spires miles high,
|
|
their razor sharp foreclaws glittering the violet light. All the Illathid
|
|
race was happy, and lived at peace, with just the right amount of
|
|
inter-racial violence to ensure nobody would get bored.
|
|
|
|
That was long ago, and now strange things are beginning to happen to the
|
|
Mind-Flayer garden of Eden. The sun of their homeworld is becoming brighter
|
|
and stronger. The seas are getting warmer, the foliage greener, and in time,
|
|
the Illathid will be driven underground. Their home planet will soon no
|
|
longer support them. Several centuries ago, the grand and glorious Order of
|
|
the Ebon Tentacle finally seized the initiative from it's competitors and
|
|
gathered almost a thousand Illathid in the great chamber of council. Heads
|
|
bowed in reverence, the multitudes breathlessly awaited the commands of the
|
|
great mind. At last the brain pool spoke, and it ordered it's children to
|
|
cast themselves upon the Astral seas, searching for another world, a place
|
|
where the ecology of Ith could be recreated down to the minutest detail, and
|
|
the Illithid could once again live in the relative peace of constant
|
|
interracial war. And so it was done, and not long ago, some fortunate
|
|
Illathid began a hive on a world known to it's inhabitants as "Earth". The
|
|
planet's measurements seemed exact, slightly larger than Ith even, with a
|
|
comparable atmosphere and seas that had the potential to support Ith life
|
|
with some modification. But the sun there was too bright for Illathid
|
|
existence, forcing the first pioneers to take shelter underground. It was
|
|
then that they found the moon. It was worshiped as a god by the local
|
|
inhabitants, but the Illithid knew better. The moons of Ith were smaller by
|
|
far, and completely unsuitable for the purposes that the Illithid had in
|
|
mind.
|
|
|
|
Tunnelling out the centre of the moon, the Illithid plan to create a
|
|
perfectly circular chamber that is in effect a giant lifejammer helm. The
|
|
life force of thousands of living creatures will be necessary to accomplish
|
|
the goal; move the moon to a position in which it will block the sun's
|
|
light, and hold it there. Luckily, the planet beneath is crawling with
|
|
living creatures of no particular consequence that will make excellent
|
|
sacrifices... The Shrouded would just eat them anyhow, once the ecology of
|
|
Ith is transplanted. And so was launched possibly the most half-baked plot
|
|
for world domination ever cooked up by sentient creatures that smell faintly
|
|
of squid and eat human brains.
|
|
</plot>
|
|
|
|
<title>Starting out in OverEarth</title>
|
|
<author>Carl Green
|
|
<email>navarre@iafrica.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
This plot describes how I started characters in a new campaign. I had begun
|
|
to envisage my new band of heroes as a weird mixture of technology and
|
|
fantasy from three basic 'periods', viz: the 'normal' fantasy time frame, a
|
|
modern (1995) period, and a futuristic, post-apocalypse period (very
|
|
Terminator 2 in feel). The characters that could fit into this strange
|
|
crossover seemed to step right out of my mind; they could include a knight
|
|
on a Harley, wielding a magic bastard sword and an ion cannon, or an elf
|
|
with cyber-enhancements, armed with longbow and Uzi machine-guns, or a
|
|
robotic warrior armed with a staff of fireballs and a copy of the
|
|
Necronomicon.
|
|
|
|
I realised that what I was trying to do was to combine all of my
|
|
inspirations, from Lovecraft to Scwarzenegger, Tolkien to 2000AD - I'm sure
|
|
you get the picture...
|
|
|
|
Right, the next phase was to design the fantasy world that would be the
|
|
starting point for the campaign. I had had the name OverEarth rolling around
|
|
in my mind for quite a while, which inspired a setting that was basically an
|
|
alternative Earth with the normal fantasy/historical time frame, magic
|
|
systems, etc. The starting point would be the island kingdom of Beorsca, off
|
|
the west coast of Uropha, and basically an alternative England...
|
|
|
|
Next I developed my arch-enemy for Beorsca, the usual vicious mage and
|
|
power-hungry tyrant, but added the twist that he was the father of
|
|
one of the PCs...
|
|
|
|
Now came the real challenge - how to start the actual campaign, how to
|
|
develop the characters, and how to provide the rationale for the 'jumps' to
|
|
our own present-day Earth and its post-apocalypse future
|
|
|
|
|
|
My solution to the dilemma was based upon two beliefs that I had formulated
|
|
over the years...
|
|
|
|
Firstly, that role-playing a character in a fully developed fantasy world
|
|
is almost impossible, because of the lack of frames of reference. What I
|
|
mean by this is that if I tell you to role -play someone from Paris, your
|
|
mind automatically throws out images of the Eiffel Tower, street cafes, etc,
|
|
but if I say role-play an elf from Elshaven, you have no mental images on
|
|
which to base your character.
|
|
|
|
Secondly, I had found that role-playing groups often squabble and argue at
|
|
every turn, even when playing fully in character. This arguing always seemed
|
|
to spoil the impression that the group was a cohesive whole, and it seemed
|
|
ludicrous that they remained together at all...
|
|
|
|
The solution to the first problem is simple to run, and turns out to be the
|
|
'engine' that drives the PCs towards their goal. In brief, I decided that
|
|
the characters had actually battled their arch-enemy across Beorsca 900
|
|
years ago, and then followed him through a gate to present (1995) Earth and
|
|
eventually to the post-apocalypse future Earth. However, when they finally
|
|
faced him (by then armed with weaponry from all three settings), he once
|
|
again stepped through a gate, trying to return to OVEREARTH. The characters
|
|
followed, and the trap was sprung. The arch-enemy sealed access out of the
|
|
gates, and the characters were trapped in an inter-dimensional limbo...
|
|
|
|
Time passes, and our PC benefactors (which could either be your campaigns
|
|
gods, or some ultra-powerful NPC) stumble/s upon the characters locked in
|
|
limbo, strips them of their techno-items, and sends them back to their home
|
|
world (in this case OVEREARTH). However, it is now 900 years later, and the
|
|
arch-enemy has just about destroyed the PC's realm, which is now a dead
|
|
island dominated by his (expectably) demonic forces. To make matters worse,
|
|
and to really spice things up, the characters don't have a clue who they
|
|
are, where they come from, etc. Even better, their 900 year experience in
|
|
limbo has caused their skills to atrophy, so that although they were, let's
|
|
say 15th level, they're now 5th level, or 1st level if you're particularly
|
|
cruel...Thus the players don't have to try to role-play in what in terms of
|
|
geography or history is a totally foreign world, because it is also foreign
|
|
to the CHARACTERS!
|
|
|
|
And the final twist, which accounts for the usual inter-character bickering,
|
|
is that the party's original leader, a warrior of great skill and huge
|
|
personal charisma * is not with them when they return*. They are aware of
|
|
his (or her) absence, and cannot function as a unit without him/her.
|
|
|
|
And so the scene is set for the poor players, aware only of their names and
|
|
their rudimentary skills, to...
|
|
|
|
<list>
|
|
* find out who they are...
|
|
* find out how they got there...
|
|
* relearn their skills...
|
|
* track down their missing leader...
|
|
* track down the arch enemy...
|
|
* and pursue him once more across the dimensions...
|
|
</list>
|
|
The great part is that...
|
|
<list>
|
|
* they will automatically despise the arch enemy...
|
|
* their bickering will make sense...
|
|
* their lack of knowledge of the campaign setting will make sense.
|
|
</list>
|
|
</plot>
|
|
|
|
|
|
<title>No Honour among Thieves</title>
|
|
<author>Quinton
|
|
<email>quinton@sumter.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Intrigue</type>
|
|
<type>Affliction</type>
|
|
<setting>Urban</setting>
|
|
<setting>City</setting>
|
|
<plot>
|
|
The captain of the guard is in the employ of the thieves guild. When the
|
|
guild receives an item he really wants, he sets up an elaborate system to
|
|
get it. He arrests the PCs on false or trumped up charges (a good way to
|
|
get them introduced), then offers them absolution if they do him a favour.
|
|
He wants them to infiltrate the thieves guild by a secret back door and find
|
|
out some info on some item that will be showing up soon. When the PCs get
|
|
through the sewers to the guild, the captain's men will frame them for a
|
|
robbery that just took place. The players escape the angry thieves, but get
|
|
captured by the town guard. Along the way they have picked up enough clues
|
|
to figure out what has gone on, but they can't prove it. So they must
|
|
escape from jail and go confront the captain as he is leaving town with the
|
|
item. After this excitement, the PCs don't have much choice to become
|
|
roving adventurers, since the thieves guild wants their heads.
|
|
<plot>
|
|
|
|
<title>From Rock to Plot</title>
|
|
<author>John McMullen
|
|
<email>jhm@sentex.net</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Any</genre>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
|
|
I've been GMing for over a decade now. Every once in a while, people ask me
|
|
how I come up with plots. I'm not entirely sure, except that I look for
|
|
problems and then complicate them. The two most useful questions in
|
|
plotting are "Why?" and "How?" ("Who?" "Where?" "What?" and "When?" also get
|
|
a work out.)
|
|
|
|
Anyway, I thought I'd share a technique that I use when I'm absolutely
|
|
tapped out or when I can't seem to come up with anything original. You know
|
|
the times -- all you can come up with is cliche material you've done a
|
|
hundred times in the past. The first idea that comes to mind establishes
|
|
squatter's rights on your frontal lobes.
|
|
|
|
(I want to emphasise that this isn't the only technique, or the best
|
|
technique. It's simply *a* technique that I find useful.)
|
|
|
|
The technique is to limit yourself. When you've got the whole wide universe
|
|
to work with, then you have *too many* possibilities. By setting arbitrary
|
|
restrictions, you remove things from consideration and narrow your focus.
|
|
|
|
You've already got a bunch of stuff established which places restrictions on
|
|
you. You know what genre you're working in -- that gives you a bunch of
|
|
genre conventions you can choose to work with or against. You know what
|
|
your player characters are (usually), and you probably have some sense of
|
|
location and season. All of these things are restrictions. If you're doing
|
|
a sword and sorcery campaign, the question of aliens doesn't come up.
|
|
|
|
That set of restrictions presumably isn't enough (or you wouldn't need this
|
|
technique). The next thing to do is set some arbitrary restriction: the
|
|
entire adventure takes place in a single room, for example, or the entire
|
|
adventure is built around what you did last weekend. Other possibilities
|
|
include story anthologies and (ahem) a dictionary of cliches or quotations.
|
|
The technique really relies on forcing the juxtaposition of unusual elements.
|
|
|
|
Here's a (lengthy) example. I have a Dark Champions campaign. I know the
|
|
characters, I know the time of year, I know the city (none of which tells me
|
|
what the next story is). So I'm sitting here listening to the soundtrack
|
|
album for "Dumb and Dumber" and I decide that I'll create a plot that
|
|
incorporates *something* from each song on the album.
|
|
|
|
Here are the songs on the album:
|
|
|
|
The Ballad of Peter PumpkinHead - Crash Test Dummies
|
|
New Age Girl - Deadeye Dick
|
|
Insomniac - Echobelly
|
|
If You Don't Love Me (I'll Kill Myself) - Pete Droge
|
|
Crash - The Primitives
|
|
Whiney, Whiney (What Really Drives Me Crazy) - Willi One Blood
|
|
Too Much Of A Good Thing - The Sons
|
|
You Sexy Thing - Deee-Lite
|
|
Where I Find My Heaven - Gigolo Aunts
|
|
Hurdy Gurdy Man - Butthole Surfers
|
|
Take - The Lupins
|
|
The Bear Song - Green Jelly
|
|
Get Ready - The Proclaimers
|
|
|
|
Hmm. Peter Pumpkinhead and The Bear Song suggest some kind of kid
|
|
song/nursery rhyme feel. Get Ready supports that with lines like "Fee Fi Fo
|
|
Fum." You Sexy Thing, Too Much of a Good Thing, and If You Don't Love Me
|
|
(I'll Kill Myself) all suggest some kind of excess, perhaps emotional
|
|
overdrive -- maybe a mind control plot? Somebody discovers a *real*
|
|
aphrodisiac and starts dumping it in the water? Someone is infatuated with
|
|
another person, makes the threats to suicide if he or she doesn't return the
|
|
affection, but the other person's attitude could be described as Whiney,
|
|
Whiney (What Really Drives Me Crazy).
|
|
|
|
New Age Girl is a sort-of love song to someone named Mary Moon who is (in
|
|
fact) a New Age Girl. She's now an NPC in the adventure.
|
|
|
|
First plot that comes to mind with this: take the lowest charisma hero who
|
|
often complains he doesn't have a love relationship and give him a groupie
|
|
(Mary Moon) who follows him around as the group tries to track down someone
|
|
who's committing a series of thefts (Take) based on nursery rhymes. That
|
|
leaves me with Hurdy Gurdy Man, Crash, Insomniac, and Where I Find My Heaven
|
|
as plot elements to incorporate.
|
|
|
|
I don't like it. So we'll try again. Instead, let's start with the
|
|
insomniac. Suppose someone has the oft-used psionic power of tangible
|
|
hallucinations and dreams. He or she knows it and has started trying to stay
|
|
awake (Insomniac). It's not easy to make a living if you have this kind of
|
|
disability, so he or she is living as a street musician (Hurdy Gurdy Man).
|
|
That also gives us the street-level feel and makes the psionic harder to
|
|
track down. He or she has a tremendous crush on Mary Moon (we're back to her
|
|
again).
|
|
|
|
The first hallucination is Peter Pumpkinhead, a reasonably nice fellow.
|
|
Freaked, she leaves and is pursued by other nursery-rhyme characters.
|
|
Although Peter is quite likeable, but the others (the Bear that went over
|
|
the mountain, for instance) don't have to be. Not knowing what's going on,
|
|
Mary seeks out the PCs; if the PCs are too hard to find, they'll encounter
|
|
her, trapped by the Bear. This leads to both Mary and the PCs trapped in
|
|
the psionic's ideal world (Where I Find My Heaven). It's not pleasant for
|
|
the PCs, because he regards them as competition (Too Much of a Good Thing).
|
|
This is obvious because Mary has a crush on one of the PCs (You Sexy
|
|
Thing). This environment, combined with Mary's information, lets them know
|
|
who they're looking for. The PCs can get out by moving fast enough and far
|
|
enough -- the psionic's powers aren't all-encompassing, after all.
|
|
|
|
This, with the uppers, unhinges the psionic (If You Don't Love Me, Whiney
|
|
Whiney). The first evidence is when Peter Pumpkinhead (trustworthy up until
|
|
now) turns psychotic.
|
|
|
|
In the meantime, (1) the psionic, worried, has been awake on uppers long
|
|
enough for hallucinations to start anyway, and (2) our villain of the piece
|
|
has figured out where these nursery-rhyme apparitions are coming from, and
|
|
is also searching for the psionic.
|
|
|
|
Still to include: Take (a robbery of some kind?) and Crash.
|
|
|
|
The bad guy catches the psionic, uses hypnosis or mind control to generate
|
|
some truly unpleasant hallucinations to perform robberies (Take), including
|
|
running an armoured car off the road (Crash) and picking up the money.
|
|
|
|
The good guys catch up, there is a fight and the problem of what to do with
|
|
the psionic. I leave that up to the players.
|
|
|
|
Now, a lot of the details still need to be worked out, but there's a basic
|
|
setup, antagonist, and conflict.
|
|
|
|
Not entirely without cliches (to really eliminate cliches, you'd have to
|
|
know the characters better), but it's certainly different than what I would
|
|
have come up with otherwise.
|
|
|
|
Anyway, it's a technique I find useful, so I thought I'd share it for those
|
|
who are having trouble jump-starting their plots.
|
|
</plot>
|
|
|
|
<title>A ship of fools</title>
|
|
<author>Ketil Z Malde
|
|
<email>ketil@ii.uib.no</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<genre>Horror</genre>
|
|
<type>Quest</type>
|
|
<type>Affliction</type>
|
|
<setting>Ship</setting>
|
|
<plot>
|
|
The characters need to cross some ocean. It is difficult to get hold of a
|
|
ship, but finally one merchant offers to sell them one. The price can be
|
|
discussed - a lot. Now the reason the ship is sold cheap if necessary, is
|
|
that it is a ghost ship. The previous captain was killed by the second in
|
|
command when he discovered what they were *really* doing (Smuggling?
|
|
Worse?) Now, the ghost will control the ship, and no matter how the players
|
|
try, it will quietly �drift off� towards the island where the previous
|
|
captain was killed. The players will experience his death in their dreams,
|
|
some as the victim, some as the perpetrator. On the island, another ship
|
|
will be arriving shortly with the murderer abroad, and the ghost will appear
|
|
and explain that he must be avenged, and will show them a treasure if they
|
|
do it. Of course, what the players do might have consequences for their
|
|
social position etc, depending on how they do it.
|
|
|
|
The characters are ambushed lightly, and when the ambushers run away, they
|
|
leave behind a sack. The sack contains a small faerie, gnome, or whatever,
|
|
who wants the characters to help them open a gate to Arcadia. The gate
|
|
turns out to be a frozen lake, and the only way to melt it is to remove the
|
|
church that is being built not too far away...and perhaps a sacrifice is
|
|
necessary.
|
|
</plot>
|
|
|
|
|
|
<title>Returned veterans</title>
|
|
<author>Mike Jones
|
|
<email>MIKEJONES@safripol.senchem.co.za</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Startup</type>
|
|
<type>Affliction</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
I had a team that had played together for about three years. Unfortunately
|
|
the team was about to fragment due to people moving for work. We finished
|
|
the campaign with an extended and excellent war.
|
|
|
|
This led to the ideal opportunity to start off the new characters as newly
|
|
enlisted men pulled into the system by a "draft bill" This allowed me to let
|
|
them all know one another and also it afforded me the chance of letting them
|
|
start with more powerful characters for the basic training that they went
|
|
through. This pleased the older players who just shelved experienced
|
|
characters Additionally it opens the way for reasons why less suited
|
|
characters would want to be multi-classed fighter-anything. Now with the
|
|
returning heroes of the war they feel inadequate. All of the available jobs
|
|
are being snatched by anyone who killed a worm let alone an Orcish
|
|
commander. So the party are forced to seek an alternative livelihood. Roll
|
|
on adventuring.
