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Unread postPosted: Sat Feb 27, 2010 7:43 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Below is the notes for my current campaign we've started for the eastern territory. Ive tried to write them so they are readable by others. If some bits dont seem to make sense its just cos Ive missed a bit that is in my head (should be ok though).

Players

Zartec - Female Elf Holy Paladin of Rurga (PS 32)
Randall – Male Gnome Conjurer (Thief skills)
Martok – Male Elf Summoner (Scholar of languages; already knows Teleport Circle)
Blakey – Male Human Monk (Southern religion)

Individual Beginnings

Randall starts in the action being chased through the jungle by a pack of hounds until he comes across a chasm with a rickety rope bridge as he crosses the hounds will reach it to and chew the ropes. Randall falls to his death. He awakens to find himself in a back alley, dirty with a few bruises and has taken 1D6 damage. His starting equipment is on him. The last thing he remembers is… (play his memeories)

Randall approaches Llorn through Gold Gate and the guards look him up and down and tell him he is at the wrong gate. His is further south. The Victory Gate has a massive queue which takes half the day. The guards will process his weapons, animal? And give him a pass to the high district to register his magic. They don’t ask what kind. He should make his way up Victory Pass and probably get a room at The Weary Journeyman as it’s getting late. He won’t see Martok at this point as I’m unsure what day it is. The guide will suggest a drink at the Lucky Lady or Tuskers Den and direct him to the Lucky Lady. After some cheating at cards and winning big he will be brought into the back room for a more fun game with bigger stakes. As they lead him into the back room he will find himself outside with no door behind him. Two guys block each end of the alley (so four guy’s total). They are priests of Rurga who beat him to a pulp for his sins. He is knocked unconscious and finds himself running through the jungle… (He has actually failed the “Back Room”). The muggers should leave him all his “starting equipment” but get away with a 5000 gold pouch.

He may possibly enter the tuskers den and learn how to contact the thieves’ guild.
At some point Randall will get into a brawl because he cheated at cards (or pick pocket or burgle someone). He may get into a fight using no registered weapons (because they’ve been conjured). If so then Master Pinkerton will be the arresting officer. Whatever the crime is it will be exaggerated (so Randall is actually innocent and has been framed by the thieves’ guild). They may word it as smuggling: “You have refused registration by sneaking weapons into Llorn. Do you deny that you have smuggled these weapons into Llorn?” – He hasn’t smuggled them in so he’s technically innocent! His denial will show up as true to Zartec! Randall will find himself spending a week in the stocks (on very poor rations) in the bazaar and will be taken there immediately.

Zartec starts walking into Llorn form the sea district, paying the fees, registering the weapons etc. She is there to see Lady Erica Scott in the temple district to complete her training as a holy paladin of Rurga and become a member of the order of the scale. Lady Scott will ask her for her sponsorship money – 30K gold!!… Zartec must find the money!

At some point early on Zartec will be approached by a middle-aged man with red hair and beard who nods and says “Hello..” She will have no idea of the past hour but remembers this guy making advances toward herself saying NO!

Kalba asked her to give up her body for a day. She declined. This will be the pinnacle that starts Kalba off with his games for them.

Martok and Blakey enter from the main gate paying fees etc. They get an inn room, a guide and visit the arena to make some money. It is special “Earthshaker” day in the arena. Blakey should defeat Jagged Tooth, Ice Dragon and Claymore.

Whilst Martok is watching the games a middle-aged man with red hair and beard sits next to him and nods “Hello..” Blakey cannot find Martok for the rest of the day but will return when Blakey has his next sleep. He will have no idea of the past 24hrs but just remembers agreeing to something.

As he/they step out of their room they will find the authorities waiting for them to arrest him on grounds of witchcraft! Master Pinkerton will be the arresting officer. One of the maids is standing in the corridor to ID him. He is taken to the cells where he will be hung (then cremated) in the bazaar the following day.

In prison with him will be a dwarf chained up. He is actually a changeling about to be hung for being a changeling. Whilst in prison Martok will have a cloaked visitor who passes him a note that reads:

As agreed, the New Crest grove will be destroyed before the month is end! – Blackweed.

The adventure should be that the PC’s must get to New Crest by the end of the month.

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:44 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Llorn

Zartec will go (or be sent) to the bazaar to purchase (possibly on her way to the Swordsman agency). There she will come across the main square where the stocks are and the gallows. Randall is already there being beaten by rotten fruit n vegetables behind the Master Collector when Martok is brought out to be hung. A big crowd has gathered due to the changeling hanging. The master of the ceremony is a Master Collector – Master Pinkerton. He will read allowed that Martok has been sentenced to death by hanging. Nick will be bound and placed in a noose. Hopefully he is pleading for his life.

Zartec will see this and sense that Martok and Randall r telling the truth about their innocence (intervention from Rurga). The Master Collector will ask Zartec to introduce herself and say that if she truly is a holy palladin of Rurga and can sense the truth then he will let the prisoners go free. She must pass his test – he beckons over a magician with his cup n ball act and says to Zartec that there is a ball under this cup – true or false? (It’s true). When she says true, with some slight of hand he will make it disappear! Randall can see this slight of hand and can conjure another ball under the cup so they can go free! Yey cheating! The Master Collector is NOT happy and will threaten Zartec that he will have his revenge for this treachery.

They owe her their lives. The changeling is then hung and killed.

Looking around town a few possible encounters:

If they enter an alchemist’s at any point then the alchemist will greet Martok and tell him that his order is ready. A pair of faerie wings will be handed over. He paid the alchemist 20K gold couple of days ago for them! If they don’t then the order will be delivered to the hotel before they head to the palace.

Fight with the House of Vald Tegor leader. A vampire. PCs get hit by stakes and kidnapped to be blood sacrifices. – fight in the cogs of the gate house? May be one on one with Zartec whilst others are getting into trouble with thieves guild? Any news of a defeated Vampire will please Lady Scott and help towards her training. When Zartec defeats the Vampire she will be attacked by the ratlings in the cog house and they’ll flee in to the secret tunnels. Either the other two meet up or r in the tunnels too and meet up with Zartec. They follow the tunnels and come out in the fountain in the Garden! Get their first experience of the Stone garden too and meet the druid who will chase them off with his magic!!

Another encounter to get to the cog house may be the gang “Sets Children” as the temple to set is close to the cog house.

Possible way to enter the thief’s guild is to shrink self and post to the guild through the barrel in the den? Or what would be cool is to post a bomb through and see the brewery blow up!

A trip to the maze would be good too. Easy, fun playing.

The monk’s activities in the arena have drawn the attention of the Kenington family. They are the shipbuilders and visit the PC’s in the inn to request Blakey to compete against Mishaad (The Dukes champion) at a party that The Duke is hosting in his palace. This will be the evening of their last day. The messenger will spot Zartec with the monk and speak to her as though she is the monk’s boss. He will say he’s glad there is some nobility among them and arrange for the group to meet with the Keningotns later that day in the high district and provide passes for 4. Whilst in the high district they can see the mosaic gardens and meet the druid. Whilst at the Keningtons they will be asked to compete against Mishaad. Martha Kenington will suggest that Lady Zara teaches the others some etiquette. Zartec can bring her friends as her trainers etc. so they can all go. They are not sure of the day (will need to be mid week for actual day) but they will be told on the day. They will be given 1000 in credit at one of the tailors in the market district for some fancy clothes and 2000g for the match. Should they defeat Mishaad the Keningtons will sponsor Zartec for the academy!!

They should take all their belongings.

They will be introduced to the Duke and have the match. It doesn’t matter who wins although Mishaad is way too tough for Blakey or Zartec. They will also meet Lady Morgaine Ravenlocke who Randall remembers from the Lucky Lady. The Duke takes an obvious liking to Zartec and they may spot a nasty look from Morgaine at this.

