The Bloody Fist Orcs occupied Stonewood the players rebel.
If you are PCing this event TURN BACK NOW!
Taken By the Tentacle
Hook: adsf
Page: No
Number of Cast Members: 4-5
Roles:
Props: asdf
Tags and Treasure
Scene 1: (IG)
(OOG)
Flee Point: The
Non-Standard Effects:
Rules Clarifications:
Craftsman Information:
Transformations:
Running Notes:
**
**
Checkers with the Magma Lord :: Macklin the Magma Lord
A fire elemental goes through a lifecycle it burns bright then then fades away to be replaced by the new flames that rise up.
You are near the end of your time. There is one thing that you are willing to spend the last of your time doing and that is playing checkers. You have placed yourself in stasis and are willing to speak to the adventueres that are able to best your elementals to battle you a a true duel, a duel of wits. If they are successful they will be able to pick from the 2 treasures that you have on your table. If they fail then they will be asked to leave. They can return to try their luck again but
Planar Mind: Invite the players to talk amongst themselves to make the best play against him. Expalin that you can communicate with all of the elmentals on the plane of fire.
Levelheaded Unlike most fire elementals you have control of your temper and are simply interested in playing your game. If someone takes the artifacts from the table without having bested you in the contest you will slaughter them and all of their people it is the way of things.
A florish with every move : Before moving your checkers make a flourish with your robe.
Treasure: 1 Platinum Piece 2 Time, 2 Destruction Components
Resets: (0)
Magma Lord : Greater Fire Elemental
Fire elementals go through a cycle like that of any flame. They ignite, grow in intensity then cool and fade away to be replaced with new flames.
As they near the end of their days many of the mightiest fire elementals take up the title of magma lord and enter a stasis that they only are roused from for worthy events. For some these events are battle and carnage, for others appreciation of art and theater.
Reason for Living: The life of a magma lord is spent waiting for a certain activity. The magma lord only removes himself from stasis to participate in this activity.
Stasis: A magma lord can enter into stasis which is very similar to the effects of the Imprison spell but with 4 distinctions. (1)A Magma Lord can only enter stasis while on the plane of fire. (2)Stasis is immune to the Dispel Magic spell. (3) Stasis only be cast on self. (4)Stasis has an unlimited duration
Near Death: If a Magma Lord enters battle it will die at the end of it. It cannot exert itself and survive.
Costume: Red robe, Orange mask, Satchel
Descriptive Phrase: A robed flaming humanoid
Type: Elemental
Intellect: High
Weapon Attack: Long Claw or short Claw 20 Magic Flame [10] Spellstrike Flame Blast 45 [10] Spellstrike Enflame
Packet Delivered Attack: [10] Magic Flame Blast 45 [10] Dragon’s Breath [10] Flame Bolt [10] 30 Elemental Flame [10] 20 Elemental Flame [UNLIMITED] 5 Elemental Flame
Body Points: 300 (Magic to Hit)
Healed by : Fire
Defenses: [10] Battle Magic Return [10] Arcane Stasis
Immune To: Elemental Immunities (Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeblemind, Vertigo) Non Magic Weapons
Weaknesses: Double Damage from Ice
Special Abilities: Body Weaponry, Focus(May Cast in Body) [10] Rift
Taken By the Tentacle
Hook: The players encounter the possessed travelers by the road
Page: No
Number of Cast Members: 4-5
Roles: (1) Fits the Gambler, (1) Zachary the Scarred, (3-5) Scorchers: Lesser Fire Elementals
Props: Waystone (Stone with a pool for water),Red plastic Frabjis sculpture, OTHER MAGIC ITEM, Checkerboard, Red Gems, Bones, Fog machine, red lightbulbs, Orange Rope Light, Bones
Tags and Treasure: Red Gems, Magic Items, Waystone,
Scene 1: (IG) the chamber of the magma lord (OOG) A module building filled with fog and the windows blacked out.. A rope light ran across the floor and duct taped down. A long table covered in bones with the frabjus sculpture and the OTHER MAGIC ITEM on it. 2 chairs or benches so that the magma lord and the adventuers can play checkers. Place the black checker pieces on the board facing the magma lord’s seat.
Flee Point: The adventurers flee using the waystone.
Non-Standard Effects: Stasis- visibly identical to Imprison but slight mechanical changes. – If refused just imprison.
Rules Clarifications: Creatures can be beaten up while rifting in.
Craftsman Information:
· Sage: Planar Lore – Fire This is defiantly the plane of fire
· Gambler –It’s best to ask what happens if you fail to take a jump in checkers.
Transformations: elementals
Running Notes: Make sure that you have tags for all the items that will be needed for this module. It’s fairly intricate and has a fairly elaborate setup. The magma lord is ancient and powerful. He would be hell for the adventuers to put down. Luckily with all hope he will not be battled except for if they get too grabby.
**
**
Day of the Tentacle
Written by: Scott Bennett Reviewed by: ____________________
Brief: The adventurers travel to a cavern deep in the heart of a mountain destroy the
Requirements: At least one of the adventurers is Spirit Marked with “The Mark of the Chained One”.
Background:
Synopsis: The adventuers are given a waystone by Zachery, a servant of ludavico, that allows them to travel to the plane of fire. Once the adventuers get to the plane of fire they will battle fire elementals that are guarding the magma lord. Each one of these fire elementals that the players defeat will drop a red crystal
Once the gems are arrayed on the checkerboard that is in front of the magma lord they will play a game of checkers against the magma lord. If they win they will get to choose an item from the table that is in front of the magma lord. If they loose they can leave freely.
Outcomes: (1) the players retreat from the plane of fire before the elemental onslaught
(2) the players lose the game of checkers against the fire lord.
(3) the players win the game of checkers against the fire lord
(4) The Players steal the items and the module “Fiery Vengence is ran.
Day of the Tentacle
Hook: The players encounter the possessed travelers by the road
Page: No
Number of Cast Members: 4-5
Roles: (1) Fits the Gambler, (1) Zachary the Scarred, (3-5) Scorchers : Lesser Fire Elementals
Props: Waystone (Stone with a pool for water),Red plastic Frabjis sculpture, OTHER MAGIC ITEM, Checkerboard, Red Gems, Bones, Fog machine, red lightbulbs, Orange Rope Light, Bones
Tags and Treasure: Red Gems, Magic Items, Waystone,
Scene 1: (IG) the chamber of the magma lord (OOG) A module building filled with fog and the windows blacked out.. A rope light ran across the floor and duct taped down. A long table covered in bones with the frabjus sculpture and the OTHER MAGIC ITEM on it. 2 chairs or benches so that the magma lord and the adventuers can play checkers. Place the black checker pieces on the board facing the magma lord’s seat.
Flee Point: The adventurers flee using the waystone.
Non-Standard Effects: Stasis- visibly identical to Imprison but slight mechanical changes. – If refused just imprison.
Rules Clarifications: Creatures can be beaten up while rifting in.
Craftsman Information:
· Sage: Planar Lore – Fire This is defiantly the plane of fire
· Gambler –It’s best to ask what happens if you fail to take a jump in checkers.
Transformations: elementals
Running Notes: Make sure that you have tags for all the items that will be needed for this module. It’s fairly intricate and has a fairly elaborate setup. The magma lord is ancient and powerful. He would be hell for the adventuers to put down. Luckily with all hope he will not be battled except for if they get too grabby.
**
**
Checkers with the Magma Lord
Written by: Scott Bennett Reviewed by: ____________________
Brief: Adventures go to the plane of fire and play a game of checkers against a Magma Lord to help free Ludavico from his prison.
Requirements: At least one of the adventurers is Spirit Marked with “The Mark of the Chained One”.
Background:
Synopsis: The adventurers are given a Waystone by Zachery, a servant of ludavico, that allows them to travel to the plane of fire. Once the adventurers get to the plane of fire they will battle fire elementals that are guarding the magma lord. Each one of these fire elementals that the players defeat will drop a red crystal
Once the gems are arrayed on the checkerboard that is in front of the magma lord they will play a game of checkers against the magma lord. If they win they will get to choose an item from the table that is in front of the magma lord. If they lose they can leave freely.
Outcomes: (1) The players retreat from the plane of fire before the elemental onslaught. (2) The players lose the game of checkers against the fire lord. (3) The players win the game of checkers against the fire lord. (4) The Players steal the items and the module “Fiery Vengeance” is ran.
Checkers with the Magma Lord :: Macklin the Magma Lord
A fire elemental goes through a lifecycle it burns bright then then fades away to be replaced by the new flames that rise up.
You are near the end of your time. There is one thing that you are willing to spend the last of your time doing and that is playing checkers. You have placed yourself in stasis and are willing to speak to the adventueres that are able to best your elementals to battle you a a true duel, a duel of wits. If they are successful they will be able to pick from the 2 treasures that you have on your table. If they fail then they will be asked to leave. They can return to try their luck again but
Planar Mind: Invite the players to talk amongst themselves to make the best play against him. Expalin that you can communicate with all of the elmentals on the plane of fire.
Levelheaded Unlike most fire elementals you have control of your temper and are simply interested in playing your game. If someone takes the artifacts from the table without having bested you in the contest you will slaughter them and all of their people it is the way of things.
A florish with every move : Before moving your checkers make a flourish with your robe.
Treasure: 1 Platinum Piece 2 Time, 2 Destruction Components
Resets: (0)
Magma Lord : Greater Fire Elemental
Fire elementals go through a cycle like that of any flame. They ignite, grow in intensity then cool and fade away to be replaced with new flames.
As they near the end of their days many of the mightiest fire elementals take up the title of magma lord and enter a stasis that they only are roused from for worthy events. For some these events are battle and carnage, for others appreciation of art and theater.
Reason for Living: The life of a magma lord is spent waiting for a certain activity. The magma lord only removes himself from stasis to participate in this activity.
Stasis: A magma lord can enter into stasis which is very similar to the effects of the Imprison spell but with 4 distinctions. (1)A Magma Lord can only enter stasis while on the plane of fire. (2)Stasis is immune to the Dispel Magic spell. (3) Stasis only be cast on self. (4)Stasis has an unlimited duration
Near Death: If a Magma Lord enters battle it will die at the end of it. It cannot exert itself and survive.
Costume: Red robe, Orange mask, Satchel
Descriptive Phrase: A robed flaming humanoid
Type: Elemental
Intellect: High
Weapon Attack: Long Claw or short Claw 20 Magic Flame [10] Spellstrike Flame Blast 45 [10] Spellstrike Enflame
Packet Delivered Attack: [10] Magic Flame Blast 45 [10] Dragon’s Breath [10] Flame Bolt [10] 30 Elemental Flame [10] 20 Elemental Flame [UNLIMITED] 5 Elemental Flame
Body Points: 300 (Magic to Hit)
Healed by : Fire
Defenses: [10] Battle Magic Return [10] Arcane Stasis
Immune To: Elemental Immunities (Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeblemind, Vertigo) Non Magic Weapons
Weaknesses: Double Damage from Ice
Special Abilities: Body Weaponry, Focus(May Cast in Body) [10] Rift
Checkers with the Magma Lord :: Macklin the Magma Lord
A fire elemental goes through a lifecycle it burns bright then then fades away to be replaced by the new flames that rise up.
You are near the end of your time. There is one thing that you are willing to spend the last of your time doing and that is playing checkers. You have placed yourself in stasis and are willing to speak to the adventueres that are able to best your elementals to battle you a a true duel, a duel of wits. If they are successful they will be able to pick from the 2 treasures that you have on your table. If they fail then they will be asked to leave. They can return to try their luck again but
Planar Mind: Invite the players to talk amongst themselves to make the best play against him. Expalin that you can communicate with all of the elmentals on the plane of fire.
Levelheaded Unlike most fire elementals you have control of your temper and are simply interested in playing your game. If someone takes the artifacts from the table without having bested you in the contest you will slaughter them and all of their people it is the way of things.
A florish with every move : Before moving your checkers make a flourish with your robe.
Treasure: 1 Platinum Piece 2 Time, 2 Destruction Components
Resets: (0)
Magma Lord : Greater Fire Elemental
Fire elementals go through a cycle like that of any flame. They ignite, grow in intensity then cool and fade away to be replaced with new flames.
As they near the end of their days many of the mightiest fire elementals take up the title of magma lord and enter a stasis that they only are roused from for worthy events. For some these events are battle and carnage, for others appreciation of art and theater.
Reason for Living: The life of a magma lord is spent waiting for a certain activity. The magma lord only removes himself from stasis to participate in this activity.
Stasis: A magma lord can enter into stasis which is very similar to the effects of the Imprison spell but with 4 distinctions. (1)A Magma Lord can only enter stasis while on the plane of fire. (2)Stasis is immune to the Dispel Magic spell. (3) Stasis only be cast on self. (4)Stasis has an unlimited duration
Near Death: If a Magma Lord enters battle it will die at the end of it. It cannot exert itself and survive.
Costume: Red robe, Orange mask, Satchel
Descriptive Phrase: A robed flaming humanoid
Type: Elemental
Intellect: High
Weapon Attack: Long Claw or short Claw 20 Magic Flame [10] Spellstrike Flame Blast 45 [10] Spellstrike Enflame
Packet Delivered Attack: [10] Magic Flame Blast 45 [10] Dragon’s Breath [10] Flame Bolt [10] 30 Elemental Flame [10] 20 Elemental Flame [UNLIMITED] 5 Elemental Flame
Body Points: 300 (Magic to Hit)
Healed by : Fire
Defenses: [10] Battle Magic Return [10] Arcane Stasis
Immune To: Elemental Immunities (Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeblemind, Vertigo) Non Magic Weapons
Weaknesses: Double Damage from Ice
Special Abilities: Body Weaponry, Focus(May Cast in Body) [10] Rift
Checkers on the Plane of Fire:: Zachery the Scarred – Servant of Ludavico
You are scarred and beaten and must find another to challenge the Magma Lord and to claim the frabjus for your master.
You are going to talk to those who have taken your
Give the players the waystone that will allow them to travel to the plane of fire in order to match wits with the fire elemental. You are not certain about what exactly ‘ mach wits’ means but you know that some muscle will be required.
Waystone: Give the large stone to the players. Tell them that to travel to the plane of fire they will need to fill the hole in the center with water and each traveler will need to say in unison “To the fire plane we go” to return they will need to place the fingers in the hole and say “to tyrra we go”
High Pressure Sale: You need this job to be done and are willing to be fairly pushy about it. You are willing to offer them a magic item of their choice in exchange for the frabjis which you will destroy.
They Will have your Scent: Once one has ventured to the plane of fire to match wits with the magma lord the guardians have the scent of him and will target him if he returns.
When you visited last you did not anticipate the terrible might of the fire elementals and were defeated. When you were beaten the elementals marked you
Treasure: Chained one necklace 15 gp value
Resets: None
**
**
Zachery the Scarred – Servant of Ludavico
You are a servant of Ludavico the Chained one. One of the first tasks you were given was to go to the plane of fire and best the magma lord in some contest. When the magma lord was beaten you would be given permission to take one of his treasures and were to take the Frabjus a multi-part sculpture.
You went there alone confident in the powers that you had been given by Ludavico.
When you arrived you were overwhelmed by the onslaught of fire elementals that appeared in the chamber. Before they released you they charred your face and ensured that you would never heal as you were before your visit to the plane of fire.
Closetalker: When talking, lean in uncomfortably close so that you are about 6 inches from whoever you are talking to.
Decorum: You kneel before any who have the Mark of the Chained one.
Scarred: Your face is terribly scarred from the fire elementals. That’s why you wear the big creepy welding mask.
Zelout: You will talk to anyone who is not a follower of the chained one about how they should “convert” and start trying to free him as well.
Commune with the Chained One: Using the mark of the chained on Zachery can communicate with the chained one and ask for information and assistance. This is taxing and will only be done as a last resort.
Costume: Welding Mask, Long brown dress worn like a robe
Descriptive Phrase: Robed man wearing a Welding Mask
Type: Human with Transform
Intellect: High
Weapon Attack: 10 Drain Life
Packet Delivered Attack: [2] Arcane Life [5] Arcane Repel [5] Arcane Regenerate
Body Points: 40
Defenses: [3] Battle Magic Return
Immune To: Life, Death, Whither Limb
Weaknesses: None
Special Abilities: Commune with the Chained One.
Checkers on the plane of Fire**:: Scoarcher - Lesser Fire Elemental**
You are bound to protect the magma lord from all comers. This task is a futile one for soon he will die on his own of old age but the honor that he has brought the plane of fire demands that he be defended and the defense is such a pleasure. The intruders burn so well.
The Scoarchers are the combat part of the encounter. Pressure the players make them feel the intensity that he flames have. Rift in agressivly and in their ranks. Make sure that they don’t feel like there is anywhere that is safe in the plane of fire. Once the Magma lord awakes you can go run other encounters your work on this encounter is done.
Protect the Magma Lord: Make sure that nobody desecrates the table and board that the magma lord is at. He will wake and he will not be pleased.
Give out the Gems: The gems that you give out as treasure are used to play checkers against the magma lord. Make sure that you give them out.
Treasure: Red Gems worth 1 gold (These are used to play checkers against the Magma Lord)
Resets: (5) I rift in
**
**
Scoarcher : Lesser Fire Elemental
You are a manifiestion of flame and rage.
Fiery Language: Lesser fire elementals constantly repeat words for fire instead of engaging in any manner of conversation. Choose 2 words from the list below and use them often when speaking to the adventurers.
blaze, bonfire, char, combust, conflagration, ember, flame, flames, flare, glow, hearth, heat, incandescence, inferno, luminosity, oxidation, pyre, scintillation, scorching, sea of flames, searing, sparks, tinder, up in smoke, warmth, radiance, glow, swelter, bask, smoke, simmer, seethe, boil, burn, broil, blaze, smolder, fume
Channel the flame: if you are touching a flame conduit you can do a 10 count while your arms are above your head of “I channel the flame” to renew your skills. If interrupted you must restart the count.
Costume: Red tabard, Red Facepaint streaks, Black headband with Red eyes
Descriptive Phrase: Humanoid made of flame with crazy eyes
Type: Elemental
Intellect: Low
Weapon Attack: [Claws] 5 magic flame
Packet Delivered Attack: [1] 20 Elemental Flame [3] 10 Elemental Flame
Body Points: 50
Defenses: [2]Battle magic return
Immune To: Banish (on fire plane)
Weaknesses: double damage from ice,
Special Abilities: Healed by flame, Channel the flame,
Artifact : Waystone
Artifact: Frabjus
An Offer of Assistance
Written by: Scott Bennett Reviewed by:
Brief: Ludavico contacts those who he has marked and offers them aid in return for their help in extracting him from his extra dimensional prision.
Pre-requisites: None
Background : Ludavico is a powerful fae-like creature who feeds off the ambition of those that wear his mark was trapped years ago in an extra dimensional prison. He has been partially released by a group of thieves that tried to summon a creature to kill the lizards and instead summoned one of the Hounds of Tindalos. Unspeakable creatures that feed on transform magic.
Last season several adventures were marked by Fits the gambler a servant of ludavico.
Synopsis: The adventuers that were marked by Fits the Gambler last season are contacted by fits and will be offered assistance in return for them agreeing to work with him to free his master. Fits explains that there are 9 spokes of the Ryerson Wheel that is holding Ludavico in place. With each spoke that is shattered by the adventueres Ludavico will be more able to manifest in this world. Fits explains this process to the adventures. He will be speaking to the adventuers later on as he locates the gates to the h
Outcomes: [1]
An Offer of Assistance
Hook: Fits the gambler
Page: Yes
Number of Cast Members: 1
Roles: Fits
Props: Map of the wheel of
Tags and Treasure: None : The reward is access to other adventures and knowledge in the fiction.
Scene 1: (OOG) Scene : None : The boxes are scattered throughout the woods.
Flee Point: None
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information:[Golem making] - the boxes are enchanted using a similar process to how golems are enchanted.[Tracker] These boxes have been in the woods for a long time.
Transformations: No
Running Notes:
Fits the Gambler
Fits the Gambler
Mystery of the Bottle
Written by: Michael Fife Reviewed by:
Brief: Adventurer’s have a choice to drink the liquid from a mysterious blue bottle.
Pre-requisites: A player must drink from the bottle
Background: A bottle has mysteriously appeared in the tavern with a very ominous sign attached to it “Do NOT Drink.” This bottle is magical in nature and seems to radiate magic. Though if someone would drink this, what would happen?
Synopsis: A blue bottle is filled with a liquid and is stuck on the counter within the tavern. Once someone takes a drink of this mysterious liquid, they will fall to the ground. Out of game, they will head to the mod shack and be blindfolded and lead to an area. Once they arrive, the player will lay down once more and un-blindfolded. They will be within the plane of air, and before them will be a Silver Cube. The area seems to be a calm point within in the stormy plane and the cube seems to be what might bring the player back to the Prime Material Plane. When the player picks up the cube, they will be taken to the front of the Tavern and will Rift in holding the cube. Ten minutes after, an elemental lord of Stone will appear and speak with the player who has the cube. He will talk about the war with the plane of Air and how the cube is an Earth Artifact that was stolen and wishes to take it back to his plane of existence. After the elemental leaves, another ten minutes will pass and the players will be attacked by Air elementals and an Air Knight, demanding the cube back. If the players gave the cube back to the Earth elemental, the Air elementals will attack the players.
Outcomes: (1) No one drinks from the bottle (2) Player will drink from the bottle but not take the cube, rifting them back to the Prime Material Plane after so many minutes (3) Players take the cube and return, setting off the motion of events.
Hook: Blue Bottle in Tavern
Page: N/A
Number of Cast Members: 4
Roles: 1 Earth elemental(Sand), 4 Air Elementals (Maelstrom, 2 Lesser Air Elementals)
Props: Blue Bottle and Silver Cube
Tags and Treasure: Silver Cube (Does nothing when held by mortals. If held by someone Transformed 1xday Imprison 10xday Stone Bolt)
Scene 1: (OOG) Tavern
Scene 2: Plane of Air (walking hold)
Scene 3: Tyrra with or without cube
Flee Point: None (no combat)
Non-Standard Effects: N/A
Rules Clarifications: Planar Immunities/abilities
Craftsman Information:
Transformations: Anyone with a transform will have their transform go up.
Running Notes: This is to set up elemental plot that is more or less behind the scenes. Most players don’t think there is anything going on within the planes of power simply because they are not there, but this will let them know that there is indeed something going on and it seems it will spill out upon their plane of existence. Mod will either take place within one of the clearings off of one of the two trails, within the back of the NPC shack, in Mod shack, either way the player who drank from the bottle must be blindfolded and guided by someone since there is a possibility for real danger.
If someone has a transform and it goes up, they can Rift out with or without the cube if they have the ability. If they do not want to take the cube, they can just stand around for 10 minutes and will go back to where they were when drinking the liquid.