|
|
</plot>
|
|
|
|
<title>"Save the good dragon from the evil princess- pt1"</title>
|
|
<author>James Tackett
|
|
<email>jtackett@lightspeed.net</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<monster>Dragon</monster>
|
|
<plot>
|
|
|
|
In the first net plot book, there is a quick adventure idea summed up as:
|
|
"Save the good dragon from the evil princess"
|
|
|
|
Some suggestions
|
|
|
|
Evil Princess intent on overthrowing her parents, but lacking the needed
|
|
backing among the leaders of the army, has managed to locate an Arcane and
|
|
purchase (with monies/items stolen from the kingdoms treasury) an
|
|
amulet/ring/potion/item which allows her to control the dragon which for
|
|
generations has helped protect the (select compass direction) borders and
|
|
mountain passes of the kingdom from marauders and invading forces. The
|
|
dragon under her control has been attacking outlying areas and the
|
|
population is in an uproar. The forces of evil, alerted by the princess
|
|
that her plan is beginning to bear fruit, are moving towards the kingdom.
|
|
The king has suspicions, the general knows what's up, but can not take
|
|
direct action against the princess, the court wizard is away at the time
|
|
(arranged by the princess, false leads on an ancient artefact etc). The only
|
|
hope for the kingdom is that heroes will arise and release the dragon from
|
|
the princesses control, and bring to light the entire plot so that the king
|
|
can banish her and make her younger sister the true and good heir. If the
|
|
heroes should fail, the entire kingdom will be cast into a era of darkness
|
|
and evil.
|
|
</plot>
|
|
|
|
<title>"Save the good dragon from the evil princess- pt2"</title>
|
|
<author>Rick DiTullio
|
|
<email>rditulli@forest.drew.edu</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<setting>Forest</setting>
|
|
<monster>Dragon</monster>
|
|
<plot>
|
|
|
|
Just to add my own thoughts on this interesting idea.
|
|
"Save the good dragon from the evil princess"
|
|
|
|
The dragon in question does not have to be full grown. Imagine the evil
|
|
princess holding a dragon egg or hatchling ransom to force the local dragon
|
|
population to do her bidding.
|
|
|
|
To adapt this to a forest scenario use a faerie dragon protector of an
|
|
ancient forest. Or even have the whole thing be an illusionary romp caused
|
|
by the dragon!
|
|
|
|
Lastly, imagine the evil princess gaining control of the court wizard's
|
|
psuedodragon familiar. This is possibly worse than ransoming the dragons
|
|
depending on the wizard's level!
|
|
</plot>
|
|
|
|
|
|
<title>Behold Such Beauty</title>
|
|
<author>John A. Murphy
|
|
<email>jam@philabs.research.philips.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Wilderness</setting>
|
|
<plot>
|
|
|
|
This scenario is best played a bit light-hearted. It starts with the party
|
|
entering a very remote village, Village. This village is far removed from
|
|
normal government dealings and as such they have their own small local
|
|
monarchy. As the party approaches there is great unrest in the town
|
|
square. There are trappings as if a festivity is about to commence, but the
|
|
townsfolk, also known as the Village People, are very concerned about
|
|
something. Anyone they ask will point them to the garrison commander,
|
|
Moostard (a colonel), who can relate the story.
|
|
|
|
"The town was preparing to celebrate the 16th birthday of the
|
|
princess. The country side was invited for a great feast. But
|
|
lo, this morning when the princess was not to be found we
|
|
checked and found that her room had been breached and she had
|
|
been kidnapped."
|
|
|
|
(Any clues or ideas who has taken her?)
|
|
|
|
"We suspect the black robed worshipers of Evil Mackricks. A
|
|
hideous band of clerics that terrorised this area decades
|
|
ago with the aid of terrible beasts.
|
|
We found a black mace in her bedroom. They used a ladder to
|
|
climb up to her window. She must have put up a struggle as the
|
|
room was in disarray.
|
|
[ if there are any optional witnesses they will report of
|
|
black cloaked individuals who, if anyone was close enough,
|
|
had the symbol of a giant eye on their chest ]
|
|
|
|
(What was the princesses name?)
|
|
|
|
[look a bit flustered, look at your notes then answer] Beauty.
|
|
Princess Beauty. She was very beautiful, renown for her charm
|
|
and demeanour.
|
|
|
|
(Why?)
|
|
|
|
The Emaks haven't been heard from in a long time. From what
|
|
little memory I have, they gave sacrifices to their deity (Ram)
|
|
on the night of a new moon....that would be tonight! Over the
|
|
past few months there have been a couple of others who have
|
|
disappeared. We had no clue to their disappearance and thought
|
|
they were the victims of monsters or bandits.
|
|
|
|
(Why us?)
|
|
|
|
The garrison is not very large. Most of the patrols are out
|
|
on multi-day patrols and aren't due back for at least another
|
|
full day.
|
|
|
|
(Where?)
|
|
|
|
Over the river and through the woods to grandmother willow you go.
|
|
From there its over hill and dale. They came on horses so they
|
|
should be trackable.
|
|
|
|
The party should have little trouble following the tracks and finding the
|
|
valley. They should be approaching the temple about sundown. The temple is
|
|
in a shallow valley. The clerics should have at least a few guards or
|
|
patrols, avoidance is a fine way of dealing with them.
|
|
|
|
The main temple is a long building built into the side of the valley. The
|
|
building has a large set of double doors, a single large eye is centred on
|
|
the doors. There is a small stable that is adjacent to the front of the
|
|
temple. A small door leads from the stable to the temple. There is a
|
|
stable hand that is armed with a pitchfork in the stable along with a few
|
|
horses among the stalls.
|
|
|
|
If the party is able to approach quietly they can enter from either the
|
|
front doors, which open quietly and are not currently locked, or from the
|
|
stable. Both lead into a small anteroom. The back wall of the anteroom is
|
|
covered with a large heavy curtain.
|
|
|
|
As the party peeks through the curtain they can see the main temple area. It
|
|
is dimly lit by several torches and braziers. Several of the pews have
|
|
initiates in them. At the far end is the alter. A priest is concluding
|
|
some sort of ceremony. The princess is chained, standing on the far side of
|
|
the altar facing a statue. The statue is made of stone and is that of a
|
|
large round (2 meter diameter) creature with one large eye in the centre.
|
|
The creature also has several eye stalks (appendages ending in a small eye)
|
|
sprouting off of it. The centre eye is made of a huge ruby, about the size
|
|
of two large fists. The eyes at the end of each eye stalk are about the
|
|
size of a regular human eye and are of various types including emerald
|
|
sapphire, onyx, etc.
|
|
|
|
The priest at the altar is finishing a ceremony that concludes with his arms
|
|
outstretched. The centre eye of the statue begins to glow and the light
|
|
slowly begins to extend until it envelopes the princess. After a few
|
|
seconds the princess collapses, her pallor now a dull grey. This entire
|
|
process takes less than a minute.
|
|
|
|
If the party doesn't intercede at this point the priest will continue with
|
|
the physical sacrifice of the princess's body. This will result in the
|
|
unalterable death of the princess. What the party must do is intercede and
|
|
rescue the body of the princess as well as the centre jewel from the
|
|
statue. The ruby is hollow and if held up to the light, the face of the
|
|
princess can be seen almost as a reflection or a ghost within. To restore
|
|
the princess the party must merely break the ruby with the body of the
|
|
princess close by.
|
|
|
|
Most of the initiates are not well trained and have Mediocre combat
|
|
ability. The priest and optional acolytes have Fair or Good combat ability
|
|
plus some magical ability. Along the back wall is a concealed door that
|
|
leads to other chambers including a jail area (with jailer and optional
|
|
prisoners), some storage rooms, and the private quarters for the priest.
|
|
|
|
Ultimately if the party does not succeed and the clerics continue on their
|
|
way, they will continue to steal souls until they can animate their deity.
|
|
</plot>
|
|
|
|
<title>Fortress of the Sender</title>
|
|
<author>John A. Murphy
|
|
<email>jam@philabs.research.philips.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Wilderness</setting>
|
|
<setting>Castle</setting>
|
|
<plot>
|
|
This works best with a party that contains a thief. The party is in the
|
|
capital city of Gunthenor for the first time. It is usually appropriate for
|
|
thieves to visit or register with the local guild. Alternately, a member of
|
|
the guild may seek them out, make friends and then later try to steer them
|
|
with a tip if the party is looking for an adventure or work.
|
|
|
|
The guild master (or new friend), Nelbin, should eventually meet up with the
|
|
party. He isn't someone to be totally trusted, although this has to be
|
|
discovered over time. He isn't evil, just has his own agenda. He is or has
|
|
been a thief at some point in his life. He doesn't relate all he knows and
|
|
tries to paint a picture of a ruthless baron practically kidnapping his
|
|
friend. He doesn't want to tell the party too much, because if captured
|
|
they won't know anything. He is concerned that the baron might become
|
|
proactive if he finds out that someone is trying to check up on him.
|
|
|
|
Nelbin relates the following:
|
|
|
|
Up in the remote Northlands the local baron has unjustly
|
|
imprisoned a friend [maybe]. I ask you to rescue a personal
|
|
friend [true] who did no wrong other than travelling through
|
|
the area with too many gems in his possession [partial truth].
|
|
I have tried to rescue him myself, but failed [lie]. I was
|
|
captured, and let go with a stern warning [lie]. I do not
|
|
believe I would be so lucky if my face was seen again [true].
|
|
|
|
|
|
(What's your friends name?)
|
|
|
|
Leafloc, an elf and a good archer. [a good thief too]
|
|
|
|
(Where exactly is it?)
|
|
|
|
An associate of mine, Prelenna, can act as a guide. She is a
|
|
good guide, but not much of a fighter. She will take you to the
|
|
keep, but will not enter.
|
|
|
|
This tale is full of half-truths. The baron worries the guild and Nelbin in
|
|
particularly. The baron has risen to power in a remote area, the wild woods
|
|
of the Northlands. Information and intelligence on him is limited. Nelbin
|
|
knows he likes to stay secluded, but has allies within the governmental
|
|
hierarchy. He has shun any contact with the guild. Attempts to contact him
|
|
have gone unanswered, sometimes the messenger doesn't return. The baron has
|
|
a strong hold on his territory and works both sides of the legal fence. He
|
|
conducts raids on some towns or trade routes, while others are protected.
|
|
No one is aware of any of this.
|
|
|
|
|
|
Nelbin first met the baron [he thinks] face to face after he was captured
|
|
after infiltrating the barons main [he thinks] fortress. He was sneaking
|
|
around inside the fortress when something landed at his feet. Whatever it
|
|
was caused the immediate area to go completely silent. He turned and saw a
|
|
man with bright yellow eyes at the end of the hallway staring at him. Then
|
|
he heard strange words in his mind that he recognised as some kind of spell,
|
|
soon after he fell fast asleep. When he awoke he was imprisoned.
|
|
|
|
Nelbin is a Good thief and was finally able to escape. Over time he was
|
|
able to collect enough pieces of scrap metal to create a crude pick. He
|
|
then slunk in the shadows of night until he reached a small store room.
|
|
There he was able to create a secret/false hole in one wall and make his
|
|
escape.
|
|
|
|
Unbeknownst to Nelbin is that the baron is of a strange race called the
|
|
Senders [ see below ]. Nelbin also doesn't realise that his run in was with
|
|
the barons only son.
|
|
|
|
The stronghold is in the wilderness of the north. This particular
|
|
stronghold is not the barons main quarters, but merely one of several
|
|
outposts. The baron is known to maintain patrols over a large area. What is
|
|
not known is that the baron maintains odd alliances. The fortress is
|
|
currently being guarded by a band of goblins. In other areas the baron has
|
|
employed humans, mercenaries, orcs, and even an ogre or two. He tries to
|
|
keep racial skirmishes to a minimum by separating races where he can. As
|
|
far as the baron knows, his prisoner is a poor thief he caught
|
|
investigating. The Sender at this particular outpost turns out not to be
|
|
the baron, but the barons only son. The guards at his outposts are well fed
|
|
and organised. Usually reporting to a human captain.
|
|
|
|
|
|
The structure is a 2 story keep, two guard towers in the front with a
|
|
battlement that runs across the front and halfway down the east/west sides.
|
|
There are few windows. The front battlement covers a small courtyard that
|
|
doubles as a small stable area. Oil holes and an arrow slit over the centre
|
|
aid in the defence of larger scale assaults. If they have hot oil prepared
|
|
is up to you. Tree cover makes it reasonably easy to approach.
|
|
|
|
Size of the structure and the number of guards is dependent on how strong
|
|
the party is and how difficult the rescue is intended to be. The storage
|
|
room is located in a back corner, there is some shrubbery and undergrowth in
|
|
front of the hole.
|
|
|
|
The stairs in the middle of the structure give an idea of where the stairs
|
|
leading down to the jail area are. Obviously the inside needs to be
|
|
detailed. If a full lower level is desired it can also be detailed.
|
|
|
|
|
|
<Stats>
|
|
+----( )-------( )----| |----( )------( )------+
|
|
| | | |
|
|
| tower | battlement area | tower |
|
|
|__________| _ _ _ _ _|_ _ _|_ _ _ _ _ |___________|
|
|
| | | |
|
|
| | | |
|
|
| b. a. b. a. |
|
|
| | | |
|
|
^ ^
|
|
v | | v
|
|
| |
|
|
| _ _ _ _ _| | _ _ _ _ _ |
|
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
| |_| |
|
|
| |_| |
|
|
|___ |-| |
|
|
| | |-| |
|
|
|SR| |
|
|
| | |
|
|
+x---( )----------------------------------( )------+
|
|
|
|
</stats>
|
|
|
|
|
|
If the party is able to make the break out and escape, but does not kill the
|
|
Sender, they hear as they are making their break:
|
|
|
|
"My father the baron will be greatly angered by this...."
|
|
|
|
<villain>
|
|
The Senders
|
|
|
|
A race of humans that have the gift of limited telepathy. They can speak
|
|
to humans and most intelligent humanoids using their mind. The recipient
|
|
can hear the Senders thoughts as if they were clearly spoken in their native
|
|
language. The Senders can not read a persons thoughts, just place their
|
|
thoughts as if spoken. Senders have a minimum of Good intelligence. It is
|
|
unknown if the Senders are a separate race, or a human mutation. The
|
|
Senders ten to have been either leaders of men or persecuted by the fearful.
|
|
</villain>
|
|
</plot>
|
|
|
|
<title>The Party</title>
|
|
<author>Jonas Steverud
|
|
<email>d4jonas@dtek.chalmers.se</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Any</genre>
|
|
<type>Exploration</type>
|
|
<setting>Wilderness</setting>
|
|
<setting>Forest</setting>
|
|
<plot>
|
|
The PCs, who are travelling through a forest, comes out into a bigger
|
|
clearing and finds out that there is a party going on there. What/Who has
|
|
arranged the party and if the PCs are welcome is up to the GM.
|
|
</plot>
|
|
|
|
<title>Symbolica</title>
|
|
<author>Jonas Steverud
|
|
<email>d4jonas@dtek.chalmers.se</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
The PCs are contacted in some way (by rich person in an inn? ;-) )
|
|
and this is the story which are told for them:
|
|
|
|
The master, of the one who contacts the PC, has a slight problem. The
|
|
master is a wizard and he owns a book, called Symbolica, which has some
|
|
*very* powerful spells in it (Ie. the wizard in the team might want it
|
|
himself). But Symbolica is stolen! The master knows who the thief is,
|
|
another wizard, and where he is. The master cannot pick it up himself
|
|
because of reasons the PCs won't understand. Therefore he asks the PCs to
|
|
help him, and he will pay them richly if they fulfil the task. The PCs sets
|
|
off and do the quest. But it is one thing they overlooked: the truth!
|
|
|
|
This is the truth: The so-called thief is the rightful owner! The PCs master has
|
|
fooled them! The master has also set out another team of adventurers who's
|
|
task is to follow the PCs and make sure they fulfil their task. The second
|
|
team are told that the PCs is doing this task as a punishment for a crime
|
|
they have committed. When the PCs finally has discovered the truth they
|
|
find themselves in a very delicate situation:
|
|
<list>
|
|
|
|
1) Their original master is mad at them (for not fulfilling their task
|
|
and/or discovering the truth).
|
|
|
|
2) The rightful owner is mad at them (quite obviously!).
|
|
|
|
3) The second team don't know what they should think and might decide to
|
|
fight the PCs (Depending on how much the second team knows.) They
|
|
maybe don't know the truth and continue with their mission - to force
|
|
the PCs to deliver the book.
|
|
</list>
|
|
|
|
No friends, no money, only wounds and enemies. I think they will think it
|
|
over once or two before they says yes to their next adventure...
|
|
</plot>
|
|
|
|
<title>A Royal Murder</title>
|
|
<author>Jonas Steverud
|
|
<email>d4jonas@dtek.chalmers.se</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Investigation</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
The PCs are at the border on their way into a new kingdom. Shortly
|
|
after the border, or just before it, they are contacted by a man who
|
|
claims he is a nobleman and he needs their help.
|
|
This is the story he tells them. "For some years ago this country was
|
|
a happy country. There were peace and the people were well fed.
|
|
Everybody was happy and it was a healthy kingdom. But there was a
|
|
snake in the paradise: Duke Foo (Call him something that's would make
|
|
sense depending on your world). He had an eager longing for the crown
|
|
and for three years ago he took it with the help of foreign help. The
|
|
old king, and some of the noblemen who where loyal to him [the man
|
|
lowers his head in a gesture that means that he's on of them], were
|
|
send in exile.
|
|
The kingdom was sent into terror. People with opinions which didn't
|
|
please the king where killed. Good men and women where tortured and
|
|
killed for the sheer pleasure of the king. The once happy nation was
|
|
now a frightened country!
|
|
For two and a half years the rightful king has been abroad but never,
|
|
*never*, lost faith in once again come back and making justice! I am
|
|
sent forward to make sure that the rightful king can enter his castle
|
|
safely and it is in that task I need your help. I need your help to
|
|
assassinate the pretender-king!"
|
|
The PCs get some extra details (like a map of the castle) and afterwards the
|
|
sets off onto their task of justice.
|
|
How far they comes before they discover the truth is up to you but
|
|
they should get the chance of really, really screwing things up.
|
|
The truth is: the nobleman was lying.
|
|
For some years ago the country was not happy, it was in terror -the
|
|
terror of the king. After a while one of the noblemen was sickened by it
|
|
and created a revolution and put himself in the throne. The new king is
|
|
not a good king but his intentions are good. He wants to put things
|
|
right and to make the country a happy nation. He has succeeded in
|
|
some parts and the people love him (they will love anyone who threw
|
|
out the old king). The old king was send into exile together with some
|
|
noblemen. That part of the story is correct, the fake part is the
|
|
parts where the government of each king is described.