The toilets have an interesting flush system which stems from the Dukes personal chambers DIRECTLY above! This is too good an opportunity for two thieves to pass on (if it IS passed then Morgaine may implant the idea in Randall’s head to further discredit Rurgas barracks in the eyes of the Duke) and at some point Zartec or Blakey may see Randall swinging from a rope past the window and have to try and distract the guests from looking that way. She can excuse herself and go to help/stop them.

They can get to the Dukes chambers and will find his magic artefacts in a chest! Morgaine may be present in the bed of the Duke or enter from another room in her lingerie saying “is that you Dukey?” and will be surprised to find Randall there. Randall should see the items but not have touched them yet. Morgaine will telekinetically shut the window leaving only one other open (above the fighting room so he can dangle). She will teleport objects (the magical items) into Randall’s bag and leave the room (to alert her team).

When alone, Morgaine and her team will attack the group (to kill Zartec, or, maybe she is waiting for the Duke in his bedroom) The group should run (or are running cos they’ve stolen goods on them) into the garden and flee down the secret tunnel they know of! Whoever is last and when in the fountain Morgaine will attack!! Master Simeon will come to there aid and attack Morgaine, she will show her true Raksasha self and attack with bio-manipulation him and destroy him! The PC’s flee until they reach the docks and a huge leap into the sea! If the PC’s don’t leap then MT will use hydrokinesis or wall of flame to bloke their path and make them jump. The last thing they see will be 4 of Ravenlocke’s team (who will show up as return NPC villains). They jump into the sea and ofc survive being washed up outside in the morning by a walnut tree of Rurga. With all their belongings they had on them.

Morgaine’s Team (MT):

A Human Fire Warlock (so elemental can counter attack Nicks summoned creature).
A Dwarven Psi-mystic. (from the Lucky Lady).
A Female Human Were-Shaman (Horse and Bird and cat! 10th level by end!)
An Elf Knight
All are of Miscreant alignment, lead by the knight.

What to do about the stuff they prepared – is it all organised and ready to go outside the city walls?? Depends on what they’ve bought – they need boat passage so horses would’ve been useless. They walk up river and will eventually be able to catch a boat heading to Neven.

In a possible vision. Zartec will see Morgaine’s team report back to her that they killed the NPC’s and be praised by the Raksasha. One member of the team will spot the PC’s alive as they are catching a boat – they must kill the PC’s or they will suffer Ravenlocke’s wrath! Thus they will follow them on their Journey.

Any sort of visions or prayers from Zartec will indicate that she will face all 3 witches in the near future.

Master Pinkerton will be sent on the trail. He will hire several Llornian mercenaries from the Red Brigade and the Swordsman Agency (plenty of cash provided by Kenington family as they wish to clear their names of association with thieves who robbed the duke!). When the Red Brigade think they have done the job they will return (after Pixie Crown). When Master Pinkerton remains on the chase the miscreants of the Swordsman agency will aid him for a price.

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:44 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Neven

They will arrive on a Friday and as it is the weekend when the PC’s arrive, the Dogash Orcs entertainment has a few familiar guests. One of the gladiators from the Llorn arena (Claymore) will be there and they want a rematch against the monk!

The PC’s should book lodgings at at the Wanderer’s Home and meet Losana. They will hear her story from anyone in the bar and at some point Varse will walk in to speak to her. He sounds worried and believes their time is up.

Varese will hire the Group to act as body guards for his estate (“meet me outside in 10 minutes”). During their guard, over dinner, Varese will let slip that he believes he knows why they are being hunted. He keeps the Eternity Sword from the Old One’s Secret Complex! Whoever touches the sword will die shortly after. He will not say where it is kept (it’s not kept on the estate but in Gustaff Velop’s vault). Some time during their guard the estate will be attacked by a silent assassin – The Hunter as per the curse of the sword. The Hunter will slay all the guards and make an attempt on Varese. He will only attack if he can parry the players so if there’s one alone with Varses he’ll attack otherwise they won’t see him but Varese will have been poisoned (Dragon’s Breath) at dinner and will die at the same point anyhow.

The Collectors and Mercenaries will investigate the disturbance and deal with the investigation. The PC’s may flee back to their rooms. In the morning the PC’s will discover at breakfast that Losana has been summoned by Gustaff as she has inherited all of Varese’s estate and belongings. She should be receiving the contents of his vault at this very moment!

The PC’s should race to Gustaff’s. As they are about to enter the front door they will see a hooded figure poised underneath a window. The Hunter spies them, makes eye contact and telekinetically leaps up to and through a second story window smashing the glass! The Pc’s race up and a fight ensues. Gustaff will be assainated first as he has touched the sword. Do the PC’s reach Losana in time to save her? Or does The Hunter have one (or more) mark. Once The Hunter has the sword he will inform the PC’s that he has what he came for and does not mean them any harm less they obstruct his return with the sword to its rightful place. If the do he will fight to the death. If not he will flee and return the sword once again returning to his slumber.

Encounter with MT searching for them. Fight ensues. MT will flee if out gunned Should be MT that flees and not PC’s.

Pinkerton will enter town to put up posters and liase with Collectors Center. Encounter with Pinkerton & mercs. Could be at same time as MT so MT flee (they may think the collectors are looking for them as they haven’t exactly been scrupulous along the way). Pinkerton will survive and NPC’s are too much for PC’s. PC’s should flee.

Can quickly hide in Shipyard warehouse and steal the half complete “River Shark” (won’t know its half finished until on their way) so they can head up river.

At several times they should see several pigeons fly from the home of Ryan Chenney. Not necessarily and adventure avenue with Chenney.

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:45 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Hadrian’s Cove

Enter Veil Lake as “River Shark” begins to sink. No way to stop it and they use a safety row boat to survive. Row across Veil Lake and are attacked by Viper Serpent! Should survive so Viper Serpent may get distracted or something and swim off.

In town will hear of rumours. If they announce that they saw the sea serpent they will be hired by the Alguiard family, the wealthy cousins of the disappeared family to investigate and capture the sea serpent that killed their cousins. 1000 gold pieces each for its head! Use Great Northern Eels if they go onto lake.

Not much else of interest in Hadrian’s Cove. PC’s cannot spend time getting involved in the politics without being caught. Of course there is the impenetrable bank vault of Hadrian’s Cove that may provide its own adventure…

Encounter with MT. This time MT are much stronger (they’ve gone up a level) and should be scary for the PC’s. PC’s may even have to flee to survive!

Pinkerton & his mercs will inevitably arrive at some point and begin the hunt for the PC’s. Not necessarily have an encounter in Hadrian’s Cove. Just points out that the river is too easy to follow. See how action is going.

Vision from Rurga suggests PC’s must flee south as river trail is too hot from the chase.

Kalba will approach the monk (or another member if refused) and try to offer himself for a day in exchange for safe passage through the southern trail for the next few days and the guaranteed escape from Pinkerton (not MT!). He will promise not to leave the group (he’ll insert memory on the PC’s to believe the party member was with them).

The safe passage means the journey will be uneventful. It seems they have finally lost Master Pinkerton as well as MT! Skip the journey details until they reach the edge of the Howling Lands.

PC’s have to go South through the Howling Lands.

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:45 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Howling Lands

The PC’s will come across an inn named “The Howling Home & Hearth” Stay at last inn. They are the only guests and the innkeeper, “Zedric”, informs them that they don’t get too many people this far south as the Howling Lands are far too spooky for most travellers. His usual patrons consist of adventurers or soldiers wishing to explore. He NEVER gets any repeat business or recommendations via word of mouth if you get his meaning! They will get to bath, rest etc. and the rooms come with an evening meal. They will be called down for dinner. The steak is good and wine is a vintage.