Mystery of the Bottle : Sand - Earth Elemental Lord
Description: One of many Elemental Lords. Though most seem to be solitary and stubborn, Sand is a sly and cunning elemental. He wishes to win the war for his plane and will trick the players in doing something they are NOT supposed to do. It was he who put the bottle in the Tavern to trick the players in taking the cube to further his own purposes.
Cunning: Unlike most of the earth elementals, you wish to do something different. You will manipulate those that you can use like a weapon.
Selfish: You think only of yourself
Greedy: You need that cube!
Deflecting: When asked about the war or what the cube is for, you will change the subject to something else, or decline outright to “protect the people”
Earth Elemental Lord
Treasure: 1 platinum coin and 1 random component
Costume: Brown face paint, brown tabard
Number of resets: (0)
Cool down: none
Descriptive Phrase: Humanoid made of Earth
Type: Greater Elemental
Intellect: Normal
Society: Council
Weapon Attack: Small Weapon - 8 Stone Short/Long sword - 9 Stone Two Handed – 17 Stone
Carrier Attack: Stone
Packet Delivered Attack: 10 Elemental Stone x7, 20 Elemental
Stone x5, 30 Elemental Stone x3Elemental Stone Storm x1 (5 Elemental Stone as Magic Storm) Physical Web x6
Body Points: 120
Healed by: Stone
Defenses: No Metabolism Return Magic x3, Cloak Lightning x2 Rips From: Pin/Bind/Web/Confine Threshold: 10
Immune To: Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeblemind, Vertigo
Weaknesses: Damage from Magic and Lightning
Special Abilities: Rock Form: you can squat down to take defense against melee and magic attacks. Like an Imprison spell but cannot be dispelled.
Mystery of the Bottle : Maelstrom Air Elemental Lord
Description: A no-nonsense Air lord that wishes to stop at nothing to win the war against the plane of Earth and crush all those that attempt to stop him. The cube was given to the Air Lords as means of truce and now the people of Tyrra are trying to break the truce between the realms.
Anger: Just like the plane of air, you have a rage about you that cannot seem to be quelled
Irrational: No matter how much the adventurers wish to speak with you, they are thieves, and they need to be dealt with
General: You utilize your forces to their full effectiveness; you will only attack if you find an opening.
Air Elemental Lord
Treasure: 1 Platinum coin and 1 random magic item
Number of resets: one unless banished
Costume: Blue and grey face paint, blue and/or grey tabard (one used as a belt)
Cool down: N/A
Descriptive Phrase: Humanoid made of mist
Type: Greater Elemental
Intellect: Normal
Society: Council
Weapon Attack: Small Weapon – 6 Magic Lightning Short/Long sword – 7 Magic Lightning Two Handed -13 Magic Lightning
Carrier Attack: Lightning
Packet Delivered Attack: 10 Elemental Lightning x5, 20
Elemental Lightning x3, 30 Elemental Lightning x1Magic Lightning Bolt x5, Magic Lightning Storm x5, Magic Lightning Blast x5Elemental Lightning Stormx3 (5 Elemental Lightning as Magic Storm)
Body Points: 100
Healed by: Lightning
Defenses: No Metabolism, Magic x5, Phase x3, Cloak Stone x3
Threshold: 5
Immune To: Healing, Life, Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeble mind, Vertigo, Pin, Bind, Web, Confine, Normal and Silver Weapon Attacks
Weaknesses: Double damage from Stone
Special Abilities: Heart of the Storm: Call your soldiers before you and they may heal from you if you raise your hands high up in the air and call forth the storms for a five count (1 I call forth the storms…) After the lesser elementals will be fully revived (Revive Renew)
Mystery of the Bottle: Lesser Air Elementals
Description: You follow Maelstrom to fight the interlopers that have disrupted the treaty of the planes. Now you will show the creatures made of flesh the fury of the Storm Lords.
Obedient: You will follow the commands of Maelstrom to the letter.
Find the cube: Anyone that you kill must be searched for the cube
Lesser Air Elementals
Treasure: 1 gold per reset
Card:
Number of resets: five
Costume: Blue or grey face paint
Cool down: 10 seconds
Descriptive Phrase: Humanoid made of lightning
Type: Elemental
Intellect: Normal
Society: Council
Weapon Attack: Claws 4 magic Lightning
Carrier Attack: Lightning
Packet Delivered Attack: 10 Elemental Lightning x10, Magic Lightning Bolt (10) x10
Body Points: 30
Healed by: Lightning
Defenses: No Metabolism, Return Magic x5, Dodge x 5
Threshold: 5
Immune To: Healing, Life, Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeble mind, Vertigo, Pin, Bind, Web, Confine
Rips From: Immune
Weaknesses: Stone
Special Abilities: Heart of the Storm: When called to Maelstrom, the elementals will have to place one of their hands upon him and after the five counts he makes you will be revived.
**
**
Slick tries to be a Knight
Written by: Kevin Logue
Reviewed by:
Brief: Slick the lizard man knight enters town and follows up on dealings from the message boards.
Background:
Synopsis: Slick was one of the lizard men who entered the town and helped make the deal for Ollios to be a part of the Lizard Empire for the help of the lizard people to stand before the undead army coming. The lizards feel that they have entered into a deal with Dalantia, who has signed the Accords. There for the Lizards feel they are now a member nation of the Accords. Slick has been appointed a Knight in the city of Ollios.
He will travel to the next gather to speak with many of the players and hear their concerns about some of the issues his lords and ladies have been causing on the In Game forums. Also he charged Nikkoli with Mockery of a Noble Title and will try to see justice done.
Hook: None
Page: No
Number of Cast Members: 2-3
Roles: Slick, Isstan the Squire, Lady Varae (if Kristin is there)
Props: Lizard man costumes
Tags and Treasure: Long swords, shields, gas packets, writ stateing Slicks title and Isstan. Also a writ stateing that Slick is to investigate the mockery of a noble title as cleared by whoever.
Scene 1: N/A
Scene 1 Flee: Open Space
Non-Standard Effects: Magical abilities delivered via gas call.
Rules Clarifications: Any effect done by the lizards can be blocked by a poison shield or shield magic if any of their attacks use a spell. Any magic delivered by the poison call can be cured by a purify blood spell or dispel magic. Or a standard fix to the status ailment.
Running Notes: The people in town are going to be upset from what is going on. They are going to have a slew of questions Slick can not answer and does not know. This is going to test the waters to see if the players want to investigate if all the lizards are evil or if some are good, or if their just going to execute all the lizards they see. My hope is to get some role play going and to let the PC’s decide how they want to approach the lizard problem.
**
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Slick tries to be a Knight**: Isstan Colden Lizard Man Squire**
It is lonely growing up alone. In the collective of the lizard folk there is not really an opportunity to individualize one’s self. But you want more, you want to be a trail blazer, you want your people to have room to grow and be happy. You were under the basic education of a mage when Slick picked you to be his squire. Your ability to listen to folks and identify the best path to follow under the law made you a great candidate. You hope to be a Knight one day, to serve with Slick and to enforce the laws of the Accords of Avalon and the laws of the Lizard Folk.
: Isstan Colden Lizard Man Squire
Body: 20
Armor: 8 points natural armor
Player Skills:
Monster Abilities:
Special Abilities:
Special Notes:
**
**
Slick tries to be a knight**: Slick Sstaven Lizardman Knight**
You are just a foot solder. Loyal to your Lady Varae to your dying breath. She asked you to protect the gypsy’s with your life and you gave it for them at least once at the last gather and lost Slash, your battle brother to the necromancer, the gathering before that. You are dedicated to justice, order, and law. His lady, though devious in her ways and always striving for power, is kind. You believe in her and will serve her to your dying breath. You believes firmly in law, order, and the Code of Chivelry.
Lizard Man: Slick Sstaven
Body: 50
Armor: 15 points natural armor
Player Skills:
Monster Abilities:
Special Abilities:
Special Notes:
Played by Kevin Logue
**
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Lady of the Lizard people. Works to expand her empire and her people’s living space. Is an astute follower of law and order. But will do everything within the structure of that order to bend the playing field to her way. She is smart, knows how to identify weaknesses in people and will exploit them without hesitancy if it brings the lizard people strength in any way. He people worship her, she is a living god among them and she will take care of them. Somehow she got lumped in with the politics plaguing the lizard people and is looking for safety for those that would still follow her among the chaos that is rising from the order.
Character Name Varae
Played By Kristin Brumley (atm)
Role Voice of Mornahg-Wir
Race Viashanti (yuan-ti)
Costume Notes Scaled Make-up, Aztec cloak, bracers, dress, two claw reps
Body Points,
Armor
500
Weapons Spirit Linked Cantrip Tome, Bracers (Rendered, 2/day Bane Binding, 2/day Imprison,
Spirit Linked), Hardened Claws (5 magic taint blood)
Standard
Abilities
Read/Write, First Aid, Healing Arts, Small Weapon, 8 Block Earth, 9 lvl Earth Formal
Special Abilities 1/day Arcane Vampire Charm, 3/day Magic Charm, Escapes Binding (confine 8th lvl
and lower) on 3 count “1 I slither free, 2…”, Threshold 3, Hardened Claws (5 magic
taint blood), Group Mind w/ Mornahg-Wir
Formal Magic
Effects
Vengence 100pt (1 charge), Contengency Life (cantrip)
Immunities poison, mind effects (Group mind:sleep, charm, etc.)
Healed By As PC
Harmed By As PC
Deaths/Info 0
Plot
Notes/Motivation Diplomat, Attempts to get the new expanded territory for Mornahg-Wir through diplomacy, will not openly be hostile unless aggressed upon. Uses diplomacy and manipulation. First Born of Mornahg-Wir, Most human looking of the 4. Jealous of Mhairshulk.
Treasure/Drops 20 gold in gems + components
Quickling Luck
Written by: Kevin Logue Reviewed by:
Brief: A Quickling wants to play a game!
Requirements: None
Background: A Quickling is larking through the woods and the players find him. He now wants to play a game.
Synopsis: a quickling wants the players to play one of several games with him. Freeze Tag, A Foot Race, or Eye Spy, or all 3.
Outcomes: (1) Players kill the quickling. (2) Players play games
Hook: Cared in the woods OR Players stumble on this when they go looking for trouble.
Page: Sure.
Number of Cast Members: 1
Roles: Seelie Fae
Props: Blue costume
Tags and Treasure: A few silver and a component or two
Scenes: woods
Flee Point: anywhere away from the quickling
Non-standard effects: None.
Rules Clarifications:
Craftsman Information: Planier Lore, Fae Lore, will tell the players that this is an Unseelie Quickling
Transformation: no.
Running Notes:
Mastermind
Written by: Scott Bennett Reviewed by:
Brief: the players solve a series of puzzles and unlock one of the levels of ludavico’s imprionment.
Pre-requisites: None
Background :
Synopsis:
A blend of puzzle and beatdown. You need to keep hunting for items from monsters to try to solve the puzzle but you will also
In front of you are 5 hinged boxes about the size of a coffee cup in front of you each open and glowing with a faint light from inside.To your left there is a skull. You have a pouch of gems in various colors, Red,Blue,Black,Red,Orange,gathered from battles with the golems on the way to the gate. You have 5 of each kind of gem. They are worth varying amounts but the most valuable, the Black gems are worth 4 gold each. You were told that the gems could be fed to the skull and you would recive hints as to how to open the gate. You can leave or do you solve the puzzle?
Outcomes:
Mastermind
Hook:
Page:
Number of Cast Members:
Roles:
Props:
Tags and Treasure:
Scene 1: (OOG) ___ (IG) ___
Flee Point: None
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information:
Transformations: No
Running Notes:
Mastermind Puzzle results
Artifact : Mastermind
Mastermind: Whisperer
**
**
Mastermind:Whisperer
Mastermid: Zachery
Mastermid: Zachery
Eilonwyof the life knight
You have been aware of the coming of the Great Death for a long time. Too long it seems. You have been experimenting and meddling in the affairs of the lesser races and have created several offspring. Now the time has come for you to call in some favors.
Mortals are our playthings - You refuse to belive that a mortal can have the same value as a member of the plane of life such as yourself. You will not respond to them unless they show the proper deference
Not the face! - Although she is ostenibly a powerful life knight she is a ’lover not a fighter’ and kinda freeze when push comes to shove.
I have always been there for you – An expert at using guilt to get what you want you will constantly bring up that you have been watching from afar and averting danger for a long time. If pressed
Costume:
Treasure:
Resets: (0)
Cooldown:
Descriptive Phrase:
Type: Elemental Intellect: High Society: Elemental (Group Mind Link)
Weapon Attack: |Long Claw or short Claw - 20 Magic Flame| 10x Spellstrike Flame Blast 45 10x Spellstrike Enflame
Carrier Attack: None
Packet Delivered Attack:
Body Points: 50 (Magic to Hit) Healed by : Chaos
Defenses: 5x battle magic return
Immune To: Undead (Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeblemind, Vertigo) Non Magic Weapons
Weaknesses: Damaged by Healing
Special Abilities: Body Weaponary,
Reason tained Goblin
In the summer of 603 the goblin tribe ___ were controlled by the reason tentacle. The tentacle was defeated by the gypsies in an epic battle but the
You are intended to be a nice bit of combat for the adventures and to start them questioning why there are wolves in the area that didn’t have them before.
Hungry: You are prone to attack the more “delicious” looking adventuers first. You will also be placated with a well placed steak or treat.
Needlessly Aggressive: Once you start in on giving someone the business don’t relent. Be as fearsome as you know a wolf to be.
~~~~
Coward: Never
Vampire Control: Vampires can control dire wolves. A wolf knows this and keeps the hell away from those monsters. Once you are ensnared there is no escape.
Costume: Green tabbard, Green Face Paint
Treasure: 5 Silver or 1 piece of production under 3 levels
Resets: (3) I come from the woods Cooldown 2 Minutes
Descriptive Phrase: Wild eved goblin
Type: Goblinoid Intellect: Low Society: Tribe
Weapon Attack: longsword 5 Normal
Carrier Attack: None
Packet Delivered Attack: None
Body Points: 15 Healed by : Healing
Defenses:
Immune To: Charm
Weaknesses: Double damage from Order
Special Abilities:
A Message in a Box
Written by: Scott Bennett Reviewed by: Nancy
Brief: The adventures find a box that contains a coded message leading them to Anil one of Haskell’s Golems.
Pre-requisites: None
Background : In distant history there was an adventurer named Haskell. He was a close friend of Dalanto and was given Dalanto’s lucky coin after a particularly close call.
After a while he was cut down but had a time elemental transform that took effect after he died. He then went on a bunch of doctor who style adventures through the years trying to fight back the void. Haskell recently received a message requesting that he meet an old friend Norton on the plane of Regret. The message is a fake Norton is dead killed by the dragon lord Rygalis. When Haskell arrives on the plane of regret the trap is sprung. The dragon lord attacks quickly and pierces Haskell’s heart with a shard of pure time magic. Rygalis then rifted away leaving Haskell to die. Haskell used his magic to send a vision to the players but he also used his time magic to send the boxes with detailed instructions being that the vision was imprecise.
Synopsis: One day all around the city of Olios, there were dozens of small boxes with blinking lights on them. Each blinking out some sort of message.
Place the boxes off the beaten path. Don’t be too concerned with the players seeing a specific box. The lights and word of mouth will ensure they are found. Write down where you put them so that the staff can retrieve them if they are not found. The coded message flashes out using LED’s on top of the message box. The adventurers can attempt to solve it without a key but will be better suited to attempt to contact a library about the boxes for a key to the code.
Outcomes: [1] Players crack the code and visit Anil at this cabin (an unexpected house call) [2] players research the library and find out that a book has been stolen. Tracking the thief down leads to me to (A wizard’s Lair) after they get the key they will probably solve the puzzle.
[3] Players don’t solve the puzzle and Haskell remains trapped
A Message In a Box
Hook: The adventurers find a box in the woods with blinking lights on it.
Page: Yes
Number of Cast Members: 0 but someone needs to put out the boxes
Roles: None but someone needs to put out the boxes
Props: Message Box - attach Arduino Code to module write up
Tags and Treasure: None : The reward is access to other adventures and knowledge in the fiction.
Scene 1: (OOG) Scene : None : The boxes are scattered throughout the woods.
Flee Point: None
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information:[Golem making] - the boxes are enchanted using a similar process to how golems are enchanted.[Tracker] These boxes have been in the woods for a long time.
Transformations: No
Running Notes:
Message Text : Requesting assistance. I am trapped by hostiles on plane of Regret near the Sea of Longing. Clanky has been unmade and the Crown of Dalanto has been lost. Be sure to exercise caution for the ghosts of my past have been freed and I fear for any who try to stand against them. Meet with Anil in his cabin near Blackfire Pass for transit and information.
An Unexpected House Call
Written by: Scott Bennett Reviewed by:
Brief: The adventurers speak to Anil the Rusty Golem about his trapped master.
Pre-requisites: None
Background : Haskell the time lord is a master of golems. They are some of the few creatures that can last the time that he needs them to to properly battle the forces of the void . His favored protector Anil was decommissioned 37 years ago due to an unhealing injury that was inflicted during the defense of the Grey Towers of the Black Desert from the Crawling Horrors. Now the message boxes that Haskell has sent to Dalantia to call for help lead the adventures to Haskell’s door searching for answers.
Synopsis: The adventures arrive at Anil’s home and have tea with him. He discusses the time that he spent with Haskell and regales them with stories from other worlds. He explains to the adventures that he was once a mighty warrior working to beat back the void but he was crippled in the battle for the Grey Towers. He has a box with several lights and buttons on it that he stares intently at when he is asked about the plane of grief. He explains that there is a time bubble that has encapsulated the plane of grief. Nobody gets in, nobody gets out. This time bubble has been expanding at a rapid rate both to and from the date 4/22/613. He knew that something happened there and has re-reading the notes that Haskell left for him. He will need the advetueres to travel with the aid of his mother box to several other planes to retrieve 3 keys that Haskell left for them there. Once they have these three keys they can use them with the motherbox to counteract the time barrier and save Haskell.
Outcomes: [1] Adventurers accept the Rubic Box and go on the various quests to recover the keys that will enable the time barrier to be broken.
[2] Adventurers kill Anil leaving Haskell trapped on the plane of grief.
An Unexpected House Call
Hook: The players decode the message from “A message in a box”
Page: Yes
Number of Cast Members: 1
Roles: Anil
Props: Message Box - attach Arduino Code to module write up
Tags and Treasure: None : The reward is access to other adventures and knowledge in the fiction.
Scene 1: (OOG) Scene : None : The boxes are scattered throughout the woods.
Flee Point: None
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information:[
· Golem making] – Anil is a masterful golem you have never seen such skillful golemmaking in all your years.
· [Time Lore] A time barrier is a powerful technique that only those who have seen the end of time can master. The dangerous technique will cause a place to be locked in time but increasingly unreachable by the outside world.
Transformations: No
Running Notes:
An Unexpected House Call: Anil the Rusty Golem
You of the first and oldest of Hakell’s golems and have seen the effects of that age profoundly. Haskell gave you your freedom after you were damaged in the defense of the Grey Tower from the Crawling Horrors. Haskell tried but was never able to restore the function of your left arm after it was infected by “He of the Thousand Eyes”. It hangs limply as a constant reminder of the cost of duty.
During your retirement you have often longed to return to the life of adventure but understand you master’s wishes. He is very protective of his Golems for they each contain a portion of his life energy. When you were watering your plants this morning you felt the familiar call of the Rubric Box. It seems that you have one last adventure in store for you. Better make this one count.
~~~~~~~~~~~~~
The players will speak to you about the message that decoded from haskell’s rubric box. You will assist them in decoding it.
~~~
Where was I again – You trail off in the end of sentences and constantly forget the name of the person that you are talking to.
War Wounds - Your left arm hands limply at your side. It will never heal.
My plants are my babies - You love your plants, watching them grow and caring for them makes your neverending life bearable.
All I have are Memories – You wish that Haskell did not decommission you, the life of adventure was the best!
The girl in the red dress – You can read the rubric machine code at lightning speed. This will let you produce the clues to guide the players to the planar keys.
~~
Card: Modified Crystal Golem
Resets : None
Message Text from the message box: Requesting assistance. I am trapped by hostiles on plane of Regret near the Sea of Longing. Clanky has been unmade and the Crown of Dalanto has been lost. Be sure to exercise caution for the ghosts of my past have been freed and I fear for any who try to stand against them. Meet with Anil in his cabin near Blackfire Pass for transit and information.
Adventure Cards
1
2 A servant of the Fae Court
3
4
5
6
7
A Servant of the Fae Court
Written by: Michael Fife Reviewed by:
Brief: A servant of the fae court is waiting for a candidate to come by that is willing to make a deal.
Background:
Synopsis: Quintis has an allegiance with the Fae Court and serves Ho-fel of the Stolen Tiger Heart. He offers to sell the adventurers the protection of his master in exchange for a promise to act as a judge at the fae court if needed. If the players take him up on this offer in the next event or 2 the players are approached by the Fae and taken to a trial that the Fae are having which will force them to take sides. This will not turn out well for them in the long term.
Ho Fel is a trickster and is most known for having stolen the heart of the silver tiger leaving him lethargic and defenseless. This heart is something that he wears around his neck as a trophy. (it’s kind of gross) an often gets into altercations with the other members of the Court. If the players decide to take him up on this offer the players will be used as champions in a match to decide guilt of a crime that Ho Fel has committed. This will be at least one event after the one that we are at.
Outcomes: (1) The negotiate with Quintis and agree to a favor to be named later (2) The adventuers move on and leave Quintis to wait for another candidate
Hook: Adventure Card: “A mysterious man by the road with a sign reading “Fortune for Sale.”
Page: N/A
Number of Cast Members: 1
Roles: Quintis
Props: A sign saying “fortunes for sale”, A small piece of paper, A nail
Tags and Treasure: 5 Gold
Scene 1: A path in the woods
Flee Point: Back the way the players came
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information: None
Transformations: None
A Servant of the Fae Court : Quintis -Celestial Scholar of the Fae Court
You serve the mighty Ho-Fel of the stolen Tiger Heart. Due to your master’s nature as a tickster he often needs to nominate champions that will defend him as champions in battles between powers. You are able to offer the protection of your master Ho-Fel or one of his minions that can be called on for assistance in a battle or to gather information.
You will provide the players with a small piece of paper and a small nail. The players can write their request on the paper fold it in 4’s and tack it to a tree at the edge of town.
OOG tell plot about this after you do this and what was written on the paper. Aid will then be sent.
**
**
Terrible Stutter: You can’t get a full sentence out without stuttering all over the place.
Servant of the Fae Court: You serve the fae court. Play up the mystery of that.
