Chapter X - Adventure

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It is recommended to use a gridded battle board (you can make one out of cardboard - see the chapter on battles, or use a ready-made board, such as a checker or chess board). Another board may be used, which will be mentioned during the adventure :-). If you happen to be a player and not the master, I suggest you stop reading here and skip to the next chapter to avoid spoiling your fun (stop being addicted to spoilers, you shameless!!!). If you are the master, you can continue... This is a model adventure to be played by beginner masters. It is recommended to use 4 to 5 characters (and especially the characters from Chapter 3). Enjoy! Note: In italics can be read to the players. In normal font, it is advisable for the master to read before and only say what he deems necessary. Campaign! Darkness Ages "The path you tread says who you are, not your race or your class." -Al Gumbad Blacksmith- The setting takes place in medieval England, around the year 1100 A.D., specifically in the City of Londinium. The story is about rumors of nightly attacks that were causing concern among the people. The talk is about demonic apparitions in the city, with these dark beings responsible for the attacks. The city ruler has offered a reward for those who bring the heads of the demons, but so far, no one has come forward. More information could be obtained during the night at his mansion, near a large tavern in the city. Note for the master: The Master must figure out how to get everyone to start at the mansion described below. In fact, I recommend that the master tell all players that they are already there and that they must give an explanation for why they went there (reward, money, or you are a city guard tasked with solving this problem!). Another important fact is for the master to explain to the players that the supernatural is not known in this world (mages must cast magic in secret to avoid being burned at the stake, and creatures like elves, dwarves, and other types must "hide their strangeness" from their race in some way). There is the magical world - GASNAR - where dragons, elves, and gnomes come from; and there is the world of TERRAN - which is our world, where magic is weak. At this point, everyone is in the mansion of the city ruler, already around eleven o'clock at night. Besides the heroes, there were some local guards from the citadel of London, waiting for the ruler's appearance and words: Scene 1) City ruler's mansion - "You find yourselves in a large room, where two circular staircases connect the room you are in with the upper floor, where the rooms of this mansion are probably located. The handrails are ornamented and shaped like dragons that seem to dance in the air from the beginning of the staircase to its end. In addition to these staircases, four well-decorated doors on the lower floor attract attention, probably each leading to a different room in the mansion. From one of these doors, a servant comes out carrying food and drinks for the guests. After a few moments, the ruler appears in the upper corridors accompanied by a tall, slender man, very fair, and with dark hair. He wears priestly garments, descending the staircase to meet you. The ruler, on the other hand, is a short man in noble clothes with an imposing face." For the Master: The tall man is the high priest of the city, Archbishop Lazarus, recognizable by the group's clerics/paladins. Magical creatures (elves, dwarves, halflings) will recognize right away that the ruler is a halfling disguised as a human. If none of the mentioned characters exist, the master can demand a test (D6 of the players X D4 of the master) to see if they discover the hosts' identity. As soon as Lucian, the ruler (the short one in noble clothes), approaches, he says: - Despite this feast that I provide you, these are not times for celebrations! For some weeks now, people have been attacked by strange creatures in the streets at night. The Catholic Church already blames demons, and on top of that, they say they come from the direction of the Salisbury Forest - Lucian says, looking at the priest, to which he retorts: - IT IS OBVIOUS WHAT IS HAPPENING HERE! ALL THESE YEARS THESE HERETICS PRAYING TO DEMONIC FORCES! FINALLY, THEY DECIDED TO LISTEN TO THEM! WE MUST TAKE ACTION!!! - interrupting the priest, Lucian continued: - I do believe they could be demons, but I doubt they have any connection to the people who live there. The church has always been in conflict with the so-called pagans and their numerous gods, but accusing them of such a m******e is too much. I, as the ruler of the city, offer a reward of 10 gold pieces for each demon you destroy and bring me their heads as proof. Also, I want to know who is responsible for these attacks; for the information, I'll pay an additional 100 coins. I want my city free of these creatures, and you are the only ones with the courage for it! If asked about clues: - Look in the tavern and the city guard's house and dungeons. I think you will find the necessary clues there! Now go quickly and leave me alone... Scene 2) City streets - "It is the beginning of the night, and the city streets are tremendously dark and empty; few people dare to venture out due to the attacks. The cold autumn breeze hits your faces, and the sound of nocturnal