|
|
What the PCs now are going to do is to kill the good king and to
|
|
reinstall the evil one.
|
|
Nice plans eh? Just watch out when you tell the players the truth.
|
|
They might be angry... ;-)
|
|
Well, I think they should have a fair chance of discover the truth
|
|
themselves, *before* everything goes out of hand. But if they overlook
|
|
the evidence.... Make them suffer...
|
|
</plot>
|
|
|
|
<title>A Mansion Tale</title>
|
|
<author>Jonas Steverud
|
|
<email>d4jonas@dtek.chalmers.se</email>
|
|
</author>
|
|
<length>Short</length>
|
|
<genre>Horror</genre>
|
|
<type>Investigation</type>
|
|
<setting>Building</setting>
|
|
<plot>
|
|
|
|
This is one of my better adventures, the problem is that I didn't
|
|
GM it correctly so the players didn't get scared. :-(
|
|
Tip: Read "The Shadow over Innmouth" (sp?) by Lovecraft first.
|
|
|
|
On a medium big island (4-6 miles across) there is a village and a mansion a
|
|
mile or two from the village. A forest lies around the mansion, which is
|
|
next to the sea. The mansion is own by an eccentrically man who only has one
|
|
servant. He also have a brother in some big city (who's a doctor).
|
|
|
|
One day when one of the people in the village comes up to the mansion for
|
|
some purpose he discovers that the front door is partly open. In one room he
|
|
finds all the furniture put away up against the walls and a lot of signs is
|
|
carved in (with a knife or similar) into the floor, walls and roof. On the
|
|
middle of a big symbol there is a body, recognised as the brother of the
|
|
master of the mansion dead, sacrificed. The servant and mansion owner are
|
|
no-where to be seen. The villager sends for help.
|
|
|
|
Tahadaah... The players enter the scene from the left... :)
|
|
|
|
During the search in the house they goes into the kitchen and then out of it
|
|
(nothing interesting there, they shouldn't be allowed to investigate too
|
|
much here...). After a couple of minutes they find that they are missing one
|
|
of the NPCs (anyone you like) who was following them. They finds him in the
|
|
kitchen, killed with a meataxe with tremendous force. They haven't heard
|
|
anything! They should realise that someone (some_thing_?) was in the kitchen
|
|
WHEN THEY WHERE THERE TOO! Dahdahdaahda!
|
|
|
|
It's the servant (who is 800% insane and lives in the forest on the island)
|
|
who killed him, when returning to steal some food.
|
|
|
|
Handouts:
|
|
|
|
A letters from the mansion owner's brother. They are talking about what a
|
|
grandfather did to his daughter (married her to a Deep One, but that's not
|
|
said straight out) and in that way "put this curse on our family". He also
|
|
talks about fact that he has found a medication against this ("my eyes are
|
|
once again normal and I don't have to wear sun goggles in the middle of the
|
|
winter"). He also says that he "comes home to cure you my dear brother, even
|
|
though it seems that you don't realised what a curse this is". The last
|
|
letter says that the brother arrives the night before the man from the
|
|
village finds his body and ends with "Stay out of the water, for God's
|
|
sake!". You may also give them a unfinished letter from the Mansion owner
|
|
saying he is rejecting the offer. He thinks the grandfather did the right
|
|
thing.
|
|
|
|
What has happened:
|
|
|
|
Persons involved: The Mansion owner, who is Deep Ones (or "Deep-Ones-will-
|
|
be"); his doctor brother (who doesn't want to be one); the mansion owner's
|
|
servant.
|
|
|
|
The mansion owner thinks the Deep Ones connection is the best thing
|
|
that has ever has happened to him (there are letters telling about this in
|
|
the doctor brother's home and they both write diaries). When the
|
|
doctor-brother arrives late at night his brother is prepared. With the help
|
|
of his servant (they both completely insane) he strikes down the doctor and
|
|
sacrifices him to some Outer God. The servant now extremely insane (SAN=
|
|
-[VERY big number] ;-) ) runs away out into the woods (it is he who kills
|
|
the NPC in the kitchen when he tries to collect some food. He will later try
|
|
to escape to the mainland and run to some place, not even himself knowing
|
|
where to (maybe a secret temple, but that's another story)). The mansion
|
|
owner escapes down a tunnel to the ocean, down to a Deep One-City.
|
|
|
|
</plot>
|
|
|
|
<title>Home of the Happy Hobbit</title>
|
|
<author>John A. Murphy
|
|
<email>jam@philabs.research.philips.com</email>
|
|
</author>
|
|
<date>17-JAN-1996 11:31:57.71</date>
|
|
<length>Long</length>
|
|
<type>Investigation</type>
|
|
<type>Startup</type>
|
|
<genre>Fantasy</genre>
|
|
<setting>Building</setting>
|
|
<setting>Cave</setting>
|
|
<plot>
|
|
This is a good initial party get together, that works well for an
|
|
initial or first time adventure. Someone needs to be a thief, best if
|
|
he is just starting out. Since this is used as a characters initial
|
|
adventure it tends to steer and have more of a fixed story line than
|
|
many scenarios. (p.s. I avoiding typing he/she in many places, not because
|
|
I don't want to be PC, but rather I think it reads easier.)
|
|
|
|
Note: Some GM only notes are included at points in [ ]'s, frequently it
|
|
bits of text that may be read directly to the player(s).
|
|
|
|
|
|
GENERAL BACKGROUND (optionally read to player(s)):
|
|
|
|
Years ago in the small village of Dillow, a hobbit named Pilar
|
|
(pronounced Pee-lar) retired from adventuring and opened up a small
|
|
inn, "The Home of the Happy Hobbit", a two- or three-storey structure
|
|
with basic kitchen & dining services, a bar, and a few private rooms to
|
|
rent. While some suspect Pilar used to be an adventuring thief, he
|
|
denies it and uses colourful metaphors and ambiguous language to
|
|
describe his previous experiences.
|
|
|
|
"Oooo, if I only had a gold piece for every time I've been
|
|
misunderstood/misquoted/misplaced/misjudged/misbegotten/
|
|
misinterpreted/misguided/missing-in-action/miserable......."
|
|
|
|
In general he is fair with his customers and is more interested in a
|
|
relaxing livelihood, than squeezing his patrons for a few extra coppers.
|
|
|
|
The inn itself was nondescript for awhile, but soon began to make a name for
|
|
itself. They have the ability to serve ice cold drinks even on the
|
|
hottest of summer days. You can also get cheese, milk, and fruit out
|
|
of season; things you can't even get at the inns in the larger cities.
|
|
Pilar is the only one who knows the secret and he has yet to tell anyone.
|
|
His part time helpers are mostly members of his extended family/clan.
|
|
|
|
|
|
GM PLOT TOUR and OVERVIEW:
|
|
|
|
Dillow has a small garrison, <30 guards, who patrol the countryside in
|
|
an effort to keep order and monsters in their place. Usually there are
|
|
no more than 5 to 10 guards in town. The captain of the guard is a
|
|
human named Wooten.
|
|
|
|
The main player character is the thief. The thief's tutor, Pilar the hobbit and
|
|
innkeeper, is murdered and the PC is accused of the crime. Unknown to
|
|
any of the players, Pilar has a basement that leads to some cooled
|
|
caves. He recently stumbled on a new fissure that eventually led to an
|
|
ancient finished dungeon corridor. The corridor eventually dead ended
|
|
at a cave in. There was also a room that looked either unfinished or
|
|
caved in, but Pilar discovered that the rubble appeared to be silver
|
|
ore. Knowing little about mining, but knowing from his adventuring days
|
|
that many dwarves have knowledge of mining, he has been on the look out
|
|
for a dwarf, or more precisely a miner. He has tried extracting some
|
|
of the ore himself, but created a small cave in that almost buried him.
|
|
|
|
Pilar's actions were noticed by an unknown adversary (possibly an
|
|
innkeeper from a nearby city who wanted Pilar's secret of cold drink)
|
|
who sent a FAIR half-orc assassin (named Ugluk) to Dillow under the
|
|
guise of a miner named Draggard. Draggard showed up in town and having
|
|
been briefed on some very basic mining terms, was able to convince
|
|
Pilar that he could help him. Pilar swore him to secrecy, got him to
|
|
sign some form of a contract, and then took him to his secret cave.
|
|
The hobbit explained how he had taken a small bit out, found it to be
|
|
silver ore of decent quality and had been unsuccessful in extracting
|
|
any large quantity. As the conversation progressed it started to become
|
|
evident that Draggard didn't know mining from a hole-in-the-ground
|
|
(so to speak). As Pilar was just starting to get suspicious, Daggard
|
|
took the ice dagger he had broken off in the ice cave and killed Pilar
|
|
with a vicious back stab.
|
|
|
|
What Daggard did NOT know, was that the door to this dead-end dungeon
|
|
room had a hidden catch that left it locked from the inside. The catch
|
|
is in the door frame right at floor level. Pilar found it, when he was
|
|
in a similar situation as the door frame by the catch was slightly
|
|
worn. Daggard is trapped, scared, and foreseeing himself starving
|
|
to death, although he thinks that someone will find the
|
|
way down here sometime today or tomorrow. As he waits he thinks of a plan.
|
|
|
|
|
|
CHARACTERS, WITH POSSIBLE STARTING LOCATIONS
|
|
<list>
|
|
* Thief, just starting out under Pilar's instructions
|
|
* Warrior, hired member of the guard or even captain of the guard
|
|
* Priest or druid, accused defence aid or impartial arbitrator
|
|
* Any dwarf or person with mining skill. Pilar will want to meet him
|
|
and may have scheduled a meeting for the day of the murder
|
|
* Any class, lone patron at the inn
|
|
* Any class, resident of the town or nearby countryside
|
|
* Any class, just passing through, and/or waiting for the inn to open
|
|
</list>
|
|
|
|
|
|
BACKGROUND for thief player (optionally read to all players):
|
|
[ This character may have grown up in or around Dillow. There are
|
|
many farms and large woodlands in the surrounding countryside. ]
|
|
|
|
Pilar, the local innkeeper, is by far the most colourful individual in
|
|
the village. You have always been fascinated by his stories of
|
|
adventuring. His stories of adventuring have always fuelled your
|
|
imagination. Going into deep dark dungeons, fighting evil monsters,
|
|
and finding precious and magical gems seem almost dreamlike
|
|
compared to this sleepy little town. Over the years you have found
|
|
yourself helping out at the inn and fancy yourself to be a protege of
|
|
Pilar's. He has shown you several "tricks of the trade" including
|
|
how to pick simple locks ("I've only done this when the owner forgot
|
|
his key or if I was curious as to what was inside", insists Pilar),
|
|
how to sneak about quietly in shadows, and even how to scale a wall.
|
|
|
|
[ Make up an specific tales you feel will appeal to the character,
|
|
sometimes explaining why a "thief" is not a bad thing to be. ]
|
|
|
|
|
|
THE STORY (as presented to the thief character):
|
|
|
|
It is a slow time in Dillow. Pilar's inn has no boarders.
|
|
[ possible exception is to have one of the PCs to be the only boarder ]
|
|
|
|
Recently, however, Pilar has been noticed to be rather excited about
|
|
something. He has been seen around town asking people if they know any
|
|
dwarves.
|
|
|
|
[ Specific individuals may have even been asked if they know anything
|
|
about mining. If someone investigates enough they may be able to learn
|
|
that Pilar has recently purchased some mining equipment (shovels etc.) ]
|
|
|
|
You wander into town and immediately notice that the inn is still dark
|
|
and closed. Usually Pilar is open by now, serving the occasional
|
|
breakfast. There are no lights on inside.
|
|
|
|
[ If at this point the character asks around he MAY find out that
|
|
yesterday Pilar was seen talking with an ugly stranger. ]
|
|
|
|
[ If one of the players characters was staying at the inn, they
|
|
found themselves locked out last night and had to go stay in
|
|
a farmers barn. They plan on coming back into town later to
|
|
have a word with Pilar, but that is later. ]
|
|
|
|
[ Hopefully the character will now be asked to do some
|
|
roleplaying and try to enter the inn. ]
|
|
|
|
[ If checked, the door and windows are locked]
|
|
|
|
Your curiosity is aroused and since Pilar has shown you several
|
|
times how to pick the lock, it only takes you a moment to open the
|
|
door (after all you help out here, you're practically an employee!).
|
|
|
|
Inside, all is quiet, too quiet. You look around, it doesn't look
|
|
like Pilar finished cleaning up last night. There are a few tables
|
|
that haven't been cleared. There is no fire in the fireplace either.
|
|
You notice that the kitchen door behind the bar is open, which is very
|
|
unusual.
|
|
|
|
[ There is nothing else out of place, perhaps some unwashed glasses
|
|
on the bar. ]
|
|
|
|
As you enter the kitchen you notice that the door to the basement
|
|
stairs (under the stairs that lead upstairs) is also open.
|
|
|
|
|
|
[ If the character proceeds. ]
|
|
|
|
You slowly descend the stairs into the darkness. The creak of the
|
|
stairs sound especially loud in the eerie silence.
|
|
|
|
[ There is a lantern hanging at the bottom of the stairs if needed. ]
|
|
|
|
You find yourself in the basement storeroom. Boxes and barrels
|
|
fill the room, in some places from floor to ceiling. The room is
|
|
filled with an abundance of odours from the containers. Off in
|
|
one corner you see some shovels, torches, and rope.
|
|
|
|
You are about to leave when you feel a chill. You give one more look
|
|
around and notice some boxes in one corner seem out of
|
|
place. You look behind those boxes and you see an open trap door with
|
|
a ladder
|
|
leading down into a rough hewn passage.
|
|
|
|
[ Assuming the character continues.... ]
|
|
|
|
You proceed down the ladder, finding it a bit odd as you realize
|
|
the rung spacing is intended for someone shorter than yourself
|
|
[ OK, so I'm assuming the character isn't a hobbit ]
|
|
|
|
You find yourself in a rough passageway. It seems like it
|
|
might be a natural fissure, with minimal working to make it
|
|
wider in a few places. It slopes down slowly. After 50 or
|
|
60 feet of rough twisty passage you come to a crude door.
|
|
On closer inspection, it is really a very heavy curtain.
|
|
|
|
As you slide the curtain to one side you are met by a very cool blast
|
|
of air. Inside is a crude chamber with rough walls, a few stalagmites
|
|
and stalactite, and yet more containers, some cheeses, and kegs of beer.
|
|
The ceiling and walls are very damp. Looking around, you see in the
|
|
far corner behind a stalagmite is another crude trap door. This one
|
|
is at a 45 degree angle between the floor and the wall. The hinges
|
|
are on the top of the door.
|
|
|
|
[ If they look carefully they will see a hook mechanism
|
|
that can hold the door open. ]
|
|
|
|
|
|
Pulling open the trap door, you are met with a freezing cold breeze.
|
|
A small opening leading steeply down is revealed. You notice a muddy
|
|
rope has been tied to the stub of a stalagmite and has been fed
|
|
down the hole. As you start to make your way down you start losing your
|
|
footing as it gets very slippery [ check Dex ]. You slide down the rest of
|
|
the way, figuring your total descent to be at least 40 feet. The last 5
|
|
feet is a drop off, leaving you on your butt, and a cold one at that.
|
|
Looking about, you have entered a small underground ice cave. Ice
|
|
stalagmites and stalactites abound in this 100 foot circular cavern. A
|
|
small pool is visible on the far side. You can hear the sound of dripping
|
|
and/or running water. The ice glitters like diamonds.
|
|
|
|
|
|
[ This is what it appears to be, a super cooled cave from an unknown
|
|
source. There are no diamonds here. An ice toad lives in the pool,
|
|
which Pilar knows of and now knows to avoid. The to/from destination
|
|
of the feed stream for the pool is not detailed, nor is the full
|
|
reason for the ice cave.
|
|
|
|
The floor is slippery, rough, and uneven. If the floor is examined
|
|
at the entry point, a path/trail (.) can be found that winds through
|
|
the cave, avoiding the pool, and leads over to the other opening.
|
|
|
|
** If the stalagmites along the path are ALL CAREFULLY examined,
|
|
** one of the smaller ones can be found to be flattened, having been
|
|
** recently broken off. This clue should NOT be given out easily.
|
|
|
|
]
|
|
|
|
|
|
You see between the stalagmites a passage that leads back, sloping
|
|
upwards slightly. The going is rough as the floor is slick. The rough
|
|
passage winds back a little bit and then unexpectedly turns into a
|
|
finished corridor. The stone work on the walls seems extraordinarily
|
|
good.....and old. The passage way leads straight back for about 50
|
|
feet or so, ending in a cave-in of rubble. Oddly enough, there is a
|
|
door about 40 feet along the right hand wall.
|
|
|
|
[ This next part need to be played out carefully. Daggard is trapped
|
|
inside. He will probably hear if the person makes any kind of noise
|
|
coming down the corridor or checking the door. The following is
|
|
only one possible scenario. ]
|
|
|
|
You carefully open the door. It goes in a little bit and then opens up
|
|
into a room. You can see what appears to be Pilar lying face down. You
|
|
take a step into the room and are shoved from behind. You fall to your
|
|
knees and you are just able to make out someone human sized running out
|
|
of the room.
|
|
|
|
|
|
[ If the character takes off after Daggard..... ]
|
|
|
|
As you come out of the room you see the fleeing person is at the end
|
|
of the hall, going out of sight round the bend. His footsteps echo
|
|
loudly in the otherwise silent surroundings.
|
|
|
|
[ At this point you should allow the person to chase, keeping the
|
|
culprit in sight, but not gaining ground significantly. If the person
|
|
is able to make the proper dice rolls, you might allow them to
|
|
grab a foot when going up the slippery chute or the ladder, but
|
|
then give Daggard a good chance at kicking them off.
|
|
|
|
After following Daggard closely, as they reach the kitchen/bar
|
|
area they can see/hear Daggard bursting out of the inn and shouting
|
|
"Murderer! Murderer!" to the captain of the guard who happens to
|
|
be in the street in front of the inn with a couple of guards.
|
|
]
|
|
|
|
|
|
[ If the character takes their time and looks around the room first... ]
|
|
|
|
The room is long and narrow. One side ends in a finished wall, the
|
|
other ends in a caved-in mess of rubble. There is a wheelbarrow full
|
|
of wet dirt near the rubble. There are no other pieces of mining
|
|
equipment. Pilar is lying face down, between the wheelbarrow and
|
|
the door. He is pointed towards the rubble. Upon examination he
|
|
is found dead from a some sort of stab wound to the back.