Costume: Robes, Bright colored extra stuff.
Resets: (none)
Tags and Treasure: 5 gold
Cool down: N/A
Descriptive Phrase: You see what you see
Type: Human
Intellect: Intelligent
Society: None
Weapon Attack: None
Carrier Attack: None
Packet Delivered Attack: Celestial 4 Block
Body Points: 20
Healed by: Necromancy
Defenses: None
Immune To: None
Weaknesses: None
Special Abilities: None
The puzzle has him trapped in it’s geometric patterns. If the players take the puzzle away the order elemental will be freed and indebted to the adventurers.
“A white skinned humanoid staring at a small geometric puzzle”
an order elemental is staring at a puzzle.
Encounters
Air Elemental Warrior
Air Elemental Warrior
Written by: Michael Fife Reviewed by:
Synopsis: You are sent to the Prime Material Plane. Retrieve the Cube from the mortals at any cost!
Find the cube: Anyone that you kill must be searched for the cube
Air Elemental Warrior
Treasure: 1 gold per reset
Number of resets: five
Costume: Blue or grey face paint
Cool down: 10 seconds
Descriptive Phrase: Humanoid made of lightning
Type: Elemental
Intellect: Normal
Society: Council
Weapon Attack: Claws 5 magic Lightning
Carrier Attack: Lightning
Packet Delivered Attack: 10 Elemental Lightning x10, Magic Lightning Bolt (10) x10
Body Points: 30
Healed by: Lightning
Defenses: No Metabolism, Return Magic x5, Dodge x 5
Threshold: 5
Immune To: Healing, Life, Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeble mind, Vertigo, Pin, Bind, Web, Confine
Rips From: Immune
Weaknesses: Stone
Special Abilities:
Death Squire
Written by: Michael Fife Reviewed by:
Synopsis: You are the shock troopers of the undead. You lead the zombies and skeletons into battle, stalking the battlefield looking for a fight with a worthy opponent.
Slay the Living: The instructions given to you by your lich master were to “slay the living.” Do so.
Advanced Undead: You can run and speak.
Servants of Ky’lo – You wear the coffin shaped medallions that mark you as part of the Ky’lo cult. You have been given orders not to attack anyone that is openly wearing the pendant.
Death Squire
You are the shock troopers of the undead. You lead the zombies and skeletons into battle, stalking the battlefield looking for a fight with a worthy opponent.
Costume: Skull mask, tattered clothing, Spider house medallion
Resets: (3) I come from the woods
Tags and Treasure: 1 gold per reset
Cool down: 30 seconds
Descriptive Phrase:
Type: Humanoid
Intellect: Intelligent
Society: None
Weapon Attack: Short sword claws at 3-magic disease, or any weapon style: Short sword 3 normal disease, Long sword 5 normal disease, two-handed sword 8 normal disease
Carrier Attack: Disease
Packet Delivered Attack: Magic Death x2, Magic Create Undead x2
Body Points: 50
Healed by: Necromancy
Defenses: N/A
Immune To: No metabolism (Death, Disease, Drain, Drain Life, First Aid, Life, Nausea, Paralyze, Poison, Sleep, Taint Blood, Waylay and Wither Limb.)
Weaknesses: Damaged by healing
Special Abilities: None
Notes: These are a bit rare and don’t come out as often with zombies. Mainly used for undead mods.
Blood Toof Orc Fighter
Written by: Michael Fife Reviewed by:
Synopsis: The warlord Grokmen Bloodtoof has broken through the wall and has sent you down south with your companions to pillage the human villages and kill off all opposition.
Names: Gugak Brok, Thaggak, Thruguth, Graggok Brang, Brudong, Krumurth, Gaggok, Guggar, Kragung, Togorth, Soguk, Graggak, Bruguk, Muggok, Kruggak, K’mong, K’gath, Somok, Eduaggok, Tamuk
Number of resets: 10
Tags and Treasure: 1 silver per kill or up to 1 level of production item per reset
Non-Standard Effects: None
Orc Warrior
Costume: Green or Red tabard with a mix of green and red face paint. Or Green tabard with red war paint (if no green face paint is to be had)
Cool down: 10 seconds
Descriptive Phrase: Green Skin Humanoid
Type: Humanoid
Intellect: Low
Society: Tribal
Weapon Attack: Small weapon 2 normal, Short/Long sword 4 normal, Two-Handed Sword 5 normal
Carrier Attack: None
Packet Delivered Attack: None
Body Points: 25
Healed by: Healing
Defenses: Magic Armor and Shield Magic to start
Threshold: 3
Immune To: Waylay 2
Rips From: Bind/Pin
Weaknesses: None
Special Abilities: Battle Rage! These orcs seem to be different than your normal orc and blindly go into a rage, attacking everyone in their way! (same as the racial ability)
Orc Shaman
Written by: Michael Fife Reviewed by:
Synopsis: The warlord Grokmen Bloodtoof has broken through the wall and has sent you down south with your companions to pillage the human villages and kill off all opposition.
Number of resets: 10
Tags and Treasure: 1 silver per kill or up to 1 level of production item per reset
Non-Standard Effects: None
Orc Shaman
Costume: Green or Red tabard with a mix of green and red face paint. Or Green tabard with red war paint (if no green face paint is to be had)
Cool down: 10 seconds
Descriptive Phrase: Green Skin Humanoid
Type: Humanoid
Intellect: Low
Society: Tribal
Weapon Attack: Small weapon 2 normal, Short/Long sword 4 normal, Two-Handed Sword 5 normal
Carrier Attack: None
Packet Delivered Attack: Earth Magic 9 block up to 6th level
Body Points: 15
Healed by: Healing
Defenses: Magic Armor and Shield Magic to start
Threshold: 0
Immune To: Waylay 2
Rips From: Bind/Pin
Weaknesses: None
Special Abilities: Battle Rage! These orcs seem to be different than your normal orc and blindly go into a rage, attacking everyone in their way! (same as the racial ability)
Void Touched Earth Elemental
Written by: Michael Fife Reviewed by:
Synopsis: Foot soldiers of the void touched army of General Obsidian, these creatures are products of the elements gone wrong!
Void Touched Earth Elemental
Number of resets: 5
Tags and Treasure: 1 gold per reset
Non-Standard Effects: N/A
Costume: Brown and black face paint, brown tabard
Cool down: 10 seconds/wait for others to fall before re-spawning
Descriptive Phrase: Humanoid made out of Earth and Shadow
Type: Planar
Intellect: Normal
Society: Council
Weapon Attack: Two short claws at 5 magic Void, Single Long sword 10 magic Void
Carrier Attack: Void
Packet Delivered Attack: x2 10 Elemental Stone, x2 10 Elemental Void
Body Points: 20
Healed by: Stone, Void
Defenses: No Metabolism Return Magic x3, Cloak Lightning x2
Threshold: 5
Immune To: Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeblemind, Vertigo
Rips From: Bind/Confine/Pin/Web
Weaknesses: Double Damage from Time and Lightning
Special Abilities: Rock Form: you can squat down to take defense against melee and magic attacks. Like an Imprison spell but cannot be dispelled.
Ky’lo Followers
Written by: Michael Fife Reviewed by: Scott Bennett
Synopsis: You are the voice of Ky’lo, or so you think. You go town to town, doing the bidding of Ky’lo. Being that Ky’lo is trapped on the plane of Death, you have stopped caring for your well being and in order to be as close to death as possible.
-–
Notes: These will come out during the first night and will come out as role-playing encounters during Saturday at different intervals between modules. They will follow Nevaeh (Leah) and be as close to her as possible (invading personal space). Keep telling her different phrases to try and creep her out (written below). After five minutes, whoever is playing this card will scream as loud as they can and fall over dead.
Cultist Names : Mary Sanderlin – Otha Eddins – Brice Walck – Antonia Welcome –Marcelo Steinhoff Clint Pfeil – Horace Kimbell – Felipe Seely – Hosea Pappan – Kyle Mooney – Gregg Egnor – Mel S lankard –Lenard Paulin – Ted Huckleberry – Buford Shearin – Xavier Ellen – Hilario Apple – Tracey Timbers –John Mose – Harrison Grego
Servant of Kylo: Talk about how awesome Kylo is and don’t let anyone talk bad about him. If the upstarts get too mouthy show them the true power of Kylo.
Channel the Power of Death: When you focus on the Spider House Pendant for 10 seconds you can throw 1 “Magic Death” within 5 seconds of finishing focusing on the medallion.
Ky’lo Followers
Share the Pain of Death: If you call out “Kylo watch over me” within 10 seconds being struck down you have a 50- Point arcane Vengence active on you.
Creepy Phrases: Pick one or two of the phrases from the list and come back it in your conversations. Say it in as cheerful and happy tone as you can. Say them with a smile. Make it so that the players remember it.
“You are going to die” – “How does it feel to know that your soul isn’t yours?” – “We are coming for you” “He is coming for you” “You soul will go to the void” –“Once you move away from her say “Have a Nice Day” to her and walk around Tavern aimlessly
Sickly: Pick a malady that your lack of care for your health has inflicted upon you. ~~ hobbles, coughs, itches randomly, and moans as if in pain.
Number of resets: (3) I come out of the shadows (3 count)
Cooldown 1 Minute
Tags and Treasure: Ky’lo Pendant worth 1 gold
Non-Standard Effects: N/A
Costume: Towns people clothes/ Brown or black tabards
Descriptive Phrase: You see what you see
Type: Humanoid
Intellect: Intelligent
Society: N/A
Weapon Attack: None
Carrier Attack: None
Packet Delivered Attack: the power of Death(Magic death after focusing on Pendant for 10 Seconds
Body Points: 10
Healed by: Healing
Defenses: None
Immune To: None
Weaknesses: None
Special Abilities: Share the pain of death (Arcane Vengeance 50 Points if Kylo is called upon before death) Channel the power of Death (Magic death after focusing on Pendant for 10 Seconds
Death Knight of Ky’lo - Fighter
Written by: Michael Fife Reviewed by:
Synopsis: You are the commanding force under Canus himself. You do as he asks and you follow his orders to the letter. You control the undead legions with your fellow brother knights. You will kill all who stand in your way, and cleanse the land of the living! „„You have to be the alpha male in any situation. Challenge cultists who might be competition.
Notes: 1 or all three will rift in with Canus when he makes his presence known. They will not move to attack unless directly told to. One will stay behind when Canus leaves with Nevaeh, the other two will leave and be part of the first mod of the night. (Sword of Ky’lo) These will not go out again unless the first one survives the players.
Lietentent of Canus: You directly serve Canus the Lich. You will obey his orders to the letter.
Not to be F*cked with - Move as if you’re bigger and heavier than you are. Imagine you’re a walking tank. You’re a coiled spring of barely suppressed violence. Your first instinct when there’s trouble is to lash out.
Intelligent Undead: You can speak and run.
Servants of Ky’lo – You wear the coffin shaped medallions that mark you as part of the Ky’lo cult.
Death Knight Names: Marcus Deathblight, Derrick Wormcrusher, Aaron Coffinhewer.
**
**
Costume: Skull mask or White Face paint, tattered clothing, Spider house medallion, Red Glowing Eyes,
Resets: (none) I rise from the ground (3 count)
Tags and Treasure: 5 gold
Cool down: N/A
Descriptive Phrase: Scarred Rotting Humanoid or Decaying Corpse
Type: Undead, Greater
Intellect: Intelligent
Society: None
Weapon Attack: Small Weapon - “6 Magic”Short/Longsword - “7 Magic”Two Handed - “11 Magic”
Carrier Attack: Disease
Packet Delivered Attack: Magic Create Undead x5
Body Points: 70
Healed by: Necromancy
Defenses: Rips free from Pin/Bind/Web Add Character Body, No Metabolism, May Cast in BodyReturn Magic x1, Return Waylay x2
Immune To: No metabolism (Death, Disease, Drain, Drain Life, First Aid, Life, Nausea, Paralyze, Poison, Sleep, Taint Blood, Waylay and Wither Limb.)
Weaknesses: Damaged by healing
Special Abilities: May Possess Skills as PC from Life Innate +2 Damage Aura ~~ Desecrate x1, Create Undead x3, ~~ Magic Fear x1 ~~ Control Lesser Undead by Voice ~~
Order Tainted Treant
Written by: Michael Fife Reviewed by:
Synopsis: The Order nodes have pushed you and your kin out and away from the Order tainted Treants that have sprung to life and attacked all that was in the way. You make your way towards human lands, knowing full well this was their fault and you wish to take your old resting spots by force.
Take Root: Can root itself on a three count (1 I take root…) and heal after one minute of not being attacked (Restore Renew)
Number of resets: (3) I come from the woods
Tags and Treasure: 2 gold per reset
Non-Standard Effects:None
Costume: Brown tabard. Brown and Green facepaint
Cool down: 30 seconds
Descriptive Phrase: Large Humanoid Oak Tree
Type: Fae
Intellect: Normal
Society: Solitary
Weapon Attack: Short/Long sword claw 8 normal, Two-handed 15 normal Carrier Attack: None
Packet Delivered Attack: None
Body Points: 120
Healed by: Healing
Defenses: All Pc defensives
Immune To: None
Rips From: Bind/Confine/Pin/Web
Weaknesses: Double damage from Fire
Special Abilities: Can root itself on a three count (1 I take root…) and heal after one minute of not being attacked (Restore Renew)
Treant
Written by: Michael Fife Reviewed by:
Synopsis: The Order nodes have pushed you and your kin out and away from the Order tainted Treants that have sprung to life and attacked all that was in the way. You make your way towards human lands, knowing full well this was their fault and you wish to take your old resting spots by force.
Number of resets: three per person
Tags and Treasure: 2 gold per reset
Non-Standard Effects:
Costume: Brown tabard. Brown and Green facepaint
Cool down: 30 seconds
Descriptive Phrase: Large Humanoid Oak Tree
Type: Fae
Intellect: Normal
Society: Solitary
Weapon Attack: Short/Long sword claw 8 normal, Two-handed 15 normal
Carrier Attack: None
Packet Delivered Attack: None
Body Points: 120
Healed by: Healing
Defenses: All Pc defensives
Immune To: None
Rips From: Bind/Confine/Pin/Web
Weaknesses: Fire
Special Abilities: Can root itself on a three count (1 I take root…) and heal after one minute of not being attacked (Restore Renew)
The Sword of Ky’lo: Canus Wildcairn Antracit’us
Description: You are charged by Ky’lo himself with watching over the keep but were away on ‘lich business’ and Ky’lo’s blade was given to an unbeliever by that foolish golem. The golem has been dealt with but now you must recover the sword before Ky’lo returns. He will never forgive you abandoning your duties in order to preside over the “Fell Council of Liches” in the south where you lord over them using Ky’lo’s name as a weapon. You will stop at nothing and will kill all who stand your way. You have commanded your charges to bring forth the thieves so that they may pay for what they have done.
You know that Nevaeh (Leah) has stolen the sword from the keep. You will be trying to capture her then you will involve her in a ritual to bring Ky’lo back in contact with the mortal realm. You know that the ritual with cause terrible damage to her spirit but that does not concern you.
Tough Boss: You’ve got a core of solid steel. Never accept a failure, never tolerate dissent, never tolerate fear of anything except your wrath.
Hateful: Pause before speaking. Let the anger build inside you first.
My Master’s Blade: Does not take damage from Antracit’us sword if used against him.
Number of resets: (0)
Cooldown
Tags and Treasure: 1 platinum and components, 5 gold every other kill (maximum of ten deaths for one night)
Non-Standard Effects: N/A
Costume: Black Cloak, Glowing Green Eyes, Scepter
Cool down: –
Descriptive Phrase: Desiccated Corpse
Type: Undead, High
Intellect: High
Society: N/A
Weapon Attack: 10 Magic Drain with Long Claw Carrier Attack: Drain
Packet Delivered Attack: Earth Magic: 15 block(Magic Delivered May Cast in Body)Arcane Destroy Formal Magic x3 Arcane Death x 10, Arcane Fear x 15, Arcane Paralyze x 20, Magic Create Undead x8, Magic Desecrate x4 20 Elemental Ice x5, Magic Fear x4
Body Points: 200
Healed by: Chaos
Defenses: Rips from Pin/Bind/Web/Confine Add Character Body, No Metabolism, May Cast in Body, Battle Magic Return x3, Phase x3, Return Waylay x4, half damage from silver weapons, full damage from Magic weapons, Threshold 3
Immune To: No metabolism/Undead Immunities (Death, Disease, Drain, Drain Life, First Aid, Life, Nausea, Paralyze, Poison, Sleep, Taint Blood, Waylay and Wither Limb.)
Weaknesses: Healing
Special Abilities: Will Possess Skills as PC from Life. Channeled Carrier Attack: Drain, ~~ Control Greater Undead by Voice Does not take damage from Antracit’us sword if used against him.
Not So Friendly Troupe
Written by: Kevin Logue Reviewed by:
Brief: A troupe of performers are sitting around their camp in the woods. A sack of stuff is with them, each carries a weapon.
Requirements: three npc’s, a sack of stuff, performer flair.
Background: These mercenaries that are disguised as performers are looking to capture folks the atracitus clan does not like. They want to get Rayden Von Cross and Leah Oden’s character specifically and are posing as a traveling band of performers to keep hunting people down.
Synopsis: The mercenaries are just hanging out. They just got a pay day from the Atracitus clan and are about to go get a drink but have not made it that far yet when the players find their camp.
They know they haven’t been made yet so will try to find out where Leah and Raiden are so they can go collect their bounty.
Outcomes:
Hook: Cared in the woods OR Players stumble on this when they go looking for trouble.
Page: Sure.
Number of Cast Members: 3
Roles: Bandits
Props: performer costume
Tags and Treasure: A few silver and a couple mundane tags
Scenes: camp in the woods
Flee Point: anywhere away from the bandits
Non-standard effects: None.
Rules Clarifications:
Craftsman Information: Banditry, Law Breaking, Performer (Anykind) Will get the players information that these are not in fact traveling performers.
Jimmy Bandits
You’re a tough guy, you won’t let anyone push you around. These dopes are just a means to an end for your pay day.
When you talk you squint at who ever is talking to you. You walk like a tough guy puffing up your shoulders. And you end every comment with “yea, see.”
20 Body
Swing 10’s
Resist Sleep x2 / Resist Charm x2 /
Dodge x1 As per player ability
Jonney the bandit
The Atracitus clan has been good to you, they raised your sister back to life as a death squire. You owe them and this is how they asked you to repay that debt. You like the caster in your group. You are not a bad guy, your just settling up debts you owe.
You won’t look folks in the eye, looking in the eye gets attention on you and you attack from behind. Your play at being silent and meek. You won’t talk, you let Jimmy talk for you. Buy you will make with the stabbing when its time.
20 Body
8’s/20’s
3 Dodges
Resist Poison x2 / Resist Charm x2
Slay as per the player racial
Toney the bandit
Your smarter then the average gypsi. You know it, they know it, everyone knows it. That’s why you’re the jester. You like to joke and you find most things amusing. Your skills are finally netting you a pay day.
You laugh like everything is a joke. You believe words are a wonderful weapon. They can disarm a hostile situation or raise a dead body to fight for you. When your talking you always rub your finger under your nose, your always smiling, even when killing.
8 Body
4 block earth tree
Dodge as per player racial
2 Resist Sleep, 2 Resist Charm
Lizard Patrol finds a Tax Evader
Written by: Kevin Logue
Reviewed by:
Brief: A patrol of lizard folk have captured a merchant for tax evasion.
Background:
Synopsis: The adventurers come across a patrol of lizard folk with a man in custody. The man is a merchant and claims he paid his taxes to the lizard folk when he entered Oilios proper but when he reached another patrole of lizards they double checked his goods and are now claiming that he must have hid crates of goods to prevent their taxing.
He is being grilled now come up with questions for the moment to play up the bad cop version of this.
Hook: None
Page: No
Number of Cast Members: 3
Roles: Marien, Plasst, Ssent
Props: Lizard man costumes, commoner cloths
Tags and Treasure: Nothing Special
Scene 1: N/A
Scene 1 Flee: Open Space
Non-Standard Effects: None
Rules Clarifications: None
Running Notes:
**
**
Lizard Patrol finds a Tax Evader**: Plasst – Lizardman Guard**
The voice is right, the lizards are the rightful rulers of this chaos filled land. These pink skinned hooch guzzling mongrals are going to destroy the land itself and the order of everything! This stupid fat merchant could not have paid his taxes, he is stuttering all over the place and your going to get to the bottom of this. You know he is guilty… none of these pink skins are truly good, you will claw the truth out of this oaf if it takes all the rage you can muster.
Bad Cop : The lizardmen almost totalitarian in their respect for the law. They will grill the merchant asking leading questions till he cracks.
· Where is your paperwork?
· Where are you coming from?
· Who did you get the goods from?
· Who did they get the goods from?
· Why was he trying to hide some of your goods?
· Why don’t you want to pay your taxes?
· Are there illegal substances in there that you wanted to hide?
· Do you like chaos, what does you think of necromancy?
· If a small girl and boy are both about to fall off a cliff who would you save?
**
**
Body: 20
Armor: 8 points natural armor
Player Skills:
Monster Abilities:
Special Abilities:
Special Notes:
**
**
Your just trying to get by, do your job. You have only been with the guard since the lizards came to the surface last year and patrole regularly when they let you, better to stretch your legs then sit on that darn wall. You love being paird with Plasst because he always gets fired up about everything. Its more amusing then your second uncle hitting on the girls back at the pub. You’re not sure if this merchant is doing anything wrong, but why interfere with Plasst, you know he will make a decision and you will just support him and follow action. Whatever to pass the time until this guard duty is over.
Lazy Cop:
Body: 20
Armor: 8 points natural armor
Player Skills:
Monster Abilities:
Special Abilities:
Special Notes:
**
**
Good grief! Lizards! Ahhhh! Why in the world are they grilling you, what did you do? You made sure to pay your taxes, you showed all your papers when you came over the border, but when this patrole started rooting through your stuff and yelling… well you just about lost it, how the heck can you remember what the taxs lizards checked with these idiots yelling at you like you just robbed a stage coach? Oh Tyrra why… why are they yelling, make it stop! Where is your purse, can you just pay them off? Oh thank the elements, adventurers! Maybe they will settle this, please oh please do not let them think your breaking the law damnit!
The merchant is beside himself, he doesn’t know what to do, he wants to get out of this situtation but doesn’t want to pay double the taxes.
Body: 8
Armor:
Player Skills:
Monster Abilities:
Special Abilities:
Lizard Patrol finds a Necromancer
Written by: Kevin Logue Reviewed by:
Brief: A patrol of lizard folk have captured a necromancer and are trying to administer justice.