During the meal the PC’s will be poisoned and fall asleep. Any who save can fight the innkeeper. If they all fail (vs poison 16!). They will all awaken in a cold, stone room tied to chairs. There is a table in the corner with a human leg lying on it. The innkeeper has gone insane with his solitude and hunger and has an insanity of cannibalism. He intends to eat the PC’s and whoever got the lowest save roll (and is still asleep) will be tied to the table for chopping!

If Martok has a summoned infernal minion it will be directing Pinkerton to the inn. The PC’s may hear “They’re in here” coming from outside. Or, they may here the sound (perception roll) of Pinkerton and his mercs approaching. Either way, just as the PC’s are escaping (let them gather their belongings) they will see Pinkerton and his mercs approaching. HE has gathered more troops and the PC’s are incredibly outnumbered. A few mercs are even on horseback! As the PC’s flee Pinkerton gives chase but will stop suddenly. The PC’s hear a howl coming from up ahead as it begins to get dark. Pinkerton will not pursue them into the Howling Lands.

If PC’s are injured they will be attacked by ravens that night otherwise they will not be attacked that night and travel further into Howling Lands.

As day breaks the problems will be from the terrain as rocks give way underfoot and stones cut into their leg as well as the dangers of tripping. It begins to get dark and the PC’s should find a place to rest. They will not hear any howling (because its not actually night yet) unless they move further south (because of the time, not distance). They awake in what must be the middle of the night! Although they are fully refreshed!

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:46 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
The Village of Uncton

In fact it is the morning. No astronomy is possible as the stars are no where in sight. It is simply dark - everywhere! The PC’s will see a flash of light from up ahead.
As they approach where the flash came from they will see a tiny village. People are lighting several torches and hanging up washing in the “main square” near a well. If the PC’s attempt to drink from the well the villagers will stop them saying that it has not yet been purified. (The Danzi purifies the water and food before they may drink it. – uses cleansing fire to rid the water of the evil taint of the slumbering Old One below! – This is what caused the problems in the first place).

The villagers will retreat at the PC’s approach and hide. The village Elder will exit a building and talk to the PC’s telling them to “Leave this place for they damn us all! The magical energy radiating from the sorcerers will drawn the Moord-Sith. They must leave now!” He will return inside.

A young teenage boy will approach the PC’s to ask if they have come to save him. If questioned he will tell them the tale of the village.

Long ago before the Howling Lands became tainted, the village was prosperous. The Village Elder had a son. A man named “Berry.” He was married to a lady named “Mylicia.” It had been an arranged marriage as Mylicia was from a neighbouring village. Although Mylicia was a devoting wife and loved Berry very much he did not return her love. Berry was in love with another village maiden named “Eavinne.” Berry and Eavinne began to have a secret affair behind Mylicia’s back. One day Mylicia caught the pair in her very bed and was heartbroken. She was last seen crying into the well and legend has it that her tears have tainted the water ever since (untrue – it’s the Netosa’s presence).

Mylicia left the village and took refuge in an old tower to the east. It is said that she as she had already given her heart and it was destroyed, that she no longer needed her soul and so she pledged her soul to an unnatural force of dark power. She begged her new master to curse the pair and so it did. But it cursed the entire village placing it in unnatural darkness for 24 hours a day, 365 days a year. The only clock the villagers use nowadays is the howling of the wolves at night.

The darkness attracted monsters of all kinds including wolves and Moord-Sith among others. But it also attracted the master of the night. A Vampire named “Tyreem.” The vampire killed the current village elder making Berry the new one. Tyreem took Eavinne among others as hostage and Berry had no choice but to pledge the village to the servitude of the vampire. All that was nearly 40 years ago.

Tyreem soon brought others with him and converted a few villagers to his race. The village now works to support the vampires with their own blood and the vampires keep the villagers feed with meat and such as the darkness (and Howling Lands in general) prevents them from growing any crops. The dangers of the Howling Lands make it too dangerous for anyone to flee, as well as being hunted by Tyreem and his crew the following night.

A Danzi wil approach the group from out of the shadows, waving the boy away. “the boy speaks the truth” he will confirm, “but they have not come to save us child, no one can.” He will add.

The Danzi (named “Ulthir”)is an “Utazni-Krot” (wandering shaman) from the Stone Clan of the Shattered Mountains who was travelling close by the village on walkabout and was subdued by the vampires two years ago. He now lives among them. He has a very low P.P.E. count and alone does not attract major attention from any Moord-Sith. Ulthir will add to the boys tale informing the PC’s that they must beware Tyreem and his crew as over the past 40 years they have adapted to the darkness and now require less than four hours sleep per night to operate at full strength! He will also add that Tyreem was in an unusually bad mood last night. This could possibly be the presence of the PC’s (it partially is as Tyreem uses the mortal flesh captured by the innkeeper Zedric to feed the villagers and has discovered this supply is no longer available!). Ulthir will inform the PC’s that his has had a communion with the spirits of his ancestors. They have informed him that the only way to rid the curse of darkness is to end the life of the witch Mylicia.

At some point a fog will surround the village. Zartec can use globe of daylight and it will cause a dozen vampire to appear, coil in pain (daylight is even stronger than normal, does more damage) and flee in terror!

At another point before they leave for the tower Tyreem will fly into the village and introduce himself. He will cower from the globe of daylight but will not flee. He will address the village and Zartec in particular requesting a sacrifice for the newcomer’s defiance. He will return at noon tomorrow in force to claim the youngest (the teenager from earlier) member of the village for his crew.

The PC’s should plan to journey to the witches tower (only a days walk) and kill her. If they kill her at precisely noon tomorrow then the returning sunlight will kill the vampires in the village as well!

Leaving to kill the witch immediately means that they will need to camp overnight. During the night they will be attacked by some Moord-Sith.

The tower is easy to spot as they leave the shrouded area of the curse. The entrance is a spiral staircase that weaves along the outside of the tower to a door half way up. The PC’s will be attacked by several Hsigo’s (winged monkeys) under the control of the witch. A perception roll may spot a raven watching from the top of the tower.
The interior of the tower is dusty, dirty but clearly all the furnishings are (were) of high quality. The witch appears on the balcony overlooking the hallway. Another staircase from the hall connects to this balcony. The fight ensues.

The witch is 15th level and is connected to Netosa himself! She has the gift of magic and can cast any spell you like! She will toy with the PC’s instead of killing them to showcase her powers (as well as having no company for decades). It is clearly a fight they cannot win. The raven has come inside and watches from the sidelines.
When the Mylicia has had enough she will announce that they shall now die and casts wall of swords behind them, blocking the entrance and moving it forward. They will not be able to get up the stairs quick enough as she begins to cast another wall of swords spell in front of them. As she says the incantation, the wall semi-appears then fades. She tries again and the magic energies around her hands aren’t there. The raven laughs.

It has been exactly 40 years since she made the pact! The pact is now over and she no longer has any powers. The raven (her familiar) will refuse any renewal of contract stating how the last 40 years has been the most boring of his immortal life and he (the familiar is the Minor Demon Lord Songhollow! Banished by Modeus (he explains he was betrayed by a demon named Zelda for taking the fallen out of Hades) and entrapped by Netosa!) is pleased that she will die in this way. Songhollow will confirm that the only way to remove the curse is to slay Mylicia (true). Mylicia will attempt to flee. Of course the PC’s must run up the stairs to her to avoid being impaled on the wall of swords. They should kill her and Songhollow will fly away laughing but chameleoned.

As Mylicia is killed the sun will appear over the village as the shroud disappears. It will indeed destroy all the vampires that have entered the village. Ulthir will confirm that Tyreem was among them (he was!) and is now destroyed! The secret is that Evianne was transformed and remains a vampire asleep in her tomb. She will return later to extract her revenge against the PC’s for destroying her former master!