|
|
|
|
[ At this point they will probably leave to find out more. By the
|
|
time the character gets up to the first floor, he will be met at
|
|
the door by the Wooten (the captain), two guards, and Daggard.
|
|
|
|
In either case, something resembling the following ensues.
|
|
|
|
- Daggard spins a tale which includes the following points
|
|
- He had a meeting scheduled with Pilar today, about mining
|
|
- Finding the inn dark, but the front door open he proceeded
|
|
down the various passage ways, much like the character did
|
|
- He found you standing over the body and ran back to tell the captain
|
|
|
|
- As the character raises objections, Daggard tries to dispel them.
|
|
- Daggard is willing to be searched, even suggesting it if no one brings
|
|
it up. Furthermore, Daggard suggests searching the inn, passageways,
|
|
and the room itself for the weapon.
|
|
The results of such a search reveal NO pointed weapons or tools.
|
|
There are no spikes or picks among the mining equipment.
|
|
Searching the final room and rubble reveals no weapon.
|
|
- If the character happens to have a dagger or pointed weapon, Wooten
|
|
can examine it and tell that it doesn't have any blood on it,
|
|
and it doesn't appear to have been used recently and/or doesn't
|
|
match the stab wound.
|
|
|
|
As this goes on, part of Daggard's natural personality should come out. He
|
|
is a half-orc and is very abrasive and ugly to boot. He is also slippery
|
|
and a stranger in town. Wooten would like to believe the character, but
|
|
doesn't trust Daggard. If the character is having trouble figuring out
|
|
the puzzle part, have Wooten ask some leading questions, but do NOT solve
|
|
it for the character. Have the other characters help if need be. Maybe
|
|
the contract between Pilar and Daggard can be found. As a last resort
|
|
maybe someone will notice the broken ice stalagmite along the ice cave path.
|
|
|
|
The key is the wet dirt in the wheelbarrow. That is where Daggard put
|
|
the ice dagger after stabbing Pilar. Wooten is willing to take the
|
|
characters word especially after Daggard gets a scared look in his eye
|
|
when the key piece of evidence is explained.
|
|
|
|
Maybe the characters will get a reward. Maybe Daggard will confess and
|
|
name his employer. Do with it what you will.
|
|
|
|
If the characters are later allowed to enter dig into the tunnel after
|
|
the cave-in, what wonders they find is up to you....
|
|
]
|
|
|
|
|
|
<stats>
|
|
The "The Home of the Happy Hobbit" basic map:
|
|
|
|
Map Key:
|
|
| or - : wall
|
|
| | : door in horizontal wall
|
|
= : small door in vertical wall
|
|
|xxx| : heavy/locked door
|
|
< > : window
|
|
# : rock, or inaccessible
|
|
. : path
|
|
% : cave-in or rubble
|
|
$ : silver ore
|
|
V or > : slope in direction indicated
|
|
{ : water, pool or stream
|
|
S : ice stalagmite and/or stalactite
|
|
m : shovels and misc. mining equipment
|
|
w : wheelbarrow
|
|
P : Pilar's body
|
|
|
|
Ground Floor:
|
|
|
|
+-----------------------|xxx|----------------------+
|
|
| = =s __| |
|
|
| | Kitchen/ =t _ | |
|
|
|---raised floor-------| Upper store|a _ | ^
|
|
|______________________| |i - |
|
|
| B A R ! | |r - | v
|
|
|___________________!__|____________|s . | |
|
|
| | fire | |
|
|
| +-------+ |
|
|
| |
|
|
^ ^
|
|
( various benches, chairs, & tables )
|
|
v v
|
|
| |
|
|
| |
|
|
| |
|
|
+----| |------------< >---------------< >------+
|
|
|
|
|
|
Upper Floor:
|
|
|
|
+---< >----------< >-------------------------------+
|
|
| | s __| |
|
|
| medium = t _ | |
|
|
| private | +------------+a _ | ^
|
|
| room | |############|i - |
|
|
|--------------| |############|r - | v
|
|
| cheap | +--------+###|s . | |
|
|
| private = | fire |########| |
|
|
| room | +--------+--------+ |
|
|
|--------------| | | |
|
|
^ | = Pilar's = Pilar's ^
|
|
large | | Office | Room
|
|
v expensive | +-----------+ v
|
|
| private | | cheap | |
|
|
| room = = private | |
|
|
| | | room | |
|
|
+----------------< >----------------------< >------+
|
|
|
|
|
|
Lower Level:
|
|
|
|
############## -|xxx|------------+############################################
|
|
############## = = |############################################
|
|
############## | Kitchen/ +-||-+############################################
|
|
############## | Upper store| _ |######## > ### ######################
|
|
############## | | - |###### > #######V## #####################
|
|
############## | | - |###### ######### | (cool ##################
|
|
############## |____________| . |#+-----+############ room) ##################
|
|
############## | fire |###| +-+ X|############ ###################
|
|
############## +-------+###| basement |############# ###################
|
|
############################| storeroom |################ X ##################
|
|
############################|m |#################V###################
|
|
############################+-----------+#################V###################
|
|
##########################################################V###################
|
|
##########################################################V###################
|
|
##########################################################V###################
|
|
########################################################## ###################
|
|
######################################################### ##################
|
|
###################################################### .. ###############
|
|
############################################ ... S S ##########
|
|
##$$$$####################################### S ..... S S #####
|
|
#$$$$##------------------+################# S S . S #######
|
|
#$$$$$$$% w |############### S . S S S ######
|
|
#$$$$%$$ P |############# S ... S . S S ####
|
|
$$$$$$$%% |########### S .S ....S S S S ###
|
|
##$$$$$$-----+ +--------+############## .. S ######
|
|
##$##$#$#####| |######################### .S S S S S #######
|
|
----------%%--||--------###############.S.. S (ice cave) S ####
|
|
<-UNKNOWN %%% #### > > ..S S S ###
|
|
--------%%%-------------## # ############ S {{{ #####
|
|
########################## #################### {{{{{{{{ #######
|
|
###################################################### {{{{{{{{{{{{{ ########
|
|
#######################################################{{{{{(pool){{{{{#######
|
|
#########################################################{{{{{{{{{{###########
|
|
#########################################################{###{{{{#############
|
|
########################################################{######{##############
|
|
#######################################################{{#######{{############
|
|
#####################################################{{##########{{###########
|
|
</stats>
|
|
|
|
</plot>
|
|
|
|
<title>DECEIT AT DEJU</title>
|
|
<author>Colin Steele
|
|
<email>colin@aol.net</email>
|
|
</author>
|
|
<date>18-JAN-1996 09:35:23.44</date>
|
|
<length>Long</length>
|
|
<genre>Sci-Fi</genre>
|
|
<type>Investigation</type>
|
|
<setting>Building</setting>
|
|
|
|
<plot>
|
|
Introduction:
|
|
|
|
This is a short (and somewhat hackneyed, but still fun) sci-fi
|
|
adventure I've run a few times. The results are usually quite good if
|
|
you can create the proper atmosphere. Think Aliens, or Outland. I
|
|
run it using my own homebrew background and mechanics, called Star
|
|
Patrol, which is based on FUDGE. Check out http://www.io.com/~colin
|
|
for more details.
|
|
|
|
|
|
Synopsis:
|
|
|
|
Minions of the Dark have begun constructing a dimensional gate beneath
|
|
the Republic outpost on Deju. The outpost's leader has been replaced
|
|
by the minions, who are using the Gift to create a perfect illusion of
|
|
the leader. They are proceeding to infiltrate deeper into the
|
|
outpost, replacing more key figures. And, they have begun enslaving
|
|
part of the outpost's inhabitants, using them as slave labor to
|
|
dig/construct/whatever the secret.
|
|
|
|
The characters are travelling on the starship Fickle Fate, which is
|
|
scheduled to deliver several geolocks and some replacement personnel
|
|
to the outpost. The stopover is supposed to be a short one, and the
|
|
poor design of the landing bays, which are just next to the garbage
|
|
collection/expulsion unit, make the stop seem even longer. But, the
|
|
outpost's only canteen, "the Pit", is abuzz about something...
|
|
|
|
|
|
Legalese:
|
|
|
|
This document is free. Permission is given to redistribute it and/or
|
|
modify it under 2 conditions:
|
|
<list>
|
|
1. My name stays on it.
|
|
2. No profit is made from redistribution or modification.
|
|
</list>
|
|
|
|
|
|
----------------------------------------------------------------------
|
|
1. The Pit - melee & social, roleplay
|
|
|
|
Characters go to the bar, as the Fickle Fate's entertainment console
|
|
is pretty pitiful. They notice that the party in the back, which is
|
|
getting progressively louder, inebriated and angry, seems to be
|
|
talking about a <alien race> at the bar.
|
|
|
|
The largest of the lot gets up, goes over to him, spins him around in
|
|
his barstool, and shouting something about "This one's for Jorick!",
|
|
attacks the surprised <alien race>.
|
|
|
|
A fight ensues, with the attackers inebriated buddies crowding around,
|
|
cheering him on with phrases like "That's it, Kitoog, help him find
|
|
Jorick!" and "One more for Landers!".
|
|
|
|
The <alien race> is getting his butt kicked, and unless the characters
|
|
intervene, will end up an unconscious bloody pulp on the floor. If
|
|
they do, they easily defeat the drunks, who are quickly
|
|
shipped off to lockup by the local constabulary, which show up after
|
|
a few rounds. The <alien race> introduces himself as Sergeant Thargrim, buys
|
|
several rounds, and pours out the story of the disappearances. It ends
|
|
with mention of the reward for finding them, and a plea to call
|
|
him if they hear anything.
|
|
|
|
<stats>
|
|
Thargrim
|
|
|
|
Str - Great (+2 @ scale -1)
|
|
Dex - Good (+1)
|
|
Int - Good (+1)
|
|
Tch - Fair (+0)
|
|
Per - Good (+1)
|
|
Psi - Fair (+0)
|
|
Tou - Great (+2)
|
|
Scale -1
|
|
|
|
Gifts: Longevity, Legal Enforcement Power: Deju Outpost.
|
|
Faults: Stubborn, Kinda Ugly, Prefer Enclosed Spaces.
|
|
Skills: Mechanicals - Poor (+0), Blaster - Great (+2), Streetwise -
|
|
Great (+2), Detect Whopper - Fair (+0), Melee - Great (+2),
|
|
Deal-making - Great (+2), Languages - Good (+1), Medical - Fair
|
|
(+0), Swimming - Fair (+0), Alien Culture - Fair (+0),
|
|
Intimidate - Fair (+0), Tailing - Mediocre (-1)
|
|
Weapons/Equipment: Blaster, Comlink, Light Armor (+2).
|
|
Notes: <alien race>
|
|
|
|
Kitoog
|
|
|
|
Str - Good (+1 @ scale 2)
|
|
Dex - Good (+1)
|
|
Int - Fair (+0)
|
|
Tch - Fair (+0)
|
|
Per - Fair (+0)
|
|
Psi - Fair (+0)
|
|
Tou - Good (+1)
|
|
Scale 2
|
|
|
|
Gifts: Regal Bearing, Excellent Sense of Smell, Roar, Reputation:
|
|
Don't Mess With Me.
|
|
Faults: Farsighted, Phobia of Water, Odious Personal Habit: Licks Fur,
|
|
Odious Personal Habit: Coughs up Hairballs, and Code of Honor:
|
|
<another alien>.
|
|
Skills: Hold Liquor - Superb (+3), Melee - Great (+2), Streetwise -
|
|
Great (+2), Unarmed Melee - Great (+2), Mining - Good (+1),
|
|
Blaster - Fair (+0), Technology - Fair (+0), Mechanicals -
|
|
Fair (+0), Dodge - Fair (+0), Gambling - Fair (+0)
|
|
Weapons/Equipment: Comlink, Miner's Mate (treat as Buzzsword).
|
|
Notes: <another alien>
|
|
</stats>
|
|
|
|
Eventually, Thargrim excuses himself to attend to his duties.
|
|
|
|
The bar is clearing out anyway, so the characters head back to the
|
|
ship. As they do, they run into the somewhat distant and laconic
|
|
Director of the Deju outpost, Rath Shiventire, who inquires as to
|
|
their enjoyment of their stay, and as to the whereabouts of the
|
|
Sergeant (who has just departed).
|
|
|
|
He bids the characters safe journey and leaves.
|
|
|
|
The ship's docking bay abuts the outpost's garbage collection and
|
|
removal depot, which lends a foul aroma to the area. As the
|
|
characters hurry past the slimy ramp, one spots a worker, dumping a
|
|
load of garbage into the removal robot ship's container. Out of the
|
|
corner of the character's eye, he/she could swear that there was a
|
|
_body_ hidden in the garbage.
|
|
|
|
|
|
----------------------------------------------------------------------
|
|
2. Victim - non-combat, brains
|
|
|
|
The characters must stop/override/whatever the garbage robot ship so
|
|
they can inspect the contents and find out who the unfortunate victim
|
|
is. (As a goad to investigate, maybe they're passing the garbage heap
|
|
and notice the body just as the reward notice flashes by on a nearby
|
|
databoard.) Discovering the Director's corpse is fairly important.
|
|
The characters should have some difficulty defeating the droidship's
|
|
security, or mechanically rigging things, or whatever, but should
|
|
succeed.
|
|
|
|
It turns out to be the body of the Director. (Impossible!!! They just
|
|
got done talking to him...)
|
|
|
|
Turn up the suspense and atmosphere.
|
|
|
|
|
|
----------------------------------------------------------------------
|
|
3. Sneak a Peek - non-combat, brains, possibly blaster
|
|
|
|
After the body's been discovered, the PC who found the body goes to security,
|
|
only to find that Thargrim has been murdered, evidently moments before
|
|
the PC arrived. The agents of the Dark, posing as security officers,
|
|
decided that Thargrim was making too much trouble, and were in the
|
|
process of replacing him, when the PC called with the news of the
|
|
discovered body. Their plan is to eliminate the PC, and they will
|
|
chase the PC through the station.
|
|
|
|
"With thoughts of Thargrim's woeful tale and the reward flitting
|
|
through your mind, you quickly call the Sergeant up on the comlink.
|
|
You quickly relay the details of your discovery, to his amazement and
|
|
confusion. Lowering his voice, he asks you (the discoverer only) to
|
|
come to Security HQ to make a statement and elaborate. He urges you
|
|
to move quickly and to keep a low profile. In fact, maybe a quick
|
|
disguise of some sort might be in order..."
|
|
|
|
When the character arrives at Security:
|
|
|
|
"The wide blast door to Security is open, although it's after hours.
|
|
You enter, pass through the disorganised and cramped reception
|
|
area, and spy a light coming down a darkened corridor - probably
|
|
Thargrim's office. Starting down the corridor, you see a couple of
|
|
the Sgt's men are sitting casually on desks, drinking synthcaf. One
|
|
looks at another person apparently sitting in the office that you
|
|
can't see, and then motions you down the hall. You start down the
|
|
hall, and one of Thargrim's men, a bit overweight, and greying at the
|
|
temples, stands up and hitches up his drooping shipsuit."
|
|
|
|
(Ask the character to make a Perception check, and ignore the results,
|
|
before you read this next part. Paranoia is a good thing.)
|
|
|
|
"You pass a couple of empty cells, making out their cots and holovids
|
|
dimly as you walk by. Then you pass a closet door, and notice a dark
|
|
puddle seeping from underneath the door. It's BLOOD! Your head snaps
|
|
up, and see the Sergeant's man watching you. A leering grin comes to
|
|
his lips. Your heart jumps to your throat - it's some kind of trap.
|
|
You wheel around as fast as you can, and bolt for the door."
|
|
|
|
"A weird wet/metallic coughing noise rings behind you, just as you
|
|
turns the corner. You catch a glimpse of a slimy green/black dart
|
|
lodged in the door in front of you, just as you duck out of the
|
|
office. The acrid smell and the image of the slime melting the
|
|
cerametal door jolts you as you tear off towards the Fickle Fate,
|
|
running as fast as you can."
|
|
|
|
"Behind you, possibly from a cell somewhere back in Security, you hear
|
|
a familiar bellow of the bruiser from the bar last night, saying 'Wot?
|
|
Who the Hell? What the blazes is going on here?!'"
|
|
|
|
Kitoog, who was sleeping off his previous night's binge, was a friend
|
|
of the late Thargrim. Kitoog was a regular in jail, and Thargrim
|
|
never locked his cell. So, after the security guys/Darklings go
|
|
running after the PC, he lets himself out to find out what's going on.
|
|
|
|
"The clomping feet are getting louder and louder behind you, and this
|
|
damned outpost must have been designed while under the influence of
|
|
Spin..."
|
|
|
|
Make a few contested Running skill checks. If the heavies win a
|
|
couple, they may be able to get off a few shots. Let the character
|
|
keep a bit ahead of them, though.
|
|
|
|
Kitoog figures out what's going on, and with his superior knowledge
|
|
of the station's infrastructure, saves the character, sneaks him back
|
|
to the Fickle Fate. Tells the character about the accident, the
|
|
disappearance of the 3rd shift crew, etc.
|
|
|
|
On a hunch, Kitoog suggests they scout out the "accident" area.
|
|
|
|
Couple of obstacles like sneaking past wardroid guards, defeating
|
|
security systems.
|
|
|
|
<stats>
|
|
Starlab's PX-5 Defence Droid
|
|
|
|
Str - Mediocre (-1)
|
|
Dex - Good (+1)
|
|
Int - Good (+1)
|
|
Tch - Mediocre (-1)
|
|
Per - Good (+1)
|
|
Psi - Fair (+0)
|
|
Tou - Great (+2)
|
|
|
|
Gifts: Knowledge Skills@Fair, Built-in Blaster Rifle, Built-in Trooper
|
|
Armor (+4 DM), Built-in Comlink.
|
|
Faults: Must Be Repaired (Can't Heal), Needs to be Recharged Once per
|
|
Day, Can Only Have 4 Skills.
|
|
Skills: Blaster - Superb (+3), Melee - Great (+2), Unarmed Melee -
|
|
Great (+2), Dodge - Great (+2).
|
|
Weapons/Equipment: Most PX-5's carry a melee weapon of some kind.
|
|
Riot clubs are common.
|
|
Notes: PX-5's are standard warrior droids. They're pretty hobbled in
|
|
terms of skills. If a player wanted to be a PX-5, it'd be
|
|
worth 4 gifts. Given PX-5's low Perception skill, Poor (-2),
|
|
they've earned a reputation as tough in battle, but easy to
|
|
sneak around.