Synopsis: The adventurers come across a patrole of lizard folk with a man in custody. The man is guilty of necromancy. Next to the trio is a destroyed skeleton, one of the lizards is tainted and the man himself is tainted, when he tried to taint both the lizard guards after they killed his skeleton, he got one but the other had a reflect magic. The lizards are debating whether to carry out the sentence for necromancy and assult then and there or whether they should take the man back for a proper judge to carry out the sentence. But they do not know what the punishment is for necromancy or assult, they are just simple guardsmen, they know the laws but not how to enforce them. By right they may carry out low justice but not high justice. The debate is whether or not the crimes are deserving of high justice or not.
Hook: None
Page: No
Number of Cast Members: 3
Roles: Karter, Sissil, Thossen
Props: Lizard man costumes, commoner cloths
Tags and Treasure: Nothing Special
Scene 1: N/A
Scene 1 Flee: Open Space
Non-Standard Effects: None
Rules Clarifications: None
Running Notes: The necromancer is spastic, he doesn’t want to go with the lizards, he knows he will not be treated well with them. The lizards are a little on the slow side, they want to follow the rules and do their job but their not on the ball with this.
**
**
Thossen – Guard 2
Thossen wants to follow the law, but is a bit over zealous. He firmly believes anyone breaking the law should be held to the highest standard of punishment. Necromancy is the complete sign of not following the law! I mean come on now! That dirty necromancer tried to taint your blood, that is assult on the city guard. Assult on you! If you can you will show that necromancer to the earth circle for his transgressions.
Body: 20
Armor: 8 points natural armor
Player Skills:
Monster Abilities:
Special Abilities:
Special Notes:
**
**
Sissil – Guard 1
Sissil is a bit slow, he is a good lizard, he knows the laws well enough to watch for folks breaking them and knows one end of a weapon from the other. But he is not always sure if the person he is about to grab is in the wrong, or what he is capable of doing about it. You know that this guy cast necromancy, you know that your buddy is magically effected so that he can not harm the perpetrator. You always take criminals back for judgement but Thossen is pushing for you to pass judgement now.
Body: 20
Armor: 8 points natural armor
Player Skills:
Monster Abilities:
Special Abilities:
Special Notes:
**
**
You were just passing through Dalantia. You know that in the past necromancers have been over looked… frowned on but over looked. You had a skeleton summoned for a favor you did near the border of the kingdom and it was acting as your body guard till you ran into these freaking lizards. You know their bad news for anyone… their crazy and they hate chaos and they are going to hurt you if they take you… a lot. You tried to waylay them but had your own spell back fire on you. You tainted your own blood! Now what? Oh Tyrra if you could just run the heck away… but wait there are adventurers coming. The gypsi’s in the area won’t let them kill you! Yea yea, now to talk your way out of this with that silver tongue of yours. Time to get to work.
Body: 8
Armor:
Player Skills:
Monster Abilities:
Special Abilities:
**
**
It’s a Trap!
Written by: Kevin Logue
Reviewed by:
Brief: A man missing a leg and an arm is screaming in a clearing
Requirements: 3 NPCs
Background: A Death Squire set up a trap to take more bodies back to be made into monsters for the Atracitus clan.
Synopsis: A Death Squire has injured a man and fed him a forget it well and left him screaming in a clearing for help. He and his undead minions are waiting for the kindly folk of the region to go help the fellow before they.
Outcomes:
Hook: Card in the woods OR Players stumble on this when they go looking for trouble.
Page: Sure.
Number of Cast Members: 4
Roles: Death Squire, 2 skeletons
Props: undead outfits
Tags and Treasure: A few silver and a component or two
Scenes: woods
Flee Point: anywhere away from the undead
Non-standard effects: None.
Rules Clarifications:
Craftsman Information: None
Transformation: no.
Running Notes:
Reginal the Death Squire
You’re a bad ass… you are, you can’t believe your still taking orders from these stupid gypsi’s but they are a means to an end, they will give you more power so if you fulfill their wishes, and then you will rip their hearts out.
80 Body
Swing’s 10 Magic
4x Magic Magic Armor
4x Magic Create Undead
Threshold 1 Normal (If the player swings normal you take 1 damage from them)
4, 4, 3, 2, 1 Earth Spell Tree
Cause Light Wounds (5) x4
Pin x2, Cause Wounds (10) x2
Bind x3
Cause Serious wounds (20) x2
Desecrate x1
Double damage from healing
Unaffected by mind altering effects, death, disease, life, gases, banish
Not effected by mind altering affects
Rip from Pin, Bind, Web, Confine, Trap Undead
**
**
Leviathin
**
**
Leviathin
180 body
5 normal
Half damage from all weapons (the call is reduced)
Can not run
Destroyed by a Destroy Undead 70 spell
Double damage from healing.
Healed by Chaos
Unaffected by mind altering effects, death, disease, life, gases, banish
(Start with a shield magic, magic armor, poison shield)
Rip from Pin, Bind, Web, Confine. NOT Trap Undead
**
**
Skeleton
**
**
Skeleton
40 body
10 normal / 20 normal
3x dodge
Can Run
Destroyed by a Destroy Undead 70 spell
Double damage from healing.
Healed by Chaos
Unaffected by mind altering effects, death, disease, life, gases, banish
Rip from Pin,Bind,Web… NOT Trap Undead or Confine
(Start with a shield magic, magic armor, poison shield, 1x Activate Cause Mortal Wounds 40)
Ghosts of Lizard Past
Written by: Kevin Logue Reviewed by:
Brief: The players will be investigating ghostly noises of battle that occur at night.
Synopsis: The lizards marched from their home for a reason. That reason has not been established yet. But we know that a majority of the lizards follow Order. With the earth quakes that happened, a crevice opened leading under the crust of Tyrra and coming from it are the wails of the dead and sounds of pitched battle. Whenever the farmer of the field goes to investigate the noise he finds that his memory lapses and he finds himself walking into the light out of the crevice with no realization that he decided to climb back out.
He is nervous now, especially with all the extra planer garbage going on and his crops and field already producing at a lower yield. The farmer goes to the players and begs for assistance so that he can get back to his work.
When the players call out the proper phrase, the battle stills and a ghost of a lizard man appears. He will notify the players that this is a war from not long ago, a battle between warriors of chaos and order. All the spirit knows is he entered the battle and has not stopped fighting or dieing until these folks pressed into this bubble of spirit and dream. The spirit will inform the players that to be put to rest, need the players to find him a familiar form to go to. But to take him from the field he can temporarily travel with a Player Character. If the payers consent the spirit will flow into one of them that they choose.
Any players with CO’s: Relating to spirit or dream will realize this was a tramatic life experience and has trapped many dead spirits into an eternal struggle and the players interference are helping the spirits find rest. That there is also elemental forces at play fueling this activity.
The players will clear three rooms like this, the first two rooms each ending with a lizard man spirit. The final room will have a spirit of an order elemental in the form of a lizard. This was a warrior who had been transformed when he entered the field of battle, but because of the ghost war, has not yet died to permanently transform.
Outcomes: (1) The players kill Gurdy and nothing happens.(2)The players flee the module.(3)The players can choose who to give the spirits to. If they go to Fife’s faction, then the lizards should get a small boost. Ten gets more confident in his declarations and becomes less crazy but more calculating in his attempts for power.(4)If the players give the spirits to Slick and Vera then they bolster the resistance movement inside the Lizard Folk and will help push Slick and Vera to abandon the crazy man Ten.
Hook: Farmer Gurdy
Page: No
Number of Cast Members: 5 to start, 3 during the whole engagement.
Roles: Farmer Gurdy, Ghost of Zzlazil, Ghost of Sshep, Ghost of Zzeel
Props: Black Tabards (Chaos), White Tabard (Order), Green Tabard (Lizard Man), single lines of phrase on written pieces of paper.
Tags and Treasure: N/A
Scene 1: Players climb into the crevice
Scene 1 Flee: Entrance
Non-Standard Effects: Ghosts will inhabit the players
Rules Clarifications: Ghosts will inhabit 2 of the players as they enter the battle scene. These players will have static cards and will turn into NPC’s attacking the players. If they are taken down they will dissipate as a ghost and reform to attack their friends again.
Running Notes: Notify players of non-standard effects such as the inhabitation. The other three NPC’s should have the same stat cards as the ghosted players. The objective is to reset hard and fast like a field of war would be, low stats, quick deaths. The players on each reset will drop another line of a phrase the players will need to piece together in order to say out loud to by pass the vision of battle to the next scene. If they players try to stabize their friends, nothing they do will snap their friends out of the ghost presence. If they leave with the player inhabited they immediately enter their death count. When Lifed, the ghost is gone, returned to the ghost battle below.
Phrase 1:
Author: Dr. Martin Luther King Jr.
Phrase 2:
Author: Theodore Roosevelt
Phrase 3:
Author: Dan Quayle (Except the last line, edited by Kevin Logue)
GHOST CARDS:
Body: 15
Armor: 5 Natural Armor
Player Skills:
o None
Monster Abilities:
o Claws
+6 Strength
1x Lesser Arcane Fear
1x 5 Elemental Spirit
Special Abilities:
o Non-Coporal - Magic/Silver/Order to hit.
Special Notes:
Played by ______________________________**
Farmer Gurdy**
By Tyrra! This blasted noise is making your cows run dry, scareing the chickens to lay bad eggs. Your wife can’t sleep and is a wreck which makes your life miserable. And maybe… just maybe… you’re a little spooked. Though you were a soldier, nothing scares you! The noises just won’t stop so… it just needs dealt with dag nabbit!
Body: 2
Armor: 0
Player Skills:
o CO: Farmer
CO: Soldier
Monster Abilities:
o Feared when close to Ghosts, Spirits, or Non-Coporal shapes.
Special Abilities:
Special Notes:
Played by __________________**
Ghost of Zzlazil**
You are a soldier and marched when it was your time to do so to protect your people. The armies of chaos were marching on your people and you would be a wall to intercept them. You realize you’re a ghost now… but you can not rest until you know your people are safe, that your years of battle against a faceless foe are ended. To do that you need to be carried to the Lacerta Vira… the lizard folk. You believe in the establishment of Order, harsh, cold order at any costs. And the protection of that order and the establishment.
**
**
Body: 50
Armor: 15 points natural armor
Player Skills:
o One Handed Edge – Long Sword RH
o Shield
o Weapon Proficincy: Long Sword - +8
o Read / Write
o Resist Poison – x4
Monster Abilities:
o 4x Vertigo Gas Poison
o 4x Paralysis Gas Poison
Special Abilities:
o Non-Coporal
Special Notes:
Played by ______________________________
**
**
Ghost of Sshep
You were an officer in the army of the Lacerta Vira. Your people, who were always happy in the dark dampness of the Under World below the crust of Tyrra, spent years skirmishing with creatures of the below world. You were a civil people, years of existence had taught your people that the only way to crawl out of the dark was to establish law, put order and direction to a world of chaos. But recently, a new faceless enemy had appeared, pushing at the monsters and critters you had so easily kept at bay. It felt like chaos was hovering over their shoulders, driving these beasts on.
You wished to be removed from this field of battle and given back to your people to see them safe. You are also sure that removal from this place should destroy the war of spirits.
**
**
Body: 50
Armor: 15 points natural armor
Player Skills:
o One Handed Edge – Long Sword RH
o Shield
o Weapon Proficincy: Long Sword - +8
o Read / Write
o Resist Poison – x4
Monster Abilities:
o 4x Vertigo Gas Poison
o 4x Paralysis Gas Poison
Special Abilities:
o Non-Coporal
Special Notes:
Played by ______________________________
Ghost of Zzeel
You were one of the few established predominant justicars of the Lacerta Vira. You were, for lack of a better term, the police and judge of the laws of your people. That is why you had an Order Transform cast on your spirit. You do not know why you did not transform when you suffered your permanent death… if your even dead. But you know that the earth quakes brought forth the drive of the critters of the under dark to drive at your people, to take your land and drive you from your strong holds. What those creatures did not know is that as they fought your kin, the walls of your city was crumbling. The shifting land was destroying years of a civilization content to be left alone.
You want to be returned to your people, to see that they are made safe and continue to fight for them if that is the destiny laid out for you.
**
**
Body: 80
Armor: 15 points natural armor
Player Skills:
o One Handed Edge – Long Sword RH
o Shield
o Weapon Proficincy: Long Sword - +8
o Read / Write
o Resist Poison – x4
Earth Spells: 4, 4, 4, 4, 4, 4, 4, 4, 4
Monster Abilities:
o 4x Vertigo Gas Poison
o 4x Paralysis Gas Poison
3x Rift
2x Faze
Special Abilities:
Order Aura
o Non-Caporal
Special Notes:
**
**
Dream Games
Written by: Kevin Logue Reviewed by:
Brief: A Dream Imp is in the woods alone.
Requirements: 1 dream imp
Background: A dream imp is flitting through the woods, he wants to go home.
Synopsis: A dream imp materialized on Tyrra floating around using their connection to the dream plane to sooth the nightmares of the folks who have suffered in the region. Due to this the little guy can’t get home, he is out of juice but would like to go home.
The players can banish him then and there and that will send him home. Or they can play a game that utilizes their imagination that will pull energy from the dream plane and the little sprite can renew his skills and rift home.
If the players agree to renew his skills, he will form them up in a circle and play the story game. The players will each have a sentence, and the next player in the circle must build off the previous sentence to create a story. The players must do this for 8 cycles creating a great tale.
If the players can do this for 20 cycles then they will turn their dream imp friend into a lesser dream elemental and he will promise them a future favor to be had.
Outcomes:
**
**
Hook: Cared in the woods OR Players stumble on this when they go looking for trouble.
Page: Sure.
Number of Cast Members: 1
Roles: Dream Imp
Props: Dreamy / purple outfit
Tags and Treasure: A few silver and a component or two
Scenes: woods
Flee Point: anywhere away from the imp
Non-standard effects: None.
Rules Clarifications:
Craftsman Information: None
Transformation: no.
Running Notes:
Lispern the dream imp
Your job has been to ease the nightmare out of the folks in the region after the wars… and conflicts… and all of the other bad stuff that can occur. But you have done your job so well your out of juice. You can not rift away, you can not get home. You can not even battle nightmares and soothe peoples imaginations anymore. Its day light and your normal source of power is waneing.
But if the players are willing to help you out they can get you home! Yay that would be exciting!
Dream Imp
30 body
2 normal dream
No metabolism
4x Magic Sleep
1x Rift (Only if the players help your skills)
Bears in the Woods
Written by: Kevin Logue Reviewed by:
Brief: Two bears are going through a rut sack in the woods picking over a camp site, the players stumble onto this.
Requirements: two bear NPC’s and a rut sack.
Background: The bears are just bears, but there is a small lycan presence in the area and these bears are associated with a bear lycan family.
Synopsis: The bears will be going through the camp, they are not threatening. The bears will not attack the PC’s unless provoked, they want food. If they players show hostility they will respond in with hostility.
If the players kill the bears they get what is in the camp and that’s it. If the players do not kill the bears and let them leave a gypsi will come into town later with the players scent and reward them for not killing animals he considers kin.
Outcomes:
Hook: Cared in the woods OR Players stumble on this when they go looking for trouble.
Page: Sure.
Number of Cast Members: 2
Roles: Bears
Props: Bear Costume
Tags and Treasure: A few silver and a couple mundane tags
Scenes: camp in the woods
Flee Point: anywhere away from the bears.
Non-standard effects: None.
Rules Clarifications: Scenting: Will allow the players to scent different things on the bears, other human smells.
Craftsman Information: None
Transformation: no.
Running Notes:
Bears
Bears:
30 Body
Swing 10’s (+16 strength)
Resist Physical x1
Rip from Bin ,Bind ,Web on a 3 count.
Lets open a portal
Written By: Chris Dadles Reviewed by:
Brief: A Gypsy bearing dark blue gems comes in, offering a way to strongly weaken the Lizards hold in the area.
Requirements:
Background: The Formian’s have expanded, taking over Syrnix and overrunning several settlements. Some of the settlements surrendered to the Formian’s without a fight and have become isolated zoos for the queens study. A few if these have been taken and ‘converted’ over to the Formian’s way of thinking and now act as agents for them, moving about the lands setting up sites for hives.
Several of the agents have one use magical items that open a gateway to a preset location and are starting to try and open gateways all over to allow small invasion forces and lesser queens through to get footholds into other lands.
Synopsis: Aaro Turk’vos goes to the tavern and bargains with the players to protect him while he is in the forest opening a gate to the Formian hive.
Outcomes: 1) The players go with Aaro Turk’vos and protect him while he set up the gateway. 2) The players don’t go with him.
**
**
Hook: A Gypsy Aaro Turk’vos bearing dark blue gems comes in, offering a way to strongly weaken the Lizards hold in the area.
Page: No
Number of Cast Members?: 1
Roles: Aaro Turk’vos (1)
Props: Portal rep, (2 large sticks)
Tags and Treasure: Aaro Turk’vos will have 10 gold on him to hire 5 adventurers at 2 gold each.
Scene 1: (OOG and IG) The Tavern
Flee Point: N/A
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information: None
Transformations: None**
**
Invasion: Aaro Turk’vos
It’s been only a few weeks sense you made the deal and accepted the offer. Now your loyal to the hive and to your queen. Even at this great distance you can still feel her presence in your head, your family means little to you now, as you have accepted a place with a new one. Your services are needed, your place desired and though you cannot hear the words at this great distance you have your orders, open the gateway, and bring through one of her daughters so that they can start purging this land as well. You’ve already started the process by locating the cave system that should make for a defensive start for a new hive. Now it’s just a matter of getting the gate up and opened and you’ll have your reward, more of that Royal Jelly and a secure place in the hive so that you can work. There is so much to do, so many things you can turn your talents to please your queen but first, you need to do as you were bid.
Member of the Hive: If there are Formains within line of sight character is protected by the special ability Group Mind. The NPC counts as a Formian worker for the purpose of hierarchy and Voice Command.
Group Mind: Some types of creatures (notably some giant insects) have a group mind. Each creature’s mind is but part of a larger whole. What one of them sees or experiences, they all know; however, Holds cannot be called for the NPCs to converse. Creatures that are part of a Group Mind are immune to control affects. An Awaken spell will not free them of the group mind’s control. Controlling Effects for Group Mind are defined as: Shun, Calm, Sleep, Dominate, Enslavement, Charm, Fear and Vampire Charm.
Treasure: 20 gold he pay for the protection.
**
**
Card: Level 15 Scholar Formal capable
Blink Wolves
Written by: Chris Colland Reviewed by:
Synopsis: Blink Wolves as a side effect of the time travelling past in Dalantia. They are controlled by “The Houndlord” These wolves are not from Tyrra, they are from a rift in the Time plane.
Motivation: Make Dalantians pay for abusing with Time Magic. The Houndlord blames Dalantians and all in Dalantia for the rifts in Time.
Undominitable: You are immune to all charm and control animal effects
Unbindable: You are immune to all binding effect (Pin, Web, Bind, Confine)
Untouchable: You may rift unlimited times per life on a 3 count
**
**
Blink Wolves
Number of resets: 5
Tags and Treasure: 5 silver per drop, or a production tag per drop
Non-Standard Effects: N/A
Costume: Wolf Mask or Grey face makeup, Grey tabard
Treasure: 5 Silver or 1 piece of production
Resets: (5) “I Phase Into This Realm” 3 count
Cooldown: 2 Minutes
Descriptive Phrase: Large Grey Distorted Wolf with Grey Eyes
Type: Animal-Elemental
Intellect: Human
Society: Pack
Weapon Attack: Bite (long claw) – 7 Magic Time, Claws (two short claws), 5 Magic Time
Carrier Attack: None
Packet Delivered Attack: 10 Elemental Time x5
Body Points: 40
Healed by: Healing, Time
Defenses: Dodge x3
Immune To: Pin, Bind, Web, Confine, Charm, Control Animal, No Metabolism
Weaknesses: Double Damage from Void, Can be Banished
Special Abilities: Superhuman Strength +5
Chaos Drider
Written by: Chris Colland Reviewed by:
Synopsis: A war grows in the underdark. Two Spider Queens war for power. The rightful heir to the underdark is the current Spider Queen, Arakina. The invader Spider Queen, Valressna seeks to claim the throne of the under dark for herself. The Chaos Drider are Valressna’s footsoldiers.
Motivation: Bring death and terror to Dalantia in Valressna’s name. Weaken Dalantia so Valressna may take over the underdark. Make adventurers fear the underdark.
Group Mind: Some types of creatures notably some giant insects have a group mind. Each creature’s mind is but part of a larger whole. What one of them sees or experiences, they all know; however, Holds cannot be called for the players to converse. Creatures that are part of a Group Mind are immune to mind control affects. An Awaken spell will not free them of the group mind’s control. Mind controlling Effects for Group Mind are defined as: Shun, Calm, Sleep, Dominate, Enslavement, Charm, Fear and Vampire Charm.
Rank: The Chaos Drider are defined by their Green markings. One streak through eye means Foot Soldier, two streaks mean Warrior, 3 streaks mean Commander, 4 streaks mean Overlord.
**
**
Number of resets: 3
Tags and Treasure: 5 silver per drop, or a production tag per drop
Non-Standard Effects: N/A
Costume: Black Tabard, Spider Costuming, Red Makeup Around Eyes, Black Face Makeup, Green Streak on Face over Left Eye (Streaks across face as rank increases)
Treasure: 5 Silver or 1 piece of production
Resets: (3) “I Skitter From The ___” 3 count
Cooldown: 2 Minutes
Descriptive Phrase: Large Black Half-Drae/Half-Spider with Red eyes and Green Streak over Left Eye
Type: Incest-Chaos
Intellect: Hive Mind (Cannot communicate normally unless through Overlords)
Society: Pack
Weapon Attack: Bite (single long claw) – 7 Elemental Chaos, Claws (two short claws), 5 Elemental Chaos
Carrier Attack: Chaos
Packet Delivered Attack: 10 Elemental Chaos x5, Physical Web x2
Body Points: 50
Healed by: Chaos
Defenses: Dodge x1, Phase x1
Immune To: Pin, Bind, Web, Confine, Charm, Control Animal, No Metabolism
Weaknesses: Double damamge from Order
Special Abilities: Superhuman Strength +5
Dark Gargoyles
Written by: Chris Colland Reviewed by:
Synopsis: Creatures of Darkness, Gargoyles attack during the night unless activated by the creator who built them. The Gargoyles being sent to harass the adventurers are created by a Darkness-tainted artisan who makes them as soldiers for the Cult of Ky’lo.
Motivation: Instill fear and terror into the hearts of the adventurers. Capture Gypsies if you can. Avoid attacking Black Gem Gypsies unless they openly oppose Ky’lo.
Stone Skin: Dark Gargoyles have a natural 30 points of armor.