animals sends shivers down your spine, where at any moment, you too could become victims of the mentioned creatures." If the players ask what they see: from the starting point, it is possible to see a great brightness coming from an alley just ahead of the heroes. For those who know the city, they know that the light is from the Silvermoon Tavern, and beyond that, two other important locations stand out and are nearby: the city library in the block to the left of Lucian's Mansion, and the healer's house in a block after the Tavern. Going forward for about 0.5 miles, the group would also find the guardhouse and dungeons mentioned by Lucian. Every time the atmosphere gets boring, the master can put 1D6 creatures to attack the heroes in the streets. It can be just human rogues (see topic - BRIDGE) taking advantage of the situation to make some extra money, or the creatures described in the next topic: Tavern. But preferably, wait to add these attacks after the visit to the Tavern, unless the heroes choose not to go there or just keep delaying. Scene 3) Tavern Silvermoon - This is a normal tavern, quite empty. During the group's visit, they can interrogate the people there, and an old drunkard will say: "- This great Tavern is truly unrecognizable for those who usually frequent it. After the largest tavern in the city (King's Bed) was closed under alleged accusations of hauntings, the Silvermoon Tavern gained a huge clientele, and the innkeeper Krid, nicknamed by the regulars as old Kridão, even had to create some rooms for travelers, a task that was previously the responsibility of the old large tavern in the city. However, what was once a cheerful tavern , full of jesters and minstrels, is now just a den of fear and concerns, with very few tables occupied by inveterate drunks." The few other patrons and the innkeeper are not sober enough to say anything relevant to the investigation, except for indications of the main points in the city that the heroes can visit. The important thing is that in the middle of the interrogation, a group of 1D6+1 creatures will attack the heroes: "...suddenly, before you could finish your sentence, what everyone feared but already expected happened, a group of hooded beings invaded the tavern. They had a humanoid shape and wore blackened cloaks that covered almost their entire bodies, revealing only a thick, greenish skin and sharp claws on their hands, and fangs protruding through holes in the hoods. By the screams of terror from the people in the place, all of you realized that these were the infamous demons causing so much panic in the city." For the Master: These are actually goblins (you can use orcs if you find them few or too weak for the group to face) pretending to be demons and terrorizing the city. This may be a tough fight for the arcane characters in the group, as they remember that they cannot use magic in public. The master should encourage them to use magic anyway and make sure there are witnesses. Let them struggle to explain magical phenomena ("you were drunk, lad"). It will be a good chance for fun and role-playing after the battle. If they decide to leave any of the infamous "demons" alive to force them to say a few words, use the same interrogation pattern as in the topic "City guard / dungeon." As soon as the characters remove the defeated ones' hoods, the characters from Gasnar will know that they are mere and smelly goblins (or orcs), while the human characters from Terran will still think they are demons. Weak, but still demons. Encourage them to interpret each one's reaction to the discovery of the true identity of the creatures. Now it remains to be seen why goblinoids, who are such rare creatures to appear in the kingdom of Terran, are here. Goblins (1D6+1). Attack: D6 (short sword); Defense: D4 (cloak); Vitality: 4. Treasure: 1D6 gold coins. Scene 4) Library - Here is the librarian Brunu D'Tokeinstein taking care of the city library. He will open the door at night if someone knocks on it without presenting a danger. If asked, the librarian suspects that the attacks in the city are not the work of demons based on how they happened. After all, normally the victims were robbed and r***d in the case of women, sometimes left alive to spread fear among the city's people. He also points out a survivor for them to visit for more information - the daughter of the city's carriage driver (which is on the other side of the city - See "Stables"). If the librarian suspects the non-human components of the group, he will show great interest in extraterrestrial beings and will show a secret book that tells the story of Gasnar and the reference text (1) of this adventure. He seems to be very wise and intelligent and does not show fear even in the face of other non-human races. Important: Brunu sells a map of the city (5 G.P.), as well as books of spells and rituals if he discovers the "magic" characters (10 G.P. each. See the magic chapter to choose one or upgrade one that the group's mage already has) and if he realizes that he can trust the visitors. The map contains the exact location of all places the group can visit in this adventure (if you have that board game - Scotland Yard, take the board from the game and show it to the group that's where I got the idea for this adventure hahaha). Scene 5) Healer's House - "Here is the healer's house in