|
|
</stats>
|
|
|
|
|
|
----------------------------------------------------------------------
|
|
4. Gate - blaster
|
|
|
|
By way of ventilation grate, arrive at the hellish scene of the
|
|
construction of the dimension gate. Characters overhear the faux
|
|
Director speaking into a comlink "Tell his Excellency that he may dock
|
|
at any time. My research has been an incredible success. We will
|
|
open the dimensional gate briefly to test it, before he arrives. Tell
|
|
him I look forward to presenting my results to him." He speaks in
|
|
strange, horrible sounding language to the faux security officers.
|
|
|
|
The enslaved inhabitants of the outpost are mining, smelting, and
|
|
generally constructing the gate, which is a weird combination of
|
|
cerametal alloys, intestine-like tubes, and twitching flesh-like
|
|
panels, all pulsing to something like a heartbeat. Bioplastic never
|
|
looked like this.
|
|
|
|
The Director and his henchmen begin to open the gate - a horrible
|
|
shadow creature begins coming through. No time to go back and prepare
|
|
- the characters must stop this thing NOW!
|
|
|
|
Massive psionic/blaster/Darktech weapons battle. Lots of lurching
|
|
Dark-Enfolded outpost victims. PCs should be able to Kill off
|
|
henchmen, but the Director should escape, screaming in that weird
|
|
language into his comlink.
|
|
|
|
He's headed towards the landing bays. PCs in hot pursuit, when the
|
|
outpost rocks as if struck by the hand of the Maker. The bruiser from
|
|
the bar hears on the comlink that some sort of starship is pummelling
|
|
the outpost, and that the Director has escaped to join it aboard a
|
|
patrol cutter. The outpost's defences have been sabotaged by the
|
|
impostors.
|
|
|
|
Gadzooks!
|
|
|
|
<stats>
|
|
Muzcuh - The "Director"
|
|
|
|
Str - Good (+1)
|
|
Dex - Good (+1)
|
|
Int - Fair (+0)
|
|
Tch - Fair (+0)
|
|
Per - Fair (+0)
|
|
Psi - Good (+1)
|
|
Tou - Fair (+0)
|
|
|
|
Powers: the Gift, Enfolded
|
|
Skills: Acting - Superb (+3), Melee - Great (+2), Unarmed Melee -
|
|
Great (+2), Blaster - Great (+2), Dodge - Fair (+0)
|
|
Psi Skills: Telepathy - Good (+1), Psychokinesis - Good (+1)
|
|
Weapons/Equipment: DarkTech Rifle (Dam: +5, OB: +1, Rng 18/75/180)
|
|
Notes: Muzcuh uses his Dark Gift to trick the minds of any who observe
|
|
him into seeing him as the Director. This illusion is flawless
|
|
to any who see him, but might be detected by someone with the
|
|
Gift. He is also an excellent impostor.
|
|
|
|
|
|
Typical Enslaved:
|
|
|
|
Str - Great (+2)
|
|
Dex - Fair (+0)
|
|
Int - Fair (+0)
|
|
Tch - Fair (+0)
|
|
Per - Fair (+0)
|
|
Psi - Fair (+0)
|
|
Tou - Fair (+0)
|
|
|
|
Skills: None. (All at -2)
|
|
Weapons/Equipment: Varies. Usually the Enslaved armies carry simple
|
|
weapons, like clubs and axes.
|
|
|
|
Typical Darkling:
|
|
|
|
Str - Great (+2)
|
|
Dex - Good (+1)
|
|
Int - Fair (+0)
|
|
Tch - Fair (+0)
|
|
Per - Fair (+0)
|
|
Psi - Fair (+0)
|
|
Tou - Great (+2)
|
|
|
|
Skills: Melee - Great (+2), Unarmed Melee - Great (+2), Blaster -
|
|
Great (+2), Dodge - Fair (+0), Sneak - Fair (+0), Perception -
|
|
Fair (+0), some probably have starship skills
|
|
Weapons/Equipment: Varies. Most carry a DarkTech Rifle (Dam: +5, OB:
|
|
+1, Rng 18/75/180) , and wear some sort of armor
|
|
(treat as Light Armor - +2)
|
|
</stats>
|
|
|
|
|
|
----------------------------------------------------------------------
|
|
5. Save the Base - ship
|
|
|
|
The Fickle Fate is the outpost's only hope. They have to stop the
|
|
Darkship from destroying the outpost.
|
|
|
|
The Darkship beginning to open up a landing bay for the Director's
|
|
cutter when the Fickle Fate starts blasting it. The Darkship puts up
|
|
shields and closes the bay, stranding the cutter, and turns some of
|
|
its guns from the outpost to the Fickle Fate. Characters must disable
|
|
the guns before the outpost is just an ionized crater. The Darkship
|
|
only sustains a few hits before fleeing, leaving the cutter behind.
|
|
Characters can destroy it, try to board, etc.
|
|
|
|
Director won't let himself be taken alive.
|
|
|
|
|
|
<stats>
|
|
DarkShip
|
|
|
|
Warp Speed : Good (+1)
|
|
Speed : Good (+1)
|
|
Manoeuvre : Good (+1)
|
|
Shields : Fair (+0)
|
|
Hull : Good (+1)
|
|
Crew : ??
|
|
Passengers : ??
|
|
Cargo : ??
|
|
Consumables : ??
|
|
Computer : ??
|
|
E. Hyperdrives : unknown
|
|
Ship's Guns : DarkTech Disruptor Cannon (FP: +3, OB: -1), 2
|
|
: DarkTech Laser Cannon (FP: +1, OB: -1)
|
|
Cost : ??
|
|
|
|
|
|
Universal Dynamics 88-V Patrol Corvette
|
|
|
|
Warp Speed : Fair (+0)
|
|
Speed : Mediocre (-1)
|
|
Manoeuvre : Fair (+0)
|
|
Shields : Fair (+0)
|
|
Hull : Good (+1)
|
|
Crew : 3
|
|
Passengers : 10
|
|
Cargo : 75 tons
|
|
Consumables : 6 weeks
|
|
Computer : Starship Pilot - Mediocre (-1), Astrogation - Poor
|
|
: (-2)
|
|
E. Hyperdrives : yes
|
|
Ship's Guns : 2 turreted Ranger Weapon Systems Pulse Cannon (FP:
|
|
: +1, OB: +0)
|
|
Cost : 200,000 Cr. (50,000 or so, used)
|
|
Notes : Atmosphere capable
|
|
|
|
|
|
Fickle Fate
|
|
(modified Universal Dynamics TF-78a Freighter)
|
|
|
|
Warp Speed : Fair (+0)
|
|
Speed : Fair (+0)
|
|
Manoeuvre : Good (+1)
|
|
Shields : Fair (+0)
|
|
Hull : Good (+1)
|
|
Crew : 3
|
|
Passengers : 8
|
|
Cargo : 80 tons
|
|
Consumables : 6 weeks
|
|
Computer : Starship Pilot - Mediocre (-1), Astrogation - Poor
|
|
: (-2)
|
|
E. Hyperdrives : yes
|
|
Ship's Guns : turreted Ranger Weapon Systems Pulse Cannon (FP: +1,
|
|
: OB: +0), 2 turreted Laser Cannon (FP: +0, OB: +0)
|
|
Cost : not for sale
|
|
Notes : Atmosphere capable
|
|
</stats>
|
|
</plot>
|
|
|
|
<title>All the pretty ladies...</title>
|
|
<author>Tuomas Koivu
|
|
<email>tuokoivu@sara.utu.fi</email>
|
|
</author>
|
|
<date>18-JAN-1996 14:26:37.11</date>
|
|
<setting>Any</setting>
|
|
<length>Medium</length>
|
|
<type>Affliction</type>
|
|
<genre>Fantasy</genre>
|
|
<monster>Dragon</monster>
|
|
<plot>
|
|
This plot is intended to be the backbone of a long campaign lasting
|
|
perhaps years and requires a lot of continuity. If your players are
|
|
the type that gets their characters killed fast and often, then
|
|
this one is not for you.
|
|
|
|
Requirements: At least one high-level fighter, paladin or bard
|
|
who always acts like a hero and does heroic deeds (called the
|
|
hero later on). The party should use some specific Inn or hotel
|
|
as their base between adventures.
|
|
|
|
During their first or second visit in the Inn the party meets
|
|
a lovely, black-haired, tanned young lady who belly-dances
|
|
for the audience. The girl should be exceptionally beautiful
|
|
and charming, so that the characters are bound to notice her.
|
|
|
|
After the show the girl dresses up and comes to sit by the
|
|
same table with the player characters. She introduces herself
|
|
as Alanil (use whatever name you like) and tells that she is
|
|
with another adventuring party. It should become apparent that
|
|
she is somehow interested in the heroic character (choose a
|
|
handsome PC that can't resist women), but when the hero tries
|
|
to make his move, the girl says that she is already involved
|
|
with someone else. This someone is Stompur (again, change the
|
|
names if you wish), another great hero known for his big muscles
|
|
and bad temper. Make it clear that Stompur is someone you
|
|
wouldn't want to make angry.
|
|
|
|
Every time the party visits the Inn the hero meets Alanil and
|
|
gets a chance to spend some time and talk with her. Slowly the
|
|
hero gets the impression that Alanil cares for him and the feeling
|
|
should be mutual. At the same time between Stompur and the hero
|
|
develop a hatred for each other. Anyway, nothing more serious ever
|
|
gets to happen. Stompur is out for an adventure most of the time
|
|
and his reputation grows steadily - so does the hero's reputation.
|
|
|
|
After a year or so Alanil tells the hero that she senses
|
|
something bad, but does not know exactly what it is.
|
|
Soon after this the party will meet another gorgeous young
|
|
woman, Shenadal, who wants to join them. Shenadal is as beautiful
|
|
as Alanil, but blonde. Little by little the players should learn
|
|
that there is something very similar about these two women, but
|
|
they can't figure out what. Shenadal also likes to spend a lot
|
|
of time close to the hero. The two ladies never meet.
|
|
|
|
Time passes and Shenadal adventures with the party. The heroes'
|
|
reputation keeps on growing. One day the two parties (the
|
|
players and Alanil's party) meet accidentally. Something very
|
|
strange happens, the girls begin to change their shape...
|
|
|
|
Both Alanil and Shenadal are powerful ancient dragons who have
|
|
polymorphed themselves into young pretty girls, so that they
|
|
can easily get close to heroic fighters. The dragons have had
|
|
a competition going on for centuries: the one that eats more
|
|
and greater heroes in 500 years wins!
|
|
|
|
This plot gives you a chance to surprise you players in a way
|
|
they've never experienced. Someone they've known for a long
|
|
time wants to eat them up! They will have to fight side by side
|
|
together with Stompur, whom they hate, against the dragons,
|
|
whom they have learned to like or even love.
|
|
|
|
Have fun.
|
|
</plot>
|
|
|
|
|
|
<title>An Ogre by Any other Name</title>
|
|
<author>Wayne J. Rasmussen
|
|
<email>wjr@netcom.com</email>
|
|
</author>
|
|
<date>1-FEB-1996 20:12:23.98</date>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<genre>Magic</genre>
|
|
<setting>Urban</setting>
|
|
<setting>Village</setting>
|
|
<setting>Wilderness</setting>
|
|
<setting>Forest</setting>
|
|
<type>Startup</type>
|
|
<type>Quest</type>
|
|
<plot>
|
|
Scenario Requirements: This scenario has been designed for a single first
|
|
level cleric's first adventure. It can also be used to help build a group
|
|
of adventurers.
|
|
|
|
Scenario Description: A local knight and a score of men have been dispatched
|
|
to stop an "ogre" which has been harassing a nearby village. The newly
|
|
graduated PC cleric has been ordered to assist the high priest who owns/runs
|
|
the church in the village. Shortly after arriving at the church, the high
|
|
priest puts the newbie cleric in charge as he leaves on an urgent mission.
|
|
Thus putting the cleric on the spot.
|
|
|
|
Places in this Scenario:
|
|
|
|
Town: Mid-sized town where the PC has learned his trade. The knight and his
|
|
men in this adventure are from this town.
|
|
|
|
Village: This village is getting harassed by an "ogre".
|
|
|
|
Forest: It would take four or more days to walk across this mid-sized
|
|
slightly hilly forest. The forest is home to the druid Banoust and many
|
|
woodland creatures. Several unusual events have occurred here recently.
|
|
A boy from the village discovered a cave which is actually the ruins of
|
|
tribesmen who lived here long ago. An ogre, ogre mage actually, arrived and
|
|
has been causing the local village problems by killing and eating horses, cows,
|
|
and stealing valuables. Yesterday, an evil mage,Yagok Iztzwini, entered the
|
|
Ruins and soon died from a curse which came over him.
|
|
|
|
Burial Cave: This is where the body of the dead wizard Yagok Iztzwini is
|
|
buried and where the reincarnation spell was performed.
|
|
|
|
Church: The church of the high priest Thalpas is located in the Village.
|
|
Small attendance during services. Beneath the main floor of the church are
|
|
several rooms: master bedroom, guest bedroom, store room, and
|
|
secret room which contains the Staff of Life and Soul Returning.
|
|
|
|
Tribesman's Ruins: Many centuries ago, tribesmen lived in this region of the
|
|
continent. After years of war, they were defeated or chased out of the area.
|
|
This place was once sacred to them and its secret location was known
|
|
only to a few select individuals.
|
|
|
|
NPCs in this Scenario:
|
|
|
|
Banoust - Druid: Powerful member of this class. The druid has figured out
|
|
what happened to the mage/ogre-mage and has prepared a scroll containing
|
|
the location of the mage's body, where the ogre-mage's cave is, and what he
|
|
thinks happened to the mage and ogre mage (he is correct). The druid gives
|
|
the scroll to a woodland creature and sends it on its way to warn the
|
|
knight of what might happen.
|
|
|
|
Ogre: Unknown to any PC or NPC (except Banoust) in this adventure, the ogre
|
|
is a magic-using ogre (Read Japanese Ogre or ogre mage) who has sort of
|
|
been possessed by an evil mage. The possession occurred in the last 24
|
|
hours. A dying mage forced the druid Banoust reincarnate the mage. Something
|
|
went wrong with the reincarnation and now the ogre mage has two souls.
|
|
The ogre can use both the powers of the mage and the ogre mage. The
|
|
knight Teramore Lightman expected a normal ogre not an ogre mage or an ogre
|
|
mage possessed by an evil mage. The ogre mage is using hit and run tactics
|
|
on the knights, which means he casts one offensive spell then disappears.
|
|
|
|
Squire: This newbie fighter is the Squire of the Knight called Teramoor
|
|
Lightman. If the GM is trying to bring together a group of new adventurers,
|
|
have a fighter play the squire in this adventure.
|
|
|
|
Teramore Lightman - Knight: The knight is very experienced and has killed a
|
|
few trolls in his day. He is both strong and stout. The people of the land
|
|
believe that this should be a very easy mission for the knight. They are
|
|
wrong!
|
|
|
|
Thalpas - The High Priest: A middle aged human who has spent many a year
|
|
adventuring and has retired to a little church he built in this village.
|
|
The local population respect him, but, they love the local druid. The
|
|
attendance at the church isn't as high as he would like it to be. He sees
|
|
the problem with the ogre as a chance to win a few of the locals over to
|
|
his church.
|
|
|
|
Thalpas gets along well with the higher members of the church because he
|
|
usually stays out of the intrigue of the upper circles of power. They mostly
|
|
leave him alone and he rarely attends any of the annual church functions to
|
|
which he is invited.
|
|
|
|
Yagok Iztzwini - Evil Mage: A moderately powerful mage with slightly evil
|
|
side He is very intelligent, impatient, and known for his ability to size up
|
|
a person with just a slight glance. Recently he purchased a scroll from a
|
|
farmer in the village who claimed his son found it in a cave in the forest.
|
|
The scroll was a minor magic but Yagok paid the farmer for directions to the
|
|
cave. Yagok discovered that the cave was the ruins of the type associated
|
|
with tribesmen who lived in the area several centuries ago. Upon entering,
|
|
he was hit by a horrible curse. Yagok managed to get out of the cave and
|
|
soon came across Banoust who was picking berries for lunch. Yagok used a
|
|
spell to force Banoust to bury his body and reincarnate him. Banoust buried
|
|
the body in a cave (different from the tribesmen ruins) and performed the
|
|
reincarnation. Something went wrong with the reincarnation and Yagok's soul
|
|
went into the body of a nearby Ogre Mage. Yagok blames the villagers for his
|
|
death.
|
|
|
|
|
|
New Items in this Scenario:
|
|
|
|
Staff of Life and Soul Returning: Touching this item to ANY dead body or
|
|
even the smallest piece of a body, will cause the body to instantly return
|
|
to a 100% functional state and the soul will return from wherever it might
|
|
be to the body. The soul must still exist on some plane of existence. It
|
|
is like an unlimited resurrection or golden drops of heavenly essence. If
|
|
the soul is contained in some other place or item, it will still return.
|
|
|
|
The Plot:
|
|
|
|
GMs Notes/Setup: An ogre has been bothering farmers by killing livestock
|
|
and destroying property. He lives in the wooded hills near a village about
|
|
a day and a half from this town. A local knight and a score of men have
|
|
been dispatched to remove the ogre. The knight is very experienced and
|
|
has killed a few trolls in his day. The people of the land believe this
|
|
should be a very easy mission for the knight.
|
|
|
|
Since the church doesn't want clerics (especially newbies!) just hanging
|
|
around the church, they have decided to send a recent graduate out to
|
|
assist the high priest Thalpas. Thalpas owns/runs the church in the
|
|
village near the ogre. They don't think the knight will have much trouble
|
|
with the ogre but figure it can't hurt to send someone to assist the
|
|
high priest should any serious injuries happen. The cleric will not
|
|
travel with the knight and his men and will have to travel on his own.
|
|
GMs may want to role-play the journey out or just let the cleric arrive
|
|
at the church.
|
|
|
|
Arriving at the Church: Arriving at the church, the high priest Thalpas
|
|
immediately puts the cleric to work cleaning the very dusty church. The
|
|
high priest is very much a loner and lives alone in the church. In fact,
|
|
the High priest doesn't have any other clerics around.
|
|
|
|
The knights will find the ogre but will get into real trouble. Unknown
|
|
to them, the ogre is a magic-using ogre (Read Japanese Ogre or ogre mage)
|
|
who has sort of been possessed by an evil mage. The possession occurred
|
|
in the last 24 hours. A dying mage forced a druidical type priest to
|
|
reincarnate the mage. Something went wrong with the reincarnation and
|
|
now the ogre has two souls inside itself. The ogre can use both the powers
|
|
of the mage and the ogre mage. The knight expected a normal ogre not an
|
|
ogre mage or an ogre mage possessed by an evil mage.