The villagers are inspired to leave the bad memories and head north for a new future. Job well done players! The PC’s need to head south further into the Howling Lands (visions from Ruga may be required to push them in this direction). Ulthir will request that he be allowed to accompany the PC’s through the Howling Lands.

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:46 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
The Black Pond

They lead the Danzi to the pool of corruption, The Black Pond. They stand on a cliff overlooking it when when they spot that the pool is surrounded by shadow wolves. They are everywhere, including a few (not a lot) behind them. It seems impossible to cross although there are stones jutting through it to be able to cross if they could.

Just at the point that they have killed the few Shadow wolves at the top of the ridge - MT attack! They have flown in on a flying carpet (enchanted to fly from the Psi-mystics spell)! Were-shaman will be in bird form.

Monk gets knocked down cliff, the elven knight follows, with his amazing agility (telekinetic leap?). Wolves start to head round to them (Zartec can keep at bay with Globe of daylight perhaps) – only safe place is on stepping stones going out into the pool. Sword fight on steps resulting in knight being knocked into pool! Makes for a good climactic ending. Remember the pool will be making them all feel like kill the others – even those of good alignment! The fire Warlock who will have “burst into flames.”

The Za will also come down to join the fight. He will target Zartec. If he is about to kill Zartec, then may include life saving interruption from Mevka! (see Rifter).

Fire elemental running about will see the shadow wolves scatter (for now). As well as lighting the entire area. (not daylight so wolves will remain intangible).

Fight should see the end of MT!! All dead!

PC’s should cross the pond on the stepping stones. As they approach the end the wolves will return. PC’s will have to kill a few (depends on the PC’s hit points etc.) before sunrise causes them to vanish to their dark world dimension.

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:46 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
The Vicious Circle

The PC’s will wander further south the following day and will hear some music playing sweetly. As they move towards the sound they will see a solitary church isolated against the horizon. As they move further towards the cathedral they will see a strange monster outside laying on its side with a spear sticking out of its side. There is in fact a few of the odd looking centaurs scattered about. Each appears to be slain. If the PCs approach the monsters a whispered shout will be heard saying “Don’t touch them!”

There are several members of Rogier’s Cohort (6) trapped in this Cathedral by half a dozen Taursis (released into the Howling Lands by Songhollow as it happens). The squad got ambushed by the rogue Taursis. They put up a fight but lost their weapons as the demons were too strong. In an attempt to alert some assistance they started play the cathedral’s organ as loud as possible. It sent the Taursis to sleep but once they stop playing the beasts awaken immediately. If they are disturbed in any way they awaken. Once one wakes it will awaken the others! The squad has been trapped here in this vicious circle for days and their supplies have run out! Who can conjuror some food to eat? Unless someone can magically produced arms for them all they don’t stand a chance in a fight. Who could possibly do that?!

During the fight a limb will be cut off one of the Taursis. He will regrow it and when he dies the severed limb will remain behind. The PC’s can sell it in Wisdom (for it proper value – t will be used as part of the heist!). Once the Taursis are destroyed Rogiers Cohort will travel west. The PC’s should travel east to get to New Crest.

For player rewards Ulthir will offer to give each of the players a magic tattoo! Also several candlesticks, ornaments in the Cathedral are antiques and can be sold at Wisdom’s “Yesterdays Treasure for thousands each!

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
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Unread postPosted: Sat Feb 27, 2010 7:47 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
“To Serve the Pixie Crown”

Same adventure as “Adventures in the Northern Wilderness, Book IV” but the Wolfen are the Flaming Eye Kobold Tribe mining silver (just use same stats). The pixies will tell them that the Kobolds have only just come to be known as the “Flaming Eye” Kobolds.

The Danzi, Ulthir, will NOT enter the mines but will wait and guard the entrance.

The Grackyn’s plaque should be discovered by the PC’s as well as the open sarcophagus but the Koblods should be the ones to open the tomb. The PC’s should NOT engage the Grackyn in a fight.

As they exit the Angar’s room they are brought to a standstill by a dozen armed soldiers with crossbows. The kobolds are gathered up
They see Master Pinkerton standing there. He puts them under arrest for the theft of Duke VasPasseon’s item’s, the murder of MT, Father Samuel, witchcraft etc. etc.!!

As the PC’s are arrested, the Grackyn will appear from the mine entrance! He will roar and head to the stables (or nearest room). The PC’s and everyone else watching will see several horse heads and stable hands be thrown from the stables. Master Pinkerton will walk calmly towards the stables, enter and after a minute the roaring stops. Master Pinkerton walks calmly back out with the Grackyn dead, dragging it behind him!! He commands some of the soldiers (not dressed in red as before but all are in green – they are from Wisdom) to put the creature on board. “The Tri-arcanum will be most interested in this species”.

They are bound, lead onboard a prison ship, belongings removed and placed in cells. They are to be escorted to Wisdom to face trial as they have been arrested in Wisdom jurisdiction.

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:48 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Prison Ship

PC’s are put in separate cells, as below:

Locked
________Door_________
¦ Orc ¦ ______¦
¦_____¦ ¦_¦_¦_¦_¦ Stairs to deck
¦ ¦ ¦ ¦
¦ BH ¦ ¦ W ¦
¦_____¦_________¦_____¦
¦ B Z ¦ 2 ¦ M R ¦
¦_____¦______ _¦______¦

BD= Black Hood (human)
W=Witness (human)
Orc = Orc prisoner
2 = 2 other human prisoners

Randall has the only cell with smaller barred gaps.

There should be no means of escape. If Nick has a demon then it will have been destroyed by Pinkerton.

Whilst in cell the witness will tell Randall in exchange for some food and alcohol that he is an old river pirate and worshipper of Lista who is being taken to Wisdom to give evidence in a trial against a former acquaintance; The assassin guild “The Thanatos” in exchange for his freedom. He is giving up the names of the guild leaders in each major city of the Eastern Territory:
Llorn – The Black Weed
Neven – The Black Foot
Hadrians Cove – The Black Hood
Kaash – Jack the Black
Wisdom – The Black Heart
Peningshir – The Black Glove
New Crest – The Black Dagger
Haven – The Black Ace

He can also confirm that the reason he is giving up this information is that the Thantos have gone too far. He has heard instructions to be sent to The Black Dagger in New Crest to destroy the grove of Lista and plant a Panath tree in its place! He tells that unknown to The Thanatos the destruction of her sacred grove will anger the goddess and she will summon a Titan of the Deep to inflict its wrath on those who could not protect her sacred grove. The Titan will destroy all of New Crest. Tens of thousands of innocent people will die! Hopefully his info will be enough to help bring down the organisation.

A human will be lead in afterwards who keeps to himself, hides his face and says nothing. This is Blackhood in human form (really a changeling).

A guard is stationed in the prison watching the prisoners (so Randall can’t pick locks). The moment he falls asleep one night…..

Zartec (and any others) will see Blackhood metamorphosis into a gnome, slip through the bars and into the witnesses cell, pull some cord, strangle him to death and go back. He throws the cord to the Zartec. Their cries will bring soldiers who will not believe stories of changelings and Zartec has the cord and the strength.

They send for the ships healer who psychically probes the Blackhood. When he dneys it the healer states he IS TELLING THE TRUTH!! (it’s gift of truth from Panath).
Blackhood also registers as non psionic or magic if probed!