The Wind Never Stops: Can rip from Pin, Bind, Web on 3 count
**
**
Number of resets: 3
Tags and Treasure: 5 silver per drop, or a production tag per drop
Non-Standard Effects: N/A
Costume: Black and Grey costuming, Horns or Wings (if we have them), Grey Makeup around eyes, Grey Tusks/Large Teeth.
Treasure: 5 Silver or 1 piece of production
Resets: (3) “I Land From Flight…” 3 count
Cooldown: 2 Minutes
Descriptive Phrase: Large Black Stone Gargoyle
Type: Contructs
Intellect: Average (Capture over kill)
Society: Constructs
Weapon Attack: Bite (single long claw) – 7 Elemental Darkness, Claws (two short claws), 5 Elemental Darkness
Carrier Attack: Darkness
Packet Delivered Attack: 10 Elemental Darkness x5, Magic Fear x2
Body Points: 30 – 30 Points of Natural Armor
Healed by: Darkness
Defenses: Resist Physical x2 , Rip from Pin/Bind/Web
Immune To: Lightning
Weaknesses: Light, 30 Damage from Shatter Spell, 60 Damage from Destroy Spell
Special Abilities: Superhuman Strength +5
Red Carrion Flyers
Written by: Chris Colland Reviewed by:
Synopsis: Red Carrion Flyer are carrion birds from the Chaos plane. They have been drawn to Dalantia cause of all the Order essence in Dalantia.
Motivation: Destroy all Order in sight. Destroy those who provoke you.
Sense the Enemy: You can call “Sensing Order” If someone responds “Yes” attack them furiously and killing blow them. If no one answers “Yes” attack randomly.
The Wind Never Stops: Can rip from Pin, Bind, Web on 3 count
**
**
Tags and Treasure: 1 Gold per drop, or a production tag per drop
Non-Standard Effects: None
Costume: Red Tabard and Face paint: Black Face, Red Nose, Red Eyes, Bird Costuming (if available)
Treasure: 1 Gold per drop or 1 piece of production
Resets: (3) “I Land From Flight…” 3 count
Cooldown: 2 Minutes
Descriptive Phrase: Large Red Bird with Dagger Length Talons
Type: Animal-Elemental
Intellect: High (Kill Order First)
Society: Flock
Weapon Attack: Bite (single long claw) – 10 Elemental Chaos, Claws (two short claws), 7 Elemental Chaos
Carrier Attack: Chaos
Packet Delivered Attack: Magic Paralyze x1, Magic Fear x2, 10 Elemental Chaos x5
Body Points: 60
Healed by: Chaos
Defenses: Dodge x1, Rip from Pin/Bind/Web
Immune To: Control or Charm Animal, Charm, Sleep, No Metabolism
Weaknesses: Double damange from Order, Can be Banished
Special Abilities: Superhuman Strength +7
Red Goblins
Written by: Chris Colland Reviewed by:
Synopsis: You are the embodiment of the Mischief Spirit, Locke in goblin form. Your purpose is to bring shiny this to appease Locke. With all the Gypsies in Dalantia, a spirit of Mischief was bound to pop up sooner or later.
Motivation: Steal all the things! If it’s laying down on a table or on a lone person, Steal it! Don’t kill, Locke doesn’t like when you kill. Only steal from people and proclaim victory and run away.
**
**
Number of resets: 6
Tags and Treasure: 3 Silver per drop, or a production tag per drop
Non-Standard Effects: None
Costume: Red Tabard, Goblin Mask or Red Facepaint.
Treasure: 3 Silver per drop or 1 piece of production
Resets: (3) “I Sneak From the _____” 3 count
Cooldown: 1 Minute
Descriptive Phrase: Small Red Goblin
Type: Humanoid
Intellect: Average
Society: Den
Weapon Attack: Small- 3 Normal, One handed- 4 Normal, Two handed- 5 Normal
Carrier Attack: None
Packet Delivered Attack: None
Body Points: 15
Healed by: Healing, Fire
Defenses: Dodge x1
Immune To: Fire
Weaknesses: double damage from Ice
Special Abilities: Superhuman Strength +2, Waylay x3
The Hero Returns
Written by: Chris Colland Reviewed by: [Name]
Brief: A powerful but torn spirit is sensed in the Earth Circle of the Oilios tavern. A man named Rufus resurrects from the circle with scattered memories of being killed by Dakos but the reasons are unclear.
Requirements: The events of Friday night have taken place and the Rygal Order is established in Dalantia
Synopsis: Rufus Algerius, the prince of the far off land Narthiel on the other side of Briarwood (#58 on Avalon map) to west of Dalantia, has been searching for assistance in dealing with the Order of Rygal for years now. The Order besieged his homeland and when victory was certain he was attacked by the Dragonlord Rygalius who cast him into the plane of Time in a prison. For 20 years he remained in a prison that kept him from aging and sleeping, since time was irrelevant on the Time plane Rufus slowly went insane and had his memories locked away in his prison. One day Rufus awoke from his trance in his prison and discovered his father’s sword was missing; a voice spoke to him and freed him from his prison. Since his escape by mysterious powers he has been hunting the Order of Rygal but with fragmented memories.
Outcomes: 1) Players choose to resurrect and listen to Rufus’s story. 2) Players ignore his spirit in circle.
Hook: A presence is sensed in the Earth Circle of the Tavern in Oilios
Page: Yes
Number of Cast Members: 1
Roles: Rufus Algerius
Props: Rufus Costuming
Tags and Treasure: None
Scene 1: (OOG) Circle of Power Rep in Tavern (IG) Earth Circle in tavern of Oilios
Flee Point: Tavern Doors
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information: Elemental Knowledge: Time Plane
· Once imprisoned in a time plane, your body does not require sleep, rest, food, water. The needs of a body due to the effects of time such as digestion are suspended and irrelevant.
Transformations: None
Running Notes: This encounter is meant to introduce a NPC for the PC’s that will aid them when the Rygal Order becomes a problem. Rufus will seem very crazy and untrustworthy at first but once we he regains his memories will be a library of information on the Rygal Order for the PC’s. This encounter should not involved combat unless Rufus is attacked in which case he will defend himself with spells.
The Hero Returns :: Rufus Algerius
You have suffered pain and unexplainable madness from your imprisonment. The 20 years in the prison of the Time plane has driven you insane and locked away your memories, clouding your past and darkening your future. Answers only lead to more questions, nothing makes sense. It must be that Order of Rygal’s fault. But you remember how corrupting they are. At first they were nice and helpful then it was a monstrous transformation into tyranny of undeath.
Rufus Roleplay:
· Rufus is very scattered minded currently. Most of his memories are locked away within his mind leaving him sounding crazy when he tries to talk to people in fragmented words.
· His kingdom was besieged by the Rygal Order many years ago, while they won the battle they lost ultimately because the Count (Rufus’s father) was killed and Rufus was cast into a prison away from the kingdom.
· When asked about why Narthiel was attacked by the Rygal Order, you can’t remember why the war was started.
· When asked where you came from, answer with the land of Narthiel but you don’t remember details about it.
· Talk about needing your sword Nardor. Act as if you are in withdrawal of its presence almost like a drug. Claim it will solve everything if it’s found. This claim will sound mad, play it up as so.
· When asked about its nobility, you only remember your father was Baron but you are unsure of his condition. If pressed about your father start to become defensive and emotional about him.
· If asked who the leader of the Rygal Order was at the time of your attack, it was not Dakos.
· The goal here is to leave doubt in the players’ minds that Rufus is really who he says he is. Also, Rufus is to appear very crazy and disconnected from normal conversation and thought. This is due to his time spent in the Time Prison.
· Do not lead the players that the Order of Rygal is evil! Allow players to draw their own conclusions, the Order of Rygal may be/seem a much better way of life than Dalantian life to some.
Card: Rufus Algerius (Played by Chris Colland)
Treasure: None
Fringe Eater
Brought into this land from the outer dark by the cult of Ky’lo the fringe eaters feed on the magic of Dalantia’s mages. These terrible froglike creatures move in bursts and know no fear
Magebane: Renew all skills when hit with a spell. Immune to all spells
Fringe Eater
Costume:
Treasure:
Resets: (5) – If you are killed respawn at the bridge after waiting 10 minutes.
Cooldown: 10 Minutes
Descriptive Phrase:
Type: Elemental Intellect: High Society: Elemental (Group Mind Link)
Weapon Attack: |Long Claw or short Claw - 20 Magic Flame| 10x Spellstrike Flame Blast 45 10x Spellstrike Enflame
Carrier Attack: None
Packet Delivered Attack:
Body Points: 50 (Magic to Hit) Healed by : Chaos
Defenses: 5x battle magic return
Immune To: All Binding Spells
Weaknesses: Double damage from weapons, Cannot be healed with magic.
Special Abilities: Magebane- Renew all skills when hit with a spell. Immune to all spells
The Tormented
Written by: Scott Bennett Reviewed by: ____________________
Brief: After
Requirements: Jenna Turkvos’s Ghost encounter has been ran. It is at night.
Background: Dalantia is a place with a high standard of education. Children in Dalantia apprentice to each of the guilds for a year as schooling. During this appentichip there is much pressure on the students to outperform the members of the rival clans. Jenna Turk’vos was apprenticing to the Scholars Guild of Oilios and killed herself by jumping off a bridge. This was after years of bullying by the children of the other clans. Her spirit then became an undead known as an Allip, bent on revenge upon her classmates. She now seeks to kill her surviving classmates and has been doing a pretty good job at that. Some speculate that this vengeful spirit is her, but only her mother Miela Turk’vos is convinced of this.
One of Jenna’s schoolmates Nikolao Amtistus is in town trading with the adventures when the Allip spirit of Jenna appears. He will run away and offer to sell the players information about the spirit which will lead the players to Jenna’s mother. If players take Nikolao up on his offer they will be taken to the far shack where a ‘house’ scene will be set up and they can enter and speak with Jenna’s mother.
Jenna’s mother Miela Turk’vos is mad with grief. Her only daughter Jenna Turkvos committed suicide 2 years ago and her husband Brava Turk’vos was killed in the war. Miela blames the other children who apprenticed with Jenna for her death and is glad that they are getting justice. If she is appealed to So if players go outside to find where you are coming from they may be able to identify it first day.
Synopsis: During the first night the Ghost of Jenna Turkvos will attack the Adventures. After several of these attacks a trader Nikolao will be selling his wares in the tavern. He will be targeted by the spirit of
Outcomes: (1)
Hook: Nikolao is attacked by the Ghost of Jenna Turkvos while trading in the tavern.
Page: No
Number of Cast Members: 4
Roles: The Ghost of Jenna Turkvos, Nickoli, Miela Turkvos, Voldvay
Props:
Tags and Treasure:
Scene 1:
Flee Point:
Non-Standard Effects:
Rules Clarifications:
Craftsman Information:
Transformations:
Running Notes:
The Tormented :: Jenna Turk’vos the Wraith
Jenna Turkvos: If it wasn’t for those bullies, you’d be living a happy life. For years you endured their mean word, insane demands, and even an occasional beating. None of the adults ever helped, they only tried making you do the same to them. Even the nice boy Nikolao helped the bullies in their tormenting.They drove you to jump off that bridge! Now you have been given the means to ensure that they suffer and die as you have. You will not rest. You cannot rest, until every one of them know your pain. To end this pain and finally rest, you will kill Nikolao
Bent on Vengence Target those who were in your class.
– If the players sing you the nursrey rhyme “twinkle twinkle little star” at the bridge, you will disappate orever.
Cannot Speak – Constantly mutters
Madness or grief -
Costume:
Treasure:
Resets: (5) – If you are killed respawn at the bridge after waiting 10 minutes.
Cooldown: 10 Minutes
Descriptive Phrase:
Type: Elemental Intellect: High Society: Elemental (Group Mind Link)
Weapon Attack: |Long Claw or short Claw - 20 Magic Flame| 10x Spellstrike Flame Blast 45 10x Spellstrike Enflame
Carrier Attack: None
Packet Delivered Attack:
Body Points: 50 (Magic to Hit) Healed by : Chaos
Defenses: 5x battle magic return
Immune To: Undead (Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeblemind, Vertigo) Non Magic Weapons
Weaknesses: Damaged by Healing
Special Abilities: Body Weaponary,
The Tormented**:: Meila Turk’vos**
Your child died a few years ago, and those kids responsable are dropping like flies. You know that it’s the restless spirit of your daughter Jenny. You can’t tell people this because it will tarnish her memory. You hope she gets finished with her vengence soon so she can rest in peace and so those idiots can’t do it to anyone else! Maybe the adventurers could help to put your child to rest at last? You know Jenny’s spirit rests at the Bridge and only comes out at night.
Maybe these adventurers can help you to help kill Nikolao, the last of the children? If the adventurers treat the memory of your daughter with respect and ask about the good times you had with her, you will tell them about how when she was growing up when you would sing “twinkle twinkle little star” before putting her to sleep. This always calmed her down no matter what.
Justice Must Be Seen: – If you see Nikolao you will demand that he be put to death for his part in the killing of your daughter.
The song is the key – If they talk to you for a while about your daughter you tell them that
Maybe the song isn’t the key: After the players try to use the song if they come back tell them of the Voldvay. Also tell them about the Voldvay if they ask about the drowner poster in your hall.
~~~~
Meila Turk’vos
Mystic: You follow the old ways. You know of Grandfather Grain and Grandfather drowner.
Grief : The death of your daughter has hit you hard.
Costume: Gaudy Jewlery,
Treasure: 10 GP
Resets: None
Descriptive Phrase: You see what you see OR Old woman with gaudy Jewlery
Type: Gypsy Intellect: High Society: Feudal
Weapon Attack: Dagger 1Normal
Packet Delivered Attack: 8 Column Celestial
Body Points: 20
Defenses: Celestial Protectives
Immune To: None
Weaknesses: None
Special Abilities: None
The Tormented:: Nikolao Amtistus
You’ll never forget your first crush, Jenna Turk’vos. Maybe you were too hard on her, but you regret everything now. Those other kids were mean, and you were just trying to fit in. You where not even that good at magic, nothing like Jenny, you just wanted her to notice you. Now your classmates are being killed by some ghost. You are scared out of your mind and have skipped school to look for help. The worst part is it might Jenna’s ghost back to get vengence, at least that’s what Jenna’s mother Meila says.
The classmates who were killed:
– Be very scared of the Allisp you know it’s killed your friends and are a bit of a coward.
– If the players get the location take them to the mod shack to talk to Miela.
Costume:
Treasure:
Resets:
Descriptive Phrase:
Type: Intellect:
Weapon Attack:
Packet Delivered Attack:
Body Points:
Defenses:
Immune To:
Weaknesses:
Special Abilities:
The Tormented:: The Voldvay
A truly malignant entity, the Vodynoy delights in attracting his victims by charm and gently murmurings, then shoves them in the water, holding their heads under as he revels in the agony of their drowning. Alternately he sits by the waterside in the form of an old man, with a large club covered in grey ribbons. When someone draws near out of curiosity, he clubs them to death and hurls them into the water.
Supervillian : The Vodyanoy is exceptionally evil- the archetypal mad villain who delights in torture and suffering forts own sake. He does nothing but what suits his purposes and his purposes are death and horror, particularly though the medium of water and drowning
**That Sounds Like FUN!:**He only respects creatures more evil than himself, and cheerfully joins in the fun when murder is proposed.
The Curse of Dreams : Those who slay a Voldvay will have terrible nightmares. Each night roll a d6 if a 1 leave a note with the player to see plot when they wake up. Once they see plot read them a random dream.
Obervances: Leave his victims to drown or the Vodanoy chooses another victim – perhaps you or someone you love, so he can savor your horror. The offerings he favors are black pigs, oil and hone- each to be thrown into ponds or rivers.
Never wear the trapping of other deities when you swim.
When dealing with Vodyanoy, keep a hand full of dry earth in your pocket. If this is thrown in his face, it may distract him long enough for you to run out of sight of the water where you are safe- until you come in sight of water again.
Symbols Bones,
Need: To see the innocent drowned
Want: To be present for suffering and to
Power Greater: With the permission of the drowning he can turn them into a spirit of grief and sadness.
Power Lesser: Can sent terrible dreams to those who stand against him.
**
**
Costume: A fat naked old man with pallid water puckered skin and a puffy face – the image of the drowned corpse. He can assume a more attractive form at will though his shirt tails always are dripping wet, a giveaway to his real identity. He can also assume the form of any fish or water creature
Treasure:
Resets:
Descriptive Phrase:
Type: Intellect:
Weapon Attack: Carrier Attack:
Packet Delivered Attack:
Body Points:
Defenses:
Immune To:
Weaknesses:
Special Abilities:
The Formian Pet
Written by: Scott Bennett Reviewed by: Kathryn Rose
Brief: Adventurers encounter a group of Formians Warriors who attempt to negotiate by telepathically speaking through a captured human.
Requirements: None
Background: The Formian colony has expanded and is intruding upon the adventurers’ lands. The Formians have tired of constantly being defeated by adventurers. To avoid more conflict they have captured an unsuspecting townsperson, Marcus Henke, and began feeding him a paste that will allow them to telepathically speak through him.
Synopsis: The Formians have been waiting for their opportunity to speak to the adventurers and attempt diplomacy for months. Using their hive mind the Formians are going to use Marcus as a mouthpiece to speak to the adventurers and offer them a variety of “Formian Treasures”. If the adventurers leave the caves without battle the hive will know that the adventurers can be bought and will always offer whatever “treasure” the players have accepted in their future dealings. If negotiations erupt in violence the Formians will fight to the death to protect their “Pet”.
Outcomes: (1) The Formain attempt at negotiation fails and there is a mass of combat. (2) The adventurers reach an agreement with the Formians and set the tone for the future.
Hook: Adventurers exploring “The Wilds” stumble upon a Formian mine.
Page: No
Number of Cast Members: 3-8
Roles: Formian Warrior (1-5), Marcus Henke(1), Ogre Corpse(1)
Props: Crate, dirt, a bag of washers
Tags and Treasure: Gems, Evaluate Items, Components, Corpse of an ogre warrior, paste of stickiness
Scene 1: (OOG) A large room with a crate or chair in the center. (IG)A cave deep in the wilds.
Flee Point: (OOG) The door to the room. (IG) Leads out of the cave to safety.
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information: None
Transformations: None
Running Notes: The Formians are a tough combat challenge. Scale them up to the “greater formain” role if they will be too weak or if you have far fewer cast members than PC’s on the encounter. You can replace the Ogre with any other costumed NPC that you have around the NPC shack. The essence of the encounter is capturing the alien nature of the Formians by showing how they negotiate.
This can also be ran as a link between other encounters because of how little setup/tear down that is required.
The Formain Pet:: Formian Warrior
Your life has been spent in the darkness of the hive. It consists of the same routine digging of new tunnels, and fighting off intruders to the marvelous underhive. All of this is in the service to the great hive queen. Now the queen has demanded that the hive expand. This expansion has brought you into contact with the soft-skins of the above-world. These interactions are often violent and always costly to the hive. Possibly instead of fighting the soft skinned creatures it would be better to discuss the ceding of their land to the hive voluntarily with none of these costly battles.To this end you and your brothers have captured and cared for one of the soft skinned creatures to use as a mouthpiece. You have kept him alive by feeding him a steady diet of grub paste which has made him a member of the hive. Hopefully you will be able to convince any intruders that the hive is best left in peace.
You will negotiate with the adventures and attempt to convince them to leave the hive in peace. If they agree to this then you will be able to solidify the hive’s hold on the area. The pain that the Formain Telepathy causes is of no concern to the hive for the subject will continue to function.
Formain Telepathy: Feeding a human grub paste links them to the hive mind. Beings that are not of the same Insect-like physiology as Formians are subjected to indescribable pain whenever this link is used. Out of Game, the Formain Telepathy is represented by one of the Formain Warriors whispering into the human with a connection to the hive mind’s ear and the Human will relay the message. Humans do not remember the words that they say when they are being controlled by the Formian Telepathy.
Formian Treasures: The Formains attempt to give the adventurers some manner of ‘treasure’ to allow the hive to expand without incident. These items are actually worthless but are seen as valuable from the perspective of the Formians. Each Formain Warrior should choose an item from the Formian Treasures below or make one up keeping in mind that it needs to be odd and essentially worthless.
○ An exquisite mound of dirt ○ An ogre corpse of a the finest vintage **○**A generous bag of shiny circles (Washers) **○**A wonderful rendition of a classic human song (Happy Birthday)
**
**
Formian Warrior
Silent Killers: Formian Warriors cannot speak due to their advanced hive mind. All of their communication with the surface races is through clacking mandibles and frantic gestures. Formians do not understand human concepts such as mercy and friendship but they know that the soft skins do and will try to use these weaknesses against them for the glory of the hive.
Protect the Queen**:** A Formian warrior only lives to serve the hive and it’s queen.
Group Mind (NERO 9’th): Some types of creatures notably some giant insects have a group mind. Each creature’s mind is but part of a larger whole. What one of them sees or experiences, they all know; however, Holds cannot be called for the players to converse. Creatures that are part of a Group Mind are immune to mind control affects. An Awaken spell will not free them of the group mind’s control. Mind controlling Effects for Group Mind are defined as: Shun, Calm, Sleep, Dominate, Enslavement, Charm, Fear and Vampire Charm.
Costume: Red face with antennae , Brown Tabard
Treasure: 1 Gold Piece or Formal Component per reset
Resets: (3)– “I come from the Depths” Down the hall. Cooldown: 30 seconds
Descriptive Phrase: Giant Red and Black Ant
Type: Insectoid Intellect: Normal (Group Mind)
Weapon Attack: Bite at “10-Normal”
Packet Delivered Attack: None
Body Points: 10
Defenses: Threshold 5, Natural Armor 10, Escape Pin/Bind/Web/Confine
Immune To: Sleep, Charm, Fear, Enslavement
Weaknesses: None
Special Abilities: Group Mind, Suicide Ability, Superhuman Strength +8
The Formain Pet:: Marcus Henke the Prisioner
It seems like an eternity since these horrible creatures captured you. Weeks, months, years, who knows down here in the dark and with their clacking and their smell, oh Tyrra, that smell is like old socks. The worst part of this whole mess is that they only feed you this horrible white paste that tastes like almonds. The last several weeks you have been blacking out and waking up with the most terrible headache. You think you must be going mad down here in these caves.
You want your life back. You want freedom on the surface again. When you see people again, you know that they will rescue you from these monsters.
The formains will be speaking through you to the adventures using the Formian Telepathy and offering them worthless treasures. Marcus wants to be freed but needs the adventurers help.