|
|
|
|
The druid Banoust has figured out what happened to the mage/ogre-mage and
|
|
has prepared a scroll containing the location of the mage's body, where
|
|
the ogre-mage's cave is, and what he thinks happened to the mage and ogre
|
|
mage (he is correct). The druid gives the scroll to a woodlands creature
|
|
and sends it on it's way to warn the knight of what might happen. The
|
|
warning arrives too late.
|
|
|
|
After the fight with the ogre, A great owl flies over Teramore and drops
|
|
Banoust's warning scroll. The knight reads the scroll then orders the
|
|
squire to take the scroll to the church in the village and give it to the
|
|
priest in charge. The squire is also told to tell the cleric about the
|
|
many wounded men. To make sure the squire gets to the church, Teramore
|
|
orders the squire to take a long route back instead of a direct path, where
|
|
the ogre-mage may be waiting to ambush him.
|
|
|
|
Needless to say, the knight runs into trouble with the "ogre" and beats a
|
|
hasty retreat back to the village. The newbie cleric has been put in charge
|
|
of the church and will have to handle the knight, his men, the villagers,
|
|
the druid, Banoust, and the "Ogre".
|
|
|
|
The Adventure:
|
|
|
|
Introduction: Having just "graduated" from school, you were selected by
|
|
a high ranking member of the church to go on a mission of small importance.
|
|
You are ordered to travel to a small shrine not more than a day or two
|
|
journey from this town and assist the high priest as he sees fit. Knowing
|
|
your adventurous side, you are told that it is a simple mission and not a
|
|
major quest or adventure. A knight has been sent with a score of men to
|
|
rid a forest of an ogre which has been pestering local farmers. You are
|
|
being sent to help the high priest on the slight chance there will be some
|
|
wounded men.
|
|
|
|
The Journey: The GM may role-play this or just let the cleric arrive
|
|
at the church.
|
|
|
|
Arriving at the Church: When the cleric arrives, he doesn't act surprised
|
|
that he is here. He will show the newbie priest where the broom and mop
|
|
are so he can begin cleaning. The church hasn't been cleaned in many months!
|
|
The priest will constantly check the PCs work and be very picky about how
|
|
he does the job. He will be watching how the newbie reacts to the treatment.
|
|
He doesn't like yes-men. If the character just puts up with the treatment,
|
|
dinner will be bread and a very tasty soup. If he shows some character,
|
|
the priest will say he is glad to see him stand up for himself and break
|
|
out the good stuff for dinner such as a fine ham, cheese, wine, fruit, etc.
|
|
|
|
The Tour: Before going to bed, the priest will give a tour of the entire
|
|
church. There are several rooms below the church which serve as private
|
|
quarters, guest quarters, storage (loaded with many fine foods and wine),
|
|
and a hidden chamber. Within the hidden chamber is a holy relic found
|
|
during the Thalpas's adventuring days. He will tell the newbie about the
|
|
holy relic (Staff of Life and Soul Returning). He will say "Touching the
|
|
staff to any dead body will fully restore life and limb and return its
|
|
soul no matter where it might be". A small room with a straw bed will be
|
|
made available for the newbie.
|
|
|
|
Squire's Arrival?: NOTE: This may not occur here! If the squire fails to
|
|
follow the orders of his knight and proceeds in a direct line to the
|
|
village, he will arrive safely. He will give the scroll to the high priest
|
|
and tell him of the battle with the ogre-like creature. Thalpas asks the
|
|
PC to cure any wounds the squire has and to give him something to eat.
|
|
Thalpas will then study the scroll in private and not share the information
|
|
with the PC. NOTE: The squire arrived somewhere around midnight.
|
|
|
|
Thalpas's Departure: The cleric wakes up in the morning to find Thalpas gone
|
|
and a note left for him/her. The note says that PC cleric in charge of the
|
|
church and tells him that he will be back in a few days. His reason for
|
|
leaving will depend on whether the squire arrived last night. If so, he
|
|
claims to be going to the church council for advice. If the squire didn't
|
|
arrive, he claims that he has a strong feeling that he will need the
|
|
assistance from a few of his old adventuring buddies.
|
|
|
|
Later That Day: A few of the villagers will come and go asking questions,
|
|
where is Thalpas, where is the knight, why is the squire here by himself,
|
|
etc. The villagers seem worried. If the cleric reassures the villagers, he
|
|
gets 1 good point. If he makes it worse by saying something stupid, he gets
|
|
1 bad point.
|
|
|
|
The Next Day: The knight Teramore Lightman arrives with his wounded men. He
|
|
seems mad and a little frustrated. He asks where Thalpas is and who is in
|
|
charge. When he hears that the PC is in charge of the church, he acts very
|
|
respectful of the PC and even seeks his wisdom on the situation in front
|
|
of his men. Specifically, he want to know if they should go out and try to
|
|
attack this creature again. At this point, several of his men cry out in
|
|
favour of attacking and getting revenge. If not, what should they do, just
|
|
sit and wait? If the clerics god is against revenge and the cleric speaks
|
|
against revenge he gets one good point. He gets one bad point if he doesn't
|
|
try to quell any talk of revenge. If the God endorses revenge, reverse the
|
|
scoring. If the cleric advises caution and posting of guards and patrols in
|
|
the village, he get one good point. If he doesn't offer advice or just tells
|
|
them to do no action he gets one bad point. If he suggests and all out attack
|
|
against the ogre, you can expect the men to get wiped out (3 bad points).
|
|
NOTE: Teramore will answer any questions the cleric asks to the best of
|
|
his ability.
|
|
|
|
That Night: During the night, the ogre attacks the village. If guards or
|
|
patrols were placed by the cleric, one of the guardsmen will be killed and
|
|
the ogre will appear to have been driven off by the other guardsmen. If no
|
|
guards or patrols were established, one house will be attacked and two
|
|
villagers (man & his son) will have died in the attack. The ogre appears to
|
|
have hit and run. The villagers will be shaken up by this situation and the
|
|
cleric must show no fear to inspire the people. Even the knight appears to
|
|
be shaken and will respond according to the clerics actions. He will be
|
|
brave it the cleric is and not so brave if the cleric isn't. If a guardsman
|
|
dies, Teramore will say to the cleric "It could have been worse, some of the
|
|
villagers could have died. You were wise to suggest a patrol." If the
|
|
guardsman dies, give the cleric 1 good point, if two villagers die, he gets
|
|
2 bad points.
|
|
|
|
The Next Day - Squire's Arrival?: NOTE: This may not occur here! If the
|
|
squire didn't arrive earlier, he will arrive now. Teramore will be upset
|
|
with the squire and he may not be his squire after this mission is over.
|
|
The squire does give the scroll to the cleric. If the cleric interferes
|
|
with the knight-squire relationship, the knight will listen to his advice
|
|
but will act according to his own sense of honour.
|
|
|
|
Later that Day: Banoust the druid arrives in town. If the cleric has not
|
|
been reassuring and/or not acted bravely, they will flock to the druid
|
|
leaving him along. If he has been brave and/or reassuring, only a few of
|
|
the villagers will rush to Banoust. Banoust will talk to a few of the
|
|
villagers then head toward the church. He will relate the tale of the wizard
|
|
Yagok and the reincarnation. He will also mention that he was attacked this
|
|
morning and the spellbooks he took from Yagok had been stolen. He fears that
|
|
the Ogre will be able to get his full range of spells now.
|
|
|
|
Reaction to Banoust: The villager will be watching Banoust and the cleric to
|
|
see signs of strength and weakness. Banoust will make rather loud statements
|
|
in public regarding Thalpas's leaving the village in a time of crisis. The
|
|
cleric needs to counter these statements. Whoever wins this verbal fencing
|
|
will wins the heart and soul of the villagers. If the cleric wins, give him
|
|
2 good points and 2 bad points if he fails.
|
|
|
|
Solution to the Adventure #1: The Staff of Life and Soul Returning can be
|
|
used to bring the life and soul of the wizard Yagok Iztzwini back to his
|
|
body. If the cleric figures this out, and mentions this to the knight and
|
|
the druid, a plan may be created by the three of them. The druid will help
|
|
get the cleric to the dead wizards body. The knight and the squire will
|
|
volunteer to go with in case of trouble. The knight may even suggest using
|
|
himself and his guardsmen to draw the ogre's attention while the cleric,
|
|
druid and squire bring the wizard back to life. There will be no problems
|
|
in either capturing the mage or killing him after the staff is used. The
|
|
now weaker ogre mage will be easily killed by Teramore and his men. The
|
|
cleric earns 6 good points.
|
|
|
|
Solution to the Adventure #2: The next day, Thalpas returns with his old
|
|
adventuring buddies. They kill the ogre mage without too much trouble.
|
|
|
|
Other Solutions: Characters always manage to come up with unexpected plans.
|
|
So award 6 points for removing the ogre mage/mage problem. Award 1 bad point
|
|
for each villager who dies, and 1 bad point for every two guards men who die.
|
|
If the squire dies, add 1 bad point, and add 3 bad points if the knight dies.
|
|
|
|
Since this is an opportunity for roleplaying. The GM may add other encounters
|
|
to the adventure such as settling disputes between villagers, husbands &
|
|
their wives, parents and children.
|
|
|
|
Closing Notes:
|
|
|
|
If the cleric ended with more good points than bad points, he should be
|
|
rewarded in some way.
|
|
Here are some possibilities.
|
|
<list>
|
|
1) Thalpas gives the cleric a well trained war horse.
|
|
2) Thalpas gives the cleric a map. The map "claims" to lead the cleric
|
|
to where a magic tome to increase one's wisdom is hidden.
|
|
3) Newbie cleric is recognized by church leaders as an up and coming cleric.
|
|
Perhaps you are too challenging to have around? They send you on another
|
|
mission.
|
|
4) If the newbie cleric has earned sufficient experience to advance a level.
|
|
His/her training is arranged for by the church at no cost to the cleric.
|
|
5) The church grants the cleric special dispensation in a special ceremony.
|
|
Whenever the cleric cast a "Cure wounds" spell, add +1 to all dice rolled.
|
|
6) The church grants the cleric special dispensation in a special ceremony.
|
|
The cleric is granted an extra first level spell per day.
|
|
</list>
|
|
If the cleric ended with more bad points than good points, he should be
|
|
punished in some way. Here are some possibilities.
|
|
<list>
|
|
1) Thalpas orders the cleric to a vow of silence and meditation in his temple
|
|
for the next week.
|
|
2) If the holy relic is some how lost, he will be quested to recover it.
|
|
3) The cleric has to tithe half of his money for the next 12 months.
|
|
4) In a special ceremony, the cleric loses the ability to cast bonus spells.
|
|
This ability will return when "God" feels the cleric has earned it or the
|
|
need is great. NOTE: not the cleric's need!
|
|
</list>
|
|
|
|
Getting a group together. The purpose of this adventure was to give an
|
|
individual character an adventure for himself with the further goal of
|
|
building an adventuring group. Here is how you could start a group from here
|
|
by adding other characters. I would suggest exploring the "tribesman ruins" as
|
|
a good starting place for further adventuring.
|
|
<list>
|
|
1) The squire could be another adventurer who could join the cleric.
|
|
2) One of the knight's men decides to leave the knights service.
|
|
3) Banoust could introduce the cleric to an elf or druidical character.
|
|
4) After the ogre, a hunter from the village decides he likes adventure.
|
|
5) One of Thalpas's adventuring buddies has an apprentice....
|
|
</list>
|
|
</plot>
|
|
|
|
<title>Dish du Jour: Magic!</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
A wizard accidentally opens a gate to a plane of magic-eating creatures, and
|
|
the PCs are hired to close it, possibly involving a long and difficult
|
|
process or series of quests.
|
|
</plot>
|
|
|
|
<title>Evils' Puppet</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
A civil war erupts in a supposedly peaceful realm. A dabbling noble has
|
|
run across an ancient evil that is now running him like a puppet. After
|
|
raising an army of humanoids and worse, the PCs are sent to investigate.
|
|
</plot>
|
|
|
|
<title>Growing evil</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
A different party of adventurers destroyed a horrible evil years ago, or at
|
|
least thought they did. It has managed to return again much weaker, but is
|
|
gaining power quickly.
|
|
</plot>
|
|
|
|
<title>Troublesome Artefact</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Magic</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
An evil artefact has escaped its imprisonment and is causing problems
|
|
again, and must be recovered and re-imprisoned or destroyed while it still
|
|
can.
|
|
</plot>
|
|
|
|
<title>Dwarven treasures?</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Magic</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
Dwarves have found an ancient wealth... and an ancient evil as well.
|
|
Blinded by their new treasures, they don't realize they are becoming
|
|
servants. Rescuers are needed before it is too late.
|
|
</plot>
|
|
|
|
<title>Missing Person File</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Any</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
PCs are sent to search for the one man who can help with a problem.
|
|
</plot>
|
|
|
|
<title>Spot the artefact</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
A mage once invented a powerful item that is now needed badly. The PCs are
|
|
hired to track it down and retrieve it.
|
|
</plot>
|
|
|
|
<title>All in days work...</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
An army descends on a nation at nearly the same time the court magician
|
|
grabs power. The PCs must rescue the heir, dispose of the wizard, and then
|
|
defeat the invading army.
|
|
</plot>
|
|
|
|
<title>Beat the wicked wizard</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
A wizard forces PCs to retrieve a magical item that he cannot get to.
|
|
However, he doesn't realize that this item will break his control over
|
|
them. Once free, the PCs must work to stop his evil schemes.
|
|
</plot>
|
|
|
|
<title>Fetch back that item</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Magic</type>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
The bad guys have discovered a powerful magic item, and the PCs are sent to
|
|
recover it. Unfortunately they find that it has already been appropriated
|
|
by the other bad guys.
|
|
</plot>
|
|
|
|
<title>Secure that lock on Hell</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
Forces of evil are searching to release an ancient evil power. The PCs must
|
|
beat them to the locations of the hidden keys and/or recover the hidden keys
|
|
already found.
|
|
</plot>
|
|
|
|
<title>Undisturbed title?</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
PCs are made nobility, but with the catch that they must first clear the
|
|
land they have been granted.
|
|
</plot>
|
|
|
|
<title>Out, out cursed spot..</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<genre>Horror</genre>
|
|
<type>Affliction</type>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
A magical curse that affects only certain good guys appears, and the PCs
|
|
must find the source and stop it before the balance is upset.
|
|
</plot>
|
|
|
|
<title>Assassins at Pumpkin time</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Any</genre>
|
|
<type>Intrigue</type>
|
|
<type>Guarding</type>
|
|
<setting>Building</setting>
|
|
<plot>
|
|
At a costume party there is an assassin, and the party must find him/her
|
|
before the baron arrives at midnight.
|
|
</plot>
|
|
|
|
<title>Prophesy</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
The PCs are the possible fulfilment of an ancient prophesy.
|
|
However, there are many who do not wish this prophesy to come true.
|
|
</plot>
|
|
|
|
<title>You call this shelter?</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Affliction</type>
|
|
<setting>Building</setting>
|
|
<plot>
|
|
The PCs are being chased through the wilderness when they come upon an old
|
|
wizard's tower. Their only chance at escape is to enter the tower and try
|
|
to survive it.
|
|
</plot>
|
|
|
|
<title>Goblin war</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Investigation</type>
|
|
<setting>Any</setting>
|
|
<monster>Goblins</monster>
|
|
<plot>
|
|
Something is massing the humanoids for an attack. The PCs are sent as
|
|
either spies to find out what, or to try to stop this opponent before
|
|
another goblin war occurs.
|
|
</plot>
|
|
|
|
<title>My god is more omnipotent then your god...</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Any</genre>
|
|
<type>Quest</type>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
A third religion is trying to start a religious war between two others. The
|
|
PCs are the only ones in the position to recover stolen property and
|
|
practice diplomacy to prevent this.
|
|
</plot>
|
|
|
|
<title>Strike force</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Any</genre>
|
|
<type>Quest</type>
|
|
<type>Startup</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
The PCs are requested for an army's special strike team.
|
|
</plot>
|
|
|
|
<title>Time after time</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
An evil archmage has fled through time to escape punishment, and the PCs
|
|
must track him down for justice.
|
|
</plot>
|
|
|
|
<title>Crime war</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Any</genre>
|
|
<type>Intrigue</type>
|
|
<setting>Urban</setting>
|
|
<plot>
|
|
A huge underworld crime war is brewing, and the PCs cannot help but choose
|
|
sides when they see the damage being done.
|
|
</plot>
|
|
|
|
<title>Hot property</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Any</genre>
|
|
<type>Affliction</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
PCs are captured by the bad guys, but manage to escape. In their escape,
|
|
they picked up something very important to the bad guys, who will stop at
|
|
nothing to recover it.
|
|
</plot>
|
|
|
|
<title>Succession</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Intrigue</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
The king has passed on with no clear successor, and factions strive to fill
|
|
the throne with friends. Meanwhile, outside forces threaten, and it is up
|
|
to the PCs to fix things up.
|
|
</plot>
|
|
|
|
<title>Waking dragons</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<type>Magic</type>
|
|
<setting>Any</setting>
|
|
<monster>Dragon</monster>
|
|
<plot>
|
|
The ancient dragon has once again stirred, and it falls to the PCs
|
|
to lay it to rest for once and for all. They are sent on a quest for a
|
|
mighty artefact to destroy the beast, and then must use it on the dragon.
|
|
</plot>
|
|
|
|
<title>Extraplanar master</title>
|
|
<author>Benjamin Jud Quinton
|
|
<email>quinton@ih-nxt04.cso.uiuc.edu</email>
|
|
</author>
|
|
<length>One-line</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
An extraplanar being needs help on this plane, and since he cannot manifest,
|
|
he sends the PCs to do the job.