A short while (ten minutes?) after the guards leave the sounds of screaming can be heard outside along with the sound of things breaking. Sounds like a fight is ensuing. Blackhood will metamorph again and flee from his prison and the ship (never to be seen again?). The Grackyn has regenerated and risen again! It is destroying everything and everyone on the ship. The pilot is dead and the ship is about to crash into the bank (it will begin to sink as it has already hit too shallow water and burst its bottom).
The Grackyn has gone down below, killed all in the other prisoner blocks and if the PC’s give chase they will find it chewing on the captain and Healer in the dining room. All they have to defeat it with is the Ships silver cutlery, on hand in front of them on the dining table. They should defeat the Grackyn – The ship will be sinkng and as the water levels rise around the Grackyn it will become clear it is panicked as it cannot swim. If the reduce its HP to zero it will drown (could come back as a latter adventure but for this campaign that’s the last of it).

The PC’s will spot some survivors on the shore. It’s the other prisoners (2 humans and an orc) from their cells. They should pursue the thieves along the riverside to Wisdom. They can catch them anytime they like. Should be quite easy for the PC’s to win. Escapees will fight to the death for their freedom.

If at anytime they question aloud how there are supposed to stop one of the Titans of the Deep they will instantly (act of Cirga) see a poster pinned to a maple tree (unusual in this area, and did that tree just move?) advertising a tournament in Wisdom in the next couple of days to celebrate this years “Assembly of the Circle of The Scroll.” The winners of the tournament will receive the mystical arrow of Cirga!!

The PC’s will spot a lone sailor heading towards Wisdom. He is Captain Kavanaugh of “The Barracuda” and will agree to take them to Wisdom for the price of just a few gold each. He is smuggling “medicine” (actually drugs for the Fingers Thieves guild).

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:48 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Wisdom

They enter wisdom without any issues for the authorities. As far as Llorn is concerned they have been apprehended but Pinkerton may be around somewhere so expect the PC’s to be quite covert.

There will hear about the sisterhood of witches in the south dock district and all the drug dealing going on there from any inn keeper (so they should stay at that inn).

They are no other planned sub-plots (except tournament and heist) unless PC’s make there own from thieving etc.

Tournament:

Tournament is a way of entertaining the visitors whilst relaxing all the talk of history. Entrants must have sponsorship from a member of the circle of the scroll. Randall will encounter someone trying to enter a thesis on the lost art of Conjuring – hmm some possible bargaining to be done…..

Tournament will take place over four days with events in the morning and afternoon. Rest periods are available in the evenings and entertainers/festivities are put on for the Circle of the Scroll and entrants. Roll up Rifts travelling show! Throw in some very suspicious carnies to attract attention for heist and witch possibilities.

There will be 32 participants on day one and halved each day and after both event on the final day. The numbers of participants are in parenthesis.

Days & Events:

Day One (32):
Javelin Throwing – Monk
Showjumping - Zartec

Day Two (16):
Archery - Randall
Swimming – Martok? (at moment of starting none of PC’s have swimming skill!)

Day Three (8):
Jousting - Zartec

Day Four (4) (2):
Mounted Combat (the semi finals) – Zartec against Blackheart (the witch)
Duelling (the final) – Zartec against the changeling. This will be fought in an anti-magic cloud so there is no cheating.

Eight Favourite Participants:

Zartec (White)
Ceth Hasas (Black) (Blackheart)
Risdan Turlor (Red) (Changeling collective)
Lynir Vorn (Green) (other mounted combat contestant and third place winner)
Omiss Nanalight (Orange)
Quaidan Ghamos (Blue) (Dwarf)
Danther Asque (Purple)
Kives Peroves (Yellow) (Elf)

On the second day the PC’s will see Risdan greet and hug, welcoming someone (Redbones) by his tent. The person will lift open a box. Risdan will peer inside a beam a smile. They go into their tent.

Can battle blackheart in joust but outcome will be a draw. A draw means Zartec and BH go through but must face each other again in the semi’s – mounted combat! That night the PC’s should discover he’s a witch at docks, by spotting him chanting with the sisterhood of witches. They spot the devils mark on the back of his head with mini tentacles! He will fly off at speed before PC’s can react. They can kill the other 3 witches?/followers. PC’s will have to face BH next morning in tournament. Two chance in mounted combat to lance the opponent before going to melee weapons. Joust him and knock his helmet off to reveal his identity. Cheztum (in true form) will fly in as well as guards and wizards to capture witch. He will be sent to prison. (PC’s can destroy him later without his witch powers in prison before they do the teleport circle!)

The PC’s will not win the tournament. The changeling’s (Risdan) will win because of the ironshoes! PC’s can come any position but the closer the better (should be second). The award ceremony will take place immediately. Risdan will take off his boots after the fight and hand them to his squire who will swa them for normal shoes. Whoever wins the duel will be requested to approach the king who will award the magic arrow (unknown properties). The winner (Risdan) will shake the hands of the king, queen and finance director (who brought the arrow to the king. The Changeling shall pickpocket the director’s magical pendant to the vault in the house of man!

After the award ceremony there will be a huge celebration open to all. Virtually all the guards have a bit to drink and the entire city will congregate in the University Park. It is during this party that the heist will take place…

PC’s will notice Risdan is not at the party. In his tent they will see a big chest containing Risdan’s clothes. A lot of which are covered in blood. Also inside are some tailoring sketches. The PC’s kept his clothes after they killed him and took his identity to research size and designs for armour etc.

Vault Heist:

The changelings are lead by a Dwarven (secretly changeling) pirate named “Redbones the Lucky”. His shipped is docked and he has gathered some of his family (all changelings to avenge the death of their brother/uncle killed in Llorn several days ago (the dwarf who was hung next to Martok). The group consists of (relationship to the deceased in parenthesis):

Redbones the lucky (Brother): Swimming and duelling
Vessryn (Niece): Archery
Vesran (Nephew)): Javelin Throwing
Rothgar Snr (Brother): Equestrian (Jousting and Mounted Combat)
Rothgar Jnr (Nephew): Equestrian (Showjumping)
Oturi (Son): Half-wizard Burgular

The heist has been arranged by Oturi but Redbones will take the lead of the group. They will attack eliminating the defences with:

40 soldiers – One member (Redbones appearing as his dwarf self) wearing Ironshoes, another two on the rooftop firing lightning arrows and javelins as well as Redbones’ pirates!
6 Wizards – Anti-magic cloud scroll and mounted knights who can get into range quickly!
Golem – Have stolen pendant
Four bolt locks – Anti-magic cloud to negate ward effects!
Psychic sensitive – Lightning arrows and javelins
Mystic Drain Ward – Anti-magic cloud to negate ward effects!

Whilst the fighting is going on PC’s are best to attempt to take out the two ranged snipers (Randall conjurors some rope?). When they kill them, they will see they are both changelings! Zartec and Monk are probably best to combat mounted knights. Again, if killed they will show their true forms! One PC (Martok then?) should follow Oturi who will enter the vault through his anti-magic cloud!

Once inside, Martok will see an Alladin’s cave of Riches. Oturi will approach a piece of paper on a podium and pick it up. It’s the charter of the Dominion! Thinking he is safe n the anti-magic cloud, he is crushed by a falling stone block killing him instantly! A certain piece of parchment and a magical arrow falls to Martoks feet…
At that point the NPC’s and PC’s are being rounded up by the Wisdom Green Men and Dominion Army (Cheztum can intervene if the PC’s are about to escape).
Martok will have no place to run when he hears a voice in his head (Ahem, over here, this way). It is the Book of Ahriman calling to him. It is on a plinth nearby. AS a rune item he can still use his powers. He will let Martok use him to cast ghostwalker to escape the army heading towards him. Martok can take the Charter with him if he wishes and escape.