Formian Telepathy: Feeding a human grub paste links them to the hive mind. Beings that are not of the same Insect-like physiology as Formians are subjected to indescribable pain whenever this link is used. The Formain Telepathy is represented Out of Game by one of the Formain Warriors whispering into the human with a connection to the hive mind’s ear and the Human will relay the message. Humans do not remember the words that they say when they are being controlled by the Formian Telepathy. Humans that are being controlled by Formain Telepathy will have one accent for when the human is in control and a different one when the Formains are in control.
· The encounter running well really hinges on your skill at improvisation and the switch between when you are controlled by the Formians and when you are free to speak as Marcus.
· Marcus does not know that the Formians are speaking through him so he is going to be surprised and need to figure out what the Formians are doing by talking to the adventurers.
**
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Treasure: paste of stickiness attaching Marcus to the chair
Reset:
Card: 5th Level Human Rogue
The Formain Pet:: Ogre Corpse
It seemed like such a good idea to be exploring the darkness of the dungeon and then BOOM it was all over. The chittering and clacking of their inhuman bodies pouring out of the depths filled your ears. The insect like Formians quickly overwhelm you, your massive strength seeming to work against you as they stab you with their long terrible mandibles. The world went black.
Notes: You are mostly window dressing for the encounter.
Treasure: Ogre Warrior corpse
**
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Card: Ogre Warrior
Forest Thievery
Written by: Nancy McSwiney Reviewed by:
Card phrase: A roughed up merchant limping along the road.
Background: There is a den of thieves deep within Oilios’ surrounding woods. They lie in wait for passerby, then rob them and take their possessions. Forget-it-Wells from a contact in the Alchemists’ Guild are given to the victims, and they are sent on their way.
Synopsis: Fresso , one of the thieves guild is posing as a “merchant” stopping to help him results in an ambush by the rest of the thieves.
Outcomes:
Adventurers are ambushed and get rolled. Their stuff is taken and they are given Forget-it-Wells.
Adventurers are ambushed and triumph over the thieves. They take their stuff and leave.
If adventurers choose to interrogate the thieves, they know nothing except that they answer to a person named Gemma.
If adventurers ask about the Forget-it-Wells that the thieves have, they will not say where they got them.
Hook: Adventure Card “A merchant is limping along the road, looking roughed-up.”
Page: No
Number of Cast Members: 3
Tags and Treasure: Half a dozen Forget-it-Well elixirs, two on each NPC.
Scene 1: Card location (Hopefully in a more isolated spot on site).
Flee Point: N/A
Non-Standard Effects: N/A
Rules Clarifications: If PCs have Forget-it-Wells used on them, recite their description from the 9th Ed. r.ulebook.
Craftsman Information: Trackers can trace the thieves’ steps all the way to a clearing, where they had been camping for several days. Any other tracks of note have been too far eroded by animals, weather, and time.
Transformations: N/A
Forest Thievery: Martareis, human rogue
Not the brightest bulb
Overconfident.
Answers to Gemma
**
**
Level 5
8 Body
One Handed Edged
Florentine
Two Weapons
Read and Write
Herbal Lore
Forest Thievery: Fresso, human scholar
Bait for the Trap
Sadistic
Casts Necromancy when it suits him.
Level 5
Read and Write
Small Weapon
Earth Tree 4/4/3/1
Forest Thievery Chase, human fighter
Jaded mercenary, You fight for the highest bidder and to hell with morals.
Level 5
14 body
Shield
One Handed Edge
Weapon Proficiency x1
Ka’citus Treasure Hunt Enc. 1
Written by: Nancy McSwiney Reviewed by: [Name]
Brief: PCs find two small yellow jewels; they are the first in a series of clues to a minor Ka’citus artifact.
Requirements: None
Synopsis: PCs stumble upon a small cave that is dimly lit by phosphorescent fungi. There is nothing of particular note in it except for two small, chipped yellow jewels. PCs may find and carry these off with no consequences.
Outcomes: (1.) PCs find stones and pocket them. 2.) PCs do not find stones; they are left for the next group.
Hook: Adventure card.
Page: Yes.
Number of Cast Members: 1
Roles: Marshal
Props: Two small chipped yellow stones, as the Dalantian gypsies of House Ka’citus wear upon their faces
Tags and Treasure: Two small chipped yellow stones, tagged
Scene 1: Card location
Flee Point: None
Non-Standard Effects: None
Rules Clarifications: Craftsman skills will not help you find these. You must manually search for the stones.
Craftsman Information: Any character versed in Dalantian lore will recognize these stones to be very old indeed; they are from when the houses first divided themselves into the (formerly 10, now 9) colors that they are currently.
Transformations: None
Running Notes: This mod is the opener for a series of clues for PCs. Hopefully this will run like a treasure hunt and take as much or as little time as the PCs require (over the course of the series).
Ka’citus Treasure Hunt Enc. 2
Written by: Nancy McSwiney Reviewed by: [Name]
Brief: PCs find two small yellow jewels; they are the first in a series of clues to a minor Ka’citus artifact.
Requirements: “Ka’citus Treasure Hunt Enc. 1” has already been run.
Synopsis: A Goldsmithing Guild merchant comes into town and has one of the Ka’citus artifact gems on their person for sale. PCs may purchase the gem then and there for 5 gold or come to the Goldsmithing Guild later and try to buy it, after which the price will ratchet up to 30 gold (one of the more experienced artisans, Harin Turk’vos, will recognize it for what it is, a valuable piece of history).
Outcomes:
1.) PCs purchase stone from Goldsmithing Guild merchant for 5 gold.
2.) PCs purchase stone from Goldsmithing Guild proper for 30 gold.
3.) PCs do a favor for Harin Turk’vos in exchange for the stone. (See “Harin’s Favor” encounter).
4.) PCs choose not to acquire stone. The “Ka’citus Treasure Hunt” series cannot be completed without this stone.
**
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Hook: Goldsmithing Guild Merchant (Argus Di’mondus)
Page: Yes.
Number of Cast Members: 2
Roles: Argus Di’mondus, Harin Turk’vos.
Props: One small chipped yellow stone, as the Dalantian gypsies of House Ka’citus wear upon their faces
Tags and Treasure: One small chipped yellow stone, tagged
Scene 1: Goldsmithing Guild merchant Argus Di’mondus comes into town looking to sell some extra supplies, mostly gems that did not make the grade for crafting by the guild’s artisans. One of the gems is a Ka’citus artifact piece that Argus, being a very new member of the guild, does not recognize as such. All stones are priced to sell and this one is only 5 gold.
Scene 2: If PCs have seen the gems from “Ka’citus Treasure Hunt Enc. 1” they will recognize this gem as part of the same “set.” If they have not, they will simply think it is a yellow gem unless they have the Craftsman Information discussed below. They make choose to purchase this gem for 5 gold, or haggle it down to 3 gold, while Argus is in town.
Scene 3: This scene is optional depending on PC actions. If PCs choose to “come back” for the stone later, they must go to the Goldsmithing Guild, where one of the higher ranking guild members, Harin Turk’vos, has gotten a better look at the Ka’citus artifact. Harin informs the PCs that it is a valuable artifact and that it is technically priceless, but since it is obviously not of importance to the Turk’vos family perhaps he will entertain offers. At this point, PCs can offer Harin 30 gold or more and he will accept. Harin will also accept PCs doing him some favors in exchange for the stone (see “Harin’s Favor” encounter).
Flee Point: None
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information: Any character versed in Dalantian lore or Jewelry will recognize these stones to be very old indeed; they are from when the houses first divided themselves into the (formerly 10, now 9) colors that they are currently.
Transformations: None
Running Notes: This mod should be run only after “Ka’citus Treasure Hunt Enc. 1” has been completed.
Ka’citus Artifact Enc. 3
Written by: Nancy McSwiney Reviewed by: [Name]
Brief: A foraging kobold named Wren has found one of the Ka’citus artifact gems and is displaying it proudly as a hairpiece.
PCs find him in at the card location and either gank him for his stuff or befriend him.
Requirements: None
Outcomes:
1.)PCs incapacitate Wren and take the hairband
If PCs choose this option, Wren will come to town later demanding that his possessions be returned. See “Wren’s Bad Day” if this occurs.
2.) PCs trade the hairband for something that Wren finds valuable (coin, gems, other flashy items)
Hook: PCs find Adventure Card.
Page: Yes.
Number of Cast Members: 1
Roles: Wren the Kobold
Traits: Wren is fearful of adventurers, but that fear dissipates quickly if there is treasure to be had.
Props: Hairband with a yellow gem set into it
Tags and Treasure: “Small yellow stone” tag and rep, 2 silver
Flee Point: None
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information: Any character versed in Dalantian lore will recognize this stone to be very old indeed; it is from when the houses first divided themselves into the (formerly 10, now 9) colors that they are currently.
Transformations: None
Running Notes: This encounter series will run like a treasure hunt and take as much or as little time as the PCs require.
**
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Wren the Kobold
**
**
Small Dog faced Humanoid
Costume : Wolf mask and red tabard
**
**
Harin’s Favor: Ka’citus Treasure Hunt enc 4
Written by: Nancy McSwiney Reviewed by: [Name]
Brief: PCs must run some errands for Harin Turk’vos, a mid-ranking member of the Goldsmith’s Guild. Harin gives the PCs a package to deliver to the riverport north of Oilios, with instructions not to open it as it is easily damaged. PCs must hand this package off to Captain Jenner, who is headed to Opalucet on his ship River Otter.
After PCs hand the package off to the captain and return to the Goldsmiths Guild, Harin tells them good, they’re just in time for another chore. If PCs refuse, he says okay, but the jewel will still be 25 gold.
Requirements: None
Outcomes:
1.) PCs deliver package without looking inside of it and return to Harin and continue helping him in eventual exchange for the Ka’citus stone.
2.) PCs discover contents of package are evidence of an illicit romance, blackmail Harin with it with great success
3.)PCs choose to tell Harin’s superiors about the deal; Kaelit Dimond’us (head of the Goldsmith’s Guild) wants to keep a hold of the stone until its purpose becomes more clear. This is non negotiable and bribing her will result in ire. PCs may return to Kaelit after they have found the Ka’citus skull with the missing gemstones (see “Finding History”), after which she will hand it over, telling them to take it to Knave Lysander Kaze Ka’citus, the current head of House Ka’citus (see “Presenting History”)
**
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Ka’citus Treasure Hunt Enc. 5
Written by: Nancy McSwiney Reviewed by:
Synopsis: Oilios’ Mining Guild has heard about the furor surrounding the found skull of Ka’cito, one of the founders of the nine Houses. They have dug through their rough gems and rock and found the last three stones that were originally embedded into the skull. They send a representative to Oilios to find the adventurers that found the other gems and skull so that they may all watch the completion of an important artifact.
Outcomes: Ka’cito’s skull is restored and word is sent to it’s rightful owner.
**
**
Hook: Aree Ka’citus coming into town to fetch any PCs that found the gems and skull.
Page: Yes
Number of Cast Members: 2
Role: Aree Ka’citus (Mining Guild representative) and Kaelit Di’mondus
Kaelit’s Traits: Precise and clipped.
Aree’s Traits: Headstrong and contrary. Grumpy that non Ka’citus House members have found a valuable artifact belonging to their House.
Tags and Treasure: Three small yellow jewels. Tagged.
Scene 1: Aree Ka’citus comes to Oilios, asking who the adventurers who found the other gems are. She takes them to the Goldsmith’s Guild with little fanfare and explains that she has the last three jewels needed for the completion of Ka’ccito’s skull, as a gift from the Mining Guild.
Scene 2: Kaelit Di’mondus greets the PCs; she has obtained the skull from the Sorceror’s Guild, telling them that it will be restored to its former glory. She affixes the rest of the gems to the skull and promounces it complete. Afterwards, she asks Aree to send word to Knave Lysander Kaze Ka’citus, to tell him that Ka’cito’s skull has been restored.
Scene 3: The PCs are given a small chest full of valuables for their invaluable assistance in procuring this treasure. They also have the grudging favor of House Ka’citus and the Sorceror’s Guild (for finding this artifact and allowing them to record it.)
Flee Point: N/A
Non-Standard Effects: N/A
Rules Clarifications: N/A
Craftsman Information: Characters versed in Dalantian Lore will know that this is a fairly old skull, based on the traditional jewel placement used at the time of the founding of the Houses.
Transformations: N/A
Running Notes: Run this module after all seven of the missing gems have been found.
**
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Small insect swarm
Mindless: Attack whoever is closest.
Needlessly Aggressive: Once you start in on giving someone the business don’t relent. Be really annoying, like Canadian blackflies.
Fast: Feel free to run and chase people.
Number of resets: 3
Tags and Treasure: 5 silver per drop, or a production tag under 3 levels per drop
Non-Standard Effects: N/A
Descriptive Phrase: Small insect swarm
Costume: Brown or black tabard, insect mask/makeup
Treasure: 1 gold or production at 10 levels or under
Resets: (3) I come from the woods
Cooldown: 60 seconds
Type: Insect
Intellect: Insect
Society: Hive
Weapon Attack: short claws at 5-normal
Carrier Attack: Lesser Drain
Packet Delivered Attack: None
Body Points: 40
Healed by: Healing
Defenses: Cap 2, dumb dodge 2/day
Immune To: Bind effects, Waylay, mind effets
Weaknesses: N/A
Special Abilities: N/A
**
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Barghest Pack
Written by: Nancy McSwiney Reviewed by:
Synopsis: The level of strife and unrest in the area has caused you to rise from your woodland graves. You are the corpses of the dire wolves slain by the bugbear interlopers, and will exact your revenge upon the living for this gross misconduct.
Trash Talker: You use rudimentary English to boast of your triumphs. Laugh and talk about how puny these little adventurers are while you beat them into submission.
Coward: Yell and run away when you are outnumbered. You aren’t used to your enemy being smarter than you are. Taunt your enemy when you aren’t getting your ass handed to you on a platter.
Number of Spawns: 1
Tags and Treasure: 2 gold or a component
Non-standard Effects: N/A
Costume: Wolf face, fuzzy tabard
Resets: (3) I come from the woods
Cooldown: 60 seconds
Descriptive Phrase: Large rotting wolf
Type: Undead
Intellect: Animal
Society: Pack
Weapon Attack: Longsword bite at 6-normal
Carrier Attack: Lesser drain
Packet Delivered Attack: None
Body Points: 60
Healed by: Necromancy
Defenses: Escape from pin/bind/web/confine
Immune To: No metabolism (Death, Disease, Drain, Drain Life, First Aid, Life, Nausea, Paralyze, Poison, Sleep, Taint Blood, Waylay and Wither Limb.)
Weaknesses: Double from Healing, 40 from dispel magic
Special Abilities: N/A
**
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Bugbear Hunting Party
Synopsis: You are a bugbear hunting party, looking for good places to expand your clan. You have already pushed the dire wolves out of their hunting grounds, and now you will push these adventurers out of their town. You are intended as a companion piece to “Dire Wolves.” Try to run this card during the same event that the dire wolves are run.
Trash Talker: You use rudimentary English to boast of your triumphs. Laugh and talk about how puny these little adventurers are while you beat them into submission.
Coward: Yell and run away when you are outnumbered. You aren’t used to your enemy being smarter than you are. Taunt your enemy when you aren’t getting your ass handed to you on a platter.
Bugbear Names: Bzor, Dazs, Dokuxt, Dxegt, Gdom, Gsot, Kab, K’dur, Moxg, Rugt, Rsenk, Sazx, Sogt, Sorz, Sozekx, T’bax, T’borz, Tgerx, Tokr, Xokg, Zasexd, Zegx, Zuk, Zur
Tags and Treasure: 4 silver or production under 5 levels
Non-standard Effects: N/A
Costume: Black makeup, fuzzy tabard, large ears
Resets: (3) I come from the woods
Cooldown: 30 seconds
Descriptive Phrase: Large hairy humanoid
Type: Humanoid
Intellect: Low
Society: Clan
Weapon Attack: Shortsword claws at 4-normal
Carrier Attack: None
Packet Delivered Attack: None
Body Points: 15
Healed by: Healing
Defenses: Resist charm effect 1/day
Immune To: N/A
Weaknesses: N/A
Special Abilities: Superhuman Strength +2
**
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Dire Wolves
Written by: Nancy McSwiney Reviewed by: Scott Bennett
Synopsis: The wolves are pushing into Oilios’ boders because an exploding bugbear population is driving them out of their hunting grounds. They are hungry and distressed and will be aggressive.You are intended to be a nice bit of combat for the adventures and to start them questioning why there are wolves in the area that didn’t have them before.
Hungry: You are prone to attack the more “delicious” looking adventuers first. You will also be placated with a well placed steak or treat.
Needlessly Aggressive: Once you start in on giving someone the business don’t relent. Be as fearsome as you know a wolf to be.
Howl: Always take the time to give a good howl when you see a victim to strike the fear of the pack in
their heart.
Vampire Control: Vampires can control dire wolves. A wolf knows this and keeps the hell away from those monsters. Once you are ensnared there is no escape.
Tags and Treasure: 5 silver per drop, or a production tag under 3 levels per drop
Costume: Wolf Mask, Brown or grey tabard, armor plates
Treasure: 5 Silver or 1 piece of production under 3 levels
Resets: (3) I come from the woods
Cooldown: 2 Minutes
Descriptive Phrase: Large wolf with bony plates
Type: Animal
Intellect: Animal
Society: Pack
Weapon Attack: Bite (longsword claw) – 6 Normal
Carrier Attack: None
Packet Delivered Attack: None
Body Points: 30
Healed by: Healing
Defenses: N/A
Immune To: N/A
Weaknesses: N/A
Special Abilities: Superhuman Strength +4
**
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Landsharks
Written by: Nancy McSwiney Reviewed by:
Synopsis: Lately there have been more corpses to scavenge in the area. There are different from your usual fare, but you have acquired a taste for it, and have begun hunting the live ones.
Hungry: With all the conflict between the Lizardmen and Gypsies, there have been more corpses to feast on than usual. You have developed a taste for humanoid flesh and will go to great lengths to get it.
Hunter: You and your fellow sharks will happily gang up on one person if you can. It increases your chance of bringing prey down.
Fearless: You do not back down from fights when outnumbered. Being a top predator in the area has made you accustomed to getting your way.
Number of resets: 2
Tags and Treasure: 1 gold and 5 silver per drop, or a component, or up to 10 levels of production
Non-standard Effects: N/A
**
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Costume: Shark mask, grey tabard, armor plates
Resets: (3) I come from the ground
Cooldown: 60 seconds
Descriptive Phrase: Large metal-plated animal
Type: Magical Beast
Intellect: Animal
Society: Solitary or family group
Weapon Attack: Longsword bite at 10-normal
Carrier Attack: None
Packet Delivered Attack: Magic pin 3/day
Body Points: 100
Healed by: Healing
Defenses: Natural armor 50
Immune To: N/A
Weaknesses: N/A
Special Abilities: Superhuman Strength +12, burrow ability (3 count “I burrow into the ground”)
**
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Blame the Dog
Written by: Nancy McSwiney Reviewed by:
Brief: Some of the younger hunters have become lax in training their hunting dogs. The undisciplined animals have been running amok and killing livestock instead of game, and the hunters do not want to fess up and pay recompense to the herders.
Requirements: One representative from each guild, dead sheep, hunting dog.
Background: While hunting Hahvar Kris’alis dog killed Miriskma’s sheep.
Synopsis: Mirishka Opalis a member of the Farmers and Herders Guild and Hahvar Kris’alis, a member of the Hunters and Trappers Guild are loudly arguing in the tavern about the death of Mirishka’s sheep. If PCs do not respond within a few minutes then Mirishka Opalis stands up in a huff and begins railing to the nearest PC about what a fat-headed dummy Hahvar Kris’alis is. If PCs still refuse to get involved at this point then the mod will be considered dropped for the day and the situation will escalate.
When the Adventueres speak to Mirishka and Hahvar, Mirishka will take them to the dead sheep in her field. It has been dead since the evening before and it looks like a small predator or two has gnawed on it in the meantime. The most notable wound is on its neck, and the wool in that area is stained with blood. If PCs look more closely, they can part the wool in that area and find a broken-off tooth shard in it. Hahvar will proclaim that Mirishka is trying to blame the work of wolves on him, and that she has had it in for him for months.
If PC characters are disrespectful to either Hahvar or Mirishka they will be snapped at by all both of them. They are having what amounts to an extended family dispute and will not tolerate “outsiders” dissing their family members, no matter how badly they speak of each other in the meantime.
All signs point to Bosh as the culprit, and Hahvar is going to suffer the consequences: Mirishka’s sharp tongue and becoming the laughing-stock of his guild.
After Hahvar slinks off with Bosh, Mirishka has the PCs come with her to the local Farmers and Herders Guild outpost and tells those in charge of what has transpired. PCs are rewarded with 5 silver apiece and the Farmers and Herders Guild’s good favor.
Outcomes:[1] PCs accuse both Mirishka and Hahvar of setting each other up. neither NPC trusts those PCs whatsoever, and trust is diminished for all PCs for the season. [2]PCs take Mirishka’s side but find no evidence to back up their claims. Hahvar no longer trusts those PCs and their trust of PCs overall is diminished for the season. [3] PCs take Hahvar’s side but find no evidence to back their claims. Mirishka no longer trusts those PCs and their trust of PCs overall is diminished for the season. [4] PCs take Mirishka’s side and find evidence to back up their claims. Mirishka is grateful and rewards PCs with a small favor from her guild (Farmers and Herders) and some treasure. This guild will also be more inclined to like/trust PCs as a whole. Hunters and Trappers Guild pays recompense to the Farmers and Herders Guild; Hahvar is resentful of the PCs and if encountered again, will badmouth them.
Hook: Mirishka and Hahvar arguing in the tavern, dragging PCs into it.
Page: Yes. Unless something goes horribly, horribly wrong, this is a non-combat mod.
Number of Cast Members: 3
Roles: Mirishka Opalis, Hahvar Kris’alis, Hahvar’s hunting dog Bosh.
Props: Dead sheep, broken off tooth.
Tags and Treasure: 5 silver per adventurer, commendation by appropriate guild depending on course of action. Guild commendation is good for one small favor per adventurer, such as tracking down a specific beast or providing food for an IG event.
Scenes: The tavern, Mirishka’s field, the Farmer and Herder Guild outpost
Flee Point: None, PCs can refuse to continue assisting at any time.
Non-standard effects: None.
Rules Clarifications: Go over Craftsman: Other skill rules with the PCs and NPCs before this mod is run.
Craftsman Information: Animal knowledge of any kind will help in this mod. Tracker: The footprints around the dead sheep are Mirishka’s, Bosh’s, and that of a fox or something similar that scavenged the corpse. No large predators have been in the area recently enough to have killed Mirishka’s sheep. Tracking will determine the time passed and the nature of the tracks (canine) but not the specific creature. PCs with Tracking of any level can determine that there are human and canine footprints near the sheep. PCs with Tracking up to 4 can determine the footprints are not wolf prints as Hahvar says they are. PCs with Tracking above 4 will know that the prints belong to Mirishka, Bosh, and a fox that came by in the night to scavenge the corpse.