|
|
</plot>
|
|
|
|
<title>The Tarathan</title>
|
|
<author>Alexander T. Knapp
|
|
<email>100431.464@compuserve.com</email>
|
|
</author>
|
|
<length>Long</length>
|
|
<genre>Fantasy</genre>
|
|
<type>Quest</type>
|
|
<setting>Any</setting>
|
|
<plot>
|
|
<Stats>
|
|
******************* CAMPAIGN LINES AND RESPONSIBILITIES *****************
|
|
* *
|
|
* This campaign, designed and played over the course of five years, *
|
|
* was designed for the concurrent adventuring of four different groups *
|
|
* of Player Characters. The plot lines of campaign, five major and *
|
|
* five minor, are interwoven as much as possible, but could be run *
|
|
* individually. The majority of this material is original, questions *
|
|
* and comments will be welcomed by the author. *
|
|
* *
|
|
* Any use of copyrighted material, explicit or implicit, does not *
|
|
* constitute a challenge to the ownership of that copyright. The *
|
|
* author/owner of this document otherwise retains the rights to all *
|
|
* to all material contained herein. Permission is granted for non- *
|
|
* profit reproduction and/or distribution so long as this notice is *
|
|
* retained in its entirety. *
|
|
* *
|
|
* Welcome to The Tarathan! *
|
|
* *
|
|
*************************************************************************
|
|
</stats>
|
|
This file is set up in the following format:
|
|
|
|
I. Welcome message, copyright disclaimer and introduction to the
|
|
format.
|
|
|
|
|
|
II. Description of the four player groups.
|
|
|
|
This campaign was designed for, and in my experience was certainly large
|
|
enough to have four different groups of player characters adventuring
|
|
at the same time. We did this in order to add a little more variety
|
|
to the game and to allow for players to experiment with different
|
|
characters. A breakdown of which group(s) were responsible for each
|
|
plot line is included after each title (see below).
|
|
|
|
|
|
III. Background explanation of names and terms
|
|
|
|
In the interests of respecting other people's hard work and copyrights,
|
|
some geographical and cultural names have been changed. Also, as the
|
|
majority of this material is original, I include a short
|
|
description of some of the terms that are used in this document.
|
|
|
|
|
|
IV. Plot Lines and Explanations
|
|
|
|
The ten plot lines of this campaign are divided into five major
|
|
and five minor collections of adventures, which (as much as
|
|
possible) have ties among and through each other. The unifying
|
|
reference or force behind the campaign is "The Song of Solastin
|
|
Ash", a 6000+ year old prophesy of the greatest elven Spellsinger
|
|
(annotated and appended to this document.) I used the "Song"
|
|
primarily as foreshadowing and adventure hooks/references in the
|
|
campaign, leading characters along from one stanza to the next.
|
|
|
|
Each plot line has been written in the following format (NOTE -
|
|
Numbers in [brackets] refer specifically to the "Song" located in
|
|
Part V):
|
|
<list>
|
|
- Title [Lines of Primary Reference in the "Song"] Name of
|
|
Responsible Character Group
|
|
|
|
i.e **Arcanum [7-14, 25-32] Group I (Main Characters)
|
|
|
|
- Historical Reference: Background to the plot
|
|
|
|
- Campaign Goals and Challenges: The general goal that the PC's
|
|
should achieve in this particular plot line, plus three to five
|
|
specific challenges or obstacles.
|
|
|
|
- Specific References: Additional references in other stanzas
|
|
of the "Song" and explanation.
|
|
|
|
i.e. [11-12] As the magical drain becomes more drastic, the
|
|
Runic Heiarch of Lagur (Water) increasingly uses her powers to
|
|
try and contain the damage.
|
|
</list>
|
|
|
|
V. The Song of Solastin Ash
|
|
|
|
The "Song", here in its entirety, has been annotated for easy
|
|
reference to each plot description. Individual lines or stanzas will
|
|
be referenced in [brackets].
|
|
|
|
The "Song" follow a specific pattern (with refrain after each set of
|
|
stanzas):
|
|
<stats>
|
|
Refrain
|
|
Major Plot Line
|
|
Minor Plot Line
|
|
Legend or Call of Heroes
|
|
...
|
|
Refrain
|
|
</stats>
|
|
"Legend" is an account of some piece of ancient Tarathan history and
|
|
"Call of Heroes" is a foreshadowing of many of the NPC's to be found
|
|
in the campaign.
|
|
|
|
|
|
++++++ GROUP DESCRIPTIONS +++++++
|
|
|
|
Group I - The main characters who start at a lowly level, however are
|
|
advanced rather fast through `parallel adventures' setting up background
|
|
for secondary Groups (II-IV). Although they are ultimately the deciding
|
|
force, they play a minor role until Parts Three and Four of the Campaign.
|
|
<list>
|
|
1. Wizard/Sorcerer Student of the Arcanum, future Runist
|
|
2. Cleric/Priest Psionic Potential
|
|
3. Thief/Rogue "Darkfang" and "Keldarion"
|
|
4. Fighter/Warrior Ties to the Northern Reaches/Selidon Keep
|
|
5. Other(s) (GM's Discretion)
|
|
</list>
|
|
Group II - "The Bonded and Fettered, Yet Free to Be Doomed", a collection
|
|
of medium/high level characters with one extraordinary ability
|
|
score and a common legacy, the `Golden Shackles' on their
|
|
wrists. Predestined to release the Riders, die in the course of their
|
|
trials, return as Servitors and restore Power to The Tarathan.
|
|
|
|
Group III - This Group of high level characters is based in a
|
|
medium-sized castle, part of the Protectorate of Selidon in the Northern
|
|
Reaches. Their role is primarily to explore the adventure possibilities
|
|
of the `landed' nobility and provide a show of force within the Campaign
|
|
when necessary.
|
|
|
|
Group IV - This Group is actually made up of a wide range of characters
|
|
of varying levels who serve as playtesters for various character classes
|
|
and races.
|
|
|
|
++++++ EXPLANATION OF NAMES AND TERMS ++++++
|
|
|
|
---> NAMES of Geographical Locations (in order of appearance in the
|
|
Plot Lines)
|
|
|
|
Amaranth - a country ruled largely by wizards, also the name of the
|
|
capitol city. Extremely unfriendly toward clerics/priests. Political
|
|
tensions with the Windlands.
|
|
|
|
The Tarathan (The Jewel) - the name of the campaign world, also the
|
|
name of the collection of planes upon which the Twenty Immortals
|
|
reside
|
|
|
|
Windlands - a broad expanse of wind-swept plains east of Amaranth.
|
|
Home to a wide variety of nomadic tribes. Political tensions with
|
|
Amaranth.
|
|
|
|
Northern Reaches - largely untamed wilderness north of the "Southern
|
|
Kingdoms"
|
|
|
|
Underworld - the network of tunnels, chambers and caverns below the
|
|
surface of The Tarathan.
|
|
|
|
Develin - a prosperous country south of Amaranth. Ruled by a
|
|
consortium of Merchant-Princes.
|
|
|
|
The Heights - the forest-state of the Elves
|
|
|
|
Warren - a particularly excavated and populated area of the Underworld
|
|
directly below Develin and The Heights. Supported by four massive
|
|
cornerstones.
|
|
|
|
Sand Lords - the nomadic rulers of the desert on the eastern coast of
|
|
the continent. Particularly unfriendly toward wizards.
|
|
|
|
Selidon Valley/Protectorate - The main center of population in the
|
|
Northern Reaches.
|
|
|
|
Cloud Mountain - a singular, massive mountain in the center of the
|
|
Windlands. Site of pilgramage and prophesy for the nomadic tribes.
|
|
|
|
Adatia - a county beyond the eastern sea, populated and ruled by
|
|
wizards. Unofficial patron of Amaranth.
|
|
|
|
|
|
---> NAMES of Gaming Terms (in order of appearance in the Plot Lines)
|
|
|
|
Power - all magical effects, including arcane (Wizards), holy
|
|
(Clerics/Priests), and those produced by items and artifacts.
|
|
Excludes Psionics and Rune Magic.
|
|
|
|
Rune Magic (Runic Heiarch) - Old Earth Magic, captured and controlled
|
|
by runic inscription. A secret society lead by five Heiarchs
|
|
(representing four elements plus Spirit/Balance.)
|
|
|
|
Heart of the Tarathan - a large ruby, the primary collector of Power
|
|
on The Tarathan.
|
|
|
|
Chamber of the Spheres - a massive Dark elven magical construction
|
|
designed to restore Power to The Tarathan bypassing the Arcanum.
|
|
|
|
Sol - the authority over the Tewnty Immortals.
|
|
|
|
Protocols - the edicts of Sol passed down at the Reckoning. The
|
|
First Protocol states that "no Immortal shall walk the face of The
|
|
Tarathan."
|
|
|
|
Erdefount - the first source of water in the Underworld.
|
|
|
|
Stone-Father's Tome - Agathon, Patron Immortal of the Underworld,
|
|
wrote this history of the his 'children', who eventually broke among
|
|
themselves and became the different races of the Underworld.
|
|
|
|
Celarion - the secret political organization of Shadogodon, Patron
|
|
Immortal of Strife. Led by the "Rose" (highest political title.)
|
|
|
|
Orbs of Cymid Dar - three silver orbs, an artifact of great power.
|
|
Cursed to drive the user slowly insane.
|
|
|
|
|
|
++++++ PLOT LINES +++++++
|
|
|
|
-=-=-=-=-= GREATER LINES =-=-=-=-=-=-
|
|
|
|
|
|
**Arcanum [7-14, 25-32] Group I (Main Characters)
|
|
|
|
Historical Reference - The Arcanum, the magically active remains of a
|
|
star summoned in battle by the Nameless One (a pre-Reckoning Sorcerer-
|
|
King), rests thousands of feet below the city of Amaranth. The impact
|
|
of this comet killed the Nameless One's rival, Hanel, and shifted the
|
|
planet, plunging it into a global cataclysm. Millenia later, in the
|
|
current era, the emanations given off by this star, deep in the earth,
|
|
act as a magic- enhancing `aura' in and around the country of Amaranth.
|
|
This aura, however, consumes a significant deal more Power than it
|
|
creates and is slowly draining Magic from The Tarathan.
|
|
|
|
Campaign Goal and Challenges - The PC's must identify the Arcanum and
|
|
its nature, locate and find a way to stop it or its effects.
|
|
<list>
|
|
- I. One of their members is a member of the Brotherhood of the Arcanum,
|
|
the ruling (albeit secret) political power in Amaranth.
|
|
- II. All other members of the Brotherhood will stop at nothing to
|
|
prevent the destruction of their `free' source of Power.
|
|
- III. The ongoing war with the Windlands requires more and more magical
|
|
investment, draining The Tarathan's Power even faster.
|
|
- IV. The extremely inaccessable location and unfathomable power of the
|
|
Arcanum itself makes it extremely difficult for mortals to reach it and
|
|
impossible to touch or affect it in any way.
|
|
</list>
|
|
Specific References -
|
|
[11-12] As the magical drain becomes more drastic, the Runic Heiarch of
|
|
Lagur (Water) increasingly uses her powers to try and contain the
|
|
damage.
|
|
[13-14] Agathon, preoccupied for several thousand years with his search
|
|
for the Heart of The Tarathan, will return after its discovery (see
|
|
"Tokens") and transform the surviving Dark Elves into his new Chosen,
|
|
banishing the Illithid.
|
|
[22-23, 72-73, 76-77, 99, 103-104] Finsternis (c.f.), trapped in his
|
|
rise to Immortality in a nether-plane and neither mortal or immortal, is
|
|
the only person capable of completing the magical `circuit' - the Heart
|
|
of the Tarathan - in the Dark elves' (c.f.) "Chamber of the Spheres",
|
|
however, the act, while restoring Power to The Tarathan, would also
|
|
fully elevate him to the Twenty.
|
|
[9, 50] The Dragon of Ash, a work of ritual magic, using the Arcanum
|
|
against the the Windland's horde, and the death of Prayle (c.f.) in the
|
|
Northern Reaches both signal the final vestiges of Power on The Tarathan.
|
|
|
|
|
|
**Riders [34-41, 116-123] Group II (Bonded)
|
|
|
|
Historical Reference - Before the Reckoning, The Tarathan was divided
|
|
only between Light and Dark, the two `Bastions' of the Age.
|
|
Approximately six thousand years before the current campaign takes
|
|
place, the Vangaurd of the Bastion of the Light, led by the Psionicist-
|
|
Mage Kry the Just and his four knights, faced the Thirteen Riders of the
|
|
Vanguard of the Dark. The battle raged on the edge of a chasm in the
|
|
center of Trynnia, Kry's kindom. The Riders were eventually banished
|
|
and bound, but the knights were killed and Kry was lost as the edge of
|
|
the chasm gave way beneath him. It was at that point that Sol called
|
|
the twenty surviving Immortals to the Jewel, issued the Protocols and
|
|
the new Age was begun.
|
|
|
|
Campaign Goal and Challenges - The PC's, having released the Riders,
|
|
must find out their weaknesses, track them down and destroy them.
|
|
<list>
|
|
- I. The only effective way to combat the Riders' auras is to possess one
|
|
of the Treasures of Old, the weapons of Kry and his knights.
|
|
- II. The Patron Immortals of Strife, Domination and Death each have a
|
|
vested interest in the freedom of the Riders, and the advantage that can
|
|
be gained by the chaos that the Thirteen create.
|
|
- III. Kry's tomb has been used as the foundation for the Seers' Obelisk
|
|
(c.f.), drawing on the psionic energies which are still associated with
|
|
his spirit.
|
|
</list>
|
|
Specific References -
|
|
[18-19] Finsternis (c.f.) corrupts one of the original members of Group
|
|
I, who later bears his child, the future the leader of the Celarion and
|
|
the bearer of the First Treasure of Old.
|
|
[36] In the early years of the final battle, Kry's knights numbered
|
|
eight, however as the Riders became more powerful, four of the knights
|
|
joined with the weapons of their `brothers' to better protect them.
|
|
[75] The Dark Elven kingdom falls prey to a plague unleashed by
|
|
Scourge, which slowly decimates the populace and threatend the
|
|
completion of the Chamber.
|
|
[118-119] These three points outline the former borders of Trynnia, at
|
|
their center lies the valley of the Obelisk and the tomb of Kry the
|
|
Just.
|
|
|
|
|
|
**Flood [61-68] Group IV (Experimental)
|
|
|
|
Historical Reference - The "Master", a heretofore mythical monster of
|
|
the Underworld, with the help of Agathon's Chosen, has begun a slow
|
|
process of weakening the `Cornerstones' - four massive, natural pillars
|
|
which support the kingdoms of Develin and the Heights above the `Warren', a
|
|
giant region of the Underworld. If the pillars are completely destroyed,
|
|
the entire region will sink, flooding it entirely and killing millions.
|
|
Unfortunately, the plot isn't discovered until two of the pillars are
|
|
destroyed, necessitating a replacement of the underground supports.
|
|
|
|
Campaign Goal and Challenges - Find four saplings in Agathon's `Granite
|
|
Forsest' to replace the lost pillars while preventing the Master from
|
|
collapsing the remaining two.
|
|
<list>
|
|
- I. In order for the saplings to grow outside of their natural habitat,
|
|
they must be planted in soil from `the Deep' and watered with from the
|
|
Erdefount itself.
|
|
- II. The followers of Agathon, faced with the Illithid conspiracy to
|
|
collapse of the Warren, have begun a rebellion against the Chosen.
|
|
- III. The Dark elves, in a move to hide their plague-induced weakness,
|
|
and protect the Chamber of the Spheres, close their borders and
|
|
ruthlessly kill any trespassers.
|
|
</list>
|
|
Specific References -
|
|
[44] An accurate copy of the "Stone-Father's Tome" lies in the archives
|
|
of Casteln Mists, detailing the true history of the races of the
|
|
Underworld, which would further incite and ultimately justify the
|
|
revolution against the Illithid.
|
|
[13, 16, 31, 43, 72] The Underworld can easily provide access to any
|
|
number of underground locales, information which may be useful to other
|
|
Groups as well.
|
|
|
|
|
|
**Scelectious [88-95] Group IV (Experimental)
|
|
|
|
Historical Reference - Over two thousand years ago, the Patron Immortal
|
|
of Thievery was vanquished by a new, young Initiate named Denethor [c.f.
|
|
Evolution]. The son of Sol and the Runic Heiarch of Lagur (Water),
|
|
Denethor is not bound by the Protocols, allowing him to roam The
|
|
Tarathan at will. Now, a host of villians have nearly succeeded in
|
|
returning the `Immortal Who is No More' to the Prime Plane. For the
|
|
past thousand years, the priests, Chosen and Servitors of Scelectious
|
|
have maintained a hidden temple in the Onyx Keep, dominion of the chief
|
|
campaign antagonist, Finsternis. They have finally neared the point
|
|
where they are ready to try to break the binding that holds their
|
|
Immortal.
|
|
|
|
Campaign Goal and Challenges - The PC's must identify the threat of the
|
|
Scelectious' minions, and find a way to either stop the shattering of
|
|
the Barrier, or face and kill the Immortal on this plane.
|
|
<list>
|
|
- I. Supported by Finsternis, the remaining Priests, Chosen and Servitors
|
|
of Scelectious, will fanatically defend their Temple and the coin which
|
|
is the key to breaking the Barrier.
|
|
- II. For a variety of reasons, most of the Twenty fear the power of
|
|
Scelectious upon the face of The Tarathan and have commanded their
|
|
Chosen to cooperate in preventing his return.
|
|
- III. In infiltrating the Onyx Keep, PC's will be confronted by the
|
|
spectre of one of Kry's Knights, and "Yesterday's Son", bearer of the
|
|
First Treasure of Old.
|
|
- IV. Finsternis, seeking a easy path to Immortality, hopes to vanquish
|
|
the weakened survivor of the imminent battle between Sceletious and
|
|
Denethor.
|
|
</list>
|
|
Specific References -
|
|
[18-19, 125] The son of Finsternis (the `Outsider') and Elsavin (the
|
|
`Scion of Willows'), aged through the blood sacrifice of his mother's
|
|
life, bears the First Treasure of Old [c.f. Riders] and has been raised
|
|
to be the first leader of the Shadgodon's Celarion.
|
|
[52] Deramis ip Baccus (the `Assassin Invisible'), one of the few
|
|
surviving Scarael Excalibur and servant of Finsternis will infiltrate
|
|
the PC's Group and strike from within.
|
|
|
|
|
|
**Seers' Obelisk [115-122] Group I (Main Characters)
|
|
|
|
Historical Reference - The Seers' Obelisk, made from Power-receptive
|
|
Shadowstone, is in fact a massive psionic beacon created to contact
|
|
creatures with active and potential psionic powers, and draw them to it.
|
|
Once it has contacted all of the minds within range of its `call', it
|
|
will siphon off their ability and channel it to Alain, the Patron
|
|
Immortal of Fate.
|
|
|
|
Campaign Goal and Challenges - Locate and destroy the Obelisk before it
|
|
completely drains all psionic potential from The Tarathan, raising Alain
|
|
to a position far beyond the rest of the Twenty.
|
|
<list>
|
|
- I. Kry's spirit, fully awaked by the last of the Four Treasures of Old
|
|
being used once more against the Riders, will draw Penumbra to the
|
|
Obelisk for their final battle.
