We Descend…

Written By: Chris Colland

Brief: The adventurers arrive just outside Cryptinith on the road and are ambushed by the Feral. They must fight their way to the City Gates of Cryptinith if they want sanctuary from the Feral

Requirements:

  • Run on Friday Night
  • Opening Module
  • Synopsis: The Lord Reeve of Cyptinith has put out a call for Aid. When the Adventurers arrive at the edge of town, a Howl pierces the night and the Glowing Eyes of the Feral descend upon them in a frenzy! The adventurers must fight there way into the City Gates to safety. The road up the hill the Cryptinth is a long one and the Feral are relentless in their assault. Something tonight seems to have them particularly fired up and angry.

    Outcomes:

    1. The PCs fight their way to the Tavern inside the City Gates of Cryptinth
    2. The Feral keep them outside of town and attempt to take them all captive as they aren’t known travelers in the lands

    Number of Cast Members: 1

    Roles: [the Feral] Werewolves of the Feral

    Props: Glowing Eyes

    Costuming: Grey Fur Tabbard

    Treasure: , ( Description: Duration: Effects: )

    Scenes:

      In Game: Out of Game: Flee Point:

    Running Notes: This module starts the game and sets the mood for the weekend. As Lay On is called, the PCS are taken to the road where you turn up to the tavern at the edge of the road. When the call for Game On hit, the howls of the Feral and their glowing yellow eyes come alive as the PCs begin to march, this eerie chill will activate ALL MAGICAL BEAST TRANSFORMS. They must fight down the road to the Mod Shack and turn around back to the entrance. Once they make it back to where they started the last wave of Lycans will stop spawning. When the players defeat the remaining Feral, they may enter the tavern as normal, they will be told the Torches are active on the road now and to make their way to the Tavern, the Lord Reeve will be notified of their arrival

    Outcomes:

    Rumors: “This is a call for aid to the Heroes or Elysia! Something sinister is afoot in the shadows of Moutesque. We have our own share of problems with the Feral lurking in the forests outside of Cryptinth. STICK TO THE ROADS ON YOUR WAY HERE AND DO NOT TRAVEL AT NIGHT ALONE!!! Make sure you bring Silver weapons….. but please do not carry them openly in the city walls of Cryptinth. I shall post the laws of our city very soon. This expeditionary force will rendezvous on the 2nd of June 623. You may use our city of Cryptinth as your forward base as the city of Moutesque is not habitable to anyone besides the mages of Obilvions Edge.”

    ~Kyumiri Cryptinth, High Lord Reeve of Cryptinth

    Hook: PCs are taken to the road where you turn up to the tavern at the edge of the road, lay on it called and then yellow eyes of the Feral begin to glow as they start to walk down the road.

    Number of Cast Members: ALL

    Roles: Feral Lycan (Grey Werewolves, Brown Werebears, Black Werepanthers)

    Props: Fur Tabards, Glowing Eyes, Claws

    Tags and Treasure: Production Item, Components, Coins

    Scene 1: (OOG) Start of Camp Road (IG) Road to Cryptinth

    Flee Point: None

    Non-Standard Effects: None

    Rules Clarifications: None

    Craftsman Information: None

    Transformations: ALL Magical Beast transforms up

    * RRunning Notes:

    The Feral

    You are the apex predator, the Feral strike fear into the hearts of the weak and strong. Though one by one they might not be as terrifying as other Lycans, their pack tactics and sheer aggression set them apart from your average Lycan. Unlike other Lycans who just mindlessly kill, they go for infection over evisceration. They will still kill if enraged or the target is too persistent about not dying, but they Feral prefer to Bite you and let you succumb to the Lunacy of the Beast under a Full Moon to join their ranks. While they seem just like incredibly bloodthirsty savage berserkers, they are quite intelligent despite the berserker tendency in their blood on their hunting. During the day you are a normal person just with anger issue, but at night you become a Feral again with almost no control over your Transformation unless inside the City Gates of Cryptinth

    Feral Lycan (Grey Werewolves, Brown Werebears, Black Werepanthers)

    Body: 100

    Defenses: Revive unless killed by Silver, Immune to Charm, Immune to Curse, Immune to Sleep, Immune to Create Undead Spell, Rips from Pin/Bind/Web/Confine, Threshold 5, Double Damage from Silver, Return x5, Dodge x2, Cloak Chaos x3, Resist Poison x5

    Magic: None

    Weapons: Claws

    Damage: 10 Normal/Silver/Magic (May switch depending on what they are facing. Silver vs other Lycans, Magic vs Undead, Normal for anything else.)

    Abilities: Arcane Fear x3 (Must Howl Before), Spellstrike Harm Undead 30 x5, Spellstrike Destroy Undead x5, Critical Slay (Massive) x1, May inflict Curse of Transformation on 3 count bite to unconscious or dead NPC/PC at will, Arcane Berserk x1, Cure Mortal Wounds 40 x3 (Touch Cast), Physical Strike: Destroy x3, Physical Strike: Pin x3, Physical Strike: Bind x3,

    SPECIAL NOTES: FERALS CANNOT BE CALMED OR PURIFIED BLOOD FROM BERSERK. CoT non-Ferals can be Calmed but not Purified Blood from their berserker rage

    Killing Blow Active: No, Feral would rather infect CoT than Killing Blow to spread their kind on others. If you down someone and you can, perform a 3 count Bite to inflict a CoT on your victim

    Motivations: SPREAD LYCANTHROPY!!! The Feral are relentless and terrifying. They inflict their madness on other and see how strong the spirit is to fight off the Lunacy of the Beast. Those who cannot fight off the Beast become Feral, those who fight off the Beast still walk the path of the Lycan and are tested each Full Moon of their spirit. Any undead will be smited where they stand despite your berserk rage, just because you are a mindless berserker doesn’t mean your have the primal urge to fight Undead like all Lycans.