On his escape there will be several coughs from Ahriman. As Martok looks at a spell Ahriman will say “say Acba” and e.g Armour of Ithan will be cast – then, Martok is hit (under the A.R.) by half a dozen arrows.
As he’s being chased:
Stop archers – carpet of adhesion
Come to cross roads – cloud of smoke
Stop further soldiers chasing – speed of snail
Next spell says teleport:lesser – ask for destination then Martok teleports the Charter of the Dominion and Cirga’s arrow to that location!
Lone elf (with long white hair) blocking his path – size of behemoth! The stranger then metamorph’s into a dragon! It’s Cheztum who will capture Martok.

The PC’s will face trial immediately by interrogation by the judge who will ask them about the heist. Next to the judge is the tall white haired elf (Cheztum). Whatever their answers Master Pinkerton will then enter the room and identify the PC’s. “Well, whatever your involvement on the heist may be you have been found guilty of High Treason against Duke Vaspasseon of Llorn as well as the murder of several citizens of both Llorn, and Wisdom as well as the murder of an entire ship of Dominion soldiers! Therefore I have no choice but to sentence you to life imprisonment in the Dungeon!”
Cheztum will lead them into the next room where they will ALL have Ley-Lamprey’s suck their PPE. They are escorted to two double doors and pushed in and the door bolted. The room is dark, they can hear slithering. A monstrous voice says “it’s best not to struggle.” They collapse to the ground (save vs psionics or magic or gas) and become paralysed and the room becomes dimly lit. They can seem ley-lampreys crawling towards them and they are attacked and absorbed of all PPE. The paralysis wears off and they turn around to see the face of a dragon come roaring towards them.
Cheztum will heal them fully, then send them to the Dungeon!

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:48 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
The Dungeon

The room changes to be a flat country landscape and a gang of humans next to lake fishing with wooden spears. A fight ensues as the gang think they will hunt their fish! PC’s learn that people don’t heal here. In Dungeon they get in trouble with ruling gang and leader is a Blue Hooligan (faerie). After a day they will get a visit from the faerie and his gang telling them to stay away from their fishing hole. The gang will leave without a fight.

Next day PC’s will discover a rat up a tree shouting for help! Several prisoners are trying to catch it and fighting amongst themselves (all are low on HP) One of the prisoners is Blackheart the witch! Fight to death!. It’s Ulthir the Danzi disguised as a rat! He has snuck into the prison to give them some soul beads full of PPE as he knows Martok can teleport the group! He does not know about components – oops. He PC’s need to obtain some faerie wings for the circle to work – but where from...? Kill gang leader, burn wings teleport out to location known to them.

The sponsor has inherited their belongings and has yet to look through them (he has Randall’s but Randall has no stuff). PC’s must steal it to get it back! Will Cheztum know they have escaped? Will there be a chase through Wisdom? PC’s should leave Wisdom ASAP. The PC’s will have no encounters along the way to New Crest which they can presume means no-one knows they have escaped (Cheztum has noticed but will bide his time).

New Crest

PC’s can enter through front gates but ay be too paranoid and try some other way. If caught they will be interrogated and treated as a spy!

The PC’s may be hired to protect pearl caravan from market to home one night. Get attacked by the wizards. Win or lose, doesn’t matter.

One night the PC’s will be attacked by a vampire. If they destroy the vampire then just as they kill it an undead hunter named Van-Dyval (from the Temple of the Sun) will approach them saying beware there is a supernatural evil about. When they say they’ve killed it he will be impressed and ask about them. He will thank them and bid them farewell not matter what answers they give.

They should have a day to see New Crest and its sites, especially the Red Coach rides which will be offered to them on several occasions and the night lights factory.

If they can purchase (or steal) any night lights or mystic sand then Valrune in Llorn will pay thousands for each sample of these wonders!

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:49 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
New Crest

PC’s can enter through front gates but ay be too paranoid and try some other way. If caught they will be interrogated and treated as a spy!

The PC’s may be hired to protect pearl caravan from market to home one night. Get attacked by the wizards. Win or lose, doesn’t matter.

One night the PC’s will be attacked by a vampire. If they destroy the vampire then just as they kill it an undead hunter named Van-Dyval (from the Temple of the Sun) will approach them saying beware there is a supernatural evil about. When they say they’ve killed it he will be impressed and ask about them. He will thank them and bid them farewell not matter what answers they give.

They should have a day to see New Crest and its sites, especially the Red Coach rides which will be offered to them on several occasions and the night lights factory.

If they can purchase (or steal) any night lights or mystic sand then Valrune in Llorn will pay thousands for each sample of these wonders!

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited


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Unread postPosted: Sat Feb 27, 2010 7:49 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Clash of the Titan

They will quite easily find the Grove of Lista in the NE section of New Crest by the Coast (a walled garden on a small outcropping of the coastline). It is looked after by Priestess Alyse Marel – Rifter #43 (5th level priest of light). She has had no problems with anyone and has a small following of devotees who pay tribute. She confirms that indeed if the grove where to fall then it, then it would call the wrath of Lista. Especially if it was the doing of Panath worshippers!

One evening The Black Dagger (a 10ft tall troll who uses a Black Kobold manufactured long sword - +1 to strike & parry, magically eternally sharp +3 to damage, as a dagger!) will indeed destroy the grove. He will throw several bundles of the mystic sands: sands of burning from across the bay at the grove and send it burning to the ground. If the PC’s are guarding it then he may have to hijack a naval catapult and do it from a distance. This will be one huge bundle if a catapult is used. The grove will be hit and being to burn profusely. It is too much to be able to put out unless prepared.
Even with Alyse’s magic she cannot put the fire out. If Martok has a water elemental it will do its best but somehow (unnaturally? Songhollow?) the grove will be half ruined. Lista is pissed!

Pc’s can follow BD who will flee past the Red Coach depot. He will get into a coach and the driver will speed off. PC’s should get in another “follow that cab” style chase through the main street. The will reach the southern edge of New Crest when BD will exit the coach and run on foot. PC’s can see a massive crest of ridges protruding from giant monster in the ocean to the east! It is causing a giant wave to head towards New Crest! Alarm bells can be heard and people begin to scream and run!

BD will flee into the southernmost lighthouse, kill the owner and head to the top (safest place atm). Zartec will be the only one allowed to follow as the door shuts on its own (Pinkerton’s doing) and the PC’s cannot get in! Zartec and BD fight at top. Zartec will defeat DB quite easily as BD will feign death (if Zartec fails First aid roll great, if not the BD has death trance magic item).

Other three should concentrate on Titan. The wave causes a massive ship to be crashed into the coast near them. If they climb out onto the ship’s bow they will be in range for Randall to fire Cirga’s arrow at the Titan. They can see the New Crest Navy moving in for combat. All on the boat are dead. As the PC’s get half way there passge becomes blocked by a large fog. At least a dozen vampires appear. Their leader stands behind them and introduces herself as Eavinne. She seeks her revenge for murdering her former master Tyreem! Eavinne is wielding Deathkiss! PC’s fight vampires.

Zartec can cast globe of daylight into lighthouse and use it as a sort of Daylight Laser! Although it does not harm the vampires it will force them to close to the water were they will burn easily!! As the last one is nearly about to die (Eavinne), Zartec is strangled from behind by BD! She can push the troll back towards the window to make him let go (he will) but as she does she spins the light towards the other way – towards the Nightlights factory. They both fall out of the window into the sea! The light slowly begins to burn steadly through the window….

PC’s fight Eavinne and kill her (do they body block her into the water (big xp)?! She will drop her sword Deathkiss on the side unless she is wrestled into the water then it is up to the PC who went in with her to retrieve it! Randall fires arrow. It is magically guided if he fails roll and heads towards Titan, then it begins to dip and sploshes in water. They have failed!