|
|
- II. The Obelisk is virtually invulnerable from physical, psychic
|
|
and magical attack, with the exception of it's base ["It's four corners
|
|
are weaker than the one."]
|
|
- III. The `Armies of the North' will be forced to engage in the battles
|
|
sundering the Southern Lands, culminating in the Call of the Obelisk.
|
|
</list>
|
|
|
|
Specific References -
|
|
[74-75] The Seers, in need of massive quantities of Shadowstone, enter
|
|
into an agreement with the Dark elves, who control the remaining
|
|
sources of the mystical rock. However, after receiving the Stone,
|
|
betray them to the Rider Scourge, who unleases a devastating plague upon
|
|
in the Underworld.
|
|
|
|
|
|
-=-=-=-=-= LESSER LINES =-=-=-=-=-=-
|
|
|
|
|
|
**Finsternis [16-23] Group I (Main Characters)
|
|
|
|
Historical Reference - Finsternis, an ancient, evil black dragon,
|
|
shapechanged into a High Elf, becomes the chief campaign antagonist in
|
|
his quest for Immortality. Lord of the Onyx Keep high in the Amaranthan
|
|
Alps, he can be found througout the Southern Kingdoms in the service of
|
|
the dark Immortals.
|
|
|
|
Campaign Goal and Challenges - Oppose Finsternis' aims.
|
|
<list>
|
|
- I. Finsternis will be instrumental in formenting dissent among in the
|
|
most volitile areas of the Southern Kingdoms, inter alia the Windlands -
|
|
Amaranth conflict and the Sand Lords' Jihad.
|
|
- II. The `Temple Prime of the Banished Immortal' is housed in
|
|
Finsternis' keep, which will be the staging ground for the battle
|
|
between Denethor and Scelectious.
|
|
- III. Finsternis' son, the new Rose of the Celarion, will seek to avenge
|
|
his father's "death"
|
|
</list>
|
|
|
|
Specific References -
|
|
[77, 104] In his quasi-immortal state, Finsternis will be the only
|
|
person capable of placing the Heart of The Tarathan in the Dark elves'
|
|
Chamber of the Spheres.
|
|
[125] `The Scion of Willows' , Elsavin, will betray the PC's and marry
|
|
Finsternis, giving him a son.
|
|
|
|
|
|
**Prayle [43-50] Group III (Castle)
|
|
|
|
Historical Reference - Hundreds of years ago, a renegade arch-mage was
|
|
sealed into a mountain crypt in Selidon Valley. Opened and awakened by
|
|
an earthquake, the insane mage, Prayle, now seeks the remaining keys to
|
|
his power and revenge on the Council Arcana, who imprisioned him.
|
|
Unknown to him, the entire Council is in stasis under the watchful eye
|
|
of the Northern Elven kingdom, awaiting the Call of the Seers' Obelisk.
|
|
|
|
Campaign Goal and Challenges - Find and kill Prayle, before he regains
|
|
his full power through the Orbs of Cymid Dar. Also, fulfill the
|
|
prophesy returning the Councils Arcana of Casteln Mists before the Call
|
|
of the Obelisk.
|
|
<list>
|
|
- I. The discovery of Casteln Mists will prompt Selidon's Keep to
|
|
mobilize, which will trigger an orc and troll offensive in the south of
|
|
the Protectorate.
|
|
- II. Prayle's death will signal the first major failure of Power from the
|
|
Tarathan.
|
|
- III. Vladyen the lich, Prayle's mentor, will haunt Casteln Mists after
|
|
the Council returns and the castle becomes a part of the Protectorate.
|
|
</list>
|
|
Specific References -
|
|
[108,109] "Spinner of Falsehood" names Prayle, "Archmage of Sleepers"
|
|
names Chelic, of the Council Major
|
|
|
|
|
|
**Dark elves [70-77] Group II (Bonded)
|
|
|
|
Historical Reference - Driven from the surface by the Earthshaker wars,
|
|
one Elven clan survived in the shadows of the Underworld. With their
|
|
sensitivity to the flows of Power in the world, the elves recognize the
|
|
danger of the Arcanum and have begun construction of the Chamber of the
|
|
Spheres in order to restore Power to The Tarathan.
|
|
|
|
Campaign Goal and Challenges - Find the Heart of the Tarathan and
|
|
assist the Dark elves in the construction of the Chamber.
|
|
<list>
|
|
- I. Shunned and misunderstood by most races, the Dark elves are
|
|
extremely defensive and wary of strangers, especially after the outbreak
|
|
of plague.
|
|
- II. The Illithid and Seers both will seek to prevent any contact with
|
|
the Dark elves and the completion of the Chamber.
|
|
- III. In its final stages, any mortal approaching the Chamber will be
|
|
destroyed by the Power already coursing through it, necessitating a
|
|
quasi-divine intervention (Finsternis).
|
|
</list>
|
|
Specific References -
|
|
[11-12] As the magical drain becomes more drastic, the Runic Heiarch of
|
|
Lagur (Water) increasingly uses her powers to try and contain the
|
|
damage.
|
|
[13-14] Agathon, preoccupied for several thousand years with his search
|
|
for the Heart of The Tarathan, will return after its discorvery (see
|
|
"Tokens") and transform the surviving Dark Elves into his new Chosen,
|
|
banishing the Illithid.
|
|
[63] The growing revolution against the Illithid complicates movement
|
|
and completion of the Nucleus.
|
|
[22-23, 72-73, 76-77, 99, 103-104] Finsternis (c.f.), trapped in his
|
|
rise to Immortality in a nether-plane and neither mortal or immortal, is
|
|
the only person capable of completing the magical `circuit' - the Heart
|
|
of the Tarathan - in the Dark elves "Chamber of the Spheres", however,
|
|
the act, while restoring Power to The Tarathan, would also fully elevate
|
|
him to the Twenty.
|
|
[108] "Shaman Below" names the High Advisor Teranis of the Dark elves,
|
|
who will first accept the PC's offers of help.
|
|
|
|
|
|
**Demon/War [97-104] Group IV (Experimental)
|
|
|
|
Historical Reference - Using a stolen Dark Elven soul crystal, a
|
|
foolish Amaranthan mage succeeds in summoning a demon, which then breaks
|
|
free and kills him. After ravaging the Broken Lands, it begins to enter
|
|
the Windlands, which is taken as an act of war, as the frayed tensions
|
|
with Amaranth snap and fighting begins. The demon makes its way
|
|
singlemindedly toward the Cloud Mountain where a sea of undead and
|
|
spirits wait for release.
|
|
|
|
Campaign Goal and Challenges - Stop the Demon and try to stem the
|
|
escalation of hostilities between Amaranth and The Windlands.
|
|
<list>
|
|
- I. Factions both inside and outside the countries have strong interests
|
|
in the continuation of the conflict, including the Adatians, Develinian
|
|
Arms Dealers, and Finsternis, among others.
|
|
- II. The Dark elves do not care about the war, but will stop at nothing
|
|
to retrieve their stolen crystal, which is in the possession of, and key
|
|
to the banishment of the demon.
|
|
- III. The whole incident, from the crystal to the declaration of war, was
|
|
actually a plot by the Seers to test their influence and destabilize a
|
|
region highly resistant to their plans.
|
|
</list>
|
|
Specific References - [9] A Ritual Spell of War, the "Dragon of Ash",
|
|
will be unleashed upon the invading Windlanders, but the drain upon the
|
|
Arcanum will cause the first magic-dead period.
|
|
|
|
|
|
**Tokens [124-131] Group I (Main Characters)
|
|
|
|
Historical Reference - Five of the Immortals (Goldoron, Rydion, Solonor,
|
|
Denethor, and Agathon) will act as the guides, patrons and challengers
|
|
of the PC's throughout the campaign. Their tokens grant a limited
|
|
passage and assistance in the realms of their Immorals, as well as being
|
|
keys to the ultimate completion of the campaign.
|
|
|
|
Campaign Goal and Challenges - Pass the various tests and collect the
|
|
tokens of the Five Immortals.
|
|
<list>
|
|
- I. Goldoron (Matter) - Token of the Karellion
|
|
- II. Rydion (Time) - Token of the Flute
|
|
- III. Solonor (Thought) - Token of the Branch
|
|
- IV. Denethor (Energy) - Token of the Hand
|
|
- V. Agathon (Entropy) - Token of the Heart
|
|
</list>
|
|
Specific References -
|
|
[4] Successfully banishing or destroying Scelectious will win
|
|
Denethor's Token of the Hand.
|
|
[13] If Agathon is led to the Heart of The Tarathan, his quest will be
|
|
fulfilled and he will present it as his Token.
|
|
[53] The Emerald Heiress is the Lady of an Elven family-keep lost under
|
|
a curse banishing them into a loop of time. Rescuing them will win the
|
|
Token and friendship of the clan.
|
|
|
|
<stats>
|
|
|
|
++++++ SONG OF SOLASTIN ASH +++++++
|
|
|
|
1 "The Power of this world shall fade from the Well,
|
|
2 And the Thirteen shall ride from the dark pits of Hell,
|
|
3 The sea shall rise up and strike `gainst the land,
|
|
4 And the shadow of twilight shall wound thy right hand,
|
|
5 The deaf shall hear the call of the One,
|
|
6 And the face of the Twenty shall turn to the Sun.
|
|
|
|
7 Immortal Power ne'er meant for fool aims,
|
|
8 Jewel's path disrupts and destiny claims,
|
|
9 The Dragon of Ash shall herald the Fall,
|
|
10 As chaos lays claim to the Immortal Hall.
|
|
|
|
11 As farther the Soul of the Jewel disappears,
|
|
12 The Lost Lady washes the wound with her tears,
|
|
13 The Forsaker, his treasure at the Heart of the earth,
|
|
14 Shall champion the Soulless, in the hour of their birth.
|
|
|
|
15 The Power of this world shall fade from the Well...
|
|
|
|
16 He not of the Jewel both minion and lord,
|
|
17 holds forth Darkness' banner from magic and sword,
|
|
18 corrupts one of the Light and First Treasure bestows
|
|
19 upon Yesterday's Child, the fount of the Rose.
|
|
|
|
20 In death finds he the Door, yet passes not through,
|
|
21 in the service of Five, as the Power withdrew,
|
|
22 Heroes of Light, in Healing the Land,
|
|
23 shall grant him the right with the Twenty to stand.
|
|
|
|
24 The Power of this world shall fade from the Well...
|
|
|
|
25 As the Earthshaker Wars turned the mountains to sand,
|
|
26 And grim nightmares unleashed stalked o'er the land,
|
|
27 Did the Sorcerer King incant damnation bold,
|
|
28 Above, in the heavens, came the comet foretold.
|
|
|
|
29 With the swiftness of Yeristict's Coursers it came,
|
|
30 And bore down on Hanel and poured forth its flame,
|
|
31 As the impact shifted the heart of the world,
|
|
32 Magic unbidden through the heavens unfurled.
|
|
|
|
33 The Power of this world shall fade from the Well...
|
|
|
|
34 The Vanguard of ancients, of Darkness unchained,
|
|
35 Crashed 'gainst the Triad as the Light slowly waned,
|
|
36 The Spirits of Four, in the hands of their kin,
|
|
37 Defied the Dark Bastion and the shadows within.
|
|
|
|
38 The Guilty, yet Blameless, Devinra's legacies' doom,
|
|
39 Hoofbeats of thunder from the cold prison tomb,
|
|
40 Despair in the Caverns, Shades silently rise,
|
|
41 History's Treasures the Just shall advise...
|
|
|
|
42 The Power of this world shall fade from the Well...
|
|
|
|
|
|
43 Fortress and mountain, sanctuary, catacomb,
|
|
44 Shelters secrets forgotten and Stone-Father's Tome,
|
|
45 Watched o'er by the Queen, and from eternity freed,
|
|
46 Old Magic shall rise at the height of Light's Need.
|
|
|
|
47 Three silvern dangers from the Dark One bestowed,
|
|
48 Upon the Weaver imprisoned tidings evil forbode,
|
|
49 The last Dragon's Keep, the Historian's soul,
|
|
50 The fall of the Shadow foretells the Bell's toll.
|
|
|
|
51 The Power of this world shall fade from the Well...
|
|
|
|
52 An Assassin Invisible, the Shaper of Stone
|
|
53 The Emerald Heiress and the Watchman Alone,
|
|
54 Son of the Wind sacrificed to the Skies,
|
|
55 The Harper, the Gallant, the Sage to the Wise.
|
|
|
|
56 No actor untouched by fate or design,
|
|
57 No one without title, or known by a Sign,
|
|
58 Born to nobility in a court never seen,
|
|
59 Pauper and prince, servant or queen.
|
|
|
|
60 The Power of this world shall fade from the Well...
|
|
|
|
61 The Master, his minions the Cornerstones rend,
|
|
62 And the Heroes above are called to defend,
|
|
63 `Gainst the tyrannous Chosen, tide rises below,
|
|
64 As above the Jewel's oceans, their boundaries o'erflow.
|
|
|
|
65 Nought but the Saplings of the Granite Lord's wood,
|
|
66 Have the weight of the heavens collapsing withstood,
|
|
67 The waters of Erdefount and the Deep's fertile soil,
|
|
68 Shall spring forth the seed, and quell Chaos' toil.
|
|
|
|
69 The Power of this world shall fade from the Well...
|
|
|
|
70 Long banished from sunlight, long lost to the earth
|
|
71 From the city of starlight springs exile's worth,
|
|
72 From the Kingdom Unknown shall the River arise,
|
|
73 At the close of the Age e're the last Magic's tide.
|
|
|
|
74 The Servants Unseeing `gainst the Hidden conspire,
|
|
75 Contagion's curse strikes the spark to the pyre,
|
|
76 The Heartbeat, the Token, the double-edged sword,
|
|
77 No mortal deed shall see the Power restored.
|
|
|
|
78 The Power of this world shall fade from the Well...
|
|
|
|
79 In the times e'er the Reckoning ages ago,
|
|
80 As Immortals crossed heavens and mountains below,
|
|
81 The Mistress of Rings and the Champion's might
|
|
82 Challenged Corruption's hold and the forces of Night.
|
|
|
|
83 The Vanguards met and Stars looked down upon,
|
|
84 The ageless challenge `twixt twilight and dawn,
|
|
85 By the Lightwoven path to the Point of Time's Close,
|
|
86 Betrayal fell and malevolence rose.
|
|
|
|
87 The Power of this world shall fade from the Well...
|
|
|
|
88 From beyond the Barrier the Banishd cries,
|
|
89 His Chosen, forgotten and Faith slowly dies,
|
|
90 Rise up in the Darkness and strike forth to reclaim,
|
|
91 That stolen by Childsplay, the dusklight aflame.
|
|
|
|
92 One not of the Twenty, yet once of the Jewel,
|
|
93 Watches in anticipation, to challenge the Rule,
|
|
94 Else mortal endeavor Immortality ends,
|
|
95 The Fall of the Youngest Jewelshatter portends.
|
|
|
|
96 The Power of this world shall fade from the Well...
|
|
|
|
97 Arrogance folly calls forth kindling of war,
|
|
98 From progeny's rest, and forgotten lore,
|
|
99 The cost of the Radiance, the Land of Fell Dreams,
|
|
100 Still Guardian the price of the folly redeems.
|
|
|
|
101 Great powers clash and Pawns move to their whims,
|
|
102 Below battle continues and Jewelspirit dims.
|
|
103 Cascade unquenchable, hope from the Unclaimed,
|
|
104 Shall heal heaven's wound, and the Initiate Named.
|
|
|
|
105 The Power of this world shall fade from the Well...
|
|
|
|
106 Lords of the North, the Teacher of Runes,
|
|
107 the Bonded and Fettered yet free to be Doomed,
|
|
108 Spinner of Falsehood and the Shaman Below,
|
|
109 Archmage of Sleepers, the Master of the Bow.
|
|
|
|
110 A song for each person, but a single tale winds
|
|
111 across the ages and to destiny binds,
|
|
112 Tools of the Masters who art Pawns of the Game,
|
|
113 Each identity secret until found by the Name.
|
|
|
|
114 The Power of this world shall fade from the Well...
|
|
|
|
115 In the age of the Bastions, the Triad preserves,
|
|
116 The Balance twixt Sol and the Power that He serves,
|
|
117 From the Village Unending, to Peaks' fiery gate,
|
|
118 and the Castellan's Keep, Trynnia's borders create.
|
|
|
|
119 Of Old, He holds Power of magic and mind,
|
|
120 Thirteen in the dungeons of Elden shall bind,
|
|
121 King's Rest - the Foundation, the One's final call,
|
|
122 Places the Blind at the Crown of the Hall.
|
|
|
|
123 The Power of this world shall fade from the Well...
|
|
|
|
124 Clanschief Unchosen, Harmony's Thread,
|
|
125 Scion of Willows, to the Outsider wed,
|
|
126 the Duty's Companion, and the Healer of Woes,
|
|
127 Shall see the unfolding till eternity's close.
|
|
|
|
128 The fourth of the Twenty shall be mortal guide,
|
|
129 with strength undiscovered `gainst destiny's tide,
|
|
130 Their Tokens deserve and through fire shall receive,
|
|
131 lines of all colors, a tapestry weave.
|
|
|
|
132 The Power of this world shall fade from the Well...
|
|
|
|
133 Twelve platinum chests, and the last living jewel,
|
|
134 The life of a maiden and the ritual cruel,
|
|
135 The Mason crafted the Galleon of Stone,
|
|
136 Earth Magic sprung from mercy unknown.
|
|
|
|
137 Vengeance descended and sought to demand,
|
|
138 The sacrifice due and the traitor command,
|
|
139 But greater Force struck the messenger down,
|
|
140 And gifted the Martyr the rebellion's crown.
|
|
|
|
141 The Power of this world shall fade from the Well,
|
|
142 And the Thirteen shall ride from the dark pits of Hell,
|
|
143 The sea shall rise up and strike `gainst the land,
|
|
144 And the shadow of twilight shall wound thy right hand,
|
|
145 The deaf shall hear the call of the One,
|
|
146 And the face of the Twenty shall turn to the Sun."
|
|
</stats>
|
|
</plot>
|
|
|
|
----------------------------------------------------------------------------
|
|
<address>
|
|
Phil Scadden, Scadden Research <br>
|
|
55 Buick St, Petone, Lower Hutt <br>
|
|
New Zealand <br>
|
|
ph (04) 568-7190, fax (04) 569 5016
|
|
</address>
|
|
|