Transformation: no.
Blame the Dog : Mirishka Opalis
Motive: Wants to find out who has killed her sheep, as they are her livelihood. Suspects Hahvar because she knows that he hunts in the woods nearby and besides, she doesn’t like his stupid face.
Background: In her early twenties. Leading member of the local Farmers and Herders Guild; has some small clout as a result. Has had small disputes with Hahvar before; this is the first one in which any creature has come to harm.
**
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Card: 10 level celestial scholar
Treasure: 5 silver per PC, which she obtains from her guild. If the PCs just kill her they will get 2 silver and a plain dagger.
Blame the Dog : Hahvar Kris’alis
Motive: Wants to hide that his errant hunting dog is responsible for killing Mirishka’s sheep, as he does not want to suffer the wrath of his guild. And anyway he lost most of his coin to her a few days ago anyway, she can use that to buy a new sheep.
Background: In his late teens. New member of the Hunters and Trappers Guild and is still under scrutiny. Did not properly train his hunting dog, who decided that a sheep was easier prey than a deer or boar. Has had scuffles with Mirishka because he often takes shortcuts through her property.
**
**
Card: 5th level fighter
Treasure: None.
Blame the Dog : **Hahvar’s hunting dog Bosh
Motive:** Likes to play chase.
Background: Hahvar’s hunting dog, who is nearly grown but still very puppy-like. Not trained properly yet, so does not know to hunt only wild game. Attacked and killed one of Mirishka’s sheep; broke off part of his tooth in the process.
**
**
Card: Dog, 1st level.
Treasure: Leather collar. No value, except sentimental to Hahvar.
Blame the Dog : Dead Sheep
Has part of Bosh’s tooth embedded in it’s neck. Is dead and has no motivation.
**
**
Sheep
**
**
Wayward Wyvern
Written by: Nancy McSwiney Reviewed by: [Name]
Brief: PCs find a wyvern chick in the bushes; it is in rough shape.
Requirements: n/a
Background:
Synopsis: A recent windstorm has swept a wyvern chick out of their mountainside nest. PCs encounter the baby crying in the bushes; it is obviously cranky and hungry and will try to bite whoever comes near. As the PCs begin to interact with the baby its cries grow louder and the parent swoops in. Parent goes straight for the PCs that are nearest to her chick and is KBA. If PCs manage to get more than 50 yards from the chicks in any direction she will leave them be. Parent will gather her chick and carry it off to the nest in her claws if left be. If the parent is killed the chick will wail and cry and carry on; it will die of exposure if left be and will not go with PCs willingly. If PCs leave and come back later at any time the baby will have died; it was on its last leg when found and the added stress of the encounter has killed it.
Outcomes:
Hook: PCs hear cries of some small creature in the bushes nearby.
Page: No.
Number of Cast Members: 3
Roles: Wyvern parent (2 NPCs), wyvern chick
Props: n/a
Tags and Treasure: 3 components from parent wyvern (all dropped if it flies off with chick).
Scene 1: Wherever mod card is placed.
Flee Point: 50 yards in any direction from wyvern chick
Non-Standard Effects: None
Rules Clarifications: None
Craftsman Information: Animal Lore or Healing Craftsmans of any kind will tell the PCs that this chick is too far gone to save and that nature must take its course.
Transformations: None
Running Notes: The PCs are NOT getting this thing as a pet. It cannot be tamed nor can its parent. Be firm.
Wayward Wyvern chicks: Wyvern Parent
Wayward Wyvern chicks Wyvern Chick
**
**
Wayward Wyvern chicks Wyvern Chick
**
**
Sword of Ky’lo
Written by: Michael Fife Reviewed by:
Brief: After being harassed by the followers of Ky’lo, Nevaeh will finally be confronted by Canus Antracit’us.
Pre-requisites: Players must have the sword of Antracit’us, Kylo followers have harassed the bearer of the sword
Background: The sword that was found in the old Antracit’us keep actually belonged to Ky’lo himself to be given to him when he returned from the plane of death. Canus Antracit’us has discovered it went missing and is now on a mission to bring it back and as well as the person who took it.
Synopsis: Followers of Ky’los have been coming into town on a mission to find Nevaeh. Once found, they start to harass her about the great peril she is in. The followers will harass her throughout the day until Canus shows up with his entourage in the evening and demands his family’s weapon. Canus will try to take Nevaeh with him even if he has the sword. The adventurers will have to rescue Nevaeh if she is taken at the old Antracit’us keep where they found the sword in the first place.
Outcomes: (1) Players fight off Canus and his minions (2) Canus takes the sword and retreats
(3) Canus takes Nevaeh and the players need to rescue her.
**
**
Hook: Ky’lo cultists
Page: no
Number of Cast Members: all
Roles: Canus Antracit’us, Undead, Ky’lo Cultist
Props: Antracit’us Medallions,
Tags and Treasure:
Scene 1:
Flee Point: Back outside the cabin playing as the keep.
Non-Standard Effects: Undead Transform from the sword (LCO effect) Rift ability on a magic item (non-rendered, will be destroyed if lich is overwhelmed [either ring, necklace, hat])
Rules Clarifications: Undead Immunities
Craftsman Information: none
Transformations: None.
Running Notes: If there are no players in the mod shack, the mod will be ran there just like the Treasure in the Castle module since the players will be returning to the Antracit’us keep. If the cabin is occupied, the players will be taken around the field towards the NPC shack, around close to the lake and towards the mod shack and around it towards the field. Both scenarios will end at the field between the two trails. Mod shack (if not in use) should be set up before game on so we do not have Leah waiting for too long waiting for everyone to get ready and have the players come rescue her.
The Sword of Ky’lo: Canus Wildcairn Antracit’us
Description: You are charged by Ky’lo himself with watching over the keep but were away on ‘lich business’ and Ky’lo’s blade was given to an unbeliever by that foolish golem. The golem has been dealt with but now you must recover the sword before Ky’lo returns. He will never forgive you abandoning your duties in order to preside over the “Fell Council of Liches” in the south where you lord over them using Ky’lo’s name as a weapon. You will stop at nothing and will kill all who stand your way. You have commanded your charges to bring forth the thieves so that they may pay for what they have done.
You know that Nevaeh (Leah) has stolen the sword from the keep. You will be trying to capture her then you will involve her in a ritual to bring Ky’lo back in contact with the mortal realm. You know that the ritual with cause terrible damage to her spirit but that does not concern you.
Tough Boss: You’ve got a core of solid steel. Never accept a failure, never tolerate dissent, never tolerate fear of anything except your wrath.
Hateful: Pause before speaking. Let the anger build inside you first.
My Master’s Blade: Does not take damage from Antracit’us sword if used against him.
Number of resets: (0)
Cooldown
Tags and Treasure: 1 platinum and components, 5 gold every other kill (maximum of ten deaths for one night)
Non-Standard Effects: N/A
Costume: Black Cloak, Glowing Green Eyes, Scepter
Cool down: –
Descriptive Phrase: Desiccated Corpse
Type: Undead, High
Intellect: High
Society: N/A
Weapon Attack: 10 Magic Drain with Long Claw Carrier Attack: Drain
Packet Delivered Attack: Earth Magic: 15 block(Magic Delivered May Cast in Body)Arcane Destroy Formal Magic x3 Arcane Death x 10, Arcane Fear x 15, Arcane Paralyze x 20, Magic Create Undead x8, Magic Desecrate x4 20 Elemental Ice x5, Magic Fear x4
Body Points: 200
Healed by: Chaos
Defenses: Rips from Pin/Bind/Web/Confine Add Character Body, No Metabolism, May Cast in Body, Battle Magic Return x3, Phase x3, Return Waylay x4, half damage from silver weapons, full damage from Magic weapons, Threshold 3
Immune To: No metabolism/Undead Immunities (Death, Disease, Drain, Drain Life, First Aid, Life, Nausea, Paralyze, Poison, Sleep, Taint Blood, Waylay and Wither Limb.)
Weaknesses: Healing
Special Abilities: Will Possess Skills as PC from Life. Channeled Carrier Attack: Drain, ~~ Control Greater Undead by Voice Does not take damage from Antracit’us sword if used against him.
Mystery of the Bottle
Written by: Michael Fife Reviewed by:
Brief: Adventurer’s have a choice to drink the liquid from a mysterious blue bottle.
Pre-requisites: A player must drink from the bottle
Background: A bottle has mysteriously appeared in the tavern with a very ominous sign attached to it “Do NOT Drink.” This bottle is magical in nature and seems to radiate magic. Though if someone would drink this, what would happen?
Synopsis: A blue bottle is filled with a liquid and is stuck on the counter within the tavern. Once someone takes a drink of this mysterious liquid, they will fall to the ground. Out of game, they will head to the mod shack and be blindfolded and lead to an area. Once they arrive, the player will lay down once more and un-blindfolded. They will be within the plane of air, and before them will be a Silver Cube. The area seems to be a calm point within in the stormy plane and the cube seems to be what might bring the player back to the Prime Material Plane. When the player picks up the cube, they will be taken to the front of the Tavern and will Rift in holding the cube. Ten minutes after, an elemental lord of Stone will appear and speak with the player who has the cube. He will talk about the war with the plane of Air and how the cube is an Earth Artifact that was stolen and wishes to take it back to his plane of existence. After the elemental leaves, another ten minutes will pass and the players will be attacked by Air elementals and an Air Knight, demanding the cube back. If the players gave the cube back to the Earth elemental, the Air elementals will attack the players.
Outcomes: (1) No one drinks from the bottle (2) Player will drink from the bottle but not take the cube, rifting them back to the Prime Material Plane after so many minutes (3) Players take the cube and return, setting off the motion of events.
**
**
Hook: Blue Bottle in Tavern
Page: N/A
Number of Cast Members: 4
Roles: 1 Earth elemental(Sand), 4 Air Elementals (Maelstrom, 2 Lesser Air Elementals)
Props: Blue Bottle and Silver Cube
Tags and Treasure: Silver Cube (Does nothing when held by mortals. If held by someone Transformed 1xday Imprison 10xday Stone Bolt)
Scene 1: (OOG) Tavern
Scene 2: Plane of Air (walking hold)
Scene 3: Tyrra with or without cube
Flee Point: None (no combat)
Non-Standard Effects: N/A
Rules Clarifications: Planar Immunities/abilities
Craftsman Information:
Transformations: Anyone with a transform will have their transform go up.
Running Notes: This is to set up elemental plot that is more or less behind the scenes. Most players don’t think there is anything going on within the planes of power simply because they are not there, but this will let them know that there is indeed something going on and it seems it will spill out upon their plane of existence. Mod will either take place within one of the clearings off of one of the two trails, within the back of the NPC shack, in Mod shack, either way the player who drank from the bottle must be blindfolded and guided by someone since there is a possibility for real danger.
If someone has a transform and it goes up, they can Rift out with or without the cube if they have the ability. If they do not want to take the cube, they can just stand around for 10 minutes and will go back to where they were when drinking the liquid.
Mystery of the Bottle : Sand - Earth Elemental Lord
Description: One of many Elemental Lords. Though most seem to be solitary and stubborn, Sand is a sly and cunning elemental. He wishes to win the war for his plane and will trick the players in doing something they are NOT supposed to do. It was he who put the bottle in the Tavern to trick the players in taking the cube to further his own purposes.
Cunning: Unlike most of the earth elementals, you wish to do something different. You will manipulate those that you can use like a weapon.
Selfish: You think only of yourself
Greedy: You need that cube!
Deflecting: When asked about the war or what the cube is for, you will change the subject to something else, or decline outright to “protect the people”
Treasure: 1 platinum coin and 1 random component
Costume: Brown face paint, brown tabard
Number of resets: (0)
Cool down: none
Descriptive Phrase: Humanoid made of Earth
Type: Greater Elemental
Intellect: Normal
Society: Council
Weapon Attack: Small Weapon - 8 Stone Short/Long sword - 9 Stone Two Handed - 17
Stone
Carrier Attack: Stone
Packet Delivered Attack: 10 Elemental Stone x7, 20 Elemental
Stone x5, 30 Elemental Stone x3Elemental Stone Storm x1 (5 Elemental Stone as Magic
Storm) Physical Web x6
Body Points: 120
Healed by: Stone
Defenses: No Metabolism Return Magic x3, Cloak Lightning x2 Rips From: Pin/Bind/Web/Confine Threshold: 10
Immune To: Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeblemind, Vertigo
Weaknesses: Damage from Magic and Lightning
Special Abilities: Rock Form: you can squat down to take defense against melee and magic attacks. Like an Imprison spell but cannot be dispelled.
Mystery of the Bottle : Maelstrom Air Elemental Lord
Description: A no-nonsense Air lord that wishes to stop at nothing to win the war against the plane of Earth and crush all those that attempt to stop him. The cube was given to the Air Lords as means of truce and now the people of Tyrra are trying to break the truce between the realms.
Anger: Just like the plane of air, you have a rage about you that cannot seem to be quelled
Irrational: No matter how much the adventurers wish to speak with you, they are thieves, and they need to be dealt with
General: You utilize your forces to their full effectiveness; you will only attack if you find an opening.
Treasure: 1 Platinum coin and 1 random magic item
Number of resets: one unless banished
Costume: Blue and grey face paint, blue and/or grey tabard (one used as a belt)
Cool down: N/A
Descriptive Phrase: Humanoid made of mist
Type: Greater Elemental
Intellect: Normal
Society: Council
Weapon Attack: Small Weapon – 6 Magic Lightning Short/Long sword – 7 Magic Lightning Two Handed -13 Magic Lightning
Carrier Attack: Lightning
Packet Delivered Attack: 10 Elemental Lightning x5, 20
Elemental Lightning x3, 30 Elemental Lightning x1Magic Lightning Bolt x5, Magic
Lightning Storm x5, Magic Lightning Blast x5Elemental Lightning Stormx3 (5
Elemental Lightning as Magic Storm)
Body Points: 100
Healed by: Lightning
Defenses: No Metabolism, Magic x5, Phase x3, Cloak Stone x3
Threshold: 5
Immune To: Healing, Life, Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeble mind, Vertigo, Pin, Bind, Web, Confine, Normal and Silver Weapon Attacks
**Weaknesses:**Double damage from Stone
Special Abilities: Heart of the Storm: Call your soldiers before you and they may heal from you if you raise your hands high up in the air and call forth the storms for a five count (1 I call forth the storms…) After the lesser elementals will be fully revived (Revive Renew)
Mystery of the Bottle: Lesser Air Elementals
Description: You follow Maelstrom to fight the interlopers that have disrupted the treaty of the planes. Now you will show the creatures made of flesh the fury of the Storm Lords.
Obedient: You will follow the commands of Maelstrom to the letter.
Find the cube: Anyone that you kill must be searched for the cube
Treasure: 1 gold per reset
Card:
Number of resets: five
Costume: Blue or grey face paint
Cool down: 10 seconds
Descriptive Phrase: Humanoid made of lightning
Type: Elemental
Intellect: Normal
Society: Council
Weapon Attack: Claws 4 magic Lightning
Carrier Attack: Lightning
Packet Delivered Attack: 10 Elemental Lightning x10, Magic Lightning Bolt (10) x10
Body Points: 30
Healed by: Lightning
Defenses: No Metabolism, Return Magic x5, Dodge x 5
Threshold: 5
Immune To: Healing, Life, Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeble mind, Vertigo, Pin, Bind, Web, Confine
Rips From: Immune
Weaknesses: Stone
Special Abilities: Heart of the Storm: When called to Maelstrom, the elementals will have to place one of their hands upon him and after the five counts he makes you will be revived.
**
**
Bringing Balance
Written by: Michael Fife Reviewed by:
Brief: Adair takes adventurers deep in the woods to find a large Order node. They must fight through the Lizard men guards and the elemental they summoned to bring it down.
Pre-requisites: Ran after the “Forest Protector” mod
Background: The node that has been discovered is what is giving Mhairshulk strength within the land. Adair will tell the players that turning the node into chaos from order will start changing the land back to normal.
Synopsis: Adair spoke to the adventurers earlier about the problems with one plane of existence taking over in the Prime material plane. He brings the adventurers to an Order node that seems to be larger than most and is growing stronger by the day, giving power to the Order following Lizard man army. Adair will lead them to a path towards the node, which is guarded heavily by lizard men. Fighting their way towards the node, they will be confronted by and Order elemental. Upon reaching him, he will accuse the players of being agents of chaos since they are in the presence of a chaos caster and attack them, no matter if they try to talk to him or not. After apologizing to the players, Adair will cast chaos magic into the Order node to revert it into a chaos node, after which he will tell them to expect him later in the day.
Outcomes: (1) Players will fight through and take down the Order node, helping to restore nature. (2)Players will fight the lizard guards and the Order elemental, but not allow Adair to cast the chaos magic (3) Players will be overcome by the fighting and have to flee.
**
**
Hook: Adair comes into town with his pet Dire Bear Boris
Page: N/A
Number of Cast Members: 4-5
Roles: Adair, Lizard men (2), Order Adept
Props: Walking stick for Adair, something to symbolize where the Order node is
Tags and Treasure: silver/gold on lizard men, Platinum and components on Order adept
Scene 1: Path towards Order node (Lizard men attack, re-spawning a total of 4 times, 45 seconds after death)
Scene 2: Order node at the end of the path
Flee Point: (OOG) entrance of the path back to camp (IG) Path leading back towards town
Non-Standard Effects: None
Rules Clarifications: Elemental Immunities, Threshold
Craftsman Information: None
Transformations: None
Running Notes: Adair will heal if there is no Earth Scholar with the group. He will ask for only 6 players once again. He will not let on about the Order elemental guarding the node, but he does have the knowledge of it. The lizard men guards will attack in twos always. They will re-spawn a total of 4 times between a span of 45 seconds until they get to the Order Adept. If they get to the Adept between re-spawns, they will not respawn.
Role: Adair (played by Michael Fife)
I have been charged with watching over this part of the land for what seems like centuries. The elders have proclaimed that the balance must be kept! The lizard men seemed to have kept that until more moved in. With the erection of the obelisks, they have made Order nodes to strengthen themselves and the plane of Order. With my hands tied, I must seek assistance from the outside!
Description:
· Adair still shows off his calm demeanor during the whole module
· He will speak with the players bluntly, but never show anger unless they deface nature (littering in his presence for example)
· Before casting the chaos magic upon the Order node (Desecrate 2 times) He will tell them his plans, letting them know what he must do to “cleanse” the Order node.
· If attacked, Adair will not fight back and try to calm the players down with talk. If none listen, he will flee.
· Will only go with adventurers if they have no healer in party
Treasure: None
**
**
Card: 20th lvl Earth Scholar: 16 Body, Armor as worn. 1handed edge, Read&Write, First Aid,Healing Arts. Pyramid: 6,6,6,/6,6,6/6,6,6
Role: Lizard men (no names/mooks)
Description
· The lizard men are stationed here to guard the larger Order node
· They will attack using all skills trying to push the players out, they know why they are there
· They cannot be bribed or talked out of their actions
Treasure: Silver
**
**
Card: Fighter, 8th level: 20 body. Proficiency (Hand specific) +3, Armor as worn, 2 nausea gas poison attacks
Role: Jopha
The one named Mhairshulk has asked me to protect the lands around them. He is making more nodes and needs this one to generate more power into them to make the land orderly. I will destroy anything that messes with the Order of things. I agree with Mhairshulk’s view and will be loyal to him and his Ilk!
Description
· Jopha will stand in the node and not approach the players
· If Adair is leading the group to the node, Jopha will call him out as an Chaos caster and deem the others as one too
· Jopha will not listen to the players if they ask him questions, If they ask him to talk, he will simply state “I don’t deal with Chaos”
· He will only attack them when they get close to the node, he will not move to engage them.
Treasure: Platinum and Components
**
**
Card: Order Elemental Adept: 50 Body Points, Carrier Attack: Order, Small Weapon - 4 Order, Short/Longsword - 5 Order, Two Handed -9 Order, , Magic Imprison x3, Magic Circle of Power x2, No Metabolism, May Cast in body Return Magic x2, Phase x2, Cloak Chaos x2. Spells (Dual Pyramid) 7,6,5,4,3,2,1 Immunities: Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain, Feeblemind, Vertigo, Life. Cannot Cast Chaos.
**
**
Checkpoint!
Written by: Michael Fife Reviewed by: [Name]
Brief: Out of town adventurers must check in to with the lizard men before arriving in Oilios.
Requirements: Out of Chapter players must do this mod to get into Oilios, this mod is to be while the Forest Protector mod is going on.
Synopsis: With the city of Oilios under the watchful gaze and iron fist of Mhairshulk the Mighty, those who are coming in from outside of the borders must go through a checkpoint into the lizard controlled territory.
Outcomes: 1) The players go through the checkpoint without any incident 2) Players kill off the guards and get over the border.
**
**
Hook: None
Page: None
Number of Cast Members: 3
Roles: Border Patrol Guards (2 fighters 1 celestial scholar)
Props: Rope for Circle of Power rep, papers to give to people checking in for “proper identification”, List of Rules and Regulations (can be printed from the last page) Notebook, List of heroes (can be printed on the page before the rules and regulations page)
Tags and Treasure: Silver
Scene: Border Checkpoint
Flee Point: none
Non-Standard Effects: none
Rules Clarifications: Circle of Power duration
Craftsman Information: None
Transformations: None
Running Notes: This mod is to be run for the out of chapter players. People in chapter may also go through the check point as well if they choose to have their characters coming in from out of the border. There will be three guards, one celestial scholar to re-up the circle of power if it takes too long and two fighters to shake down people and ask the players questions. If any of the “heroes” show up that is on the list, they are to be brought through immediately without question.
Those who are going through will be checked out one at a time. They will have to form a line and wait their turn to go through into the border as the guards do their duties and check everyone.
Checkpoint: Liboq the Strong
*These creatures wish to come into our land?! Pitiful! Mhairshulk said to let the hairless apes through so I must do what he commands. These bastards better not try anything funny or they’ll have to answer to ME!
*
Notes:
· Liboq is an angry individual. He was most likely sent to this part of the border due to his slippery hold on his anger.
· He has a short temper and a mean gaze.
· He makes up ridiculous accusations to get those he doesn’t like in trouble, and sometimes gets away with it.
· He is easily bribed to look the other way.
·
·
Treasure: Silver
**
**
Card: 15th level fighter: 34 Body, Armor as worn, weapon style: any. Proficiency (hand specific)+8, 3x Critical Slay/Parry
Checkpoint: Litep the Fair
*My brother isn’t the most sound of mind, but at least I can keep him under wraps. These people are blind and don’t know about the glory of Mhairshulk and his fairness. They come in here blindly barking out orders and waving their weapons at us when they don’t realize that we have given these people a good life.