As they turn around several of the witch hunters and Van-Dyval have arrived as they were chasing the vampires and a witch! What witch?
“That witch!” A ghostly ship approaches the cliffs where they stand. Master Pinkerton disembarks the ship and fights the witch hunters, wiping them all out with a Crimson wall of Lictalon!! This leaves the PC’s (who are climbing up the cliff to fight as a foursome?) to fight Pinkerton. He will use spectral sword and fight to the death (plan is not to use any more spells – no PPE left after wall as it’s actually not possible :p). PC’s should have no option really but to kill Master Pinkerton with Deathkiss. Should the rune sword pierce him he will succumb to the soul eating power. Kalba will scream that he will never be bound, cancel the pact and the magic (spectral sword, crimson wall etc.) and vacate Pinkerton’s body fleeing to the nether realm! The Master Collectors soul will be consumed!

During the fight the Titan will be seen to vanish. PC’s win! At that point several explosions are heard and the sky is lit up by thousands of fireworks from the Nightlights warehouse (don’t’ fret, they’re insured). What an ending! When Van-Dyval asks the PC’s “who are you people?!” a white haired elf will answer saying exactly who the PC’s are. It is Cheztum come to reclaim his fugitives. He will state that he has been watching the PC’s and indicates that there are several loose ends to the charges against them in Wisdom and Llorn, mainly why does Rurga still grant her champion those powers if she is a common criminal? He will take the PC’s to lunch and ask them to tell him everything. He cannot condone summoning or theft but agrees that the PC’s have redeemed themselves. He will clear their names in Wisdom and arrange for an official release from the Dungeon. Although he has no influence in Llorn he believes their story and agrees to fly them to the city although he cannot help further in their upcoming battle. He flies them to Llorn.

_________________
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
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Unread postPosted: Sat Feb 27, 2010 7:49 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Return to Llorn

The best entry would be via water on board a boat from the sea (not the river). They can bribe there way up the sea lift to the Coghouse and into the ratling tunnels heading towards the fountain in the high district gardens. It will be morning by the time they exit the fountain/tunnels at the statue of Aco. The PC’s must somehow make it to the castle!

If the PC’s involve the Barracks of Rurga then they will storm the Lucky Lady. Rurga (or Songhollow) will give Zartec a vision of Morgaine wandering in the castle gardens with the Duke.

Morgaine will be taking a morning stroll in the grounds with Duke VasPasseon. They will only have a few select guards as security for their privacy. It’s the perfect time to strike! Morgaine will hynoptically suggest the Duke “runs away” and then “doesn’t look back.” He will save the last command and see her change to her natural form, have a few melee’s with the PC’s (as will the guards) and then she will teleport to the castle walls and run into the battlements. PC’s can pursue. In the walls the PC’s will be waylaid by different returning NPC’s Devilfish (the cardshark) will attack Randall, Ice Dragon & Jagged tooth also now work for Ravenlocke and will attack the monk!

Morgaine will flee into the high district towards the Mosaic garden. Final fight in the gardens. She will transform back into the Lucky Lady as the patrons having breakfast in the café will see all of the fight. The Pc’s will NOT save and everything they see is a beautiful forest – whilst they’re fighting a Raksasha demon! Those seeing this from the outside see a clear fight on mosaic tiles. Morgiane will fight with Psi-sword and Psi-shield and will take the PC’s to an inch of there lives. Whoever has Deathkiss will be paralysed as much as necessary to drop the sword. Can be for as little as 4 melees (don’t tell PC’s). This will be in mosaic garden. Whilst fighting other PC’s in garden she can be surprised by stab from Deathkiss. She will be hit by souleating power and her soul consumed! Deathkiss is now truly the Demon Sword! The demon sword appears to vanish to! The duke is now on site and has seen the final fight as have the entire populace of the Garden Café.

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Unread postPosted: Sat Feb 27, 2010 7:50 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
The End

The Duke will thank the PC’s, Lady Zara in particular and ask them to be discrete in their details of events. He will drop all charges believing it to be the work of the demon and will agree to certain requests (like sponsoring Zartec in the Barracks, paying for circle knowledge, entry to guilds etc.).

Songhollow will visit the PC’s in private and thank them for killing Zeldiba (who was the demon who betrayed him to Modeus) and for his new sword (he shows them that he took Deathkiss). He says he hopes to see them next time he has any jobs that need doing…

PC’s can use their cash, sell Nightlights, Mystic sands etc. if any and purchase whatever they want. All items are made available.

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Unread postPosted: Sat Feb 27, 2010 7:50 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
The Epilogue

Lady Erica Scott will tell Zartec that she has more than learnt what it takes to be a Holy Palladin of Rurga and does not need to do any training. She has passed. She also gets to keep the 30,000 gold sponsorship money from the Duke!
Skip to her anointment in Dain Rurga. All PC’s are there. She is accepted into the Order of the Scale and is told she must give a (solitary) prayer to Rurga at the shrine of Shriker, the sword of truth (play that she thinks she is going to be given the sword). She is let in and prays at the sword. The swords attendant is the only other person in the building and he attacks Zartec! He is wearing a hooded robe – it is Blackhood the Thanatos assassin from Neven that they saw on the prison ship!
Defeat him at it really is the end……… for now!

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Unread postPosted: Thu Mar 04, 2010 4:52 pm
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
No comments at all? Was it too much to read in one go. :eek:

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Unread postPosted: Thu Mar 04, 2010 6:05 pm
  

D-Bee

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LOL, I liked it a lot. I think we just weren't sure whether it was ok or not. Very creative, and yes, I did read it.


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Unread postPosted: Fri Mar 05, 2010 6:04 pm
  

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I like it too. I may end up using elements of it myself. I had a similiar opener for one of my campaigns.

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Unread postPosted: Fri May 07, 2010 3:16 pm
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Well things are going according to plan. They are about to finish the Llorn part as they have all jumped off the edge of a sewer tunnel into the bay. Hope they survive :frust:

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Unread postPosted: Sun Jun 27, 2010 1:41 pm
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Well they got to Neven but ran after Varese was killed and didnt get to save Losana! Nvm. they did steal the River shark however and now they are in Hadrians cove...

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Unread postPosted: Wed Dec 29, 2010 4:40 pm
  

Knight

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Great maybe you can do one in the western empire next?


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Unread postPosted: Thu Dec 30, 2010 2:08 pm
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Actually, I've just finished re-reading Western empire cover to cover.

I like to write for specific player characters (so the adventure is specific in some areas. We probably wont play WE for a while as we've a ton of other adventures to do. If you let me know what races, OCCs, alignments, dispositions, backgrounds etc. your PCs are and writing a western Campaign would fill some of my days....

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Unread postPosted: Thu Dec 30, 2010 2:12 pm
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Incidentally, the players ended last week half way through the "Pixie Crown" adventure right at the bottom of the mines. The summoner is being a bit evil with his killing and the holy palladin is having trouble handling him. They havent come across the Grackyn yet. They also dont know that the conjurer is a sorcerer and not just a dodgy street charlatan as they believe.

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Unread postPosted: Thu Dec 30, 2010 3:47 pm
  

Knight

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Would you use the same characters from this campaign for you next one or do you make all new characters?

If so hope you show them here?


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Unread postPosted: Fri Dec 31, 2010 1:38 pm
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
depends what the players want to play. My intention originally for these guys afterwards was to do the Place of Magic adventure followed by a self written campaign through northern hinterlands, over the northern mountains and to the great rift.

(the idea was that the spirirt of Syth would be captured in the PoM massive diamond, the diamond stolen by the summoner, then they players needed to do a "lord of the rings" and dispose of the diamond/old one. If they destroyed it then Syth would awaken. So the adventure is simple - chuck it down the great rift.