the city. A noble house like the others in this region." In recent days, he has been very busy with all the attacks, and during the day, he stays at the temple taking care of the wounded and only returns home at night. If you knock on the door, he will answer with pleasure and may even heal the heroes for injuries suffered (1D6). The healer knows only about matters related to the attacks, for example, that they were done with normal weapons and not by claws or anything like burns. HE ALSO SELLS FIRST AID KIT (10 GOLD COINS). The first aid kit heals 1D4 vitality points. Scene 6) Temple - Here lies the temple of the order of the Templar knights. They assist the Catholic Church in destroying the forces of evil in this world. Almost-dead heroes must be brought here for more elaborate healing, as the temple contains various clerics, acolytes, and paladins. Rumors circulating here: It is said that Darla, the servant of the archbishop's fortress, responsible for cleaning, deceased wife of Daragon Keykepper - the keyholder, was taken by flying demons one night and never returned. In return, the Templar knights managed to capture one of the creatures and are keeping it alive for interrogation in the city dungeons (see topic - City guard). Scene 7) City guard / dungeons - You come across a gigantic stone building adorned with coats of arms of the city's warriors. Probably this is where they train and where the soldiers' dormitory is also located. (...) As soon as someone knocks on the gigantic solid wood doors, a small slit is opened in it, and a look appears from inside to assess them. The man behind that suspicious look says: - Who are you? What are you doing here? Don't you know it's already late, that you can become demon food? (...) For the Master: Despite the serious behavior, when the group says that the ruler sent them and about their current investigation, the soldier will open the door for them to enter. Inside, they will see a gigantic space for soldiers' training. The warrior will tell them that they managed to capture one of the creatures alive and will lead the group directly to see the prisoner on the underground floor, where the dungeon is located. There is the captain of the guard - Terek. Terek will ask the same questions that the soldier has already asked just for confirmation of facts, so the group will have access to the ORC (or goblin) imprisoned (if the group has not yet passed through the tavern, do the same roleplaying explained in the Tavern for the discovery of the creature). The ORC will be a real "pain in the ass"; first, he will pretend not to speak the group's language, then make jokes... Make the group lose patience with him. A successful intimidation test (D6 heroes x D12 orc) will make the orc reveal: - Okay, okay, I'll talk... The only thing I know is that someone from Terran made a deal with my boss for us to plunder and loot here as we please. We don't know how the boss managed to guide us to this lousy world and how he met the poor soul who wants us to hurt his people! But we accepted the job right away. (...) "I don't know who the traitor is among you. I just know that he wears funny women's clothes and gave a golden key to our boss. But never mind hahahaha! We will crush you like ants!" *To the Master:* The captain of the guard and his guards were astonished by the revelations, especially by the fact that the creature spoke their language. After all, it had been there for 2 days, and they hadn't been able to get anything out of it. "As you prepared to reprimand him and ask another question, a loud crash drew everyone's attention upstairs. Soon, the noise of swords clashing and people shouting and getting hurt caught everyone's attention. Yes, the guardhouse was under attack." *To the Master:* The "friends" of the imprisoned orc sent someone, not to save him, but to kill him for talking and getting captured, as well as anyone present who might know something. The invading group suffered serious losses, and only a Minotaur reached the lower floor to finish the job. The group must decide on the battle tactics as the fight is already happening upstairs while they are downstairs. **Minotaur:** ATTACK: D12 (great axe); Defense: D6; Vitality: 18. Special: - Charge (D20); - push (D6). In the same round, the Minotaur can push an enemy and make a charge against an enemy at least 3 squares away. If it deals more than 4 damage to someone, it throws the opponent 1D4 squares away. After this tough fight, there will be little for the heroes to do besides saving the injured and collecting the spoils of victory. **Scene 8: Druid's Garden - Alezag** "The druid Alezag resides here. He informs the group that the Catholic Church is doing everything to remove the druids from the city and perhaps from the face of the earth. They simply do not tolerate the presence of a 'pagan' people with a different belief. I still believe it's because of the wealth the church accumulates with so many followers. I am one of the few here in London. Most druids went to Salesbury and the surrounding area. He has some herbs that are a real bargain (10 gold each). c******s Sativa (increases Attack by +1), Coca Leaf (increases Vitality by +1), ecstasy herb (increases DEFENSE by +1). All three herbs last for 1 battle. In addition to these, he sells arrow-herbs for healing (1D8), ONE BLUE COLORATION POTION (1D6 MANA), and a black potion that is actually an antidote. ALL 10 COINS EACH." **Scene 9: Keymaster's House - Daragon Keykeeper** "The keymaster Daragon Keykeeper is famously known as THE KEYMASTER. But his glory days are over. The group arrives and finds the door of his house open and a middle-aged man already quite worn out lying on the floor. Dizzy, with a bottle of London's Ale in one hand. When the group enters the room and sees the poor man there, he begins to say: - Damn demons! They took my beautiful wife Darla!! Nothing else matters to me! They came flying and took her away from here... Any attempt to talk to Daragon will be in vain. He will only say nonsensical things. If the characters manage to find his wife's belongings and bring them back to him, then he will be willing to cooperate: (...) - I don't know how to thank you, friends. I know it's still sad, but I have to overcome it. My dear Darla wouldn't want me to live like this! Listen... Maybe the answers you are looking for are in the Monastery where my beautiful wife served. Take this key, only those with keys like this have free access to the Monastery, but please don't let them know that I gave you this key, or I'll be in trouble." Thus, Daragon hands you the golden key that you took from his deceased wife's neck. **Scene 10: Stables** "The stable owner is very sad because lately, nothing has gone right for him. After the large tavern King's Bed was closed, the area where they are located has fallen even further, and now the crime rate has increased as if that wasn't enough. Moreover, his daughter has been abused by demons. If she gets pregnant, her father will be forced to sacrifice her to avoid bringing another demon into the world. Services - he charges 15 coins to take the group to any location in the city in his carriage. Due to needing money, he accepts bargaining for a price reduction (D8 because he has to feed his children). D10 for him to let them talk to his daughter, as she is very upset with the events. D8 if they have paid the full amount without hesitation above for any service. If they manage to interrogate the daughter, she will show that she is really terrified and will only describe her attacker, as well as provide the above information (underlined), if the characters reassure her. **Scene 11: Tavern King's Bed** "As you approach this old, large, and noble building, you realize that this region of the city is completely different from the others. Here seems to be a much poorer area, where the only noble construction is the old Tavern King's Bed. It rises above the other houses imposingly, but frighteningly. It's no wonder they say it's haunted. (...) The doors of this tavern are closed with wooden slats nailed to its entrance. However, these woods are already quite worn by time, and a little force is enough to break them. Inside this house, an almost unbearable smell of mold mixed with death takes over the place. You can hardly enter, and you remember a creature that was killed, and its flesh left to rot on the side of a road by the smell you face (-1 DEFENSE while in these quarters). Darkness is general, and it is not possible to see much beyond the eyes. (...) With a little light, you can see that this Tavern looks like any other, with just one difference: the tables and chairs are broken, along with several bottles on the counter, and worst of all: various mutilated bodies are scattered on the floor. It is nauseating and uncomfortable to observe them. Two doors are found in the corners of the main hall, one next to the bar and the other on the opposite wall from where you entered. In the meantime, the worst of your nightmares becomes a reality; the dead rise abruptly, coming towards you with a hungry appetite, spreading death! **Zombies:** (1D4+1) Attack D6; Defense: D6; Vitality: 8; Special: Undead. MOVEMENT: D4. After defeating the bodies, you must choose one of the doors: The back door leads to a pantry where food was once stored. Nothing that is not spoiled can be found here. Another broken door reveals a room with several bones of dead men and a chest already worn by time at the end. *To the Master:* Obviously, if they get close: 1D4 Skeletons: ATTACK: D6 (short sword); Defense: D4; Vitality: 5. Special: Undead. The door next to the bar reveals a staircase to the upper floor of the Tavern, where the guest rooms were, as this tavern also served as an inn. All rooms are completely destroyed, except for the larger room, which, through the well-preserved and colorful door, you can already see that something important is hidden behind it. *To the Master:* The door is locked. A test must be made to open it. Thievery (D6) or force it open (Strength test VS D8). Anything they do triggers a trap (D10 to notice it and D12 to disarm it). It is an arrow with scorpion venom that comes from one of the corners of the room and catches the first one who enters: 1d4 + 1 pt. Poison damage per round until cured with ANTIDOTE OR MAGIC. "... you come across a gothic but luxurious room, despite the smell of death and all the dust in the room. In the corner, crouched, there was a pale and faint woman. She was beautiful, with straight black hair like the night, and had a golden key-shaped amulet around her neck that caught your attention. BEFORE YOU COULD MAKE ANY REACTION, another creature emerged from the