*
Notes:
· Litep is the brother of Liboq, he is also a very calm individual.
· He always keeps his brother in check, and if need be will defend him.
· Litep follows all rules and regulations that have been set forth, but he will be easy on someone who is caught with contraband.
· He cannot be bribed, no matter the sum.
·
·
Treasure: Silver
**
**
· Card: 15th level fighter: 34 Body, Armor as worn, weapon style: any. Proficiency (hand specific)+8, 3x Critical Slay/Parry
Checkpoint: Tlaxgar the Wise
*I don’t know why I have to babysit these simpletons, but I know that these two can’t hold off all these outsiders! I must watch them for the spymaster Tenqzlat to see that none of the criminals that he is looking for crosses the borders!
*
Notes:
· Tlaxgar doesn’t want to be at the checkpoint, mostly due to the fact that he was a last minute addition to the list of the Border Patrol.
· Tlaxgar keeps to himself and doesn’t talk much, nor does he interact with the others. All he does is cast the Circle of Magic spell and takes notes.
· If he is killed at all, the notes will be about the two lizard men he is observing and all the people who came through, as well as rough drafts for reports to Tenqzlat.
·
·
Treasure: gold and components
**
**
· Card: Celestial Scholar 15th lvl: 12 body, armor as worn, 1handed edge+shield or staff or 2 handed weapon, read&write, read magic, Pyramid: 5,5,5/5,5,5/5,5,5. x2 Formal Magic
Checkpoint: List of Heroes
THESE INDIVIDUALS ARE TO BE PRAISED AS HEROES OF OILIOS AND BROUGHT
WITHIN HER BORDERS IMMEDIATELY!
Faustus Evermore
**
Doodle**
**
Grog**
**
Grom**
**
Arro**
**
Unseo**
**
Xilas Walker**
**
Caption Silas Ambrose
These individuals struck down the Tyrannical Count Crie’ Kris’alis Snillor and his lackey Lady Ti Tie**
Votien. The criminal at large Count Crie’ Kris’alis Snillor is still wanted for his conspiracy to harm the
innocents of Ollios, but we know if his co-conspirator lived, she would only add more damage. These
individuals named are to be named heroes and given the proper respect they deserve
**
~Tenqzlat, Voice of Mhairshulk**
Checkpoint: List
**Rules and Regulations of the lands of Oilios!
**
**All Necromancy will be punishable by Death.
Assault upon other Citizens will be punishable by Public Beating. 2nd Offense by Death.
Assault upon the agents of Mhairshulk will be punishable by Death, 2nd Offense by Obliteration.
Theft from the agents of Mhairshulk will be considered Assault and will be punished accordingly.
Possession of Illegal Substances and Undesirable Goods shall be punishable according to the amount of said substances/goods.**
**Illegal Substances/Undesirable Goods will include: necromancy, necromantic items, necromantic transforms, necromantic formal magic scrolls, undead creatures, items for the creation of undead creatures, spirit bottles, anything necromantic in nature, hallucinoids, forget poisons, peppermint, berserk, Time magic, Time items, Time related transforms, anything related to Time magic, Void magic, Void items, Void related transforms, anything related to Void magic, and items for the creation of Illegal Substances and Undesirable Goods.
**
Interference with the Agents of Mhairshulk and Failure to Pay Taxes will be punishable by extreme fines and Public Beating.
**
**

The following person has been given permission to move within the territory of Mornahg-Wir :
_____________________________________________
For the purpose of :
______________________________________________
For the duration of:
______________________________________________



The following person is a citizen within and under the protection of Mornahg-Wir:
______________________________________________
This person has paid all taxes up to the following date:
______________________________________________
**
**
The Smith’s Dilemma
Written by: Michael Fife Reviewed by:
Brief: Adventurers investigate a mine infested with spiders and are possibly betrayed by a miner.
Requirements: None
Background: The mine has been pushing out lots of ore for the town of Ollios and has since stopped production. With the effort to fight against the Lizard men, the town of Ollios has the convenience of a close mine owned by the region’s Smithing Guild.
Synopsis: Dorin Steelsmasher is head of the town’s Smithing guild and is always on a schedule. When his shipment is late, his impatient nature shows and he tries to push the adventures and offers a substantial reward and recognition within the guild for helping. The players will get into the cave and fight their way down. They will find one of the miners inside, and if pressed they will find out he is a traitor who planted a magical device to stir the spiders into a frenzy. In the spider’s nesting area, they will find the magic device and bring it back to town for analysis. They will move through the building four times. The first three times will be the mine itself, the third being where the players will meet the suspicious miner. The fourth will be where the spider nest is located, the origin point of the infestation, and they will see the device after killing the spiders.
Outcomes: (1) The Players go into the cave and kill all the spiders in the nest and return the mine to the miners (2) The Players are pushed back and the mine is taken over by the spiders, which then causes the surrounding area to be infested. Production for the town’s weapons and armor will slow down.
**
**
Hook: The head of the Smith’s Guild, Dorin Steelsmasher, will approach the Adventurers in the tavern.
Page: No
Number of Cast Members: 4-6
Roles: Dorin Steelsmasher (1), Miner Spy (1), Giant Phase Spiders (4)
Props: A two handed hammer rep, circular stone Aztec slab for Magical device.
Tags and Treasure: Components, silver, Lizard-man Artifact.
Scene 1: Mine entrance (monsters reset every minute from the entrance to the lower mine)
Scene 2: Second level of mine (monsters reset every 30 seconds from the entrance to the lower mine)
Scene 3: Third level of mine, spider webbing and eggs. Players meet Miner. (Monsters reset every 30 seconds)
Scene 4: Spider Nest, more eggs and the Magical Device. (monsters reset immediately twice)
Flee Point: (OOG) The door to the room. (IG) Mine Entrance that will lead back to town
Non-Standard Effects: None
Rules Clarifications: Physical Web
Craftsman Information: anyone with Craftsman Other Tracking (at least 2 ranks) will know there are no Phase Spiders within the area.
Transformations: None
Running Notes: The person playing Dorin could possibly double as a spider if there aren’t many NPCs. There will be three scenes, the hook at the tavern, walking hold to where the mod will be used, and lastly at the mine. The mine should be at a building that has a front and back door; the players will fight through waves of spiders as they make their way down the mine. A sign for the Mine entrance should be made, as well as a roughly made map for the location of the mine.
The Smith’s Dilemma:: Dorin Steelsmasher
You called upon all the blacksmiths in Ollios, and have helped make this branch of the Smithing Guild one of the most efficiently ran. Now that the Lizard men have attacked, you are always worried about your schedule and them possibly ruining it. When you knew your shipments where coming in on time, you had to take drastic measures and call upon Adventurer’s to help you.
Notes: The Character is gruff and to the point. He will become upset if the Adventurers do not listen to him or are taking their time when they agree to head to the mine. He will offer up what rewards he can to the adventurers, even paying them up-front if pushed. He will act desperate if none seem too eager.
**
Treasure**: Gold to pay adventurers if they need money to be persuaded in helping him
**
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Card: Dwarf Fighter (5th Level): 14 body, armor as worn, any weapon style, Proficiency (hand specific) +3
The Smith’s Dilemma:: Jonas McRoy, Traitor
You needed to provide for your family and you where to much of a coward to join the army so you took the next best thing. You spent most of your life underground that you haven’t seen much of anything. When approached by the lizards, you wanted the money they gave to help your family, or you knew they would kill them if you refused. When you opened up that tunnel into the nest, you had to plant that magic device or pay day wouldn’t come. As soon as you put the device near the rest spiders and they started going berserk, your cowardice showed and it was every man for them self.
Notes: Jonas will be cocooned by the spiders and will talk to the players when questioned.
When asked about the wall
“The wall collapsed on itself, I don’t know how”
When asked about the hammer on the floor.
“I don’t know where that hammer came from, why are you asking me?”
When asked why he stayed when the Miners fled.
“ Listen, I didn’t get out because I was taking a nap, I was tired, alright!?”
If pushed further
“Listen, the Lizard-men set me up. They gave me money to get those spiders to attack, I don’t know why, but they might kill my family!”
Treasure: None
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Card: Human Rogue 2nd level: 5 body, armor as worn, 1 handed edge, Florentine, two weapons. Backstab+2
The Smith’s Dilemma:: Spiders
Darkness, that’s all you needed in life, that and food. The noises came closer and closer throughout the years, and when they got louder, it disrupted the slumber. Now the hairless creatures invaded your home, and they look oh so delicious.
Phase Spiders: Was once normal giant spiders, but now changed to phase spiders due to the magical effects of the Lizard-man artifact.
Treasure: Components, gold, silver, and Lizard man artifact will be in room, not on spiders.
**
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Card: Giant Phase Spiders: 30 body, Small Weapon - 4 Normal, Short/Longsword - 5 Normal, Physical Web x 3, Immune to Pin/Bind/Web
Notes: Revert back to normal Spiders when Magic Item taken out of mine
The Forest Protector
Written by: Michael Fife Reviewed by:
Brief: Players speak with a druid and are told about the atrocities of the lizardmen.
Requirements: This is to run while the Checkpoint! Mod is being run; only six PCs are to go on this
Background: With the rise of lizard men coming into the area, there has been a change in balance around Oilios. With Order on the rise, the other powers are waning. Adair, a Druid charged with protecting the balance of nature around Oilios, has noticed that with the lizard men moving into the area, that the plane of Order has been offsetting the balance. Noticing that the army of lizards is too much for one person, he must enlist in the help of the locals.
Synopsis: A white wolf will approach the tavern with a note. The note will detail that they must meet this druid immediately, and only a select few must come. They will travel deep within the forest to meet with the druid, where he will let the adventurers know that they are to push back the lizard men and stop the rise of Order from becoming too strong. He will also let the adventurers know about the corruption and theft of animals from the forest, letting them know that the lizard men are doing something to them.
Outcomes: 1) The Players do not follow the instructions and choose not to go 2) Players kill the wolf and go to the druid, being told nothing if the wolf is killed. 3) The players go to the druid.
**
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Hook: A white wolf carrying a note.
Page: No
Number of Cast Members: 3
Roles: Adair the Druid, white wolf, dire bear
Props: Campfire (if weather permits), walking stick
Tags and Treasure: Components
Scene: A forest clearing where the Druid makes his home.
Flee Point: trail leading back to town
Non-Standard Effects: None
Rules Clarifications: Damage reductions for dire creatures (bear/wolf)
Craftsman Information: Anyone with craftsman other in tracking will determine how deep in the forest they are.
Transformations: None
Running Notes:
Campfire: Use a campfire for this module if the weather is not terrible. We will not do the fire if there is a downpour, but will do it if it is drizzling or just wet after a rain. There is to be no fighting at all near the fire! We will need someone to watch over it (the person playing the druid) while it is lit, and there should be a bucket filled with water ready to douse it when the module is over.
**The Forest Protector: Adair
**
You have been charged with watching over this part of the land for what seems like centuries. The elders have proclaimed that the balance must be kept! The lizard men seemed to have kept that until more moved in. With the erection of the obelisks, they have made Order nodes to strengthen themselves and the plane of Order. With my hands tied, I must seek assistance from the outside!
Notes:
Solemn and Quiet: You are solemn and quiet showing great calm and confidence.
You need help: The army of lizard men is too much for one person, he must enlist in the help of the locals.
Focused on balance: You wish to see the balance of nature returned. Noticing that with too much Order coming into the land, the chaos of nature will weaken the spirits and sicken the lands. He will talk to the nobles that they must push back and possibly instill some chaos nodes where the lizard men started making Order nodes.
Information you know:
Treasure: Components (to give to the players for good faith) Cantrip Tome (earth)
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Card: 20th lvl Earth Scholar(Played by Michael Fife: 16 Body, Armor as worn. 1handed edge, Read&Write, First Aid,Healing Arts. Pyramid: 6,6,6,/6,6,6/6,6,6
The Forest Protector: Dire Bear (Boris)
*Master said to stay close so the others don’t get any ideas. I must obey the master; he helped me with that deer and feeds me yummy stuff. I love the master.
*
Notes: The dire bear is more or less Adair’s pet. Fierce and mighty, he will stand close to his master and fight alongside him.
Treasure: Gold
**
**
Dire Bear
Card: Dire Bear: 100 body, Small Claws-9 normal, Short/Longsword claws- 10 normal. Half damage from weapons, Rips from Pin/Bind/Web/Confine
Hound of tindalos Visions
At the start of the event the players are given a small card with a vision on it. The players will then roleplay seeing this vision if they are hit with a Hallucinate gas from the Hounds of Tindalos.
You FEEL a sense of panic and desperation at your fraud being found out
You FEEL the rush of a big score from a gamble gone totally right.
You FEEL a sense of relief from having pinned a crime on someone else.
You FEEL an overwhelming sense of unease at the prospect of imprisonment.
You FEEL a hunger and a need for release.
You FEEL a sense of unease and a need to hurry.
You FEEL a sense of shame because of your failed mission.
You FEEL that this is the best time of your life you are awesome and you are famous and you are powerful.
You SEE everyone’s eyes as pearls which glimmer with ill intent.
You SEE a fat banker dripping with sweat. He motions to you to follow him. As you follow him he darts away leading you further and further from your friends.
You SEE the lilacs out of the dead land littering the grass.
You SEE the general of the seven armies kneeling before you begging for mercy. He is begging to be spared the mark of the chained one.
You SEE an evil statue with an odd smoke coming from it. The statue grows larger filling the whole of your vision.
You HEAR a conversation- “My nerves are bad tonight” “It’s Ok nobody saw us come here” “What is that noise” then nothing.
You HEAR chains rattling and a low sobbing.
You HEAR a scream nearby quickly followed by a stern voice whispering.
You HEAR the screams of the captives who refused to bear the mark.
You REMEMBER hiding under the shadow of a red rock hoping that the hounds would leave.
You REMEMBER a green cloaked man dealing out cards and picking up chips.
You REMEMBER eyes made of pearls that held no mercy.
You REMEMBER telling the banker that he will need to pay the price soon.
You REMEMBER looking to your left and saying “Hold on tight the storm is coming.” Of course this was a lie, the storm was already here.
NERO ELKINS July 20 2012 Visions
You REMEMBER being shocked when reading your horoscope.
You REMEMBER the river being filled with the bodies of those who tried to cross the great bridge.
You REMEMBER a woman sitting in a chair which shines like a burnished throne with small smile on her lips.
You REMEMBER sitting on a cliff face studying a map.
You REMEMBER crouching on the field of battle. Blood is dripping from your sword and the bodies of your friends litter the field. You then say to yourself “There is no helping them it is time to move on.”
You REMEMBER scribing a mark into the skin of the banker. You ignore his terrified screams.
You REMEBER watching a thin woman in loose fitting clothes whicle she poisons a drink.
You REMEMBER being found out by the wrong people now you will be marked as well.
You TASTE the sweetness of blood in your mouth. That fool should know better than to cross you.
You SMELL the stench of fog. They are coming and there is no escape.
Vision Elements
To write the vision elements write out the story bits that you wnat the players to know. After you write them out choose clues that relate to something that the players FEEL,SEE,HEAR, or REMEMBER
FEEL
HEAR
SEE
THINK
WANT
TASTE
REMEMBER
“Feeling, Sound,Detail: thing, Thoughts, Pose, Smell, Need, Irritant, Texture, In sight,Relations, Taste, Detail: place
Vision Elements
To write the vision elements write out the story bits that you wnat the players to know. After you write them out choose clues that relate to something that the players FEEL,SEE,HEAR, or REMEMBER
FEEL
HEAR
SEE
THINK
WANT
TASTE
REMEMBER
“Feeling, Sound,Detail: thing, Thoughts, Pose, Smell, Need, Irritant, Texture, In sight,Relations, Taste, Detail: place
Hound of Tindalos
Lesser Hound of tindalos
-10-
Physical Description: A lean and terrible creature, embodying all the foulness in the universe.
100 Body
5 Magic drain
No Metabolism
10 elemental time 20x
20 Elemental time 10x
30 elemental time 5x
50 elemental time 1x
Rip from Pin/Bind/Web/Confine
Healed by time and healing
Battle magic return x3
Renew upon killing blow against a creature with a transform.
after killing blowing 3 Creatures with a transform transform to the next tier after a time
200 pt arcane Vengance 3x
Hound of Tindalos
Greater Hound of Tindalos
-15-
100 Body
5 magic drain
No Metabolism
10 elemental time 20x
20 Elemental time 10x
30 elemental time 5x
50 elemental time 1x
Rip from Pin/Bind/Web/confine
Healed by time
Battle magic return x3
Renew upon killing blow against a creature with a transform.
after killing blowing 3 Creatures with a transform transform to the next tier after a time
400 pt arcane Vengance 5x
Hound of Tindalos
Master Hound of Tindalos
-20-
200 Body
10 drain life with 2 Handed Claw
2 spellstrike taint blood
No Metabolism
10 elemental time 40x
20 Elemental time 20x
30 elemental time 10x
50 elemental time 5x
Rip from Pin/Bind/Web/confine
Healed by time
Battle magic return x3
Renew upon killing blow against a creature with a transform.
after killing blowing 3 Creatures with a transform transform to the next tier after a time
600 pt arcane vengance 10x
We are following these steps NPC Recruiting Tips. We are tracking the NPC’s in this list. Current count is Staff: 8 Yes: 7 Maybe: 9 No: 10 . Remember to go over the details of Camp Sequanotawith them.
27 Modules to run
The modules below are in the order that we intend to run them in but plans will change and we will adapt.
Indicates that the module needs to be reviewed
Indicates that the role cards are not attached to the module
1 Modules to run
Death Auction Haddix's dead father has a last will to go over.
2 Modules to run
The Journey to El’Dorado 5 Kindom warriors pass through town on the way to a crypt that they heard about. While they are town, they tell tales of the surrounding countryside before venturing into the crypt.
Ducal Visit The duke arrives with a contingent of dudes and meets with some nobles.
20 Modules to run
Stonewood Standing Dungeon Opening of Mausoleum of Fallen Heroes Living Dungeon
Knee Deep (Camp 1) The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Knee Deep (Camp 10) Life, it's hard, it makes me stronger - A warrior seeking victory - I'll push it 'til the end, push it! The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Knee Deep (Camp 2) The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Knee Deep (Camp 3) The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Knee Deep (Camp 4) Life, it's hard, it makes me stronger - A warrior seeking victory - I'll push it 'til the end, push it! The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Knee Deep (Camp 5) The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Knee Deep (Camp 6) The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Knee Deep (Camp 7) Life, it's hard, it makes me stronger - A warrior seeking victory - I'll push it 'til the end, push it! The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Knee Deep (Camp 8) Life, it's hard, it makes me stronger - A warrior seeking victory - I'll push it 'til the end, push it! The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Knee Deep (Camp 9) Life, it's hard, it makes me stronger - A warrior seeking victory - I'll push it 'til the end, push it! The Bomb Shards have to be charged and the Bloody Fist are doing so but stopping these rituals wont be as easy as originally thought….
Unspoiled Caves 10 Adventurers fight off
Unspoiled Caves 2 Adventurers fight off
Unspoiled Caves 3 Adventurers fight off
Unspoiled Caves 4 Adventurers fight off
Unspoiled Caves 5 Adventurers fight off
Unspoiled Caves 6 Adventurers fight off
Unspoiled Caves 7 Adventurers fight off
Unspoiled Caves 8 Adventurers fight off
Unspoiled Caves 9 Adventurers fight off
3 Modules to run
Please add a schedule to your modules
Return of the Planeswalker Adair has returned. He seeks his missing partner and thinks the orcs attacking Stonewood are corrupted by Void magic. -- Written by Mike Fife
Cryptic Wishes A treasure hunter has found a crypt of an old Dwarven noble and wishes to bring a group of adventurers with him in case there are any dangers that need cleared. They don't know the crypt holds a secret in it's lowest depths! -- Written by Michael Fife
Bringing Balance Adair takes adventurers deep in the woods to find a large Order node. They must fight through the Lizard men guards and the elemental they summoned to bring it down. -- Written by Michael Fife
Bringing Balance Written by Michael Fife
Description: A ring blooded with battle and mayhem caused by the Bloody Fist charged with energy.
Duration: 1 Year
Module: Knee Deep (Camp 10)
Effects: Destroy x2 per day, Shatter x2 per day
5 Rumors to distribute to Discord and Facebook In Game Forum
“I have received a rather… Disturbing report from the Rangers Guild of Stonewood. There has been an odd disappearance as of late regarding various bugs in or around Stonewood. Not sure what this means for us, but it seems to be linked to something odd… According to Guildmaster Fuli Oakrider, the bugs most prominently missing are ones that can burrow and ones that feed on wood…”
Faerune Leafdancer, Speaker of the Guilds, Voice of Runes Hammer
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Adventurers, my scouting has brought me to a very interesting discovery. Good Balor has a detailed map of these sites but it seems select Stonewood trees have been Spirit Marked and the ground has been marked for some sort of ritual site. I have found 10 in my searching alone, there could be more but Orc operate in set numbers generally…. My question is, where is the 11th site…. I will continue my searching for it but something doesn’t feel right with the Celestial energy around these ritual sites. The energy is very much Dark Territory Formal Magic so either they don’t know what they are doing Exactly or they know Exactly what they are doing and this is a ritual unknown to my vast collection of them….
Your Friend in the Darkness,
~Magnus Kane, Arch-Wizard of Celestial Magic of the Rygal Order
There has been a sudden influx of celestial energy in the area as of the last few days. I am uncertain of what these energies are yet but I shall investigate them . It could be something with the Leylines but it feels more tied to the land with celestial energy, very concerning for me as a Celestial Formalist. I shall return with what I find out at the market gathering upcoming.
Stay Safe,
Magnus Kane of the Rygal Order
~ ~
Deep in the Stonewood hills there is a Wretched Crypt with a sleeping undead. This undead is dangerous but not if you take the proper precautions. His weakness is simply the primary color, yellow. If you prominently wear this into his crypt and do not bring any perishable food, you will not wake him, and while he slumbers, he will fall quickly to your blade.
– A Whisper in the Dark
~ ~
There has been a sudden influx of celestial energy in the area as of the last few days. I am uncertain of what these energies are yet but I shall investigate them . It could be something with the Leylines but it feels more tied to the land with celestial energy, very concerning for me as a Celestial Formalist. I shall return with what I find out at the market gathering upcoming.
Stay Safe,
Magnus Kane of the Rygal Order”
~ ~
Ever since the orcs have been pushed back and the guilds started to return, some of the scouts and other explorers have struck out. Buildings that have thought to have been ransacked by the orcs are being rediscovered once more.
~ ~