All my adventures have a running sub plot and recurring villains. This one would've been to reveal the traitor from the lost pantheon. the players would have been introduced to the religion whilst in the shadow coast then head to the vault of destiny so the summoner is recruited as number 999! Then they'd find the Palladium of Desires where the clone of lictalon would grant them scrolls of the spells of legend.
Cross the mountains (no need to write anything for that - random encounters take care of themselves. Well written ideas.
In the great rift get hired by one faction and get involved in the war to be able to get close enough to the great rift. Once close enough they'd fight the traitor god by trapping him with barrier of thoth, crimson wall and metamorphed dragon - then sanctuary. He'd attack and be paralysed. Then the other lost pantheon gods would appear and take the traitor away.
the players final fight would actually be with one of the demon/deevil generals then when the army approaches they can only run - through a rift

Next adventure.....hades, dyval, regnum, elf-dwarf war period? Ofc, this adventure campaign could easily be adapted to anyone just I like to throw specifics in (ie no summoner I might leave out the vault of destiny).

I also thought of different players in PoM then the hinterlands/lotd characters having to battle corrupted pseudo-demons of the PoM characters!

Anyway Gaby, what players are in your group and I'll write something for those in Western Empire.

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Last edited by The Dark Elf on Sat Feb 12, 2011 7:24 am, edited 1 time in total.

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Unread postPosted: Sat Feb 05, 2011 9:14 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Ok, so yesterday we ended up that whilst in the prison ship they discovered the Thanatos' assignment but unfortunately were unable to save the witness (only just mind). The Grackyn escaped on the ship and slaughtered everyone. They escaped the cells with the conjurers lock picks, managed to find their equipment and went to face the Grackyn. with no magic weapons they fled. the summoner had an angel (tharsis) under his control who turned up an slew the Grackyn (seperating the head an burning both parts - will I let that be enough to kill it??). They then met up on shore and are heading to Wisdom to search for "Blackheart" to uncover who gave the Thanatos this mission.

They need to group and just chat about the goings on as the clues are finally all there to discover that they had ben posessed by Kalba the first week of playing!
Plus they currently do not know HTF they are supposed to stop the "entity of the deep" - let's hope they can protect Lista's sacred grove in New Crest.

I've given them a bit of freedom in wisdom as the last couple of sessions have been very linear scenario's. no doubt they get into trouble...

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Unread postPosted: Sat Feb 12, 2011 7:31 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Well they did indeed chat - for the whole session nearly! However they worked out most of the stuff:

the possessions from Kalba, why and whens, the inclusion of the Thanatos, and even Master Pinkerton being a witch of Kalba! they even figured that Blackheart may be a witch (although they have no evidence of that, it's hearsay on how I'd write an adventure).

Great session, loads of xp (over 2000 each on average) and lots (too much, bit noisy for those sleeping) of excitement as they figured out stuff that all slotted into place after a year of paying every week!

I love sessions like that. As a GM it is great to see the mystery revealed and the players reaction. Its my moment of smugness!

Now they have a plan. They just need to execute it! should be fun....

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Unread postPosted: Mon May 30, 2011 12:43 pm
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Man oh man what a great session this week!

The players are still in Wisdom and have just qualified for the finals of the tournament! they went witch hunting last night and discovered the coven by the docks. They overheard that The black team in the tournament (who they had to face in the joust the next morning) was really Blackheart, a witch of Panath and leader of the Wisdom Thanatos branch!!

They lost each other chasing the witches thought the city at night and when they awoke in the inn in the morning their star competitor had been turned to stone! they summoned an angel who cast stone to flesh just in time for Zartec to compete in the joust. Knowing that her opponent was a witch (with a shaven head and the devils mark on the back of his head) she went for a "way of the lance" knock the helmet of your opponent....

Well it worked!! Great strike roll and Blackheart was unmasked right there in front of the spectating king, militia and even Cheztum!!

We were all buzzing! They even asked to play today (bank holiday) but alas I couldnt make it.

Next week they face the red team in the finals (and they believe they are cheating). Only four hours to go before the event.....

P.S. Yes I know spectating isnt a real word, I dont use proper grammar either.

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Unread postPosted: Sat Jun 04, 2011 4:08 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Another great session! My players even shook my hand to say "best reveal Ive ever seen!" which in twenty years is a real compliment.

They played the final of the tournament and were just beaten. Zartec yielded on 13 hit points. Her opponent (Risdan the changeling) had 37 left. Risdan was awarded with the holy arrow of Cirga that the team are after and stole the magical pendant to get through the Wisdom vault.

The players joined the celebratory party and waited for the red team winners (Risdan). He didnt turn up and it got dark so they investigated his tent. It was empty but had been severely guarded all week so they knew he wasnt there. Then they ransacked the room and found the discarded holy arrow (yey they had their prize! - easy) but couldnt figure out what all that effort from Risdan was for.

They then discovered two sheets of paper I'd actually written out and handed them to the players. One had a list of pictures of the events against the names of each changeling. they figured this meaning out.
The other had pictures of the security measures to the vault in the house of man against how the red team would overcome them (eg warded door with a cloud (anti-magic) next to it). Eventually they figured this out as Randall the gnome had researched the vaults defences previously.

They are off on the charge to save the Charter of the Dominion from being stolen!

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Unread postPosted: Tue Oct 25, 2011 6:17 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Well the final couple of sessions haven't exactly gone according to plan but nonetheless the outcome is still a show down with Morgaine Ravenlocke in the Palace district of Llorn.

The players are having a bit of difficulty fighting Duke Vaspasseon and Mishaad (the summoner has no minion and the conjurer, no PPE) but with a bit of role playing they may just get out alive and face off against the Raksasha for the final fight (they've already hit her twice). IT could be all over next session. Will Deathkiss truly become "the Demon Sword"?

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Unread postPosted: Thu Oct 11, 2012 12:43 pm
  

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Damn, Dark Elf is leagues ahead of me when it comes to writing these adventures. Very nice!


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Unread postPosted: Fri Oct 12, 2012 11:43 am
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Mryoto wrote:
Damn, Dark Elf is leagues ahead of me when it comes to writing these adventures. Very nice!


TY Mryoto. Kind words but I am sure youre adventures are just as fun. did you read it all? You should play it with your group. The outline can be the same with Morgaine and the Thanatos. If you need side plots just ask but I DO need to know the characters as THAT is what makes the adventures fun - personnel involvement.

There's also some pictures of the Llorn gladiators on the Palladium Facebook page photos.

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Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
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Unread postPosted: Sat Nov 03, 2012 2:08 pm
  

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This is a great thread. Hope you keep it up.

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Unread postPosted: Sat Nov 03, 2012 2:12 pm
  

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Comment: "So gentlemen, are you prepared to open your minds and travel to worlds hitherto undreamed of?"
Juce734 wrote:
This is a great thread. Hope you keep it up.


We finished this at the end of last year! All survived although they made a few enemies for sequels. If you ever have anyone see the charter of the dominion there is the scribbled name of Randall Hopkins at the bottom!

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Unread postPosted: Sun Nov 04, 2012 5:30 am
  

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The Dark Elf wrote:
Juce734 wrote:
This is a great thread. Hope you keep it up.


We finished this at the end of last year! All survived although they made a few enemies for sequels. If you ever have anyone see the charter of the dominion there is the scribbled name of Randall Hopkins at the bottom!


Ah, Randall Hopkins, immortalised forever as the gnome who broke in to the House of Man and added his signature to the bottom of the Charter of the Dominion just for the hell of it!

Lady Zara may have the strength of a goddess; Brother Bulmer may strike with the speed of a serpent; and Martok may have the power to control both demons and angels; but none can achieve what Randall can with nothing but a tall tale and a wink of an eye!

Randall Hopkins: he's a card player, gambler, scoundrel - you'd like him!


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