darkness. This one, on the other hand, had ANIMALISTIC teeth protruding from its jaw and demonic wings. She jumped on you like a hungry animal" (it is actually a harpy). **Harpia:** Attack: 2D4; Defense: D6; Vitality: 13. Special: Flight and harpy song (male players must make a D6 roll against the harpy's D8 or be enchanted by her. Enchanted creatures will fight and defend their loved one if they are in danger). After killing the harpy (if they manage), the group will find an amulet on the body of the dead woman in the corner. This is Darla Keykeeper, (see - the keymaster). When they return to the keymaster with the bad news, if they question him about his wife being a victim of a harpy that normally attacks men (a mythology check of D6xD6 can provide this information), he will confess that his wife had a somewhat different taste, sometimes taking women to his bed. He will cry a lot when giving this information. **Scene 12: Bridge** "Human bandits attack here. A group of 1D8 human bandits is hidden under the bridge that connects the monastery to the region of the old haunted tavern. They will attack the characters by surprise as soon as they show up. To prevent the surprise, a test with a difficulty of D8 of Perception is required. **BANDITS:** ATTACK: D4 (dagger); Defense: D4 (cloak); Vitality: 6. Special: Surprise attack 2D4. **Scene 13: Monastery of Archbishop Lazarus** "You are facing a magnificent Roman-style construction, with pillars just over five meters high that go up to the ceiling and a staircase leading to a large metal gate adorned with biblical figures. There, two guards lie on guard who seem to be quite sleepy..." The gate is locked with the "Arcane Lock" ritual. D12 to be opened through a Thievery Check (LOCKPICKING). In addition to normal means, it can be opened with the magical golden key that the KEYMASTER holds! This door is hardly to be knocked down by human force. THERE ARE 2 guards, who, if questioned, will say that only the acolytes can enter during the night. If a cleric or paladin is in the group, THE GUARDS will recognize the clerical clothes and say that during the night only the higher-ranking members and cleaning staff have the key given by Archbishop Lazarus to enter the monastery. If the group tries to break down the door or another way that is not through the key, the guards will attack. **GUARDS:** ATTACK: D6 (spears); Defense: D10 (Chain mail plus shield); Vitality: 9. Special: They can drop the shields, then they have Attack D8 (two-handed spear) and Defense D8. They have weak will. They can be easily bought or convinced to abandon the fight. In any way the group manages to enter, read the following passage: "...The group walks a few meters through a corridor with few torches on the wall, therefore, dimly lighting the environment. Some sounds are heard ahead but are difficult to discern (if they insist, say that they heard a cry for help and the sound of a man falling to the ground) as they run to check what happened, they come across the monastery's entrance hall, where they are surprised by an incredible scene: Archbishop Lazarus is lying on the ground, with one hand raised as if asking for mercy, and a gigantic creature just over 4 meters tall, with a brutal body, only one eye, holding a giant club in one hand, threatens him. He notices the presence of you and decides to leave the archbishop on the ground while turning his attention to the intruders. **Cyclops:** ATTACK: D12; Defense: D8; Vitality: 21; Special: throws stones at short distances D20 (he will punch a pillar and throw pieces at the heroes first before going for hand-to-hand combat). When the monster is almost dying (missing one hit), Lucian - the halfling, will appear and give an attack on the monster and kill it (just to make the group think he's the badass hehehe). Then he will turn to the group and say: - You idiots and fools! I planned everything! I called these orcs here to our world to attack the city! And I called you to take care of them because they got a little out of control! And now, as a grand finale: I need to take care of you so that no one finds out! Lazarus interrupts: - Why are you telling them your plan, you i***t? (...) - Of course, I had the Archbishop's help! He is one of the biggest supporters of expelling those who promulgate other religions in our kingdom! (...) - Why did I do this? The world from where these creatures came is at war! When I came here, I was one of the few non-humans in this world! Now it's infested with elves, dwarves, and other even worse creatures. They walk in secret, hiding their true identity from humans, but they are always present! They brought about the fall of Gasnar, and they will bring about the fall of Terran. I do this to force the druids of the Stonehenge portals to close the doors to other worlds! Otherwise, this world will soon be full of the same creatures that are leading GASNAR - the elf world, to decay. The head of this cyclops leader - the false demon - will generate a reaction in the people that will make them hunt down the Stonehenge druids until there are none left! Then I will destroy those portals myself! (...) - Enough talk! It's time for you to eat grass by the roots! Lucian. Attack: D6; Defense: D4; Vitality: 4 (yes... He was just bluffing, lol). (...) C>> Continues...
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